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Post by zurajai on Nov 19, 2015 3:28:25 GMT -6
With nothing left of the Loyalist fleet to halt their landing the docking craft of the Unionist and RWU armies found their way into docking holds without trouble. It was expected, in fact, by joint command that there would be little to no resistance on the way in; after all, the Fist of Nas was the only armed worldship and it the Loyalists failed to secure it before the Revolution began. With the docking having commenced without a hitch it was up to the joint military forces of the Revolutionaries to decide on how best to go about engaging the enemy on the civilian worldship; after all, with complete operational freedom in determining where to dock the forces of the allies held a lot of sway in determining when and where they would engage the enemy.
There were essentially three options that stood before the Revolutionaries, barring any possible "outside-the-box" considerations of the more eccentric command staff; first, to deploy all forces in a singular area and push in from the one staging point. This option offered the benefits of having one solid front with no chance of friendly forces being surrounded or separated. The second was a more varied approach, with several army-groups designated to take multiple beachheads. This moderate approach would spread the enemy line thin but also risk the individual army groups becoming separated. Thirdly, the separate boarding of each army in different quadrants of the worldship. The highly extreme variation on the army-group breach would spread the enemy as thin as possible whilst raising the risk of separation and encirclement severely. The choice was commands.
SUMMARY -- Revolutionary armies prepare to board the worldship and a course of action for the breaching effort must be determined.
POST ORDER Unionists RWU Loyalists
Battle will consist of at least three modmarks.
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Post by bridgekeeper3 on Nov 19, 2015 15:05:10 GMT -6
The beachhead was secured with minimal casualties, less than a dozen loyalist partisans were captured during the landing. Two armies landed immediately and prepared to make a solid push against the loyalist scum. Meanwhile on the anvil, the remnant of the bomber group was ordered to breach the hull on the other side of the ship to allow for a third front to be opened for the third and final army. The old general gave a rousing speech to nurture a desire for revenge among the untrained ranks of nas.
"See that ship, the paladins, those who swore to protect our people but abandoned them to die and violated the sacred laws put upon us by our ancestors. Those who usurped the holy will of the watchers, those who chose to oppress us and strangle the scientific will of nas. Paladin Gunther continues to cower, he killed no, murdered men, women and children alike to save his own hide. Now he continues enslave our proud people, using them as a extension of those morons who call themselves paladins, that talon of nas." Summary --Two armies will make a solid push from the beachhead --bombers will blow a hole in the hull --third army will form another beach head from said hole
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Post by RWU on Nov 20, 2015 2:27:04 GMT -6
After some consideration, Marshal Kazamar and his Command Takudar force opted to make two separate landings on the enemy worldship.
The Federal People's Militia, an experienced army led by the Marshal himself, would manage a front alone. It would attempt a rapid attack. Upon entering the worldship they would make a general advance to probe enemy resistance and put pressure on the Loyalists. As soon as the first enemy strong-points were identified, the "Psychos" Regiment would move to the forefront with the help of any fire support that managed to deploy by then.
The two planetary militia armies would enter together at their own point and attempt a more methodical attack. They would rely initially on their combined weight of infantry to force a beachhead which armor and artillery could then fill. Afterwards, they would push forward steadily as an army, armor and infantry together at the forefront, artillery laying down a creeping barrage, and available air forces making targeted strikes.
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SUMMARY: -- Federal People's Militia enters at its own point under direct command of Councilor-Marshal Kazamar Qoma Busisiwe Okunye (General Agent). It will attempt to overrun enemy resistance quickly, before they can react or reinforce, by deploying the "Psychos" Regiment (Trait) as a spearhead as soon as enemy positions are identified.
-- New Sovereignty People's Militia and New Dawn People's Militia enter together at their own point. They will use a methodical mass assault strategy, first relying on great numbers of infantry to clear the way for armor and artillery to deploy, and then relying on combined arms.
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Post by littlefield on Nov 20, 2015 2:44:17 GMT -6
"Sir, the enemy boarding has begun. They've opened beach-heads all across the ships." An army officer briefed the Arch Paladin.
"Wonderful, it has begun." The Arch Paladin turned to the other officers in the room. "Phase one, of the battle-plan is now in effect. Military units and civilian auxiliaries will engage enemy forces at all breach points. Make them pay for every piece of ground they take."
