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ViggyNash
Oct 9, 2012

Comrade Koba posted:

Ready to lead yet another brigade of French pixelmans to death or glory. :france:

Edit: another vote for my dad

I'm sure you'll succeed this time Koba!

famous last words

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sullat
Jan 9, 2012
With the artillery brigade, are the artillery going to be seperate commands? One thing that limited us (and ended up screwing over zee germans) was the fear that the artillery would run away with the attached infantry.

Trin Tragula
Apr 22, 2005

:siren: ALL THE CRUNCH

Right then. Last post was the fluff. Here's some crunchy rules to get your teeth into.

TIME OF DAY

Daytime updates will be 8 turns in duration. Nighttime updates will be 16 turns. Each turn represents, as before, half an hour of real time.

The battle begins with Turn 1 at 8am, full daylight. Twilight is at 7pm, nightfall at 8pm, pre-dawn at 7am.

Where possible, please refer to turn numbers, not time of day.

ARRIVAL OF YOUR FORCES

The Armoured Car Brigade (more on that in a moment) enters the field on Turn 1. One cavalry brigade arrives on Turn 4, and a second on Turn 10. They may enter at any point on the relevant map edge.

NEW RULES: Brigades

A Fully-Autonomous Brigade has no brigade command chit, and is not subject to the restrictions on Battle Order/Marching Order or Attack/Defend stance. They may attempt to change orders at any time, but must make a roll.

A Semi-Autonomous Brigade has no brigade command chit, and is not subject to the restrictions on Battle Order/Marching Order or Attack/Defend stance. However, to change orders, they must be near an existing HQ chit. A brigade with a company within 8" of a HQ changes orders on the turn the order change succeeds; within 16", after a one-turn delay; within 24", a two-turn delay, and so on.

Autonomous Brigades have their own individual sets of Standing Orders - look out for those in a few days, once you get to the point of giving brigade orders.

Armoured Cars



This is an armoured car. Mechanically, it's a turbocharged MG chit. The Armoured Car Brigade is an elite Fully-Autonomous Brigade with ten armoured car chits. An armoured car moves at 24" while on a road, 4" while off-road, and may not self-entrench. In all other regards, it functions like a cavalry MG chit; it has 16" of vision, firing range of 12", it can fire through friendly units, and it can only open fire if it does not move at all during a turn. There are ten companies in the Armoured Car Brigade; here they are, in their "Rugger Ball" formation.



Artillery and Engineering Brigades

Artillery and Engineers will, when they arrive, be organised into their own Semi-Autonomous Brigades, not attached to existing infantry brigades as in the previous round. (See below for details on what they can do.) They cannot rout after failing a morale check, but they can be forced to retreat suppressed.

Cavalry Brigades

Here is a British cavalry brigade, in its somewhat off-colour formation. A message to the Germans, I suppose. It has a brigade commander and functions as a normal brigade.



Infantry Brigades

Here is a British infantry brigade, in the British standard "Teacup" marching formation.



Unless otherwise mentioned, British infantry brigades are all Veteran units. You will also notice that they have five additional infantry companies compared to a French brigade.

NEW RULES: Fatigue

The fatigue day begins and ends at 0800. Any brigade which has one of its companies either open fire or is fired on gains a point of fatigue the next time 0800 rolls around; a brigade can only gain or lose one point of fatigue per day. A brigade loses a point of fatigue if it neither opens fire nor is fired on during a fatigue day. A brigade with 2 or more points of fatigue is easier to hit, and is less likely to hit the enemy. Fatigue rules do not apply to Autonomous Brigades.

NEW RULES: Terrain

There are five new types of terrain introduced in this round; water, bridges, fords, the depression, and the sunken road.

Water

Water is impassable at all times to all units. A chit may only cross water at a designated crossing point.

Bridges

Companies may cross a bridge without a movement penalty, but must do so in single file. Bridges may be built or demolished by Engineers (see below), and may not be damaged in any other way. If a bridge is demolished while a company is on the bridge, that company is killed.

Fords

Companies may cross a ford which is also part of a road without penalty, but must do so in single file. If the ford is not part of a road, the company stops immediately on reaching the edge of the ford and loses the rest of its movement for that turn; it may proceed across the ford on the following turn. Fords may not be demolished.

