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The question is, I suppose, whether the Faibleimpot attack should be a surgical strike from Haltebruit and La Oeuf, or part of a concentrated push involving a whole division, swiveling on St Croissant. The former could give away our objective and be vulnerable to being cut off, but the latter is a much more ambitious push and would leave us vulnerable to our entire flank collapsing, should it fail. Either way, I think we should put troops on La Cote, at least at first. As xthetenth points out, it's basically free since we can almost certainly get there firstest with the mostest, and once we have it we can either hold it and be a thorn in the enemy's side, or force them to expend men retaking a piece of terrain we don't need anyway, or rebuff a probe and then withdraw, leaving them thinking we've got forces there and either leaving forces of their own tied up with our ghost brigade or massing for an attack that will keep even more of their forces busy.
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# ? Feb 10, 2017 05:45 |
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# ? May 13, 2024 10:50 |
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xthetenth posted:I think establishing a presence in St. Croissant does more to weaken a position on Le Oeuf than vice versa, but I do like the focus of that plan and the heavy concentration of artillery towards an objective. I agree about Baguette. Much of the plane hinges around holding the Baguette area. However - I'm very confident we can get there first, thanks to the road network. thatbastardken posted:
Le Cote is hard for the Germans to get to quickly because it isn't connected to the German's road network, so I'm not extremely concerned. We can modify the plan, if you'd like. Send one reserve brigade, plus 2-3 75mm guns to take and hold Le Cote for the duration of the battle and lock down our flank. As for Faibleimpot, I figured we'd see what the situation was like towards the end of the battle before we plotted our attack. We're going to be pretty beat-up from the fighting and we'll need to stay flexible.
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# ? Feb 10, 2017 06:01 |
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I feel like La Cote is important to hold at least up until we see what they are doing. Whether we go for a 'surgical strike' on Faibleimpot should depend on whether they will be able to realistically stop us in time. We don't have to hold it for all time, just until reinforcements arrive (although this could take a very long time). Once there we need to make sure we are in a position which causes any fast response on Faibleimpot to be very costly. I'm not actually offering any solutions because that is above my pay grade.
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# ? Feb 10, 2017 06:03 |
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Bacarruda posted:Le Cote is hard for the Germans to get to quickly because it isn't connected to the German's road network, so I'm not extremely concerned. Basically my thought was the division that was holding Clemencau in your plan would work well for Le Cote, does that make sense to you?
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# ? Feb 10, 2017 06:04 |
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A new proposal, then: Plan Agressive. Each line of advance represents two brigades and a 'phase' of movement (Not fully measured to the speed of troops, this is purely a conceptual work at this time) As you can see this concentrates four brigades into an assault on St Croissants, while the other half of Red Division wheels around to prevent German flank attacks while threatening the Boche to distract them from our true objective. With St Croissant taken the forces there can advance to the indicated positions and pin the enemy in place while the other half of Blue (Hopefully still fresh, or at least intact) hits Faibleimpot The Corps Cavalry reserve, as in my esteemed comrade's plan, race to secure La Oeuf for elements of Blue division, then advance to Brioche village to secure the road there when relieved. Reserve Infantry Brigades should be moved up in the wake of the advance to secure Clemenceau and Baguende. I have marked the entire north as a potential German entry point, as our information does not extend to more than half the compass at this time. Disposition of Division artillery and cavalry to be determined by the brigade commanders in accordance with field conditions.
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# ? Feb 10, 2017 06:04 |
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Pretty much any plan of attack is going to have to deal with the Kraut artillery being set up along the Pasteur ridge. Assuming that one of their goals is to seize the vital boulangeries of St. Croissant, they will likely set up their fiendish Krupp steel guns along the ridge to support the attack. If our artillery can set up on La Cote before they can set up, it will allow us to have an advantage in the artillery duel, as well as supporting an attack up the hill to spike the guns. The downside, of course, is that it would limit our artillery to action on the eastern side of the map, since it takes forever for those lazy engineers to set up and take down their guns.
