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 don't possess the leadership to do all the things at once, unfortunately.
You grab a Panzerfaust and aim for the other tank battering the bunker. It narrowly misses but sends a cluster of infantry fighting. That was unfortunately the last Panzerfaust in the bunker, so now you have no chance but to get the flak gun fixed.
You and your engineer head behind the lines to the gun. Mercifully it was saved from your assault, so it is fixed quickly. You man the 88 and blast the tank. Although it is a direct hit the tank armor is tough. This time you aim for the turret. At this point the tank sees you and fires just as you do. Your shell hits its turret and explodes the tank, but its shell impacts dreadfully close to the gun, destroying it propelling you out into the mud. It broke your fall, and you're dreadfully bruised. You try to get up but your leg is bleeding heavily. Thankfully you are in the rear lines, but the halftracks are still there and you now have no way of destroying them.
A) Crawl back to the front trench. B) Snipe from your current location. C) Crawl back to the bunker. D) Call for medic.
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 D, combination. b, then a, then c
The medic runs over to you and starts to patch you up, giving you a cast. Shooting your pistol at this range is quite futile, because the enemy is out of its effective range. Although your movement is impaired, you can move about much better than before. You get back in the bunker, this time sniping again, but another wave of enemies is coming, and this time the right flank is completely overwhelmed. It'll be a short period of time before they come and storm your bunker. Sure enough, a grenade drops right next to you, and you quickly throw it out the door, just in time.
A) Camp in the bunker. B) Fight in the trenches like a man. C) Get to the bunker in the rear. D) 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.
Name: Carl Sharp Division: VI Corps Class: Sub-machine gunner Equipment: M1A1 Thompson, Colt M1911, First-Aid kit, Camouflage Perks: Leadership, Steady Aim
You are a veteran of the VI, freshly out of combat in Italy. The day is August 15, 1944, and your corps has been sent in Operation Dragoon to take Southern France. This is your third amphibious landing, Sergeant Sharp.
"It'll be hectic men, but get to cover, give 'em hell, and they shouldn't be a problem."
The landing craft stops and the door slowly cranks open. Bullets are flying everywhere, and you rush out onto the beach, memories of Salerno and Anzio fill your mind. But this isn't the time to reminisce. This is war.
A) Take cover behind the concrete anti-tank formations. B) Get to the shingle. C) Get some of your men to toss smoke grenades. D) Other
(Please don't repeat your submission. That would be considered spam in any forum.)
Using the radios you captured from the Germans, you use your binoculars to find the exact coordinates of the manor. After about a minute, a mass of shelling starts all around the manor, leveling it to the ground. You leave one squad to take out any Germans left, and you take your squad and another on the jeeps to engage the Germans ahead.
In front of the manor are a series of stone fences blocking the way, except on the very sides next to the bocage. The Germans are still unaware of your presence, and you open fire, targeting the few carrying Panzershrecks first. Eventually however, the Germans there regroup and start to put up fierce resistance. The machine guns mounted on the jeeps are overheated, and your squads take cover by the fences, exchanging fire. There are a few tactical options.
A) Have some of your squad flank around while you lay down suppressive fire. B) Throw a grenade over the fence. C) Have your men toss smoke grenades and engage in close-combat. D) Use some explosive firepower from your engineer or your anti-tank. E) Other
Name: John Parker Division: 79th Infantry Class: Rifleman Equipment: Scoped Springfield with Bayonet, Pistol, Molotov Cocktails (1), First aid kit, Rifle Grenades (3) Perks: Penetration, Conditioning
You switch the Garand for the Springfield. It's a sturdy weapon and lighter than your previous weapon. One of the squad members tosses a smoke grenade. You sprint through the smoke and bust down the door. It's then that you remember that the Springfield is bolt-action, so you dive to the ground and whip out your pistol, taking out the Germans on either side of you as the rest of the squad mops them up.
You run upstairs to meet the sniper when out of the corner of your eye you see him running towards you with the butt of his rible. You catch it, and an intense battle of strength ensues, each of you straining. Your conditioning makes you stronger, and you push him away, smacking him away with the butt of his gun. Before he can recover you smack him again, then push him out the window to meet his doom.
A) Head downstairs to regroup with the squad. B) Get onto the roof to check where the action is and snipe. C) Check the other rooms upstairs. D) Other
Springfield is bolt-action, so you dive to the ground and whip out your pistol
The Allies were so trained in the use of the bolt action rifles that the Germans thought that the Allies had machine guns. History trip to Belgium FTW!