|
PLEASE DO NOT POST IN THIS THREAD UNLESS YOU ARE PART OF THE SOVIET TEAM FOR THIS GAME! THE SPECTATOR THREAD IS HERE, WHERE YOU CAN POST TO YOUR HEART'S DELIGHT Welcome to the Soviet thread. Please read this post. The second post will be reference material, which you can read or ignore. The third post where will be your force selection which you will want to look at and start discussing what to take with your teammates. GAME RULES
POSTING ORDERS:
GAME BASICS TURNS IN BOLT ACTION: Bolt Action uses a unique activation system. Most wargames use the IGOUGO system where one player does all his actions then turns control over to his opponent who does the same. Bolt Action instead has a semi-random activation system. Each unit in Bolt Action gets a single Order Dice which is essentially a D6 with the six different orders written on it. All these dice are put into a bag and then drawn one at a time during a turn. When your army has a dice drawn you choose a single unit to activate, place the dice next to it to show it’s activated, then another dice is drawn until the bag is empty. That is the end of one turn. This can also create situations where several of your units get to act in a row and you can’t always be sure when you’re going to get to make your next move. Sometimes waiting until your opponent has activated to make your move is optional. Other times going first can be a huge advantage. For our purposes we will be using one dice for each PLAYER instead of each unit since we are going to be playing fairly large games. When a dice for your team is drawn I will consult the activation order your team came up with that turn and activate all the units for the next player on that list. ORDERS IN BOLT ACTION There are only six possible Orders to give a unit in Bolt Action and each unit can only be given a single Order each turn. Units automatically perform their assigned orders unless they have pins. If they have pins they must perform an Order Test to see if they complete the order. Passing an Order Test automatically removes 1 pin. If they fail the order check they instead go DOWN. There are six possible orders you can give:
INDEX Mission Overview Turn 1 Turn 2 Turn 3 Turn 4 Turn 5 Turn 6 Turn 7 SOVIET TEAM ROSTER: Hypnobeard - In command of: Zuul the Cat- In command of: Azran- In command of: Acebuckeye13 - In command of: Thatbastardken - In command of: Lemniscate Blue - In command of: MISSION ONE Mission 1: Spartanovka Date: August, 1942 Location: Suburbs north of Stalingrad Background: German mechanized forces have broken through the Soviet defensive line at the Don River and are racing eastward towards the northern suburbs of Stalingrad. With only a scattered array of forces available in Stalingrad itself, Soviet command has placed a small screening force to hold the Germans at Spartanovka until reinforcements can arrive. Objective: Capture as many of the five key positions with Spartanovka and hold them until the end of the battle (Turn 7). Objectives can be captured by any non-vehicle unit. The map size is 6 feet long by 4 feet wide. Forces: Soviets - An eclectic collection of various units - primarily infantry-based with a variety of support weaponry. Germans - A mechanized force consisting of halftracks, several tanks, and support units. The German force has 25% more points than the Soviets. Deployment: Soviets will be able to place a quarter of their units on the board before the beginning of the game. All German units (and the remainder of the Soviet units) will enter from their respective board edges on Turn 1. Holding units in reserve will be optional and they will be able to outflank. Class Warcraft fucked around with this message at 01:20 on Jun 9, 2020 |
# ? Jun 9, 2020 01:02 |
|
|
# ? May 2, 2024 16:04 |
|
REFERENCE INFORMATION You don't have to read all this if you don't want to, but it might help you understand more of what is happening. During turns I will do my best to explain how each action is shaking out and why. HOUSE RULES The following deviations from normal Bolt Action v2 rules are in effect for this game:
SOVIET NATIONAL RULES
TERRAIN
TROOP QUALITY All units are assigned a quality level: Inexperienced, Regulars, or Veterans. Their Morale Value is what the number they need to roll under on 2D6 to pass Order checks when pinned or pass Morale checks.
