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Put a map in your orders, Sandman. (Do you think the observers are sick of me nagging the brigadiers yet? :V )
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# ? Mar 12, 2017 09:04 |
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# ? May 14, 2024 06:01 |
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we may not have all our maps in our orders, but now we have some more range maps!! these are 40" ranges to the outer edges of the terrain feature in question (aside from fords and intersections, which are ~50-100px wide dot-ish blobs) and represent indirect artillery fire forests farms and fords available at full scale if needful which leaves towns, roads, intersections, and bridges. i'll think about that later oystertoadfish fucked around with this message at 19:00 on Mar 12, 2017 |
# ? Mar 12, 2017 18:58 |
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steinrokkan posted:If you are American, do not leave your post for the last day! There was the same sort of problem with trying to get some orders out five minutes before the deadline last time quoting this for relevance if sandman doesn't do anything in the next 12 hours should we just slap together an arrow for him? or a picture of the chits as he's described them? don't want to leave it 'till the day of the orders. now i have a few questions about orders - haven't done this before so please correct my misunderstandings danke at this point what are our conditionals for turns 9-16 - what happens if our orders roll doesn't go well in the next update for one or both brigades? if we don't see appreciable force before turn 16, where do we want to be? the infantry entering the map on turn 10 will probably be somewhere around halfway between stethoscope and the eastern river at turn 16, i believe. i would especially like to have a contingency for if either of the forests on the western side of the fordable river turn out to be empty or nearly so, just in case we can't get new orders out after we find out, or the timing means we don't get the intel until turn 9 or do we already have that poo poo and i'm missing it? oystertoadfish fucked around with this message at 19:23 on Mar 12, 2017 |
# ? Mar 12, 2017 19:14 |
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oystertoadfish posted:quoting this for relevance This would be helpful, yes, if he's disinclined or unable to do it himself.
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# ? Mar 12, 2017 19:37 |
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Just pointing out that Sandman has been unable to provide complete orders due to scheduling issues three times in a row, which is concerning.
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# ? Mar 12, 2017 20:31 |
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oystertoadfish posted:at this point what are our conditionals for turns 9-16 - what happens if our orders roll doesn't go well in the next update for one or both brigades? if we don't see appreciable force before turn 16, where do we want to be? the infantry entering the map on turn 10 will probably be somewhere around halfway between stethoscope and the eastern river at turn 16, i believe. I think making orders for that far in advance is problematic. We know nothing about the situation then, so we run a risk of our orders interacting unfavorably with a reality that has turned out differently than we envisioned, and it's bad for player enjoyment to have to make reams of conditionals that mostly turn out useless.
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# ? Mar 12, 2017 20:44 |
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Ikasuhito: As far as I am aware you can have the MG's behind your infantry in the woods and they can still see/shoot out. There's no need for them to be exposed on the edge of the formation. Also your orders about who to leave behind while they sweep is a bit unclear, it might pay to check that units in the town can shoot out at spotted enemies and if not have them position in the outskirts rather than the town itself. Sandman: Please update your orders with a map. I also didnt see anything about going to the assistance of Ikasuhito if he gets into combat south of Stethoscope. Saros fucked around with this message at 21:16 on Mar 12, 2017 |
# ? Mar 12, 2017 21:12 |
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aphid_licker posted:I think making orders for that far in advance is problematic. We know nothing about the situation then, so we run a risk of our orders interacting unfavorably with a reality that has turned out differently than we envisioned, and it's bad for player enjoyment to have to make reams of conditionals that mostly turn out useless. we definitely can't have more than two or maybe three conditionals, i agree with that. trin will punish us if we violate it, and it's not fun anyway. i'm more asking, could we come up with a simple yes/no that would set us up as well as possible in the event of going 16 turns without new orders? like, 'if you see more than X enemy infantry and/or cavalry, set up this defense at line A; otherwise, drive off anybody you see and try to set up this other defense at line B'. understanding that it probably won't come into play, so it's not worth obsessing over or do we think that sticking around where the current orders plant us is the safest option for the 16-turns-on-this-set-of-orders scenario? i haven't played before so all this is more of a question than a suggestion oystertoadfish fucked around with this message at 21:49 on Mar 12, 2017 |
