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Comstar posted:Put Rifle Co 1 north, Rifle Co 2 next, SMG Co 3 next and SMG Co 4 south, for a more pleasing 1-2-3-4 map. Never stop posting this, post this erryday etc.
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# ? Aug 20, 2014 04:23 |
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# ? Apr 24, 2024 20:50 |
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uPen posted:IST in it's entirety is overwatched by the western objective. IMO if we do not have anything in position to suppress the western objective we will not take IST. Ah, OK. That's fairly brutal. How badly does the howitzer level (i.e. low) muzzle velocity of the 152mm impact its long-range sniping accuracy against armor in your experience? I'm sure "close enough" is good enough for shells of that size against AT guns, etc. e: what is the density of Neolib Woods? How close to the edges would enemy forces need to approach to fire out? Is it necessary in the view of command that it be swept, given the time that will take? Since armored columns will be escorted with infantry and approaching from different vectors (i.e. not through Neolib), and all? The Merry Marauder fucked around with this message at 04:33 on Aug 20, 2014 |
# ? Aug 20, 2014 04:26 |
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Cartography incoming. First, here's the map divided into quarters. Each covers about 12x9 grid squares, or 1.6x1.1km, give or take. I didn't include grid lines, though perhaps I should have. http://imgur.com/a/pMyn1 Second, I cut the map into 12 bite size chunks. Each one is 8x4 grid squares, about 1.1kmx500m. Again, no grid lines. http://imgur.com/a/BNPgp Take the pictures and draw on them as necessary for your orders.
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# ? Aug 20, 2014 06:30 |
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dublish posted:Cartography incoming. Can we have the text in a readable color, or at least as PNGs? Red on green on jpeg looks like "hope you don't mind extra effort!".
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# ? Aug 20, 2014 06:36 |
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Hey, could I get an invite to the roll20 gang again? duckfoot underscore 2 at hotmail.com I bought the game as a result of the previous game, so once I'm set up and we have OP names for reference, I can get cracking with the screenshots...
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# ? Aug 20, 2014 12:23 |
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Willie Tomg posted:brakeless: Looking over our records, your men have an astonishing 100% survival rate under your command, even though you were designated point element over a ford under presighted mortar fire! Congratulations! Guess what you get to do in this battle! Yes comrade, proud to do my part! мудак
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# ? Aug 20, 2014 12:26 |
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I can't get on to roll20 currently, but okay, are we basically agreed to amend the plan in uPen's last post as follows: Instead of having a Rifles clear Neolib woods, we are sending in a SMG company. Once Neolib woods is clear, the SMGs will move to assault IST, the Rifles, having moved down Galt's Gulch will support the SMGs with rifle fire. Possibly from the edge of Neolib woods if the tactical situation supports it. (Is it wise to attach a pair of on map mortars to the attacking SMGs instead, so that it can set up in the woods more easily and support the assault?) I don't care which Rifles and which SMG go where, as long as we have guys with the right guns going the right places. First company commanders to post after this shall pick their part of the plan. Assuming everyone thinks this is good, the northernmost rifles and smg shall get the two mortars. Let's sort this out.
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# ? Aug 20, 2014 13:44 |
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I will gladly join the tank platoon in the north with my IS-2. Other than that, until we actually engage there isn't much point to me giving orders beyond "stick to the plan."
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# ? Aug 20, 2014 14:05 |
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The Rifle company CO probably won't be moving as much, so will be able to get a better place to sit to call in morter strikes. The SMG CO will need to move up. I'd keep the morter's with the Rifle company.
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# ? Aug 20, 2014 14:06 |
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Fangz posted:I can't get on to roll20 currently, but okay, are we basically agreed to amend the plan in uPen's last post as follows: Dibs.
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# ? Aug 20, 2014 14:45 |
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Comstar posted:The Rifle company CO probably won't be moving as much, so will be able to get a better place to sit to call in morter strikes. The SMG CO will need to move up. I'd keep the morter's with the Rifle company. Okay, sounds good. Leif what are you calling dibs on, exactly?
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# ? Aug 20, 2014 15:58 |
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Fangz posted:First company commanders to post after this shall pick their part of the plan. I'll take whichever one is the 2nd infantry company from the top -- which currently is the force moving through Neolib woods. Leif. fucked around with this message at 16:47 on Aug 20, 2014 |
# ? Aug 20, 2014 16:27 |
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All forces are now in. The rarity values have had to be turned off for both sides. Next up, I try and make a useable unit map for you lot....
