Goblin Lands Crusade Mission Week 11: The Crushing Sound of Silence


#1

The armies of Unit 111 have fled since Dead Surgeoen Naveed’s defeat.

Now only two military camps remain in the northern goblin lands. There is Camp Hunter Shade which is a hidden recon base near Unen. It is inaccessible from air attack, and its entrance can only be found at night. However it is a smaller encampment.

Then there is Camp Hharmoon, where a significant military force has retreated with Dead Surgeon Damnation (DSD). DSD has started work on some unknown work deep below the long forgotten K’ias-style fort. However choosing to go for Camp Hharmoon may result in a lengthy siege if not cracked open in the initial attack.

Neither are good targets. Both have certain challenges that may not be clearly understood by your forces. However the chance to eliminate such large nests of Warmonger Cult activity before it can go back underground will have important future effects.

No maps of locations available, no intel on inner setup. Dangerous traps possible.

Your post should clearly say:

  1. Do you attack Camp Hharmoon OR Camp Hunter Shade? (pick one only)

  2. what troops do you send in? How are they armed? and how will they attack?

  3. what vehicles do you send in? How are they armed? and what will they target?

  4. Clearly state who you think are your allies for this mission. Anyone not listed as an ally will result in crossfire during these battles.

Mission Rules
First player to post gets a repost when all other players have finished posting to the mission in response to all other actions.
All other players may only make 1 posting.
Other players may only act as if they have seen the action of the first player who posts.
All other actions will be compressed together by the DR team with a focus on storyline, so do not worry about paradoxes between different action posts.
Not every aspect of every action will be shown. This is especially true of actions that exceed two paragraphs.

Special Challenges:
Camp Hharmoon: One hundred Unit 111 Dead Olgogs armed with Magi Cannons and Vampiric bayonets. Elite Snipers (x20), Elite AA (x5)
5 Dead Wings, Unknown threats

Camp Hunter Shade: Fifty Unit 111 Dead Olgogs armed with Magi Cannons and Vampiric bayonets. Elite Snipers (x30), Elite AA (x15)
100 Hunter Shade Nightmares patrolling. Hidden and entrance can only be found at night.

Open to all tribes

Open to all characters

Lord grimaldus is limited to four Inquisitorial teams with 1 Inquisitor and four paladins each. Paladins and inquisitors armed as standard in the GL book, but Inquisitors also carried plasma rifles.

Come here to discuss the attack on either camp.

This mission ends on Friday 9th August at 8.PM. E.S.T.


#2

The bladed sun would go ascended in this mission, simply causing a decisive shine off all warmonger dead’s gear that will draw the eyes of the allied assault forces. He will banish any demon that dares to set foot on the field of battle.
Beyond that, being ascended he will be unable to interfere.
But if an Ancient evil or Greater Fiend shows up on the battlefield, he will personally take them out.


#3

Camp hharmoon:
Tor’ab says to the group “We have a tough battle here at Camp Hharmoon. We will have help form the Unit 817, GNA and Lur Union members. Everyone should have Chill shield up. We will strike with Lur Union Fighters (10) Each will have a Light Leyas user until we jump out for the fort. Lurtor, your group is the reinforcements, stay longer in the other fighters protecting htem until your job there is done, or we need your squad. Take out those deadwings.

All, Make sure to heal and raise the dead quickly. Also remember about the chip in the back of their neck, strike it and you either free the undead or cause a few moments of confusion. Take advantage of that. Also, while outside, limit your light leyas. On the inside, let loose. Also take any magi cannons you can. We can use those. Now lets go.”

Tactics
For the rest of them, they will break into Squads in the Lur Union Fighters. The light users will use Reflect Magi Cannon Leyas while on the fighters. Each leader should be able to teleport them in last resort. All can either shadow jump, or are paired with a shadow jumper. Also each group will have 2 healing rings. Each Squad leader will have a comm Crystal to coordinate. All members have a light weapon or Light Leyas to deal with Unit 111. They will jump out of the Fighters over the fort when cleared enough, and either float down or shadow jump down to begin their battle.

At the start, The Lur Union Fighters will focus fire the lasers on the walls of the fort to create an opening for the Olgogs to enter.

Tor’abs group will focus on snipers and the AA by sneaking up on deads units by shadow jumping and using the wave motion fists to strike silently. Then move away. Tor’ab and Kugon will try not to use Halo while outside unless needed. will use Ray of the sun from the artifact on the Elites. Kuron will summon a chimera to attack and distract from a different direction if needed.