The Arch Paladin knew that a single army fighting against the combined strength of the Unionists and the RWU would be more than an up hill battle. They'd be climbing a mountain. But it was a mountain that he and the Paladins of Nas had to overcome, for they faced annihilation. There would be no greater honor for most than to die fighting for the Paladins.
SUMMARY: -- Arch Paladin Gunther orders military and civilian units to hold the enemy at the beachheads and to make them pay for every inch of the Worldship that they took.
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Post by zurajai on Nov 20, 2015 15:47:17 GMT -6
"Fall back! Fall back to the breach!" (Have to go to work, will add fluff here. Just want to get numbers out before I leave.)
SUMMARY -- Unionist 1st and 2nd armies halted in initial breach but hold beachhead. -- Unionist attempt to breach hull fails but a secondary breach has been attained nearby to target area. -- Federal Militia successful breaches and secures large enough beachhead to begin landing armor and air support but not artillery. -- Breach by the Citizen Militias of New Dawn and New Sovereignty are halted by serious resistance and are unable to secure a beachhead large enough to land support without aid. -- Loyalists have successfully surrounded the New Dawn and New Sovereignty Citizen Militias, causing high casualties.
CASUALTIES
Unionists 1st Revolutionary Army -- Infantry: X VII -- Armor: 0 -- Artillery: 0 -- Airpower: 0 Trait: Untrained - Penalty to all rolls
2nd Revolutionary Army -- Infantry: X VIII -- Armor: 0 -- Artillery: 0 -- Airpower: 0 Trait: Untrained - Penalty to all rolls.
3rd Revolutionary Army -- Infantry: X VII -- Armor: 0 -- Artillery: 0 -- Airpower: 0 Trait: Untrained - Penalty to all rolls.
RWU Federal People's Militia -- Infantry: IV III -- Armor: II I -- Artillery: III -- Airpower: I Trait: 2nd "Psychos" Militia Regiment - This regiment automatically succeeds morale/cohesion checks when assaulting enemy positions
New Sovereignty People's Militia -- Infantry: IV II -- Armor: II -- Artillery: III -- Airpower: I
New Dawn People's Militia -- Infantry: IV II -- Armor: II -- Artillery: III -- Airpower: I
Loyalists The First Talon of Nas -- Infantry: III II -- Armor: II -- Artillery: I -- Air power: II Traits: Hatred of Demons - Increased combat effectiveness against non-humans.
First Civilian Auxiliary Army -- Infantry: X V -- Armor: 0 -- Artillery: 0 -- Airpower: 0 Trait: Untrained - Penalty to all rolls.
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Post by bridgekeeper3 on Nov 22, 2015 18:32:49 GMT -6
Despite the familiar territory, the tight corridors of the world ship has quickly turned into crude catacombs filled with corpses from both sides. The Unionists had held their newly gained ground despite the cost. While the untrained armies did their jobs well enough, the crucial allies in the RWU were threatened with annihilation by the fanatical paladins. The bombers were ordered to rearm and provide support for the new dawn and new sovereignty people's militia, swallowing up their antiquated xenophobia in the process. The third revolutionary army pushes on to further pressure the loyalists.
Summary -- Use bombers to provide "air" support for the struggling RWU armies -- Have the third army push on and open up a fourth front
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Post by RWU on Nov 22, 2015 19:19:20 GMT -6
"The planetary militias are pinned down at the breach, commander! Requesting reinforcements ASAP!" came the report on Marshal Kazamar's helmet audio. The visual display showed the situation as best as their equipment could detect. Under normal circumstances he would be quick to answer their plea, but his own army hadn't even secured a full beachhead yet. He could only send support units.
He switched channels to his own army takudar. "All FPM commanders be advised, PPMs are trapped at the breach. Wait for armor, then continue the push so we can get the artillery out here. We'll have to leave relieving our comrades to the big guns."
As ordered, the swathes of Federal infantry halted their advance briefly, keeping up suppressive fire against the enemy where possible. But it was only a lull, not a true stop: Once the first tanks and walkers entered the scene, they would pick the offensive back up with just as much ferocity as before. The goal was to create as much space as possible, hopefully enough for the artillery. If they could deploy, then enemy positions surrounding the planetary militia breach could be battered down - or at least suppressed - by RWU railguns. For the time being, the small Federal air force would attempt to strafe those positions and offer whatever help they could to their beleaguered comrades.
