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Orders - B Co 2 Plt Squad 1: Scouts: Back off from the hedge and move or jog to the end of it. Move parallel to the road through the undergrowth, cross the road at a sprint. Settle on the W side of the hedge. If contacted, take cover, retreat or return fire at your discretion. Main squad: Pause 1 minute. Move through the trees. At the end of the move point, split into two and one team crawl forward along the purple arrow. If contacted return fire to the area or enemy until the next orders phase regardless of enemy type. 2 Squad: Fire into any area where enemy is known to be. You can shift them along the hedgerow as you see fit. 3 Squad: Merge with the scout team.
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# ¿ Mar 21, 2020 22:54 |
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# ¿ May 22, 2024 16:07 |
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oystertoadfish posted:
So you want your squads to move to the jump offs at walking pace and then run the second part?
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# ¿ Mar 24, 2020 06:16 |
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1st Squad Sprint. Have them move at least 10m past the barbed wire. Suppressing fire, preferably at the infantry contacts south of the bunkers. 3rd Squad Walk forward for the first minute. Then, regardless of where they are, jog the first arrow and sprint the next bit. Split them and deploy to the front. Platoon HQ Once it looks like 3rd will reach it's destination, follow at the same route and speed. Deploy in the undergrowth just a little bit forward from the barbed wire. 2nd Squad Suppressing fire. If everyone else has arrived, follow their route and speed and settle about 10-20m behind 3rd squad. If fire stops a unit moving, return fire. If enemy fire is light enough, try and bound the unit to cover by teams. If mines are encountered, push on through and reroute following units a couple of tiles over.
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# ¿ Mar 24, 2020 07:14 |
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Formation (Very approximate) Route Walk Jaguars! fucked around with this message at 02:06 on Mar 26, 2020 |
# ¿ Mar 24, 2020 08:04 |
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All units sprint immediately. Keep a little lateral spacing between HQ and 2 Squad on the way in, otherwise route as directly as you can. If all squads are settled by turn 3, detach AT teams and separate them laterally from the main squads. If squads stop moving due to contact, return fire to enemy/area. other squads keep moving. ----- No change to orders. Jaguars! fucked around with this message at 06:37 on Mar 27, 2020 |
# ¿ Mar 27, 2020 06:11 |
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OK. I'll leave most of the lumping and splitting at Glynn's discretion, here's what I want done. The numbers are where I think each squad is. In order of priority: B. (OK, I got the lettering wrong) At least one automatic weapon is to suppress here at all times until the MG is deployed and firing. C. I want some firepower in this direction immediately. Pref at least one BAR. As the trenches are suppressed, see if we can transfer teams over to target C. A. Get some smoke covering 1 squad while they pull themselves together. Use PHQ, 1 if they come back under command and if we have to, one team from 3 squad in the second turn. PHQ should then endeavor to keep a command link with 1 squad. D. At your discretion, some smoke here to screen 3 squad off from the trenches may be necessary if 3 is taking casualties from the flank. E. If the situation seems to be under control, E would be an excellent target for a rifle team. Or perhaps we could give some target indications to those bewildered looking desk jockeys who've found themselves next to us... F. Possible location for 2 section to biff some smoke to block the bunkers but prioritize supression at first. That lost scout section at the back to rejoin it's squad ASAP. As far as splitting goes, I'd prefer squads split into 2 not three as long as the first three items are getting dealt to. If they've got a decent target to fire at and it works, they can stay together. Notes: Centurium, I'm relying on you to suppress those bunkers, I've got to many targets and if they decide to enfilade me I'm in for a pretty bad time. I imagine this is in your interest anyway. I've decided the AT teams aren't going to be resilient enough to survive on their own unless we lessen the enemy fire, so this turn is pot luck IRT to bazookas, If things go well this turn I'll look at setting out a couple of teams on AT watch.
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# ¿ Mar 29, 2020 10:54 |
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C-1 and C-2 Platoons C-2 adopt the same formation as C-1 and walk up to the left flank of C-1 with about 50m space between the two platoons. These orders may be overridden if C Company is retasked this turn. Jaguars! fucked around with this message at 11:04 on Mar 29, 2020 |
# ¿ Mar 29, 2020 11:00 |
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Platoon HQ sprint or run about 20m off the line, then crawl toward the squads, try to establish command links 2A team is to target the Marder when they can. Everyone else to concentrate fire on the circled area when they can, targets of opportunity if they can't see that area. 3B team to make their way up toward the front lines again however possible then crawl the last 20m.
