Yesterday, June 6, 2009, was the 65th anniversary of D-Day. I thought, then, that it would be interesting to make an RPG off of the events of D-Day and Operation Overlord. This RPG is open for three people.
Division Once a division has been taken, another person cannot take it. You may choose from:
101st Airborne Division (paratroops into Normandy the night before the invasion) 1st Infantry Division (lands on Omaha Beach) 2nd Ranger Battalion (lands on Pointe du Hoc)
Classes Rifleman: Starts with your choice of the M1 Garand or the M1 Carbine, a Colt M1911 pistol, and two other items of your choice. Upgraded class is the Sniper, deadly at long-range and one-on-one combat. Sub-machinegunner: Starts with the M1A1 Thompson, as well as a Colt M1911 pistol and two other items of your choice. Upgraded class is the Squad Leader, who can call down airstrikes. Support Gunner: Starts with the BAR, as well as a Colt M1911 pistol and two other items of your choice. Upgraded class is the Machine Gunner, who can mow down enemies with their M1916 LMG. Engineer: Starts with the M1898 Trench Shotgun, a Colt M1911 pistol, a satchel charge, and one item of your choice. Upgraded classes include the the Rocket Soldier, armed with a bazooka, or the Incendiary Soldier, armed with a flamethrower.
Items First Aid Kit: Heal yourself or another Knife: Better melee damage than the butt of your gun Liberator Pistol: A very small pistol for melee encounters Pineapple Grenade (3): Explosive damage Smoke Grenade (3): Creates a cloud of smoke Flak Jacket: Reduces explosive damage Bouncing Betty (2): Explosive mines Signal Flare (2): Can be used to blind enemies or signal to allies Camouflage: Makes you harder to detect Phosphorus Grenade (3): Creates a cloud of hazardous gas Gas Mask: Protects you from gas Shades: Protects you from flares Bandolier: Allows you to carry more ammo Molotov Cocktails (2): Incendiary, good against vehicles Asbestos Clothes: Reduces damage done by fire
Perks You can choose only two perks.
Stopping Power: Increases your firearm damage Fireworks: Increases your explosive damage Will to Live: Increases your health Quickload: Allows you to reload faster Trigger Finger: Allows you to fire your weapon faster Safe Than Sorry: Allows you to carry another weapon in exchange for your pistol Penetration: Allows your bullets to better penetrate cover Conditioning: Allows you to run and sprint faster Steady Aim: Increases your accuracy Leadership: Starts you as a corporal instead of a private, allows you to command your men and have them fight more efficiently
You and your squad get to the village to find the group scattered in the different houses. Germans and gunfire are everywhere. You pass by the soldier manning the M1916 LMG. There are a few rifle grenades dropped by a dead soldier, which you pick up. There are several main focal points you and your squad can focus your attention on:
A) The village plaza. Wide and open, with little cover in between. B) The houses, which calls for very close combat. C) The post office, a larger building than the houses D) The bar, about a medium sized building.
FireflyIV: It would be nice, but I don't particularly feel like adding British weapons and attachments to the application sheet. Only so much one person can do.
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: M1 Garand, Pistol, Molotov Cocktails, First aid kit, pineapple grenade (1) Perks: Penetration, Conditioning
You get on the flak gun, and aim for one halftrack. The blast tears through its armor and hits its engine, turning it into a fireball. The other sees the danger and fires its machine gun at you. The gun does not deter you, and you destroy the other halftrack. There are a few more troops, but they are easily mopped up. After, you command your men to destroy the gun and move on.
You have captured the hill, but there's a ways to go to Cherbourg.
A) Attack the gun emplacement ahead. B) Flank right through the forest to the city. C) Flank left through the meadow to the city
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: M1 Garand, Pistol, Molotov Cocktails, First aid kit Perks: Penetration, Conditioning
The recon comes back, reporting no signs of hostile activity. You and your squad head into the forest, moving through the brush. Suddenly, you hear the sound of a motor.
"Get down!"
All of you lie prone among the bushes as a Tiger tank rumbles past, with several infantry running past. They're heading for your other comrades at the hill, and without the flak gun they'll be sitting ducks. What will you do?
A) Continue to the city B) Turn back and attack the reinforcements from the rear C) Attack the reinforcements by yourself. D) Other
C) The post office. Short range would be too demanding for the M1 Garand, a bolt action rifle, and the Colt won't be able to dish out that much damage. A more long distance area such as the post office, which is also a major point in the village, will be good for my type of weaponry.
You and your squad run down the streets of the village, dodging enemy fire. You affix a rifle grenade and blast it into the post office as your squadmate kicks down the door. It tears through several Germans, and the four of you rush in. There are a ton of Germans, and your squad takes cover behind the counters. The fight creeps over to the post office boxes.
A) Split up and clear each room individually. Although it carries more individual risk, it should clear the office faster. B) Move in as a squad through each room. Although it will clear the building slower, the covering fire is useful. C) Have a distraction stay near the boxes while the rest clear the rooms. D) Other
D) Leave some men behind to keep the main fight busy whilst the rest and I sneak to the other rooms and clear them out using strategic, fast-paced battle.
You toss a smoke grenade and make your escape to another room with your submachine gunner, leaving your support gunner and engineer behind to act as a distraction. Some Germans take cover behind a table, but your added penetration hits them through the cover, and they are quickly dispatched.
The next room is easily cleared. Your submachine gunner kicks down the door to the last room, but the Germans behind fire first, hitting him multiple times in the torso. You drag him away from the door. How will you clear the last room?
A) Use his Thompson temporarily and blind fire into the room. B) Fire a rifle grenade inside. C) Throw a smoke grenade inside and engage the Germans in close combat. D) Other