SHOOTING Units normally hit on a 3+ but there are modifiers you should be aware of: Here are the weapon characteristics. HE weapons use a blast template to determine the number of hits, unless they are firing at a building in which case they do XD6 number of hits. SHOOTING VEHICLES To damage vehicles you use the Penetration Value of your weapon and add D6 to determine your total penetration. If it meets or exceeds the Armor Value of the vehicle you then roll on the damage chart to see what effect it has. Please note that it is possible to put pins on Inexperienced and Regular vehicles using Heavy Weapons, even if they cannot penetrate. Small arms will not, however. ASSAULTING When you RUN within 1” of an enemy unit an assault is resolved. Assaults are when units use small-arms, grenades, and melee weapons to dislodge an enemy unit at close-range. Before moving into Assault the unit being assaulted can perform Defensive Fire if they have not acted yet that turn and the enemy starts their run from more than 6" away. Essentially they get a free round of shooting at the point in which the enemy unit becomes visible, before the assault commences. In assaults there is no rolling to hit, instead each side simply rolls to wound the other side. Normally the assaulting party goes first, then the defenders, unless the defenders were behind cover when assaulted, in which case both sides go simultaneously. Each side removes casualties caused by the enemy. The unit that lost more casualties is then completely destroyed (either captured, killed, or fled) and the victorious unit can make a 1D6” consolidation move. ASSAULTING VEHICLES This works the same as for other units except the vehicle cannot fight back in close combat. It may, however, use Defensive Fire to ward off attackers on the way in. UNIT SPECIAL RULES
Class Warcraft fucked around with this message at 01:47 on Jun 9, 2020 |
# ? Jun 9, 2020 01:02 |
|
FORCE SELECTION Here you will build you force to defend Spartanovka. Unless otherwise stated each soldiers is armed with a rifle. Keep in mind you will be able to deploy 25% of your force on the map as a delaying force before the beginning of the game. The remainder will enter the board on Turn 1 from your board edge. The Default Force is what you will start with. From here you will need to decide amongst yourselves which option you'd like for each category. You will also decide amongst yourselves who will command which units. Each player should command between 2-6 units. Default Force - This is the foundation of your force that you will build upon. x2 HQ (Regular) - 1st Lieutenant & assistant armed with pistol and rifle x12 Rifle Squad (Inexperienced) - All armed with Rifles x10 LMG Squad (Regular) - One LMG, rest armed with rifles x10 LMG Squad (Regular) - One LMG, rest armed with rifles Company Command - Choose one of the two options: Option A: Artillery Support x2 Captain with assistant (Regular) - Armed with pistols x2 Medics (Regular) - Two Medics x2 Forward Artillery Observer (Regular) - Two man team, armed with rifle and pistol - can call in an artillery strike Option B: Fire Support [PICTURE LOST - Pretty much the picture above but with a sniper and Maxim machinegun] x2 Captain with assistant (Regular) - Armed with pistols x2 Medics (Regular) - Two Medics x1 Medium Machine Gun (Regular) - Team carting around a Maxim machine gun x2 Sniper Team (Regular) - Two man sniper team armed with Sniper rifle and rifle Specialist Infantry - Choose one of the two options: Option C: Assault Engineers * *Panzerfaust not included x8 Assault Engineers (Vets) - Five SMGs, One LMG, One Flamethrower. Equipped with Body Armor. x1 Medium Machine Gun (Vets) - Medium machine gun team manned by Assault Engineers with body armor. Option D: Recon Team x7 Scout Squad (Vets) - Five SMGs, can start the game outside of the normal deployment zone x1 BA-10 Armored Car (Regular) - Equipped with light AT gun, coaxial LMG, and hull-mounted LMG Additional Infantry - Choose one of the two options: Option E: NVKD x10 NKVD Squad (Regular) - All armed with SMGs. Fanatics. x2 Commissar