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Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Since in a time-honored communist fashion I was voted to lead this circus, please everyone reply to this post and let me know how experienced you are with this game format. I recognize some names but not all. Newcomers have a priority pick in the unit selection.

We have the following commands available.

Command roles

1st Squadron commander
2nd Squadron commander
Armor commander

These three people will be mainly leading other goons, with weapons platoons under their direct command until attached to one of their platoon commanders. Armor commander gets to run T-70.

1st Squadron platoon leader 1
1st Squadron platoon leader 2

2nd Squadron platoon leader 1
2nd Squadron platoon leader 2

T-34 team commander 1
T-34 team commander 2

Special weapons and tactics platoon leader


Since armor is so requested, I'm splitting the tanks into two separate commands of two tanks each.

Infantry command gets either 2 Cavalry platoons or a Cavalry platoon and SMG platoon. It is also very likely your squadron commander will give you the command of one or more heavy weapons during the fight.

Special weapons and tactics platoon consists of recon and sapper platoon. Our success or failure very likely depends on this person, so if you want the worst job here it is.

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Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer

Acebuckeye13 posted:

Orders Spreadsheet! Sign up for units while the getting's good.

Please use this spreadsheet for joining up. Red slots are platoon commands, yellow slots are company commands.

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Ground rules of command in 1st Cavalry Regiment

https://www.youtube.com/watch?v=-BqjjN87EuY

We have two basic tenets in this battalion.

If it's worth shooting at, it's worth shooting at a lot.

More guns beat less guns.


When you lead your unit, try to make sure you point the entire unit towards your perceived threat. Concentrate and decimate one target. Worry less about taking casualties and more about causing them.

We have a lot of short range firepower, especially SMGs. Germans have a lot of MG42. Thus we will set up the approach towards the fascist in a fashion that lets us shoot it out at ranges of fifty meters or less. Terrain, smoke, speed and massed covering fire will be our best friends when we approach. No one is allowed to hang back, stray or concentrate on anything that is not their direct objective when we approach. This includes the men approaching, fire support and our armor. Concentrate and the day will be ours.

Battalion commander leads companies. Company commanders lead platoons. Platoon commander lead the pixel troops on screen. Platoon commander is thus the ultimate arbiter of where an unit will end up. If someone strays outside their level of command, feel free to correct him firmly and politely. You are expected to write clear orders to the people under your command and ultimately to Abongination who will input and video our turns. You can have him work out the small details such as exact position to get LOS. You are not allowed to write orders that are below your station, very unclear, can be interpreted in several ways or contain a series of "if" clauses. Be decisive and communicate your intent to other people clearly.

Questions?

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
We have three slots still open. Frangible, dtkozl and Lenisto, who wants to lead the combined recon + sapper group? Remaining slots are standard platoons in 2nd Squadron under Randomcheese3.

And since Habeasdorkus just joined us, I think we'll cut T-70 tanks into a platoon of their own. That's also up for grabs (unless someone really wants to lead HMG platoon).

e: I placed everyone into command of something. dtkozl gets the SWAT platoon, Lenisto and Habeas get platoons from 2nd and Frangible get two T-70 tanks. Feel free to switch if you want to.

Hob_Gadling fucked around with this message at 02:12 on Apr 10, 2019

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
We have a preliminary terrain analysis and draft for plan. More details in Discord, but this is the short version. This is preliminary so if you spot a fatal mistake or have a better idea, speak up before I write this out into formal orders. After that it's a mess to change the plan so I'd rather not.

--



Red boxes are key terrain that control the village. To capture the village we must first capture the red boxes.

Yellow box is a great position for SMG armed troops to pressure topmost red box. It's less than 100 meters away.

Black boxes are where 1st Squadron can deploy to put pressure on the red boxes.

Blue box is where 2nd Squadron deploys to cover the advance towards yellow box.

SWAT platoon consisting of recon and sappers fords north, approaches and captures yellow box. Then set up there and shoot it out with Germans in red box.