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# ? Feb 10, 2017 06:07 |
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Général de Division Bacarrette While we're debating Le Cote vs. Le Oeuf - let's look at which plan makes the best use of each one. Here's my original plan, Plan SUD We focus on taking the southern part of the map, then push north. Pro: slow-moving artillery gets into support positions faster, artillery able to support attack for more of the battle Con: more movement over open ground, effectively surrenders Le Oeuf, leaving Key terrain: Baguette village, Baguette forest, Le Oeuf hill Plan EST We focus on taking the eastern ridges then make a westward advance to take our objectives. Pro: early control of high ground, chance to cut off German forces on Le Oeuf by taking La Sanglant Femme late-game Con: northern advance slowed by rough terrain Key terrain: Le Cote ridge, Pasteur ridge, Clemenceau ridge. At the moment, I actually think Plan EST is the best one. If we commit the cavalry to taking Pasteur Ridge, we could have lots of excellent high ground with great artillery coverage of the approaches to Saint Croissant.
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# ? Feb 10, 2017 06:16 |
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sullat posted:Pretty much any plan of attack is going to have to deal with the Kraut artillery being set up along the Pasteur ridge. Assuming that one of their goals is to seize the vital boulangeries of St. Croissant, they will likely set up their fiendish Krupp steel guns along the ridge to support the attack. If our artillery can set up on La Cote before they can set up, it will allow us to have an advantage in the artillery duel, as well as supporting an attack up the hill to spike the guns. The downside, of course, is that it would limit our artillery to action on the eastern side of the map, since it takes forever for those lazy engineers to set up and take down their guns. Why are we assuming the Germans will have a bigger deployment area than us? Faiblempot is our objective -- it makes sense to me that the Germans will be coming at us from that direction. In which case, we'll be abel to get Pasteur first, if we chose to do so.
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# ? Feb 10, 2017 06:20 |
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I like the moxie of Plan Aggressive, but it does seem to doom the half of Red Division sent off to flank and harass. Of course, sacrifices must be made in war and should my own brigade be one of those chosen for the task I would be honoured to fulfill it, but I think the same forces placed on La Cote with a few guns would distract the enemy just as well with much less risk. Because of Bois de Gooneville blocking line of sight between most of La Saglant Femme and the southern approach to St Croissant, I feel it is all but inevitable that the Kraut guns will be positioned instead on Pasteur Ridge, so if we cross their T with guns of our own they would have no choice but to respond in force - pulling forces away from our objectives of St Croissant and Faibleimpot. E: Bacarruda posted:Why are we assuming the Germans will have a bigger deployment area than us? my dad posted:
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# ? Feb 10, 2017 06:20 |
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Général de Division Tebeka I concur with plan Est, as it stands. Général Mon Pere, your thoughts?
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# ? Feb 10, 2017 06:21 |
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Bacarruda posted:Why are we assuming the Germans will have a bigger deployment area than us? Yes, if the Germans deploy from the Faiblempot/Veine roads, then the easiest path of their advance would be down those roads towards Le Oeuf and St. Croissant via the Bois de Gooneville. However, they may also be advancing down from Bouelcort instead. Would it be possible to send one of these new-fangled aeroplanes out to see where the enemy is advancing from? I am not sure if the aeroplane has any significant role in the noble art of warfare, but I suppose if High command saw fit to attach one to our little army, we may as well humor them by attempting to use it.
