Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Fray
Oct 22, 2010

This is the German team thread! If you are on the American team, stop reading now! If you’re wondering what this is, see this thread.



June 8, 1944
St. Marcouf, Utah Sector, France


***Special note: This match is closely based on a real event. I ask that you all refrain from reading up on it until the match is over!

It is the third day since the Americans turned your quiet coastal posting into critical, hard-fought ground. You are the embattled garrison of Marine Küsten Batterie "Marcouf", a fixed heavy anti-ship battery and fort forming part of the Atlantikwall in the eastern Cotentin Peninsula.



Since June 6, the enemy has relentlessly bombarded the fort from both air and sea, and with particular fury after your guns sank an enemy destroyer. However, thanks to the thick concrete casemates and underground spaces of the fort, your three 21cm guns have not yet been silenced. Enemy troops hold a beachhead to your south and yesterday, June 7, made their first direct assault against you. With the aid of the 105mm guns of your sister fort at Azeville, you drove the Americans back in a daring counterattack. The continued bombardments make it clear that the Americans have not lost interest in you, however. Renewed attacks are likely today, and you are expected to hold your ground as valiantly as before.

Enemy Intel
From prisoners taken yesterday, you have identified the enemy as the 22d Infantry Regiment. Enemy tanks have been ashore since the first day of the invasion, though you have not yet faced any. The Americans have bombarded you for two days both with field batteries and warships, and show no sign of stopping. The shelters of the fort will provide you critical protection from enemy shelling.

German Forces
The fort is defended primarily by a company from the 919th Grenadier Regiment, 709th Static Infantry Division. While the 709th chiefly consists of Georgian conscripts, Soviet PoW’s, and other riff-raff, you are fortunate enough to draw from its regular troops. Additionally, the fort and its guns are manned by Kriegsmarine crews from Marine-Artillerie-Abteilung 260. Some of these men have been armed to take part in the defense, although their training in ground combat is remedial.

Your force additionally enjoys detachments of PaK40 anti-tank guns and a pair of Marder tank destroyers.

The fort itself consists of concrete blockhouses, underground tunnels, casemated anti-ship guns, and defensive pillboxes. Combat Mission can’t exactly model all this, so it’s basically a large trench network with pillboxes and wire. Bunkers simulate the underground shelters that allowed the garrison to survive the intense bombardments. The 21cm guns are abstracted out since they weren’t suitable for defending against ground attack anyway. The fort survives today as a museum: Photo

Force Walkthrough: https://www.youtube.com/watch?v=txm14k1qL28




The Map!
The map is 1264m x 1456m. Map conditions are clear and dry. Moderate wind from the east.





Here’s the map walkthrough.
https://www.youtube.com/watch?v=dxcHtn69Dak

Objectives

The fort’s three gun positions are represented by specific points in the fort and are marked as terrain objectives. The Americans can demolish a gun by the following method:
  • Place engineer unit(s) inside the objective area.
  • The unit(s) must have at least one satchel charge and four soldiers between them.
  • Maintain this for four full consecutive turns. Any break in these conditions resets the clock.
  • At the end of the fourth turn, the gun will be demolished and the Americans will score 500VP. I will announce this to both teams, but I will only announce the start of a demolition clock to the Americans.

A strongpoint at the front of the fort and the nearby village of Crisbecq are each 250VP Hold objectives for the Americans. The Gun terrain objectives are not worth any VP aside from the demolition process. All German VP is scored by inflicting casualties, up to a maximum of 2000VP. Both teams have exactly the same info about objectives and scoring, and the terrain objectives are visible to all.


Reinforcements
The nearby 105mm guns at Azeville should become available just like yesterday, although your sister fort reports their munitions are running low.

Discord: https://discord.gg/AUQQwGd
Ask for the Axis role.

Save File: https://drive.google.com/open?id=1pNuprWFFuqxyZdDejRj_BTyNlGyJzWLt
Password: ohmsen
This file is unofficial. The Americans will do their setup first and pass the turn to you.

Adbot
ADBOT LOVES YOU

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Hey everyone it is your friendly neighbourhood inputter here.

TABLE OF CONTENTS


------------------------------------------------

Just to repost my usual wall of text about commanding troops in CM.

Saros posted:

:siren: If you have not read this do so right now it's crucial to understanding how to command in combat mission.

Combat Mission Boot Camp

The manual is available here. - it has some nice walkthroughs to help you understand whats going on.


Move orders



Most of these are fairly self explanatory - faster movement means less time to be shot at, but tires your men out - slow is the trap here, as it means crawling through the dirt on all fours - great for not being shot, but is actually the most tiring movement mode in the game!

