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dtkozl
Dec 17, 2001

ultima ratio regum
:siren:This is the German thread. If you aren't on the axis force :frogout: and go to your own thread:siren:
Sign ups closed. If you forget who you are:https://docs.google.com/spreadsheets/d/1ZZ3ZPC1O_TPOBF1KMM1xt92ipw4VLjtcStAsUgmAZTM/edit#gid=0

VIDEOS & UPDATES
map:https://www.youtube.com/watch?v=d_VVJY9S8nE
intorduction to combat mission:https://www.youtube.com/watch?v=SV3q1yKTbVo
Turn One- Three: http://forums.somethingawful.com/showthread.php?threadid=3779983&userid=0&perpage=40&pagenumber=7#post461416379
Turn Four: http://forums.somethingawful.com/showthread.php?threadid=3779983&pagenumber=9&perpage=40#post461554334
Turn Five: http://forums.somethingawful.com/showthread.php?threadid=3779983&userid=0&perpage=40&pagenumber=10#post462006416
Turn Six: http://forums.somethingawful.com/showthread.php?threadid=3779983&userid=0&perpage=40&pagenumber=12#post462111310
Turn Seven: http://forums.somethingawful.com/showthread.php?noseen=0&threadid=3779983&perpage=40&pagenumber=14#post462236334
Turn Eight: http://forums.somethingawful.com/showthread.php?threadid=3779983&pagenumber=16#post462356142
Turn Nine: http://forums.somethingawful.com/showthread.php?threadid=3779983&pagenumber=18#post462451671
Turn Ten: http://forums.somethingawful.com/showthread.php?threadid=3779983&userid=0&perpage=40&pagenumber=19#post462589474
Turn Eleven: http://forums.somethingawful.com/showthread.php?threadid=3779983&userid=0&perpage=40&pagenumber=20#post462678650
Turn Twelve: http://forums.somethingawful.com/showthread.php?threadid=3779983&userid=0&perpage=40&pagenumber=22#post462816251
Turn Thirteen: http://forums.somethingawful.com/showthread.php?threadid=3779983&userid=0&perpage=40&pagenumber=23#post462982843



Hello axis! This thread is for you all to formulate strategy and post orders. Once Battalion command and the rest of the officers get an idea of what you are to do, go ahead and start posting orders in the thread. I've given an example below, but don't feel constrained by that particular format. At the end though your post must be linked in an allied google doc that I will use as your final orders for that turn. Failure to do so will mean your tank/infantry won't get any orders. This means only one post will be considered your orders so no spreading them out all over multiple posts. I'll leave the creation to the actual google doc to you guys.

Because nothing much happens at the very start, the first three turns will be one update. Plan accordingly!

Important Items
This dropbox has everything you need includine the game buttons, grid map, and elevation map: https://www.dropbox.com/sh/n2umxabm0yxrltb/AACzG1EdLPwTMnc2oyappbLHa?dl=0

Example of orders

Move my panther from grid 0 39 to K 23 using a Quick command. Have it opened up and facing north.

It is as simple as that people!

quote:

Kangra Made this excellent post many moons ago!

Rather than follow how CM presents them, I've split them up into how commanders in this style of play will use them.
Movement is how you draw your lines on the map, and probably the best to use appropriate colors for if you can. The rest
are effectively non-movement commands that can also be part of an order, or implied by the description of your actions.

MOVEMENT COMMANDS


MOVE - Normal non-combat movement. Units are not expecting to fight, but will maintain awareness just in case.

Infantry: Basically walking. Units will eventually get tired from moving, but remember this is the least tiring
mode of movement.

Vehicles: Moderately slow driving. Typically used when spotting or moving behind the lines and not in any hurry.


QUICK - Faster movement. Awareness is reduced but speed is increased.

Infantry: A jog. Healthy soldiers can keep this up for quite some distance before tiring. If enemy contact is not
expected, or it's important to get in position, it is probably better to go quick and rest at the destination then to use
normal movement the whole way. Tiring.

Vehicles: Medium speed. Vehicles are slightly more likely to be ambushed in this mode. But then they do get to their
waypoint sooner.


FAST - the fastest possible speed. Best for retreating in a hurry or when covering a short stretch of exposed terrain
that must be crossed.