The depression

On the left of the map is a large depression, the Saucisson Vallee. The depression has a 4" zone around it. All companies inside the depression are invisible to companies outside the depression. All companies outside the depression are invisible to companies inside the depression. A company inside the 4" zone spots into the depression, and be spotted by companies inside the depression, at normal unmodified range.

The sunken road

On the right of the map is the Chemin Creux, a sunken road. A company located on the Chemin Creux has spotting and protective cover. If an Entrenchment is dug inside the Chemin Creux, it gives additional protection, and blocks other units from moving along the road at their usual movement rate.

NEW RULES: Indirect Fire

Right, here's a big one. Let's do the exception first: arse hortillery may not use indirect fire under any circumstances.

For everyone else. All artillery pieces are organised into Semi-Autonomous Brigades. Your artillery may still use direct fire according to the rules, and is still subject to the rules about limbering and unlimbering. However, it may also use indirect fire when directed to do so. Indirect fire range is currently 40". All guns in a brigade must fire at once, and target an area equivalent to the number of chits in the brigade. (So, a brigade with one gun targets a 50px single-chit sized square; a brigade with four guns can arrange four 50px target squares however it likes; a brigade with eight guns can arrange eight squares, and so on.)

Friendly fire is possible when using Indirect Fire. If units from opposing sides are within 2" of the target, I will determine who, if anyone, gets hit by the fire. Guns using Indirect Fire must still have 2" of clearance in order to fire over the head of friendly units.

Ordered Fire

An artillery brigade may use Ordered Fire on any turn when it is unlimbered. The relevant Artillery Commander selects a point to be targeted (subject to a Change of Orders roll if required) and the turn on which the guns should fire, and as long as the orders get through, the guns will open fire on that point.

Supporting Fire

An artillery brigade may be set to Supporting Fire by its commander. When another brigade spots the enemy, they will send a message to the artillery, and the artillery may then target and use Indirect Fire against the enemy companies. This is subject to the same 8"/16"/24" (and etc.) time lag as for a Change of Orders. The closer you put your guns to the infantry, the quicker they respond, but the more likely they are to be overrun by an enemy breakthrough...

Limited Ammunition

Owing to the difficulty of supply, the shortfall in munitions manufacture, and the prolific use of shells already in the war, your artillery brigades are limited to no more than 12 indirect fire missions per day. There is, at present, no limit on the number of Direct Fire missions you may use. Your ammunition comes up at 0800 each day.

Standing Orders

Artillery brigades will have their own set of Standing Orders, which I'll figure out before you start giving brigade-level orders.

ALTERED RULES: Engineers and Entrenching

The soil on this map is much less favourable to digging than on the previous map. Therefore, it now takes 10 turns for a brigade to self-entrench, 8 turns for an Engineer to dig a trench, 6 turns for the Engineer to put up 3" of barbed wire, and 4 turns to build a Roadblock. It takes 12 turns to wire a bridge for demolition and 14 turns to build a temporary bridge.

Engineers are organised into a Semi-Autonomous Brigade; you will see mounted engineers, who move about the map as cavalry, as well as foot engineers. They now carry 9" of wire (their total carrying capacity) onto the field with them, may still requisition wire from Farms, and receive 3" of extra wire from the rear at 0800 each day.

Two mounted engineers will enter the field on Turn 4; and two foot engineers will enter on Turn 16.

ALTERED RULES: Hill Spotting

The only high ground on the map is in the far east; units on the high ground have a spotting range of 24", as long as they are within unmodified spotting range of the edge of the hill.

That's all for now. I'm sure there's other things that should go here, but I can't think of them just at the moment. Questions welcome. Remember to post in here and not hide in Roll20.

Trin Tragula fucked around with this message at 00:20 on Mar 7, 2017

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!

Bloody Marvelous.

Loel for Corps command. No reflection on my dad's performance, just sharing the top job around.

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

Out of curiosity, why do people want me to be corps commander?

(I'm partially doing this to solicit opinions about how I did last time, so feedback is definitely appreciated)

Terrifying Effigies
Oct 22, 2008

Problems look mighty small from 150 miles up.

In roll20 as Effigies

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!

xthetenth posted:

Out of curiosity, why do people want me to be corps commander?

