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499945 No. 499945 ID: 753403

Five part introduction incoming. Please withhold suggestions until it is complete.

First part: http://tgchan.org/kusaba/questarch/res/485421.html

***

There is a collective drone of desperate growling and heavy breathing, as the corrupted parasite slaves chase us for food. Many are unable to run, and trail a long way behind the pack. Those most fit for movement pursue is in a hobbling gait; the fettered run of injured men. Many have been shot already, but they carry on due to an absence of fear and pain in their bodies. An expeditionary group, perhaps it once was. But they have become victims of the parasitic alien worm.
169 posts omitted. Last 50 shown. Expand all images
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No. 508123 ID: 9d4445
File 136722432020.png - (25.72KB , 800x800 , 56.png )
508123

The door slowly opens, and the two mercenaries walk in.

>”We're sorry for this disturbance, ladies. We've had some trouble back at the base, and we need to check-”

The same voice speaks again. It's Samael! He steps behind the mercenaries.


>“I'm sorry. We're closed.”


He snatches one mercenary's head in his great hand, and then uses the body like a flail, beating the other one to death with immense force. But, not before the mercenary is able to squeeze the trigger of his weapon for a moment. Four loud shots are fired off into the ceiling. It will have earned the attention of the others, for certain.
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No. 508135 ID: eaf2f5

Well time to lead this prostitute army to victory!
Engage the enemies outside and then start advancing towards the mercenary base, if we can get them to barricade themselves inside we could blow them all up.

Maybe it would be wise to split the party and have Mord, Gryr and Samael each lead a team of prostitutes so we can attack from several directions simultaneously.
>>
No. 508136 ID: 47d311

Quickly nab the bodies and sit them down at a table the furthest away from the door. Use them to lure more mercs into the building. Prep an ambush inside the brothel to take out the guys who enter the building itself.

Have Gryr take a large team around one side of the building and have Samuel take a smaller team around the other side to catch the mercs in a pincer. When the ambush inside the brothel is sprung, that's their cue to go into action.

Gryr's team will move out ahead to be your front line for any street fighting and will move to cut off the retreat of any mercs caught between the ambush team and Samuel's flankers.

As soon as the mercs in the brothel are slain, send Samuel's team out and around the front line to flank, and take your (Mord's) team around the opposite side. While the merc's attention is on the flanking teams, have Gryr push her lines forward. While Gryr's team pushes forward to join with the flanking teams, you (Mord), Samuel, and at most one or two of the more skilled fighters in your group circle around and hit the mercs from their rear.

Tell Samuel and remind Gryr of that sniper you talked with, and make him a priority target. The last thing you need is Gryr's advance stalled because they're pinned by sniper fire.
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No. 508142 ID: 2d3c9d

fuck.

well, I suppose he did as you asked. everyone to arms! we can't all afford to hole up in the building- buildings are vulnerable to the explosives they likely still possess.

so yeah, some of our forces should go outside as they charge us. try to find cover before they arrive and stay hidden as good as possible. try to hide the bodies inside if the mess isn't too big, to buy us some time until they figure out it was us.

Lex has been through a lot, so she probably ought to stay inside to guard the whores inside. she should be prepared for an evacuation in case of the aforementioned explosives.
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No. 508148 ID: 0006f5

split up and flank the sniper roosts if possible. provide cover for our forces as they move out from the known structure.
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No. 508207 ID: e08226

Stay in the building, it'll offer protection. Watch all windows and be ready for grenades.
Also, check for wounded. If those shots hit anyone, take them into a back room where they might be treated and kept safe.
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No. 509447 ID: 9f1b99
File 136809502837.png - (21.88KB , 800x800 , 57.png )
509447

I'd again like to thank Slinkoboy for taking the time to fix some little mistakes I'd made in here, such as broken spoiler tags.

As I predicted, the mercenaries become alerted by the accidental gunfire. They move in force to the brothel, and up the ramp. Losing her cool, one of the silly ex-whores shoots at a the mercenaries, despite that they have no confirmed sighting of us. I immediately tell her to stop, but it is far too late.

To my surprise, they are in possession of nano-mechanical cover systems. The small devices project a squirming barrier of living machines, which deflects bullets and absorbs energy weapons. Surely they are stolen, as no outcast engineer could ever possess the technology to produce them.

