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FROM:Rear Observation Post B TO:MAJ GEN TBK FIRES READY TO DRAW UP TABLES STOP LACKING GUNS STOP WHERE ARE MY BLOODY GUNS STOP WHEN ARE THEY ARRIVING STOP DO I HAVE DIRECT CONTROL OF ARTILLERY ASSETS STOP LUDICROUS SHORT RANGE OF INDIRECT FIRE PROVING DIFFICULT STOP BRANDY SUPPLIES ADEQUATE STOP TELEGRAM USE COSTING THE POST OFFICE MILLIONS STOP HAVE ASKED US TO STOP
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# ? Mar 8, 2017 20:40 |
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# ? May 13, 2024 04:34 |
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Bacarruda posted:Aahah, sorry. I should have made something more clear I thought that I was sharing the brigade with one other dude. Also, do my plans look OK so far?
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# ? Mar 8, 2017 20:40 |
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Sixkiller posted:I thought that I was sharing the brigade with one other dude. Nope, all yours. Slim Jim Pickens posted:Having the armoured cars hold position for 2-4 turns is essentially the same as asking them to fight to the death. This is a game where 5 chits can die on the first turn of an engagement. Do you think it is feasible for a some cars west of the the M4 to mutually support ACs in the Chemin during the opening phases of the battle? Bacarruda fucked around with this message at 20:45 on Mar 8, 2017 |
# ? Mar 8, 2017 20:41 |
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Bacarruda posted:Nope, all yours. The limits of MG range make this impossible. Rapid movement is also limited because the unclear disposition of stethoscope. Besides which, one turn of movement, one turn of setting up, and a hypothetical battle is already over.
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# ? Mar 8, 2017 20:58 |
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Special Disciplinary Update (Your intelligence department discovers the following message in a bundle of papers taken from a captured enemy officer.) Attention all commanders. At an informal meeting of the special military tribunal, General [REDACTED] denied a charge of desertion (in that he intentionally accessed the enemy's Roll20 chat room with the intent of gaining an unfair advantage), but fully and frankly admitted an alternative charge of being absent without leave (in that he inadvertently accessed the enemy's Roll20 chat room while it was out of bounds). The violation was proactively self-reported, the player immediately closed the window when realising the error, and the player offered without prompting to withdraw entirely from the current round. This matter will therefore be settled without recourse to a full court-martial. You are required to immediately nominate another commander for the brigade that General [REDACTED] was due to command. The player may continue reading [his own thread and Roll20], but may not contribute in any way whatsoever to the discussion of any military matters until Turn 24 of the battle, by which point any information he may have gained access to will be of no use. The player may not at any time make any reference to anything seen in the enemy's Roll20. The player may then take command of an infantry brigade, and is commended for personal integrity in immediately reporting the violation. He is also to be confined to quarters for 21 days and deprived of his beer and wurst rations for that time. All commanders are reminded that it is their personal responsibility to avoid such mistakes. All commanders are also cautioned most strongly that on active service, desertion and/or repeatedly going absent without leave will result in execution by firing squad. That is all. (Message ends. You are reminded that similar disciplinary measures exist in your own army.) Telephone Map Here is your starting telephone map. Please do not confuse it with the points at which you may deploy your forces. The telephone map will expand and contract as you advance and retreat. Divisional HQ Please note that Divisional HQ will enter the map at the same time as its lead elements enter the map, and at the same location. Emergency Reinforcements The following emergency reinforcements will be granted to you at my absolute discretion. Appeals will be disregarded. Excessive appeals will forfeit the reinforcements. A brigade of Belgian infantry will enter the map in the region of Trois Freres if: the enemy enters Saucisson Vallee or the Foret d'Effyaders on Day 1; or the enemy crosses the western north-south road on a subsequent day. A brigade of French marines will enter the map amphibiously down the Effyaders Canal if the enemy crosses the canal or seems likely to do so. The local government might, in extreme circumstances, be persuaded to flood the northern part of the map, so that the battle is constricted to an area approximately 25" from the southern border of the map, in order to facilitate some kind of daring last stand. You are unaware of the precise requirements for triggering this last possibility.
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# ? Mar 8, 2017 21:20 |
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I'd like to commend the enemy officer for reporting and admitting to their mistake. If anyone on our team does the same, I ask them to please report to Trin ASAP, the rest of us won't hold a grudge if you wanted to play fair and broke the rules by accident.