Move orders are done by waypoints, so you can plot a good number of moves in advance if you want - pauses can be issued at any waypoint and go in five second increments and you can also issue target orders at the end of moevments.


Movement types

All sorts of movement reduce your spotting capabilities.

Fast = A flat out sprint - in combat situations you want to be using this to change location, 1-2 minutes will leave your men exhausted which will reduce their combat effectiveness.
Quick = A jog - Good for covering ground across multiple turns but in combat please use fast instead. Using for multiple minutes will exhaust your men especially in snow.
Move = Walking places - Good for moving long distances without tiring but suicide to use in combat. If you tell a squad to 'move' somewhere without specifying a speed Grey will probably use this and if they are shot at they will all die.
Slow = Crawling along the ground. Extremely tiring but good for moving short distances without exposing yourself. If you are being shot at and need to move a little bit to a better spot use this.
Hunt = Move forward while seeking the enemy and stop as soon as you see something. Use for slowing advancing through woods seeking combat and the like. No good for actualy combat as your men will immediately be interrupted by seeing someone.
Assault Noooooooo please don't use this. It basically splits a squad and tries to have your men use a bounding overwatch move up but the AI is uh, not very good at it.

-------------------------------------------------------------

Fire orders.



Target - if you can see an enemy unit this order will tell them to focus fire on that unit.
Target area - The squad will fire at an area specified by you as well as shooting targets of opportunity that present themselves. Be specific with your target you have to set it to a single square. (combat mission maps are divided into 'squares' of terrain.) Best way to give this order is via a top down view with a red or otherwise line from your squad to the area/contact you want to fire on. Can be tacked on the end of a move order.
Target briefly - Same as above except you set a time e.g. 1 minute of fire onto X location.
Hide - This means your men will hit the dirt and not even attempt to fire back or spot. This should only be used for specific situations like last game when we were hiding in buildings from artillery. If used in a firefight it means you will lose because your men will not even try to fire back.

Again, fairly simple, Arc fire is another trap for the newer players, as it actually massively restricts your fire arc and range - it should only be used for ambushes or when you don't want your troops giving away their location by firing at something a kilometer away.

Area fire allows for firing at a location you suspect has a target, but cannot spot.

-------------------------------------------------------------

Special Orders



Smoke - You throw some smoke grenades, good for providing a bit of extra cover.

Deploy - means set up a crew served weapon.

Blast - blow a hole in a wall or side of a building to create an access point.

Mount/Dismount - ride around in Trucks, Halftracks and on the back of tanks.



Unit splitting options. So you don't have to get your entire squad killed!

Split orders

Split = Halves the squad. For most of your squads this will split the unit into a 4 man MG/rifle team and a team with 2-3 rifles and 1-2 SMG/Semiauto. The split happens along the vertical lines between the men in the unit card.
Assault = Splits an assault team i.e. anyone with SMG/Semiauto off - because of the scarcity of them in small Panzergren squads usually a rifleman or two will end up in there as well.
Antitank Team = Splits off your Panzerfaust carrier with a buddy. Good for sneaking up on tanks.
Scout team = Splits off a two man scout team with rifles you can send ahead to scout die.

-------------------------------------------------------------

Understanding screenshots.

A few important points. If you get a screenshot with your unit selected the individual parts in it will be the highlighted in a lighter color on their unit symbols. The interesting quirk here is that if you select a unit it will only show what that specific unit can see in terms of other units.

Reading unit Datacards.

Here is the infantry version.



1 - How tired a unit is, past 'tired' status you can no longer sprint and have reduced combat effectiveness.
2 - Morale. Taking fire and casualties will reduce your morale which reduces combat effectiness and how likely they are to cower under fire. Being near your HQ means you will recover morale faster but some damage is persistent so squads that lose morale will break easier in the future.
3 - Your command structure, red means there is a break in the Command chain as units are too far apart to communicate.
4 - Ammo count for the squad.
5 - The symbols mean you can both see and hear your direct HQ so are under full command. The triangle below them in teh 'pinned' meter - if it is full your squad will not be able to return fire.
6 & 7 - The halves of the squad. Yellow weapon symbol means a minor wound and yellow weapon with 'casualty' scrawled over it menas dead or incapaciated.
8 - HQ command link.
9 - HQ unit, you can see the fellow units in the platoon highlighted in a pale grey while other unit symbols are a darker grey. When you select a unit its other platoon members are highlighted like this.