(I'm partially doing this to solicit opinions about how I did last time, so feedback is definitely appreciated)

You got covered in glory, and people are hoping it will rub off on the army.

my dad
Oct 17, 2012

this shall be humorous

xthetenth posted:

Out of curiosity, why do people want me to be corps commander?

(I'm partially doing this to solicit opinions about how I did last time, so feedback is definitely appreciated)

Honestly? A mix of three things. One: You're generally capable of looking at the larger picture, even if you stumble a bit here and there. Two: You're a generally chill guy who can be nice and listen to people, but can also be firm in order to make a point and stand up to someone you disagree with. Three: HERO OF THE REPUBLIC

Slim Jim Pickens
Jan 16, 2012
Man, the Armoured Car brigade looks amazing. Its a shame they're on field first, there won't be many left by the end of the day.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops
I just realised that was probably the wrong thread so, Spectralent on R20, same as here.

Istvun
Apr 20, 2007


A better world is just $69.69 away.

Soiled Meat
I am in to join as whatever, since I'm an idiot about my free time.

ewie on roll20.

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

Slim Jim Pickens posted:

Man, the Armoured Car brigade looks amazing. Its a shame they're on field first, there won't be many left by the end of the day.

Yeah, they're going to be clutch for breaking up enemy attacks if we can keep any of them alive. I'll be paying a lot of attention to their initial orders, I think.

Hunt11
Jul 24, 2013

Grimey Drawer
Quoting Trin: This battle contains a fatigue mechanic that only kicks in if the battle goes into a third day

sullat
Jan 9, 2012

Hunt11 posted:

Quoting Trin: This battle contains a fatigue mechanic that only kicks in if the battle goes into a third day

Hopefully they will survive long enough to get sleepy.

Ramc
May 4, 2008

Bringing your thread to a screeching halt, guaranteed.

my dad posted:

Well now, this sounds super fun. :allears:

I have like no mechanical idea how this game works yet should i get involved mydad

my dad
Oct 17, 2012

this shall be humorous

Ramc posted:

I have like no mechanical idea how this game works

Neither do I. :ssh:


If you want to join us, welcome aboard, Ramc. :) I can't quite offer you the comforts of Boatmurdered Arena, but the HQ staff room does have significantly less vomit all over it.

e: Make a roll20 account and join us.

sullat
Jan 9, 2012
Here's our commanding officer, by the way, if you want some ww1 trivia.

Vincent Van Goatse
Nov 8, 2006

Enjoy every sandwich.

Smellrose
I support Loel for Corps command

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"
Current vote total:

My dad: 5
Curly: 2
Loel: 4

sullat
Jan 9, 2012

quote:

Companies may cross a bridge without a movement penalty, but must do so in single file. Bridges may be built or demolished by Engineers (see below), and may not be damaged in any other way. If a bridge is demolished while a company is on the bridge, that company is killed.

If a brigade is in marching order, does it simply waltz across the road bridge like it ain't no thing? Or does it have to go into single file while crossing the bridge, and then automatically resume the marching order formation once it is over the bridge? I recall that the traditional French "wine glass" formation isn't single file, for example.

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"
For those interested, this is the (rough) historical makeup of 3rd Cavalry Division.

6th Cavalry Brigade
1st (Royal) Dragoons
10th (Prince Of Wales’s Own Royal) Hussars
3rd (Prince Of Wales’s) Dragoon Guards
1/1st North Somerset Yeomanry
C Battery, RHA
6th Cavalry Brigade Machine Gun Squadron, MGC

7th Cavalry Brigade
1st Life Guards
2nd Life Guards
Royal Horse Guards
1/1st Leicestershire Yeomanry
K Battery, RHA
7th Cavalry Brigade Machine Gun Squadron, MGC

Engineers
1st Field Squadron, Royal Engineers

Armored Cars
Samson’s Armored Car Squadron, (Royal Naval Air Service) RNAS.

Slim Jim Pickens
Jan 16, 2012
Unformatted list of questions for Trin:

Can Armoured Cars dismount (And be able to hide and move like infantry)?

Do the road crossings in the middle river count as bridges or fords (Just wanted the answer in the thread)

How does our deployment zone change if the Germans get close to it?

Can we control the chits of a fully-autonomous brigade even if they're spread all over the map?

If an armoured car brigade wants to use a road, how many chits wide can that formation be?

