RolePlay onLine RPoL Logo

, welcome to Voyages of the Dastavka

05:44, 21st May 2024 (GMT+0)

Rise of the Privateer.

Posted by FateFor group 0
Jack 'Patch' Flint
Pirate CO, 136 posts
Wed 19 Aug 2020
at 12:35
  • msg #230

Re: Rise of the Privateer

OOC: divisions, like in the realm of 100s?

Is it wise to attack a stronghold in the mountains defended by divisions with essentially 100 men?
Fate
GM, 4102 posts
Roll for dodge!
Wed 19 Aug 2020
at 20:49
  • msg #231

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 230):

Divisions is probably the wrong word...the stronghold has about 30 men. Possibly a couple of specialists, but they are well down on numbers. You will need to be clever to keep your own losses down, but the Vilani are not likely to just leave a stronghold empty! Siege strategies will apply, and strategies to keep your losses to a minimum would be wise...as would recon.
Jack 'Patch' Flint
Pirate CO, 137 posts
Wed 16 Sep 2020
at 07:45
  • msg #232

Re: Rise of the Privateer

OOC: Okay given the nature of the terrain, i think a full infantry contingent would be best.
 We can have 4 infantry units + 4 support units (I presume recon/machine gun/etc.) Ultimately they'll be working semi-independently of each other, but in 2s (1inf + 1 support). Overall they'll be coordinated to come from different directions (i.e. not all frontal, etc.) but will act within that grand strategy of inf + support.

In terms of 'tactics' stratgy. There's no need to rush, so a 'standard attack' wouldbe fine.
Fate
GM, 4280 posts
Roll for dodge!
Wed 16 Sep 2020
at 09:22
  • msg #233

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 232):

Ok, after consulting with your others, they recommend taking in a few Combat Engineer units. These are regular Infantry units specialized for siege work. Plus a unit of specialists for each infantry unit, so 5 infantry (3 riflemen and 2 Combat Engineers) and 5 specialists (1 ATGM, 2 Mortar and 2 gatling laser squads). Riflemen are your recon units.

As mentioned, the enemy is in an underground bunker in mountainous terrain. You could pick the weather: poor weather will reduce visibility, which works for you and for them.

3 x Riflemen (TS: 640, $60 K raise, $12K maint) x10 men, F, Rec
2 x Combat Engineers (TS: 640, $60 K raise, $12K maint) x10 men, F, Eng
1 x Anti Tank Guided Missile crew (TS: (1920), $45k raise, $9k maint)x4, (Arm)
2 x Mortar Team (TS: (800), $25k raise, $5k maint)x4, Art
2 x Support Weapon (TS: (800), $50k raise, $10k maint)X3, F
Intelligence Analysis: 14, Strategy: 14
Terrain: Mountain, Terrain Bonus 4(2 underground),
TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm))
Your Men are Good Quality with Good Equipment.

You now have 3 options for Reconnaissance: You can either roll for it (Roll 3d6, mark it 'Recon'), role play it or just charge in without doing any (Roll a strategy for first round of battle!)! Only the Riflemen may be used if you want to role-play! This may give some indication of enemy defence bonus, ie the strength of his fortification and troops.

Just to be sure, a deliberate attack is the only attack that reduced the bonus gained from a Defence bonus, and since you have artillery units, may even give some bonus to the strategy roll as well.
This message was last updated by the GM at 09:30, Wed 16 Sept 2020.
Jack 'Patch' Flint
Pirate CO, 138 posts
Mon 28 Sep 2020
at 06:32
  • msg #234

Re: Rise of the Privateer

OOC:

Aye that makes sense. I really think reduced visibility helps us more than it helps them (mechanically, im not sure ) but... ultimately, as long as there isn't too much of a delay, then slightly reduced visibilty is fine.


Recon: 07:32, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 6,5,3.  recon.
Deliberate attack please: 07:32, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 5,1,5.  Tactics.

(Jack will lead from the front +2/+2)
Fate
GM, 4330 posts
Roll for dodge!
Mon 28 Sep 2020
at 08:21
  • msg #235

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 234):

For the recon competition, you were rolling against 15, so 1 under. They detected you easily well before you saw them, and the managed to dispatch forces to deal with what they hoped was a probing patrol. Despite hitting your forces as they were still dismounting the G-Carriers, the armour proves well able to hold off the attackers until your artillery could deploy, and they fell back with heavy casualties.

