|
Istvun posted:We can send a single car south and hope for spotting information, but beyond that things are rough. Im not enthusiastic. Hed be driving around in a 4 inch sight radius, and if he does blunder into the enemy, he'll die - and we still wont know which bridge they crossed at.
|
# ? Mar 17, 2017 23:05 |
|
|
# ? May 23, 2024 17:18 |
|
Loel posted:Im not enthusiastic. Hed be driving around in a 4 inch sight radius, and if he does blunder into the enemy, he'll die - and we still wont know which bridge they crossed at. Cars might be able to suspend night rules or something. Trin mentioned that he'd think of how to handle them if any survived to the night. And even then trying to hunt them down in darkness is not my idea of a good time.
|
# ? Mar 17, 2017 23:07 |
|
Don't my cars have lights?
|
# ? Mar 17, 2017 23:49 |
|
If you wish to be spottable at 40", then by all means use your headlights.
|
# ? Mar 18, 2017 00:03 |
|
Trin Tragula posted:If you wish to be spottable at 40", then by all means use your headlights. Do they let us see 40"?
|
# ? Mar 18, 2017 00:09 |
|
What happened to the plans of bringing in reinforcements during the night?
|
# ? Mar 18, 2017 00:11 |
|
I'd take 18" vision using headlights if we could get it.
|
# ? Mar 18, 2017 00:11 |
|
Loel posted:Do they let us see 40"? No, then the cars go back to unmodified spotting.
|
# ? Mar 18, 2017 00:12 |
|
Hunt11 posted:What happened to the plans of bringing in reinforcements during the night? The infantry will be arriving between 0800 and 1200 tomorrow after some brisk night marching. Otherwise they would have arrived in the afternoon.
|
# ? Mar 18, 2017 00:14 |
|
Trin Tragula posted:No, then the cars go back to unmodified spotting. That's a decent trade, since they likely won't be expecting it
|
# ? Mar 18, 2017 00:18 |
|
Can they flick the lights and then move?
|
# ? Mar 18, 2017 00:34 |
|
Loel posted:Can they flick the lights and then move? The lights are either turned to On or Off and then the Movement Phase begins; if you wanted to do that, you'd have to do it over two turns. edit: I strongly advise not making this too complicated; gently caress with the enemy, but don't gently caress with the DM too much
|
# ? Mar 18, 2017 01:57 |
|
I do not see a way to write an insult in morse code overnight.
|
# ? Mar 18, 2017 02:50 |
|
Important note: our decisions with headlights during the night will not affect their orders due to the turn cycle. So my idea for a shell game is probably right out.
|
# ? Mar 18, 2017 03:15 |
|
Current chat in thread is to put the cars about 36" from the bridges (along the Saucisson N/S road), and if they get shot we know the enemy is coming. Like so: I think this has potential, actually. They dont have arty as far as we know, and they dont know what we are aiming at the spotlights. Creates an illusion of strength on the southern path. Loel fucked around with this message at 03:31 on Mar 18, 2017 |
# ? Mar 18, 2017 03:25 |
|
they don't have the range to shoot at us from that far, do they?
|
# ? Mar 18, 2017 03:39 |
|
True. One sec, Ill draw a closer map. Loel fucked around with this message at 03:44 on Mar 18, 2017 |
# ? Mar 18, 2017 03:41 |
|
Will they be drawn like moths to the flame, or will they skitter away like roaches?
|
# ? Mar 18, 2017 05:11 |
|
sullat posted:Will they be drawn like moths to the flame, or will they skitter away like roaches? Only one way to find out
|
# ? Mar 18, 2017 05:21 |
|
Or they may be paralyzed like a deer in uhh ... headlights. I still think the answer is having an ominous, fear inducing honking coming from the woods at midnight.
