"I don't advise that, anyway." Prerna mutters as she focuses on her next customer.
Inchin: Endgame
Re: Inchin: Endgame
Joe Roberts (JR)
Re: Inchin: Endgame
Jess
Jess takes deliberate aim on the rifleman who, unaware of her group, moved himself into cover from the Recon Team and her Fire Support element. Her ACR's recoil twinges her wrecked ribs but she has the satisfaction of seeing her target go down before he can get a shot off. He crumples to the ground next to the rock he took cover behind.
(OOC:
Assuming DS Pen 6 vs. Cloth AV 6 (Tariff Neutral) effect: Roll(2d6)+0: 3,6,+0 Total:9 Serious Wound on Black 1).
Jess takes deliberate aim on the rifleman who, unaware of her group, moved himself into cover from the Recon Team and her Fire Support element. Her ACR's recoil twinges her wrecked ribs but she has the satisfaction of seeing her target go down before he can get a shot off. He crumples to the ground next to the rock he took cover behind.
(OOC:
Location = Right Leg (CES/Cloth)The Bindoner wrote: ↑Thu Mar 18, 2021 7:20 pm Jess takes aim at the right-hand figure in the firing line ( Black 1 ) and fires a burst:
[2d6]=7 +2 skill, +1 Dex
Location: [1d8]=7
Assuming DS Pen 6 vs. Cloth AV 6 (Tariff Neutral) effect: Roll(2d6)+0: 3,6,+0 Total:9 Serious Wound on Black 1).
Last edited by Tiglath on Thu Mar 18, 2021 11:31 pm, edited 1 time in total.
Re: Inchin: Endgame
Frank
Frank shoulders his ACR and ignores the incoming fire as he squeezes off a burst into his target's chest. The insurgent falls in a tangled heap - dead before he hits the ground.
Dog returns fire cutting his assailant down with a burst through the right leg.
As Jess drops his target Charlie calls "Movin' Colonel" and races forwards to improve his position.
(OOC:
Frank
Roll(2d6)+3: 4,4,+3 Total:11 Hit
Location: Roll(1d8)+0: 4,+0 Total:4 Chest (Cloth)
Effect: Roll(2d6)+0: 6,6,+0 Total:12 Well, that's the Final Word! Kill on Black 5
Dog
Roll(2d6)+3: 2,6,+1 Total:9
Location: Roll(1d8)+0: 7,+0 Total:7 Right Leg (Cloth)
Effect: Roll(2d6)+0: 3,5,+0 Total:8 Serious Wound on White 8
No need for orders for Charlie as he had no one to shoot and, therefore unopposed, embraced his "high initiative squad" status to move. Moving under fire would need orders).
Frank shoulders his ACR and ignores the incoming fire as he squeezes off a burst into his target's chest. The insurgent falls in a tangled heap - dead before he hits the ground.
Dog returns fire cutting his assailant down with a burst through the right leg.
As Jess drops his target Charlie calls "Movin' Colonel" and races forwards to improve his position.
(OOC:
Frank
Roll(2d6)+3: 4,4,+3 Total:11 Hit
Location: Roll(1d8)+0: 4,+0 Total:4 Chest (Cloth)
Effect: Roll(2d6)+0: 6,6,+0 Total:12 Well, that's the Final Word! Kill on Black 5
Dog
Roll(2d6)+3: 2,6,+1 Total:9
Location: Roll(1d8)+0: 7,+0 Total:7 Right Leg (Cloth)
Effect: Roll(2d6)+0: 3,5,+0 Total:8 Serious Wound on White 8
No need for orders for Charlie as he had no one to shoot and, therefore unopposed, embraced his "high initiative squad" status to move. Moving under fire would need orders).
Re: Inchin: Endgame
Round 2: The Aftermath!
(OOC: Here's what happens when untrained people (shooting at +0 and with random ammo) mix it with trained people!
The very graphic graphic tells the tale!
Note all of the "hits" shown on the insurgents have put the target down. Meanwhile, although the mercs have folk who have been hit most are still in the fight (except 'Arry).
The updated map may be useful for pondering both tactics and strategy.
However, the map is static though so remember that both groups of insurgents were trying to move north before they ran into the merc unit. Some carried on (and died in droves!) while others sought cover. Those in the stream bed will be unlikely to move and will have full AP to fire but in taking their position did so as a reaction to what they thought was the situation at the time.
I'll gently move the action along (likely by 3AP) tomorrow (evening GMT)).
(OOC: Here's what happens when untrained people (shooting at +0 and with random ammo) mix it with trained people!
The very graphic graphic tells the tale!
Note all of the "hits" shown on the insurgents have put the target down. Meanwhile, although the mercs have folk who have been hit most are still in the fight (except 'Arry).
The updated map may be useful for pondering both tactics and strategy.