If you dig trenches on roads, does that gently caress up the qualities of the road or the qualities of the trench?

Slim Jim Pickens fucked around with this message at 07:36 on Mar 7, 2017

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"
Also, Trin. Are our cavalry and armored cars veteran units as well?

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



First, let me start with this

https://20thcenturywargaming.wordpress.com/2013/06/16/why-cold-war-warsaw-pact-tactics-work-in-wargaming/

quote:

Why Cold War Warsaw Pact Tactics Work In Wargaming

by John Curry

8204d027

I have played more Cold War Warsaw Pact games versus NATO than most, at least in terms of the number of different rule sets I have used. This has included the many civilian wargame rules such as WRG modern warfare rules and Tim Gow’s NATO Brigade Commander, but I have also played professional military games such as ‘Contact!’ (Canadian Wargame rules, 1980), Dunn Kemp (1978-, American), Battlegroup Trainer (UK Army) and games with BAE Systems Ltd. While playing these games, I have noted one major trend , I have never lost playing the Warsaw Pact side. Whether playing with 1/35 scale tanks on Knuston lawn to traditional wargames on the tabletop, to games played in 1/300 scale on the floor of a WWII aircraft hanger, my ‘side’ has won. Some of these game were using rules of my own devising, but the majority were rules written by others, including operational analysis establishments. This article is about why Russian Tactics seem to work in wargaming.

For the purposes of this article, I have used the terms Russia, Soviet and Warsaw Pact with reference to tactics as interchangeable.

Russian Tactics ‘The tactics were based on the Russian experience on the Eastern front during World War II; where very similar tactics successfully overcame problems of largely inferior technology, motivation, a multitude of languages and a frequently illiterate army to beat the Germans back to the gates of Berlin.

In the West, it has become common to deride Soviet style tactics as inferior and second rate. This is incorrect; Soviet tactics were different as the Soviet commanders had to solve very different tactical problems than those faced by the technology based NATO armies. ‘ (Curry, 2008[1] )

In NATO flexibility, was seen as essential part of junior commanders training in direct contract to the more rigid Soviet system. NATO tactics were more a system of principles, that junior ranks would learn to apply in innovative ways on the battlefield. For example, Mass, concentration, economy of force, all round defence etc… and a series of battle drills as the basis for commanders developing their own tactics.

An example of a good NATO tactic against an enemy advance is for NATO tanks to find positions where they can fire 1 shot at the attackers and then reverse quickly into cover. i.e. before the enemy can locate them and return fire. The NATO tanks then retreat out of sight to another prepared position. Using this tactic on the table top can allow the defender to get the majority of their tanks to fire 5 or 6 shots while retreating, say 2/3rds of the way down the table. At this point the tanks should combine with the dug in infantry to fight the main battle on the defenders chosen ground. This tactic works well on a wargaming table covered with a realistic amount of scenery to obstruct the line of sight.

The only problem is that just like real life, it takes the wargamer time to learn and practise NATO type tactics.

By contrast, Russian tactics are straightforward and can be learnt in an afternoon by reading a good book on their tactics. My suspicion is that given two novice wargamers, the novice commanding the Russian side would win as their tactics are easier to learn.

Concentration Many years ago, I learnt the value of concentration in wargaming while playing a fantasy wargame. The enemy dragon was coming and it was the most deadly potential weapon on the Middle Earth battlefield. My solution was to concentrate the fire of every single archer on my side against this single target. Even at long odds, the sheer number of attacking dice brought down this potential battle wining dragon before it could cause significant damage.

Russian tactics are excellent at encouraging concentration of fire. Russians units had less artillery observers than western counter-parts, which encouraged Russian divisional commanders to use the maximum of artillery when a target was identified. Russian tactics are very clear about the value of positioning forces so the maximum number can engage the enemy at the same time.

Close to Contact Some Soviet weapons were largely inferior (perhaps at 2/3rds of the effectiveness of western weapons), in particular at long range. Their method of counter acting this was aiming to keep the advance moving in column until hit by effective enemy fire (e.g. first tank is blown up), then spend a minute forming into line abreast, followed by a charge.

