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Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


((OOC comms and Sign-Up thread is HERE: https://forums.somethingawful.com/showthread.php?threadid=3984429 - If you want to sign up, please do so there and you may even get in this game as reserves if our intrepid noblemen die too quickly! ))

Early 1915, Kielce, Russia (Formerly Austro-Hungarian Empire)

You study the line. The bitterly cold Polish winter is hardly a bother to you, a proud Russian man in an officerís dugout, but to yourself you can admit that itís nice that it has retreated, bringing proper thaws for fighting in. Digging is better, too, but so far youíve only had equipment for digging ditches, as well as some axes and adzes to reinforce the most obvious lines of attack with. An orderly brings you new orders, orders that are sure to bring conflict, as all of Europe is aflame now.

quote:

..A diversionary attack by the perfidious Austrians and Germans have begun, but no serious commitment is happening here, as they have no doubt reserved their main thrust for our southern front. Drill your men for defense, and beat off the barbarian foe. Accept no slip of discipline or morale, even though times are trying.

Lt. Colonel Radko Dimitriv, Com. Third Army.

Well, offensives take time, right? Surely you have time to prepare..

You donít think the thought to its end, before the boom of numerous heavy artillery strikes carry to you on the wind. The Germans have come.

You are to deploy 5-10 kilometers south-west of Kielce proper, as the many modern smelteries and factories are worth more than gold to the Empire, and no fighting can take place there. You havenít had time to set up defenses that can withstand artillery, though there are also villages here you can use for cover. Around you are the foothills of the Holy Cross mountains, and you can dig in on at least some high ground, if you so desire. The brittle silt in the earth that makes for horrible dust storms is still wet and settled, so you can rely on good visibility, unless thereís fog in the morning. Perhaps the HQ should be set high, because no army is safe from the effect of smoke.

You have no intel save that from a few stragglers of the 44th Infantry division who are badly mauled by shell shock and despair. They say the Germans move much quicker than anyone had anticipated, and have plenty of artillery. They are put in aid stations till they can be rounded up and forced back in their formations. Their blubberings donít provide much insight into the enemy force, except that they met the elite Austrian divisions down by Tarnůw. That said, one swears he saw advance horse parties flying Brandenburg and Prussian pennants scouting your way. Could be anything from Die Erste Garderkorps to a reserve brigade - however the truth, youíre in for a stiff attack.


Order of battle (subject to naming changes)

Here are your regiments and squadron, as they'll be in the game. I've provided name suggestions from regiments that were present at the offensive, but you can call them what you want, and make up whatever backstory and titles you want for yourself as well!

Regiment 1
129th Bessarabia Infantry Regiment
CO: HerpicleOmnicron5
Tactics 2, Morale 2
20 models representing 50 soldiers each
including
1 model representing an HMG Platoon with PM 1910 machine guns.

Regiment 2
130th Kherson Infantry Regiment
CO: Jack B Nimble
Tactics 2, Morale 2
20 models representing 50 soldiers each
including
1 model representing an HMG Platoon with PM 1910 machine guns.

Regiment 3
131th Tiraspol Assault Infantry Regiment
CO: golden bubble
Tactics 2, Morale 2
20 models representing 50 soldiers each
including
Bombs (can damage armoured cars and ignore building/fortification defense bonuses)

Cavalry Squadron
3th Squadron, 9th Reserve Regiment of Dragoons
CO: Hypnobeard
Tactics 2, Morale 3
4 models representing 40 dragoons each

Artillery Section
Horse Artillery, 33rd Corps.
CO: ilmucche
Tactics 3, Morale 4
Equipment:
4 pieces of "трёхдюймовка", 3-inch M1902 light artillery cannon, with horses and pole limber. Full complement of ammo, 28 shells (8 canister, 4 smoke, 16 HE-Frag) each.

Austro-German Forces:

???