Infantry: A fast run. Most of the time the enemy is ignored and all efforts are focused on getting to the destination.
This is very tiring and should only be used in a situation where movement is necessary for survival. Very tiring.

Vehicles: Top speed. There's almost no chance of any spotting going on, but anything that's moving faster is also harder
to hit. Useful for rapidly covering distance while not attempting to fight or spot.


SLOW - the slowest possible speed. Typically used to avoid detection.

Infantry: This is crawling. The point of this is to move without being spotted. This is the most tiring movement
mode, and should almost never be used. It's really only of use when sneaking into or out of a well-concealed position,
such as for scouting. Very Tiring.

Vehicles: Moving about as fast infantry can walk. So it's good to keep tanks from outpacing infantry, if that's a concern
(usually it isn't). Vehicles can reduce the chance of being detected if they are moving slow.


HUNT - movement in expectation of combat. Fairly slow, and causes the unit to stop immediately upon contact [this means
either spotting an enemy unit or being fired on]. Observation is at a maximum.

Infantry: Use this when moving into known enemy positions, or when it's more important to initiate combat than to arrive
at a particular waypoint.

Vehicles: This is good when not wanting to move too far into unknown territory or when literally hunting for targets.
However, it also means the vehicle has just stopped moving while likely being fired on, and is therefore an easier
target. Probably safest to use when you're confident that your vehicle can take the hits, or that stopping to fire at
any available target is of highest priority. Flushing out infantry is a good example.


REVERSE - for vehicles only. Move in a reverse direction, naturally. Very important for tanks in certain situations to
ensure sensible movement.

Special movement orders [these are really special orders, but are classified as movement]

ASSAULT - Only usable by infantry units of a sufficient size. Performs an automatic 'bounding overwatch' maneuver by
splitting the squad. This cedes more control to the AI, so you're probably better off just handling it on your own.

MARK MINES, BLAST - Only usable for engineers/demo teams. Mark mines makes antipersonnel minefields safer for travel.
Blast is used to blow holes in structures.

Loading/unloading transport - There is no special command for loading or unloading (although see DISMOUNT).
Instead, units are order to move onto or out of a stationary vehicle. Since neither unit can move during this time, and
orders are entered in longer intervals, loading and unloading in this style of play takes even longer than usual.

General notes on movement

All movement orders in CM use a waypoint system. An order is given by selecting a movement mode (one of those above)
and a waypoint, which will be marked as a straight line from the previous waypoint. Any number of waypoints can be used,
each with their own movement mode. On its turn the unit will move from waypoint to waypoint in the desired mode.
Movement does not necessarily follow the straight-line path from waypoint to waypoint. Units will select their own
best path, and may enter combat while moving as well. Unless a FACE command is given at the waypoint, units will end up
facing in the direction of their movement.

Generally speaking, there is no continuity through waypoints. Each section of the path is treated as its own leg, and the
waypoint must always be touched. This can present a bit of a problem for vehicles trying to navigate a turn. Unless the
difference in direction is slight, a vehicle may well reach a waypoint, stop, and then turn at low speed towards the next
waypoint. It's a bit frustrating, but hopefully your commander can help you smooth out those paths for easier travel.

Example of a good tank movement plot (the first points are reverse, with the last blue line marking facing).


NON-MOVEMENT COMMANDS

Commands that aren't movement are associated with a waypoint, and go into effect when the unit reaches the waypoint.
During the orders phase, some commands can be applied immediately (as if the unit is at a temporary waypoint before
continuing its move). There are others that can be used only if a unit is stationary, meaning they are applied to to
the last point on its path (when it will next be stationary), or immediately if the unit's not moving. A given command
may be combined with some other commands at the same waypoint, but not stacked with another of itself (e.g. you can't
have an order that sets a facing, pauses 1 minute, then adjusts the facing again without moving).

Commands that toggle stay in effect until canceled, but can be canceled automatically by another command or in-game
event. Target commands are functionally toggle commands, as once applied, they remain in effect until changed or
canceled.


FACE - If you're infantry, this is practically the only combat command you need to know. This is technically a defensive
command, as it causes units to expect attacks from the direction faced, and to seek nearby cover. But it also has the
effect of improving observation in the direction being faced.

