Crux Europa: Lionhearts is now Re-recruiting [Hex-grid tactical combat]

Old Feb 23 '12, 3:02am
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Location: A fortified bunker deep in the heart of Cendria
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Crux Europa: Lionhearts is now Re-recruiting [Hex-grid tactical combat]

Crux Europa: Lionhearts - Forum
Estimated Members Requested: 1

Your BriefingListen closely, Echo Company.

Initial contact with the Orlon Third Mechanized Division was made at 0815 this morning. By 0948 Foxtrot Company had been driven off of perimeter positions to the east, and Hotel Company is falling back from fierce street-fighting to your north. Victor Company began engagement with Third Division forces just before noon, and are currently holding despite heavy losses at the city center.

You will link up with Victor and continue to inflict casualties on the Orlon forces of invasion. Drive them away from Basdeaux, block by block!

..Non Revertar Inultus..


Advance Wars meets Valkyria Chronicles. Rather then a single controlling general however, each squad on the Cendrian side is led by a different player. Communicate your tactics effectively, and guide your soldiers through the crucible of war!

Maybe elaborate a little bit more?

You are each leaders of a fire team in the Eighth Motorized Rifles (The Lionhearts) of the Cendrian volunteer military. The first portion of the campaign will focus on the actions of the Lionhearts as they battle across the Eastern Front to defend their homeland from foreign agressors. Each mission will take place across a hex-grid map where you will issue commands to your unit and then watch the results play out in turn-based combat. If you survive, you will be able to progressively upgrade your units and carve out your own slice of history in the Hall of Honor!

Bullethazard: The Core Mechanic

The game uses d10 dice exclusively. By far the most common rolls in the game are to determine success of shooting or melee attacks. In the unit sheets, a "Hit Rating" is a number from 1 to 9 surrounded by a square. When you attempt to perform the indicated action, roll #d10 where # is how many attacks you are granted by your chosen action. Remember to multiply die rolls by the number of surviving combat-ready members of your squad who are making the attempt. 3 Riflemen shooting rifles with Hit Ratings of 1 x |6| would each roll 1 dice, for a total of 3d10.

The result on the die indicates success or failure, with lower rolls being better. In the case of the riflemen above, any dice that rolled a 6 or under on their d10 would have scored a hit, and any who rolled a 7 or higher would have missed with their attack.

Check the rules manual for full details of the game's technical side! Alternatively, follow the example of the players around you!

If you wish a more detailed introduction to the rules of war, go to theField Guide thread and dig into the rules manuals located there.

How to Enlist

This part is simple. Choose a squad type from the Roster below.

Got your squad in mind? Good. Click on the spoiler related to your squad below. You will find a Unit Card there (the first few lines of text contained in the box). Copy and Paste this unit card into your reply! Insert a surname of your choosing in the "Blank" spot for your fireteam leader.

Be prepared to carry forward your Unit Data card at all times. It is where you will indicate your experience advances, as well as a resource tracker for ammunition and abilities spent during battle.

We will take the first six volunteers. Forward to battle, Lionhearts!





Officier Subaltern



Miscellaneous Stuff

Be prepared for a posting rate of around once every other day if you wish to keep pace with the battle. Sometimes things may go even faster, sometimes they will be slower.

The first Recruiting thread that began the game can be found here, if you have questions you would be wise to begin checking there first for the answers.

Mission 1 Briefing (Archived)

The Machine-State has made it's move. Mechanized forward elements of the Wulf Division, supported by crushing aerial superiority, are streaming across the lightly-defended borders of the Free Principalities and sweeping south, bypassing the stiff defense line of the Cendrian Eastern border. Already the 11th and 13th Cendrian Border divisions are in danger of being encircled.

The Cendrian 8th Motorized Rifles ("The Lionhearts"), are tasked with holding off the forward elements of the Orlon Third Mechanized Division ("Wulf Brigade") as it races to cut off the retreat of the 11th and 13th Infantry divisions. This area of land across the border of the Free Principalities borders the Abrient Fen, territory that Valtic legions have fought and bled over for centuries. Battle is met in the morning as the Wulf Brigade comes across the Lionheart's hastily built fortifications at the site of the triumphal arc of a long-dead Valtic general.

Mission 2 Briefing (In-Progress)

Basdeaux. The name may evoke memories of a bustling commercial center, the wine-making capital of Cendria, the last great river-port on the Baronne before it empties into the Mirror Lakes, or of the grand Cathédrale Saint-Lýon de Basdeaux that is the cities' greatest cultural legacy. Some of you may know it best as the patron city of the 8th Motorized Rifle Division, and the home from where you enlisted into the Lionhearts. We owe much to the city.

It's time to return the favor. Following our successful delaying action at the Ruins of Perditio, the Third Mechanized Division responded by changing objectives and breaking to the West. They have been racing for the Baronne River, presumably to secure this principle supply route into the heart of Cendria and strangle our will to resist.