If a company was engaged at the range of a mile, then it would aim to be on the enemy position in three minutes if it was in column (i.e. not expecting to be hit by effective fire) or 2 minutes if already formed for an advance to contact. Russian units do not fire and manoeuvre at below company level (at least while in a mechanised battle). The second company would aim to be on the enemy position as soon as the tactical situation permitted e.g. 2-3 minute after the first company has reached the enemy position. On the battlefield it meant that defending enemy anti-tank guided missile launchers would get perhaps 2 missiles off, and hand held anti-tank weapons perhaps 1 or 2 before the battle was fought at point blank range.

On the wargaming table, the rapid ‘close to contact’ minimises the NATO advantage in weaponry. Advantages, such as superior NATO weapon sights, matter little if tanks and AFVs are firing at targets at less than 200 metres.

Morale By this I am referring to the morale of the actual players, not the simulated troops on the table top. The correct application of Russian tactics can undermine the morale of opponents. I first noticed this at a free kriegspiel invasion of the Isle of Wight, where as a Russian advisor I planned the invasion force to arrive in the same order as the order of march of a Soviet regiment. It took me 15 minutes to produce the shipping and logistic plan based on Soviet doctrine. Apparently, the other HQ found it most off putting for their opponents to plan so quickly and then be so confident as to sit around drinking beer for the next two hours. As the game proceeded, the other HQ was ‘psyched’ out by the speed of the decision making within the Russian HQ.

Whether playing alternate or simultaneous moves, after the initial plan, it normally takes moments for the Russians to move all of forces compared to the NATO side. While NATO is planning the position of each smallest unit, the Russians simply decide the correct Axis of advance and then all the armour lines up behind the lead vehicle. It can be very disconcerting for a player to find their opponent finishes their move in a fraction of the time they need. To work, NATO tactics take more time and effort to apply on the table top, just as they do in real life. The combination of speed, concentration of armour and artillery support and sheer numbers, seems to undermine the other players.

Modern Misconceptions various Arab armies have used Russian taught tactics, with Russian equipment, and lost, such as in the Arab Israel wars or the first Gulf War. In the first Gulf War, Coalition tanks were immune to Iraq tank guns, even at short range.

As reported by James Dunnigan in his Book ‘How to Make War’, the Iraq’s economised by using cheaply produced local tank shells, instead of the expensive high cost Russian kit. A tank shell is 60% of a modern main battle tank and the Russian equivalent of an American depleted Uranium tank round would have penetrated Western armour at 1-2km. The western military use PC based, training tools for tank crews; some ignorant people criticise the tool developers for not making the Western tanks immune to enemy fire (as they were largely in the 1st Gulf War). This criticism is not justified as it should be assumed that an enemy might have bought a consignment of modern tank shells, anti-tank guided missiles etc. from Russia or China. Therefore, suggesting that a main battle tank is practically immune to enemy fire might teach a very wrong lesson to their crews.

Arab tactics differ from Soviet tactics significantly. Tactics of Soviet Ground Forces, (Army Code 71031, Restricted, 1975, page v) states ‘differences between Soviet Tactics and those reported as used by Arabs. Although the latter had Soviet equipment and advisors, it does not follow that Arab tactics were intended to be carbon copies of Soviet tactics, and in many cases they were clearly not.’ Soviet advisors were reportedly frustrated by Arab armies not applying what they were taught. The Soviet view was their tactics were designed for a poorly trained, illiterate army with communication problems, using Soviet kit, and the Arabs were wrong not to apply them straight out of the training manuals. The Soviet studied military history more thoroughly than any modern army and to suggest that the result of this work was to produce tactics that did not work is a misconception. They are different from NATO tactics as they had different problems to overcome. The fact the Arabs failed to apply the tactics as taught is a reflection on the military and society culture in those countries.

Example 1: The scene was set in a WWII aircraft hanger used by BAE Systems limited for some experiments on situational awareness on the modern battlefield. The game was played over a 1/300 scale model, representing a portion of West Germany near the ‘Hof Gap’, that was large enough to be walked on.

The scenario had been played 80 times before, as repetition was necessary to produce valid data. I was on the attacking team against staff who had knew the rules, terrain and the scenario inside out (and back to front). What the staff did not realise was that all of the attacking team had commanded ‘Orange forces’ at various levels during NATO exercises. We were Russians and we intended to act like them.