The mercenaries place them on the ramp up to the brothel, and the shimmering, black shields grow into form. Some of the mercenaries move behind the barriers, and deploy a heavy machine gun.
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No. 509449 ID: f4aa6b
File 136809634124.png - (22.17KB , 800x800 , 58.png )
509449

They do not hesitate, and begin firing their gun onto the building. The bullets perforate the metal walls. Through the holes, bars of daylight pierce the airborne dust. One of the girls is shot in the chest. She falls onto her back, groaning, and gasping for air. The vest covering her torso had saved her this time. Others fire too, but their weapons do not seem to pierce the walls.

This building is not providing adequate cover. We lie on the floor, and wait for the gunner to stop. When he does, Gryr takes Frost, and a small group of girls and leaves the main room. They go to a hatch in the floor, which leads to the lower building. They intend to flank the mercenaries, and divert their attention.
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No. 509450 ID: f4aa6b
File 136809636714.png - (29.48KB , 800x800 , 59.png )
509450

In the mean time, Samael stands up and fires a large machine gun through the small window. Its fire rate is very high. The sound is like the tearing of paper, though much louder. The brass pours over the floor below him like a liquid.

This building's defence is flimsy, and will not be sufficient if more powerful weapons are brought into play. It would be wise for us to move out of here immediately, but the mercenaries have fortified the ramp, and it will be hard to remove them. We could follow Frost and Gryr out through the trap door.
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No. 509460 ID: 747c7e

not yet. hold the mercs back a bit.
>>
No. 509541 ID: 90808d

Leave the building in intervals one by one to provide Gryr and Frost enough of a distraction while tactically conserving your numbers.
>>
No. 509669 ID: 10fd9a

It's definitely important to keep them focused on the building. Send the squishier targets through the trapdoor first, have everyone else provide covering fire.
>>
No. 509726 ID: 47d311

This brothel has a bar, right?

Ever made a molotov cocktail?

Get some high-proof bottles of alcohol, uncork it, wet the rag with some of the alcohol, then pour some dish soap in the bottle. If they don't have dish soap for whatever reason to clean stuff you can use styrofoam from the chair cushions, baking soda, egg whites, tar, motor oil, or even blood (You got two dead mercs thankfully) to thicken the mixture. Stick the rag 3/4ths into the bottle, and either recork it or tape up the top. Shake it so the thickening agent mixes with the alcohol. Then light the rag and hurl it at the mercs on the bridge to deny them their cover.

The thickening agent will cause the flames to smoke thick, so you can use that fact to conceal your position if you need to.
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No. 510196 ID: 51e9d1
File 136841727965.png - (23.60KB , 800x800 , 60.png )
510196

I would like to send some of the whore-soldiers through the trapdoor after Gryr, but my opportunity to do so is cut short. The machine gun fire begins anew. The sound of bullets puncturing the walls is loud.
I get the idea to burn the gunner out from behind his shield. I crawl on my stomach over to the bar, from where the mercenaries were getting their drinks only last night.

I search the shelves for some high-alcohol drink, and find one. A corked bottle, filled with an outcast home brew. On its label, the words “Old Goride,” in the ridiculous outcast language. I look for something with which to thicken the fluid. There is a large bottle underneath the basin. The liquid in it is rather viscous, and it smells of soap. It must be detergent. With a rag that I find on the floor, I now have the components to assemble some sort of home-made incendiary grenade. I hope that it works.
>>
No. 510197 ID: 51e9d1
File 136841730005.png - (32.34KB , 800x800 , 61.png )
510197

I wait until the machine gunner stops firing and, having lit the rag, run to the door, and hurl the grenade. It explodes over the cover, with a crash. The burning liquid is thrown over the area, causing a brilliant flame. The gunner is engulfed in fire, and his high-pitched wails sound as he tries to extinguish himself futilely. In his panic, he falls from the ramp.

The ramp is now on fire, and a thick layer of smoke blocks the line of sight with the other mercenaries.
>>
No. 510233 ID: d4ad1a

Sweet! Everyone through the trap door, except for the harder targets, who'll keep firing from the brothel.
>>
No. 510265 ID: 0006f5

make more ! hail gay satan !
>>
No. 510335 ID: 01745c

keep making more molotovs and throwing them while the others escape.
>>
No. 510350 ID: 2f4b71

Is the ammo for the machine gun cooking off? If not, you could dash down the ramp behind the near side of the barrier, and swipe it (and maybe the gun too) when the Molotov dies down. The nanobarrier works in both direction, right?
>>
No. 510553 ID: 47d311

Good.

Ask if Samuel can see through the smoke or not. He was built for war, which sees a lot of dirt/smoke/shrapnel flying about and he has a built-in voice synthesizer complicated enough to alter his voice realistically on the fly, so its not a bad guess.