Meanwhile, the planetary militias could do little but hold their position and keep shooting, making use of whatever cover they could to put up a makeshift defense.
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SUMMARY:
-- Federal People's Militia waits briefly for armor to catch up with the infantry, then continues assault as before.
-- Federal People's Militia air units move to attack enemy positions surrounding the planetary militias. If/when artillery can deploy, they will also target these positions.
-- New Sovereignty People's Militia and New Dawn People's Militia hold their ground, awaiting sufficient support before attempting to advance.
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Post by littlefield on Nov 22, 2015 22:34:20 GMT -6
"They're bogged down sir, we can push them out!" spoke a young soldier. "We can win!" he continued to exclaim to his Commanding Officer.
"Negative, we have our orders from the Arch Paladin himself, a fighting retreat is in order. Civilian Auxiliaries are to launch large scale counter-attacks on enemy the beachheads with the assistance of our armor and artillery, while the infantry units from the First Talons of Nas fall retreat to Phase Line II. Move out, soliders!" The Commanding officer responded. In unison the column of soldiers began moving toward the second phase line, at the same time an armored column consisting of tanks, and walkers passed the soldiers, heading toward the beachhead to assist with the counterattacks. The officer watched as hundreds of civilian fighters geared up with the assistance of a few soldiers from the army, selected to lead attack.
Meanwhile, Arch Paladin Gunther received status updates from his commanders, things were going according to plan, and soon it would all be over.
Summary: -- Armored units, and Artillery units from the First Talons of Nas, along with the remaining civilian auxiliaries launch a large scale counter attack on enemy beach heads. -- Remaining units from the First Talons of Nas begin a tactical retreat to fallback positions, at Phase Line II.
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Post by zurajai on Nov 28, 2015 0:49:41 GMT -6
(Just getting numbers done to get this out of the way.)
SUMMARY -- Attempt by Loyalist forces to counterattack fails to defeat the enemy and suffers incredibly casualties, with all members of the Auxiliary having been slain or taken captive. -- Unionist successfully take all beachheads and push up to surround the final stronghold of the Loyalists. -- It is learned that the Loyalists intend to force an overload in the main reactor to induce meltdown; the reaction has been theorized to be either contained enough only to wipe out the loyalist forces OR, at worst, destroy the entire worldship. Something must be done.
CASUALTIES
Unionists 1st Revolutionary Army -- Infantry: X VII V -- Armor: 0 -- Artillery: 0 -- Airpower: 0 Trait: Untrained - Penalty to all rolls
2nd Revolutionary Army -- Infantry: X VIII VII -- Armor: 0 -- Artillery: 0 -- Airpower: 0 Trait: Untrained - Penalty to all rolls.
3rd Revolutionary Army -- Infantry: X VII VI -- Armor: 0 -- Artillery: 0 -- Airpower: 0 Trait: Untrained - Penalty to all rolls.
RWU Federal People's Militia -- Infantry: IV III II -- Armor: II I -- Artillery: III -- Airpower: I Trait: 2nd "Psychos" Militia Regiment - This regiment automatically succeeds morale/cohesion checks when assaulting enemy positions
New Sovereignty People's Militia -- Infantry: IV II -- Armor: II I -- Artillery: III -- Airpower: I
New Dawn People's Militia -- Infantry: IV II -- Armor: II -- Artillery: III -- Airpower: I 0
Loyalists The First Talon of Nas -- Infantry: III II -- Armor: II 0 -- Artillery: I 0 -- Air power: II 0 Traits: Hatred of Demons - Increased combat effectiveness against non-humans.
First Civilian Auxiliary Army -- Infantry: X V 0 -- Armor: 0 -- Artillery: 0 -- Airpower: 0 Trait: Untrained - Penalty to all rolls.
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Post by bridgekeeper3 on Nov 29, 2015 16:14:09 GMT -6
"those damn fools want to overload the main reactor, I swear these idiots are better at killing their own people than defending them," an officer said.
"we have blast doors and stuff for this sort of thing, why not use them," nervously said an engineer.
"try it, if it doesn't work we need to push on before they can sabotage the reactor," the officer demanded.
"can't we reason with them? this is insane even by Gunther's standards," the engineer said.