The terrain analysis was simple. A stream ran across our front, overlooked by high ground on the other side. There was a town to the left as we faced our axis of advance and in the far distance (15k) was a larger river, with a few crossing points dominated by a few hills. There were an appropriate number of woods, farms, roads and tracks.

Our plan was simple, we would advance on three axis, with a reserve behind. Which ever axis broke through first would become the main axis of advance and all support would be shifted to that axis. We took approximately 10 minutes to make our plan, which caused much amusement to the other side. They expected us to spend 2 hours discussing phased lines of advance, artillery targets, giving detailed orders etc…

The battle started with an artillery/ rocket/ mortar barrage reminiscent of the Somme. While NATO armies might carefully recce enemy positions or rely of calling in supporting fire as targets were required, we were a Russian army and we had little confidence in getting the necessary support quickly. We simply identified any likely positions overlooking the stream and hit them hard with a pre-prepared fire plan.

There could have been minefields to our front, but Russian doctrine was to advance as if they were not there. So the NATO defenders were a little surprised as there was no tentative recce, no checking for minefields but mechanised companies advancing at maximum speed on three axis. This ruined their plan of taking time to identify our main thrust and counter-attacking it.

As we entered the town on our left, it became obvious that the town was well defended. So, in line with Russian doctrine (Towns should be bypassed), infantry were debussed to engage in FIBUA, while the main column identified a gap in the defences, one street wide, and the battalion went straight through the town and out the other side… the defenders were shocked at being bypassed and their commander had what can only be described as ‘command paralysis’.

The NATO counter-attack hit our centre axis of advance. Our centre axis ground to a halt. rather than reinforce failure, the reserves switched to follow another axis. The divisional artillery support also switched to the other two successful axis.

Our advance was difficult to halt, as every time a main road was blocked, the advance switched to the next adjacent road. Russian policy was any road heading west would do (as they come from a country of poor roads).

At every possible opportunity, the Russian advance switched back to column formation for maximum speed. The speed reduced NATO support, as their mortar/ artillery positions had to move as they felt threatened by the speed of our advance.

The other side started to panic as the situation was changing too quickly and we seemed to be playing by different rules to what they were used to. I knew we were winning when an umpire tried to warn me about potential ambushes and why my column should slow down (just in case).

The game ended with the right hand Russian axis occupying the high ground overlooking the crossing points the enemy needed to retreat over. It had a full division’s worth of artillery to supplement its tank guns and anti-tank missiles. The scattered NATO forces had been bypassed and were out of supply and their retreat route was covered by direct enemy fire and artillery.

Example 2: Conference of Wargamers, July 2007

As the Iraq defenders of Kuwait Airfield, we were playing Tim Gow’s NATO Brigade Commanders Rules. Historically, we were playing merely static targets for the American’s to practise their gunnery. Under Mike Elliot’s command, Bde commanders John Salt and I deployed just behind the ridge line well forward of the Kuwait Airport.

We were somewhat concerned by the clear superiority of the American kit. A lot of their kit was lightly armoured, but could easily destroy us at 3-4km range. Therefore we waited in our reverse slope positions (with some trepidation).

The first American’s arrived and dropped straight down the valley between 2 companies of our tanks either side. Our somewhat surprised 4 companies of tanks opened up at 1 km at the soft skinned vehicles and upset them somewhat.

The Americans then retreated back down the valley while they brought up tanks in support. We were somewhat surprised to find they decided to reorganise just out of sight, but just 1 km away from us.

As per our plan, we then err… charged. We put a motor rifle battalion straight into the American column from the front, while our two companies of tanks took up firing positions either side of the enemy flanks. Of course, we took huge casualties, but our waves of attacks finally rolled up the American battalion. When the first motor rifle battalion was destroyed, we sent in the next. We even threw our recce vehicles and the Bde HQ into the battle.

On the other flank, the American tanks finally arrived and although we hit the American soft skinned vehicles who were first around the corner of the hills, we had to withdraw behind the nearest build up area to avoid destruction in a long range gunnery duel in the open.

At the end of the game our heavily attrited division was reorganising at the Bagdad Airport, with the surviving American’s occupying the ridges overlooking the airfield.

The rules work well and reflected the outcome I would have expected using other sets of wargaming rules. American kit is awesome, but you must keep your distance. A lot of the vehicles are lightly armoured. Never let Russian style armies get within 1 km of you. They will use the one tactic they have perfected, the charge. At point- blank range, Western armies technological superiority is less of an advantage. Poor tactics can make even the best army in the world loose.