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# ? Feb 10, 2017 06:46 |
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sullat posted:Yes, if the Germans deploy from the Faiblempot/Veine roads, then the easiest path of their advance would be down those roads towards Le Oeuf and St. Croissant via the Bois de Gooneville. However, they may also be advancing down from Bouelcort instead. Would it be possible to send one of these new-fangled aeroplanes out to see where the enemy is advancing from? I am not sure if the aeroplane has any significant role in the noble art of warfare, but I suppose if High command saw fit to attach one to our little army, we may as well humor them by attempting to use it. We do have a spotter plane. And if we're banking on the Germans coming in from the entire north, then Plan Est is way too risky. Plan Sud is a safer option,
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# ? Feb 10, 2017 10:41 |
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119th reserve brigade "Janterer's elévès" A startled subaltern pipes up around the planning table: Sirs! The cent Dix neuf brigade stands ready and willing to sweep the boche into Alsace! But.... the plan sirs. In leveé training we were told to concentrate our forces. Don't these plans commit us to fighting on the broadest possible front? If we are moving on the railway from the east, doesn't it make sense to present a front running north-south in great force rather than stringing us out east-west? After all sirs, the result of one brigade against one is linear, while two against one is quadratic! The subaltern stands rigid at attention and trembles nervously
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# ? Feb 10, 2017 11:37 |
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Général de Division Tebeka It takes grand courage to speak out at a staff meeting like this, son. I appreciate that. And to a large extent you are correct - March Divided, but Fight Concentrated is one of the oldest military maxims. But! Consider the terrain! A single front would be funneled by high ground, forests, and towns into areas that the Boches could hammer with artillery and rifle fire. Multiple forces, moving with elan, will be less constrained by the ground and still able to support each other.
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# ? Feb 10, 2017 11:50 |
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General Mon Pere, Corps Commander Holding La Cote is non-negotiable, gentlemen. It is too valuable of a position on our flank, and holding it is too small of a price to pay for not having to worry about Boche going through my liquor cabinet. If, and only if, our scouting from its peak shows no enemy forces in the surrounding area, can the brigade there move forward. The original plan includes 4 brigades attacking La Eouf and another 5 attacking Saint Croissants. How exactly does any of these other plans increase the force concentration there?
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# ? Feb 10, 2017 11:55 |
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Firing rules, or, PEW PEW BANG BANG rAttATaTTarAttATaTTa BOOOOOOOOOM Here are the rules on what happens when you shoot at things. Firing Range The base firing ranges are as follows. quote:Infantry/Cavalry: 8" When eligible to do so, any company may fire in any direction at any enemy company which it has Spotted on the current turn, subject to the order of priority (see below). Firing occurs after all movement by both sides has been resolved; there is a mechanic to govern what happens if company moves into and then out of an enemy's firing range. If a company is in Cover and firing at an enemy inside the same piece of Cover, firing range is limited to 4". Fire and Friendly Units There is no friendly fire. Infantry and Cavalry cannot fire through friendly units (although they may move through a friendly unit's space, so long as there's room for it to do so). Artillery may only fire through a friendly unit if it fulfils the requirements for Overhead Fire. Machine-Gun Fire Machine Guns may fire through friendly units. If they are in a Wood or Trench and in base-to-base contact with an Infantry or Cavalry company; or in a Town and in base-to-base contact with a company in the Outskirts, their firing range is calculated from the company they are in contact with. This has now become known as the Billy Bonus, and is further described here. Overhead Fire A unit's Firing range is not affected by being on a hill. Artillery may fire over the heads of friendly companies on the same elevation, provided that the company is at least 2" away from the guns and 2" away from the target. Any company which is is entirely on one level of a hill may fire over the head of friendly units who are entirely 1 or more levels below where this would otherwise not be possible. Companies with elevation cannot fire at targets that have a friendly company within 2". Other Restrictions on Artillery Artillery may only fire out of a wood if its edge is touching the edge of the wood; it may only fire out of a town if in the Outskirts; no artillery in a wood may fire into the wood; no artillery in the Outskirts may fire into a town; no artillery in a town may fire at all. The Order of Combat Combat proceeds in the following phases: quote:Indirect Fire Artillery Combat is not resolved like movement; in combat, Team A's artillery fires, then Team B's artillery fires; then Team A's MGs, then Team B's MGs, etc. The Order of Priority