Special equipment and symbols





Command and Control



By now you have probably begun to wonder just what the HQ units with flag icons are good for. These units contain your leaders. Usually, every section, platoon, company, and battalion possesses a HQ unit. Leaders fulfill two very important functions: they exert a leadership modifier on their subordinate units, and link units to the Command and Control (C2) network.

If you select your platoon leader, you will notice a "+1" next to his name in the unit information panel (1). This means that he exerts a positive leadership bonus on all units under his command. The details of what this bonus entails are intentionally murky, but the gist is that units under his command will perform their jobs better than units under the command of a leader without a bonus. In order for a leader to exert his influence over his subordinate units, he must have command of them. A leader must be within visual signaling or shouting distance of the unit he is seeking to influence. This is usually about 50 meters but will vary dramatically with the terrain; the more dense the terrain, the closer your HQ unit must be to have command of his troops. Note that most armored fighting vehicles use radios to stay in command and don't need to stay within a short distance of each other.

In the lower left corner of the Unit Info Panel you will see what organizational C2 levels the unit is linked to, and whether they are currently connected to them. A green dot means that they are connected, and a red dot means that they are not. If they are connected, then information and leadership bonuses can be shared. How efficiently this sharing happens depends on the type of C2 established. This is very important as units will pass on spotting info as well as pull down leadership bonuses from higher levels as long as they stay linked in the C2 network.

-------------------------------------------------------------

Grenadiers

A Grenadier platoon consists of three squads of 8 men plus a HQ unit with four. The squads have the following weapons/roles.
-1 Light machine gunner (MG34 or 42)
-6-7 Men with bolt action rifles, one of these will be the gunners assistant.
-1-2 men with SMG's or Semiauto rifles. The leader always has one.
-Mayyybbe if you are lucky a sharpshooter with a scoped bolt action rifle.
-Usually 1-2 men with have a Panzerfaust which is a very short ranged single shot anti-tank rocket.

Basically all your firepower is provided by the light machinegun (LMG). It does not need time or specific orders to deploy like the heavier machineguns but there is a small innate setup time after a move (5-10 seconds afaik).

Using German Panzergrenadier squads effectively.

Compared to an american squad you are outnumbered and on an individual level outgunned by their Semi-auto Garand's against your bolt action rifles. However US squads do not have a decent LMG only BAR rifles. Essentially your squad exists to support and be ablative armor for your light machinegun (LMG.) Getting in close range firefights with American riflemen is a losing proposition but even there you can leverage your amazing LMG to suppress them via target area orders to keep their heads down.


Suppression

The key to winning an infantry vs infantry fight is suppression and morale. There is a little pyramid on squads unit cards that indicates how suppressed they are - generally this is how much lead is flying around near them and taking less fire causes it to go down while other things like casualties and wounds also influence this. Once it hits a crucial level they will basically stop firing back (become pinned) or doing anything at all except trying to hide and if this is maintained they will break and run which usually results in them getting mown down. having a bad time is cumulative across the battle so units who get pinned once are easier to pin in the future as their morale erodes.

The key thing is you don't need to have a specific target to generate suppression on men. Once you have a good idea where they are you can simply pour fire onto the probable contact and this will generate a lot of suppression - something German LMG means you are much better at than US squads. Once the enemy is keeping their heads down you can send the non-MG part of your split squad closer to get a better spotting and finish off the suppressed troops with grenades or just shooting them at point blank. Pouring fire on also results in things like wounds and casualties from ricochets (CM has a delightful ballistics model) which will further impede the enemy effectiveness.

Basically to win infantry vs infantry you need to put more fire on the enemy - even if some of it is not hugely accurate - than they are putting on you.


Using Heavy weapons (HMG and Mortar)

The main difference between heavy weapon (HW) squads and normal squads is they tend to be smaller (3-5 men) and obviously carry a heavy weapon. The main trick with HW's is that they need to be specifically ordered to deploy after moving or they will not be set up and will not fire (its usually best to give them a facing too. Some specific heavy machine-guns can be 'semi deployed' and will fire less effectively but generally you want to deploy them which can take 30-60 seconds and while doing it the squad is very vulnerable.

Heavy machine-guns are incredible weapons once set up properly. The bigger HMG generate more suppression than your squad base LMG and also are much more deadly due to higher rate of sustainable fire, bigger rounds and much more dangerous riccochets and penetration ability. HMG can usually tear up anything up to an armored car in toughness which includes things like halftracks and non-stone buildings will have their rounds easily go right through the walls.

Mortars are a bit more tricky, they also have to be set up but as we saw last game are very effective in the direct fire role.


-------------------------------------------------------------

German Infantry Weapons

Exact weapon loadouts per squad are somewhat randomised by the game.