|
# ? Mar 18, 2017 07:20 |
|
Major-General Desmond de Vere Barrington, GCVO, DSO and Bar. General Officer Commanding 3rd Cavalry Division, British Expeditionary Force. If we try to defend everything, we defend nothing. My plan is to focus on holding the Foret Def Effyaders. It is strong ground and it allows us to control two of the three major crossings. If we sight sizable enemy forces trying to cross the M1 or the M4, we will know the Germans are centering their efforts in the north. If we see nothing, we'll know they are probably in the south. 7th Division can act accordingly. I'm not going to lose more men for a pointless southern tripwire force. We can't afford more losses. We will hold the Foret De Effyaders as long as possible. The Belgians may flood the area north of us. I will send runners north to alert us when this happens. If the Belgians flood us, we will assault the Bois de Blob and hold this high ground as long as possible. 6 CAV DIVISION HQ -- move to the roadside just south of the "F" in "Foret" in Effyaders -- dig in and hook up to the telephone wires -- before we leave, I want to send this message by telephone to corps HQ. If the area is flooded, then retreat to the Bois de Blob. Barrington posted:Pater Loel, Sixkiller, keep your ACs where they are. In the event of a flood, try to get to the Bois de Blob area as fast as possible. my dad, hold position and dig, dig dig. Send French-speaking men on fresh horses north and find the sluice gates in the dikes. If the Belgians want to flood the gates -- get your runners to persuade the Belgians to delay the flooding for an hour or two -- enough time for the runners to alert 6th Cavalry Division and for us to get clear of the flooded area. If the area is flooded, then assault the Bois de Blob and hold it until further orders.. Hunt 11. I want your best engineering estimate of what areas will be flooded if the Belgians open the sluicegates and flood the poulders. I especially want to know if Effyaders will be flooded. I want wire on the northern fords and I want fire covering the front and flanks of 7th Cavalry Brigade and the Armoured Cars. I want enough wire to stop them from making an effective night charge on us. If you still have time, then I want you to dig extra trenches on the southern edge of the Foret de Effyaders for our men later to occupy. STAFF -- if worst comes to worst, we need a Belgian infantry brigade commander and a French Fusilier Marins (marine infantry) commander ready to command these units if these extra reinforcements have to be deployed. Here are Emergency orders for these units if they must be deployed. If anyone wants to take over and issue additional orders, go ahead. 1er Brigade d'Infanterie de Belgique--Move into Frere Droit. If you can move there without taking fire, then move to Frere Bouche and dig in there. Hold until relieved. 1er Brigade de Fusiliers Marins--disembark from your boats and enter the nearest village on the eastern bank. Billy bonus your MGs in town and dig in your men around the outskirts. Prevent German forces from crossing the bridges your can cover with your fire. Hold until relieved. 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. Bacarruda fucked around with this message at 06:37 on Mar 19, 2017 |
# ? Mar 19, 2017 05:38 |
|
Now that my internet is restored and I've caught up with the thread, I'm available to take command of a brigade as needed.
|
# ? Mar 19, 2017 07:41 |
|
Wait, are things so dire that flooding is in the cards? They have at most one intact brigade stumbling around in the dark, like us.
|
# ? Mar 19, 2017 16:28 |
|
sullat posted:Wait, are things so dire that flooding is in the cards? They have at most one intact brigade stumbling around in the dark, like us. The belgians are strong believers in community swimming programs
|
# ? Mar 19, 2017 16:32 |
|
If the Belgians do not flood us, just stay in current position. {Conditional: if the Belgians flood us, drive to these positions near the Bois de Blob; the headlights are to be turned on}. Fight at them. Gun 'em down. Do not pursue. Last car is dead. (Ignore the ACs not on the road).
|
# ? Mar 19, 2017 17:00 |
|
sullat posted:Wait, are things so dire that flooding is in the cards? They have at most one intact brigade stumbling around in the dark, like us. I don't think it's likely to happen. So don't take the talk of floods as a sign of panic on my part. We're in a bit of sticky wicket, to be sure, but I think our situation for the next few hours is quite tenable, provided we choose our goals wisely. However, Belgian civilian authorities may panic. They may sight real (or imagined) large formations of Germans headed our way. The Germans may flank us from the south and break for Effyaders, causing the Belgians to turn to Plan Z. So flooding is a possibility. And given that all of 6th Cavalry Division will be in the path of any potential flooding and that we will have a very long turn coming up with no time to react to any floods, I'd like to have a contingency plan so we don't get washed away. Sixkiller posted:
Do NOT have your bloody headlights on unless poo poo hits the fan and we have to move out of the way of a flood. Bacarruda fucked around with this message at 04:52 on Mar 20, 2017 |
# ? Mar 19, 2017 17:19 |
|
Bacarruda posted:Do NOT have your bloody headlights on unless poo poo hits the fan and we have to move out of the way of a flood. But that is the plan where we get flooded, and have to get out of the way.
