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dtkozl posted:Herp no, the force at diglett will wait for the rest to arrive and the other two platoons will come through the objective. A rifle platoon will be at Charmander to give you support. Are you sure about this? I don't want my troops to all get slaughtered by a single Kraut MG nest.
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# ? Jul 6, 2014 11:40 |
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# ? Apr 29, 2024 16:13 |
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Won't you have a platoon of T34's backing you up?
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# ? Jul 6, 2014 12:13 |
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Comstar posted:Won't you have a platoon of T34's backing you up? Won't the krauts have a platoon of [insert german wunderweapon here]? We can not afford to piss away valuable assets, we don't get any reinforcements. If this were CK2, I'd have the paranoid trait firing off events every few seconds, I don't want my company to be crushed to bits immediately!
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# ? Jul 6, 2014 13:06 |
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HerpicleOmnicron5 posted:Are you sure about this? I don't want my troops to all get slaughtered by a single Kraut MG nest. Yeah well your way is the quickest way to do that. Just look at the map and pictures. Bulbasar, around the rail line, up to Diglett is all close terrain with forests and hills with tons of ways to block exposure. Charmander to Haunter is one giant flat field over looked by a forest that the Germans can get a halftrack with 2 mgs to faster than we can. If they put anything in there it will end up looking like a WW1 biopic, just men charging over open fields into machinegun fire. This is why the plan is like it is. You will take the rail station once you get everything formed up, THEN you help that northern most rifle squad take haunter because you can use the rail station as a jumping off point to clear those woods and there is nothing smgs are better at than clearing woods. This doesn't mean you need to attack move in one giant ball, but we can talk about that later. Just get them formed up in the objective zone and start them west towards the rail yard for now. Also that gun position sucks and you know you can just have both MGs in there, or are you riding it?
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# ? Jul 6, 2014 17:41 |
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dtkozl posted:Also that gun position sucks and you know you can just have both MGs in there, or are you riding it? One of the HMGs is on uPen's T-70. It'll have LoS down the RR cut, and into the RR station if it moves up a bit.
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# ? Jul 6, 2014 17:56 |
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Where the truck stops is the downwards slope of a hill and has to move the edge of those fields, which is around 200 meters away, to see anything. That is a really long way to walk a gun, those things are SLOW. If you do want to stop at the edge of those fields, the only decent spot is OP Charmander because there are some trees in that hedgerow. That is primarily why I marked that spot. We have two guns and I dunno where Herp is moving his, but if you want to cover the north and the railyard, I'd put one at charmander and one at N-4 where the road goes over the rail line. There is a bit of woods there to offer a tiny bit of concealment, you control los all the way down the line, and it is easy/quick to drive to. I took pictures of both spots, and did so for that reason, take a look at them. The guns and HMGs are under your command so ultimately you should try and stay near them and your platoons as much as possible, since they benefit from your command chain. This is impossible I realize, but you should try and make the best compromise possible.
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# ? Jul 6, 2014 18:39 |
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We'll organise the rest next order phase. I have no clue as to where our units will be, where we can expect the krauts to be and where the flashpoints will be. I'm going to seize the objective, but I will do it cautiously. My company, my rules. Herp's Renegades do things their way, for them. Dtkozl, my guys WILL get there. Leave the micromanagement to the Company and Platoon level officers.
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# ? Jul 6, 2014 20:33 |
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I can't wait to be able to read the spectator thread.
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# ? Jul 6, 2014 22:11 |
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Lets just hope they're laughing with us and not at us.
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# ? Jul 6, 2014 22:37 |
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HerpicleOmnicron5 posted:We'll organise the rest next order phase. I have no clue as to where our units will be, where we can expect the krauts to be and where the flashpoints will be. I'm going to seize the objective, but I will do it cautiously. My company, my rules. I understand but with all due respect my job is the overall tactical situation and your plan was unacceptable from that standpoint. You are obviously ignorant of the other companies orders and I am just trying to address that, because I will not have people bunching up out in an exposed position. Furthermore I have the game and I can see when a proposed gun position is completely incapable of supporting the larger group due to line of sight issues. These are hard to suss out right now when all most people have is a top-down map with no indications of scale and few of elevation. Once grey starts the thing and makes videos and people can get a feel of their own for the map I will lay off the throttle but for now all I am trying to do is dispel any fuzziness people might have about our side's eventual deployment and the subtleties of the map. You will be allowed to die in a manner of your own choosing, but I will pick the ground.