with assistant (Inexperienced) - Armed with pistol and SMG x10 Student Officer Squad (Inexperienced) - One SMG, 1 LMG, Green, Fanatics Option F: Veterans x10 Veteran SMG Squad (Vets) - Ten SMGs x10 Veteran Squad (Vets) - One LMG, Tough Fighters Fire Support - Choose one of the two options: Option G: Heavy Mortar x1 Heavy Mortar w/spotter (Regular) - Heavy mortars can demolish buildings x2 AT Rifle Team (Regular) - Two man team equipped with AT rifle and rifle x2 AT Rifle Team (Regular) - Two man team equipped with AT rifle and rifle x1 Truck (Regular) - Soft-skinned. Can transport 12 men or two all but heavy guns Option H: Heavy AT x1 Medium Mortar w/spotter (Regular) - Medium mortar team x1 ZIS-3 AT Gun (Regular) - Medium AT gun - can also fire HE shells over open sights x1 Truck (Regular) - Soft-skinned. Can transport 12 men or two all but heavy guns Armor Support - Choose one of the two options: Option I: Rocket Artillery x1 T-60 Light Tank (Regular) - Equipped with Light autocannon and coaxial Medium Machine Gun x1 Katyusha Mobile Rocket Launcher (Regular) - Soft-skinned. Can fire rocket barrages Option J: T-34 x1 T-34/76 Medium Tank (Regular) - Equipped with Medium AT gun, coaxial MMG, and hull-mounted MMG DECIDE! Class Warcraft fucked around with this message at 06:08 on Jun 11, 2020 |
# ? Jun 9, 2020 01:13 |
|
Greetings, GLORIOUS COMRADES! I think we should take the following: Company Command - Option A: Artillery Support. Soviets get the massed batteries rule, so we should take advantage of that and collapse some buildings. Specialist Infantry - Option D: Recon Team. The armored car & scouts will give us some mobile fire support. Plus the light AT guns can actually be decent at knocking some stuff out. Additional Infantry - Option F: Veterans. I think having 20 veteran infantry on the board will be great for holding objectives. Fire Support - Option H: Heavy AT. The fascist pigs will most likely bring heavy tanks. We'll need something to knock them out. Also, the ZiS-3 can act as a mortar, so that's a benefit. Armor Support - Option I: Rocket Artillery. This option has the Katyusha. If you don't know, Katyusha rockets are awesome. Give me your input!
|
# ? Jun 9, 2020 01:38 |
|
Zuul the Cat posted:Greetings, GLORIOUS COMRADES! I pretty much agree with everything here, even if it pains me to leave behind a T-34. Does the Katyusha benefit from us having an observer?
|
# ? Jun 9, 2020 02:20 |
|
Azran posted:I pretty much agree with everything here, even if it pains me to leave behind a T-34. Does the Katyusha benefit from us having an observer? Unfortunately not. In Bolt Action rocket launchers have to have line-of-sight to their target. The good news is the blast radius hits any other units within 6" of the target unit so you can potentially hit quite a large amount of the enemy if they're close together.
|
# ? Jun 9, 2020 04:40 |
|
Class Warcraft posted:Unfortunately not. In Bolt Action rocket launchers have to have line-of-sight to their target. The good news is the blast radius hits any other units within 6" of the target unit so you can potentially hit quite a large amount of the enemy if they're close together. I... what? That's just How effective are the Katyushas against armored vehicles? Zuul the Cat posted:Greetings, GLORIOUS COMRADES! I'm good with this, generally, though I have a feeling the Katyusha's going to be hilariously ineffective. За Родину!
|
# ? Jun 9, 2020 04:56 |
|
Zuul the Cat posted:Greetings, GLORIOUS COMRADES! These all seem like solid choices, comrade. I'd love to bring the flamethrower team but they would be more useful in an offensive that a holding action. As a possible alternative, we could take Options G and J - the anti-tank rifles should work against soft-skinned half-tracks and scout cars, while the T-34 can handle heavier armor. If our enemy is going to be heavily mechanized having a maximum number of anti armor weapons would seem to be a good strategy.
|
# ? Jun 9, 2020 04:59 |
|
Hypnobeard posted:How effective are the Katyushas against armored vehicles? yeah how does HE interact with armor in this game?