Tracked vehicles will rotate in position if given a facing order. It's typically better to just be moving in the desired
direction and end up facing the right way.


HIDE [Toggle]- Try to avoid being seen. The unit holds fire and moves into concealment, if possible. Hide commands can
only be issued while stationary.

Infantry will go prone, and if the terrain is any way favorable, that makes them very difficult to spot. It also means
they aren't likely to spot anyone else, however. Vehicles can hide, but it doesn't make them any smaller.

Units may unhide automatically if they take fire, or the unit decides it's under a serious threat.

Unhiding is normally not necessary, as any movement order will cancel a HIDE. It can be used to come out of hiding
without moving.


PAUSE - Pause movement. Adding a pause to a waypoint causes the unit to hold its position in that spot for a specified
amount of time. The amount of time to hold is from 5-90 seconds in 5-second intervals. [Pausing indefinitely is an
option, too, but not necessary in a game run this way.]

This can be used for cautious advancement. Keep in mind that pausing does not mean 'do nothing', it just means, 'don't
move'. Observation and combat can still continue.


OPEN UP [Toggle] - used by tanks to open or close their hatches. When buttoned up, the crew is protected from fire, but
spotting is much worse. Tanks not in combat should usually be open, and might stay that way even in a fight. They do
risk having their commander shot by small-arms fire when open, however.


POP SMOKE - only for units equipped with smoke grenades. Throws/fires a smoke grenade in the unit's current facing. A
FACE command can be used to govern the direction of the throw (but will still cause the unit to change facing).

More specialty commands

DEPLOY WEAPON - deploys a crewed weapon, such as a heavy machine gun. These typically cannot be fired unless deployed,
and cannot be moved unless limbered/undeployed. It also takes time to deploy and undeploy them. As with unhiding,
undeployment occurs automatically when movement orders are issued.

DISMOUNT - dismounts the crew (and any passengers) from a vehicle. Generally not necessary. The crew is needed to
operate the vehicle, and a transported unit disembarks simply by moving away from a stationary vehicle.

BAIL OUT - orders a tank crew to exit the tank. Crews normally will bail out on their own depending on the hit, so it's
rarely necessary to issue this.

ACQUIRE - obtain ammunition while at a supply depot or truck. Used by artillery crews, if by anyone.


TARGETING COMMANDS

The most important thing to remember about targeting is that units will pick targets and engage them on their own.
It is almost never necessary, and usually not advisable, to issue detailed targeting orders. Let the soldiers make the
decision and adjust to the battlefield, only nudging them using combat orders as needed. This is especially true in a
setup like this, where orders are adjusted less often.


TARGET - selects a specific target unit or an area. Don't target a unit unless specifically ordered to. Targeting an
area can have some benefit toward suppression, but remember it's unlikely to actually hit anything. Also, don't use this
command at all -- use TARGET BRIEFLY instead.


TARGET LIGHT - similar to TARGET, but uses a reduced rate of fire, and avoids using heavy weapons like tank guns.
Suitable for harassing fire, if at all.


TARGET BRIEFLY - similar to TARGET, but with a time limit set (in 15-second intervals). This is the one TARGET mode that
expires on its own, which makes it preferable to plain TARGET.


TARGET ARC - Sets an arc (up to and including a circle), and does not fire on any units outside that arc. If given an
arc, the unit will automatically face toward the center of it.

The arc is relative to the unit, and will move with it when the unit moves. This means that if you select an arc that
covers a particular region, and then move, you'll need to adjust the arc to cover the same region.

Arcs should be avoided by infantry, except to ensure that specialty units (e.g. an HQ) doesn't get into combat, or that a
unit avoids giving away its position while the enemy is still at long range. Remember that all TARGET commands stay in
effect until modified, and arcs move with the unit, so circles are safer in this regard.

Vehicles, at least tanks specifically, can gain more benefit from arcs. Selecting an arc will make the tank keep its
turret pointed toward the center of the arc, regardless of the hull facing. That makes it somewhat useful for
anticipating attacks. Although in this case it's often better to use TARGET ARMOR ARC instead.

Here's an example of a tank setting an arc to put its turret in position while moving.




TARGET ARMOR ARC - Same thing as TARGET ARC, but further restricts combat to armored vehicles within the arc. Keeps
tanks from being distracted by small arms fire that likely won't hurt them, and focused on the things that will.