You will need to make a Leadership roll to rally the men and get them into formation before you can actually begin the attack!

[OOC: They actually achieved surprise, so you were caught before you were ready. However, to take advantage of surprise meant they had to attack, which meant they did not get to take advantage of their defences! A lucky break for you...given you lost the initiative badly! So badly, it enticed them into a mistake, which they are unlikely to repeat. But you did not get to see how good their defences were...]

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: ??, Position Bonus: +3, Casualties: 0% (0), Strategy: Skill +2 (Skirmish), Risk: 0

Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 0% (0), Strategy Rally, 14 +12 -2(Rally), Risk +2; Total 26, rolled 11, 15 under.

Result: You win significantly. They loose 20% casualties, you loose 5%.

27 of March, 2179
This message was last edited by the GM at 11:05, Mon 28 Sept 2020.
Jack 'Patch' Flint
Pirate CO, 139 posts
Thu 8 Oct 2020
at 14:40
  • msg #236

Re: Rise of the Privateer

The offensive had appeared to go well despite some initial setbacks, and Jack pushed ahead with the group to which he was attached. He hoped that they could break through without weakening their own forces too much. The area was particularly valuable, he thought and the enemy's reinforcements would be short in arrivl, he felt.

"Come on, lets get going! he shouted to those around him, expecting that the comms personnel relay messages and plans as usual.



15:40, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 2,3,6.  Leadership.


Fate
GM, 4385 posts
Roll for dodge!
Fri 9 Oct 2020
at 03:18
  • msg #237

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 236):

You gather for forces quick enough to be able to attack them as they attempt to withdraw. What attack strategy do you use? Also roll a Strategy roll for how successfully you pull it off!

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: ??, Position Bonus: +3, Casualties: 0% (0), Strategy: Skill +2 (Skirmish), Risk: 0

Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 0% (0), Strategy ???, 14 +12, Risk +2;

27 of March, 2179
This message was last edited by the GM at 03:18, Fri 09 Oct 2020.
Jack 'Patch' Flint
Pirate CO, 140 posts
Sun 1 Nov 2020
at 16:02
  • msg #238

Re: Rise of the Privateer

Reassured by the enemy's retreat, Jack pushed the men hard enough to keep them on the run and not give them opportunity to turn and dig in."Go! Push hard!" he called out as he spurred the men on.

OOC:

All out attack please!
16:01, Today: Jack 'Patch' Flint rolled 14 using 3d6 with rolls of 6,2,6.  Strategy.
Fate
GM, 4467 posts
Roll for dodge!
Thu 12 Nov 2020
at 08:06
  • msg #239

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 238):

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: 0, Position Bonus: +3, Casualties: 20% (-4), Strategy: +8 (Full retreat), Skill +7 (All out attack), Risk: 0


Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 5% (-1), Strategy +2, 14 +13, Risk +2; Target 29, Rolled 14, so 15 under

Vilani casualties this round: 20%. Your casualties: 0%

You chase them back fiercely inflicting more casualties before they can reach their bunker. Unfortunately, the rounds firing back indicate the the rest, just 60% of the force that attacked you, does indeed reach the safety of their fortifications. Initial encounters indicates a strong defensive position (Defence bonus of between +8 and +20, hard to gauge...)

27 of March, 2179
Jack 'Patch' Flint
Pirate CO, 142 posts
Fri 20 Nov 2020
at 21:27
  • msg #240

Re: Rise of the Privateer

OOC: IS there anything viable in terms of attack?
Fate
GM, 4519 posts
Roll for dodge!
Fri 20 Nov 2020
at 23:01
  • msg #241

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 240):

This is now becoming a siege. The defences here are well prepared, so tactics such as deliberate attack or skirmish to sound out the enemy defences would be well advised. The casualties you have caused will help you a lot, and capturing some of the injured, with an interrogation roll, could help as well.
Jack 'Patch' Flint
Pirate CO, 145 posts
Sun 3 Jan 2021
at 15:36
  • msg #242

Re: Rise of the Privateer

Jack didn't like how the battle was going, but decided to keep on at it, becoming more delibareate in their assault and aiming to whittle down the defences as best as possible.



OOC:

nothing i guess :)
15:36, Today: Jack 'Patch' Flint rolled 15 using 3d6 with rolls of 3,6,6.  interro.