Tias fucked around with this message at 17:36 on Dec 7, 2021

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Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


Rules

I'm testing a modified version of the Contemptible Little Armies system, 3rd edition. The rules as written seem to hold too little place for artillery and gas, as well as a very shaky morale system, particularly with the army lists they've given. So I'll pick and choose a little, but let you play against the house, meaning I can fudge things that don't work if/when they pop up - I might also add or remove rules depending on what makes for a fun experience, and roleplaying is definitely rewarded.

Troops are graded by few simple attributes, and then you can add equipment and traits to give them extra capacities, like shotguns or smgs to aid close combat, or 'ferocious' to break less easily.

Here's a sample:

quote:

18th His Majesty the King of Romania's Vologda Infantry Regiment:
20 models representing 50 men each - Tactical 2, Morale 4.
Bombs.

Tactical represents a number of mechanical acumens, most importantly how well you hit somebody, and how hard you yourself is to hit. Morale is the number you roll against not to be shaken or break when you take casualties. It's D6 plus or minus relevant modifiers.

Bombs are an example of an equipment modifier. This gives an extra attack when within two inches of the opposition, with fewer cover modifiers as they go 'into' a trench or cover.

The game uses written a sequence of written orders, that are then carried out simultaneously. It is quite permitted to try to guess what visible enemy units will do, though if the figures on the board aren't appraised of or able to see their victim, a tactical check must be passed.

Briefing and force selection

You will be playing a corps-level engagement at the lovely conditions of the 1915 Russian front. You represent inbred idiots normally beefing over turf who know take orders from inbred idiots beefing over turf, and be that as it may, you might be good at your job, as might your lion-hearted soldiers. The exact same is the case for the German contingent pressing down through Galicia.

You'll be given a points pool to divide among your units, among the traits Troop Quality and Equipment, and each unit (save the guns) has to receieve one of each, and you get 12 points in this battle.

You're going to have three Infantry regiments, 1 Cavalry Squadron and 1 Support Battery. This means I'll need 5 players who can post on at least a weekly basis. If there's more interest, we might beef up the formation or include some additional 'hero' units like staff officers. We'll be playing strictly by thread, so please try to make the commitment.

What you need to know: Movement

Movement is IGOUGO - that is, you move one of your units, the Germans move one of theirs. If one faction has moved all their units that can do so, the other player now moves all of his remaining units in any order he wishes. A declaration that a specific unit is not going to move counts as a move for this purpose. If a unit does move, not all its figures need to move the full permitted distance, and some may remain stationary while others move.

The maximum distance which any of a unitís figures may move is decided for each turn separately, by selecting the units type, and the terrain they are currently moving to. For instance, ALL infantry, including light mortars and LMGs, move 2D6 cm in the clear, and 1D6 cm in difficult ground. Thereís a lot of this in Poland, and Iíll make sure itís easily seen on the map so you can use it to your benefit (or added glory - bayonet charges through mud might gain you an order of St. George!). Cavalry go 4D6 / 1d6, and HMGs and medium field guns around 1D6 / 1D6-2.

Note that while Cavalry can get light mortars, LMGs etc, they can use them only while dismounted - you are definitely encouraged to ďdragoonĒ, by moving the agile cavalry around the board, and then dismount them into a fixed position if you want to.

What you need to know: Visibility

All figures are assumed to be aware of the general location of all the enemy troops on the table - Lines of sight may be blocked by terrain or by intervening troop bases (with some exceptions).
Observers on higher elevations can see over units on lower ground, but not over terrain features such as woods or buildings.

Regardless of established LoS, shooting over a unit, yours or the enemys, is only allowed if:
ē Intervening figures are in trenches and the shooters are not.
ē By ground troops against aircraft (but not vice versa).
ē If the shooter is in a purpose-built firing tower or blockhouse, or is artillery firing to and/or from a hill or escarpment, and
any intervening troops are on level ground and at least 12 cm away from both firer and target.
ē Targets other than snipers and stationary infantry may be shot at over intervening snipers, or infantry who have been halted
throughout the turn, if target priorities permit.