However, the map is static though so remember that both groups of insurgents were trying to move north before they ran into the merc unit. Some carried on (and died in droves!) while others sought cover. Those in the stream bed will be unlikely to move and will have full AP to fire but in taking their position did so as a reaction to what they thought was the situation at the time.
I'll gently move the action along (likely by 3AP) tomorrow (evening GMT)).
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Re: Inchin: Endgame
Freya
Not quite sure what's wrong with the gun, but the target has just rolled over dead anyway.
Freddy - Can you get the guys in the stream? You have a nice line of them!
Not quite sure what's wrong with the gun, but the target has just rolled over dead anyway.
Freddy - Can you get the guys in the stream? You have a nice line of them!
Re: Inchin: Endgame
Tig, what is Charlie's new location? Frank has his gauss Rifle, not ACR, but I don't think it'd made any difference 

Re: Inchin: Endgame
Kit
Puts fires a snap shot into W9 to protect Freya and Freddie for some better options
[_2d6]=(4+6)=10
-2 (for Snapshot), +2 for Dex (with ACR), +2 for Rifle skill, +2 autofire = 10+4 = 14 (A Hit)
Targeting [1d8]=1
Head Shot
Damage
[_2d6]=(2+4)=6
Damage Table mods +6 for Discarding Sabot rounds, -6 for Cloth Armor = Result is 6 a Light Wound
Taking the second shot just be sure
[_2d6]=(2+3)=5
-2 (for Snapshot), +2 for Dex (with ACR), +2 for Rifle skill, +2 autofire = 5+4 = 9 (A Hit)
Targeting [1d8]=1 - Head shot again!
Damage
[_2d6]=(5+1)=6
Damage Table mods +6 for Discarding Sabot rounds, -6 for Cloth Armor = Result is 6 a a Second Light Wound
Puts fires a snap shot into W9 to protect Freya and Freddie for some better options
[_2d6]=(4+6)=10
-2 (for Snapshot), +2 for Dex (with ACR), +2 for Rifle skill, +2 autofire = 10+4 = 14 (A Hit)
Targeting [1d8]=1
Head Shot
Damage
[_2d6]=(2+4)=6
Damage Table mods +6 for Discarding Sabot rounds, -6 for Cloth Armor = Result is 6 a Light Wound
Taking the second shot just be sure
[_2d6]=(2+3)=5
-2 (for Snapshot), +2 for Dex (with ACR), +2 for Rifle skill, +2 autofire = 5+4 = 9 (A Hit)
Targeting [1d8]=1 - Head shot again!
Damage
[_2d6]=(5+1)=6
Damage Table mods +6 for Discarding Sabot rounds, -6 for Cloth Armor = Result is 6 a a Second Light Wound
Re: Inchin: Endgame
OOC: Good spot - they have managed to get themselves enfiladed by both Freya & Freddie and the Recon Sniper team! Tactical genius at work!BackworldTraveller wrote: ↑Fri Mar 19, 2021 7:28 am Freya
Not quite sure what's wrong with the gun, but the target has just rolled over dead anyway.
Freddy - Can you get the guys in the stream? You have a nice line of them!

It all made sense when I rigorously applied a "thought process" to the situation as they couldn't see it!


Re: Inchin: Endgame
I deliberately left that vague to give you some control over him!


He's notionally going forwards on the diagonal but effectively has six squares and a snap counting half of Rd 2 and this Round 3 or three squares and a grenade! Frank will see that a smoke greande in the path/gap between the "starfish trees/palms" (just above the word POOL) and the wood will completely "blind" those in the streambed to his squad.
Re: Inchin: Endgame
Oh, it would!
Black 5 would have been deader!

