Hidden 10 yrs ago Post by Katabasis
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Katabasis

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LancerDancer said
@Katabasis, I'm pondering over yours at the moment. I like everything about it, but I'm concerned the surge of vertibirds might be an object of jealousy, and also brings the Republic too far forwards as far as technology is concerned. So with this in mind, and because I am ever the solution finder, I would like to propose a compromise. Your background story is credible, and it's given me somewhere to place an Enclave presence, and for that I am thankful. I'll allow you 4 operational Vertibirds, with the rest in your possession, but they are out of working order due to a lack of parts.I can semi-promise your initial missions being focused around Old World tech retrieval in the west, which will allow you to get them in the air, but I just feel uncomfortable with the idea of the Republic possessing a serious air wing so early in the story. Provided we have an agreement, then I see no problem with some former Enclave joining the Republic. The RP has undergone some changes since you created the sheet, and this is probably why we've run into this minor impasse. You're also missing the Headquarters part of your entry.

Hmm, that's a little disappointing, but ultimately for the best, in all likelihood. The Vertibirds do appear to be rather powerful in a relative sense, so I completely understand where you're coming from. Unfortunately, however, that leaves me unable to field half of my force, as a portion of my units traversing the land itself would eliminate the purpose of an air cavalry unit.

I know it isn't really my place to make a counter-offer, but do you think that you could perhaps allow me to have five functional Vertibirds at the start, rather than four? If that were the case, I could at least deploy Troop A, which honestly wouldn't too much of an issue. If you're more worried about the firepower, I could say that only four of the five Vertibirds are combat-capable at the moment, and that one of the aircraft's weapon systems are down. It seems rude asking for an extra Vertibird after you plainly stated that the presence of a serious air unit in the Republic made you uncomfortable, but it'd be nice to have just one more. If you say no I can rearrange my organization a bit with relative ease, so don't feel pressured.

As for the Headquarters Sheet, it will be in along with the General Sheet either today or tomorrow. I wasn't looking to be accepted yet, I was just checking for see if things checked out so far.
Hidden 10 yrs ago Post by TheMusketMan
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TheMusketMan The Trooper

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So heads up, I'm gonna be traveling for 23 hours across the country for Thanksgiving. Southeast Idaho to Central Texas. We'll be stopping at a motel Saturday, I don't know if it will have internet, if it does I'll be sure to check in, if not, I'll check in on Sunday.
Hidden 10 yrs ago Post by Darcs
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Darcs Madama Witch

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Question; Did you have an experiment idea for Vault 59 or is it up to me?
Hidden 10 yrs ago Post by Pepperm1nts
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Alright, I posted. That's my first real post in a looong time, so my writing is a bit rusty. The mission isn't yet complete. There is still about half of it to be done. I wouldn't mind some help, so if someone needs a mission assigned to them, I wouldn't mind them helping me down there.
Hidden 10 yrs ago Post by LancerDancer
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Katabasis said
Hmm, that's a little disappointing, but ultimately for the best, in all likelihood. The Vertibirds do appear to be rather powerful in a relative sense, so I completely understand where you're coming from. Unfortunately, however, that leaves me unable to field half of my force, as a portion of my units traversing the land itself would eliminate the purpose of an air cavalry unit.I know it isn't really my place to make a counter-offer, but do you think that you could perhaps allow me to have five functional Vertibirds at the start, rather than four? If that were the case, I could at least deploy Troop A, which honestly wouldn't too much of an issue. If you're more worried about the firepower, I could say that only four of the five Vertibirds are combat-capable at the moment, and that one of the aircraft's weapon systems are down. It seems rude asking for an extra Vertibird after you plainly stated that the presence of a serious air unit in the Republic made you uncomfortable, but it'd be nice to have just one more. If you say no I can rearrange my organization a bit with relative ease, so don't feel pressured.As for the Headquarters Sheet, it will be in along with the General Sheet either today or tomorrow. I wasn't looking to be accepted yet, I was just checking for see if things checked out so far.


I'm a reasonable fellow, as are you it seems. Being a reasonable fellow goes a long way with me, so I'm going to restore your vertibirds. Having done a little research, I've found a way for you to keep your air mobility. There are two known variants, according to the wiki. Later, custom variants can be something you can work towards.

To quote the wiki:

"There are two known versions of the craft used by the Enclave:

A transport-oriented version with a glass canopy, six legs, a large cargo bay, and seven blades on each rotor to provide extra lift.

A dedicated gunship version with a more heavily armored hull, four-bladed rotors and four retractable landing struts as well as greater maneuverability. This is the variant in use by the Enclave Remnants and the Enclave operating in the Capital Wasteland."

How about, having 2 gun-ship versions, and 6 transporters? That way you have your mobility, with some added firepower. Two units, with a gunship and 3 transports for ferrying the troops. How does that sound?

Darcs said
Question; Did you have an experiment idea for Vault 59 or is it up to me?