Your standard bolt action rifle, pretty mediocre really compared to the Garand due to slow rate of fire. 6ish of these per squad.


Rifle grenades attached to a bolt action rifle, short range but can be effective against infantry and maybe very lightly armored vehicles. US open top tank destroyers (M10, M18, M36) are also vulnerable.


Basic SMG firing small caliber bullets really fast and not super accurately. 1-2 per squad with the squad leader usually having one.


Babbys first AK-47. Probably the best small arm of the war but usually only found on specialist troops or occasionally replacing a MP40.


Squad LMG's. Covered pretty extensively above. 1 per squad but some rare lucky squads get 2.


The weapon of your HMG squads. Pretty great overall.

German Antitank weapons

Panzerfaust
The Panzerfaust (literally "armor fist" or "tank fist") was an inexpensive, recoilless German anti-tank weapon. Basically a short range single shot bazooka. It consisted of a small, disposable preloaded launch tube firing a High Explosive Anti-Tank (HEAT) warhead, operated by a single soldier. The projectile traveled at just 30 meters per second and could penetrate 140 mm of armor.





A German bazooka capable of breaking pretty much any allied tank. Generally only found in specialist AT squads.

Okay with that out of the way onto our troops. Here is what we are working with.

Garrison Kompanie:
  • 1 Platoon (Rifle)
  • 2 Platoon (Rifle)
  • 3x 75mm Pak 40 AT Guns
  • 4x 105mm Howitzers
6 Kompanie:
  • 1 Platoon (Rifle) - With Panzershreck
  • 2 Platoon (Rifle) - With Panzershreck
  • 3 Platoon (Rifle) - With Panzershreck
  • 6Ko HMG Section - 2x HMG teams (5 men each)
8 Kompanie:
  • 8Ko HMG Section - 2x HMG teams
  • 2x 81mm Mortar sections - (offmap)
Tank Destroyers:
  • 2x Marder IIIM Tank destroyers - Open topped barely armored garbage but with the Pak 40 75mm gun.

Saros fucked around with this message at 12:26 on Mar 31, 2020

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!
Okay, from the discord, the mission is going to be 2 hours, so strap in for the long haul, and don't be discouraged.

Here's a couple of tactical points I'm thinking of. Maybe I'm talking out of my rear end, but here it is.

  • I think we should concentrate our mines on the crossroads leading out of St. Marcos, and make sure that every mine we place can be covered by an HMG team located near or on either our strongpoint or Crisbecq. Engineers have been mentioned, and these are the Americans we're talking about here, so I'm guessing they'll want to use them to clear the mines to get whatever halftracks and armor they have up to our fort. Obviously this is going to depend on line of sight and stuff.
  • Our Pak 40s and Marder IIIs should deal with halftracks or Shermans with no issues, even from the front, so long as they get the first shot. That means that, rather than looking for broad fields of fire (where the Americans could just detach a squad to shoot at them from another angle), it's probably better to look for ones that are kinda restricted, but long, such that the only place the Americans can get a good angle to shoot at them is right under their guns. Again, where exactly is going to depend on lines of sight and stuff. If they can deploy in such a way as to cover holes in the mines, even better!
  • Artillery bombardment has been mentioned time and time again, and this is D-Day we're talking about. Assume big-rear end naval guns getting dropped on our heads from the word go. We may have to restrict our deployment close to the strongpoint, the fort proper, and Crisbecq, just because I have no idea how well infantry fare in open foxholes under naval bombardment, and Fray has explicitly mentioned that the bunkers in the fort are arty-proof. Then again, maybe if we deploy further south, the artillery won't land on their heads?

Davin Valkri fucked around with this message at 17:12 on Mar 2, 2020

sniper4625
Sep 26, 2009

Loyal to the hEnd
I agree 100% about the need to keep our obstacles covered as much as possible, otherwise they're just explodedy speed bumps.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Wrt our 75mm guns (Marders, Pak 40) they actually cant reliably penetrate Shermans at longer ranges in CM. Go back and take a look at the shootout in the last game between the Shermans and the PzIV's with the same guns we have, there are Shermans taking 4-5 hits before being knocked out.

Flesnolk
Apr 11, 2012
Picking the garrison company

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Here's a lookaround I threw togetther in a hurry, 'scuse the bad quality of ten mins of stream of conciousness.

https://www.youtube.com/watch?v=3x-6CeUZ8Tg

Saros fucked around with this message at 19:53 on Mar 2, 2020

sniper4625
Sep 26, 2009

Loyal to the hEnd


100m grids

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Does anyone know how the heightmap maps are made?

sniper4625
Sep 26, 2009

Loyal to the hEnd
Bac has taken 8Kom

Fray
Oct 22, 2010

First orders are due 10AM EST / 3PM GMT on Saturday, March 7.