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# ? Aug 20, 2014 16:29 |
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Aww if rarity values were being turned off we could have had our regiment of 28 IS-2s .....
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# ? Aug 20, 2014 16:35 |
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Pierzak posted:Can we have the text in a readable color, or at least as PNGs? Red on green on jpeg looks like "hope you don't mind extra effort!". The text is all in-game, so I can't control the color. I'll see about making it go away completely though, and about putting the pics in a different format.
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# ? Aug 20, 2014 16:38 |
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Okay, so Leif's Company is going through the Gulch. Hmm, if they busted their rarity score, then I wonder what that means. Are 88s and mines rare?
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# ? Aug 20, 2014 16:55 |
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dublish posted:The text is all in-game, so I can't control the color. I'll see about making it go away completely though, and about putting the pics in a different format. Thanks, if you just make a PNG I can easily replace red with something more visible. Also, the next gunboat gets renamed Battleship Potemkin or Cruiser Aurora, driver's choice
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# ? Aug 20, 2014 16:55 |
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Pierzak posted:Thanks, if you just make a PNG I can easily replace red with something more visible. Battleship Marat is a much better name, especially if it can still be used as a defensive platform.
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# ? Aug 20, 2014 16:57 |
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Grey Hunter posted:All forces are now in. The rarity values have had to be turned off for both sides. Grey, did uPen send the force disposition to you, or are you otherwise working off the current ones? I hope you don't mean the version I sent you about a week ago, the one with 5 infantry companies and 3 IS2s...
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# ? Aug 20, 2014 17:00 |
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(We really could use that extra infantry company though.....) Also Fangz, we're getting really confused with the conflicting orders between what's been on the maps, vs. what was discussed, vs. random changes. First my company was going to the NL woods; then they were going to John Birch, now they're going to the Gulch? Can we just go ahead and get some top down Battalion orders for which company is going where, and just move from that? We have the following locations to clear initially for our infantry John Birch/Peak Oil NeoLib Forest 1% via Galt's Gulch AnCap Forest via Wall Street. Some of these lend themselves better to SMGs vs. Rifles and vice versa. Specifically, a rifle company should be at John Birch because we want the mortars up there, and the longer range. The problem is that the remaining 3 locations favor SMGs due to tight quarters. Of these, NeoLib forest is in excellent position for rifle overwatch once the forest is cleared. It would make sense, therefor, to get some SMG coverage to clear out that forest, but then have them move to 1% and have rifles backfill it. The way to get that to happen is to have the company hitting John Birch also clear the top half of NeoLib Forest, while both the SMGs and Rifles cover BOTH the gulch and the bottom half of the forest. That way, once cleared, the SMGs can immediately wheel on the 1% from two directions (North/Northeast, and East) while the Rifles are already in overwatch position. The other SMG company would do the Wall Street route as originally planned. Either way, regardless, there's too many conflicting orders going around, so can we get those basic assignments set up and locked down, so that we can start planning properly?
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# ? Aug 20, 2014 17:37 |
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Jobbo_Fett posted:Battleship Marat is a much better name, especially if it can still be used as a defensive platform.
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# ? Aug 20, 2014 18:01 |
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Fangz posted:Grey, did uPen send the force disposition to you, or are you otherwise working off the current ones? I hope you don't mean the version I sent you about a week ago, the one with 5 infantry companies and 3 IS2s... I've not seen any other force setups..... Maybe someone should email me the right one, just to be sure..... uPen posted:Rough OOB: This is close to what I have.
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# ? Aug 20, 2014 18:20 |
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Fangz posted:The current OOB WIP is at I think that's what we're working off?