Antitank teams may use this, but it's not strictly necessary -- they tend to have fewer distractions and will definitely
go after a tank within range. One way this can be used is to give an arc to an ambushing AT team. The arc can be set to
make sure they don't fire at a tank until they are at its side or rear, where they'll have a better chance of
penetration.


TARGET SMOKE - Specialty command for units that can direct fire smoke rounds at range (i.e. a tank gun or similar). The
next round fired will be a smoke round at the designated point (or unit, even).


CLEAR TARGET - Cancels all targeting orders and allows the unit to select targets freely.


ADMIN COMMANDS (splitting teams)

An admin command allows squads to split up into teams. This varies by the composition of your force, so consult with
your commander on what's available. Typically units can break off small teams, i.e. for recon or as an AT team, or split
into fire teams.

There is no explicit 're-join squad' command. Squads will automatically rebuild by having the teams move to the same
location and stop for short time (in turns typical of this game, it will be complete by the next orders phase).

dtkozl fucked around with this message at 00:56 on Aug 9, 2016

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dtkozl
Dec 17, 2001

ultima ratio regum
Now to show you to your units! To explain a little, I made both sides rather different in terms of experience and motivation. While the points work out to be about the same, the German side will be Conscript troops with very high leadership. So expect your infantry to be less competent but will shrug off casualties. Both sides have Vet tanks, so there will be no change on that front.

Battalion HQ abelian

My my, do you and your mg42 team come here often?
Has access to a single 80mm artillery strike.

Tank Commander HQ Klaus88

The feared Panzer V G Panther!

Tank Commander Popete

Oh another Panther, how original!

Tank Destroyer Saros

The mighty Hetzer!

Self Propelled Gun INinja132

Float like a butterfly, sting like a Wespe with 105mm of brutality!

Self Propelled Anti-Aircraft Xenolalia

Whirblwind, op as hell.

Reconnaissance HQ FrozenLiquidity

The fierce Pz II Lynx!

Reconnaissance HQ pedro0930

I love this tank can you tell?

dtkozl fucked around with this message at 03:15 on Jun 15, 2016

dtkozl
Dec 17, 2001

ultima ratio regum
Gonna hold off on the infantry until we either get more people or we reorganize this so every slot is filled. The company will be volksgrenadiers and they have some mighty interesting weapons.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
Jawol mein kommandant.

Hell yes a Panther! Oh I mean, why can't I have a King Tiger?

abelian
Jan 23, 2010
Right. Are the Americans ok with the team balance? Four of our players have a copy of the game, and zero of theirs do.

Out first order of business is going to be rebalancing our order of battle. We need to fill some of the infantry positions. I'd like to get a commander in each platoon. If you've signed up as the first section of an infantry platoon, please slot into an open second or third section instead, as we can have the platoon COs command the first (at least until we get more signups).

We might consider consolidating the recon teams under a single player and have either Frozen or Pedro join the infantry.

But most importantly, who is going to step up and be our infantry CO?

Klaus88
Jan 23, 2011

Violence has its own economy, therefore be thoughtful and precise in your investment
Huzzah, we have one of the war's most mechanically finicky tanks as our main tanks. That's fascist procurement for ya. :shepicide:

dtkozl posted:

:siren:This is the German thread. If you are on the axis force :frogout: and go to your own thread:siren:


Well, okay, but it's gonna be difficult to play the game without access to our thread.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

dtkozl posted:

the American side will be Conscript troops with very high leadership. So expect your infantry to be less competent but will shrug off casualties.

I assume this is also supposed to say German.

Xenolalia
Feb 17, 2016



Holy poo poo... I expected like, a 20mm halftrack, this is much better :getin:

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

Xenolalia posted:

Holy poo poo... I expected like, a 20mm halftrack, this is much better :getin:

Time to mow down some poor helpless infantry.

dtkozl
Dec 17, 2001

ultima ratio regum
Let's give it 24 hours or so and maybe we will pick up some stragglers. We can always have an entire platoon under one person if need be.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

dtkozl posted:

Tank Destroyer Saros

The mighty Hetzer!

NOOoOOooooooo!