Apols for the mix up. Oddly that +1 on Pen vs Cloth with the gauss is significant.
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Re: Inchin: Endgame
Not if you hit them in the head!
Re: Inchin: Endgame
Frank
Seeing Charlie move off he gestures in front of them "Charlie, the rocks, let's move forward and clear that streambed"
ooc: The plan is for the group to move forward to the stones on the other side of the path, Charlie leading in round 2. This allows snap fire against those in the streambed, and potentially there more targets behind them if the intended ones are no longer available (white 1 and 2).
Seeing Charlie move off he gestures in front of them "Charlie, the rocks, let's move forward and clear that streambed"
ooc: The plan is for the group to move forward to the stones on the other side of the path, Charlie leading in round 2. This allows snap fire against those in the streambed, and potentially there more targets behind them if the intended ones are no longer available (white 1 and 2).
Re: Inchin: Endgame
Frank Round 2
Charlie nods and moves west vaulting the park bench.
(OOC: OK so for ease of reference he's in the square with the park bench (small oblong) at the end of round 2.
He can next go along the path and snap shoot (leaving LOS for Frank and Dog) or start through the woods.
He won't be able to target all three guys in the streambed but I have a strange sense of foreboding regarding their future...
)
Charlie nods and moves west vaulting the park bench.
(OOC: OK so for ease of reference he's in the square with the park bench (small oblong) at the end of round 2.
He can next go along the path and snap shoot (leaving LOS for Frank and Dog) or start through the woods.
He won't be able to target all three guys in the streambed but I have a strange sense of foreboding regarding their future...

Re: Inchin: Endgame
We're aware of Kit behind us, so I think Charlie would know not to block the path, so how about he starts through the woods, he might have a chance at no 5 in the streambed if he did that, and Frank & Dog the other two, that's if the streambed isn't a smoking hole by the time they've moved 

Re: Inchin: Endgame
Sold!
From the bench he'll go three squares diagonally through the woods (emerging on the other side of a smaller tree) with a possible shot at White 5 or White 1.
Bad guys' moves / first half of the round to follow.
From the bench he'll go three squares diagonally through the woods (emerging on the other side of a smaller tree) with a possible shot at White 5 or White 1.
Bad guys' moves / first half of the round to follow.
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Re: Inchin: Endgame
Jess has no target, and no desire to become one. She moves up with King, careful to stay out of LOS, so as to be ready to engage next turn ( if there is one ) or react to a desperate charge this round.
Re: Inchin: Endgame
If you go due north (following the bulkhead) or due west into the woods you're good. There's a possible threat from White 3 going north but you could put King on point.The Bindoner wrote: ↑Fri Mar 19, 2021 7:33 pm Jess has no target, and no desire to become one. She moves up with King, careful to stay out of LOS, so as to be ready to engage next turn ( if there is one ) or react to a desperate charge this round.
Going diagonally NW and taking cover behind the two rocks is a bolder move.
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Re: Inchin: Endgame
North is good, brings the squad together. Jess wanted to check 'Arry, makes the choice easier. as you say, King in the lead ( 'cos he's faster and can duck without pain
).
Kingy, we're goin' ter link up with Mike an' 'Arry. Move up north, cover ter cover. Eye out fer the badhats, eh?
On squad channel: Mike, I'm movin' up ter your position. Stand firm, keep coverin' the Major.

Kingy, we're goin' ter link up with Mike an' 'Arry. Move up north, cover ter cover. Eye out fer the badhats, eh?
On squad channel: Mike, I'm movin' up ter your position. Stand firm, keep coverin' the Major.
Re: Inchin: Endgame
Round Three (Interim)
Here we go Kit still to add, Jess in Transit and White 9 already down to Freya's snapshot.
Here we go Kit still to add, Jess in Transit and White 9 already down to Freya's snapshot.
Re: Inchin: Endgame
Frank
Frank dashes forwards to the rocks with Dog. He hears "They're coming!" shouted from the streambed and enthusiastic but badly aimed fire gets, at best, "near" him and Dog. One burst goes overhead and another hits the rocks.
Frank dashes forwards to the rocks with Dog. He hears "They're coming!" shouted from the streambed and enthusiastic but badly aimed fire gets, at best, "near" him and Dog. One burst goes overhead and another hits the rocks.