Note that in all other cases shooting over other troops is not permitted, even if they are on lower ground than both shooter and
target. An artillery op or C-in-C controlling off-table barrages can see over troops in the same circumstances as they can be shot over.

What you need to know: Direct Fire

Direct Fire is resolved in the following order.
1. Anti-aircraft ire
2. Attacks by aircraft
3. HMGs, including those mounted on vehicles
4. Field artillery
5. Tanks firing field guns
6. Infantry weapons
7. Flamethrowers

Within these shooting categories fire is regarded as taking place simultaneously, so that a model already removed in this shooting phase may still shoot back. However, a soldier killed by a weapon which ires before he does in the sequence may not shoot this turn. So, for example, an infantry model killed by an HMG during the turn, would not be able to shoot before being removed. If, however, that same model was shot by another Infantry model, it would get its chance to shoot
before being removed. Direct fire, by and to on-table model, is normally resolved from each individual model to a nominated target model. In practice it may sometimes be more convenient to dice for several shooters together, throwing one D6 for each, and then use common sense to allocate the casualties among the target unit. However this should not be done in cases where it is important to decide exactly who is hit - for example if the target troops are of different types, or if some are advancing into close combat with the shooters. The number of dice which a weapon may throw each turn, and its maximum range, are given in the Characteristics table - A unit may shoot anywhere within 90 degrees of straight ahead, and so determining facing should be part of movement orders.

Characteristics for troop types encountered so far:

Infantry, Rifle (These are your rifle regiments) - Max Firing Range: 30,5 cm - No. of to hit dice pr. model: 1d6 - Movement: Good Going 2d6 cm, Difficult Ground 1d6 cm.
Infantry, Carbine (These are your cavalry squadron on dismount) - Max Firing Range: 20,5 cm - No. of to hit dice pr. model: 1d6 - Movement: Good going 2d6 cm, difficult Ground 1d6 cm.
Cavalry - Max firing range: Max Firing Range: 20,5 cm - No. of to hit dice pr. model: 1d6 - Movement: Good going 4d6 cm, difficult Ground 1d6 cm.
HMG platoon - Max Firing Range: 60,5 cm - No. of to hit dice pr. model: 6d6 - Movement: Good going 1d6 cm, difficult Ground 1d6-2 cm.
Light Artillery - Max Firing Range: 40cm - No. of to hit dice pr. model: 1d6* - Movement: Good going 1d6 cm, difficult Ground 1d6-3 cm.

*but will also hit every model in the same building as target, or within 5cm of target, on a 6 result on 1D6.

[Placeholder for remaining Rules]

Tias fucked around with this message at 15:50 on Dec 2, 2021

Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


DEPLOYMENT

Here we see the entire battlefield:



It's an area some 27 by 33 kilometers in the real world, dotted with hills, lakes, forests and even some of the impenetrable Holy Cross mountains. The map itself is 80 x 96 centimetres, and your gun ranges and movement lengths have been converted to centimetres, to give you an idea of strategic ranges. You can grog it by measuring exactly when you can fire, though I'd appreciate it if you tried to wing it, because I will be - also keep in mind the LoS rules, given above.

Here's the MAP KEY

quote:

Black line = large road, able to give close order infantry additional movement
Dotted line = smaller path, able to boost bicycle and horses additional movement
Black box with name = Village. Counts as housing for rules purposes, as they can provide cover enough for an entire regiment.
Light blue = lakes or rivers
gray scratches = impenetrable and LoS-blocking mountain
green scratches = large forest, can hide or cover one or more regiments within.
light orange polygon = heights up to 500 metres, enables units to target or fire above others.
brown scratches = difficult ground, in this case broken fields or overgrown badland.

Here's your deployment zone:



The Tzarist blue area is where you can deploy. The black squares are the industrial suburbs of Kielce itself, where you not only may not deploy, but under no circumstances may allow the hunnish German to breach!

