Competition - Captainship Stage II « Thread Started on Aug 9, 2012, 1:46pm »
Greetings once more bruvas!
So, first of all, I would like to apologize for the time it has taken to decide the winners of this competition - but now it is time to bring it to a new stage! Now we have looked through all the glorious posts contributed to this competition, and decided that these were the ones we liked the most! And now, we want YOU to decide which bruvas you would like to see as new Captains!
Here you will be able to read the contenders Captainship-post. Remember, before voting, do not only judge them upon what they have written, but also upon their social interaction with the Legion, how cool and/or nice you think they are or how much they have contributed! Keep this in mind.
Bruvas. Today in this glorious age of the Alfa Legion, I recognize an opening for me to grant my knowledge to troops and form my own company! I bring to you the full loadouts of my company, and the many tactics we use.
My company is all about artillery, and any other long-ranged warfare specializations. We deploy atleast 20 baneblades and 40 basilisks to battle, no matter what the engagement. Most of our ground forces, other than artillery, is Sternguard Veterans. We can hit the helmet off a heretic from at least 10 miles away, and have remarkable accuracy.
We also hold the incredible, jawdropping 950mm artillery cannon, which can load and fire the 950mm Bass-Shell, a creation of my own design that dishes out unrelenting waves of low-frequency sounds while driving the enemy straight into the ground. This shell, nicknamed the World-Breaker, can wipe out entire establishments of enemy forces with just one hit.
Holding a small piece of the chapter's naval fleet, we have the "Bassist Dominatus" a destroyer ship that can devastate entire planets through the use of various forms of artillery, including bald-tillery, blum-tillery, bass-tillery, and normal artillery.
Our normal space marines have dismounted storm bolters taken from land raiders, and thunderbass-pickaxes on their backs for use in close range encounters. The mahreens have also been known to take the railguns off of disabled tau battlesuits, and use them, along with their compensating/targeting system improvements, as a substitute for their bolters, and as a deadly, long ranged railgun sniper cannon.
If it's not artillery, then it's explosives. The muhreens in my company are ex-miners of Swedesia, and as such know all the best explosives to use. This is also a reason for them forging and carrying the thunderbass-pickaxe as a CQC weapon.
That is the brunt of my company. You can see my Channel at youtube.com/EasleyPlays Make your choices wisely, Bruvas!
We will have all members attached to our company equipped with customized Teleporter devices which will allow our company to perform unpredictable, devastating and quick deep strikes. We will overwhelm them with the sheer unpredictability, carnage, and unrecoverable losses on the enemy, whenever we are defending or attacking. We will be merciless....we will leave none alive....We will be akin to true Angels of death.
the wargear of the troops will be as they want, we will have teleporting Devastators, unpredictable Tactical marines and devastating teleporting Warp-marines(our equivalent of the Assault Marine, btw)
As for all non-astartes personnel, keep your regular wargear, have a custom teleporter, and join in with me in battle!
and finally, Terminators will be given more powerful version of the teleporter, allowing them not only to teleport like the rest, but to be able to do so once per second( the others require three seconds to cool-down), and scots will be given advanced camo cloaks to sabotage and wreak havoc on the foe!
so if you want to stay our wrath, then choose your words carefully.....and Say it now before the cleansing begins
The 11th Company, under me, would be an Airborne Siege Assault Company. EVERYTHING is deployed in Drop Pods, and ALL men wear camo-cloaks, with camonetting a vehicle necessity. Our Minotaurs, Stormshadows, and other massive cannons/mortars will wreck the enemy from afar, while Assault Marines/Storm Troopers (no Guardsmen here!)/ Hades Drills/ other heavy armour will decimate enemy front lines. We also possess the Vraks Gun: a quadbarrelled 800mm cannon capable of cleansing continents in a few salvos of Emprah-Pattern Warp Shells (our ships possess one each, and so does each platoon). Teleporting units will possess personal 'porter-packs, including Termies and Stormies, and even non-jump infantry (Devastators, Tac-marines, Bikes, even vehicles) will have 'porter-packs. Avengers, Marauders, and other craft will provide air support: the 11th Company will become a Lightning Company, capable of striking anywhere, anytime, with maximum speed and minimum fuss. Long range AND short range: what could be better?
Transports and Vehicles: Drop Pods just like any self respecting Alfa Legion member, Thunderhawk, Scout Bikes and Land Speeder Storm Pattern.