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# ? Jul 7, 2014 00:37 |
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What's the plan if the Germans don't care about being gamey and they shell our fords? Or will we deal with that later?
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# ? Jul 7, 2014 00:39 |
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That is why I am trying to get you guys to make sure you don't bunch up and only one platoon crosses at a time, so if it does happen we only lose a little bit. Those tanks won't be bothered by a little shelling and will get over in a flash so it is only the infantry we need to worry about.
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# ? Jul 7, 2014 00:46 |
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dtkozl posted:That is why I am trying to get you guys to make sure you don't bunch up and only one platoon crosses at a time, so if it does happen we only lose a little bit. Those tanks won't be bothered by a little shelling and will get over in a flash so it is only the infantry we need to worry about. Gotcha. 1 Company will start moving at full speed through the ford once this first 5 minutes passes and 2 Co and the armor go through, then.
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# ? Jul 7, 2014 01:00 |
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tatankatonk posted:What's the plan if the Germans don't care about being gamey and they shell our fords? Or will we deal with that later? That wouldn't be gamey, that would be a good idea. They've got to be thinking about barraging the known fords on the map at least as hard as we are, maybe more since they really really don't want us reaching that rail station first and want to slow us down as much as possible.
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# ? Jul 7, 2014 01:32 |
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Willie Tomg posted:That wouldn't be gamey, that would be a good idea. They've got to be thinking about barraging the known fords on the map at least as hard as we are, maybe more since they really really don't want us reaching that rail station first and want to slow us down as much as possible. It's gamey because it's a meeting engagement, and having a preplanned bombardment on two random fords is pretty lucky! I agree it is a good tactical choice.
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# ? Jul 7, 2014 01:34 |
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If being the good guy were easy, everyone would do it. :/
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# ? Jul 7, 2014 01:38 |
But we are. We're the Russian side. :iamafag: Artillery will happen eventually. Maybe we'll get lucky and get past it. If we don't, we take some loses. Nothing we can do about it.
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# ? Jul 7, 2014 01:42 |
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HerpicleOmnicron5 posted:Just going to outline the greater strategy for seizing the rail station: Like you said you don't know where other units are. Within the first 5 minutes, even ignoring the T-34s, the two T-70s and an MG team will be looking down the tracks into the station. Support will be in position.
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# ? Jul 7, 2014 01:50 |
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The whole arty thing is always going to be a gamble. I am not not artying their one safe crossing because I am kind at heart, but because we are going to be using the mortars already for smoke and the other mission takes 16 minutes or so to call in and I want that one started as soon as I get to those woods. The thing is for us to effectively arty their ford I would have to use a relatively long mission, something over the course of 10 minutes or so of sporadic fire. So we are talking 26 minutes then to use it again. The cost of your average mission at this level is 100 to 250 points. To put that in perspective a platoon of soldiers is generally around 150 points; our rifle platoons with extras was 211, and the smgs were 159. A mortar call in was 143. So for those points to be "worth it," we would have to kill one platoon with one call in. Obviously there is all types of fuzzy math you can do, but generally I am of the opinion where I'd rather be shooting at something I can see rather than getting cute with something I suspect. Now this goes into the artillery system of the game a bit deeper, there are two types of missions, pre-planned and normal. Pre-planned mission are those set up during setup and can come in immediately, after 5 minutes, or after 10 minutes. They are 100% on target, however they cannot be adjusted. Our smoke will be pre-planned. The benefit I get with waiting on those 76mm gun call in is the ability to adjust the mission at any time to deal with the changing battle situation. That way at least I know I will be doing some damage. It also does one other thing; I prefer to keep the initiative in a battle and therefore want him to react to my actions rather than the other way around. That is why I hope to have that mission ready to disrupt any build up of forces against our forces assaulting the train yard. Since there is only a few good spots of cover he can use, the target should be relatively easy to guess. We will see how it all shakes out! Anyway, just wanted to give you guys an idea of my thought process on the matter, nothing more.