# ? Mar 12, 2017 21:45 |
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steinrokkan posted:Just pointing out that Sandman has been unable to provide complete orders due to scheduling issues three times in a row, which is concerning. Agreed. I've told Saros to find a replacement for him. Saros posted:Sandman: Agreed. However, let's be careful re: helping Ikasuhito. If he's in trouble, sure, send some guys to help, but don't abandon Stethoscope. Part of my plan being what it was was, essentially, one brigade advances while the other holds down their flank, and we cannot lose that town. Flesnolk fucked around with this message at 00:27 on Mar 13, 2017 |
# ? Mar 12, 2017 21:55 |
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oystertoadfish posted:the infantry entering the map on turn 10 will probably be somewhere around halfway between stethoscope and the eastern river at turn 16, i believe. The turn 10 reinforcements are the third brigade of Saros' cavalry division. Also, I'm officially tasking you with giving Trin a map for Sandman's orders.
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# ? Mar 13, 2017 00:03 |
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oh yeah, i forgot the details of who comes in when. we'll worry about that soon enough, though OK here are the maps for the Sandman's orders. Flesnolk approved the images but i'd wait for him to approve the whole package before moving forward. First, the orders: The Sandman posted:2nd Cavalry Orders In all cases the march begins from the north as depicted in both arrow-maps below. the orders pose two conditions, the paragraphs beginning with "If...". If the first condition is met ("If Ikasuhito's 1st Brigade entered Stethoscope without fighting or was fired upon from elsewhere"), please follow this arrow in marching order all the way to stethoscope: having done so, deploy in battle order as depicted in this image - i tried to throw the MGs and AH on the outskirts like he wanted: /end of first condition in the second condition ("If Ikasuhito was fired upon from the town"), please follow this arrow, forming into battle order somewhere around the circle, which indicates the spot on the road 14" from stethoscope, and charging as the orders describe from there along the rest of the arrow: once you're done doing that, take up the positions depicted in the deployment map for the first condition, above /end of second condition and do note that last paragraph in the orders about what to do if an enemy comes within charging distance - if you do that, return the victorious chits back to that same deployment whenever you're moving on the roads, except in the case of that second condition, it's in marching formation that seems like a pretty direct drawing up of his orders. hope this helps oystertoadfish fucked around with this message at 01:36 on Mar 13, 2017 |
# ? Mar 13, 2017 01:30 |
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I'm willing to sign off on this. Also, an update on the Sandman situation: If nobody else steps up, OTF is getting the brigade. There's a few of you unassigned, and staff officers who would maybe like to command in the field, so if you want to do it make sure you put your hand up before, oh, the next time we get to give orders. I need people I can rely on to do the job and be active about doing it in command, especially in these spearhead brigades.
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# ? Mar 13, 2017 01:42 |
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yeah, if somebody else doesn't do it then i'm gonna end up doing it again. i'd actually rather one of yall did it, though. if anybody else wants it they can have it
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# ? Mar 13, 2017 01:44 |
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For sure, this is just putting ITT what we discussed in roll20, that if nobody steps forward we have to fall back to you.
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# ? Mar 13, 2017 01:46 |
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yup, it's good to type these things in both places
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# ? Mar 13, 2017 01:46 |
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Speaking of posting, mossyfisk, you're up on turn 10. Make sure you're ready. Bad enough we have to replace one brigadier without having to worry about others not getting their stuff in.
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# ? Mar 13, 2017 04:43 |
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Double posting to note that, even though y'all aren't in at the start, I still want the other two cavalry brigadiers, and our infantry division, actively reading this thread and contributing to discussion here and in the roll20. We need to make sure we all understand the situation as it develops so we can make the best use of our forces. And besides, all this silence is probably boring the observers to tears.