Unit Size: This ranges from four up to maximum of twelve members. Where larger numbers are mostly deployed to participate in more direct fighting. *** Company Description
Members of the 11th Company are carefully selected from the Scot Marines who display several crucial talents. First of which is proof of incredible initiative aboard Judgment of Harrion, scavenging and creating tools to improve their chances of survival, this also means that they instinctively choose "cammo" design for their kilts. Second, after being examined by the Apothecaries who focus on development of their Gene-seed, future members have to display unusually high mutation of Kleptomania, these Scot Marines are indeed masters of borrowing things of all sizes, colours and shapes.
These Scot Marines are then trained differently then other Alfa Marines. They drill and prepare for actions focused more on stealth and hit and run tactics rather then all out warfare. Their fighting style centers around deployment, reaching the target from safe distance. There they examine the situation and under leadership of Sergeant spread out in to required positions. Then they can pick at the target from afar, create diversion so their brothers may sneak in for the kill or steal. Then they vanish to hit again or to retreat with their loot and mission objectives carried out. In case they are needed in more direct approach they use mobility to their advantage. Either to harass their enemy, mounted on their light bikes or racing all around the battlefield in their Land Speeder of Storm Pattern, or create entrenchments in their rear, dragging attention from the front line and creating diversion before retreating and setting up elsewhere. Otherwise they may be deployed to take down commanding officers in the field by the enemy.
Members of this Company are known to "stain" their carapace armours with colours they expect to meet in the field, to help them out on their mission, blending with their surroundings. While missions in arctic and urban areas require less dramatic changes to the Legionīs colour scheme, desert or jungle operations are different story. Their usage on some of the deathworlds is limited, depending heavily on the atmosphere and other factors which might limit effective usage of these Marines with light armour and limited life support systems. In any case, while the changes to the armour issued by the Legion aren't exactly in norm with the Codex Astartes, it is mostly overlooked because of the crucial and dangerous role these Marines carry out. Besides, who would want them to fail when there is chance that they will bring back something nice that can be then confiscated, preferably without others knowing. After all, Kleptomania runs strong in Legionīs blood.
As was said before, members of this Company have the highest degree of mutation in their Gene-seed. Their habit to borrow, or luck to find items someone lost as they like to call it when among others, is even further enforced once they join their unit. What begins as friendly competition between new bloods as they try to steal underwear and other hardly obtainable items from their less talented Brothers, grows in to obsession. Sadly, over the course of time Brothers who join this Company degenerate in to humans obsessed with theft. It is true that they could ransack camp of Deathskull Orks in broad daylight, but this makes them useless in the field and cause of rage among their brothers. It is at this point that the curse of the Legion, Thieving Fury, shows its true nature. These veterans of many missions are then taken away from the Company, searched three times to be sure they dint have any stolen items with them, or that they ha vent stole tools used for this search during the first or second attempt and then placed in highly secretive facility on Legionīs home planet. This secret complex is said to be filled with some of Legionīs most sacred relics, hidden in its tunnels, halls and chambers. Here these lost souls prowl in search of things to steal until the end of their days. This serves multiple purposes. One, these degenerated Space Marines are taken away, preventing lose of weaponry and other crucial items. Two, it makes recovery of their gene-seed at time of death easy due to its known and safe location, on the other hand it might be nearly impossible task for the Apothecaries and their retinue dispatched over there to return back with all things they had with them on the entry. Because of this they often carry shiny and strange objects which catch interest of the crippled mind that these lost souls possess. And three, since these Marines are so obsessed with stealing and keeping things, should anyone enter and try to claim the relics of the Chapter, it is very likely that upon leaving he will be glad if he will still have his clothing, let alone any relics. This is the gift and curse of the marines in 11th Company. ***
History of the 11th Company
The Company celebrated its first major accomplishment during the glorious campaign against WAAAGH!!! Hurglok. This was quite short campaign for one fought against greenskins, taking only eight months to reach its climax, where at the end Ork forces were defeated, mainly because they managed to steal ale supply for several field Alfa Pubs which were deployed in the area. It seems that some of the ingredients used in all time favored Golden Lager trigger volatile diarrhea. At first the Orks ignored their condition and even so were amused by the accidents of their fellow Boyz, however this reached point at which even they couldn't tolerate it and fled the scene. That being said, there are reports of Guardsmen fleeing their positions during first couple of weeks when smelly horde of greenskins made their charge, leaving rather repulsive trail behind them. And even when the Commissars delivered many holy BLAMs! the disgust was often too great. However this has little to do with the great feat that the 11th company pulled off. Its units were deployed to action around the front mostly