A company which fires always attacks the closest company it is allowed to fire at, subject to the Order of Priority, which is based on a "like to like" principle. Artillery must fire at artillery if available, then machine-guns, then any other target Machine Guns are the exception: they target Rifle Companies (infantry and cavalry) first, then any other target Rifle Companies must target other Rifle Companies, then Machine Guns, then Artillery. HQ Units and Runners are always last in the Order of Priority and may only be shot at when there is no other valid target. Close Combat Rifle Companies which, during their movement, move into base-to-base contact with an enemy company which it Spotted on a previous turn, initiate Close Combat. Infantry companies perform a Bayonet Charge; Cavalry performs a Cavalry Charge. Units who are being charged suspend the Order of Priority rules and instead fire on the charging company. A unit may be charged by multiple opponents at once. A unit in Close Combat may not be targeted by enemy artillery. Any other unit that would move into base-to-base contact with an enemy stops 1" short, as does any company which would move into base-to-base contact on the same turn that an enemy company is Spotted, and any company which is Suppressed (see below) while charging. A charge which scores a hit (which is more likely than a hit with rifle fire) either kills the charged company or forces it to retreat suppressed. A successful Bayonet Charge allows the company to attack one more enemy within range; a successful Cavalry Charge may attack up to three more enemies. FIBUA, FISH, and FIPAC (or, Special Rules for Towns) In a town, all firing ranges are restricted to 4", and a unit may enter Close Combat without first Spotting its enemy. (Fighting In Built Up Areas, Fighting In Someone's House, and Fighting In Pubs And Clubs. Guess which the British Army does the most?) Firing Mechanics I roll dice and determine who gets hit. There will be no discussion of the exact mechanics. Results of Fire, Suppression Firing results in one of three outcomes: Miss, Suppression, Kill. A company that is missed is unaffected; a company that is killed is removed; a company that is suppressed remains on the board and may not move or fire. If a company is hit while suppressed, it is killed. In the Rally phase, all surviving Suppressed companies attempt to remove their suppression; if successful they continue trying to carry out their orders. Morale There are two Morale phases, immediately before and immediately after close combat. On the turn that it occurs, if a Regular brigade is reduced to 1/2 or 1/3 of its original strength (not including attached units), it makes a Morale Check. Your two Reserve brigades must make an additional morale check at 2/3 strength. (They don't keep making checks on every turn; only on the turn on which they are reduced.) There are three possible results: Rout, Retreat Suppressed, and Unaffected. If the Brigade routs, all its Companies are removed, including attached units. If the Brigade Retreats Suppressed, on its next turn all its companies (including suppressed and attached companies) Break Off; when they finish breaking off, all units are suppressed. (Suppressed units who retreated due to a Morale Check are not Killed.) Any Orders the Brigade was trying to carry out are disregarded; any units that Rally go into Defend stance. Night Operations A few of the rules about firing and spotting change during the hours of darkness: see this post for details. Supplemental: The Engineer Not really part of firing rules, but I think I'm pretty much done with stuff to explain, and he's not worth his own post, although he is a lot of fun... An Engineer has many uses; in Grey's game they spent a shitload of time building bridges. It's a fighting stand, and when on the board, it moves/spots/defends itself as though it were Infantry. However, I keep Engineer chits off-board and operating in an abstract manner unless they're within 12" of an enemy company, or specifically ordered to come on-board (for instance, if they're needed to replace a killed infantry company). An Engineer can move around freely when it has a task to perform, regardless of the stance of its Brigade; takes 4 turns to entrench itself (a regular Company on Defend Orders takes 6); it produces 3" of trench on each side of itself (the regular company produces 1"); and it goes on working even if it Spots an enemy or is fired on, although it's not allowed to fire while working. It also carries onto the map 3" of barbed wire, which takes 4 turns to place, and it can also Slim Jim Pickens posted:Bonejorr monsewers, it's Staff Officer Slim Jim Pickens from the Corps de la Géographie. Woods block line of sight and provide spotting cover to units inside them. (Mistakes like this are why the normal rules say that spotting is something that's done to you, not something that you do - it's very easy to overlook the conditional that's in effect at t'other end; if you calculate from the unit being spotted, you just go "oh, he's in the wood" and remember he's hidden.) edit: FYI: I've been doing a few quick playtests of my various house rules, and I'm going to need to revamp the rules about when brigade commanders can give new orders because there's still too much scope for interrupting the flow of the game; file it under "things that work fine in person but not in an internet game". Fortunately, you guys aren't really thinking of brigade-level operations yet. I'll be quick. Sorry. Trin Tragula fucked around with this message at 22:35 on Mar 9, 2017 |