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# ? Aug 20, 2014 18:24 |
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Leif. posted:(We really could use that extra infantry company though.....) .... I thought that's what you asked for, when you asked for the second company from the top? Okay, the problem is that I can't get on Roll20 right now, so I don't know if the consensus has moved on. I've only seen in the thread that instead of sending a smg down the gulch we should send a rifle there. I don't want to have more than 1 company in Neolib woods at a time, and your plan sounds like putting three companies in there. Because I have a serious suspicion that could be a TRP target. I don't want to cluster tightly infantry into that forest, just to ease killing an ambush that probably doesn't exist. This my current thinking for phase 1 of the operation. Rifles to Peak oil, screening the tanks. Once Neolib woods are cleared, this element actually determines the tempo of the operation. We need to suppress Media before we get entangled in Ist. Otherwise, the other companies will be stuck in 1% with nowhere to go and be shelled to death. The point of this group in this phase is to defend the tanks and give them a lot of extra eyeballs, don't go in the forest unless there is a serious force in there. SMG through Neolib Woods. Hunt on the way in, if the way is clear do a normal move. Then once they get close to 1% assault. If shells start falling, start running. Being in the woods under artillery fire is DEATH, assuming this is at all like CMBN. Other Rifles go through the gulch to avoid putting too many eggs in one basket. If woods are clear, put a few platoons, spread out in the woods. Set up mortars. They are mainly a reserve, if things go wrong. My impression is that you wanted this one, Leif. Final SMG moves NW along Wall street with reinforced T34 platoon, being wary of enemy ambushes from Doctrine Bush direction, or at Bitcoin Exchange. If all goes well, get some eyeballs to the west, then go in with the tanks. We want to lead with eyeballs, obviously. I am guessing one simplefish at Peak oil, one with the T34s. Is any of the above not clear? uPen can adjust as necessary. I think ditching the fifth company is the right idea. We want to concentrate firepower, not concentrate meat. There is a limited amount of space for our guys already. I have no clue how to squeeze a fifth company on there without making a giant 'please shell me' blob. The extra IS2 might make a difference.
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# ? Aug 20, 2014 18:26 |
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I can get behind that as a plan
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# ? Aug 20, 2014 18:28 |
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Grey Hunter posted:I've not seen any other force setups..... Okay, that is NOT correct. The version I sent prior to seeing the map was just asking really whether there was an issue with having 3 IS2s. Since then we have ditched 1 rifle company for four 82mm on map mortars, and a fourth IS2 (albeit less upgraded than the others). uPen's post also omits our air assets and some other stuff. I hope uPen can send you the final OOB. I can't calc costs, but I believe we have something like: All units reg/vet unless otherwise specified: 2 Rifle Companies, with 2 82mm mortars attached each 2 SMG Companies 3 ISU152s 4 T34-85 late 3 IS2 late, elite/high 1 IS2 late, vet/normal 3 BA64B AC, regular/+2 morale 2x 2 tube heavy offmap mortars 1x 4 tube offmap 76mm guns 7xTRPs 9x PE2 strafer, the cheapest type 2x PE2 bomber, the second most expensive heavy type, elite Buy trucks with whatever we have left I seem to recall the infantry is built by customizing a rifle battalion. Edit: uh, you sure? Then okay. Anyway uPen knows this stuff better than me. Fangz fucked around with this message at 18:44 on Aug 20, 2014 |
# ? Aug 20, 2014 18:40 |
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no no no fangs it's the BA64B (I thought) because I get radios in them then and can be actually useful
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# ? Aug 20, 2014 18:42 |
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Another thought, do we have an eta for coming in sight of Media? Or striking 1%? If so we could maybe time some short offmap strikes on the relevant TRPs for that time? I think we can always cancel them later, right?
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# ? Aug 20, 2014 18:48 |
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Yeah I'm sure, page 31 of the manual Incidentally, everyone should look up effective ranges, rate of fire, and if you're a vehicle, know what your armour is (the thing with green/orange/yellow dots and red Xs) In particular note that the 152s are so badly rated for turning that they don't have any bars in that stat at all. Assume your 152s cannot turn on the spot, and try to make changes of direction as gradual a curve as possible simplefish fucked around with this message at 19:29 on Aug 20, 2014 |
# ? Aug 20, 2014 19:13 |
My map work is pretty much done in roll20. Sprites and (rough) elevation gradients aside, I have also gotten the ruler tool to be accurate to in-game distances. I expect it might be off if you do it across great distances, but it shouldn't be to bad to matter. Go forth and plan.
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# ? Aug 20, 2014 19:42 |
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New maps, now with gridlines! I won't guarantee absolute accuracy on the grid since the original is a little iffy (E1, for example), but it should all be very close. Pierzak, I just deleted all the objective and landmark text. Same as before, I've got large scale maps that cover 12x8 grid squares here. I have smaller scale maps that cover 8x4 grid squares here.