Lalog’na and Lalyan’s groups are made of the FMK members armed with Fire Lances and Phoenix Strike pistols. They will take out nightmares (consume) and attack dead units with the Light leyas users using Reflect Magi cannon leyas while the FKM members Fire their weapons. After a few turns, they will jump to a new position, keeping a cat and mouse game going. Leading any group following them into an ambush by the other.

Lurtors group is the Heavy firepower group. He has his phoenix strike pistol and a paladin sword. 3 have magi cannons, and the Goblin Vandel who has a phoenix strike Pistol.

They will come in to a flank where a group is having trouble and quickly take out any forces.

[ul]
[li]Each Light leyas user will stay in different Fighters protecting them with Reflect Magi cannon leyas. Will Jump out if needed or Unit 111 fight outside is done. (aka anti aircraft, deadwings).[/li][li]Tactic will be to use a staggered Halo so dead units will be caught in multiple Halos and be trapped. Then will also open fire with their respective weapons. [/li][li]2nd tatic will be Shadow jump around and using Laser leyas to take out the chips in the undead on the back of their necks. Hopefully creating confusion. [/li][li]Lolon and Tla’ab are also summoners and will use Cerberus to grab undead firing at them to stop them from firing and making easy targets.[/li][/ul]

Squad 1
Tor’ab ((Tor’og) LR:4,Light: 3, Shadow:4, Air:1, Earth:3, Fire:3, Water:2, Gen:2, Shape:3)

[ul]
[li]Dragon Scale Armor (Ariticed with Stone Skin, Shadow worked), Armorfiend Cloak (+1 str ), Paladin Sword in a sheaf, Fire leap boots, Concealment Stone, Magi Cannon. Ring of Healing.[/li][li]Using Improved reflexes, Increased Strength (Artificed (Total Str 9). Additionally He will use Ice Shield at first… Will use Reflect Magi Cannon Leyas attacks.[/li][/ul]
Tor’ab’s apprentices (10 Ur Rhug, armed with Solar Essence studs on Clubs, Phoenix strike pistols. Wave motion First Gloves, and Armorfiend hide Vests. Have healing and res potions as well.)
Kugon Ur mak (LR:3, Heal:, Light: , Shadow:, Air:, Earth:, Fire:, Water:, Gen:1, Shape:, Summ:3) - Light Artifact (Ray of Sun, Light Shield, Halo at 6 Successes)

Squad 2
Lalyan ((Auf) LR:5, Heal:4, Light: 3, Shadow:3, Air:3, Earth:3, Fire:3, Water:3, Gen:2) Adj: (Agility+1) (Equiped same as Lolog’na)
Lalag (Ur Tor) LR:4, Light: 3, Shadow:2, Air:1, Earth:1, Fire:2, Water:2, Gen:2, Summ:1

[ul]
[li]Phoenix Strike Pistol, Ring of Healing[/li][/ul]
FMK - Bug the Standard Bearer FMK ( Air:3, Ring of Healing),Dol’ab ( Earth:3), Tlaog ,Dar’ab
Squad 3
Lalog’na ((Auf) LR:4, Heal:4, Light: 3, Shadow:3, Air:3, Earth:3, Fire:3, Water:3, Gen:2)

[ul]
[li]EQ: ArmorFiend Vest, Armorfiend Cloak (wilderness camo, Obscure), Fire Leap boots, Necklace of Protective Aura, Auf Wood Spear (ShieldBreaker, Lighting Spear and solar essence) and Skull Crusher Magi Pistol[/li][li]Shields: Stone Skin, Life shield, Protective Aura (from Artifact) and Chill Shield[/li][/ul]
Ogor the Inquisitive (( Auf (FS 4)) LR:4, Heal:4, Light 3, Shadow:2, Air:3, Earth:3, Fire:3, Water:3, Gen:2), will use Protective Aura and life shield.
FMK - GulTor FMK ( Water:3, Ring of Healing) ,Hobator (Water:3), Rapiya, Tor’ru

Squad 4
Lurtor ((VLAD Agent) LR:4, Light: 3, Shadow:3, Air:1, Gen:2, Shape:3, Troub:2)

[ul]
[li]EQ: Marzac Body Armor, Necklace of Protective Aura, Fireball ring, Ringer of LIghtning Strike, VLAD Phoenix Strike Pistol, Combat Knife (Shieldbreak 6 success), ring of Healing, and a Fireproof trench Coat. Goggles of Night sight. Paladin Sword. Necklace with Life Shield (3 Succ)[/li][li]Shields: Chill Shield, Protective Aura from Item, Sonar, life shield (Item)[/li][/ul]

