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Tehan posted:Put like that, I'm definitely supporting them remaining in the ambush position. One option is to send them to La Dand. Since Bac scouted part of the way there, and met no resistance, it might be worth it. However, it's a risky proposal that gives up a very good defensive spot, and enemy reinforcements may be on the way.
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# ? Apr 1, 2017 17:38 |
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# ? May 25, 2024 14:51 |
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I dont see it worthwhile, tbh. If we win the cauldron, the entire front can advance, and if they break out, we'll need everyone we can get.
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# ? Apr 1, 2017 18:26 |
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Loel posted:I dont see it worthwhile, tbh. If we win the cauldron, the entire front can advance, and if they break out, we'll need everyone we can get. I actually think counterattacking in the cauldron (if we win) would be a dire mistake. It's a really obvious move, and they'll have a shitton of ammo to give the forest a second (third?) round of hellfire while we advance. That having been said, the advance towards La Dand is merely a suggestion. I'm trying to think of all our options here.
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# ? Apr 1, 2017 18:30 |
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Kill them in the cauldron, reassess tomorrow. There's the immediate threat to be contained, but also the fact that if we can hold them at the fords while we gently caress up their backfield via the southern approach, that's a pretty good result for us.
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# ? Apr 1, 2017 19:23 |
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Excuse me, there wouldn't happen to be any trains in this LP, would there?
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# ? Apr 1, 2017 19:54 |
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lenoon posted:I think the central defence strategy is a good move on either breakout contingency. I know there's a few hours until I pick up more ammo for indirect fire, but relocating to the indicated position would let me direct fire on any potential move south or west, provided that there's some form of spotting. Tehan posted:I've discussed the potential uses of the artillery with ARF. Until dawn, it can direct fire only. Here's my proposed artillery movement. If the Germans intend to attack through Effyaders during the night, the speed of artillery redeployment is more important than the absolute number of guns. This movement takes 4 turns to begin shooting, and allows at least 5 (6 maybe) chits to fire into Effyaders Wood. The Germans seemed to have wisened up and are using rifle fire instead of charges, at least in the north. The one brigade we have sited is too far north for this deployment to hit. However, we do know that there are at least two German brigades in Effyaders, and that one could be appraoching from a more southern position. In any case, our goal is to contain the German advance. I assume we are trying to panick them into deploying south, but there's no telling what the communications disruptions will do to the Germans Heavy Battery On the last turn, no Germans were spotted in Effyaders Wood. The assumption I am making for this plans is that the German brigade had stopped to engage our picket line, and then stopped moving, or retreated. With that in mind, I propose that we Order indirect fire onto these positions, absent of requests for supporting fire. Because we did not spot Germans in Effyaders Woods, they are either retreated or, halted. If Germans have retreated, or trying to retreat then there's nothing we can do anyways, but we might as well spend the ammunition. If they are still in the same positions, they will have to change orders, while their telegraph lines are cut, at night. If they fail to change orders, an ordered artillery strike should hit them.. The Near Future I would consider it unlikely that the Germans will attempt to press their attack on Effyaders. I don't think they have organization to do it, and the fact that their attack halted to begin with indicates they were hesitating to advance. We should be careful about our position in the South. It's overextended and indefensible. The Germans are going to need to reorganize for the next few turns, and they may lose some chits to garbled communications, but I don't expect major attack. We should reconsolidate our positions. And set up another mutually supporting defense. Slim Jim Pickens fucked around with this message at 20:12 on Apr 1, 2017 |
# ? Apr 1, 2017 20:03 |
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I agree, but you're firing on where they are, not where they will be - turn one fire should absolutely be there in case win the initiative, but moved towards the front of the line in case we don't.
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# ? Apr 1, 2017 21:01 |
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lenoon posted:I agree, but you're firing on where they are, not where they will be - turn one fire should absolutely be there in case win the initiative, but moved towards the front of the line in case we don't. lenoon, for the umpteenth time, fire happens after movement, regardless of initiative.