|
# ? Mar 19, 2017 18:37 |
|
quote:Please call Sir John French and see if there are any available units in the area that can help us.. We need more men as soon as possible. 6th Cavalry Division is at 1/3rd effective strength. 7th Infantry Division arriving at dawn will be helpful. But we have already engaged a full German cavalry division and we expect at least one German infantry division will be arriving in the night. Trin, can we grab the Belgians and French marines early? Or are there any other units we might expect? Also, can we assume that we'll have some warning about flooding time/location? I dont want to move engineers away from digging if I don't have to. Loel fucked around with this message at 19:31 on Mar 19, 2017 |
# ? Mar 19, 2017 19:26 |
|
Loel posted:Trin, can we grab the Belgians and French marines early? Or are there any other units we might expect? No. quote:Also, can we assume that we'll have some warning about flooding time/location? I dont want to move engineers away from digging if I don't have to. You are quite correct. Think of it like an Act of God and don't rely on it.
|
# ? Mar 19, 2017 19:39 |
|
Alrighty. Bacarruda, plan accordingly.
|
# ? Mar 19, 2017 19:52 |
|
My mind has slipped so easily into that of an artilleryman, I just saw this thread and thought "I'll post again when the cavalry stop cocking about". Our guns are presumably dawdling their way up to arrive tomorrow. Deployment orders to come. Timetables based currently on two hypothetical German plans: A) Southern path. If I were them, that's where I'd be going. The forest to the north provides too many opportunities for line of sight shenanigans and the middle is too obvious. They can anchor their line against the board edge and drive forward, so our blind barrages will concentrate on denying the road at key points should we spot them moving south. B) Middle Path. I'm increasingly thinking this is unlikely - but since we're aiming for a line across the middle our guns will aim to hit everywhere we don't have LOS to. Less fun, but probably more bloody. Loel do I have any on map assets or am I ordering everyone with guns around in an imperious, swagger stick using manner?
|
# ? Mar 20, 2017 09:25 |
|
Infantry Engineer 1: Once the two trenches are set up head into Bois de Forest and set up a trench at the edge of the forest running parallel to the road, after that head to the point indicated on the map and begin setting up barbed wire across the southern most road. Infantry Engineer 2: Create a second trench a bit closer to the river and then head to Saucisson Vallee and set up bared wire as indicated on the map. Mounted Engineer 1: Once the barbed wire is up create a trench directly behind the barbed wire and make sure that it destroys that section of the road. Once that is done then do the exact same at the back section of the road in Foret De Effyaders Mounted Engineer 2: Once the barbed wire is up head into Saucisson Vallee and begin setting up trenches as indicated on the map. Emergency orders: Enemy enter within sighting range of the chit whilst work is being done. If one turn left to complete the work: Then finish work and retreat to the road running north through Saucisson Vallee and start creating trenches along the road. If longer to finish work then head straight to Saucisson Vallee and begin work.
|
# ? Mar 20, 2017 16:32 |
|
The adjudication begins...