to monitor greenskins and their movements, looking for Meks, Nobs and other more prominent greenskins to create confusion and infighting among the horde of Orks. Two months after the beginning of the invasion on the planet Aurega however, the greenskins made major offensive which caught Imperial forces in southern portion of the front off guard, their forces were quickly pushed back and one of the Baneblades wasn't mobile enough to fall back with the rest of the Guard deployed there. Smaller and isolated group which stood their ground to try and aid the great machine was slaughtered quickly, their sacrifice in vain. Orks quickly got inside the machine, using their burnaz, after killing and ritually devouring the crew, washing them down with some of the fuel for the Baneblade they somehow managed to drive it back behind their lines, ramming through debris and fellow Orks alike. When news of this insult reached commanding officer of the Alfa Legion on this planet he was furious. He ordered the Ork battle lines to be showered by drop pods, forgetting that all of his forces were already deployed, so instead of calling down multiple, simultaneous and devastating deep strikes, he managed to squish only minimal number of Orks with the Drop Pods them selves. Once he regained his calm and swept sweat from his bald head, he ordered that unit of six Marines from 11th Company would be deployed behind enemy lines to recapture the stolen machine of war. Unit of six was composed, armed only lightly so they could move fast, having one heavy bolter at their disposal while rest carried shotguns and bolters. They managed to infiltrate the Ork camp and shop that the Big Mek of this WAAAGH!!! erected. Marines managed to dispatch of the Big Mek silently, using their knives. However nobody noticed Gretching sleeping in the back of the shop, hidden in the rubble and other bitz. Unlike one hungry Squig. Said Squig then decided to bite his leg of, which caused little greenskin to scream and flail around in panic. With him creating so much noise that it would wake up sleeping Squiggot couple Orks headed inside to have a look what was their Big Mek doing to one of those poor gitz, making new killa kan no doubt. To their surprise instead of witnessing amusing scene of little gretchin being screwed inside armoured body of killa kan they were welcomed by hail of bolter fire, including heavy bolter wielding marine on top of baneblade which was now being "looted" by the Imperium. Since the Mek was able to already start kustomizing the beastly war machine, it took them longer to kick start its engine and figure out the controls. However once that was done they rushed out from the Mek Shop, backing through its back wall. Then it turned in to wild chase over to the front lines. On their way they were being chased by several Deffkoptaz, which they managed to shoot down, using the heavy bolter as the Marine wielding it stood in the opening on top of the turret of the Baneblade. Once they reached the frontlines they crashed through them as the Orks at first thought that previously stolen tank was there to aid them, welcoming them with their battlecries and maniacal laughter. They only realized their mistake when the Baneblade opened fire in to them, clearing its way through. Their success can be considered a turning point of the entire war, as in order to celebrate, commander of the Alfa forces ordered that Field Pubs with large supply of Golden Lager were moved closer to the front, where the Orks managed to steal much of the supply, sometimes with whole Pubs, getting them in to the predicament that was described earlier in this record.
(( Right, I could go on and on and on. But seriously, if you had patience to read this far, I doubt you want much more. Thank you for reading and I hope that you like at least some of it! ))
I indeed believe I am most suitable and commendable for the role of captain, for i have participated in The Alfa Legion in many Frivolous occasions such as the Steam Chat, Skype, Games, and now the forum.
My Specialty as you can tell from my name is divided into two tactics. The 11th Company if you so choose myself as a Marine to lead such an honorable task, will be divided into two separate, but conforming tactics - both involving the art of close combat, perfected by me. However - I am just as happy to be given 12th company.
The first Tactic is to strike the enemy with close assault, which can consist of flying raptors, assault marines, and Terminators with Imperial Pogo Sticks
The second tactic will consist of Ground based Tactical Forces, armed with Giant Power Fists with crackling energy and great force. This tactic is known as "Pimp Slapping".
The Company's slogan is, "Magna Manus Rapidus" which translates to, "Big Hand Slapping", and the assault forces can also be equipped with these monstrous sized power fists.
Our Theme as a company will revolve around The Element of Surprise, and the art of swift battle. This will be taught to my (If I get chosen) fellow battle bruvas and tactics include assault swarming (like a swarm of locusts except with raptors and Assault), The Deep Striking Hands of Haste Shocker, and an elite vanguard consisting of 5 battle bruvas which shall play loud rave music and carry the banners which are made out of Lime Green and Black, and show Images of Power Fists and the Orb of the burning plasma - a ritual passed down throughout the company that determines bravery, swiftness and speed in the fray of battle.
Some New Weapons include the PS-3000 Power Fist, The Power-sword of Sonic Pass, and the Plasma Cannons that can fire out assault marines and lime green plasma.
My company shall long for The agile edge, the thrill of speeding through the air, and to face the enemy with the staring of doom and rage. But also as you know, since 9th company specializes in Ramming ships into planets, I will not fit the description for that specific company, as I desire a more suitable role to serve the code of the Alfa and that of the Legion itself.