If he does, have him suppress the area in front of the ramp like he has been. If he doesn't, have him let up for a moment. Take some people to the second floor and see if you can't pick off anyone either abandoning the approach to the brothel due to the fire, or moving forward to recover their equipment.

Properly placed suppressive fire should be enough to keep some mercs pinned while someone with a better vantage point makes the kill shot. On the other hand, the lull in shooting should be enough to bait some of the more opportunistic mercs to try to quickly recover their equipment. If you can, try to cripple one out in the open for even more bait.
>>
No. 511656 ID: 6c0005
File 136895822415.png - (40.65KB , 800x800 , 62.png )
511656

“Samael, are you capable of seeing through the smoke?”

>”Yes.”

“Then continue to suppress them. I will make more grenades, and attack the approach. Lex, go with these girls, and leave the brothel. Follow after Gryr, but stay out of sight.”

I send them out through the trap door. Samael and I continue to suppress them from this building.


Meanwhile, Frost, Gryr, and their soldiers have emerged from below the brothel. Using large bins as cover, they flank the mercenaries by the brothel's approach. Eventually, the mercenaries are forced away from the location. Several lie dead below the ramp. Fortunately, none of us have serious injuries.

The mercenary force is now fleeing. It will not be long until their morale is restored. It might be worth sending a scout across the rooftops, to see where they go until then.

Or do something else!
>>
No. 511663 ID: eaf2f5

Yeah scouts are a good idea we don't want to stumble into an ambush, just tell em to watch out for snipers.

I wonder could we rally some residents to join our fight?
>>
No. 511668 ID: 7ee51d

send yourself with a jillion molotovs.
>>
No. 511737 ID: 0f3c7c

>>511668

aww yeh, let's Hoviet Sero this shit.
>>
No. 511742 ID: 47d311

Have some of the girls recover the dead merc's equipment. If they're packing HMGs and nanoshields, they might have some other interesting pieces of equipment on them.

It would be best to keep hitting them as they retreat, to force them to choose between a fighting retreat which will slow them and any potential regrouping down or breaking ranks and running which will scatter their forces. I am worried about them heading to where their friends have set up an ambush, however.

Do these mercs have handheld radios, headsets, any sort of personal communication device? If they don't, then they likely don't have any way of setting one up and you should be fine to press the attack while you and your troops are in good condition and those mercs aren't; Time to recoup is in the favor of the force worst off, which given you report injuries as minor, is the mercs.

If the mercs do have communications devices, their fallback point likely involves a strong defensive position or a snare ready to close on whoever is following them, which is not in our best interest to siege. Send a small force to harass the retreating mercs on their retreat, and have them fall back themselves the moment the mercs reach their defensive line. An ambush will be set up assuming a larger force following them on the ground, so your rooftop scouts could work well to this end. Make sure your roof team is fleet of foot and can aim. Give them some of the merc's radios so they can listen in on their comms; it'll help them avoid any surprises along the way.

Lastly, check up on Lex and see how she is holding up. Time on the front lines in the middle of a siege the day after her brother died likely isn't doing her any favors.
>>
No. 511774 ID: 2f4b71

Ideally we'd funnel them as they fall back to their base. Then blow it once they're inside.
>>
No. 513800 ID: 95f8c0
File 137008844026.png - (24.78KB , 800x800 , 63.png )
513800

Questing advice: Improper preparation is a quest killer.

I decide that I should be the one to do reconnaissance. I tell Samael to join the others, and follow after me at a distance. Then, with an armful of pre-prepared grenades, I dash across the rooftops of the settlement, following in the wake of the fleeing mercenaries.
>>
No. 513801 ID: 95f8c0
File 137008846011.png - (33.42KB , 800x800 , 64.png )
513801

As expected, they lead me to the town hall. Some have already prepared their cover in expectation of a follow-up assault. They were not wrong to do so. I do not yet have their attention, but if I linger about here for too long, I will certainly be spotted. I see two options here:

1. Leave the rooftop quietly, and return what I have found to the others, allowing them at least a small amount of intelligence, with which they may establish a basic plan in this very brief window.

2. Throw my home-made incendiary grenades upon them, which may demoralise them temporarily, but certainly result in a brutal, head-on battle.
>>
No. 513919 ID: 0006f5

return with intelligence. this is a job for throwables and more so its not a prolonged shootout in their favorable defensive position
>>
No. 513990 ID: 47d311

They've already holed up in a defensive position. Fighting here is pointless and disadvantageous when you can wait for them to come to you on your terms. Return with intelligence, and be prepared for a counter-offensive when the mercs rest and re-arm.