Armor acts as mobile reserve and supports where needed. Armor is to stay hidden from both red boxes and north-south road running from village over the bridge. No closing in with key terrain is allowed until yellow box is captured.

Once yellow box is captured and topmost red box neutralized, 2nd Squadron bounds through 1st and prepares to approach second red box. That's when we'll drop whatever mortar rounds, smoke and tank HE in preparation. HMG and armor will cover while both squadrons approach and capture key terrain.

Then we regroup, see what's left and set up to capture the village.

Timeline:

20 minutes to capture yellow box, capture key terrain and capture village church EACH.

--

The floor is now open for discussion.

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Battalion orders



Enemy

Enemy forces consist of mostly infantry and some large AFV. Enemy is heavily entrenched, expect field fortifications and mines. Enemy quality is second line so we are less likely to see halftracks. Most likely plan of defense is to entrench infantry into good positions near the village and use their armor to support wherever the line falters. Our armor is their priority target.

Germans love their machine guns. Their favored engagement range is 300 meters or more. Their tanks want to fight us from as far away as terrain allows.

Friendlies

Two squadrons of cavalry under Hypnobeard and Randomcheese3. One platoon of medium tanks with two light tanks attached under Acebuckeye13. SWAT force, consisting of recon platoon and sappers under Dtkozl. Mortar support is available.

We have a great number of SMG armed troops which are at their best at ranges of 50-100 meters.

Ground

In southwest lies a small village. Inside the village lies a small church. Our ultimate objective is to capture and hold the church.

Terrain is almost entirely flat. Weather is good so expect long lines of sight.

Battlefield is divided into two parts by a river running through it. The river is a major obstacle. We will avoid it whenever possible. The only intact bridge is under German control.

Two large patches of forest screen the village from direct approach. Whoever controls them controls access to village.


Mission

Our ultimate task is to take the church in the village. To do this, we need to control the village first.

To the east of village are two patches of forest. These are named Natasha and Tanya. Control of these areas is vital for controlling the village. In the riverbend is a patch of forest that lies opposite Tanya. This is named Boris. Boris is a great location for a base of fire because you can see everywhere from there and it is at our optimal range of under a hundred meters from another objective.

We will concentrate our force on these three objectives first, one at a time. After we hold them we enter the village and clear it out.

First target is Boris. SWAT will ford the river up north at crossing point Vodka, head south clearing any enemy forces along the way and assault it.

2nd Squadron will deploy along the riverbank in cover and lend support all the way until SWAT reaches Boris. Once Boris is captured 2nd will relocate.

1st Squadron will screen our forces from Germans deployed in Tanya and Natasha.

Armor supports at their own discretion. All tanks are to stay hidden from Tanya and Natasha until Boris is cleared. Use forests to screen your movement.

Once Boris is secure, we will concentrate on Tanya. We'll attempt to clear it out with massed fires from everything we have.

Once Tanya is neutralized, we'll take Natasha. We'll lay smoke and walk close, then clear it out.

Once that's done we'll regroup and take the village.

Take one objective at a time. Concentrate firepower as much as possible. We'll reassess situation after every objective and see who is still in shape to take the next.




Move my HQ to the bigger house near the road at walking speed. Move mortar HQ to the smaller house, face west, as quickly as they can.

Hob_Gadling fucked around with this message at 15:55 on Apr 13, 2019

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Yesterday we had several objections to the current plan. I thought it would be fair to go through them. If I forgot something important, post here and I'll write my justification on it.

Note that we are still sticking to our current plan.

--

We shouldn't ford at Vodka.

It is the only relatively safe place to ford. It's on our side and it's screened by forests. We also need troops on the other side of the river.

Sappers and recon are close range troops, we should save them for village house-to-house.

We need to reach the village first. We'll bring all our remaining troops once we get there. Before that we need to concentrate on clearing the way.

We have two extra SMG platoons to duke it out at close range provided we get there. SWAT is also the only force with no inherent long-range capability, making them the best candidate for closing in with the enemy and destroying them at short range.