Deliberate standard assault.
Fate
GM, 4739 posts
Roll for dodge!
Mon 4 Jan 2021
at 06:28
  • msg #243

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 242):

Yes, they give up very little information. You reform, and begin a deliberate attack. The enemy does likewise, reforming to form up a deliberate defence. Now they are back in their defensive postions, they will be tougher, but the casualties inflicted will help you.

Need to roll for the round.

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: 12, Position Bonus: +0, Casualties: 20% (-4), Strategy: +1 (Deliberate defence), Target = Skill +9 (All out attack), Risk: 0


Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 5% (-1), Strategy +1, +13(Type bonii), Risk +2; Target Skill (14+1+13+2-1=29, Rolled ??

Vilani casualties this round: 20%. Your casualties: 0%

1500, 27 of March, 2179
Jack 'Patch' Flint
Pirate CO, 146 posts
Wed 6 Jan 2021
at 12:18
  • msg #244

Re: Rise of the Privateer

Roll:
12:18, Today: Jack 'Patch' Flint rolled 11 using 3d6 with rolls of 5,5,1.  Strategy.
Fate
GM, 4748 posts
Roll for dodge!
Wed 6 Jan 2021
at 12:52
  • msg #245

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 244):

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: 12/2=6, Position Bonus: +0, Casualties: 20% (-4), Strategy: +1 (Deliberate defence), Target = Skill +1 (Deliberate Defence), Risk: 0


Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 5% (-1), Strategy +1, +13(Type bonii), Risk +2; Target Skill (14+1+13+2-1=29, Rolled 11, so 18 under

You won significantly, suffering 10% casualties in exchange for 30% enemy Casualties.

Vilani casualties after this round: 50% (-10). Your casualties: 15%(-3), Position Bonus increases by +2

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: 12, Position Bonus: +0, Casualties: 50% (-10), Strategy: +1 (Deliberate defence), Target = Skill +1 (Deliberate Defence), Risk: 0


Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 15% (-3), Strategy ?, +13(Type bonii), Position Bonus +2, Risk +2?; Target Skill (14-3+?+13+2+2?=28?

Need a Strategy type and a roll for the next round!

1530, 27 of March, 2179
This message was last edited by the GM at 07:49, Thu 21 Jan 2021.
Jack 'Patch' Flint
Pirate CO, 147 posts
Sat 20 Feb 2021
at 11:57
  • msg #246

Re: Rise of the Privateer

"Alright everyone let's push our advantage! Get going! GEt get! he called out, pushing ahead at the front and hoping to land the final blow on the enemy position.


OOC:

Dedicated attack, Jack will be 'high risk' (+3)

11:57, Today: Jack 'Patch' Flint rolled 16 using 3d6 with rolls of 6,6,4.  Strategy.
Fate
GM, 4983 posts
Roll for dodge!
Sat 20 Feb 2021
at 22:48
  • msg #247

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 246):

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: 12, Position Bonus: +0, Casualties: 50% (-10), Strategy: +1 (Deliberate defence), Target = Skill +1 (Deliberate Defence), Risk: 0


Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 15% (-3), Strategy +2, +13(Type bonii), Risk +3; Position Bonus: +2, Target Skill (14-3+2+13+3+2=31, Rolled 16, so 15 under

You push your men hard. The enemy are outnumbered and fighting back in the planned methodical way they have been trained, inflicting considerable losses against the all out assault that they have trained for. You push forward, but your impatience has cost many men. You suffer 20% casualties in exchange for 30% enemy casualties.

Vilani casualties after this round: 80%. Your casualties: 35%(-7), Position Bonus increases by +2

Vilani Forces: TS: 1920 Recon, (5520 F), Defence bonus: 12, Position Bonus: +0, Casualties: 80% (-16), Strategy: +1 (Deliberate defence), Target = Skill +1 (Deliberate Defence), Risk: 0


Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 35% (-7), Strategy ?, +13(Type bonii), Position Bonus +2, Risk +2?; Target Skill (14-3+?+13+2+2?=28?

Need a Strategy type and a roll for the next round!

1600, 27 of March, 2179
Jack 'Patch' Flint
Pirate CO, 148 posts
Sun 21 Feb 2021
at 01:04
  • msg #248

Re: Rise of the Privateer

Jack had pressed them hard, and while his own men had taken many casulties, he noted the litter of dead enemies across the battlefield. Jack grinned at the carnage and felt it was unecessary to retreat, given the advantage they seemed to have. Though he wouldn't want to lose 'every man' only let them leave the battlefield bloodied and feeling as if they had truly achieved something.

