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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.

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.

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!

dtkozl
Dec 17, 2001

ultima ratio regum
occupy

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!

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.

dtkozl
Dec 17, 2001

ultima ratio regum

Abongination posted:

yo dtkozl

can our squads split into components or are they stuck as a squad?

Yes you can split in half which will have the mg in one team and the squad leader in the other, break off a 2 man scout element (will have some binocs and either rifles, smgs, or mg44s), generate a four man assault element that will have as many auto weapons as possible, or break off a 2 man anti-tank element with whatever rifle grenades and/or panzershreks/fausts the squad has. Since the antitank element for the platoon is a separate team under command of the platoon HQ that last one won't be much use. Squads will have panzerfausts which you can see in the pictures I post, the number in the bottom right of the picture is the range, 30, 60, 100 meters. If it has a 'k' that is just an earlier version of the 30 meter faust.

glynnenstein 2nd platoon HQ

All platoon HQs have 2 extra teams, one containing 3 rifle grenades and the other a panzershrek with ~6 rockets There is a pic of the rifle grenade team in the previous picture post.

yooper 2/1

You get 2 pairs of binoculars!

Flippycunt 2/2

2 panzerfaust 60m

Captaindirtnap 2/3

2 lmgs!

Gewehr 43 3rd platoon HQ

not appearing in these squads, the g43 rifle.

chf 3/1

classic 1 smg, 1 lmg squad, 1 rg grenadier squad

Ikasuhito 3/2

classic 1 smg, 1 lmg squad, 1 rg grenadier squad

Jon Joe 3/3

classic 1 smg, 1 lmg squad, 1 rg grenadier squad

Ok that is everything! Remember to do this first turn for 3 minutes. Nothing is going to happen for at least that long (probably). We do it this way once, at the start, and then we go to single minute turns until the game is over. Please link the post that contains your orders in a single google docs excel sheet or something of that nature. Good luck and good hunting!

dtkozl
Dec 17, 2001

ultima ratio regum
How long did grey usually give for orders? You guys think you can nail something out by Sunday?

dtkozl
Dec 17, 2001

ultima ratio regum

Popete posted:

Setting up a Panther at the North West hill seems like very good overwatch, can hit the allies D zone and covers our flank if they try to push up into A.

If you are talking about the map corners tanks can't get into those. Only impassible parts of the map for track/wheel.

dtkozl
Dec 17, 2001

ultima ratio regum
Also note you can start on the road it is just a quirk of the engine that it looks like you cant.

dtkozl
Dec 17, 2001

ultima ratio regum

abelian posted:

:siren: Reposting from before, dtkozl can we please get answers to the following questions :siren:


And also adding, what are the exact ground conditions? Snow, or deep snow?


Iron

No barraging their deployment (come on dude)

Wind itself is random every time a scenario made. There is wind, I have no way of telling but I would hazard medium to strong.

Off map call in time is a surprise just like real life. I would guess around 7-8 minutes though.

Oh and your tanks can go everywhere but the corners.

dtkozl
Dec 17, 2001

ultima ratio regum
Wind update: Heavy from SW

dtkozl
Dec 17, 2001

ultima ratio regum
Remember I need a google docs excel sheet with a link to your orders post people.

abelian what do you think, you guys got enough time for the orders period to end at 8 am EST monday?

dtkozl
Dec 17, 2001

ultima ratio regum
I can't split mid turn fyi, but splitting them from the start will work just as well so don't worry about it.

Edit where is that excel sheet?

dtkozl fucked around with this message at 16:28 on Jun 18, 2016

dtkozl
Dec 17, 2001

ultima ratio regum
Allies needed a bit more time so official end of orders will be 8am Tuesday EST. Consider yourself served!

dtkozl
Dec 17, 2001

ultima ratio regum
targeting arcs are a bad idea dude

dtkozl
Dec 17, 2001

ultima ratio regum

glynnenstein posted:

Thank you professor_curly for all the graphics! My intent is to have the 2nd HQ and Panzerschreck Team at the back (north) of the trees, rather than so far forward. The gewehrgranats should be the only moderately exposed team so they have clear lanes for their tiny bombs initially.

dtkozl, will we be able to get a copy of the save to use to create screenshots or clips of each of our element's perspective? I'm willing to do the work for the second platoon pixelnazis.

Well unfortunately I don't have any of the sides passworded and I can't really remake it without messing up all the squads dispositions. I'll save the turns and make them available afterwards to whomever wants them after the game is over. Next time I guess I should make a pbem passworded game, didn't think about it.

dtkozl
Dec 17, 2001

ultima ratio regum
Yeah if it comes up I'll just cut the 3 minute thing short. I don't think it will come up though.

dtkozl
Dec 17, 2001

ultima ratio regum
Your movie is uploading! In the next couple hours you will have all you wish and more besides.

dtkozl
Dec 17, 2001

ultima ratio regum


https://www.youtube.com/watch?v=5LvzJtrzCIk

Ok taking a shot every time I gently caress up a narration was a poor idea so I'll follow this up by another post tomorrow that will answer any questions you guys got like "where the hell am I?"