I expect most of SWAT will be in very poor shape after they've fulfilled their part in the plan. If there are survivors after fighting it out at Boris and Tanya, we can bring them back over to our side.

We are hitting Germans where they are strongest.

Germans are entrenched. There's no way to take the church without having to fight them somewhere. Fighting part of their force at a time with most of our force should give us the greatest possible advantage.

We should have gone through X.

There are three approaches: over the bridge, through the cabbage patch and a long way around the south edge. Over the bridge is very exposed and I don't believe we have enough troops to force it. Around the south is a very long, slow route and if something goes wrong it's very hard to give any support. Through the cabbage patch is what we're attempting and to do so we have to clear the flank so we only get shot at from one direction. Thus we need to clear Boris first to gain a flank on German positions, instead of them having a flank on ours.

We should ignore the other side of river or handle it by shooting.

There is not enough frontage for our troops. We have a south-facing front 400 meters wide on our side, most of it with not very good cover. That's not enough space to position 2 squadrons without risking massive casualties and suppression. We're also inherently worse in a long-range firefight.

In short, we need more ground.

We should approach immediately through the cabbage field or they'll win the longrange firefight.

It's very open terrain at optimum range from German troops. If we can't win them at long range, how can we approach with enough force to make a difference at short range?

We can win the long range firefight once we have enough frontage to bring all our forces to bear and we know where the Germans are. If they haven't split up we'll maul them with tanks and mortars. If they have split up, we'll defeat them in detail.

We should send more/different troops on the other side of the river.

We will support SWAT advance from our side of the river. The ranges are just about optimal for that without needing to cross over.

We may send more troops over once the broken bridge fording point is cleared. It is very exposed and we may take heavy casualties just crossing the river. It is also very hard to get the troops back once they're over.

We should have given each commander his own separate objective.

We're Soviets. We can't fight this like Germans or Americans: massing force is the only way to overcome our equipment-related restrictions (more inaccurate and shorter range) . That's why we take the objectives sequentially, not at the same time.

Germans aren't going to X

Maybe, but maybe not. If we can take our objectives for free, all the better for us. Once we control all three defense of the village is very hard even if Germans have all their forces inside it.

The plan is too slow.

There is a good chance that defeating Germans in detail will end this fight much before our allotted time.

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Regiment standing orders to all platoon commanders

Use space

Bunching up will get a lot of people suppressed and killed with little German effort. One of the major reasons of taking Boris in the first place is to get more space for ourselves. Put 25 meters between squads and 50 between platoons. That way you aren't a good target.

Avoid lining up. Bullets flying over the first target may still hit the second if it's directly behind. We fight side by side, not in a queue.

Forests aren't hard cover

Forests are soft cover. They make you harder to spot. Recon should use forests, brush and other terrain features to not be seen and thus not get shot at.

For combat forces the forests are not as useful. Forests will not protect you after shooting starts. Only buildings, ridges and other hard cover will. It is more important to spread out than to get everyone into the woods.



That is all.

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
We're attempting to set up Roll20. Anyone who had trouble with ranges and distances should log in once it's done. There's a ruler which is supremely convenient in figuring this stuff out.

--

Just to keep it in one post, collected:

Optimum ranges for weapons


Hand grenades, satchels <25m
SMG 50-100m
Rifle 150m
Machine gun 300m
Soviet tank guns 500m
German tank guns 1000-2000m

Mortars are a special case. One battery can fire a line target of 200-250 meters with 4 tubes. This is mostly important in smoking an approach. For pinning or destroying targets its better to pick a smaller target for maximum effect. If it's worth shooting at, it's worth shooting at a lot.

Optimum spacing for units

25m between squads
50m between platooons


One platoon should occupy a frontage of 100-150 meters. One company should occupy a frontage of 300-500 meters.

Use terrain as cover for units in rear. Depressions work best. If that is not possible, have at least 50 meter distance to the troops in front of you so one machine gun burst doesn't strike two squads.