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# ? Mar 8, 2017 21:29 |
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k, I should be in the map room around 8pm local time. questions I have: Bacarruda, where do you want the scout plane? Division commanders, I need brigade level movement maps. Ensure they have been vetted by Staff Staff, it would be helpful if you map the reinforcement zones, but if not I'll take care of it. Fires, what turn do you arrive on the map? Where do you think your indirect targets will be at that time?
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# ? Mar 8, 2017 21:30 |
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It is worth mentioning that Hunt11's Royal Engineers Corps can reach their destinations more quickly through an alternate route. I have shared this information with him already and he is confirming routes to M6 and M7.
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# ? Mar 8, 2017 21:37 |
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Istvun posted:It is worth mentioning that Hunt11's Royal Engineers Corps can reach their destinations more quickly through an alternate route. I have shared this information with him already and he is confirming routes to M6 and M7. Excellent Thats what I like to see, good work!
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# ? Mar 8, 2017 21:39 |
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At the moment sir I have no idea - our current map plans are marked up to turns 6-8 at max. If we arrive on day 2, we are not able to predict given the current state of our plans. If we have a reasonable estimate of where our infantry will be at end of day on day 1, I will table day 2 fire missions accordingly. At the moment I have plans to hit major thoroughfares in the east and the crest of the hill beyond - 12 indirect fires per 24 hour period will be used sparingly but in maximum available concentration.
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# ? Mar 8, 2017 22:11 |
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Royal Engineers In order to get the most out of the engineers they need to be either setting up or getting ready to set up erections. So I would like to make a request from each division. 3rd cavalry Where do you see your forces fighting over the entire day? Which points of access should I prioritize in shutting down and what type of erections you would prefer I use. Bacarruda has already provided me with his opinions and early requests but the more in advance I can structure the movement of my engineers the better. 7th Infantry I know this is further in the future but where do you imagine will be the best spots to set up infantry and how much time should be spent on each area. As in do you want just some basic trenches or would you prefer for me to pull out all the stops? Fires Do you want me to set up gun pits for your artillery pieces and if so where do you want them to be? A suggestion would be to create a series of gun pits that the pieces can be moved in and out from depending on how the battle goes.
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# ? Mar 8, 2017 22:20 |
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I'm confused about movement distances for the cav brigades. As they are currently marked on the estimated timetables, they are able to travel 24" on roads. However, according to Trin's original movement info-post:quote:Infantry, Engineers, Machine Guns, Artillery: 8" Can someone clarify the movement ranges for me?
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# ? Mar 8, 2017 22:21 |
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ViggyNash posted:I'm confused about movement distances for the cav brigades. As they are currently marked on the estimated timetables, they are able to travel 24" on roads. However, according to Trin's original movement info-post: Those are the movement speeds for brigades in battle formation. If in marching formation on a road, brigades move 50% faster than their listed movement.
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# ? Mar 8, 2017 22:23 |
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Ok thanks. Still trying to learn all the rules, but I'll provide what support I can.
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# ? Mar 8, 2017 22:29 |
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As an addition to my post. There is no need to rush as it will be some time before my engineers can even being doing prep work.
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# ? Mar 8, 2017 22:40 |
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British chits have been placed on a separate map on Roll20. Feel free to use them. I forgot to make regular artillery chits, so I'll make them tomorrow.
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# ? Mar 8, 2017 22:41 |
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Loel posted:Working list I'm available as staff to review orders or submit emergency ones if necessary.
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# ? Mar 8, 2017 23:42 |
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Trin Tragula posted:Critically important point, just in order to get y'all into the proper roleplaying mindset: I swear to god I knew that. I have a book about the 1st Royal Welch Fusiliers, who have an interesting history in the American Revolution and Napoleonic wars as light infantry.
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# ? Mar 8, 2017 23:58 |
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Since I promised to post it, this is the basic plan I had for the map: The armored cars rush the sunken road next to Stethoscope (AKA, that thing lying on the beating heart of the battle) from the south, with orders to stop and shoot if they can see the enemy, while splitting off a scout car to take the northern route and set up on the north crossroads while severing telephone cables. The first cavalry brigade rushes to occupy the Stethoscope, either taking up the northern part of the sunken road, or charging Stethoscope, while the one that shows up later does the other thing. We hold the line for a while. The scout aircraft shows up to scout the ridge and tell us about any incoming artillery, etc and shows up just before it's time to give orders. Based on the results of this, and with our dug in division commander, we order our units to retreat or stay there for 8 more turns. The engineers have hopefully done some work blocking the side roads by that point. Everyone pulls back down the center lane, and cavalry moves out into positions prepared to deal with enemy attacks based on what we know by that point. We hold the line at the stream and fords by any means we have available to us until the infantry arrives. Depending the situation, we can advance our infantry to relieve the cavalry, or we can organize a retreat beyond the forests. Our engineers prepare fortified fallback behind the north forest and in the valley that can spot and attack any enemy that tries to make it past. Ideally, lots and lots of barbed wire should be placed. With our infantry in defensive positions, any surviving cavalry can either rest in dugouts some distance behind the infantry, ready to charge if enemy makes it to the infantry trench, but otherwise hopefully getting some rest. All this time, we watch what the enemy does and prepare counterattacks, especially during nighttime. They'll have to commit their engineers to removing the obstacles we placed, and may not be able to place sufficient obstacles of their own to protect their guys from veteran infantry brigades with 15 "melee" chits showing up to say hi. Obviously, now I know some things I didn't know back then.