# ? Feb 10, 2017 12:03 |
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my dad posted:
Général de Division Bacarrette I understand about Le Cote, mon general. Shall we give the task to a reserve brigade and two 75mm guns? My hesitation is that we could have half our forces attacking two different areas at the same time - with no ability to support or communicate with each other. What if the La Eouf attack needs help? The Saint Croissant troops can do nothing to help them. I'm simply suggesting we alter the timetable of your plan. Focus on securing La Eouf, Clemenceau, Baguette and Le Cote first. Then, we make an attack with a 5-6 brigade front -- with an additional five brigades in reserve ready to move behind them in support. It doubles our overall attacking strength -- plus, it lets us give much more artillery fire in support of our attack. From what Trin's just told us - taking casualties (and any attack on Saint Croissant will take heavy losses) is going to cause brigades to dissolve. We need following brigades to fill in the gaps and keep the attack going. I am very concerned that a five brigade attack on Saint Croissant could get some bad rolls and lose 20-40% of its fighting strength, which would stall the attack and force us to retreat for no gain. We both want to take Saint Croissant -- let's do it with a plan that gives us the most reserves and lets each division fully support each other. Bacarruda fucked around with this message at 12:42 on Feb 10, 2017 |
# ? Feb 10, 2017 12:38 |
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Trin Tragula posted:
Thanks for clarifying. Does the rest of the map pass review? Another question, for a company inside woods on top of a hill, which set of rules applies their visibility and vision? For example, for a wood on top of a level 3 hill, does an immobile company still spot enemies in open terrain 48' away? And would a moving company on that wooded hill be spottable from 48' away, or only 4'?
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# ? Feb 10, 2017 21:15 |
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Revised brigade ordering rules are up; basically, they can only make a Change of Orders when a Runner from a higher HQ gets to them, and I'm asking for a list of Auto-Response settings in your brigade orders so I can answer questions like "do you want to break off yet?" (which will be occurring multiple times a turn every turn once battle is properly joined) without interrupting the game; if I'm going to interrupt the game, I want it to be because someone has to make a strategically important decision.Slim Jim Pickens posted:Thanks for clarifying. Does the rest of the map pass review? If something provides cover, it always provides cover. Once a company enters a wood it is in cover. If a company is in position to see out of an elevated wood, it gets the vision bonus for being on elevation. For everyone else's spotting purposes, the offending company is in a wood, not on a hill. The rest of the map looks good enough for LOS. Trin Tragula fucked around with this message at 13:11 on Feb 11, 2017 |
# ? Feb 10, 2017 23:46 |
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Trin Tragula posted:Revised brigade ordering rules are up; basically, they can only make a Change of Orders when a Runner from a higher HQ gets to them, and I'm asking for a list of Auto-Response settings in your brigade orders so I can answer questions like "do you want to break off yet?" (which will be occurring multiple times a turn every turn once battle is properly joined) without interrupting the game; if I'm going to interrupt the game, I want it to be because someone has to make a strategically important decision. Some questions. What if a unit gets cut off and can't receive runners? Can our spotter plane try to drop them a message? Can they attempt a breakout? Or are they just stuck? Trin Tragula posted:edit: here is a French default Battle Order, positioned on the map with my 4/8/12/16 range bullseye over the top Regular units can't fire over the heads of friendlies troops in base-to-base contact, right? Only MGs can do that, correct? Can they fire over the heads of friendlies if they're at a higher elevation In general, artillery (75mm field guns and the 155mm howitzers) fire of the heads of friendlies? What if the artillery is in base-to-base contact with friendlies? What if the guns are at a higher elevation? Bacarruda fucked around with this message at 05:46 on Feb 11, 2017 |
# ? Feb 11, 2017 05:29 |
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I am going to start trying to set up something on roll20. In the meantime... General Mon Pere, Corps Commander General Tebeka, your 6th division is to assume the role of force Red. General Bacarrette, your 22nd division is to assume the role of force Blue. You are to do the following:
REMEMBER, THIS IS NOT THE FINAL STAGE OF PLANNING. Brigade generals, you are to start considering how you want to deploy your brigade, and specifics of formations, routes taken, and positions held/attacked. Try to keep your planning specific to what your division general expects your brigade to do, but don't focus on the details too much - we're trying to get an idea which of the plans works best when set in motion, no need to spend too much effort yet. Once you have done this, you may consider helping out the staff officers. Staff officers, your tasks are threefold. In order of priority, they are:
Vive la France!