And so Chapter Master, I am well equipped for battle as you know in the name of our glorious Legion. I have multiple Litanies presented for our company, and it is known through the community that I can create a appreciative standard of artwork. I have a creative imagination, and will always as a Raptor Captain support rightful ways, and cast down those who oppose fair and just ruling
In Chats and Forums, I do not boast, I do not troll, and I will set the standard for all marines to follow under the Blue and Grey banner.
So indeed, if you so choose a change of leadership in my favour, I will be ever so happy to oblige and make this Legion what it has always meant to be....to have fun in the spirit of W40K
MAGNA MANUS INGIS. Fear the Swift, and dawn the shadow!
~ Stormcloak The Swift, 2nd Lieutenant of the 9th Company.
My tactic involves the usage of one of our most plentiful and deadly pieces of equipment at our disposal: Baneblades. If there is some kind of stronghold held by the enemy, here's what we do:
First, we have special camouflaged baneblades modified for stealth to infiltrate enemy lines, taking down enemy troops in possession of the most effective defensive weapons (gun turrets, snipers, etc).
Then, they will set up beacons that will allow us to deep strike baneblades, from the drop pod hatches of our ships, into the battlefield.
Next, the combined forces of the stealthy baneblades and the deep-striked baneblades will take down enemy anti-tank positions, and secure a perimeter outside the inner stronghold.
After that, we deploy an armored column of heavily armed and armored Baneblades to crush the forces within the final areas of the enemy stronghold, taking down their commanders and what remains of their troops.
Finally, we capture the stronghold, repair the areas of which we had damaged during the assault, and claim it for our chapter.
And of course, afterwards we throw a party inside the fortress to celebrate the successful capture of the base.
huller Frostborn Swedesian Terminator-Knight Veteran Sergeant member is offline
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Joined: Jun 2012 Gender: Male Posts: 3,606 Location: Khenti-Amentiu; necropolis Karma: 170
Re: Competition - Captainship Stage II « Reply #5 on Aug 9, 2012, 1:54pm »
ah come on pleeeaaase? *pupy eyes* so we can only choose for one? and I fail to see a tactic involving xenos in these tactics, I do not wish to be led by someone who doesn't lead us properly
Roleplay sanctuary proud survivor of MANOWAR 12th comany force commander
Force Commander Lizburn Frostborn Swedesian Terminator-Jarl Veteran Honour Guard Average Tactical Swedakinn Veteran Ambassador Force Commander Marine member is offline
I'm just ya Average Tactical Marine/ Force Commander/ Swedakinn!
Re: Competition - Captainship Stage II « Reply #8 on Aug 9, 2012, 2:03pm »
sigh... the basic idea for the 12th company was made by someone who is now not existant, so it starts as a fresh company which has nothing to do with the former strategy...
Re: Competition - Captainship Stage II « Reply #9 on Aug 9, 2012, 2:05pm »
Huller does have a point, the only one tactic to vaguely mention the use of xenos is Ares' and even then its not much more that a side note, none of these tactics are geared around using the overwhelming presence of xenos in the 12th company to its greatest advantage.
Re: Competition - Captainship Stage II « Reply #11 on Aug 9, 2012, 2:07pm »
I also concurr with Huller and Duskshine, perhaps a thread to vote weather or not to start a thread for 12th?
well alfa, it seems a lot of people in the legion dissagree with this thread, just start a new thread so we can all vote for both captains, it is only fair, a lot of people have Rp characters that are based around the concept of the 12th, you are dissapointing them now
Death to the Jedi! Your predecessor once made the mistake of questioning my orders, Admiral, surely you're not so foolish as him to commit the same mistake... As long as the dark side flows through the cracks of my flesh, I cannot be killed Sith happens... Just what the hell did you do with the force in this galaxy? Use the forc- I mean the warp
Alfabusa Chapter Master Head of the Alfa Legion member is offline
Strolling through the giant cactus-fields of Californatus is my definite favorite past-time.
Re: Competition - Captainship Stage II « Reply #12 on Aug 9, 2012, 2:12pm »
A Competition has been up for the 11th and 12th for more than a month now, everyone has gotten their chance to write xeno-based tactics for their version of either Company already, it is just that people have not taken the chance. Sorry, but you've got to keep with what you have bruvas!
Xenos are utilized in all Companies, in different ways fitting that Companies specific strategies.
Even so, all of these tactics specifically mention the 11th Company, If there are to be two new Companies then there should be two new Captains, not just one, and if the 12th Company is no longer strictly xenos, then what is it?