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Also, all you guys own.
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# ? Jul 14, 2014 00:39 |
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# ? May 7, 2024 22:41 |
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dublish posted:I've got one ready for Willie Tomg, but I'm stuck on the icon for it. Not my tank so not my call, but how about something like I'd also like a logo, T-70 #2, "Scout 'n' About". Bonus points if the N is backwards. I have to say, "Who Dares Swims" is fantastic. I'd thought of the very predictable "sitting duck" but I much prefer yours!
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# ? Jul 14, 2014 01:10 |
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dtkozl posted:If he isn't going through the woods then he isn't looking at anything beyond them since they are dense and on a hill, in any situation he is best served by peaking around them through the open terrain just to the north! Yeah in my test a T-70 can get into the northern part of the forest and overwatch that whole basin. Tanks can't go through the core down where Haunter is actually labeled.
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# ? Jul 14, 2014 01:13 |
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Willie Tomg posted:Any of the running dogs in this picture (im 3rd platoon by the way, but boy howdy am i the last person whose gonna judge you for mixing up 2nd Co Platoon numbers! e; or what a company and platoon is, even!) Is that a joke, or can you actually not tell the difference between a 2 and a 3?
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# ? Jul 14, 2014 01:39 |
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dublish posted:Is that a joke, or can you actually not tell the difference between a 2 and a 3? No doubt he is sometimes a little mad, but in his lucid intervals he is an uncommonly clever fellow; and I trust he will have no fit during the campaign, though he looked a little wild as he embarked.
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# ? Jul 14, 2014 02:15 |
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dublish posted:Is that a joke, or can you actually not tell the difference between a 2 and a 3? It was a joke. it sucked Willie Tomg fucked around with this message at 02:49 on Jul 14, 2014 |
# ? Jul 14, 2014 02:45 |
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RedFlag posted:1'2 Platoon Cast of Living Characters uhh, since nobody else has brought it up, running those troops at fast speed that distance is going to have them knackered for almost the rest of the game. I know they have to be brought up quickly, but you're going to have some exhausted troops by the time you get to your objective.
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# ? Jul 14, 2014 10:25 |
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FAST is for very short bursts, Quick is what you want for moving up.
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# ? Jul 14, 2014 10:45 |
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Comstar posted:FAST is for very short bursts, Quick is what you want for moving up. Seriously. dtkozl even specifically mentioned this at the beginning. I strongly suggest you change those orders to quick. Fast is emergency sprint speed if you need to get outta dodge ASAP
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# ? Jul 14, 2014 10:59 |
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I'd hope that people in charge of trucks send them back for infantry when they've completed initial duties.
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# ? Jul 14, 2014 11:02 |
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HQ, 1, & 2 Squads are to get out of the ford and spread out as fast as possible. Then they will continue to move NW. Refer to the map, it has important info on movement speed, etc. Tank Hunter Squad will move to the building indicated on the map. Map: [EDIT]: Altered route of 2-1-2 to use treeline Special Request: Grey, when you do the video, can you please select each squad for a second or so so I can freeze frame them and get a full assesment of the casualties I've suffered. End orders Notes: My first aim is to get my squads out of danger as fast as possible. Yes, I know that one is moving in the 'wrong' direction, I want them to spread out as much as possible as fast as possible. The three main squads are doing the majority of their movement at marching pace, I expect that they will have to move immediately when they get to their current destination, so I feel that it's very important to save their little remaining stamina during this turn. Jaguars! fucked around with this message at 12:32 on Jul 14, 2014 |
# ? Jul 14, 2014 11:11 |
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Fast orders changed to quick.
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# ? Jul 14, 2014 13:57 |
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okay, lets say 36 hours until orders are due, and the next turn will be 2 minutes.
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# ? Jul 14, 2014 17:03 |
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I think we're pretty much set on orders, aren't we? I mean, I guess we could argue about some. For the record: Stay put. Evaporate fascists that appear.
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# ? Jul 14, 2014 17:14 |
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For a two minute turn, the 1st company support units may need more substantial orders than 'stay in the truck until ordered otherwise'. Are we going to want them with 1st and 2nd platoons in the town?
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# ? Jul 14, 2014 18:29 |
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I was reasonably confident I could survive a minute on that corner before the fascists start knocking my door down. Two minutes? *gulp* Those panzers will be rolling into view...
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# ? Jul 14, 2014 18:43 |
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2nd Company - 1st HMG Detatchment TehKeen posted:
Keep on movin', it'll probably takes us a few more minutes to lug the Maxim into place.
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# ? Jul 14, 2014 18:55 |
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Asehujiko posted:Can I get a Soviet-ized version of my old logo? Except with a halftrack or other light vehicle now that I'm actually in a heavy tank. Willie Tomg posted:The sitting dog in the bottom right. I like that dog, actually. That dog is cool as hell. Is that any good?