Equiped the same

OrTla ((Tribesmen: FS:5) LR:2, Light: 2, Water:2, Gen:1)
Tla’ab (Ur Tor) LR:4, Light: 3, Air:2, Earth:1, Fire:2, Water:1, Gen:2, Summ:2)
Lolon (Ur Tor) LR:3, Heal:0, Light: 3, Air:2, Earth:1, Fire:2, Water:1, Gen:2, Summ:2)

[ul]
[li]Nightmare hide armor with Chill Shield and Stoneskin, Forked Krato Bone Short Thrusting Spear and magi cannon[/li][/ul]
Van - Goblin Vandel (LR:3, Shadow:3, Air:3, Earth:2, Fire:2, Water:2, Gen:1) - Ring of Healing

10 Lur Union Fighers (With Pilots (FS 4, Air 2, Shadow 2, Water 2, Pilot +5 ) and an Ur Rhug, 4 with Lasers, All with Duel Fireballs.

Standard Equipment for non Elders: Nightmare hide, Artifice Forked Krato spear with Shieldbreak, Solar Essence and Lightning spear studs, fireball Guantlet, 4 healing potions, 4 rez potions And Tribal shields. Camo Cloak (Obscure, Wilderness Camo, Comfortable Aura)

Ring of Healing (Cure Disease, Heal Internal Damage, Cure Poison (3 succ))

Equipment for FKM Recruites (FS:4|LR:3, Shadow:3, Gen:1): Armorfiend Vests, Artifice Forked Krato spear with Shieldbreak, Solar Essence and Lightning spear studsthe handle. 4 healing potions, 4 rez potions, Fire Lance (fire dart II Springshot pistol)


#4

Camp Hunter Shade
Forces:
2x KGM (sniper team, armed with magi cannons)
10x Vampyr [Armed with: badges of the night; metal swords, hilts of energy sword (fire artifact); painted stones of protective aura; piercings of bird sight, animal sight, cat like reflexes, cobra strike, shadow armor (provides 20 AR vs light damage); chill shielded armor.]

Corporal Darza and his spotter would scout out the entrance to the cave. The strategy session had taken a surprising turn, the Lur union seemed completely open to working with the Militia. It was something he was anxious to report back to his superiors. Easing the tension would do all sides good. He pushed it from his mind though. the spotter and he had taken all week affixing their scopes to the new Magi cannons. No need to worry about spear drop or windage. he doubted he would fire a shot on this outing. Recon wasn’t all glamorous one shot kills from ridiculous distances. The dead glowed as him and the spotter began scanning the walls. “This is too easy.” The spotter noted.

“Agreed, ain’t no easy days 'cept yesterday.” Dar’za noted. He raised the comm crystal, “Ontar 4 to nightshade 2, you got me?” He whispered.

“This be Sa’Tor. I hear you.” Came back the whispered response.

The spotter slowly shook his head, military discipline was such a rarity. Dar’za proceeded to explain patrol routes, any obvious heavy weaponry or anti air weaponry and any other traps they could see from their perch far away. Once the vampyrs were in position the sniper would pick off any nightmares or dead guarding the entrance. After that it would be up to the Vampyrs. The sniper team would move close to the entrance after playing counter sniper and clearing the way for Vampyr insertion.

The vampyrs would use every trick they could to be sneaky and push though the caves, shadow walking, masking themselves with shadow, and each vampyr would conceal themselves with obscure. Nightmares would be devoured using innate leyas abilities or artifacts. dead would be death bolted. The point man would be carefully looking for traps like tripwires, pit traps, dead falls and sections of fleshworms.

Sa’Tor would leave his comm crystal open. If the vampyr team was lost Dar’za was to plant the wards. Move to good sniping range and start picking off targets of opportunity.


#5

Tor’lur stood proudly, the mighty shaman would lead his disciples of the Pit into battle, He would go after Camp Hunter Shade as the Nightmares wouldn’t not harm him and his fellow Vampyrs. Their goal would not be to destroy the camp, but to harass and distract them from a distance.