|
# ? Jun 9, 2020 05:02 |
|
Hypnobeard posted:I... what? That's just Yeah, I know, it's weird. thatbastardken posted:yeah how does HE interact with armor in this game? Multiple rocket launchers count as a heavy mortar for its stats, so the 3" column. Here is the HE chart where you can see the penetration values of different HE weapons: The hits column is how many hits it inflicts against units in buildings. HE is the go-to for clearing enemies out of buildings (aside from sending in infantry to clear them out with grenades and bayonets). Big HE guns have an ok chance of penetrating armor, but they're really good at adding tons of pins to units, so they can essentially stun enemy vehicles and make it difficult for them to function. Basically multiple rocket launchers hit the target unit and anyone within 6" of them on a 1D6 roll of a 6. That doesn't sound like that big of an area, but it's 6" in all directions so that's a 12" diameter circle. This means that when targeting a single unit they're pretty unlikely to hit, but if you can fire on a concentration of enemy units you're likely to get at least one of them and it would use a 3" blast template, with +3 penetration for damage. Indirect fire (so mortars and anything launched) hits the top armor of vehicles, giving an additional +1 to penetrate. Furthermore, hitting an open-topped vehicle with indirect fire adds +1 when rolling on the damage chart for vehicles. If it hits, it means almost certainly death for anyone on foot, a decent chance of penetrating tank armor, and very dangerous for open-topped vehicles. Also, a decent chance of demolishing buildings it hits. The downside is that the Katyusha is basically just a truck, which means that it can be destroyed by anything more powerful than a machine-gun. Very much a glass-cannon option. The T-60 is actually not a terrible tank in that autocannons are pretty effective against infantry and can probably disable halftracks. It would not fare well against enemy tanks, however. T-34 is a T-34. You pretty much know what you're getting there. Solid tank all around. Class Warcraft fucked around with this message at 06:11 on Jun 9, 2020 |
# ? Jun 9, 2020 06:05 |
|
OK then, before we make any final decision on force composition we should work out a preliminary strategy and maybe try to predict what the Germans will bring to the table.quote:Germans - A mechanized force consisting of halftracks, several tanks, and support units. The German force has 25% more points than the Soviets. To me this doesn't sound like they'll be bringing heavy armor like Tigers, and if I was looking at attacking this map I would probably take less armor in exchange for more mounted infantry to contest and capture points. Then I would try to rush forward and take the close objectives with assault infantry, get good positions for my MMGs and other support weapons, and then bring the tanks in to break resistance and allow a final advance to the rear objectives. Based on those assumptions, I propose we establish our forward defense at objectives Bravo and Echo, which have clear lines of fire down major roads. We allow the enemy to penetrate towardsCharlie and Delta. Maintain a reserve at Alpha to guard against a flank attack. If the enemy can be caught in a pocket they will have difficulty maintaining unit cohesion and morale, and we can concentrate our artillery fire on their trapped units. Any comments?
|
# ? Jun 9, 2020 07:06 |
|
Здравия желаю, това́рищи! Total wargame greenhorn here, so correct me if I'm wrong: We can only place 25% of our forces before the battle starts. Is that enough to hold Bravo and Echo while Ze Germans advance, until we can reinforce the two objectives? I wouldn't want to see that 25% get rolled over and lost before we can implement our plan. If we can, then I like it.
|
# ? Jun 9, 2020 10:06 |
|
Lemniscate Blue posted:Здравия желаю, това́рищи! I honestly don't know - I haven't played Bolt Action at all. I think if we have veteran infantry holed up in strong cover they should be hard to push out, and with enough fire support they might hold long enough for mobile units to reach them? One reason I slightly favor the AT rifles over the larger gun is we can probably deploy them with the infantry and hide them, but again...not sure. Does someone on our team have actual experience?
|
# ? Jun 9, 2020 10:16 |
|
I root for the T-34.
|
# ? Jun 9, 2020 14:53 |
|
thatbastardken posted:OK then, before we make any final decision on force composition we should work out a preliminary strategy and maybe try to predict what the Germans will bring to the table. I think this is a solid plan. Regarding the T-34 over the Katyusha, i'm fine with either option. The T-34 is probably the best choice if we want to win. The Katyuhsa, like all rocket barrages, is not very accurate but when it does hit it is a ton of fun. If we decide to take the 2 AT rifles & the Heavy Mortar then I think we should definitely take the T-34 because we'll need heavy AT.