"Lets press our advantage!" he called out.

"If they surrender, take prisoners!" he called out again. In reality, he didn't have a use for prisoners and would likely just have them dealt with in the easiest way possible - cordoned in a room with an explosive. He'd probably have to interrogate a few of the higher ranking officials too. The reason he'd caleld it out, and repeatedly did so was to offer the enemy an escape without the prospect of death. An enemy on the verge of breaking may offer to lay down arms instead of fighting to the bitter end and ultimately it helped to weaken their resolve.

OOC:

Standard Attack (not all out)

Jack will take full risk again! Leading from the front.
01:04, Today: Jack 'Patch' Flint rolled 5 using 3d6 with rolls of 1,3,1.  Strategy.

// I think this may be a critical success.

This message was last edited by the player at 01:04, Sun 21 Feb 2021.
Fate
GM, 4984 posts
Roll for dodge!
Sun 21 Feb 2021
at 01:53
  • msg #249

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 248):



Your Forces: TS: 6400, 3840 Recon (2560 Eng, 9600 F, 3200 Art, 3840 (Arm)), Casualties: 35% (-7), Strategy +0, +13(Type bonii), Risk +3; Position Bonus: +4, Target Skill (14-7+13+3+4=27, Rolled 5, so 22 under.

Your more conservative attack causes the enemy to expose themselves when they find themselves short of persons. You manage to overrun them without further casualties, with the last force surrendering.

You now have control of the fortress, and as you make yourselves secure, you gather up the injured from both sides. You have about 200 prisoners, most of which are injured, and you manage to find that most of your casualties are relatively minor, though some of the Armour will need some repairs.

This position is quite strong, offering a good defensive bonus (+12) due to the hollowed out mountain in which it is based, and the positions for the infantry support weapons you managed to capture. You start to treat your injured, with injuries in each unit shown in brackets. Due to the nature of the attack, the Engineers bore the brunt of the losses.

Some of the Vilani conscripts may, if treated properly and given the right incentives, be willing to change sides. But working that out is up to you. You know the 2IC managed to escape near the end with 5 other men, causing the collapse in the defences.

1 x Riflemen (TS: 640, $60 K raise, $12K maint) x6(2) men, F, Rec, suggested breaking up to operate the infantry support weapons.
2 x Riflemen (TS: 640, $60 K raise, $12K maint) x10(5) men, F, Rec
2 x Combat Engineers (TS: 640, $60 K raise, $12K maint) x8(4) men, F, Eng
1 x Anti Tank Guided Missile crew (TS: (1920), $45k raise, $9k maint)x4 (2), (Arm)
2 x Mortar Team (TS: (800), $25k raise, $5k maint)x4, Art
2 x Support Weapon (TS: (800), $50k raise, $10k maint)x3(2), F

Captured, would need 6 men to operate
(2 x Support Weapon (TS: (800), $50k raise, $10k maint)x3, F)

1630, 27 of March, 2179
Jack 'Patch' Flint
Pirate CO, 149 posts
Mon 22 Feb 2021
at 13:22
  • msg #250

Re: Rise of the Privateer

The day was won and JAck was glad and so he called up to the fleet to indicate they'd taken the fortress with some measure of "did you even question it?" undertone.

The pirate cast a glance on the injured, acceptable casulties, as he swaggered into the room holding prisoners. "Bring me the most senior officer here, I wish to question him" he said, and then led the way out to another room.




His ideas for questioning was to ask about the escaped 2IC, and question about the strategic positions of nearby forces, or any intelligence really. It'd give his subordinates some opportunity to offer the enemy some possibility of changing sides. Jack was loath to allow it, and indeed felt the need to punish severely anybody that took up arms against him - but in this case it made the most sense to give them opportunity to change sides, further demoralise the enemy and provide extra intelligence where needed - they could always be sent in first next time.

The promise of money was often a strong motivator.

"So, let us find out what you know, eh?" he said with a mirthless grin.
Villani Officer
NPC, 35 posts
Mon 22 Feb 2021
at 19:37
  • msg #251

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 250):

Fleet is happy to hear that you have taken the fortress. They ask about casualties, since intelligence suggests that another battalion about 150 strong is positioned about 5 hours from your position, and they have been alerted to the attack. They will send air strikes to intercept them, but you should consolidate your defences.