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# ? Mar 9, 2017 00:25 |
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Major-General Sir Theodore Bedford-Kant KBE, GC, MC, DSO Right, here is baby's first map for the Infantry. In lovely primary colours I have indicated the initial proposed routes for the brigades to take to their operation areas of responsibility. As the battlefield may change dramatically before we arrive, this is more in the way of a conversation piece than actual tactical planning. thatbastardken fucked around with this message at 01:49 on Mar 9, 2017 |
# ? Mar 9, 2017 01:47 |
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Royal Horse Artillery Unit Commander I've just received the horse artillery units assigned to me. There is something peculiar about them but I can't put my finger on it. UPDATE: They are responding poorly to the oats. (An explanation: I was assigned to a unit that did not actually exist) AbortRetryFail fucked around with this message at 02:51 on Mar 9, 2017 |
# ? Mar 9, 2017 01:53 |
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thatbastardken posted:
One thing to note is that the distance between Foret Effyaders and Bois de Blob is about equal to machinegun range, so units hiding in the woods on either can fire clear across if anything tries marching down the road. May be something to keep in mind for 21 Bde's deployment since indirect artillery and spotter planes will make it dangerous for units to set up in the open. They can still cover the M5 road from Effyaders while being hidden from observation.
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# ? Mar 9, 2017 02:02 |
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Terrifying Effigies posted:One thing to note is that the distance between Foret Effyaders and Bois de Blob is about equal to machinegun range, so units hiding in the woods on either can fire clear across if anything tries marching down the road. May be something to keep in mind for 21 Bde's deployment since indirect artillery and spotter planes will make it dangerous for units to set up in the open. They can still cover the M5 road from Effyaders while being hidden from observation. Noted, but in the optimistic spirit of the start of the game I primarily want my division to be able to move forward without a traffic jam. With the high number of infantry chits these brigades are well suited to offensive action, and if the cavalry phase has gone well (touch wood) a rapid advance will be key to securing those gains.
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# ? Mar 9, 2017 02:08 |
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7 Division Table of Organization and Equipment:quote:Division Commander: Major General thatbastardken
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# ? Mar 9, 2017 02:26 |
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I'm pleased to announce that due to my distinguished service in the handling of the horses that I have garnered the attention of a quite high ranking officer, who has promoted me to Chief of Staff for 7th Division. Let it be known. I have also been replaced with a computing device??? My programming allows me to: - Giving emergency orders if $COMMANDER_NOT_FOUND (Give orders in the absence of 7th Division Commander) - Be compatible with Order Checker 1910 Edition (Make sure all Division Orders are legal and make sense) - Supports 16 and 32 colours (Make maps Look Nicer) - Complementary YES/NO Electronic Decision Maker (Settle disputes between Brigadiers) UPDATE: The RHA Unit has finally received the supplies I have requisitioned for them, I hope my replacement puts them to good use. AbortRetryFail fucked around with this message at 02:48 on Mar 9, 2017 |
# ? Mar 9, 2017 02:26 |
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AbortRetryFail posted:UPDATE: The RHA Unit has finally received the supplies I have requisitioned for them, I hope my replacement puts them to good use. bwhahaha Loel posted:
reinforcement map I am putting the observation plane on turn 12 like so. Bacarruda has authorization to retask it if he so desires. Master post to follow Bacarruda posted:
Sixkiller posted:Rolls-Royce Brigade: The Big Red One xthetenth mydad Hunt11 posted:Royal Engineers Corp Division Commander: Major General thatbastardken Brigadier General Acebuckeye13 Brigadier General mllaneza Brigadier General Eddy-Baby Loel fucked around with this message at 04:50 on Mar 9, 2017 |
# ? Mar 9, 2017 03:00 |
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Roll20 is currently discussing the historicity of units. I'm surprised that even the French marines that will arrive are based on the Fusilers Marins that were quite real, and our division compositions are also based closely on real units.