|
# ? Jun 9, 2020 16:54 |
|
I don't think flanking has any game impact directly--it's all about how many Pins a unit has so they're less able to do things. "Several" tanks probably means 2-3, and we're probably looking at an equal number of halftracks. I agree they're likely to take infantry vice armor, but it's goons so who knows? thatbastardken posted:OK then, before we make any final decision on force composition we should work out a preliminary strategy and maybe try to predict what the Germans will bring to the table. Thinking about it, we only need to hold 3/5 objectives at the end to win. So, I propose concentrating on Alpha, Bravo, and Delta, with a possible push in early turns to get Charlie--perhaps using a squad to hold it initially to draw attention before falling back to Delta. I think what we're likely to see from the Germans is a strong dismounted infantry push at Bravo and Charlie, with probably a single tank or assault gun (if those are available) in support. The remainder of the tanks plus whatever mounted infantry will flank from the south (right edge) to try and push Bravo and Delta while we're distracted by the fighting towards the center of the board. Echo is vulnerable to being assaulted more or less immediately by any flanking force; I expect we'll see a minimal infantry drop over there--maybe a halftrack + mounted infantry to seize the objective. Class Warcraft: * What are the flanking rules? Where can they appear, when, etc? * What are the medic rules? * What are the artillery rules? How many shots do we get, etc? Hypnobeard fucked around with this message at 17:08 on Jun 9, 2020 |
# ? Jun 9, 2020 17:05 |
|
Hypnobeard posted:
1) units held in reserve can either arrive from your own table edge or be sent outflanking. If arriving on your table edge they can arrive starting on turn 2 - this can sometimes be a good strategy to keep vulnerable units out of enemy fire until you can ensure it’s safe, or surprise the enemy by suddenly showing up in an unexpected place. For outflanking a direction has to be chosen before the start of the game. Starting on turn 3 units can arrive up to 24” (so the halfway point) on the side edge closest to your table edge. If they come in on turn 4 they can arrive up to 36” from your table edge, and the entire side edge by turn 5. Units coming in from reserve have to pass an order test with -1 to their morale each turn to arrive. This means veteran units are more likely to come on when you want them than inexperienced troops. 2) Medics can cancel out wounds from small arms on a 6 from all units within 6”. Usually they’re sent to accompany veteran units and keep them alive. Medics cannot fight except to defend themselves in an assault (they can still be shot at by players willing to break the Geneva convention). 3) artillery observers can only call in a single barrage. The barrage will hit everything 2D6 (take the highest)+6” from the targeting point. Each unit hit by the barrage will roll on a table to see the effect. Most generally take 1-2 pins, but if they take a direct shell it resolves as a heavy howitzer hit which means adios muchachos for those poor bastards. In my experience off-map artillery is more reliable for pinning down an entire section of the map rather than dealing tons of damage.
|
# ? Jun 9, 2020 18:20 |
|
Hypnobeard posted:I don't think flanking has any game impact directly--it's all about how many Pins a unit has so they're less able to do things. Actually this makes more sense. Lets focus on holding Alpha, Bravo and Delta. Also I think we've reached a decision to take the T-34 over the Katyusha, correct?
|
# ? Jun 9, 2020 20:07 |
|
I know all the mechanics are being resolved behind the scenes, but for anyone like me who is curious I found this video which has helped put a lot of this in context. https://www.youtube.com/watch?v=PLg7jDFfe0E What's the scale on the map? Could we maybe see a 6" scale bar so we know how far infantry can move?
|
# ? Jun 9, 2020 21:02 |
|
Lemniscate Blue posted:I know all the mechanics are being resolved behind the scenes, but for anyone like me who is curious I found this video which has helped put a lot of this in context. It's a 6'x4' map, and infantry advance 6" or run 12" per turn. Vehicles advance 9" or run 18", which is doubled on roads. So infantry could run from your deployment edge to your opponents in 4 turns if there is nothing blocking them. Vehicles could nearly cross the map in a single turn if they went flat-out, but they're limited to a couple pivots per turn so the maze of roads would prevent that. edit: Vehicles could probably travel the entire map diagonally across the main thoroughfare in two turns. I will be uploading more recon pics of the battlefield today with information about the types of terrain you will encounter. Class Warcraft fucked around with this message at 21:49 on Jun 9, 2020 |
# ? Jun 9, 2020 21:47 |
|