The man is angry, but not particularly helpful.

Roll against whatever skills, including interrogation, you wish to use to extract information from him. He is adamant that you will be routed out of here, just as he was.

You should also detail what you offer those who are willing to change sides, as long as they don't have to fight directly. They are conscripts, basically, and do not have major philosophical differences with the government. They just don't care for war.

1730, 27 of March, 2179
Jack 'Patch' Flint
Pirate CO, 150 posts
Tue 23 Feb 2021
at 09:34
  • msg #252

Re: Rise of the Privateer

Jack didn't like the attitude of the man he was interrogating, and the first moment he felt the man's response was not sufficiently reverent or indeed helpful, Jack flipped his pistol in his hand and took a full stepping swing at the man's face, to smash it.

He hit only once though, to make the point. "Maybe you should be more helpful and save us both the dance of this... he said, wiping off the handle of his gun.




Elsewhere, he'd left instructions with some of his officers that people expressing willingness to join the cause will be offered the same package as everyone else. They get a share, like anyone else - excepting this campaign however, or the ones where they'd fought against Jack.




09:32, Today: Jack 'Patch' Flint rolled 6 using 3d6 with rolls of 2,3,1.  intimidation (+1 callous)(+4 violence).

Fate
GM, 4991 posts
Roll for dodge!
Tue 23 Feb 2021
at 09:56
  • msg #253

Re: Rise of the Privateer

In reply to Jack 'Patch' Flint (msg # 252):

The officer responded with fear, perhaps even resignation.

"The senior surviving officer has gone to the nearest battalion. They have 200 men, 5 Medium tanks and air support, as well as 10 APCs. They will be here tomorrow to kick your ass, you can count on it."

However, when pressed, you identify that the location is some distance away. These tracked vehicles will not be here until tomorrow evening at the earliest. Probably later.

Riflemen x10 (each with 10 men) 640x10 =   6400,     F, Rec
Personnel Carrier x5            800x5  =   4000,     Cav, F, T1
Main Battle Tank x5             4000x5 = 20,000,     Arm, Cav, F

Your forces
1 x Riflemen (TS: 640) x6(2) men, F, Rec, suggested breaking up to operate the infantry support weapons.
2 x Riflemen (TS: 640) x10(5) men, F, Rec
2 x Combat Engineers (TS: 640 x8(4) men, F, Eng
1 x Anti Tank Guided Missile crew (TS: (1920))x4 (2), (Arm)
2 x Mortar Team (TS: (800))x4, Art
2 x Support Weapon (TS: (800))x3(2), F

Captured, would need 6 men to operate
(2 x Support Weapon (TS: (800), $50k raise, $10k maint)x3, F) Do you man these weapons?

You also have a defensive bonus of +12, and can call in air support.




Most men are not interested in long term. They are willing to help out now in order to get home quicker, but they don't want to hang around. If there is nothing in it for them this time, they will stay safely in prison and let you do the fighting. At least for now, where they stood to gain nothing.
Jack 'Patch' Flint
Pirate CO, 151 posts
Wed 24 Feb 2021
at 09:36
  • msg #254

Re: Rise of the Privateer

Jack put a bullet into the man for good measure and then turned back to the business at hand.

"Man those turrets, I'll call in support to remove the tanks" he said before initiating comms to fleet to update them on the situation. "While we hold well, and have a defensible position, if you wish to keep this fortress then I'd highly recommend taking out the incoming armour vehicles before they arrive.  While we can hold strongly, we're not at full strength, nor do we have the numbers to hold the fortress as effectively as might be possible

After updating and getting the reply back from command Jack decided to see about the prisoners. "We know you don't really have a dog in the race, and just want to get home to your families. So, here's the offer: There's an attack force coming in now and we're to repel them - by the time they get here I expect they'll have the shit bombed out of them already and be half a force and already on the edge of breaking - when we win, if you've helped you can go home, or stick around, your choice. Either way, you'll be out of the fight and free to do whatever you want and not have to to fulfil their conscription numbers.

If you don't want to fight, that's also fine; you can sit in here until the fighting is done and see how you fare.

This message was last edited by the player at 09:37, Wed 24 Feb 2021.
Sign In