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# ? Feb 11, 2017 12:46 |
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Bacarruda posted:Some questions. What if a unit gets cut off and can't receive runners? Can our spotter plane try to drop them a message? Can they attempt a breakout? Or are they just stuck? They're hosed. The thing is, if cut-off units can try to break out, then people can use player knowledge to break out in an advantageous direction, and they'll also know when the tipping point is from "this is a calculated risk" to "oh gently caress oh gently caress oh gently caress". It's a recurring story again and again in WW1 that units got cut off and took hideous casualties because they advanced too far, or in an unwise direction, and nobody knew what they were getting themselves into until it was too late to do anything about it, to the point where I'd call it a defining feature of the war. That's another of the philosophies behind the orders rules that I've put in place; as far as possible, it nullifies the effect of player knowledge from all being in one thread reading everyone's updates. It now matters a lot less that individual brigadiers know more about what everyone else in the army is doing than they should, because your ability to act is limited to times when higher command would be able to communicate the knowledge to you. Bacarruda posted:Regular units can't fire over the heads of friendlies troops in base-to-base contact, right? Only MGs can do that, correct? Can they fire over the heads of friendlies if they're at a higher elevation Yes, so long as both units are entirely on different levels; but they have to obey the 2" rule for targeting. quote:In general, artillery (75mm field guns and the 155mm howitzers) fire of the heads of friendlies? What if the artillery is in base-to-base contact with friendlies? What if the guns are at a higher elevation? Artillery can fire over the heads of units on the same elevation if there is 2" of clearance at both ends. Artillery cannot fire through base-to-base contact. edit: since the order has been made to start considering them Notes on Brigade Formations For a formation in which all units are positioned within the inner (8") Command Radius of BHQ, it will take one turn to adopt the formation. For a formation in which any unit* is positioned within the outer (16") Command Radius of BHQ, it will take two turns to adopt the formation. The formation will not move until all units are in position. Cavalry attached to an infantry brigade may move 12" away from it in one turn. Road bonuses are not considered when moving into formation. The Cavalry Brigade's Command Radius is 12/24. Trin Tragula fucked around with this message at 15:38 on Feb 11, 2017 |
# ? Feb 11, 2017 13:04 |
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ROLL20 UP You can join if you follow this link. I'll GM y'all as soon as I read you post your roll20 name in the thread. Just follow the guidelines I'm setting here:
Do note that we're not supposed to be hiding there. Try to at least mention everything important that happens there in this thread, or provide a screenshot every once in a while. General Mon Pere, Corps Commander General Hunt11 was shot and wounded by the terrible German sniper, Friedrich Drumpf. One of the staff officers is required to volunteer to temporarily replace him in his duties. Officers are highly suggested to avoid personally visiting the frontlines in places such as l'Dand and Effyaders while their services are requires in this offensive. my dad fucked around with this message at 17:41 on Feb 11, 2017 |
# ? Feb 11, 2017 17:35 |
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Same name as in thread, 6ᵉ Cavalerie
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# ? Feb 11, 2017 18:13 |
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Confirmation post for the Roll20, mon général!