Forces: Tor’lur - Elder Shaman of the Pit, Plague Vampyr
Dar’ab - Ur Mak Plague Vampyr
10 Ur Rhug Slimegog Vampyrs
5 Uhryu adolescent Plague Vamprs
(17 total Olgogs, 1 Elder Shaman, 1 Standard Ur’Mak, 10 Ur’Rhug Slimegogs, and 5 Uhryu Adolescents)

Tor’lur stood with Dar’ab “Darkness shadow land, not dead Gogs spread. They break cycle of live and die. Must be returned to pit, is nature!” Dar’ab agreed sadly “Dead that walk, must return to Pit, but too many, too strong. Must weaken, stop later.” Tor’Lur nodded “Yes, we will show power of Pit, not need kill, just slow down.” Turning to the assault group of 10 Ur Rhug Slimegogs, and his 5 disciples, “We stick to shadows, Slimegogs help tribe move in darkness, (Shadow Walk) make puppet of darkness to distract enemy (Shadow Puppet). Dsciples of Pit, make vine from ground, tangle Dead gog, make fall and blend us to ground (Wilderness Camo). Always move, never one place stay. Keep dead look place where no be. I make lightning from sky strike at dead that distract, (Hit distracted Warmonger’s Dead with Lightning Strike, Air 3) then jump in Slimegog Shadow.”

Dar’ab smiled “I call upon newest deadly ally of Pit, only have 1 so far. Mighty Pitcorn (Unicorn) great weapon gainst dead Gog. Pit make beast stronger, mighty power. Horn burn undead flesh, but not only weapon. Pit grant Pitcorn new powers, sacks of puss grow on Pitcorn’s body, can explode outward to blind enemy. Dead Gog no get sick from puss but cannot see. Stab with horn while blind. Also Pitcorn resist magic beams of light from Dead Gog’s magic sticks. If we must run, I call upon Diseased Kuo’lo to distract Dead.”

Standard equipment as Tor Lallur hasn’t gotten any special equipment yet.

Hit and run tactics, Pop in from a shadow, make a shadow puppet to create a distraction, tangle with vines, then lightning strike, then pop back into shadow. Any vulnerable area then Dar’ab will send in the mighty Pitcorn to create havok and even bigger distractions.

Not trying to defeat the Warmonger’s dead just trying to keep them off balance for a while then withdrawing. Trying to minimize risk, any injured or killed members will be taken back through shadows, if enemy gives strong resistance and casualties start mounting up will withdraw using Diseased Kuo’lo to draw enemy attacks.


#6

The four Squads will attack Camp Hunter Shade, Led by Inquisitor Marcos Jiros.

Each squad will approach separately and slowly. They shall sneak close to the ground to avoid detection. While on the move the Inquisitors shall project a Facade to hide their presence from the snipers and the sight of the nightmares and obscure them to prevent detection by leyas sight. The Inquisitors shall use their own leyas sight to avoid any light wards that the enemy might have set up.

They shall sneak close to nightmares blocking their paths and the Paladins shall strike them down quietly with their swords (they have bonus’s to nightmares). They shall continue to move forward hiding in each Facade until they get close to the camp.

When the sniper nests are within sight the Inquisitors shall toss in a couple of grenades and then open up with their Plasma rifles burning the snipers in their holes.

Surely by this time the camp will be on alert. Each squad shall find a hiding spot enhanced by the Facade. Wait for the enemy to either pass by or get distracted by another threat then move forward.
Once they are at the camp each squad shall move toward any command and control structures that they can find and toss in some grenades and hose the area down with plasma fire. The Paladins shall stay low to the ground and attempt to jump anyone attempting to go after the Inquisitors and cut them down with their blessed blades. Once the camp is aflame each squad shall retreat using their facades to cover them.

The vile undead shall not be allowed to sneak in and take what is ours. The Goblins are bad enough we do not need these demonic filth making a power play.


#7

Captain Tormag’ru sat back in his seat on the Deadwing. He was piloting it on this mission. With him were several more troopers. He brought Chi and Ghu, his most experienced AA gunners. He also has along Simeon and Torgor the warmachines, and he had 3 of the newest troopers along. Their plan was to fly near the other Deadwings, when they are close enough the warmachines will shadow walk onto them, killing the crew and taking control. the first Deadwing they capture will be crew by the new member and one of the AA troopers. the Other AA trooper will man the guns on Tormag’ru’s Deadwing. After that the warmachines will attempt to capture 2 more deadwings. If the AA gunners of the camp, have not attacked them by this point, all captured Deadwings will fly back to a rally point where they will load up with Angels of the redeemer and return to aid the forces of the Lur union. If any enemy Dead wings remain, they will attempt to capture them as well, or destroy them if they put up too much fight. If Unit 817 deadwings start taking too much damage they will retreat and their forces will join up with troopers at rally point to ride in. Any forces that ride in will use hit and run tactics on the enemy dead in the following order: Snipers, AA gunners, remaining Deadwings, other threats.