:argh:

Klaus88
Jan 23, 2011

Violence has its own economy, therefore be thoughtful and precise in your investment

Saros posted:

NOOoOOooooooo!

:argh:

Did you just diss the hertzer?

:allbuttons:

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

I was hoping for something less 'reliable' and 'decent' and more 'comically overweight' and 'loving huge gun'.

I mean, I expect we will be up against three Sherman 76's or Wolverines plus whatever an 'assault tank' (sherman with a 105 or something?) is as we got a pair of Panther's so my brave little hetzer is gonna struggle with this one!

Saros fucked around with this message at 23:19 on Jun 14, 2016

glynnenstein
Feb 18, 2014


Seeking to magnify my missteps I've upgraded myself from 1/1 squad to 2 HQ. I've loaded up the map in game and am surveying suitable grave sites for platoon sized forces now.

Chuck_D
Aug 25, 2003
3rd Platoon HQ checking in.

abelian
Jan 23, 2010

Saros posted:

NOOoOOooooooo!

:argh:

INinja132
Aug 7, 2015

Well seeing as my cavalier usage of heavily armoured tanks could be best described as "liberal" it'll be interesting to see how well my thinly-skinned (both physically and emotionally I might add) SPG performs under my command :D

abelian
Jan 23, 2010
Ok, things are shaping up.

Working on a google spreadsheet to help get us organized. I'll also be creating a roll20. I'll post the links when I'm done, probably not for another 6 or 7 hours from now.

Re. orbat, I don't want to be in direct command of all the vehicles. I see two alternatives:
  • HQ tank commands the entire vehicle detachment
  • We organize into tank, recce, and support weapons, each choosing a commander from among its group, and each attached separately to Batt HQ

Thoughts?

Xenolalia
Feb 17, 2016



Have some inappropriately american thread music pals.
https://www.youtube.com/watch?v=BtUK4AyHeTw

cock hero flux
Apr 17, 2011



Alright I'm in as platoon 3/1. I'm ready to die for Hitler.

Chuck_D
Aug 25, 2003

cock hero flux posted:

Alright I'm in as platoon 3/1. I'm ready to die for Hitler.

I'm neck deep in a business ethics class right now, so you're in luck. I'm all warm and fuzzy about my people skills right now so I'll do everything I can not to feed you to an American M1919.

abelian posted:

I'll also be creating a roll20.

I have no idea what this means.

abelian posted:

Re. orbat, I don't want to be in direct command of all the vehicles. I see two alternatives:
  • HQ tank commands the entire vehicle detachment
  • We organize into tank, recce, and support weapons, each choosing a commander from among its group, and each attached separately to Batt HQ

Thoughts?

I'm in favor of unified command, so option 2. Plus, given the vastly different roles for the vehicles we have here, it makes more sense to have them under Batt HQ where they can be purposed in a more strategic way vs. bogging down an HQ tank with babysitting an SPG.

Chuck_D fucked around with this message at 02:29 on Jun 15, 2016

koolkevz666
Aug 22, 2015
Platoon 1/2 reporting in.

dtkozl
Dec 17, 2001

ultima ratio regum
Ok we have 1 full axis platoon, I'll post it! All three are the same but I'll end up posting pics of all the them in case you want to role play my little nazi.

professor_curly is Company HQ

He gets an HMG

Abongination is Platoon 1 HQ


He gets his team, a panzershrek team, and a Grewergranatan team! (three dudes with rifle grenades. all platoon hqs get em!)

Chillyrabbit is Sturm Squad 1/1

Brutal close range firepower!

koolkevz666 is Sturm Squad 1/2

DITTO

Explosive Tampons is Heavy Sturm Squad 1/3

But don't worry folks he is now on a paleo diet!

professor_curly
Mar 4, 2016

There he is!
Reporting as Co/HQ for the infantry. Taking a look at the map now and what our dudes have. Do we have mission parameters (Assault, defense, meeting engagement) and deployment zones yet?

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Yep theyre in the main thread.

[e] poo poo I got the start positions confused.

Saros fucked around with this message at 03:39 on Jun 15, 2016

Klaus88
Jan 23, 2011

Violence has its own economy, therefore be thoughtful and precise in your investment
That's a lot of STGs.


EDIT: Who's our order spreadsheet wrangler?