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# ? Jul 7, 2014 03:06 |
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dtkozl posted:The whole arty thing is always going to be a gamble. I am not not artying their one safe crossing because I am kind at heart, but because we are going to be using the mortars already for smoke and the other mission takes 16 minutes or so to call in and I want that one started as soon as I get to those woods. The thing is for us to effectively arty their ford I would have to use a relatively long mission, something over the course of 10 minutes or so of sporadic fire. So we are talking 26 minutes then to use it again. The cost of your average mission at this level is 100 to 250 points. To put that in perspective a platoon of soldiers is generally around 150 points; our rifle platoons with extras was 211, and the smgs were 159. A mortar call in was 143. So for those points to be "worth it," we would have to kill one platoon with one call in. Obviously there is all types of fuzzy math you can do, but generally I am of the opinion where I'd rather be shooting at something I can see rather than getting cute with something I suspect. That's fine, I'm just worried that they'll pre-plan artillery on our fords and 1 Company will be caught as we cross.
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# ? Jul 7, 2014 03:12 |
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tatankatonk posted:That's fine, I'm just worried that they'll pre-plan artillery on our fords and 1 Company will be caught as we cross. If they pre-plan, we should still have a fair amount of warning. I can't remember if pre-planned barrages have spotting rounds, which would be a dead giveaway, but if any shells start falling around the ford we should have ample opportunity to stop any movements into the targeted area. Unless we're really unlucky with the timing and the bombardment starts at the very beginning of a turn, or if Grey Hunter decides that a bombardment isn't cause enough to ask us to revise our orders... The biggest problem I can see with a bombardment is that it could delay our crossing significantly. Sending 4 tanks and a platoon of infantry over the other ford should allow us to keep them getting free reign over the north side of the map.
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# ? Jul 7, 2014 03:30 |
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dublish posted:If they pre-plan, we should still have a fair amount of warning. I can't remember if pre-planned barrages have spotting rounds, which would be a dead giveaway, but if any shells start falling around the ford we should have ample opportunity to stop any movements into the targeted area. Unless we're really unlucky with the timing and the bombardment starts at the very beginning of a turn, or if Grey Hunter decides that a bombardment isn't cause enough to ask us to revise our orders... If no rounds are falling by the time the five minutes are up, i'll have the company Quick across the ford with 30 second delays between the platoons.
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# ? Jul 7, 2014 04:17 |
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This means that Tetrakarn never issued orders to the 1st Co sniper team - I assume tatankatonk will now handle this, either himself or delegating.
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# ? Jul 7, 2014 04:29 |
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Just a reminder that there's space on my tank for riders if it fits anyone's orders.
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# ? Jul 7, 2014 04:31 |
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I don't think we want to break off an extra group from their commander, so another squad is right out, I gather.
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# ? Jul 7, 2014 04:32 |
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The Merry Marauder posted:This means that Tetrakarn never issued orders to the 1st Co sniper team - I assume tatankatonk will now handle this, either himself or delegating. I've already included in my orders that that team simply accompany my Company HQ until I give him something to do.
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# ? Jul 7, 2014 04:34 |
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Yeah, but now you have cause to bigfoot him and take the reins.
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# ? Jul 7, 2014 04:46 |
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simplefish posted:Just a reminder that there's space on my tank for riders if it fits anyone's orders. Since all of 1st Co. Is staying south of the river for a few minutes, I can't think of anything you could carry that doesn't already have a ride. E: Maybe Herp's HQ team? Pretty sure that could fit in the 2nd Co. Studebaker if he wanted though, since uPen is giving one of the HMGs a lift. dublish fucked around with this message at 06:57 on Jul 7, 2014 |
# ? Jul 7, 2014 06:54 |
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1st platoon, 2nd company is up for grabs. I'm going on a two week trip and what I thought would be a reliable internet connection has turned out to be an empty dream, so I'll have to bow out. Good luck you sons of bitches.