What you find in there, is entirely up-to you. However, there should be plenty of supplies to be found, given that the area is ghoul infested and so it's unlikely any one else has yet gained entrance to it.
Hidden 10 yrs ago Post by Katabasis
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LancerDancer said
I'm a reasonable fellow, as are you it seems. Being a reasonable fellow goes a long way with me, so I'm going to restore your vertibirds. Having done a little research, I've found a way for you to keep your air mobility. There are two known variants, according to the wiki. Later, custom variants can be something you can work towards. To quote the wiki:"There are two known versions of the craft used by the Enclave: A transport-oriented version with a glass canopy, six legs, a large cargo bay, and seven blades on each rotor to provide extra lift. A dedicated gunship version with a more heavily armored hull, four-bladed rotors and four retractable landing struts as well as greater maneuverability. This is the variant in use by the Enclave Remnants and the Enclave operating in the Capital Wasteland."How about, having 2 gun-ship versions, and 6 transporters? That way you have your mobility, with some added firepower. Two units, with a gunship and 3 transports for ferrying the troops. How does that sound?

That'll work perfectly, thank you. I'll edit my Army Sheet and get my Character and Base Sheet in later today, assuming I don't get carried away with this or that. Hopefully I'll be able to jump in soon.
Hidden 10 yrs ago Post by AYoungWarthog
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Hahaha, why walk to the objective and risk ambush? The Chapter will set its Alpha Unit in an encampment, wait for it to be assaukted, and then have Beta complete a full envolpment of the enemy. Draw them in, then crush them.
Hidden 10 yrs ago Post by Pepperm1nts
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AYoungWarthog said
Hahaha, why walk to the objective and risk ambush? The Chapter will set its Alpha Unit in an encampment, wait for it to be assaukted, and then have Beta complete a full envolpment of the enemy. Draw them in, then crush them.


And then you realize the enemy outnumbers you (as it likely would, since you are BoS), and your envelopment fails. Your encampment is slowly overrun and everyone else is forced to retreat.

Game over ;P
Hidden 10 yrs ago Post by AYoungWarthog
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AYoungWarthog Your Friendly Neighborhood German

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.........Mr. NCR, do you remember that time that sixty Paladins held off hundreds of NCR Troops at Helios? Yeah? I'm sure ninety Paladins and Knights can destroy a few hundred tribals using spears... The spears'll just break over the power armor we wear. Then we will use our trusty AER9 and AER12 rifles to vaporize them. :)
Hidden 10 yrs ago Post by Pepperm1nts
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Do you remember that time you got annihilated and forced to hide in holes in the ground (besides graves, I mean)?

NCR 4 lyfe.

PS: BoS numbers at Helios One were closer to 150, supported by another 50 or so robots. Impressive feat, anyway, but 'sixty paladins' is a bit of an understatement.
Hidden 10 yrs ago Post by Darcs
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AYoungWarthog said .........Mr. NCR, do you remember that time that sixty Paladins held off hundreds of NCR Troops at Helios? Yeah? I'm sure ninety Paladins and Knights can destroy a few hundred tribals using spears... The spears'll just break over the power armor we wear. Then we will use our trusty AER9 and AER12 rifles to vaporize them. :)


Remember when the Vipers #rekt the BoS with simple poisoned weapons? And how even when they got the advantage they weren't able to EVER completely wipe them out?
Notice how every time the BoS actually want to do something they need the help of some random tribal?

More like Brotherhood of Shit, lol
Hidden 10 yrs ago Post by Pepperm1nts
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A random suggestion for when the first turn is over: All of the commanders could gather to debate on what the best course of action would be to take next. Have them meet somewhere with President Clearwater, lay down a status report of the situation, and have them fight over what to do next. It could make for some good player interaction and let players choose what to do next.
Hidden 10 yrs ago Post by So Boerd
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Probably worth doing.
Hidden 10 yrs ago Post by AYoungWarthog
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AYoungWarthog Your Friendly Neighborhood German

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I totally agree.
Hidden 10 yrs ago Post by LancerDancer
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My former RP, Legions: Rise of Rome, on which this RP is semi-based, had a similar thing.

Before I convene the military council, I would like to see t he Unification War at its end. So like, by turn 2 or 3.
Hidden 10 yrs ago Post by LordZell
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LancerDancer said
My former RP, Legions: Rise of Rome, on which this RP is semi-based, had a similar thing.Before I convene the military council, I would like to see t he Unification War at its end. So like, by turn 2 or 3.


When will you be updating the turn?
Hidden 10 yrs ago Post by LancerDancer
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LordZell said
When will you be updating the turn?


Tomorrow. I was giving people time to tie up loose ends, but I think I've maybe been a tad generous.
Hidden 10 yrs ago Post by So Boerd
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I will have a post up tonight. Spent a whole lot of time looking up US army doctrine regarding completely open terrain. Didn't find anything, so LeMay will have to improvise.
Hidden 10 yrs ago Post by TheMusketMan
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Hey, I'm back. Couldn't get internet last night for some reason. 1300 miles across the country for Thanksgiving with my family. I am the best cousin/Grandson/nephew ever.
Hidden 10 yrs ago Post by LancerDancer
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Sorry guys, It's going to have to wait until tomorrow. My employer has seen fit that I write up loads of meeting minutes, without pay and in my own time, because they're a bunch of c*nts. Gonna do a real nasty rush job, fuck em. If I have any time left, I'll get the next turn up but if not, then tomorrow should be a definite.
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