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In complete honesty, Im asking for an extremely ambitious plan with a) the expectation that its going to be cut back, and b) getting us used to thinking agressively. Compare the german zerg rush last map to this plan, for example.
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# ? Mar 7, 2017 23:18 |
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# ? May 23, 2024 16:40 |
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Here is a rough timetable for what my mounted engineers can achieve. Roadblock both roads in Stethoscopes: 12 turns Barbed wire the entrance to Stethoscopes: 14 turns Roadblock m1: 11 turns Barbed wire m2: 13 turns Barbed wire m3: 13 turns Roadblock m4: 9 turns Barbed wire m5: 11 turns Barbed wire m6: 11 turns Roadblock m7: 8 turns
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# ? Mar 7, 2017 23:34 |
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Hunt11 posted:Here is a rough timetable for what my mounted engineers can achieve. Excellent. Youll probably want to think along the lines of starting at Stethescope and going west (route to be determined) Edit: what Id really like to see is a numbered map, with lines between locations. The engineer points and walking distance both marked for turns, like a travelling salesman problem. Make sense? Loel fucked around with this message at 23:43 on Mar 7, 2017 |
# ? Mar 7, 2017 23:35 |
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Loel posted:Excellent. Youll probably want to think along the lines of starting at Stethescope and going west (route to be determined) I am all for aggressive thinking, but I think my engineers can help set up a more aggressive push without going to Stethescope. The more wire and road blocks I set up the more we can funnel them up. For example by setting up a road block on m4 and then putting our artillery behind it, anything hoping to push aggressively into our center will be slowed down enough for our guns to force them back. Edit: I haven't had to worry about a traveling salesmen problem in forever.
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# ? Mar 7, 2017 23:47 |
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Hunt11 posted:I am all for aggressive thinking, but I think my engineers can help set up a more aggressive push without going to Stethescope. The more wire and road blocks I set up the more we can funnel them up. For example by setting up a road block on m4 and then putting our artillery behind it, anything hoping to push aggressively into our center will be slowed down enough for our guns to force them back. Show me Maps. Arrows. Turn counts.
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# ? Mar 7, 2017 23:48 |
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So something like this?
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# ? Mar 8, 2017 00:05 |
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There's a "text" option on Roll20
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# ? Mar 8, 2017 00:07 |
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Definitly heading in the right direction! Heres what I need. Take the blank map, and notate areas you want to combat engineer. W for wire, T for trench, B for blow up bridge. Have an index on the corner on how much time it takes. Then draw lines between each area, and mark how long it takes to travel between the two. Basically, I want anyone who looks at your map to know "okay, they can blow this bridge and this bridge, in this time, but they wont make it to the next safe point in time." Follow?
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# ? Mar 8, 2017 00:11 |
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That makes sense.
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# ? Mar 8, 2017 00:16 |
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Bacarruda posted:Evening, sir. Bacarruda, hows it looking? Have all slots been filled? (Assume first come first serve unless otherwise noted)
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# ? Mar 8, 2017 00:25 |
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Here is the broad thrust of the plan I am thinking about. We split our ACs into two groups: annoyingly orange (6) and eye-searing green (4) and they both make for stethoscope. The circled locations on the 6 o'clock and 9 o'clock roads are where they'll be after 4 turns. At that point, we need to decide if we're occupying stethoscope or not. If we see cavalry on its way in, we've lost the race and need to back off. If not, we send both groups up to their shaded regions (orange in the outskirts) and prepare to receive. Note that the green ACs are close enough to shoot at anyone charging the orange ACs. We stay there until there's artillery pointed at us and a pile of people ready to shoot. Probably get 2-3 shots off. From there, group orange splits in half. One half becomes red and they go north to the hatched area. They wait there for two turns and then make for the red X in Foret de Effyaders. The other group is yellow and they go west to their X. Meanwhile, Green goes south to the intersection and waits for a couple turns to shoot at anyone overly aggressive and then re-cross the river before taking up positions at their X. The first cavalry brigade