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# ? Aug 20, 2014 20:01 |
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Things remaining to formalize and lock in: OOB - we need to get Grey the actual, full, complete OOB we've been using. TRP placements - never been determined. Initial starting locations - pending the above. Any call-ins that are starting on Turn 1- if any. Battalion orders - doesn't need to change, but let's get these set and locked in so we can move on. Also Fangz, so you can move your battalion-level assets as well. Company level orders - waiting on the above. Platoon level orders- pending the above. We've been going back and forth and round and round on Roll20, and not everyone is getting the full information and things keep changing. We need to take charge, solidify this poo poo, and get things locked in. Otherwise we're just confusing ourselves and wasting time.
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# ? Aug 20, 2014 20:08 |
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I agree. It was nice to have debate but now it's whip cracking time. Fangz has posted a pretty good plan already (even though he didn't use the ORDERS image tag) - I think it's the company commanders who need to give more detail, though they might be waiting for... TRPs and arty calls need deciding We do need to compartmentalise - roll20 is great for quick chat but things need to be debated, then set in stone, then posted here, and orders issued to lower downs off the back of it. It's not really going to be for planning stretched over multiple days, which is what we'll have once the game begins in earnest. Also I can't use roll20 on mobile and I don't have time to check chatlogs at home, so the forums really should remain integral to the planning procedures we put in place. Plus it avoids the issue of people not being on at the same time. Some of us are in pretty silly timezones, you know e: and it seems TMM is not on roll20 and since he's actually competent as a commander, we must ensure that the info gets into this thread before it is set in stone. I haven't been entirely happy tbh with the way that that's switched to the primary planning place. simplefish fucked around with this message at 20:34 on Aug 20, 2014 |
# ? Aug 20, 2014 20:23 |
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Oh, I forgot to ask this earlier Do we have any plans for detecting mines? And any plan for dealing with them other than "avoid"? I don't think arty* is a time- or resource-efficient means unless they've put them all to create one massive minefield. Can tank HE clear mines? *Or maybe if we put a TRP where we think they'll put mines, like at a key junction or approach?
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# ? Aug 20, 2014 20:30 |
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I'll ask why we're clearing Neolib Woods in its entirety and not Bootstrap Glade or Ancap Forest, both of which are much closer to our attack axis? How many assault guns will be allocated to the SE? It's the obvious attack point, as it's the only covered approach, so resistance will be quite heavy, I expect.
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# ? Aug 20, 2014 20:31 |
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Which three IS-2s are in the northern platoon? More importantly, who is in command of the platoon?
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# ? Aug 20, 2014 20:34 |
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simplefish posted:e: and it seems TMM is not on roll20 and since he's actually competent as a commander, we must ensure that the info gets into this thread before it is set in stone. I haven't been entirely happy tbh with the way that that's switched to the primary planning place. At this point the chatlog is sufficiently daunting that I probably won't be able to read it until Thursday. What can ya do.
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# ? Aug 20, 2014 20:37 |
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apostateCourier posted:Which three IS-2s are in the northern platoon? More importantly, who is in command of the platoon? According to the OOB, your C/O is uPen
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# ? Aug 20, 2014 20:41 |
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Yeah, once we've figured stuff out in roll20, it needs to be copied over to here with some kind of official orders tag, or ##action or whatever it is, so information doesn't get lost or scattered.
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# ? Aug 20, 2014 20:44 |
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# ? Apr 24, 2024 20:50 |
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The Merry Marauder posted:I'll ask why we're clearing Neolib Woods in its entirety and not Bootstrap Glade or Ancap Forest, both of which are much closer to our attack axis? Willie's SMG company is clearing Ancap Forest as well. Large parts of the Bootstrap Glade area are non-spawnable locations for the Germans, and in any event it's not a survivable area for them to put troops in (they have nowhere to run to). Spending time securing it doesn't help us with the main objective. Neolib Woods, on the other hand, is right up along our avenue of approach for both areas we want our armor, and is directly in the way of getting us to the Austrian School (for overwatch of MEDIA). We have to go through it eventually.
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# ? Aug 20, 2014 20:48 |