First off, thanks to everyone participating. Second I'm going to be gone Wednesday- Wednesday (at least) with little to no internet next week so you guys will have a little longer for turn 4.

Here are some pics of the end of turn 3. I'll get everyone labeled and clear up anything you need by tomorrow.





Now, as for problems.
On my end the first day the save wouldn't load at all. Never had it happen in cm before except in a rare case with a patch. Had a minor panic attack but by the next day for some drat reason it decided to work so we are in the clear. Got like 5 goddamn saves across 3 hard drives now. So that was part of the reason for the delay. The other was I decided to go out last night instead of work on the turn.

Anyway you guys were better on orders so I'll keep this brief. Always tell me who you are in the orders, 2/1 is all I need. Always use the the grid when issuing orders. Abelian you gave me orders using the other map and it was needlessly confusing. Don't want you guys getting mad at me cause your stuff is wrong because I had to interpret where you wanted to be. I can only split at the end or start of orders. If both elements are going to the same hex I won't split because both elements will just reform into the same squad. Remember heavy weapons like medium machine guns need to specifically deploy. I deployed them at the end of their order but there is a pack up/down delay so something to keep in mind.

Anyway sorry for the negative stuff but I don't want you guys to end up in a bad situation because orders got crosshatched. Thanks to all participating and be glad you are winning! Now on to turn 4.

dtkozl fucked around with this message at 00:27 on Jun 25, 2016

dtkozl
Dec 17, 2001

ultima ratio regum

professor_curly posted:

Uh dtkozl, should those line about the EDIT allied recce force really be in our briefing?

Good call thanks.

dtkozl
Dec 17, 2001

ultima ratio regum



And here are contacts:


You have definitely seen trucks and light armor moving east behind that tree line. 2 tanks in the allied VP and you can see one.



Who can see the sherman is currently only 2/2A, the one with casualties. The MMG could see him but currently cannot. 2/2A and B have a run order into those original positions in the woods currently, but is ignoring them because they were suppressed though I expect them to carry them out next turn.

Oh and 3/2 is in a farm house I missed him in the pics.


There is what panther 2 can see. There is actually a little hillock between you and the flame tank so I don't think you will get vis but I could be wrong, those things can be difficult to judge.


Hetzer. Obviously no hope of seeing the sherman or much of anything really.

OK you guys need anything else?

edit:I told the allies this, please note the MMGs are heavy weapons and therefore have a deploy and packup time of 20 and 14 seconds respectively.

double edit those dudes out west have decamped the panther and are currently on foot.

tripel edit there is no currently spotted infantry but the guys you did see were in grid k23 and moving NW along that wood line.

dtkozl fucked around with this message at 19:28 on Jun 25, 2016

dtkozl
Dec 17, 2001

ultima ratio regum

abelian posted:

Thanks for the info, very helpful.

Can you double check with the "target" tool on the Panther and see if he is able to area fire the bend in the road where flame sherman is?

If he can area fire or if it says "reverse slope, no aim point" then he'll have LOS.

There is a small spot on that road just behind the sherman it can hit with a "spotter partial hull down." It is really broken up sight line wise, gonna be a tough call.

edit:

dtkozl
Dec 17, 2001

ultima ratio regum

abelian posted:

Ok, that helps quite a bit. We'll probably have to shift the panther a bit then.

Probably the best spot to move it is to reverse up the hill to where my MG is. That can see all up and down the road.

dtkozl, has the MG finished deploying already?

When will the next set of orders be due?

MMG is still deploying. Orders will be finished probably 24 hours after i get back from the north carolina woods, so probably thursday or friday, the 7th or 8th.

dtkozl
Dec 17, 2001

ultima ratio regum
Orders will be due. I'm not going to spring anything on you, there will be at least 24 hours notice before the call for final orders.

dtkozl
Dec 17, 2001

ultima ratio regum
Hey if you guys like I could call the end of orders phase for turn 4 on tuesday the 28th at say 5 pm EST and get out a video before I leave for a week. Since most people are still moving you probably don't have many orders to give in any case. Let me know!

dtkozl
Dec 17, 2001

ultima ratio regum
Allies have agreed. Orders due at 5 pm EST Tuesday the 28th.

dtkozl
Dec 17, 2001

ultima ratio regum
Ok orders phase is over! I'm going to eat dinner then work on the turn.

dtkozl
Dec 17, 2001

ultima ratio regum


https://www.youtube.com/watch?v=QuRUKYImd10

I was actually gonna do the long take already. We can pick things up after I get back.

dtkozl fucked around with this message at 02:34 on Jul 19, 2016

dtkozl
Dec 17, 2001

ultima ratio regum
I am back, final turns due in 24 hours!

dtkozl
Dec 17, 2001

ultima ratio regum

abelian posted:

I agree that it would be nice to get some eyes forward on that hedge, to make sure nothing is approaching us from that dead space.

