Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

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.

Adbot
ADBOT LOVES YOU

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."

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

dublish
Oct 31, 2011


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.

Pierzak
Oct 30, 2010

dublish posted:

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.

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!".

duckfoot
Nov 9, 2009
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...

brakeless
Apr 11, 2011

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

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
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.

apostateCourier
Oct 9, 2012


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."

Comstar
Apr 20, 2007

Are you happy now?
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.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

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:

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.

Dibs.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

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?

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

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

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets
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....

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Aww if rarity values were being turned off we could have had our regiment of 28 IS-2s .....

dublish
Oct 31, 2011


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.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
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?

Pierzak
Oct 30, 2010

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 :v:

Jobbo_Fett
Mar 7, 2014

Slava Ukrayini

Clapping Larry

Pierzak posted:

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 :v:

Battleship Marat is a much better name, especially if it can still be used as a defensive platform.

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Grey Hunter posted:

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....

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...

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
(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?

Pierzak
Oct 30, 2010

Jobbo_Fett posted:

Battleship Marat is a much better name, especially if it can still be used as a defensive platform.
Much better. Seconded.

Grey Hunter
Oct 17, 2007

Hero of the soviet union.
Accidental destroyer of planets

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:

3 Companies of rifleman, every company is 3 platoons of rifles and 2 HMGs, all platoons have scouts
2 Companies of SMGs, every company is 3 platoons of SMGs, 1 HMG and 2 Breaching teams, all platoons have scouts

3 IS-2s with Elite experience
3 ISU-152s
4 T-34-85s
3 BA-64B armored scout cars
3 Studebakers


e: yup.


This is close to what I have.

simplefish
Mar 28, 2011

So long, and thanks for all the fish gallbladdΣrs!


Fangz posted:

The current OOB WIP is at

https://docs.google.com/spreadsheets/d/1Iv-gQZwi5SOgU8clPf4vS1Kh1ls_vgUva51TuONfEcE/edit#gid=0

Is everyone okay with it?

We're still looking for 2 platoon commanders and a T34 driver.

I think that's what we're working off?

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Leif. posted:

(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?

.... 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.

:ussr: :ussr: :ussr: :ussr:
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.

:ussr: :ussr: :ussr: :ussr:

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.

simplefish
Mar 28, 2011

So long, and thanks for all the fish gallbladdΣrs!


I can get behind that as a plan

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!

Grey Hunter posted:

I've not seen any other force setups.....

Maybe someone should email me the right one, just to be sure.....



This is close to what I have.

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

simplefish
Mar 28, 2011

So long, and thanks for all the fish gallbladdΣrs!


no no no fangs it's the BA64B (I thought) because I get radios in them then and can be actually useful

Fangz
Jul 5, 2007

Oh I see! This must be the Bad Opinion Zone!
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?

simplefish
Mar 28, 2011

So long, and thanks for all the fish gallbladdΣrs!


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

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
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.

dublish
Oct 31, 2011


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.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
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.

simplefish
Mar 28, 2011

So long, and thanks for all the fish gallbladdΣrs!


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

simplefish
Mar 28, 2011

So long, and thanks for all the fish gallbladdΣrs!


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?

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."
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.

apostateCourier
Oct 9, 2012


Which three IS-2s are in the northern platoon? More importantly, who is in command of the platoon?

The Merry Marauder
Apr 4, 2009

"But she goes not abroad, in search of monsters to destroy. She is the well-wisher to the freedom and independence of all. She is the champion and vindicator only of her own."

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.

simplefish
Mar 28, 2011

So long, and thanks for all the fish gallbladdΣrs!


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

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
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.

Adbot
ADBOT LOVES YOU

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

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.

  • Locked thread