is marked in blue and will fill Foret de Effyaders with horses. The MG is located just inside the cover of the forest where it can shoot at any troops crossing M2, M3 or M4. The second cavalry brigade is marked in brown and occupies a position east of Bois de Blob. They are out of range of rifle fire east of the river and can fire on M6 and M7. Note: Through sheer good luck, the locations selected for ACs should be just out of range of indirect fire from the sunken road. Assumptions: The Germans deploy on the west edge of the map. If they can deploy anywhere east of the river Dand, they may have the potential to arrive in Stethoscope ahead of us in battle order. The sunken road provides cover in all directions. Engineers are putting roadblocks across M4 and M7 as soon as possible and we are unwilling to leave troops east of the river after that time. Istvun fucked around with this message at 01:06 on Mar 8, 2017 |
# ? Mar 8, 2017 00:35 |
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sullat posted:We have a bunch of new recruits, so I will defer to them for brigade commanders. Give them a chance to spill some pixel-blood. I will be a staff officer for now, able to jump in at a later time if needed for a field command. As an overall note, I think this is a really good idea, especially if we can get experienced ex-brigadiers assigned to be on hand to the new brigadiers. The Something Awful Forums > Discussion > Games > Let's Play! > The Great Goon War: Entente Professional Development Simulation
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# ? Mar 8, 2017 00:40 |
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Did a cursory look back and looks like most of the positions are filled, so I'll put my name in as a reserve brigade command in one of the later waves.
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# ? Mar 8, 2017 00:56 |
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Is it too late to put myself forward (again) for command of the RNAS Armoured Car Brigade?
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# ? Mar 8, 2017 00:57 |
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(Even More) Rules: Delicious Hot, Disgusting Cold By popular demand, a few more things that you might want to know. At some point I'm going to go re-collate all my rules posts and stick links to them at the start of the thread. Firstly, and most importantly, let's talk about erections... Trenches Let's talk about spotting and movement and trenches. A company in a trench has both protective and spotting cover. Two opposing companies in trenches have cover from each other; if they're 5" apart, they don't see each other unless one of them fires, and the fired-upon unit has protective cover against being shot. A company in a trench moves at half speed; and companies in trenches cannot pass through friendly infantry companies, unless the company in question is suppressed. You've seen close combat in the open: the rules for close combat in the open are unchanged and just as deadly as before. Close combat in a trench works differently - it's a much more dicey affair and there is a non-zero chance that it might backfire on the company that initiates close combat. (It is, however, still better to charge than to be charged.) I often refer to entrenchments which are inhabited by artillery companies as "gun-pits", but they have the same mechanical effect as a trench. Artillery can locate itself in any trench and fire out of any trench. The Sunken Road The sunken road offers the same protective cover as a trench; however, companies in the sunken road can spot other companies in the sunken road at unmodified spotting distance. A trench in the sunken road is more protective than a trench anywhere else, and you're back to trench spotting. Trenches and Roads If a trench is dug over or through a road, companies can still pass through, but they drop to half speed while they go through the entrenched section. Brigades in Marching Order do not have to leave Marching Order. Wheeled companies (like your armoured cars) treat it as a roadblock. Barbed Wire Companies may always pass through their own barbed wire without penalty. A company that comes into contact with enemy barbed wire stops and loses its movement. It then takes the whole of the next turn to cross to the other side of the wire, and then proceeds on the turn after that. During the middle turn of its movement through the wire, it may not charge nor use rifle fire. Roadblocks Roadblocks may be constructed on roads only. A company that encounters a roadblock loses half its movement for that turn and then continues if it still has movement left. A wheeled company loses all its movement for that turn. Barricades An engineer can build a 60x60 Barricade inside a trench; it takes the same amount of time, 4 turns, as it does to build a roadblock. Barricades are impassable to all units, but do not block LOS and may be fired through. A company that encounters a Barricade will attempt to go around it, leaving the trench if necessary in order to do so. Sighting Enemy Erections All erections are invisible until they are completed. You do not become aware of enemy erections unless you spot them, and your men are not self-aware enough to avoid them on their own initiative. If you draw me an arrow that just so