Hello commanders. Recon flights over Spartanovka have returned with additional intel. Recon shows about a quarter of the town has been leveled by bombardment, but most buildings are still standing. The majority of houses and outbuildings are made of wood, and thus vulnerable to fire. A railway line stops in the Southeast corner of town where several railway cars have been left. Most houses form compounds surrounded by wooden plank fences, which will do little to hide troop movements but should provide a modicum of cover from enemy fire. There are stone fences around some compounds which would make better cover. The Objectives can be captured by any non-vehicle unit moving within 3" of it. Once captured will remain under that team's control for the remainder of the game, unless an enemy unit captures it. Thus, you do not need to park units on objectives to retain control of them. View from North View from NorthEast View from NorthWest Objective Alpha Objective Bravo Objective Charlie Ojective Delta & Charlie View from South View from SouthEast View from SouthWest
|
# ? Jun 10, 2020 01:07 |
|
Yeah I'm on board with holding Alpha, Bravo, and Delta instead. The t-34 is probably the better asset for a defensive game, and if we're not deploying forward I think the Medium AT gun is better than the Heavy Mortar group, especially if we can deploy the AT gun with a view down that long road in the middle. Class Warcraft, can the medium AT gun fit in a building? thatbastardken fucked around with this message at 08:39 on Jun 10, 2020 |
# ? Jun 10, 2020 08:37 |
|
thatbastardken posted:Yeah I'm on board with holding Alpha, Bravo, and Delta instead. The t-34 is probably the better asset for a defensive game, and if we're not deploying forward I think the Medium AT gun is better than the Heavy Mortar group, especially if we can deploy the AT gun with a view down that long road in the middle. You'd have to deploy it inside the building during the deployment phase and then it'd be unable to relocate. The Class Warcraft fucked around with this message at 08:49 on Jun 10, 2020 |
# ? Jun 10, 2020 08:46 |
|
Class Warcraft posted:You'd have to deploy it inside the building during the deployment phase and then it'd be unable to relocate. The as funny as that would be it's probably vulnerable to getting assaulted in there
|
# ? Jun 10, 2020 09:01 |
|
You might try to look for a keyhole position instead. If gun can be placed to block off LOS from directions other than its front arc then you can set it to Ambush and get the first shot off if an enemy tank rolls into view.
|
# ? Jun 10, 2020 09:07 |
|
OK then lets consider this:
|
# ? Jun 10, 2020 09:42 |
|
Can tanks/other vehicles drive over the wooden fences/stone walls?
|
# ? Jun 10, 2020 12:49 |
|
Tanks would be able to plow through them. Lighter vehicles like trucks or halftracks can knock down the wooden fences but not ones made of stone.
|
# ? Jun 10, 2020 18:13 |
|
Alright Soviet Team, I'd like to lock in your force selection today so you can start planning your deployment. I think you're all in agreement about these: Company Command - Option A: Artillery Support. Specialist Infantry - Option D: Recon Team. Additional Infantry - Option F: Veterans. Armor Support - Option J: T-34 Only one I'm not sure where you landed on is the Heavy Mortar & AT rifles vs. the ZIS-3 with Medium Mortar.
|
# ? Jun 10, 2020 18:43 |
|
Since we're taking the T-34 I think we should go with the Heavy Mortar & AT-Rifles.
|
# ? Jun 10, 2020 19:48 |
|
Zuul the Cat posted:Since we're taking the T-34 I think we should go with the Heavy Mortar & AT-Rifles. Works for me.
|
# ? Jun 10, 2020 20:12 |
|
yeah, that works for me.
|
# ? Jun 10, 2020 21:38 |
|
Heavy mortar & AT rifles, yes.
|
# ? Jun 11, 2020 00:40 |
|
Here is the Soviet force being sent to Spartanovka: x2 HQ (Regular) - 1st Lieutenant & assistant armed with pistol and rifle x12 Rifle Squad (Inexperienced) - All armed with Rifles x10 LMG Squad (Regular) - One LMG, rest armed with rifles x10 LMG Squad (Regular) - One LMG, rest armed with rifles x2 Captain with assistant (Regular) - Armed with pistols x2 Medics (Regular) - Two Medics x2 Forward Artillery Observer (Regular) - Two man team, armed with rifle and pistol - can call in an artillery strike x7 Scout Squad (Vets) - Five SMGs, can start the game outside of the normal deployment zone x1 BA-10 Armored Car (Regular) - Equipped with light AT gun, coaxial LMG, and hull-mounted LMG x10 Veteran SMG Squad (Vets) - Ten SMGs x10 Veteran Squad (Vets) - One LMG, Tough Fighters x1 Heavy Mortar w/spotter (Regular) - Heavy mortars can demolish buildings x2 AT Rifle Team (Regular) - Two man team equipped with AT rifle and rifle x2 AT Rifle Team (Regular) - Two man team equipped with AT rifle and rifle x1 Truck (Regular) - Soft-skinned. Can transport 12 men or two all but heavy guns x1 T-34/76 Medium Tank (Regular) - Equipped with Medium AT gun, coaxial MMG, and hull-mounted MMG ASSIGN COMMANDS The next step is to divvy the units amongst yourselves. There are 16 units and 6 of you, so I suggest 2-3 units per player. There is no need to group them in the same way as I did for your choices. I would suggest assigning them so that players control all the units in a geographic area. So, for example if you're planning on sending the T-34, an infantry squad, and an officer to Objective Charlie, that would be a good force for one player to command. DEPLOYMENT After that you will need to decide which 4 units you want to start deployed on the map. Your Scout Squad and Forward Observer have the Forward Deployment ability that allows them to setup closer to the enemy board edge than the rest of your units would be able to. Your mortar spotter can also be set up in the Forward Deployment area and does not count as one of your four units to deploy before game starts. Here is the deployment map. Forward Deployment units can deploy in either zone. Other units must deploy in the Regular Deployment zone.