Central Command has chosen to leave our Border Infantry and Main Armored Divisions to fight the territory war with the Orlon ground and air forces streaming over the border. It's up to us to track with the Third Mechanized and stop them from executing a slash-and-burn strategy on our homeland from behind the front lines.

Game Description:

\ˈkrəks, ˈkru̇ks\
1: a puzzling or difficult problem : an unsolved question
2: an essential point requiring resolution or resolving an outcome
3: a main or central feature

They call it The Coil. A festering wound at the heart of the continent of Europa, countless generations of mankind have shed endless rivers of blood to control the raw resources that are cast into the world from the void of this abyss. To control the Coil is to control the fate of Europa. Dynasties rise and fall in time to the heartbeat of the land, and every few years the earth shudders and weeps magma as the Coil rearranges the land in every direction. Then the profiteers emerge, eager to claim resources and drink in the rewards.

The most recent eruption was nearly as long ago as the dark fate of the last nation to try to dictate the flow of Ebontium. Fifty years before the present day, the signing of the Lysian Pact ended hostilities between the Lavathian Combine and the Machine-State of Orlon and created the new nation of Cendria, the first Republic to inherit the ashes at the center of the continent following yet another catastrophic resource war.

But Cendria has flourished nonetheless, and with the timing of the Coil's next eruption long overdue the powerful nations of Europa are again focusing their gaze inward at the heart of the continent.

Last edited by CruxCommand; Feb 23 '12 at 1:09pm..
I'll take Engineers then, if no one minds.

Unit CardEngineers
[E] Spc. Santiago
Health: {1}{1}{1}
E. Kits: ( )( )-( )( )-( )( )
Volcano Mines: ( )-( )-( )

Originally Posted by Ren Zhe View Post
Grenadiers are solid and strong under any situation, actually. They would not be a bad pick regardless.
Do I read correctly that they have limited SMG ammo, though?

Grenadiers are useful for most situations. They're good against tightly packed infantry, and with luck can deal some damage to vehicles. Go ahead and pick what you want, really.

Grenadiers do have limited SMG ammo, as it's really not their focus. It's more of a fallback for emergencies, when you need to pump out a lot of fire in a single turn.

Originally Posted by Lionhear12 View Post
Edited my signup in response to the last post made.

I'm guessing that Grenadiers aren't needed? Because if they are, I'd much rather try that one out.
Command is not in a position to either endorse or disbar the selection of any class. We merely provide the options. You are of course authorized to discuss it amongst yourselves if you like... but in the end....

Filling a needed vacancy of ability within the Eighth Motorized Rifle Division, or pursuing a personal pull towards a particular role instead, is your decision to make. Right or wrong, the choice is one whose effects will be written in blood on the field of battle... possibly yours or your allies. No pressure!

With that in mind, a motivated soldier has provided this exceptionally insightful primer on the differences between the currently available infantry roles. Read what he has to say and consider the wisdom of this veteran's words.

Would it be a good idea to duplicate an squad type that has already been picked. Because I'd rather like play either an engineer squad or lanciers. But if its better to have variety I'll go for something else.

Originally Posted by ArcaneStomper View Post
Would it be a good idea to duplicate an squad type that has already been picked. Because I'd rather like play either an engineer squad or lanciers. But if its better to have variety I'll go for something else.
Lanciers and Engineers are the two classes we need most in the current situation, with all the enemy armor running amok. We'll be needing more in the future as well, as I don't anticipate Orlon dropping armor off their list of assets any time soon, and we'll especially need engineers once we get our own armor.

Originally Posted by Lionhear12 View Post
So I'm reading that primer about Grenadiers, and I come across this sentence:

"Remember, though, that un-upgraded Grenadiers can only fire their grenade launchers every other turn, as they must spend actions to reload."

But according to their unit cards, they can fire twice before needing to reload. Is that a typo?
By all accounts, grenade launchers can only fire once before a reload is needed. You may be confusing the grenade launcher's stats with the SMG stats, which can in fact fire twice in a row, but it can't be reloaded.

Originally Posted by TXTypewriter View Post
By all accounts, grenade launchers can only fire once before a reload is needed. You may be confusing the grenade launcher's stats with the SMG stats, which can in fact fire twice in a row, but it can't be reloaded.
Close! I missed the fact that there are two Grenadiers per unit, so those two "bullets" on the unit card made me think that they had two shots. My bad. >_<

Originally Posted by Lionhear12 View Post
Close! I missed the fact that there are two Grenadiers per unit, so those two "bullets" on the unit card made me think that they had two shots. My bad. >_<
It's an honest mistake. You could, if you chose, alternate fire between squad members, so that while one's shooting the other's reloading. Sometimes you just need to blow shit up.

Then I will bring another squad of engineers.

Unit CardLanciers
[L3] Cpl. Poulin
Health: {1.5}{1.5}
AT Rifles: [ ][ ](1)-[ ][ ](1)
Shred Mines: ( )-( )


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