Work out your deployment between yourselves. As the unfortunate to be the highest ranking dude within earshot, Hypnobeard breaks any ties or disagreements. If you can get them in soon we can get in move orders this week as well and get things moving!

Tias fucked around with this message at 10:32 on Nov 25, 2021

wedgekree
Feb 20, 2013


Looking forwards to watching this!

Brave Serfs that serve for the greater glory of the Tsar against the vile Hun, take comfort in the fact that for those whom survive will get those who dies share of the vodka rations!

Fixed rations per soldier per day are 800 mls..

So fight on brave serfs wtih bayonets attached and.. Wait, a third of you don't have rifles, a third don't have ammunition, and a third of you have used the bayonets to try and pick your nose?

wedgekree fucked around with this message at 06:01 on Nov 26, 2021

Ablative
Nov 9, 2012

Someone is getting this as an avatar. I don't know who, but it's gonna happen.

пизде́ц indeed.

golden bubble
Jun 3, 2011

yospos



I'm thinking the 131th Tiraspol Cannon Fodder Assault Infantry Regiment can deploy on the intersection at Pierosrov, if no one objects.

Hypnobeard
Sep 15, 2004

Obey the Beard





The glorious dragoons of the 3/9th Reserve will deploy to the south, at the crossroads of the trail leading to Bocheniec.

I've taken the liberty of starting a map so we can track our proposed deployments.

I suggest the artillery be placed on the raised ground to the north so it can overlook the central part of the map.

Hypnobeard fucked around with this message at 04:56 on Nov 27, 2021

Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


On the subject of defense: you don't need to give written orders, as long as you don't cross the middle of the map. It's a bit wonky, but the idea is that your prior prepared position is assumed to have enough telephone lines, couriers and orderlies to stay abreast of leadership's desires.

Your player characters are aware that the Germans already have developed effective artillery spotting, so staying put for too long may well invite the heavy gun spam - same goes for moving for too long in close order.

Both orders, arty and close orders will be explained in more detail by turn one, so don't worry. Defaitists will be removed, the cheka will identify enemies of the country. We got this. :unsmith:

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?






The 129th will split into two battalions, ten models/500 men each. We'll cover the main road and the southern suburbs of Kielce, and maintain the MG unit on the road between the battalions for rapid redeployment. I'd also propose to leave Bacheniac unguarded - the advance through there is too exposed and leads to terrain that is far too rough and bottlenecked for the enemy to seriously consider an assault there, though that does also make it a good staging point for our cavalry.

If we're under threat of artillery fire, should we plan an advance so that we can buy more ground for a defence in depth?

Jack B Nimble
Dec 25, 2007




Soiled Meat

I think we should try to control the center of the map first if possible, and then fight a defense in depth as was suggested earlier. In particular, I'd like to commit The 130th Kherson Infantry Regiment to controlling this height in the upper middle of the map, as well as the surrounding forests, roads, and towns:



To that end, I'd like to deploy here, with a vanguard of 200 men (in red) moving ahead for the remainder of the troops (in blue):



I'd generally plan to move the vanguard ahead to these points, while the main body moves here, and once my troops have completed the move (which I know will take several turns), then I'll deploy the bulk of my troops onto the heights, or into the forests, or into the towns, or into positions that dominate the roads, etc. If the vanguard encounters heavy resistance the main body can then we'll just maneuver from there based on what we see.



How's that sound?

golden bubble
Jun 3, 2011

yospos



How much can a light road handle? I'm worried about a traffic jam around Pierosrov if we all deploy up north.

Jack B Nimble
Dec 25, 2007




Soiled Meat

golden bubble posted:

How much can a light road handle? I'm worried about a traffic jam around Pierosrov if we all deploy up north.

That's a good point; really if someone who is deploying on the north wants to handle the area I outlined, I'm with with moving more directly west and handling the area around...Bacheniec? Something like this:




The same basic idea of deploying a vanguard that feels out the edges of the area, following with a larger body to deploy itself once some contact is made?