Movement speed

Infantry

20-25 seconds to run 100 meters at full speed
30-40 seconds to walk 100 meters at comfortable pace
One minute to crawl 100 meters


If you are being shot at your speed drops to ~10 meters per minute. Infantry is very hard to maneuver when taking fire. Whatever movement you do, you must plan and execute it before coming under fire.

Only ever crawl if you are drawing fire and have to move. Run in short bursts. As long as you have a minute of rest you can run short distances very comfortably. Only ever walk (read: march) if you are certain you will not draw fire.

Vehicles

Vehicles move at their own rated speeds. At short ranges acknowledgement of order and acceleration take more time than actual travel. Adjust accordingly.

If not sure, always move vehicles at full speed. Vehicles are not slowed down by enemy fire until their tracks are shot or dead. Thus fastest speed is always the safest. Vehicles are not stabilized so they will either not fire on the move or fire very inaccurately. The old adage says vehicles only have two speeds: full speed and full stop.

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Style guide to orders

We are playing a system where you can give some leeway to Abongination during the execution of the turns to react to unexpected things.

In short

- Put your bottom line up front. Get straight to the point.
- Be clear. Explain your reasoning after the actual order.
- Use active voice. NOT "Units in the house will be targeted by HMG #1..." BUT "HMG #1 will target house..."


Things that you are allowed to incorporate into your orders:

- priorities (target AT guns first, then machine guns, then infantry, then...)
- sequential orders (move along the line drawn on map until you have LOS to enemy squad, then take cover, then put area fire on house)
- relative orders (shoot at nearest target, whoever is closest advances to the house, move as fast as the men are able)

Things you are not allowed to incorporate into your orders:

- you are not allowed to write a list of if-then sentences to cover every possible thing that may happen during a turn.
- you are not allowed to give vague qualifiers (if possible, if practicable, if it looks like a good idea etc.) If you're not sure about something, ask beforehand.


Examples


Example order that is fine:

Rifle platoon: will move to contact and start suppressing enemy targets. Move forward towards points marked on map until being shot at. Then return fire immediately with the unit that is being shot at. Other units stop movement and take cover. Start shooting at enemy contacts in Boris, then Tanya, then Natasha. Prioritize enemy machine guns.

SMG platoon: will take position in houses. Move in the closest houses at fastest possible speed. Do not stop for any reason until inside. Squad 1 target nearest enemy contact, squad 2 targets enemy AT gun until dead and then enemy units within 50 meters that are shooting back.

Example order that is a total mess:

Rifle platoon: Move towards points marked at map. If you take fire, return fire or take cover if possible. If targets in Boris or Tanya pop up, shoot at those first, then targets in Natasha. If you see machine guns shoot at those first.

SMG platoon: If practicable, move towards closest houses. If you see enemy squads close, shoot at them first unless AT gun is still alive. Shoot at that with squad 2. Try to do as much damage as possible.


In theory both sets of orders cover the same situation. In practice the second set is vague and it is very hard to know what should be done in some cases. What should happen if a machine gun pops up inside Natasha while there still are targets in Boris? Should SMG platoon move to the houses if they are still taking sporadic fire? What does "as much damage as possible" mean?

--

There are also a few other reasons for writing orders after this fashion.

Clarity

It should always be clear what you want to happen. If you want your troops to react to things inside a turn, write the orders so that it is always clear what you want to happen. It is command responsibility to think what the order of things is once something forces you to react. Nothing is more aggravating than seeing your orders misinterpreted by our inputter. It's on you to make sure the orders are crystal clear.

Decisiveness

Giving orders means telling what you want done. You can ask for one thing to be done at a time. Concentrate on the most important thing and order your troops to do that. Having a large set of conditionals is not ordering anything, it's a wishlist. You'll have no control over what happens and it makes things harder not only to yourself but to all your teammates who now aren't sure what you are going to do.

Because that's how the big boys do it

If you want to check out the army writing style, you can start with these links. They are mostly light reading.

