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
(Note: The best spot to destroy a tank is at its side armor, and shooting inside the bunker is hazardous.)
You fire at the side of the tank closest to your men, and it hits, piercing the armor and blowing it up. However, the smoke and noise from the Panzerfaust attracts the Germans to your position. One of your men places a mine on your past position and the two of you sneak further up the trench, past your other allies and into another bunker, where you continue to snipe on the left flank. The right flank is starting to become overwhelmed from the pressure of the combined infantry/vehicle forces. Not only that, but Germans have entered the connecting trench and are threatening to sever connections.
A) Lead a trench clearing party. B) Continue sniping. C) Fire a rifle grenade to aid the right flank. D) Get another Panzerfaust to destroy the other tank. E) Other
A lot of fire is coming from the houses, so your squad turns the flak gun around and blasts through the sheer walls of the house with the remaining ammo. The rest of reinforcements in that house are quickly subdued with a quick charge. In the house next to that, the Germans have set up an MG on the second floor. You and your squad breach the house, and the rapid fire of your Thompson combined with its increased Stopping Power and your Leadership ability to rally your men effectively clears the house out in no time.
As you finish the fighting, several of the jeeps roll over. Because of your outstanding leadership you were promoted to Sergeant. As such, you are given some Binoculars and the ability to call artillery strikes. You have a few options of where to target next, and how to target it.
A) The vineyard next to the village, with an unknown number of Germans lying in wait B) The manor up ahead, probably full of German troops. C) The bunkers up ahead, where the 2nd Ranger Battalion is fighting fiercely against German counterattacks.
You have at your disposal the jeeps, three squads of men including your own, and your ability to call artillery strikes.
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: M1 Garand with Bayonet, Pistol, Molotov Cocktails (1), First aid kit, Rifle Grenades (3) Perks: Penetration, Conditioning
The back door of the Mayor's house leads into the kitchen, where there are several Germans facing away from you. Quickly you and your support gunner stab them to death and infiltrate the top floor. There's a machine gunner, whom you quickly shoot, and you man the machine gun, gunning down the Germans below. Some of them escape back into the house, and some more hand-to-hand fighting erupts.
The melee has attracted the attention of an American squad outside, who rushes in and helps you take care of the rest of the Germans. In the struggle though, your support gunner died, leaving you the only survivor of your squad. You follow them across the street when all of a sudden, a shot rings out and their sniper falls dead, his Springfield rifle clattering at your feet. Everyone takes cover by the house.
A) Ditch your M1 Garand for the scoped Springfield. (This turns you into a sniper.) B) Throw a smoke grenade and run to the house where the sniper is. C) Head down another safer path. D) Other/combination of the above
My history homework on trench warfare has prepared me for this moment! Also you misunderstood me. I meant the tank that was the closest to the bunker, and thus posing the biggest threat. Also the best place to shoot a tank is right through the missile launcher of the tank, if they've loaded a rocket in, BOOM! Or the tracks themselves. Or the side. Or right through the hatch xD
E) The connecting trench is amust! All men must recover back to the connecting trench, we won't be attacked from both sides! Basically A then and go on a trench clearing mission
You manage to muster up several men, and you go to clear the trench. As you have a rifle, you bring up the rear behind the submachine gunners. There are dead Germans littered in the trench near where your engineer placed the mine; the explosion seems to have greatly diminished the number of Germans in the trench. You would be right; there are only a handful of Germans that are easily taken out.
At this point there's a shout among the defenders. The radio operator finally got a reply saying that reinforcements would be coming in half an hour. It's good news, but several more halftracks loaded with infantry are coming up. Prepare for the longest 30 minutes of your life...
A) Destroy the remaining tank with a Panzerfaust. B) Snipe the halftrack machine gunners. C) Stay in the trench to hold it. D) Help escort your engineer to fix a flak gun. E) Other
I call the artillery to strike up ahead in the manor to finish off the jerrys. Then I call my squad to get in the jeep along with two others to help the 2nd Ranger Battalion in the counter attack. But I send one squad to keep watch on the manor in case some germans try to attack. Then after there through with that to come help us in the counter attack.