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# ? Apr 1, 2017 21:05 |
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I was under the impression that artillery in the Vallee couldn't direct fire out of it. Either we want all our artillery able to direct fire into the forest, or we want them all out of possible line of sight in the Vallee.
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# ? Apr 1, 2017 21:17 |
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Can we get some sort of rotation for either the 25th (conditional based maybe) or my artillery down to defend the south? I'm not having my guys be a pathetic speed bump once they reach 2 fatigue and zero fire support. One of these has to happen by dawn or they're going to La Dand to at least get some glory in before dying. Edit: might I add that they are currently in range of supporting fire from A poo poo Load Of Enemy Guns? My rough estimation is they will do 10-20% damage to a single German infantry brigade before dying. During the day, 0-10% AbortRetryFail fucked around with this message at 23:17 on Apr 1, 2017 |
# ? Apr 1, 2017 22:48 |
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We can't do that because I've got to command the bloody artillery
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# ? Apr 1, 2017 23:29 |
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The theory is that the enemy is all in in the north. I'm not 100% sure what your role is now, acting as a bridgehead across the river waiting for a new offensive? Maybe?
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# ? Apr 2, 2017 01:14 |
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Eighth Division Artillery Immediately begin executing the following fire plan. If there is a request for supporting fire from the Infantry in front, prioritize the Supporting Fire. Support in the manner which will be most effective, ammunition is no consideration. Use it or lose it. Ordered Fire Yellow Aura - Eighteen Pounder Blue Aura - Sixty Pounder 3 Turns on the following pattern: 2 Turns on the following pattern: 3 Turns on the following pattern: 3 Turns walking fire between these two points: 1 Turn on the following pattern: pre:Standing Orders Override Ordered Fire to support friendly brigades? Yes Minimum number of fire missions remaining to use Supporting Fire 1 Break off automatically when enemy companies are Spotted within Stay Where You Are Fight Where You Are Die Where You Are When multiple requests for support are received, favour requests from Nearest brigade When two brigades issue requests for support Support one brigade with all guns
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# ? Apr 2, 2017 01:18 |
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sullat posted:The theory is that the enemy is all in in the north. I'm not 100% sure what your role is now, acting as a bridgehead across the river waiting for a new offensive? Maybe? My infantry either need to be supporting a current brigade with additional rifle fire, providing spotting targets for artillery, or night raiding. Then resting at dawn. I am happy to move elements of my division to do any of these but I need some direction from corps command and all 3 of these need to be supported by 8th division.
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# ? Apr 2, 2017 01:59 |
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AbortRetryFail posted:My infantry either need to be supporting a current brigade with additional rifle fire, providing spotting targets for artillery, or night raiding. Then resting at dawn. Im inclined to do the second, although Im unsure what arty we would have to task for it. I dont think we need to move you that far though, you are probably in the safest spot on the map
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# ? Apr 2, 2017 02:10 |
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lenoon posted:I agree, but you're firing on where they are, not where they will be - turn one fire should absolutely be there in case win the initiative, but moved towards the front of the line in case we don't. They're either there or not. The Germans seemed to have halted completely after contacting our infantry. I'm assuming this means they will need to successfully issue a change of orders before they can move again. With their communications all hosed up, they could easily fail and remain in the same positions. We blast them with indirect fire in that case. The alternative is to randomly blast around the forest. In that case, we'll probably kill like 1 or 2 chits, so who cares? It's a minor risk for a possible high reward. Tehan posted:I was under the impression that artillery in the Vallee couldn't direct fire out of it. Either we want all our artillery able to direct fire into the forest, or we want them all out of possible line of sight in the Vallee. That order gets 5/6 guns able to direct fire, in 4 turns. My view is that if the Germans actually start attacking, we need those guns re-oriented as fast as possible. That's the best we can do to have fire support in 4 turns. In 5 turns, we can have 8 guns capable of firing... But that one turn can make a lot of difference. Reminding everybody again that this is a game where the average engagement finishes in 3/4 turns. AbortRetryFail posted:My infantry either need to be supporting a current brigade with additional rifle fire, providing spotting targets for artillery, or night raiding. Then resting at dawn. I don't really know what the plan for your brigade is. Wasn't it just a joke?