If you only read one thing, read 3-1 from this:

http://www.au.af.mil/au/awc/awcgate/army/p600_67.pdf

The rest are mostly more of the same, included just because I thought they were interesting or fun.

https://www.jmu.edu/uwc/tutor-resources/MSL202L15%20Writing%20in%20the%20Army%20Style.pdf
https://www.imcomacademy.com/RMT/ArmyWriting.pdf
[url]http://webcache.googleusercontent.com/search?q=cache:fjSTZMpMTtMJ:https://usacac.army.mil/cac2/wocc/armywritingstyle.asp&hl=en&gl=fi&strip=1&vwsrc=0[/url]

Hob_Gadling fucked around with this message at 18:35 on Apr 14, 2019

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Regimental orders

1 Squadron: No changes to orders. Be careful around the road.
2 Squadron: No changes to orders. Give covering fire while SWAT advances and captures the trench system.

SWAT: Advance and destroy the Germans we located. Take over the trenches and use them against Germans.

Armor: Target and destroy the enemy positions with massed HE and machine gun fire. Support SWAT crossing and advancing on German positions.

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
e: Lenisto posted orders, disregard this

Hob_Gadling fucked around with this message at 20:04 on Apr 16, 2019

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Regiment orders

1st Squadron: I want you to probe south aggressively. You're far enough when you have a few casualties, ours or theirs. I don't care which. It is very important to get an accurate picture of defenses near Tanya and Natasha. Put pinning fire on the AT contact.

2nd Squadron: Kill every German in the open. Start targeting from north. Pin the AT gun until our tankers can wipe it out.

Have your HQ to target all mortars onto Boris. Area target that covers the entire forest, all 8 tubes, "heavy medium". See picture.



SWAT: Hurry up! You need to clear the obstacles before Germans start shooting on you.

Armor: Take cover from Tiger. Do not attempt to engage. Kill enemy AT gun as priority target. Kill all exposed enemy infantry.

--


We will recon aggressively towards south. Once situation there becomes clear we will decide how to proceed. Until then, keep killing the Germans. We've been handed a gift, let's not waste it.

Hob_Gadling fucked around with this message at 19:33 on Apr 17, 2019

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Regiment orders

Things are off to a great start. Germans are running all over the place with no clear, concentrated idea. Their AT gun is dead and mortars will soon be.

Regiment priority objectives are crossing Vodka, pinning Boris down completely and destroying all enemy support weapons.

Cease fire on troops entering Boris. There may be runners coming from Klauswoods or village to Boris. Let them in and only start shooting when they're well inside Boris. Mortar strike is coming in 6 minutes and it will sweep Boris clear of all life.

--

1st Squadron, good job doing rapid recon in south. Keep trading casualties. Mortars are your priority target.

2nd Squadron, cover SWAT to the best of your ability. Once the way is open, reinforce them with strength. Grab a few of those AT rifles too.

SWAT, lead the way. Once over bypass Dick Wood and assault Runner Woods. I want as much pressure brought to bear on Boris as possible so Germans will attempt to reinforce it and retreat to it.

Armor, support SWAT and 1st to the best of your ability. Do not attempt to engage Tiger. I expect you to deliver killshots to all high value targets our brave infantry uncovers. That means mortars, AT guns, machine gun nests and other things that are an immediate danger to our infantry. Tiger is paralyzed by indecision and will not be a threat to our advancing troops.

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
I need best estimates from squadron and armor commanders. I want two estimates from everyone: fast and conservative. Fast allows for more casualties, conservative plays it safe. Based on these building blocks I'll work out the final approach towards village.

We have mortars incoming in 3 minutes, strike will be done in about 6 and it takes 9 minutes to target a new strike. Tanks take 3 minutes to move from where they now are to support positions near Cabbage Field.


Hypno and Ace: How long does it take for you two to take Tanya? You can figure in mortars to your calculations. Final objective is most of your people in positions for an immediate assault on village.