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?




This seems wise. I feel like the northern sector is going to be easiest to hold with the smallest frontage with a vanguard, whereas the southern one is very open. I think I'll move a battalion of the 129th up after we hold Bacheniac. There may be an issue with the roads, but we just need an appropriately large rearguard.

Hypnobeard
Sep 15, 2004

Obey the Beard





I was planning to do some scouting; probably advance to Bocheniec and then split into squadrons to try and locate the Hun.

Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


light roads and blank space offer exactly the same movement space, it just gives cavalry and motor vehicles extra movement, though a squadron will block it for other squadrons.

E: Village names are, for clarity:

Sīvidnů
Ogarka
Ludynia
Bukowa
Eustachow
Zocrukce
Bochieniec
Piekoszov

Tias fucked around with this message at 12:31 on Nov 28, 2021

Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


Can I get a clear view of your deployments?

I gather that:

Jack B Nimble (Henceforth, 130th Kherson Infantry) deploys at the light road intersection by the mountains, southwest of Piekoszov?

HerpicleOmicron5 (Henceforth, 129th Bessarabian Infantry) deploys in two battalions and a platoon due east of the lowest hill?

golden bubble (Henceforth, 131 Tiraspol Assault) deploys at the intersection right by Piekoszov itself?

Please confirm. As per request, the horse artillery is now deployed on the hill right by PIekoszov.

ilmucche
Mar 16, 2016




Can artillery move and shoot in the same turn/round?

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?




I would like to specifically confirm itís the MG platoon in reserve, but otherwise thatís spot on.

Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


ilmucche posted:

Can artillery move and shoot in the same turn/round?

Not even close. Regular Artillery must move, then spend a turn deploying, and then fire. Our intrepid Russians are using Light Artillery, with the special rule that allows them to move, then fire in the next turn.


HerpicleOmnicron5 posted:

I would like to specifically confirm itís the MG platoon in reserve, but otherwise thatís spot on.

This was understood, but thanks for making sure!

Hypnobeard
Sep 15, 2004

Obey the Beard





3/9 Dragoons are deploying at the track intersection east of Bochieniec.

Jack B Nimble
Dec 25, 2007




Soiled Meat

Tias posted:

Can I get a clear view of your deployments?

I gather that:

Jack B Nimble (Henceforth, 130th Kherson Infantry) deploys at the light road intersection by the mountains, southwest of Piekoszov?


Unless one of my comrades fellow nobles comes screaming into the thread with an objection; yes, that is correct.

golden bubble
Jun 3, 2011

yospos



Tias posted:

Can I get a clear view of your deployments?

I gather that:


golden bubble (Henceforth, 131 Tiraspol Assault) deploys at the intersection right by Piekoszov itself?


That should be right, and I plan to make a hasty march east until I hit a real (read: solid line) road or make contact with the enemy.

Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


((We on! I carried the loving porous laminate plate home in a Danish snowstorm, and got counters cut for all units and fixed them with classic push pins <3 ))



Turn One - Planning

The terrible conflict is about to start. The overall mood of your men is resolved, but training and morale issues will probably start to manifest themselves soon, so letís look at the various cohesion mechanisms. Iíll place all of this in post 2 when Iím done, so you can always look up rules there.

What you need to know: Command and Control

I seem to have foreshadowed a couple of rules that you cannot use yet. On the total defense, staying east of the middle of the map, your units never need orders. Seeing as this is a Meeting Engagement, orders are not needed on the other side of the map either! However, this part of the game becomes important once you take part in a planned attack.

As previously stated, turn system is IGOUGO, and for the matter of the first turn or three, you can safely write out your moves in your desired orders, as I suspect (without being sure) that there will go some time before LoS triggers. If you disagree on how to proceed, your glorious cavalry boss Hypnobeard breaks ties!