Klaus88 fucked around with this message at 03:45 on Jun 15, 2016

Ikasuhito
Sep 29, 2013

Haram as Fuck.

3/2 checking in. Can't wait to see the lucky men I will be leading to a hilarious death Victory!

Abongination
Aug 18, 2010

Life, it's the shit that happens while you're waiting for moments that never come.
Pillbug
1st Platoon looking fine, the cream of Teutonic manhood.

The fact that I got my last command slaughtered should not concern you men! Victory at any cost!

FrozenLiquidity
Jun 10, 2016

abelian posted:

We might consider consolidating the recon teams under a single player and have either Frozen or Pedro join the infantry.

Oi! Why would you mess with the recon dream team?!

professor_curly
Mar 4, 2016

There he is!
Briefing Music

How are our tanks at going through forests?

Explosive Tampons
Jul 9, 2014

Your days are gone!!!
1/3 reporting for duty. And by 'duty' I mean sending conscripts to die because of my incompetence.

:D
I like my squad, but I wish I hade more StG assault rifles. I wonder if there's significant differences between it and the MP 40 in the game.

professor_curly
Mar 4, 2016

There he is!
I traced out our deployment zones on the gridmap, in case it helps anyone.



I have some thoughts on where the infantry should go, but I'll wait for Abelain to set up the roll20 to avoid spamming the thread with wild conjecture. The only thing that I'm pretty solid is putting my heavy MG team at (Z, 12)

Yooper
Apr 30, 2012


2/1 here. Bring on the Shermans!

Chuck_D
Aug 25, 2003
Are all of those VP's "occupy" objectives or are any of them just "touch?"

dtkozl
Dec 17, 2001

ultima ratio regum
occupy

glynnenstein
Feb 18, 2014


Preliminary map intel:

The thin-ish strands of trees are pretty penetrable by vehicles and can be seen through pretty readily in most spots. There are thin hedges throughout the center of the map that tanks, at least, also seem to be able to steamroll; I didn't test any wheeled vehicles. Throughout the map there isn't a lot of low ground cover that block line of sight. In our planning I think we should expect that our enemy will have some sense of where most troops and especially vehicles are moving, if not entirely their size and composition. The same should be true for our detection of them, I think. Even the large patch of woods by our start can be seen into somewhat, though that is the best (and most obvious) place to move infantry forward under cover.

This will be an interesting map to play on because seizing good fighting positions fast will be important and surprising an opponent with unexpected maneuvers will be hard with forces of large size. If the rest of our company is similarly armed, I think we will be especially motivated to move forward somewhat to close to our most deadly StG range because being slow will mean firing across large open patches where the Americans may have more suited rifles. Machine guns set well back could be employed to good effect in a lot of places. The most entertaining/agonizing aspect may be vehicles that take shots through trees at distance where brief sightings will take place and shots might often hit tree branches. Vehicle commanders may want to use the HUNT command carefully because you might find yourself sitting out in the open having seen a Sherman or something for an instant.

dtkozl
Dec 17, 2001

ultima ratio regum
Hey guys looks like we are almost there. Hit up your friends/spread the word!

OG thread will be officially closed to you guys starting tomorrow morning 8AM EST and we will get this party started!

Chuck_D
Aug 25, 2003

glynnenstein posted:

Preliminary map intel:

Is there any kind of view into town from the northern farm? If so, it might be a good spot to station an HMG team to not only lay down suppressing fire, but also hold the objective.

dtkozl, do we have any arty assets at our disposal? Any intel on whether the Ami's have any arty or support?

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
Klaus88 you are listed as the tank HQ, if you have a general plan or wanna lone hunt let me know. I'm all ears.

I was thinking of setting up in the woods at Z-11 perhaps.

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dtkozl
Dec 17, 2001

ultima ratio regum

Gewehr 43 posted:

Is there any kind of view into town from the northern farm? If so, it might be a good spot to station an HMG team to not only lay down suppressing fire, but also hold the objective.

dtkozl, do we have any arty assets at our disposal? Any intel on whether the Ami's have any arty or support?

Yeah the Bat HQ has a 80mm mortar call in. He can dole it out as he sees fit.

As this is a small battle there won't be a lot of arty flying around. Expect mortars from the americans as well.

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