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# ? Mar 13, 2017 12:46 |
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I am reading up on the whole thing but am still quite confused as to how things actually work so I don't feel like I can contribute much Then again that's why I took an infantry brigade, gives me some time to understand the rules and see how they are used.
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# ? Mar 13, 2017 13:41 |
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Understandable, I'm just putting out word that I want people actively following along, contributing what they feel they can, etc. - we need an active team effort for this game. Personally, I think the arrival of forces is way too slow-drip, and that might be affecting activity.
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# ? Mar 13, 2017 13:55 |
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Scout plane update, I want it scouting out this area on turn 12:
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# ? Mar 13, 2017 15:29 |
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The adjudication begins...
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# ? Mar 13, 2017 18:00 |
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# ? Mar 13, 2017 20:42 |
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Waiting for adjudication is an entirely different experience as a player.
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# ? Mar 13, 2017 20:55 |
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It's so much nicer as an observer.
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# ? Mar 13, 2017 21:09 |
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https://www.youtube.com/watch?v=PO1CsLRUfsY Turn 1: 0800 British initiative Your cavalry rides boldly onto the field. Turn 2: 0830 British initiative The cavalry crosses the river, heartened by the morning sun. Turn 3: 0900 German initiative You begin converging on Stethoscope, unsure what you'll find. Turn 4: 0930 British initiative Still nothing in sight. Turn 5: 1000 German initiative Both your brigades make it safely into Stethoscope without sighting any enemies, and begin switching to Battle Order. Turn 6: 1030 German initiative 1st Brigade chooses to modify its formation so that it can avoid leaving the confines of the town. 2nd Brigade should be assumed to be in some kind of Battle Order formation, again entirely within the town. There's not room for it to take up its assigned position, and it will move to those positions next turn, when 1st Brigade has departed. However, don't worry; there is room for all the companies to fit in there, and so they have; I just can't be bothered moving everyone around, only to then have to move them again next turn. Turn 7: 1100 German initiative There's now room to show 2nd Brigade's formation. The 1st Brigade rides out of Stethoscope...and smack into a long line of what appear to be Fahrzeuge, each one of them with a machine-gun mounted on the back! Important note: I am changing how I display companies who are attempting close combat; they won't be shown occupying another chit's space until they've successfully made it through the Firing Phase without being hit. The machine guns open fire. It doesn't go well. One company survives to close combat, though! It sends two of the enemy companies fleeing back down the road, but then the third one successfully resists the charge. You do pretty well in the rally phase, and curse that your own support companies weren't ready to support you this turn. Turn 8: 1130 German initiative South of Stethoscope, your support companies do good work disabling the enemy's Fahrzeuge. The remainder open fire, though, and they're able to prevent all your surviving cavalry from reaching close combat. Three companies then rally, but importantly, the brigade HQ remains suppressed! Meanwhile, 2nd Brigade has spotted an enemy cavalry brigade adopting Battle Order to the west! Its arse hortillery is in range, opens fire, and picks off one of their companies... Full overview at the end of the turn: Your Divisional HQ has successfully entered the map and I'll confirm in a few minutes when it will be hooked into the telephone network; I remind you that I keep them switched off at all times (unless being moved) so as not to run the risk of accidentally showing them to the enemy. You have killed 4 enemy companies and lost 5. The next soft deadline is 5pm Wednesday 15th March. 1st Brigade's commander may issue new orders, but the brigade cannot attempt to change its orders until after the brigade rallies from suppression.
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# ? Mar 13, 2017 21:32 |
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That was quick. Best case, they pushed most of their defenses to the front to bottle us in. Charge!
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# ? Mar 13, 2017 21:37 |
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!!! Can we tell if the northern road is empty, or has 2nd Brigade just not looked in that direction?