happens to go through the enemy's wire, your men are going to go through that wire. I will not accept conditional orders to the effect of "Avoid any obstacles you see on the way". That would unacceptably nerf the power of erections; and I am expecting to see plenty of erections this round. Destroying Erections An erection may be removed by an engineer in half the time it took to build; or by a non-engineer in the same time that it took to build. Companies will never automatically remove erections; they must have a specific order to remove a specific erection and again, I will not accept generalised conditionals to the effect of "Remove all erections spotted". If indirect fire hits an erection, there is a chance that it may be destroyed. Just so we're clear on this: Istvun posted:Also, will you accept an order to the effect of "they probably have an erection here. Remove it."? I will accept no conditionals of any kind that attempt to react in any way to any erections that have not been spotted at the time you are writing the orders. Trenches may not be destroyed or removed; once they are on the board, they are on the board. Telephone lines cannot be cut by indirect fire. Telephones Without Towns You may have noticed that there are relatively few towns on this map compared to the last one. Roads still carry telephone lines; a Divisional HQ which is entrenched and within 8" of a road will automatically hook its field telephone into the telephone network. Engineers may now repair telephone lines; the company must first travel down the road, inspecting the telephone line as it goes, until it finds a break. It then stops and takes 2 full turns to repair the break. Both DHQ and the engineer are immediately aware when telephone contact has been restored. The Spotter Plane Every morning at 0800, the Corps Commander will receive one Spotter Plane mission to use at their discretion. As before, the Spotter Plane will attempt to spot everything within 24" of a marked location; there is no mechanic to reflect it flying out and back. If the Spotter Plane is not used that day, its mission is lost; you cannot bank unused Spotter Plane flights. Fords All the crossings of that little middle river are fords. You may certainly attempt to build your own bridges. Trin Tragula fucked around with this message at 01:37 on Mar 8, 2017 |
# ? Mar 8, 2017 01:19 |
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How frequently can we cut telephone lines? Also, will you accept an order to the effect of "they probably have an erection here. Remove it."? Istvun fucked around with this message at 01:26 on Mar 8, 2017 |
# ? Mar 8, 2017 01:24 |
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<Triest to remove the mental image of German engineers going around with giant pictures of goatse that can take down all but the kinkiest of erections>
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# ? Mar 8, 2017 01:29 |
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Can engineers trade wire between each other?
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# ? Mar 8, 2017 02:11 |
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FYI from the chat:quote:Effigies (GM): @Trin - what are the rules for detonating bridges remotely?
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# ? Mar 8, 2017 02:16 |
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Skipping all the dick jokes. tsk tsk
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# ? Mar 8, 2017 02:17 |
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Vincent Van Goatse posted:Is it too late to put myself forward (again) for command of the RNAS Armoured Car Brigade? Since we both want the position, a duel to the death must happen -- may the man with the best elan win! [Or maybe we can split the command when the armored group is separated into two groups].
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# ? Mar 8, 2017 02:21 |
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Splitting seems reasonable, we want enough attention spans to write good orders for split units. Just remember, dual command, not duel command. Also means VVG gets his toys without meaning he has to write the first order without a model.
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# ? Mar 8, 2017 02:25 |
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my dad posted:Skipping all the dick jokes. tsk tsk Can't let the hanger-ons in the spectator thread just get all that gold for free Also, pointed out in chat that Trin's comment about cutting telephone lines works both ways and presents the possibility of German infiltrators in the rear. I agree that's its pretty remote, but since Trin's got a habit of arranging the unexpected we should make sure there are some mobile eyes spread out in the rear once our surviving ACs and cavalry get relieved by the infantry.
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# ? Mar 8, 2017 02:31 |
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xthetenth posted:
What is a good war without a few instances of in-fighting!
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# ? Mar 8, 2017 02:31 |
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xthetenth posted:Splitting seems reasonable, we want enough attention spans to write good orders for split units. Works for me.