On the subject, I can see now that you need to have an HQ unit as well, but as this is a casual game of learning rules (for you and me both), I am conferring HQ status on the 3/9 Cavalry Squadron instead. In practice, this means that the Cavalry Squadron gains the following extra powers:
- Can call for defensive artillery and activate Reserve and Second Wave units (not relevant in this game)
- Can rally a breaking unit within his tactical rating in inches.

What you need to know: Close Order

The roads allow Close Order infantry to move a bit quicker, but this only applies to units trained well enough to have the Close Order attribute, which is.. none of yours. That said, good roads provide 1 extra cm of movement to fancy lads that have this trait, and furthermore count as good going for Cavalry squadrons!

tl;dr
Infantry goes stomp stomp stomp - find out which order you you'd like to move in, because it's going to be a habit once you make contact. Here are your movement rates, along with other modifiers:

quote:

Infantry, Rifle (These are your rifle regiments) - Max Firing Range: 30,5 cm - No. of to hit dice pr. model: 1d6 - Movement: Good Going 2d6 cm, Difficult Ground 1d6 cm.
Infantry, Carbine (These are your cavalry squadron on dismount) - Max Firing Range: 20,5 cm - No. of to hit dice pr. model: 1d6 - Movement: Good going 2d6 cm, difficult Ground 1d6 cm.
Cavalry - Max firing range: Max Firing Range: 20,5 cm - No. of to hit dice pr. model: 1d6 - Movement: Good going 4d6 cm, difficult Ground 1d6 cm.
HMG platoon - Max Firing Range: 60,5 cm - No. of to hit dice pr. model: 6d6 - Movement: Good going 1d6 cm, difficult Ground 1d6-2 cm.
Light Artillery - Max Firing Range: 40 cm - No. of to hit dice pr. model: 1d6* - Movement: Good going 1d6 cm, difficult Ground 1d6-3 cm.

ilmucche
Mar 16, 2016




Assuming the artillery has infinite ammo they should start lobbing random fire onto the other side of the map.

Also assuming the Germans won't do the same and start lobbing artillery at the obvious artillery deployment spots.

golden bubble
Jun 3, 2011

yospos



Well normally, the cavalry do the scouting. So since we are aristocrats, clearly we need to surprise the enemy by having our infantry move first each turn and have the cavalry move later.

Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


ilmucche posted:

Assuming the artillery has infinite ammo they should start lobbing random fire onto the other side of the map.

Also assuming the Germans won't do the same and start lobbing artillery at the obvious artillery deployment spots.

That's quite the investment for someone who hasn't signed up to command the artillery yet :commissar:

Also, each gun has an unusually bountiful provision of equipment standard, carrying 28 shells: 8 canister, 4 smoke, 16 HE-Frag.

wedgekree
Feb 20, 2013


Next question - how many of our soldiers have guns? I take it separate soldiers are carrying ammunition? Have our soldiers tried to poke a bayonet in tehir faces to see if it works? Have our peasants been given an 80 ml vodka ration to help steel thier nerves/make sure they're getting their RDA? Have we told them that the German troops are carrying vodka?

ilmucche
Mar 16, 2016




Tias posted:

That's quite the investment for someone who hasn't signed up to command the artillery yet :commissar:

Also, each gun has an unusually bountiful provision of equipment standard, carrying 28 shells: 8 canister, 4 smoke, 16 HE-Frag.

how many turns does a game usually last? it looks like the arty can hit most of the map from here and only needs to move if fired upon, even then by hanging at the back it's probable that the germans won't be able to establish line of sight

Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


ilmucche posted:

how many turns does a game usually last? it looks like the arty can hit most of the map from here and only needs to move if fired upon, even then by hanging at the back it's probable that the germans won't be able to establish line of sight

I don't know! It's my first game.


In rules as written you cannot target anything beyond line of sight (and so the grey peaks left of Bukowa close off the bottom left sector), though I'll look into it.


wedgekree posted:

Next question - how many of our soldiers have guns? I take it separate soldiers are carrying ammunition? Have our soldiers tried to poke a bayonet in tehir faces to see if it works? Have our peasants been given an 80 ml vodka ration to help steel thier nerves/make sure they're getting their RDA? Have we told them that the German troops are carrying vodka?