Standard procedures included : recoverary of all Dead Equipment and Upgrades possible.


Info:

1- attacking CAmp Hharmoon

2- Forces:
CAptain Tromag’ru (Dead CAptain, Angel of the redeemer, blessing of the bladed sun, full Dead kit, )
WArmachines Simeon and Torgor ( WArmachine upgrade )
Chi and Ghu (TRoopers with Anti-Air gunners (+2 Bonus in Air to Air combat).
Troopers Werx, Trax, and Smax ( standard trooper minus magi cannon)

additional 20 troopers with full kit waiting at rally point to get picked up.(Angel of the redeemer, blessing of the bladed sun, full Dead kit)

3- Vehicles
-Deadwing fighter.

  • all troopers at rally point have Slephnirs.

4- Allys

  • all Members of lur union
  • Bladed Sun
  • All Breathers

#8

Eru’Khaz sat in the skimmer across from Uth’lal. It was quiet as the skimmers made the approach to Camp Hharmoon, quiet enough to make their silence seem awkward. They were on one of the lur fighters that had been constructed for use by the tribe, specifically to transport its leaders. 10 Balgogs were being transported on allied skimmers, and that was why Eru’Khaz was here. He was not particularly good friends with Uth’lal, they had taken relatively different paths in terms of career. However, Eru’Khaz knew he was a proficient fighter, and would take care of the rest of their ground forces, namely 15 Ur’Tor who would be assisting in the battle. A gust of wind hit the skimmer, causing it to shake. Uth’lal yelled at the driver Ra’dar, who promptly adjusted his bearings. Eru’Khaz sighed, the sooner they were there, the better.

In the battle, Eru’Khaz would be dropped in a secluded area with good sight of the battlefield. When the Balgogs were deployed, he would begin focusing, and maneuvering them about the battle. Their primary objective would be to act as a tank for the other ground forces, taking the energy damage easily on their fiery obsidian armor. They would smash and burn as much as Eru’Khaz deemed necessary, and be a (literal) stone wall between the enemy and the infantry.

Uth’lal would deploy with the rest of the allies, namely the Lur Union, The United Tribes of Refuge, and GUTS. He would marshal his forces into ranks to march on the enemy, using a shield wall tactic to keep projectiles at bay. Uth’lal would surround himself with a chill shield, and shadow walk to targets that are more dangerous, especially ones with magi cannons which could shred his ranks. All in all, they would form a flesh shield to boost the strength of the army.


#9

The Captain looked at the gathered troops from the rest of both the Union, and others he did not know. Scowling he turned to his. The other four olgogs had basic rifles, aside from Olav who had a scope and more power. He himself had brought his own rifle. Behind him was their recently acquired Steam Tank, three olgogs inside. Finally, out of sight high in the clouds, was the Hindengog, with 7 olgogs on board. Four with 50. cal machine guns, two with rocket launchers, and the Hide as the pilot. They all knew the plan for the assault on Hharmoon, but Reshed continued to repeat it in his mind.

The snipers will find places to hide, taking out anyone on the walls. They will also fire upon anything else that may inhibit travel to the walls (Land mines, pits, etc) to either destroy them, or point them out to other attackers. Then the tank. The tank’s main cannon will focus on firing at walls and any anti aircraft weaponry that can be seen, while its machine guns will focus on ground troops. Once it is safe enough, the Hindengog will come into play. The guns will take out enemy aircraft, then will fire into the inside of the fortress. The rocket launchers will fire upon enemy aircraft and key structures below. Once the walls have been breached, and the rest of the forces move foreward, the tank will move forward. At this time the snipers should move forward with the tank, behind it if possible, they will continue to take pot shots at the enemy. The Hindengog will lower itself and fire on the enemies, until the battle is too congested and firing into the crowds become a hazard to our allies, then it will move up and take out any part of the enemies forces that flee.

He had also thrown in a part about staying alive at almost any costs, but that was a given. He made a gesture for the snipers group to fan out, and find good cover to snipe from. He motioned for he tank to start toward it’s point, steam hissing out of a release valve somewhere under the body. He himself moved out, keeping an eye in the sky for the Hindengog. They were ready for this battle.