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# ? Mar 8, 2017 02:35 |
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For no particular reason whatsoever:
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# ? Mar 8, 2017 02:47 |
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unnamed RNAS brigade sailor posted:Twas out for a motor in my motor-car (tralala, tralala, tra-la-la)
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# ? Mar 8, 2017 02:49 |
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My cousin was a military liaison with the French army, and he saw some of the worst fighting in the battle of St. Croissant. He reported that the German advantage in MGs was decisive in that action, despite superior French discipline, maneuvering, elan, unit cohesion, and, oddly enough, smell and sex appeal. At any rate, his report was that massed MG fire will obliterate any formation in the open; especially without proper artillery support. So once again, my proposal is that the AC brigade stick together for the first attack on the enemy lead brigade, around Stethoscope, and then separate into two autonomous commands under a general and perhaps a particularly well-bred Major. Once the mobile portion of the battle is over, then the ACs will be used more as fixed MGs, with the ability to shift rapidly between fronts. In addition, I had the opportunity to read the essay by the Russian military strategist handed out by the general. It seems that we are in the position of these "NATO" forces, on the defensive against a numerically superior, but inflexible foe. It seems like the "NATO" forces in that essay were left reacting to the enemy, shifting forces back and forth in reaction to the enemy's decision of which axis to advance along. By losing the initiative, they were always a step or two behind their opponent. In this case, we are set to defend the port against the German advance, there are several logical avenues for the Germans to advance along. If they pick one to focus on, my suggestion would be to use some of our mobile forces to counter-attack the weaker areas, pushing the enemy back, and potentially giving us a breakthrough to over-run the enemy's rear staging areas. Or at least the opportunity to flank the main axis of advance, especially if it has managed to push our units back.
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# ? Mar 8, 2017 03:06 |
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Working list 3rd Cavalry Division commander -- Bacarruda RNAS Armoured Car Brigade commander sixkiller / Vincent Van Goatse ? Cavalry Brigade commander -- mydad ? Cavalry Brigade commander -- xthetenth Royal Horse Artillery commander - abortretryfail 7th Infantry Division commander -- thabastardken ? Infantry Brigade commander -- Acebuckeye13 ? Infantry Brigade commander -- mllaneza ? Infantry Brigade commander -- Eddy-Baby Royal Artillery commander - lenoon Royal Engineers commander -- Hunt11 KYOON GRIFFEY JR -- Open XO grassy gnoll -- Open Terrifying Effigies -- Open Brigade sullat - staff Let me know if I missed you. Loel fucked around with this message at 03:44 on Mar 8, 2017 |
# ? Mar 8, 2017 03:07 |
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Staff officer, until such time as a reserve officer is needed, and there isn't some other poor sod willing to leave our lovely hotel HQ.
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# ? Mar 8, 2017 03:11 |
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GIVE ME A COMMAND WHATEVER'S LEFT EDIT: PLEASE
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# ? Mar 8, 2017 03:20 |
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Bacarruda Commander's intent: You are to focus on Zone 3. Priority list as follows: 1) Maintain integrity of command 2) Scout opposing forces 3) Ambush targets of opportunity 4) Fallback to zone 4 when the situation warrants Scouting priorities are to find out: What brigades we are facing, and in what composition Where are they coming from, and at what speeds What is their most likely avenue of approach towards Zone 4 Work with Fires to ensure there are no friendly casualties. TBK Commander's intent: You are to focus on Zone 4. Priority list as follows: 1) Destroy any attempted beach head. Hold position until further notice. Work with Engineers to maximize defenses. Loel fucked around with this message at 03:43 on Mar 8, 2017 |
# ? Mar 8, 2017 03:22 |
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I remind players that there will be many more brigades coming on-board over the course of the battle - these are far from the only two divisions that will ever take part in it.
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# ? Mar 8, 2017 03:22 |
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Our timetables may be one turn too late as they may deploy in front of the bridges! - As discovered by Prof. Curly
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# ? Mar 8, 2017 03:26 |
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The command over the AC unit, before and during the raid, shall rest on VVG; I'll be helping him with orders until the time of separation.
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# ? Mar 8, 2017 03:28 |
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A cranky Brit moves your chit, A poilu, French, in a trench. Who, in a pit, will no more sit, And leave the stench, with a wrench. Because a Hun, with a gun, Will require lots of wire, in places fun, so he can't run, and take your fire, very dire.