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# ? Jul 14, 2014 19:17 |
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duckfoot posted:I was reasonably confident I could survive a minute on that corner before the fascists start knocking my door down. Two minutes? *gulp* Those panzers will be rolling into view... If that really bothers you, you could order a pull-back behind the building with an X second delay on it. I asked before, but does anyone have the data for MkIV or Panther vulnerability from 45mm AP? What range, from the side, especially?
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# ? Jul 14, 2014 19:52 |
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The profile looks like a PzIII or something, but I swear it's a T-18/MS-1. Finding decent art assets is tough.
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# ? Jul 14, 2014 19:57 |
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What's the height curve like in H-14? Can the German tank hit targets near OP Bulbasaur? As far as I can tell the 1st co AT gun is headed for the railroad crossing. This doesn't strike me as a good place, despite fulfilling the technical requirements for good AT placement. It's only an useful place to be once Germans hit the railroad tracks which they'll only do after suppressing any active resistance in station proper. I'd rather be placed in P6 provided I can see OP Koffing and/or H-14. Alternate place would be somewhere within Bulbasaur-Evee-Diglett-triangle where I can hit the buildings near Igglybuff. The German plan seems to be this: Main force heads towards Igglybuff to capture the buildings to the east. Once secured, they'll use it as base of fire to capture OP Flygon. Once that has been captured, they'll suppress and capture OP Graveller. The idea is to control Flygon from the buildings to the south of it and pound whatever tries to stay in the building to mincemeat. Once Flygon has been captured, Germans can cut off Graveller from any support and take it at their leisure. A token force of infantry escorts a tank near H-14 which tries to catch troops crossing the fords. It seems a good long-range position to snipe from and possibly guide artillery fires. The obvious counter-plan is to deny the ground between Igglybuff and Flygon, forcing the Germans to attack eastwards before being allowed to reach Flygon. Since we have troops in the station area already and Germans don't, this'd limit their mobility a lot (or put them in a really poor position if they attempt to move towards either position).
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# ? Jul 14, 2014 22:26 |
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/\ I don't disagree with this, though I don't know the LoS from the position you propose, but if they do roll a Panther (or even a MkIV) onto the rail cut, however tactically reckless and inadvisable that may be, what the hell is going to stop them at the moment, or even the near future?RedLobster posted:
Please do something rather than standing still for two full minutes. If you want to rest the squads that ran, you can put a delay on orders to provide a breather. There is no enemy infantry in the rail station, they can't teleport (insert die Glocke joke here). Or, I would, as I've said, welcome spotters and flank guards in I-6. Just please don't squander the tempo realized by tank-riding over here. The Merry Marauder fucked around with this message at 22:32 on Jul 14, 2014 |
# ? Jul 14, 2014 22:28 |
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The Merry Marauder posted:/\ I don't disagree with this, though I don't know the LoS from the position you propose, but if they do roll a Panther (or even a MkIV) onto the rail cut, however tactically reckless and inadvisable that may be, what the hell is going to stop them at the moment, or even the near future? If infantry AT weapons can't reach, nothing, but why would they ever do that? They can hit buildings near Graveller from F-5 and G-5 well enough without risking retribution.
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# ? Jul 14, 2014 22:39 |
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Presumably because the rise at C/D5 blocks LoS from the village NW, so they could pound the objective (or most of the buildings in the center) flat from B/C4, without our armor around LAPRAS having anything to say about it, no? As far as I understand, neither duckfoot nor CHARMANDER can see that far down the track, either.
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# ? Jul 14, 2014 22:43 |
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duckfoot posted:Is that any good? Close enough for funk, amigo! This is still the operating plan, move quick getting out of the ford, tank hunters watch southwest. All I care about this orders phase is getting my dudes to ring all over that clearing, not have them be completely exhausted, and be a single coherent group. I put some lines on a map but alter them at will in favor of running less, if possible, as long as it gets 100% of my dudes there in 120 seconds. If you could please just browse over my platoon so I can get a notion of the squads' fatigue levels at the end of this orders phase I'd appreciate it. ORDERS END
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# ? Jul 14, 2014 22:48 |
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The Merry Marauder posted:Presumably because the rise at C/D5 blocks LoS from the village NW, so they could pound the objective (or most of the buildings in the center) flat from B/C4, without our armor around LAPRAS having anything to say about it, no? Maybe, I can't tell from the map. Layout of the building would suggest we'd have a lot of houses they can't hit from C4. The trees on both sides of the track may hinder fire also. If Germans drive a tank over there I'd say it's a good thing for us. South is at the bottom of the map, right? If not, please someone add a compass star on the map.