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# ? Jul 7, 2014 07:40 |
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Have a few more hours for orders. guess which moron confused the "save" button with the "next turn" button after loading all the soviet orders in, and now has to redo them all.
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# ? Jul 7, 2014 07:54 |
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...in that case: ORDERS ADJUSTMENT #2 simplefish posted:
ORDERS ADJUSTMENT 3rd Tank Company, 2nd Light Tank (T-70M (M1943)) (TANK COMMANDER--Simplefish) THE WRITTEN ORDERS TAKE PRIORITY - MAP ORDERS ARE AS AN AID ONLY POINT 1 UNBUTTON Allow anyone who wants to DEPLOY MOUNTED SET TARGET ARC from 180 degrees to 270 degrees DISTANCE as far as is possible FAST from start to first turn at POINT 2 POINT 2 TURN as on the map FAST to POINT 3, using cover as well as possible (I don't think this is too gamey since my tank commander will be able to see a lot that I can't) POINT 3 (PINK BOX) change from previous orders Continue through the PINK BOX at QUICK POINT 4 (BLUE LINE UP TO SOUTH BANK OF FORD) MOVE to the ford - IF artillery starts to fall, BUTTON UP but DO NOT TURN BACK 4b A few metres before the water, QUICK across the water POINT 5 (FROM THE FORD TO THE TRACKS) FAST from the opposite bank in ONE CONTINUOUS STRAIGHT LINE until JUST BEFORE (i.e. south of) the railway tracks POINT 6 (AT THE TRACKS) UNBUTTON if buttoned CANCEL the TARGET ARC MOVE into objective, as shown on the map, FACING mostly WEST and staying SOUTH OF (below) THE TRACKS STOP when covered by trees (shown on map) Allow anyone who wants to DISMOUNT END ORDERS -------------------------------------------- I've removed the "if artillery is falling" thing. I'm led to believe that I'll be tough enough to take it if it is, and since I won't have exposed troops on the hull I might as well go for it.
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# ? Jul 7, 2014 11:38 |
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quote:
Grey I would like to add if you see artillery shells landing at the fords when the infantry is approaching them please move them back to a safe distance until things are over. I dunno if this is kosher but I think it will help some people's fears. Also please make sure those is 2s are behind those last few trees, I know its hard to see and do with a 2d map but it was what we wanted. Finally throw my commander on the back of an is2, whichever gets there fastest, then use the Quick command, same destination.
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# ? Jul 7, 2014 16:15 |
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dtkozl posted:Grey I would like to add if you see artillery shells landing at the fords when the infantry is approaching them please move them back to a safe distance until things are over. I dunno if this is kosher but I think it will help some people's fears.
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# ? Jul 7, 2014 16:54 |
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All Orders are final
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# ? Jul 7, 2014 17:08 |
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Grey Hunter posted:All Orders are final But I haven't ordered my men to listen to my inspiring eve-of-battle speech yet!
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# ? Jul 7, 2014 17:11 |
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brakeless posted:1st platoon, 2nd company is up for grabs. That's a shame. Enjoy your trip! Do we have any substitutes available for platoon command, or should we promote somebody from support?
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# ? Jul 7, 2014 18:09 |
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Okay, I've set all orders, I cannot guarantee 100% accuracy, as some of the things people wanted go outside CM's scope (deployment of squads in set patterns in the no 1 culprit) - but this is the same for both sides, so you'll just have to lump it. From now on, please edit your original post of orders when you make a change, as that is the one I will be using. Thank you, tomorrow morning I shall begin to move you towards your deaths.
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# ? Jul 7, 2014 18:22 |
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WW2 Today has a coincidental story todayquote:T-34s attack Panzers cornered in the Russian forest
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# ? Jul 7, 2014 22:13 |
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# ? Apr 29, 2024 16:13 |
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There are the videos, Here is the turn map. This map is 100% accurate, but it doesn't help you tell who is who. This map is 100% inaccurate, but at least you know who is where! Orders resume. This will be a 1-2 minute turn.
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# ? Jul 8, 2014 17:39 |