For game purposes, enough have guns, and have access to their ammunition :) As of this week, there are 3 casualties related directly to not understanding sharp, exploding or edible things, and surly lifer* NCOs unearth spirit and makhorka caches in recognition of this being a 'real to do'.

*no really, they were raised in a military orphanage.

Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


TURN 1 ADDENDUM

It seems I have made an error, and also forgot to inform you of artillery set-up, which I should at this point. All enemy units are visible from the start, on the assumption that WW1 armies usually knew where there enemies generally were. You just need LoS to actually call indirect or shoot direct fire at them. So, without further ado, here are your enemies, the Imperial XXXXI Reserve Corps:



As you can see (though, in-game, you probably won't be able to determine their affiliation as much as their general size and type (squadron/batallion vs. regiment, mounted or not, crew-served weapon, that type of thing), you're dealing with two engineer batallions (company-size), one cavalry squadron, and three infantry regiments.

This set-up also means that their preparatory fires arrives before your first turn movements, at pre-plotted places I selected when I drew the map. This can be very bad or very good, depending on how well I guessed your disposition :)

Hypnobeard
Sep 15, 2004

Obey the Beard





So do we not get a chance to lay in prep fires as well? Or are we assumed to be moving in from off-board on the first turn?

Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


You don't have any prep fires, you're Russia :)

E: Now I understand the question. You can only prep fire with off-board artillery, of which your side doesn't have in this scenario. However, you can shell the opposition as soon as you establish LoS.

Tias fucked around with this message at 20:34 on Dec 4, 2021

wedgekree
Feb 20, 2013


Tias posted:

You don't have any prep fires, you're Russia :)

You can presume that the artillery officers have pointed their guns backwards due to not knowing math (which is admittedly better than them trying to bomb your own troops)

Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


Hardly, the artillerists you have are good, they just have been carted way up behind Ivangorod, Lublin and Warszawa on the assumption the line is going to move, uh, faster that you'd like!

Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


In case not everyone has the OOC thread bookmarked: Does all players understand what they have to do now? It's just turn order (which is really optional at this point) and where you want your troops to move.

Jack B Nimble
Dec 25, 2007




Soiled Meat

I'd like to move all of my units towards this main road. If I understand the map correctly, it's going to take multiple turns to get there even with good rolls:



I don't currently have any opinion on turn order.

golden bubble
Jun 3, 2011

yospos



I'm more than willing to volunteer the brave men of the 131th Tiraspol Assault Infantry Regiment to go first to walk into an ambush conduct recon by fire by moving due west as fast as possible until we hit a major road (solid line) or make contact with the enemy.

golden bubble fucked around with this message at 02:50 on Dec 7, 2021

Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


Jack B Nimble posted:

I'd like to move all of my units towards this main road. If I understand the map correctly, it's going to take multiple turns to get there even with good rolls:



I don't currently have any opinion on turn order.

approx. 20 cm, so you could conceivably do it with two good rolls.

ilmucche
Mar 16, 2016




How far is it from the hill where the artillery is deployed to the next hill on the left? And from that hill to the corner of what I'm assuming is the string of impassable mountains?

I guess no one has claimed these artillery idiots? Suppose I can run them into their own deaths.

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Tias
May 25, 2008

Deyr fe,
deyja fraendr,
deyr sjalfr it sama,
ek veit einn,
at aldrei deyr:
domr um daudan hvern.


ilmucche posted:

How far is it from the hill where the artillery is deployed to the next hill on the left? And from that hill to the corner of what I'm assuming is the string of impassable mountains?

I guess no one has claimed these artillery idiots? Suppose I can run them into their own deaths.

14-15 cm (though note that it is outside of the initial deployment zone).

Good luck on your promotion!

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