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# ? Mar 9, 2017 03:30 |
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I have created a blank map with all roads having names and the ford crossing points for future use.
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# ? Mar 9, 2017 03:34 |
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my dad posted:Roll20 is currently discussing the historicity of units. I'm surprised that even the French marines that will arrive are based on the Fusilers Marins that were quite real, and our division compositions are also based closely on real units. allegedly
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# ? Mar 9, 2017 03:35 |
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Since the scouting aircraft has a 4 turn delay in providing information, it'd be best to deploy it on turn (N-1)*8+4 , where N is the 8 turn round we want to deploy it in.
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# ? Mar 9, 2017 03:35 |
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my dad posted:Since the scouting aircraft has a 4 turn delay in providing information, it'd be best to deploy it on turn (N-1)*8+4 , where N is the 8 turn round we want to deploy it in. Bacarruda, your call.
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# ? Mar 9, 2017 03:43 |
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Since BG My Dad asked in chat, I've put together a preliminary plan in the event that the local government blows the dikes, to be referred to as Plan Utnapishtim. Our liaison officer had some difficulty getting the full gist of the plan out of the locals due to the dialect, but we are confident that we'll know when the decision has been made "since the local yobs will all start heading south in a d***ned hurry". In the event Plan Utnapishtim is put into place, all soldiers shall make use of their regulation cork vests to maintain buoyancy during the deluge. Soldiers are reminded that they were told to keep their regulation cork vests on their person at all times when they embarked for the Continent, and that directive is still in effect. If a soldier is unable to equip their regulation cork vest in time, they are advised to hold their breath until the flood waters subside or they are able to seize any structures that remain above water. Any Germans encountered during Plan Utnapishtim should be pushed off of whatever high point they're clinging to and dunked repeatedly until they surrender. Our engineers have consulted with the local public works officials and have come up with the following estimate as to how far the flood waters will advance during Plan Utnapishtim. However, they caution that water is a complicated and mysterious force and should not be treated lightly, so these projections are to be treated as notional at best. CLASSIFIED SECRET COLLATERAL// Engineers and naval experts to the rear have also been tasked with determining a means to float H.M.S. Bellerophon over the dikes and into the Effyaders Canal during the breach to serve as an inland battleship and local fire support for the defense of Effyaders. They are also tasked with figuring out how to get it back out again. //END SECRET COLLATERAL If you are unable to pronouce 'Utnapishtim', you either did not pay attention during Classics or are too low in rank to concern yourself with the broader strategic matters of the plan. Updates to Plan Utnapishtim shall be issued as more information becomes available.
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# ? Mar 9, 2017 03:48 |
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Brigadiers Acebuckeye13 and mllaneza, please report in and acknowledge you have received your orders!
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# ? Mar 9, 2017 03:55 |
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Started on the master post above. Officers and staff make sure its how you want it, and that its not missing anything.
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# ? Mar 9, 2017 04:23 |
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Possible wire placements. Comments on if the set up looks good or not will be appreciated.
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# ? Mar 9, 2017 04:52 |
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Looks good to me. It covers the most likely enemy approaches completely.
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# ? Mar 9, 2017 04:56 |
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Hunt11 posted:
I'd put the ones up north closer to the fords fwiw. The trees are close enough that we can ambush them as they get caught up in crossing and clearing. edit - by north == M1/2/3
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# ? Mar 9, 2017 04:59 |
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Are the M5/M6 wires placed a bit farther back because of movement concerns or because it's a good killbox you don't want them to back away from?
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# ? Mar 9, 2017 05:01 |
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xthetenth posted:Are the M5/M6 wires placed a bit farther back because of movement concerns or because it's a good killbox you don't want them to back away from? It is trying to get as many guns as possible on the targets. The one at m6 is close enough that our infantry can also join in the slaughter.
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# ? Mar 9, 2017 05:02 |
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# ? May 13, 2024 04:34 |
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Secondary map for infantry brigadiers to consider: Areas of Responsibility! This is an extremely rough sketch of the parts of the map your brigades will need to control depending on the flow of battle. It is NOT a comprehensive set of directions on chit deployment! Division HQ will for preference occupy the middle road to allow for easier communication with all brigades. I acknowledge that this does put HQ at risk if the enemy break through, and it is subject to change as we approach the battlefield.
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# ? Mar 9, 2017 05:02 |