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# ¿ Apr 1, 2020 11:14 |
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Orders C-1 and C-2 Platoons C-1 Quick move so that the formation lands with the front sections on the hedge as shown. Move or hunt them forward until they can see the enemy or lay down fire on the bunkers or trench line. Platoon HQ to stay about 70 - 120m from the Front sections with rear section about 20m behind them. C-2 Quick forward to the hedge and form into standard formation. Then move forward until front elements are about 50m behind the front lines. If a unit gets pinned, all other units are to return fire. In that situation you can move them however you like to get their weapons to bear. Jaguars! fucked around with this message at 10:04 on Apr 2, 2020 |
# ¿ Apr 2, 2020 07:58 |
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HQ to crawl across and try and establish Command link with the nearest squads. stay back from the hedge. Guys in the hedge corner area keep doing what they're doing. For the rest, try and concentrate fire on the circled position if able. Anyone whose guns don't bear target any known german concentration. There's a stray squad somewhere at the back , bring them a bit closer if able.
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# ¿ Apr 5, 2020 01:55 |
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Sorry, can't wait any longer for company orders as this is my last chance to post before the deadline. Orders C-1 Platoon HQ: Pull back about 20m. 3 Sq: Break into two and follow the quick and move arrows. Assault team first followed by the rest 1 minute later. Orders C-2 Platoon No change
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# ¿ Apr 5, 2020 10:43 |
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Shift fire to the trenches if able. Let broken squads go. HQ continue trying to establish command links to squads.
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# ¿ Apr 9, 2020 00:43 |
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C-1 Platoon 3rd Squad: 3B is to carry out it's current orders then continue walking or hunting up to the marked position. It is to prioritize infantry outside the bunkers unless the bunkers engage them. (Hoping weapons platoon keeps that suppressed.) 3A is to finish current orders, wait until 3B is in position and if all is quiet, take the foxholes across the road. Sprint across the road if you feel it appropriate. If 3B is in a firefight, engage the enemy instead. If the move is successful, detach the AT team. The remainder of 3B then pushes past 3A and slightly into the trees. Other squads to these positions: they can quick C-2 Platoon 3 squad stay this side of the hedge and get as close to the front lines as possible without engaging. 1 Sq to run, move, hunt. 2 Sq move to aid 1 Sq if they are attacked. HQ to run to the hedge only if fired upon. Jaguars! fucked around with this message at 15:04 on Apr 9, 2020 |
# ¿ Apr 9, 2020 13:19 |
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Target as appropriate. Take the risks and shift the HQ to voice contact range (50m) of the squad on the far right.
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# ¿ Apr 11, 2020 22:46 |
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Move the a teams and bazooka teams to these areas. Run through open ground, walk in the undergrowth. 2a routes through the gap in the hedge. 3b and 2c are to wait until their lead teams are in place or engaged and then hurry forward to form a front line.. If contacted en route, prioritize returning fire with both main teams of the squad. AT teams prioritize reaching their destination. Jaguars! fucked around with this message at 02:31 on Apr 12, 2020 |
# ¿ Apr 11, 2020 23:32 |
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C-2 Platoon 1st Squad Wait until the pioneers blast a hole and B-3 to move through if they're going first. Then move as fast as possible and occupy a bunker or the trench connecting the bunkers. Do not cross the road into the rest of the fort. 2nd Squad Follow hyperspatial disambiguation drill (I dunno, maybe give them a move order that goes wide around the wire?) 3rd Squad Detach AT squad to it's destination, and occupy the corner of the hedge and target the trench enemy. Both parts of the squad sprint.