Random: How long until your people have cleared Runner woods and Boris, cleared wire at broken bridge and sent Lenisto plus support weapons over? Final objective is a strong base of fire north of the river towards village and at least one platoon prepared to cross the bridge. You can figure in one smokescreen in ~20 minutes time if you think you need one.

Frang and Ace: How long until you've cleared balls, swept through Klaus and are in position to go across Ford Not Appearing In This Game? Ace is there to lend a hand with balls, but he must take it into account when working out timetable with Hypno.

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Regimental orders

I have timetables from all our commanders. Based on what you've told me, we're going to go with T+24 as the moment where we start our final assault into village.

Support plan:

T+3: mortars start landing on Boris
T+6: Hypno retargets mortars, all remaining HE or one HE and one smoke as situation warrants
T+15: mortars land
T+18: Random starts the final strike and uses everything left. Priority is smoking village up to guarantee close range fight.
T+27: mortars start landing.


T+1: Armor disengages from north and goes to help 1st Squadron
T+4: Armor arrives and starts engaging targets
T+10: All enemy support weapons in cabbage field area destroyed. Armor supports at their own discretion.



1st Squadron: Take it cautiously and avoid unnecessary casualties. Spot for our tanks. You must have people in jump-off points at Tanya and Natasha by T+24.

2nd Squadron: Clear out Runner woods and Boris by T+15. Have your entire squadron set up as a base of fire near German-held bridge at Ford Wisdom by T+18. Cross the bridge at T+27 once smoke starts to land and LOS is cut.

SWAT: Be at Ford Not Appearing In This Game by T+21. Have your men rested enough for a close assault into village. Start fording at T+24.

Armor: Support 1st Squadron as per support plan. Enemy support weapons must be cleared by T+10. Once Hypno is free to advance, maneuver at your own discretion to support the main effort. You must clear the way for 1st into their jump-off positions even at risk of casualties.



Platoon leaders, talk to your commanders for details and your part in this plan.

That is all.

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Regimental orders

All commanders: there are people in our rear areas. Gather them up and send them towards our fallen comrades to recover weapons and ammo. Priority is Lenisto's platoon near broken bridge. Then form up behind Mikhail.


1st: Avoid casualties in Vlad. Move into another position at your discretion.
2nd: Clear out Runner. Send Lenisto after 1st straight through Vlad and Tanya into the village.
SWAT: Looks like Germans are itching for a fight. Wipe them out, then continue with your mission. Ask 2nd for HMG support if needed.
Armor: Go kill a Tiger. It should become buttoned soon after our mortars start to land. It's not facing our tanks either. Move forwards and put a round into its side. You must help 1st move forward from Vlad. Send T-70 closer to get better shots at enemy positions. Keep 200 meters away from German positions.

Randomcheese: cancel the mortar strike after you see no German infantry alive in Boris. Target area must be empty.

Send Regiment HQ and mortar HQ in with Koolkevz platoon near T-70. When they move out, go with them. Head for the middle house in Cabbage along the eastmost fence as long as possible, then stay on north side of the fence when running towards houses.

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Regimental orders

1st: Put whatever fire you can to pin the Germans crossing from Boris towards village. They are clumped, have taken casualties and must be in as bad shape as we are.
2nd: Pin AT gun down. Move at greatest speed towards Boris. We're giving them chase now.
SWAT: Clear the forest out and destroy that AT gun.
Armor: Everyone else moves south and engages the contacts crossing. No exceptions. No mercy. I want to hit Germans milling in the crossing area with at least 2 tanks within the next 30 seconds. They are tired, bunched up, have taken casualties and are completely in the open. I expect 50% of them to be dead within next 3 minutes even if it costs us our remaining tanks.

That is all. Go to it.

Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Koolkevz, you now command 1st Squadron. Congratulations.

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Hob_Gadling
Jul 6, 2007

by Jeffrey of YOSPOS
Grimey Drawer
Disregard all orders from Ace and Chi. They are in open revolt. Jaguars, you are the new armor commander. Go put some immediate fire on the germans crossing the river.

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