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# ? Jul 14, 2014 22:53 |
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Actually, an end-of-phase tabbing through the units as you wrap up the video and say your so-longs would be nice as a regular thing. The #1 question on everyone's mind at the end of the updates is "where am I and where is everyone else" and while its possible to figure out since you give us the birdseye view half of us screw it up anyway. Being able to browse the end of the video and pausing when it gets to the relevant unit(s) would be neat, imo. Please do not mention this tactic to the Germans if they have yet to mention something like it as well. THank you.
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# ? Jul 14, 2014 22:54 |
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These are both great, t(h)anks!
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# ? Jul 14, 2014 22:54 |
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RedLobster posted:
On reflection, I agree with Merry Marauder-keeping your guys moving and getting them to OP Flygon to prevent the Germans from getting there first is far more important than waiting for your tank-hunter team, especially since your guys that are already almost there are some of the few who aren't fatigued at all yet. We have the initative, but we have to be extremely careful not to lose it.
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# ? Jul 14, 2014 23:08 |
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^^^^^ agreed, a whole lot. I feel like next turn is the one where we gotta poo poo or get off the pot re: assaulting somewheres. If 3rd platoon is too pooped out to fight, we can take overwatch at 2nd's position at Diglett or the clearing northeast of it and fall back into the woods when things get rowdy to take Graveller and/or Haunter. In either case, those tanks are coming, and some walls would be neat because what we got right now isn't cover from the south and west, its concealment. And that's not nothing! Concealment from tanks is fantastic! But they gotta move closer to us to be vulnerable and we've already butchered a platoon for no real return casualties today. Plus, if they skirt around North and cut East along the rail line, it's gonna be real nice to greet anyone who hitched a ride on those incoming tanks with an occupation of both Flygon and Graveller while being behind a wall or structure that can at least cut the worst of their coax MGs while our other assets work their magic.
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# ? Jul 14, 2014 23:10 |
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Yeah, redlobster go ahead and dust us if want to and catch this in time to edit, you got there first and we're assembling into a decent semi-bounding overwatch position within our effective range in this clearing. Plus 1st is limping our way so giving them a secured point of advance would be courteous. Exhaustion permitting, we can take Graveller next phase. My tank hunters are gonna be watching that southwest vantage in a few seconds anyway.
Willie Tomg fucked around with this message at 23:18 on Jul 14, 2014 |
# ? Jul 14, 2014 23:15 |
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RedLobster posted:
Okay I edited.
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# ? Jul 15, 2014 00:17 |
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You guys should probably label your squads - you don't want your HQ squad on point! Redlobster, I reckon you've got about a 60% chance of seeing the enemy next turn, so you in particular should give some thought as to where your squads will be placed. South is bottom of the map. No reason to assume otherwise!
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# ? Jul 15, 2014 00:37 |
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That... is a thing. Here's a different thing. I feel it captures the spirit of the previous turns.
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# ? Jul 15, 2014 06:34 |
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Dublish, I'm holding off on my orders for it but I think you might have missed me banner request/idea for Tong's (Of course, even without one, my orders will be put in before the deadline)
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# ? Jul 15, 2014 06:45 |
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simplefish posted:Dublish, I'm holding off on my orders for it but I think you might have missed me banner request/idea for Tong's Sorry, didn't see your post beyond the ?/! logo. Throwing a backwards 'n' in yours is no problem, but did you want something more interesting for the icon than a hammer and sickle? It's late and I'm not trying particularly hard to come up with entertaining ideas.
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# ? Jul 15, 2014 07:14 |
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All I had in mind was a tank dude sticking out the top of a T-70 with binoculars I guess I'm not that imaginative either? Perhaps throw a Davy Crockett hat on him too. Yeah, that'll do e:done! simplefish fucked around with this message at 08:24 on Jul 15, 2014 |
# ? Jul 15, 2014 07:31 |
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Rules of Engagement Change This is now a campaign. At the end of the battle, we shall fight another one (if people are interested) with forces being based off what has survived this battle. The battle type and location will also be linked to the results of this battle, with my choice of new objectives - We'll let new people in and allow adjustment of positions during the interbattle phase. Therefore, I am now issuing the Force Commander with two new options. Ceasefire - You offer the other side a ceasefire. If both sides agree, the battle ends and the game calculates the score. We end then. Withdraw - You surrender the feild to the enemy, but will save any troops still alive at this point.
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# ? Jul 15, 2014 08:06 |
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3rd Tank Company, 2nd Light Tank (T-70M (M1943)) (TANK COMMANDER--Simplefish) Orders 1. Ensure that I'm inside the Objective. It doesn't have to be by much, just enough to get the points 2. Hold position and keep those eyes peeled! END ORDERS
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# ? Jul 15, 2014 08:28 |
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# ? May 7, 2024 22:41 |
When we sweep the field, how will the patriotic river boat work?
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# ? Jul 15, 2014 08:36 |