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# ¿ Apr 12, 2020 12:49 |
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Goals: 1. Win current firefight 2. Reorganize 3. Provide backup fire support Reorganizing: Platoon is not to move before 1:14:00. Broken teams are to rest until they are back to Tired/Shaken/Unsupressed and then B and C teams should walk back to reabsorb into their main teams. Recover weapons as appropriate. Next move should be to garrison captured fortifications to free up fresher teams. Don't push too hard, if they're needed in combat, try and find roles around the edges of the battle where they can provide whatever firepower they can without much return fire. Avoid assaulting with these troops if at all possible. Jaguars! fucked around with this message at 12:49 on Apr 15, 2020 |
# ¿ Apr 14, 2020 11:38 |
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Goals 1. Clear Strongpoint 2. Clear Objective "Gun #1" 3. Provide AT against tanks moving into the fort. 4. Support the next wave of assaulters 5. Clear other gunpits as appropriate All movement past the breach should be FAST, SLOW or ASSAULT. If they aren't available, seriously consider staying in place and suppressing instead. Immediate: 3 Sq: Take positions at or near the breach in the hedgerow and fire toward the enemy to the North. Keep firing until the strongpoint is captured, then sprint for gun#1. Bring their AT team through the breach and set it up somewhere where it can attack tanks moving to the middle of the fort. 1 Sq: Quick to the breach then sprint into the strongpoint trenches and clear the bunkers. From there, provide fire support to units attacking gunpit #1. 2 Sq: Move up and help if they can escape hyperspace. HQ: Move to the breach. Once Gun #1 is secure, set up there. Future: Suppress for the flank units as their attacks reach the fort. Use the trench system to get around. AT units set up defensively to hit any tanks that move into the fort perimeter. If you go tank hunting, coordinate with other units to try and hit tanks from multiple angles. Send infantry teams ahead of the AT teams if they are moving into uncleared trenches. Try to close to within 50m before firing unless firing in volley with multiple bazookas. Crawl up the trenches and pop up to fire if you can. Once the flank attacks have gone in, push through and assault any remaining objectives. Always have the position covered by suppressing fire before sending in assault teams. Jaguars! fucked around with this message at 12:28 on Apr 16, 2020 |
# ¿ Apr 15, 2020 12:43 |
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# ¿ May 22, 2024 16:07 |
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Bear with me, these guys have a complex situation with a lot of contingencies to handle. To start with, here's the reference points I use as well as which teams are which up front: Goals: 1. cut the link between Crisbecq and the fort. 2. stop the tanks approaching the South end of the fort. 3. Assault objective "Gun #3" if needed. Immediate: 1 sq: Pause 1-2 minutes to let the big assault in the fort jump off.Then shift to the left edge of the trees and sprint to the front hedgerow, provide small arms fire to the fort trenches or the flanking MG position. 2 sq: These guys have lost their bazooka man and there's some sporadic fire from Crisbecq. Their first task is to supress anyone still firing into the area and retrieve the bazooka. Smoke might be useful. Then they should push forward to help 3 squad. 3 sq: Bazooka team (3a I think) to crawl toward the north side of the woods they're in and try and engage the tanks. 3b is to crawl over to join 3c. 3c is to area fire on the MG team. HQ is to stay in cover until these orders are carried out and then stay 50 - 100m behind the front squads. Ongoing: Goal 1: Commit firepower against the MG post as it becomes available. If the post proves stubborn and the tank situation allows it, perform a platoon attack where two squads fire onto it while the other one crosses the road on the right flank and assaults it. Once the MG is gone, at least four men should always be kept available to intercept anyone retreating from Crisbecq until US troops clear the town. They don't have to stay static and it doesn't have to be the same four all the time. Goal 2: Plan 1: Pull an AT team over to the Hedgerow where 1sq is going, have another engage from the woods. Plan 2: Both AT teams volley fire from the woods while other infantry fires at the tanks to distract them and keep their lids buttoned. Plan 3: Eliminate the MG team across the road and perform a right flanking manoeuvre. Send one infantry team across prior to the AT teams to test the crossing and secure an attack point Plan 4: In some desparate situations a close assault might work. Only attempt to rush a tank if it's less than 50m away. Minimum is one bazooka firing and ten men rushing. In general, keep the zook teams a little behind the infantry. Try and have the rest of the platoon suppress any enemy infantry before bringing the AT teams up to attack the tanks. Try and time attacks on the tanks to coincide with the tanks engaging other units, avoid attacking waiting tanks front on. Goal 3: Only assault if goals 1 and 2 are secure and the strongpoint has been captured. Otherwise, provide fire support to other units. The main target will be Gun #3. Plan A is to head straight for it via the trenches. Plan B is to cross the road and use the hedges to flank to the right. In general, one squad should be firing at the assault destination, one squad should be moving to it and one squad should be recovering stamina and morale. If the fire support squad can't fire at the destination, break it down into a smaller assaults. Jaguars! fucked around with this message at 13:42 on Apr 16, 2020 |
# ¿ Apr 16, 2020 13:24 |