|
# ? Mar 20, 2017 20:17 |
|
https://www.youtube.com/watch?v=m9We2XsVZfc Turn 25: 2000 Night falls German initiative With everyone on "stand fast" orders, there is nothing to report. The men settle down to the equally-important tasks of standing sentry duty and making tea. Turn 26: 2030 German initiative The kettle boils. Turn 27: 2100 German initiative Trooper Atkins apparently forgot to put the sugar in, and gets shouted at by his corporal. Turn 28: 2130 British initiative One of your engineers has finished its work. Pater Meus's digging is also complete. Turn 29: 2200 German initiative Trooper Atkins makes more tea. Turn 30: 2230 British initiative He delivers it, dodging the corporal. Turn 31: 2300 British initiative More digging occurs. More digging has occurred! Turn 32: 2330 British initiative Rations arrive from the rear. START OF DAY 2 Turn 33: 0000 British initiative One man breaks his tooth on an army biscuit and has to be taken back to the aid post. Turn 34: Day 2, 0030 German initiative Gentle cartoon snoring rises from inside the Foret de Effyaders. Turn 35: 0100 German initiative Some idiot observes that the situation is "quiet, too quiet". Turn 36: 0130 German initiative Someone else throws a boot at him. Turn 37: 0200 British initiative Your southern foot engineer is done with his work, and strikes out into the Bois de Blob. Turn 38: 0230 British initiative The engineer has, erm, got a little bit lost. That's not good. That's really not good. And the kicker is, you wouldn't have known about it if not for the northern engineer, which by the very narrowest of margins had LOS to see the enemy opening fire. n.b. there should be another cav company visible immediately on its right inside the trench, it got turned off by accident. Turn 39: 0300 British initiative A runner slogs across country (abstracted, of course) to find Pater Meus and alert him to the danger. Turn 40: 0330 German initiative More trenches! Turn 41: 0400 German initiative Good news: forums poster my dad is now about to lead cavalry across the map without knowing what he might find when he arrives. That's never ended badly before. Turn 42: 0430 British initiative Pater Meus attempts to concentrate his men. Turn 43: 0500 British initiative Pater Meus succeeds, and they prepare to ride out. Turn 44: 0530 German initiative The 7th Brigade rides...somewhere... Turn 45: 0600 German initiative Pater Meus seems to lack the map-reading skills of his French cousin. Turn 46: 0630 German initiative The 7th Brigade finds its sense of direction. Dawn Turn 47: 0700 British initiative Pater Meus adopts the position that was assigned to him, and waits, grimly, for battle. At least he'll be ready for it when it comes. Turn 48: 0730 German initiative But nobody came... It is now 0800. Your surviving engineers gain 3" of barbed wire. The sun has now fully risen and true daylight begins. Overview: During the next update, you will introduce two infantry brigades on Turn 49. One more will arrive in the following update. The next infantry division to enter the field will begin to arrive from 2000 so that it can move up under cover of darkness. You may spend a fatigue point to have it arrive at 1600 instead; all brigades of that division will be eligible to gain fatigue points immediately they arrive. You also have one more spotter plane. The soft deadline is 5pm Wednesday 22 March, although I am open to appeals for an extension of a day or two if you think you might need it. Reinforcement map, exact brigade composition, and artillery details to follow. Trin Tragula fucked around with this message at 00:57 on Mar 21, 2017 |
# ? Mar 21, 2017 00:54 |
|
Greeeeeat, I didn't even notice the conditional in the emergency orders last round. I thought it was just a "move over there"
|
# ? Mar 21, 2017 01:00 |
|
Volunteering for a brigade command in the next infantry division arriving this evening...hopefully there will still be something left to defend by then.
|
# ? Mar 21, 2017 01:17 |
|
my dad posted:Greeeeeat, I didn't even notice the conditional in the emergency orders last round. I thought it was just a "move over there" Yeah, that would have made a good amount of sense if we'd had decent vision there or units but we should've gotten rid of it.
|
# ? Mar 21, 2017 01:19 |
|
Looks like everybody under my command is at their most useful when being shot at by the enemy.
|
# ? Mar 21, 2017 01:25 |
|
So of the two brigades arriving at 0800, it seems like we need a) one to help mydad find and evict our unwanted house guests around Bois de Blob and b) the other to hightail it up to the unoccupied trenchline in Effyaders before the Germans sneak across the fords. edit - it also sounds like we need some additional commanders for the reinforcements arriving in the evening...
|
# ? Mar 21, 2017 01:32 |
|
|
# ? May 23, 2024 17:18 |
|
My suggestion would be to move my cav to the center trenchline, while leaving the south for the infantry to take. The enemy will take forever to get through the North, and we have the ACs on the road there.
|
# ? Mar 21, 2017 01:45 |