Wargaming and Warsaw Pact Tactics Russian tactics seem to work as they are simple to learn, encourage concentration of firepower and the speed of their application can be most off putting to the other side. For me, applying Russian mechanised tactics has worked on the table top to the extent that I have never lost a game as the Russians. The big question is would they have worked if the Cold War had turned hot on the Central Front in Europe?

References

[1] Curry John (editor) 2008 Contact! The Canadian Army Tactical Wargaming Rules (1980)

Now, looking at the map, we can take a few things into consideration.



As you recall, they zergrushed to their core city last game, and tried to rush the final location ignoring all losses. So we can label their doctrine as aggressive, particularly since it got them the (marginal) win last game. For this map, what does it mean?



My contention, then, is that their approach will look something like this. Bikes rush as fast as they can to the first beachhead they could, which the Staff say they can do by turn 5-6. They can set up arty on the hilltops and infantry in the city on the way.

The question for us, then, is what can and should we do by turn 5?

edit: Based on our orders and timetables, this seems like a possible approach:



All speed down the center lane with our fastest troops, meet them outside Stethoscope.

Loel fucked around with this message at 06:36 on Mar 7, 2017

sullat
Jan 9, 2012
We want to avoid Stethoscope since they will have cover and we won't. My proposal is something like this, at least for the cavalry:



The armored cars race for the southern sunken road and reach it by turn 5. They ambush the enemy, spending 2 turns unloading at any enemy brigades marching up into stethoscope, using the sunken road to protect them from whatever retaliation the enemy manages to put up on the second turn. Then they split into two equal groups, depending on survivors, and race to the fall-back positions labelled "2" where they spend one turn shooting at the enemy, before falling back to position 3. The first cavalry brigade races to the "1st cavalry ambush", while the second one races to the "2nd cavalry ambush site" and tries to hide in the woods and lay an cavalry-charge ambush for the enemy as they cross the fords of the middle river. We want to let some enemy get across so we can wreak havoc amongst them without being vulnerable to a counter-charge. After the charge, we fall back into the woods and use rifles and arse hortillery to keep the enemy on the other side of the river. With the goal to keeping them on the far side of the middle river for the first day and night. The surviving ACs will gather on the middle road and try to defend those crossings as best they can with their MGs.

Obviously, we will have a better picture of where things unfold at that time, but we should try to get our engineers to lay a fortified fall-back position as pictured between tres freres and bois de coq, although the infantry will try to help the cavalry hold them off at the middle river if possible to give the engineers as much time to dig trenches and lay wire along that fortified zone. We can station the arty in the area behind the fortified zone once it arrives.

Assumptions: The Germans will have a fast brigade marching to reach Stethoscope as quickly as possible, probably a cav brigade, and the following brigades will be strung out along the roads, allowing us to maul the lead brigade without having to face overwhelming return fire. If we can ambush the Germans, we will get one free round of shooting at the enemy, and many of their rifles will not be able to retaliate on the second round, since they will be moving towards us. If facing arse hortillery, we will be in some danger from that, but we will rely on the sunken road's protection for the one round we have to face it.

I know you are concerned about abandoning half of the map to the enemy; but consider this. The sunken road is too powerful a defensive position, and if we cannot seize it from the beginning, it will be best not to allow the enemy to use it against us. This means withdrawing more than 12" away from it. The next best obstacle is the middle river; the fords will slow down attempts to cross it, so if we wait until an enemy brigade is strung out crossing the ford, we will be able to cavalry charge it from the forest, wiping it out without danger of being fired upon. We can then fall back to the forest and hinder the following enemy brigades as we hold the line of the river. This will be a powerful defensive position until we can bring engineers up to construct a much better one. I fear that the enemy may be coming in great numbers, and so we may need to be prepared to have a fighting retreat to the fall-back trenches. If we can entrench in the forest, by all means, we will do so, and we can instruct the engineers and artillery to move forward if we have been able to hold the enemy at the river.

Loel
Jun 4, 2012

"For the Emperor."

There was a terrible noise.
There was a terrible silence.