|
# ? Jun 11, 2020 06:24 |
|
Alpha Command: support units and reserves, it's a good spot for the Heavy Mortar. Bravo Command: tough close range fighters, we can expect the Germans to try and assault that position. Charlie Command: contest Charlie even though we aren't intending to hold it, to lure the enemy into a position where our artillery barrage can do the most good. Delta Command: should probably be where we keep our line infantry group, i think the cover and range situation suits them. Echo Command: the point is likely to be overrun early and the commander should keep units back to reinforce Delta Tank Command: the t34 is too important an asset to tie to any given sector, and we need it to be flexible. I volunteer for Echo Command, I can take the scout squad to forward deploy at Echo without weakening our more important fronts and use the armored car to reinforce Delta. An AT rifle would be nice, but there are probably better place for it. thatbastardken fucked around with this message at 06:55 on Jun 11, 2020 |
# ? Jun 11, 2020 06:53 |
|
Yet another question for Class Warcraft: Are units able to hide at all? Or will anything we place be immediately visible to the Germans?
|
# ? Jun 11, 2020 12:26 |
|
I can take command of objective Alpha with the Heavy Mortar. I'd also like to take the inexperienced rifle platoon to combat any flanking and to hold the objective. Lastly, I'd like to take one of the AT rifle squads. I think they could be useful for holding down the road at the northwest part of town that looks straight into the German deployment zone.
|
# ? Jun 11, 2020 16:19 |
|
Hypnobeard posted:Yet another question for Class Warcraft: There are rules for hidden units in Bolt Action but they usually represent forces that have gone to a lot of time and effort to prepare their positions to be camouflaged from enemy sight. Since you guys are rushing to town barely ahead of the Germans that won’t be available this game. Your best way of avoiding enemy fire is to stay in cover and/or use the Down order to further make yourself hard to hit. The Germans however will not know where you’ve deployed your units while writing their orders for turn 1, so in a sense, at least for the first turn, you’ll have the element of surprise.
|
# ? Jun 11, 2020 17:09 |
|
Proposed force split:code:
x2 Forward Artillery Observer (Regular) - in tower of objective Bravo x7 Scout Squad (Vets) - in woods at Echo x10 Veteran Squad (Vets) - in woods between Alpha/Bravo x10 Veteran SMG Squad (Vets) - in house across the street from Charlie x1 Heavy Mortar spotter (Regular) - spotter in/near Charlie Other units deploy near their assigned objective. Do we want to have the vehicles make any flanking maneuvers?
|
# ? Jun 11, 2020 19:10 |
|
|
# ? May 2, 2024 16:04 |
|
Hypnobeard posted:Proposed force split: Actually, looking over this again - I think this would be a good force split for a traditional game but not for this play-by-post game. Especially since Class Warcraft wants us to control groups of units rather than splitting our control across the board. For example, having 2 HQs in a single objective area isn't that great for this set up, I think. That being said, I'll revert back to my original post. quote:I can take command of objective Alpha with the Heavy Mortar & spotter. I'd also like to take the inexperienced rifle platoon to combat any flanking and to hold the objective. Lastly, I'd like to take one of the AT rifle squads. I think they could be useful for holding down the road at the northwest part of town that looks straight into the German deployment zone. Zuul the Cat fucked around with this message at 20:38 on Jun 12, 2020 |
# ? Jun 12, 2020 19:20 |