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Technically this is both moving toward Driblenx and not fighting anymore Awfulians. Does waste a lot of 2nd HQ supplies. Teutonian assistance makes that much less of a problem. I will drag out the argument about how the hex next to the lake is a sideshow here. I'll also point out that giving up 10th Cav's hex will open Driblenx to frontline artillery fire. 4th Artillery prepares the way for 4th Cav to join the 36th and 35ths attack. Into terrain the enemy can entrench, with their AT guns, scarcely removed from their reserves, and far from artillery that can reach our capitol in a turn. 10th Cav should fill out paperwork to transfer to HQ 1 at the end of the turn. 21st, 22nd, and 15th Infantry, along with 4th Cav should switch to 75% retreat orders if they are not already there.
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# ? May 15, 2019 06:47 |
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# ? May 9, 2024 03:02 |
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habituallyred posted:I will drag out the argument about how the hex next to the lake is a sideshow here. I'll also point out that giving up 10th Cav's hex will open Driblenx to frontline artillery fire. I'm not happy about it either but those troops are in bad readiness already and after a full 2x unit arty barrage they wouldn't even be able to fight. Anyway the enemy cant get into range of the capital without moving their arty to the very front line which will cause them to massively overstack any hexes they put the arty in. If they do that then we can annihilate the artillery next turn and push them back which would be really really good for us. [e] 13th could use contingency orders to move to support any hex that fails an attack and gets battered, especially the one with all our arty in it. If we lose the arty its all over but I have to take risks like with them to achieve anything because of how thoroughly the deck is stacked against us.
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# ? May 15, 2019 13:29 |
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5th Task Force Orders are straightfoward. 40th infantry division will just remain where it is, as it cannot do anything... 5th and 63rd infantry will move to the hex occupide by 3rd cavalry and pray... 6th infantry will retreat closer to airport. 5th HQ will occupy that same hex as 6th infantry unit. 2nd cavalry will just move to the designated hex and stay. Most import, this TF wil turn off priority reinforcement. 6th Task Force This one is easy to implement. HQ will remain where it is, unless it will cause stacking, then it will shift one hex to the south. 12th and 11th infantry division will go to designated hexes to reinforce troops from other TFs. 13th infantry divison has a bit more complex orders. It will reinforce one of designated hexes, whichever becomes weaker after their attack. But this order will be done only if no stacking penalty is caused! In case of stacking, 13th division will move as close as it can in the direction of orange arrows.
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# ? May 15, 2019 22:12 |
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TF 3 & 4 Orders -Arty bombards and then all out attacks in the north. All units set to 100% retreat (arty set to 25%). In case it's not clear 8th, 35th and 31st are all to attack north. -Retreat here, if 29th can be disbanded and the remnants sent to another unit please do that. Whats the deal with the armored cars we are now getting, how are they slotting into the ToE? Are they replacing our tanks in depleted units?
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# ? May 16, 2019 10:53 |
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Saros posted:Whats the deal with the armored cars we are now getting, how are they slotting into the ToE? Are they replacing our tanks in depleted units? That's the plan. All cavalry units will switch to a TOE with ACs instead of tanks as soon as they are without tanks (or when you have enough cars to start replacing tanks proactively).
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# ? May 16, 2019 11:15 |
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Oh and are any of the special zones except Driblenx/the depot rough terrain of any sort or are they just desert?
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# ? May 16, 2019 11:31 |
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Saros posted:Oh and are any of the special zones except Driblenx/the depot rough terrain of any sort or are they just desert? No, if I recall correctly, they all count as desert. Update to come up.
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# ? May 19, 2019 15:24 |
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TF2 takes over the line as TF1 is moving to reinforce the capital. Two regiments position to cut the Awfulians off from the supply depot in the northeast. You note another Teutonian unit there. You abandon Maitrechec Hills and the port to the enemy. 40th Regiment is left behind. In the northeast, your movements are dominated by withdrawals from the east and reinforcements from the west. Two full cavalry brigades with supporting infantry forces array in preparation for a counteroffensive to throw UPRA back. Artillery preparation for your offensive commences. It's far more effective in the eastern sector, where you have more tubes and the enemy has less cover. The first offensive manages to shatter an enemy infantry regiment, but then it collapses under accurate mortar support fire. 4th Cavalry makes a heroic stand to protect the withdrawal of the other forces, but pays the price for it, losing all of its vehicles. The eastern sector fares better. The infantry tries to assist, but mostly just gets in the way of armour. You drive the UPRA brigade back, but the victory tastes bitter and pyrrhic. 13th Regiment positions behind your lines as a reserve force in case of a breakthrough. End of turn overview End of turn map The turn now passes to the Separatists of Aw-Fulia.
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# ? May 19, 2019 17:14 |
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# ? May 9, 2024 03:02 |
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22 December 1928quote:COALITION SIGNS PEACE WITH AW-FULIA - PRISONERS OF WAR RETURN HOME - COALITION NATIONS TO RECOGNISE BREAKAWAY STATE INDEPENDENCE By agreement of players on both sides, UPRA Forces withdraw. You may now read the UPRA thread (where you will find a more detailed summary of the outcome) and discuss hidden information in the Discord general channel! There's more content coming in the next few days, but for now this part of the game goes for some deserved rest until we arrive at the next ATG scenario. Feel free to go back to the main thread - you have all the rights of LP participants again.
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# ? Jun 7, 2019 21:47 |