Welp, not a lot of time! Next time you post a video, can you also clarify when we can expect the following set of orders to be due?

Question about last turn: at the very end, someone has a suspected/audio contact on an enemy tank on the western flank. Can you click around and let us know who that is?

Yeah sorry I thought I had made that clear and I didn't! 24 is too short anyway, so orders due in 48 hours, Sunday 6PM EST

As for the tank contact, sadly I can't get that replay back, running the turn again makes new thing happen, but it was almost certainly the luchs that is doing all the shooting.

dtkozl
Dec 17, 2001

ultima ratio regum

glynnenstein posted:

dtkozl, with the delay could you just click through the units of 2nd platoon and tell me if any of them are tiring or worse? Or if any have morale conditions of worse than cautious?

They are pretty much all tiring. Everyone is OK except the two elements that took casualties, they are cautious.

dtkozl
Dec 17, 2001

ultima ratio regum
Alright guys, times up. What in your opinion is the optimal amount of time between when I post the videos and when the next turn is due?

dtkozl
Dec 17, 2001

ultima ratio regum

Axis Turn 5

https://www.youtube.com/watch?v=_hJhPbpmmpA

Sorry that took so long. My upload has always been poor but tonight it was just awful and took 3 hours to upload this mess.

I unlisted all the turn videos at someone's request. If it doesn't really work well and you need me to go back to public, holler.

Next turns will be due Thursday the 14th at 12 PM noon EST

One thing you guys should note is the rifle stuff. Most of you have just rifles, mp40s, and stg44s. That means you aren't doing poo poo at anything more than 150 meters. Splitting squads and leaving part of them 300 yards from the enemy or just splitting them one turn and throwing both into the same hex the next to reform is needless complexity. I'm telling you this not because I wanted to randomly complain and think you will care, but because eventually things will get nasty and either I'll mess something up or you will and leave half your squad sitting somewhere useless. Already kinda happening, but I'm not going to call anyone specifically out. 2/2 obviously you are taking casualties and splitting is arguably a good thing.

Second, don't bother with hide commands unless it is the very end of the order chain because moving automatically unhides you and you will remain unhidden unless you use the hide command again.

Finally as I said about the open up command the tank will just do it immediately, I can't program it into the middle or end of a chain of orders.

dtkozl fucked around with this message at 07:10 on Jul 12, 2016

dtkozl
Dec 17, 2001

ultima ratio regum

abelian posted:

Dtkozl, did we see what fired that HE at 2nd platoon? Was it the Sherman that Popete took out, or was it something else that we couldn't see?

No, I couldn't even see it until I played the allies side.

As for the hetzer, while I was checking on the above I checked its LOS and I don't think you are going to see those stuarts ever from your current position. That line of bushes pretty much blocks all LOS. Remember LOS isn't affected by things like rotating, the game assumes 360 degrees LOS. Rotating would just bring the gun to bear after los was established and the AI would do that automatically.

dtkozl
Dec 17, 2001

ultima ratio regum

Saros posted:

Crap. By line of bushes do you mean the hedge by the road or the tree's the Stuarts are hiding in? We tested the LoS from the current position and it seemed to be abe to fire upon the area.



That line of bushes along the road directly south of your position between you and the trees with the stuarts on them.

You don't have LOS on the woods so you cant area fire either I'm afraid.

edit: To be clear, you don't have LOS on anything beyond that hedge, that is why I brought this up.

dtkozl fucked around with this message at 20:03 on Jul 12, 2016

dtkozl
Dec 17, 2001

ultima ratio regum

abelian posted:



Are you absolutely sure about that?

He can't see the ground, but that entire area that I marked says "reverse slope no aim point" which means that he most assuredly does have LoS to the Stuarts and can kill them if he spots them. They'll be hull down to him (and vice versa) but I have faith that he'll be able to land a hit.

Yes, you are correct he has that, but that still means he can't shoot HE at the ground near the stuart position. The stuart you can see is totally no LOS but it is still moving.

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dtkozl
Dec 17, 2001

ultima ratio regum

professor_curly posted:



dtkozl, what's LoS from my HMG team look like specifically? Can I area fire at Taking the D contacts or those guys in the Dora Line?

I dunno what you mean by the first part, those are your infantry in taking the d. As for that line of forest roughly parallel to it, there are a few spots you can see but it is mostly out of LOS. The dora line you can see a couple spots on your side of it, but anything across death road where the allied infantry contacts are is out of los.

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