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# ? Mar 13, 2017 21:49 |
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So, the bad news: the armoured cars exist and half of 1 bde was annihilated in an instant. At least our machine guns and artillery kill them. We took Steth first and we've killed a few of the bastards, at least. Saros, see to your division, I'll talk to you about next moves after my classes. Otf it probably falls to you to take over for Sandman. I suggest 1bde pull back to the outskirts, some of the cavalry screening their support companies while the rest prepare to help 2bde defend Steth. 2bde should move some of its cavalry to the outskirts facing the enemy cav to do the same for their MGs.
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# ? Mar 13, 2017 21:49 |
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Mossyfisk, good to see you. Be ready, because we're going to need to get you some orders quickly.
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# ? Mar 13, 2017 21:51 |
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mossyfisk posted:!!! The northern road is, as far as you can see, unoccupied.
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# ? Mar 13, 2017 21:52 |
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Good job on 1st and 2nd Brigade: getting into the town and ready for a charge without taking a single loss to what approximates a CORPS WORTH of British machine guns! This is the worst possible thing we could have run into, and could result in a major swing of the battle. I don't think there's possibly enough time to get those MGs ready on the town outskirts, so that enemy Cavalry is going to need to be either counter charged or ignored in preference to clearing out the cars. For my brigade, I can see a few conceivable targets: cleaning up cars, retaking Stethoscope, seizing the northern side of CC, or even just running scout missions to check no forces have gotten around us. Edit: Oh, my bad those MGs are well and truly set up. I hope to see them unhorse lots of englishmen. mossyfisk fucked around with this message at 22:09 on Mar 13, 2017 |
# ? Mar 13, 2017 22:05 |
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1st Brigade commander to HQ-"Not again!" Hey Trin you mentioned that the first two ACs "fled", does that mean that they routed, or they just pulled back and now I can't see them?
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# ? Mar 13, 2017 22:07 |
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They were forced to retreat suppressed.
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# ? Mar 13, 2017 22:09 |
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That honestly went okay but admittedly my standards for tolerable first turns are shaped by horrible horrible experience. Still, we have secured a town, we destroyed some high tech hardware, and our exchange rate was basically fine. If we keep going like this we will be fine. If we stop in place we can force them to charge our machine guns or abandon the town. This is an advantageous position. We did good. aphid_licker fucked around with this message at 22:35 on Mar 13, 2017 |
# ? Mar 13, 2017 22:32 |
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Well, I have to admit I did not expect our horses to ride smack-dab into some cars.
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# ? Mar 13, 2017 22:40 |
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lovely 2CV no match for GERMAN HORSEPOWER
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# ? Mar 13, 2017 22:43 |
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I've just done a bit of quick number crunching using otf's little distance summary from a page or two back. Assuming they road marched for 6 turns, one to shake into combat formation, and one advancing in combat formation, they've moved very roughly 156", i.e they've come straight from Effyaders. If there's road marching infantry coming from there, the very earliest they could reach stethoscope is turn 13, probably a few turns later due to formation changes.
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# ? Mar 13, 2017 23:00 |
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What are the numbers if we assume their response to last round was "Oh my god never use Marching Formation"?
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# ? Mar 13, 2017 23:08 |
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Clarification, those two cars will have to run for two turns, then try to rally. So, a minimum of 5 turns before we see them again. There are about 200" between Effydars and where those cars were seen on turn 7. Either those cars are quite a bit faster then horses, or else they had to start somewhere further east. They also fired the first turn the cav left the town. So they either were in position on turn 6 or have no need to unlimber. So either they were blindsided or figured those cars would be a lot hardier then they ended up being. I can't think of which is funnier.
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# ? Mar 14, 2017 00:11 |
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# ? May 14, 2024 06:01 |
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I think we just got lucky and rode our cavalry into town while the cars weren't set up. If they had been, they could have fired at them before they got in to town.
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# ? Mar 14, 2017 00:37 |