"Followers of Chaos! The Lackeys of the Imperium, and the grey skinned xenos gather in the Garland system. Little do they know that the System has been marked for Chaos! We will crush their armies under a mighty boot. Slaanesh's whispers will reach their most staunch 'believers' Tzeentch's plots will intertwine them to their deaths! The streets of their cities, will be offerings to the Blood God Khorne! For they will run red with the blood of our enemies. Nurgle's rot shall take their dead, and create an everlasting undeath for them. We are Chaos Undivided! And we shall not be denied!
i just quoted myself for fun.
If your faction is on the defensive, have your characters support or man the trenches and various buildings around you, however if there are no buildings, use whatever makeshift barriers your faction could've made, the quality also depends on the faction.
If your faction is on the offensive, you need to crack open the enemy's key positions.
The Primary Trench- Some ranged support, mostly close combat troops as well as armor support. Defenses provided depend on the faction
Usually contains:
Standard ranged infantry
Standard close combat infantry
Close Combat walkers or light armor
I.E.
The Imperium is extremely good at making hardy bunkers, and when inside there, survivability is increased.
Ork Bunkers and Trenches aren't very good at their jobs, however the Orks will usually rush out anyways.
The Secondary Trench: Mostly ranged support including armor, some close combat troops and those who can make it back alive.
Usually contains
Infantry with heavy deploy-able weaponry.
Standard ranged infantry and surviving close combat units from the first line.
Medium to heavy vehicles
The Artillery positions- Where the enemy artillery is positioned to rain down fire on the attackers, it's behind the Secondary Trench.
Imperial artillery: Basilisk guns and Whirlwind tanks
Tau Artillery: Hammerhead Gunships (can move to the secondary line) and Skyray Missile Tanks
Ork Artillery: Looted Leman Russ Tanks
Chaos Artillery: Defiler Walkers (can also function as close combat vehicles and ranged support)
The Enemy Command Center: The last line of defense, it's heavily defended, and the enemy commander will be inside here with their elite bodyguards, making for a difficult fight.
Usually contains:
The Commander (see character descriptions)
The elite of that faction
Imperials: get Terminators (extremely heavy armor troops, capable of doing heavy damage in close combat and ranged combat) and karkskin (elite commandos, usually flank enemy, move quickly, cut the enemy down quickly with their Hellguns)
Tau: Crisis Suits (they carry very powerful ranged firepower, designed for many different enemy types) and Broadside Battlesuits (they pack twin missile launchers and twin shoulder mounted railguns, but to use the railguns they must brace themselves in the ground. Pack an extremely heavy punch with the railguns, which are good against vehicles and all infantry)
Orks: Nobs (huge Ork, Big 'Eavy Nobs (same huge ork except in very heavy armor), Flash Gitz (heavy weapons guy basically)
Chaos: Possessed Marines, Chaos Terminators (same as regular terminators except evil), Obliterators (can adapt their morphing arms into different weapons for different situations)
Also, if your character isnt satisfied with their gun, or they get disarmed run out of ammo etc. It's a good idea to pull an Ork and Loot.
Post Merge: July 07, 2010, 12:53:08 AM
I officially made the rp in the Serious thread, so you Grotz can stop gazing at the OOC and make your intro post.