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# ? Mar 8, 2017 03:31 |
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Timetables These movements are measured from the board edge of appropriate entry. This assumes that both we and the Germans are starting off the table. These therefor represent the maximum distance that the lead chit should be moving (more or less). Table 1: Armored Car Movement (Road) There are 3 paths, which I've labeled AC 1-3. AC1 is the southern route, AC2 is the central route and AC3 is the northern route using the forest road. Lines indicate where the back edge of the lead chit will be. Turns indicate what turn that chit would be arriving. So 3 Turns: AC3 indicate that if our first AC company took the northern path, it would arrive at that line on turn 3. Things to note: 1. The armored cars can reach Chemin Cruex in 4 turns. 2. It will take 5 turns to reach Stethoscope using either AC1 or AC2. 3. We can be in position to cover the M1 ford in 5 turns. Table 2: Enemy Cavalry Movements (Marching Order) These represent the leading edges of enemy cavalry entering the board in marching order and moving at full speed along the roads. Because of the bridges they have to cross moving from La Dand, they will necessarily be moving single file. Things to note: 1. They can arrive in Stethoscope on Turn 4. 2. If we don't check their movement, they can be at the M4 crossing on Turn 5, and cross in force on Turn 6. 3. Stethoscope represents all of their interior lines. It is the crossroad of the map. They must take it to advance further at any speed. Table 3: AC + Enemy Movements Here are the movements plotted together. We can see then where and when likely meeting engagements will occur. Things to note: 1. They can reach Stethoscope before we do. They can be in the town on Turn 4, while we are still on our approach. 2. However, they will be in marching formation to do this. Therefor, they are not a threat at this point, or on turn 5. 3. If they don't rush all out we can establish ourselves in the town before they do - so they need to be extremely aggressive to accomplish this. 4. Turn 5 could result in a huge bumbling mess as we both are in the town, but unable to shoot. Us, because we're moving, and them because they are transitioning from marching order to battle order. 5. If they start at their bridges, instead of the board edge, or have extremely mobile brigades that don't need to use marching formation (like we do), then we would be walking into a major, major ambush on turn 5. Table 4: Chit Example w/ Sight The outer circles on our roads represent the spotting range of potential lead AC chits. I have posted a potential formation for them. Things to note: 1. Armored Cars on the AC1 route will be able to spot potential trailing enemy companies on the 4 o'clock road. 2. If they use the Purple Route/advance along the 2 o'clock road we would not be able to detect them until we bumble into them on Turn 5. 3. If their force is around five companies, they can all make it into the town and again we won't be able to see them no matter where we are.
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# ? Mar 8, 2017 03:32 |
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Staff When line officers are making orders, ensure the following: Are the orders rules legal? The boche just several turns when they misapplied orders Are the orders clear? Can a casual reading understand them? Do the orders follow commander's intent? Are there any misunderstandings? Are the orders notated properly with arrows? Do the orders show each phase of movement, and do they have all tiles in all pictures? Do the orders conflict with other parts of the map (eg, walking into friendly Fires)? If a line officer hasn't submitted orders within 4 hours of the deadline, Staff are authorized to make ad hoc orders in their place.
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# ? Mar 8, 2017 03:33 |
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professor_curly posted:Timetables This is a really good post and should be imitated. Fires, see those nice little time tables for enemy movement on the 2 and 4oclock road? What say you drop arty on those spaces each turn. (Ie, they move to the turn 2 tile, we fire there at turn 2, they move to turn 3, we bomb turn 3, etc.)
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# ? Mar 8, 2017 03:36 |
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# ? May 23, 2024 16:40 |
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Loel posted:If a line officer hasn't submitted orders within 4 hours of the deadline, Staff are authorized to make ad hoc orders in their place. This has been noted here at Umpire HQ; however, please be aware that any orders posted in the thread by the responsible commander that have not been clearly and specifically revoked will take precedence over emergency orders. Using words such as "Draft" or "Preliminary" do not count as a revocation.
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# ? Mar 8, 2017 03:38 |