That doesnt look too bad.

lenoon
Jan 7, 2010

That plan looks good. Would we be using the engineer brigade to create the fallback line or are we rushing forward to try and blow a bridge?

Comrade Koba
Jul 2, 2007

If we blow the southernmost bridge, won't that pretty much force them to advance directly into any ambushes we may prepare in Foret de Effadyers and Bois de Blob?

AbortRetryFail
Jan 17, 2007

No more Mr. Nice Gaius

Engineers arrive late and will take 12 turns to rig the bridge to blow. See the engineer stuff in Trin's post. It makes destroying the bridges on their end not something we can realistically do at the start of the game without knowing their force composition, and it's not really something we can plan for at this stage.

Comrade Koba
Jul 2, 2007

AbortRetryFail posted:

Engineers arrive late and will take 12 turns to rig the bridge to blow. See the engineer stuff in Trin's post. It makes destroying the bridges on their end not something we can realistically do at the start of the game without knowing their force composition, and it's not really something we can plan for at this stage.

Uh, right...maybe we could have the engineers ride shotgun in the armored cars? :downs:

feedmegin
Jul 30, 2008

Tally ho pip pip old chaps...I'd like to sign up to command a brigade. Apparently I need to sign up on roll20, or something? but I don't see anything about that in the OP, am I blind and/or stupid?

Edit: display name is feedmegin on Roll20.

feedmegin fucked around with this message at 14:14 on Mar 7, 2017

ViggyNash
Oct 9, 2012
Are units in the sunken road visible while firing? While not firing?

grassy gnoll
Aug 27, 2006

The pawsting business is tough work.
Here's the link you're looking for: https://app.roll20.net/join/2004056/9ONgKg

Trin Tragula
Apr 22, 2005

Slim Jim Pickens posted:

Unformatted list of questions for Trin:

Can Armoured Cars dismount (And be able to hide and move like infantry)?

No.

quote:

Do the road crossings in the middle river count as bridges or fords (Just wanted the answer in the thread)

:siren: THEY ARE ALL FORDS, ALL OF THEM, EVEN THE ONES WITH A ROAD LEADING UP TO THEM, THEY ARE FORDS, THEY ARE FORDS

quote:

How does our deployment zone change if the Germans get close to it?

This is above your pay grade; all you know is that it will shrink if your boss thinks it's too dangerous to deploy men there.

quote:

Can we control the chits of a fully-autonomous brigade even if they're spread all over the map?

Yes. That's part of the point of making them fully autonomous.

quote:

If an armoured car brigade wants to use a road, how many chits wide can that formation be?

The Rugger Ball formation is just my little joke; if they all want to use the same bit of road together, they advance in single file, 1x10.

quote:

If you dig trenches on roads, does that gently caress up the qualities of the road or the qualities of the trench?

An excellent and cromulent question; it fucks up the road, not the trench. Since you are carrying the necessary equipment for entrenching in crappy wet soil (no, proximity to water does not matter), it is assumed that you build a breastwork on top of it.

ViggyNash posted:

Are units in the sunken road visible while firing? While not firing?

They have both spotting and protective cover and obey the usual rules for a unit in cover.

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!

Trin Tragula posted:



:siren: THEY ARE ALL FORDS, THEY ARE FORDS, THEY ARE FORDS



bullshit, you said they were rolls-royces


hur hur hur

professor_curly
Mar 4, 2016

There he is!
Can you move in marching order over a bridge/do bridges count as roads, or is it a thing you have to advance over more slowly? Similarly, if crossing a road-ford, does the road part take priority as far as moving with marching order?

my dad
Oct 17, 2012

this shall be humorous
:siren:VOTING CLOSES IN TWO HOURS:siren:

thatbastardken
Apr 23, 2010

A contract signed by a minor is not binding!
I'd like to put my hand up now for command of 7th Infantry Division when they arrive. If one of the new players would prefer division command I'll accede to them and take an infantry brigade instead.

Trin Tragula
Apr 22, 2005

professor_curly posted:

Can you move in marching order over a bridge/do bridges count as roads, or is it a thing you have to advance over more slowly? Similarly, if crossing a road-ford, does the road part take priority as far as moving with marching order?

If you get fired on, you cross individually in single file; otherwise you can just stroll over as though they were roads.

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Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"
Voting for Loel.

New map, new general with some spiffy new red tabs.

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