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# ? Apr 2, 2017 02:11 |
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Slim Jim Pickens posted:I don't really know what the plan for your brigade is. Wasn't it just a joke? A feint, more so. We run across, kill the engineer, and entrench. Now that we've done that, turns out the south is mostly empty and his unit is close to breaking. edit: reading the chatroom. Lol, wow. Mydad is thinking that the German division was planning to move to the forest under cover, rest at night, and then move out fresh. The forest would give them concealment, and we would have been 'expecting' a center attack cuz they did arty there. But we bet they would be in the forest I can't wait to read their thread, they must be getting so frustrated Loel fucked around with this message at 02:24 on Apr 2, 2017 |
# ? Apr 2, 2017 02:13 |
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Still got a month before the king comes to visit, conditions on the front could change dramatically.
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# ? Apr 2, 2017 02:34 |
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Slim Jim Pickens posted:I don't really know what the plan for your brigade is. Wasn't it just a joke? Moving up was to get my guys out of the obvious artillery target of the J trench and at least be an unwelcome surprise if the Germans send anything down south. Since the Germans know that we've gotten into their backfield, it's an obvious step that they'll send *something* down to try and close the barn door in the south (instead of further reinforcing Effyaders) to prevent more mischief. Anything that we can divert from the north is a win, since it weakens their main push. Right now we need the other three infantry brigades concentrated on holding the cauldron closed around Effyaders Forest while the artillery does its work. In terms of infantry chits, I'm about equal with a German brigade's worth (12 chits) so I'm not too worried of holding on for a while if I'm bunkered down in trenches. Artillery support will be the deciding factor in terms of whether I defeat vs delay an enemy attack. I doubt the 7th Division artillery will really be the deciding factor tonight - they've only got direct fire, and we've got two infantry edit - I type gud Terrifying Effigies fucked around with this message at 03:31 on Apr 2, 2017 |
# ? Apr 2, 2017 03:28 |
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Currently thinking we should hold the South for the night, and a few turns before dawn have you move back and have a day's rest digging trenches, and get the 25th to cover the Southern approach. I'm waiting for Tehan to come on so we can sort it out.
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# ? Apr 2, 2017 03:49 |
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We can switch positions in the morning. Need full strength brigades to keep the cauldron closed.
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# ? Apr 2, 2017 04:26 |
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So my current thoughts is to have my northern engineer continue trench building My southern engineer finish the job and then wire up the southern road for a just in case thing my current engineer on the field fall back and demolish R1 and then wire up R2 when new wire becomes available And the two fresh engineers start wiring up the northern half of the map
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# ? Apr 2, 2017 04:38 |
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One suggestion to Curly: Have one of your lighter guns hitting assumed positions of other enemy brigades, at least during the early turns. Being shelled ought to reduce their chances to change orders.
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# ? Apr 2, 2017 08:12 |
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Brigadier General T. Effigies, 20th Bde, 7th Div Fatigue tokens: 1, will gain 2nd token at 0800 ******************************************************************************************* ORDERS FOR 20TH INFANTRY BRIGADE Continue with previous orders.
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# ? Apr 2, 2017 12:08 |
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Would you like a retreat order 1-2 turns before dawn to avoid getting spotted in daylight and have to fire a bullet, fatiguing you again? Or do you feel you are going to be safe enough to retreat move at 0800? I'm fine with both of these.
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# ? Apr 2, 2017 13:33 |
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Why retreat?
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# ? Apr 2, 2017 13:36 |
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my dad posted:Why retreat? To avoid getting spotted in daylight and have to fire a bullet, fatiguing them again. As I said earlier they are going forward or back. I'm not having them stay there at dawn. Loel decided for them to have a day off digging trenches. PS: I'm adjusting the artillery orders to assist the 25th covering the escape out of the forest South. This should give 25th some free men to keep eyes on the South.
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# ? Apr 2, 2017 13:42 |
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Why do we keep digging trenches we never stick around to use.