If the building they're holed up in is made of some flammable materials, go ahead and lob a few firebombs and immediately retreat. Otherwise, keep them for a better opportunity.
>>
No. 514123 ID: 2f4b71

Who has the trigger for the explosives planted inside the Town Hall?
>>
No. 514249 ID: 4f8952

if you can't rig the explosives to go off after you return and not be detected in the meantime, just leave.
>>
No. 514478 ID: cb948e
File 137035436799.png - (33.14KB , 800x800 , 65.png )
514478

I leave the rooftop, and gather the group leaders. I share with them the sights I gathered from above.

“There are barricades about the town hall. Guarding its doors, perhaps ten soldiers. Inside, I suspect there to be more, though I did not see, of course. There are several armed with heavy machine-guns. I did not throw these onto them, so as to postpone the battle by a few minutes.”

I hold up my armload of grenades, for emphasis.
>>
No. 514480 ID: cb948e
File 137035445686.png - (29.58KB , 800x800 , 66.png )
514480

Gryr is the first to speak. The morning sun gleams brightly off the dirtied white of her ordinator's helm.

>”Then we must demolish their base, and send them, gripped with terror, into the streets. From there, we could ambush the stragglers from multiple directions.”

“What is to happen if they choose to stand?”

>”They will run. They are largely undisciplined. It is plain to see this.”

“Then we will each take command of a group. When you are in position, I will detonate the explosives.”


There will probably just be a natural progression from here to the next update (i.e, no need to suggest), but if you feel the need to change the course of things, then be my guest.
>>
No. 514503 ID: 882554

you could use your molotovs to cover all but one side of the base with flames and ambush them when they make the obvious choice of exit.
>>
No. 514605 ID: 7e8516

>>514503
We already have explosives planted in their base, no need to do that. Just rain the molotovs down on them as they run.
>>
No. 514827 ID: fe7252

Maybe give a prostitute some molotovs and set her on one of the rooftops either on the other side of the building where you cannot cover, or to free yourself up to physically engage them.
>>
No. 524572 ID: e59cd4
File 137385875604.png - (40.82KB , 800x800 , 67.png )
524572

I trigger the bombs. A loud crack splits the air moments later, followed by panicked shouting and gunfire. The town hall collapses in a cloud of dust and smoke. We begin the assault.
>>
No. 524573 ID: e59cd4
File 137385877940.png - (27.81KB , 800x800 , 68.png )
524573

The remaining mercenaries resist us with all their might, and the battle becomes ferocious.
>>
No. 524578 ID: 47d311

That mercenary leader is behind you with a knife, trying to take advantage of the confusion to cut you.

Step forward to put a bit of distance between you two, then drop down to lower your center of gravity. Shoulder-check him in the legs; he'll probably step forward when you do to catch up and you can use his forward momentum to table-top him over you.
>>
No. 524869 ID: 0c326d

Depending on how close he is, that mercenary made the mistake of bringing a knife to a gun fight.
>>
No. 524873 ID: 0006f5

lunge forward !
>>
No. 524924 ID: 849089

disarm him, but be ready to block his knife with a thick part of your armor in case he's too fast.

he might help end this conflict if he's captured alive.
>>
No. 526441 ID: d86f93
File 137455846480.png - (35.25KB , 800x800 , 69.png )
526441

I turn around to see Nosk, holding a knife. While I am surprised, it is not enough for him to end my life easily. In a matter of seconds, he lunges at me with the knife, and I duck below his attack. His weapon goes over my head, and I use the opportunity to grab his wrist. With my other hand around his leg, I manage to overturn him, throwing his body onto the ground.

In the following moments, he scrambles to get back to his feet. I do not have much time to capture him, if that is the course of action I desire.
>>
No. 526451 ID: 0006f5

create distance, fire indiscriminately
>>
No. 526461 ID: acb7da

Just bash him in the head with your rifle until he stops moving. Should be fine.
>>
No. 526462 ID: c48e5a

Step on his knife arm, use your rifle as a lever for neck-breaking.
>>
No. 526469 ID: 4f63c9

let's not kill at random, hit his head with rifle
>>
No. 526766 ID: 9cb233

Lets kill him, and every other mercenary to ever exist. At random.
>>
No. 526788 ID: 47d311

This guy is the mercenary leader, meaning people are following him; be it because he's scary, skilled, smart, or rich. Any way you look it, losing him will either further disorganize their ranks or be a hit to their morale.

Best to kill him now so that he won't stab you in the back later. In an environment like this there is nothing to gain by being nice to your enemies.
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