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# ? Feb 11, 2017 18:15 |
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The outskirts length given is 50mm, is that getting rounded to 2 inches? Also, what happens if a unit is partially in there? xthetenth fucked around with this message at 19:30 on Feb 11, 2017 |
# ? Feb 11, 2017 18:43 |
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Likewise same Roll20 name as on here.
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# ? Feb 11, 2017 19:34 |
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General Francois Sullat reporting for the planning conference.
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# ? Feb 11, 2017 19:36 |
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my dad posted:
Général de Division Bacarrette Plan Chardonnay 22nd Division Organization 96th Brigade: Tehan - Role: Assault; Attachments: Cavalry 97th Brigade: Hunt11 - Role: Maneuver, Overwatch; Attachments: 5x 75mm Artillery, Engineers 98th Brigade: AbortRetryFail - Role: Assault; Attachments: 99th Brigade: Loel - Role: Manuever, Flank Protection; Attachments: 4x 75mm Artillery 6th Cavalry Brigade(+): xthetenth - Role: Recon, Vanguard; Attachments: 1x Cavalry Company Plan Pinot Noir 22nd Division Organization 96th Brigade: Tehan - Role: Assault; Attachments: Cavalry 97th Brigade: Hunt11 - Role: Maneuver, Overwatch; Attachments: 6x 75mm Artillery, Engineers 98th Brigade: AbortRetryFail - Role: Assault; Attachments: 99th Brigade: Loel - Role: Manuever, Flank Protection; Attachments: 3x 75mm Artillery 6th Cavalry Brigade: xthetenth - Role: Recon, Vanguard; Attachments: N/A
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# ? Feb 11, 2017 19:41 |
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Roll20 name is Bacarruda.
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# ? Feb 11, 2017 19:42 |
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Roll20 name is Raj Gurung (or Sixkiller).
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# ? Feb 11, 2017 20:04 |
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On roll20 as Slim Jim.
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# ? Feb 11, 2017 20:06 |
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xthetenth posted:The outskirts length given is 50mm, is that getting rounded to 2 inches? The Outskirts are the precise width of a unit in base contact with the edge of a town and they only exist when a unit specifically declares it is inside them. Things that perhaps should have gone in the rules posts, vol. 211... edit: since someone else asked in the other thread, the railway has no in-game mechanical use. Trains would not have been run anywhere remotely close to where there might possibly perhaps maybe be fighting. Trin Tragula fucked around with this message at 01:40 on Feb 12, 2017 |
# ? Feb 11, 2017 21:28 |
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Trin Tragula posted:The Outskirts are the precise width of a unit in base contact with the edge of a town and they only exist when a unit specifically declares it is inside them. Things that perhaps should have gone in the rules posts, vol. 211... Okay, so a unit with a flat edge of its base in contact with the town that declare they're in them is in the outskirts? Gotcha. (Making note of this, this makes artillery exceedingly inconvenient to make work with outskirts). xthetenth fucked around with this message at 22:23 on Feb 11, 2017 |
# ? Feb 11, 2017 21:55 |
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confirming that i am in the roll20
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# ? Feb 12, 2017 02:05 |
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ARFLORD on Roll20 (98th Brigade)
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# ? Feb 12, 2017 02:36 |
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Staff Officers! 6th Division needs an official cartographer to assist with MS Paint related duties, as currently my maps are as ugly as the enemy!
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# ? Feb 12, 2017 03:04 |
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Hacker voice Im in
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# ? Feb 12, 2017 04:19 |
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thatbastardken posted:Staff Officers! Staff officer F. Movitz reporting for duty, how can I be of assistance?
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# ? Feb 12, 2017 04:24 |
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# ? May 13, 2024 10:50 |
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Rules Question Is vision shared between all companies in a brigade? E.g. On a completely empty map, If I have a field gun set up and have infantry in front of it that can spot a non-firing, stationary enemy, can the field gun fire on them if it is in firing range (even though it cannot see them itself)?
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# ? Feb 12, 2017 04:47 |