"the time for that has already passed but if they get sealed in and know they are only going to blow themselves up, maybe, they can't be that stupid"
Soon unionist techpriests rushed in to initiate emergency override protocols for nuclear meltdown, it was their own technology so it was only a matter of time before they were in their own system. However, it's time the techpriests may not have as the loyalists used their best and brightest to coax the reactor into a meltdown. The amount of access they could potentially capture is mostly limited to sealing off blast doors. But no one is certain whether the reactor would explode and kill everyone or fizzle out, killing the loyalists with a white hot flame (which would spread fast given the oxygen rich environment) then kill almost everyone afterward with radiation poisoning.
Summary - Use techpriests to initiate emergency protocols and contain the explosion - if previous plan doesn't work, rush the loyalist army and try to take them out before they blow the reactor (that is last resort)
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Post by RWU on Dec 5, 2015 16:54:23 GMT -6
The news of the Loyalists' desperate attempt to take the revolutionaries down with them both enraged and concerned the soldiers of the RWU. They had made it this far and paid the price in blood, and now the cowardly reactionaries were trying to bring the whole battlefield to a collapse. It was sickening the depths counter-revolutionaries would go to in their hatred of the masses.
At first the Marshal and the Command Takudars had considered withdrawing the militias, but with the Unionists staying put the RWU could not abandon them. Instead, they called to the Sledgehammer floating outside the worldship, and soon shuttles were bringing its technicians were aboard to assist the Nas techpriests. Meanwhile, the Revolutionary Workers' Army would carry out their Plan B ahead of time: It was time at last to overwhelm the Loyalists and either force them to capitulate or wipe them out.
Infantry and walkers gathered at positions all around the enemy holdout to stage their attack, while artillery and gunships and broadcasts with demands for surrender mercilessly pounded the Loyalist positions. Once the advance had been staged, there was no delay: With war-cries and praises to the Revolution the mass of People's Militia units converged on the reactionaries. If they did not surrender, they would surely be overwhelmed.
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SUMMARY:
-- Technicians from the Sledgehammer move to worldship in shuttles to help Unionist techpriests manage the situation.
-- Artillery and Air units continuously bombard remaining enemy positions. Broadcasts demand their surrender.
-- Infantry and Armor units surround the last enemy stronghold. If the enemy does not surrender, these units mass assault the Loyalists as soon as possible.
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Post by zurajai on Dec 7, 2015 0:37:13 GMT -6
MAJOR UNIONIST VICTORY
SUMMARY -- Loyalists are overrun and slaughtered to the man due to heavy weapons support and sheer numerical advantage held by the Unionists and their RWU Allies. -- Due to swift action by the Unionists and with the aid of RWU technicians the worldship's engine is cooled before it can go reactive, saving the Worldship and everyone on it from certain death.
CASUALTIES
Unionists 1st Revolutionary Army -- Infantry: X VII V -- Armor: 0 -- Artillery: 0 -- Airpower: 0 Trait: Untrained - Penalty to all rolls
2nd Revolutionary Army -- Infantry: X VIII VII VI -- Armor: 0 -- Artillery: 0 -- Airpower: 0 Trait: Untrained - Penalty to all rolls.
3rd Revolutionary Army -- Infantry: X VII VI V -- Armor: 0 -- Artillery: 0 -- Airpower: 0 Trait: Untrained - Penalty to all rolls.
RWU Federal People's Militia -- Infantry: IV III II -- Armor: II I -- Artillery: III -- Airpower: I Trait: 2nd "Psychos" Militia Regiment - This regiment automatically succeeds morale/cohesion checks when assaulting enemy positions
New Sovereignty People's Militia -- Infantry: IV II -- Armor: II I -- Artillery: III -- Airpower: I
New Dawn People's Militia -- Infantry: IV II -- Armor: II -- Artillery: III -- Airpower: I 0
Loyalists The First Talon of Nas -- Infantry: III II 0 -- Armor: II 0 -- Artillery: I 0 -- Air power: II 0 Traits: Hatred of Demons - Increased combat effectiveness against non-humans.
First Civilian Auxiliary Army -- Infantry: X V 0 -- Armor: 0 -- Artillery: 0 -- Airpower: 0 Trait: Untrained - Penalty to all rolls.
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