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# ? Apr 2, 2017 13:45 |
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my dad posted:Why do we keep digging trenches we never stick around to use. We used them, it's just the enemy didn't show up. It still had a use though. When the enemy finds it it'll confirm their fears we crossed the ford and there's at least 1 brigade behind their lines. Actually, from their perspective there would need to be 2 infantry brigades behind their lines (discounting a lunatic general) if the trench just over the ford is found. even if we left immediately at night to cross over the ford and dig the trench on the east of the german bridge, it would take most of the night to do. But someone out there is still cutting their back line wires. AbortRetryFail fucked around with this message at 14:03 on Apr 2, 2017 |
# ? Apr 2, 2017 13:46 |
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my dad posted:Why do we keep digging trenches we never stick around to use. Because I am not psychic.
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# ? Apr 2, 2017 13:53 |
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Infantry Engineer 2: Retreat to Effyaders and demolish the northern bridge. Once that is done wait for more wire and then set up wire across the bridge on the Effyaders side of the river. Infantry Engineer 3: Once you hit the map then set up the two northern pieces of wire within the Vallee Infantry Engineer 4: Set up the east most piece of wire as indicated in the Vallee before setting up wire just outside the Vallee on the road heading directly into Effyaders. Mounted Engineer 1: Continue work on trenches working northwards Mounted Engineer 2: Once your current work is finished go and set up a wire that blocks of both roads as indicated on the map. Emergency orders: If spotted pull back and start building trenches in the center of the farms running down south.
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# ? Apr 2, 2017 14:05 |
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Lenoon Since the 20th won't be staying in the morning as they will be ineffective your orders have changed to drop direct fire on anything coming out of effyaders forest Southwards. ^ click to see new image / order post AbortRetryFail fucked around with this message at 14:11 on Apr 2, 2017 |
# ? Apr 2, 2017 14:07 |
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I've left some messages for Tehan regarding the artillery deployment but I haven't seen him online all day, but this should match up with a plan he drafted earlier for having the artillery in a central location.
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# ? Apr 2, 2017 14:14 |
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I literally just woke up. Couldn't have scheduled that worse if I tried I'll hammer out some orders for the 25th to move forward to cover the southern fords in a few minutes.
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# ? Apr 2, 2017 14:40 |
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We should try to keep the enemy division contained in the forest. Don't think we should move the 25th until they're destroyed. The brigade across the river can be a very sleepy tripwire no matter how fatigued they are.
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# ? Apr 2, 2017 14:45 |
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A few chits from your company can serve as a tripwire a lot cheaper than an entire brigade. New orders: Your brigade will now be solely responsible for covering the majority of the crossing points for the river. Have fun with that. The majority of your force is to move east towards the northeastern corner of Bois de Blob and deploy in a defensive line. The majority of your force should still be focused on the southern edge of Effyaders, but deploy men south so that enemies cannot cross the river unobserved. It is not expected that they would be able to repulse an attack, merely report on it. I've sketched out one possible formation below: But feel free to use any that perform the same function. (ignore the blue circle) I would recommend you avoid existing trenches that are known to the enemy where possible. (another upside of this deployment is that you won't be blocked from LoS to Effyaders by the 7th div artillery deployment just above the northwest corner of Bois de Blob)
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# ? Apr 2, 2017 14:59 |
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The curse of the half-rear end is strong in this game. 90 minutes left. Does anyone need emergency orders?
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# ? Apr 2, 2017 15:34 |
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I just checked roll20. Crazycryodude, last I checked, only Trin was allowed to carry messages between teams/threads. Have you been given permission by Trin to do this?
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# ? Apr 2, 2017 15:37 |
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There are only 90 minutes left??? Uhh yes, in that case Artillery, 7th division has no orders posted right now. I can't do it from my phone. AbortRetryFail fucked around with this message at 15:48 on Apr 2, 2017 |
# ? Apr 2, 2017 15:44 |
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# ? May 25, 2024 14:51 |
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Reading you orders... You want to move the artillery forward in the middle of the night while the enemy is attacking, into a position already held by another brigade? I mean, I'll make the orders, but, uh...
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# ? Apr 2, 2017 15:53 |