The Americans have to do their orders first, then they'll pass the file to Saros.

sniper4625
Sep 26, 2009

Loyal to the hEnd
redacted draft to avoid confusion

sniper4625 fucked around with this message at 18:00 on Mar 5, 2020

sniper4625
Sep 26, 2009

Loyal to the hEnd
Battalion Orders

Alright, this won't be easy, but I think we've got a good chance of making it hard for them as well.



GarKo, you have the east. Take up positions in the town and adjoining forest, with one of your AT guns as previously spotted for East/Central coverage. The other two, as discussed, will go on the hill to the West.
6Ko, you have the west. Work with Saros to determine the best line of resistance and dig in. Keep a platoon in reserve to respond as needed.
8Ko, use your HMGs to support the defensive line, I'll leave positioning to you. Spotters similarly.
Marders, you're in reserve - work with Saros to see optimal starting positioning.

Gar/6Ko, put forward just enough scouting elements to give us a chance to derive their intention as soon as possible. We don't have the forces to defend everywhere, so the more time we have to react the better.

Fortifications:
Mines to be placed at chokepoints and crossroads as we determined in stream
Foxholes to be doled out in descending order - AT Guns, HMGS, 6Ko, GarKo
Wire to be used as interfering mechanism in the forests as determined in stream

If I am forgetting or overlooking anything, please do not hesitate to bring it up.

sniper4625 fucked around with this message at 18:04 on Mar 5, 2020

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

https://www.youtube.com/watch?v=Gjn4Iz1l48Y



Video of AT gun v Sherman. First engagement ranges are around 800m I accidentally cut off the bit where I was measuring ranges.

Under 800m: Penetrations and partial penetrations, most do damage but not guaranteed instant kill.
800m-1000m: Partial pens and spalling, can kill crew and systems and knock out tanks but less likely.
1000m-1200m: Same as above but with more riccochets.

Reccomendation: AT and Marders try not to engage over 800m distance.

Saros fucked around with this message at 11:46 on Mar 6, 2020

Flesnolk
Apr 11, 2012
GARKO Orders



I want the anti-tank guns positioned as in this image. Use foxholes for cover if possible, per Sniper's orders, and do not open fire until enemy units are, at furthest, 800 metres away. Prioritise armoured targets, but anti-personnel fire is fine if the situation demands it, inputter's discretion. The eastern AT gun should position itself in such a way as to enable both east and central coverage, and the guns on the western hills should face the open field on the fort's western approach. If description is unclear, the red arrows in this image indicate the directions I want the guns able to see.

For infantry:

Referencing the image above, second platoon should split a squad in half and deploy one team each to the positions circled in red; these teams will act as forward scouts and watch for enemy activity. Deploy LMGs if we have them; I'm not sure if "no machineguns" means none at all or just no HMGs. On initial sighting of enemy units, they will engage for two minutes and then move FAST back towards the main body of their platoon. Stay in cover if at all possible, to avoid being shot in the back. The company's main force should deploy, as ordered, in the town itself and adjoining forest, following this general outline:



I'll leave the particular unit-by-unit placements to the inputter, who is considerably more experienced, but I would like first platoon on the left side of Crisbecq as pictured, covering direct approaches to the town. Second platoon, except for the scout squad, should stay on the right, focussing on the back row of houses and covering the east and central approaches; one squad should accompany the AT gun in the forest, to provide cover should it come under direct assault.

Flesnolk fucked around with this message at 21:45 on Mar 5, 2020

Top Hats Monthly
Jun 22, 2011


People are people so why should it be, that you and I should get along so awfully blink blink recall STOP IT YOU POSH LITTLE SHIT
Marder Section Orders



Nestled in the tree line closest, I want my Marders to remain in Tactical Reserve and concealed.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Flesnolk posted:

the guns on the western hills should face the open field on the fort's western approach. If description is unclear, the red arrows in this image indicate the directions I want the guns able to see.

Going to have to move the middle at gun to the narrow neck of the corner woods so it can see directly south. The woods the line is drawn through are dense and block LoS.

Saros fucked around with this message at 02:08 on Mar 6, 2020

Flesnolk
Apr 11, 2012
That’s fine, the arrows are just a rough “I mean this general direction”

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!
6th Company Orders
Because "6ko" looks like a J-Pop Idol Name



6th Coy HQ: Deploy in forest WSW of fort with good LOS south (roughly C4 on grid map).

3rd Platoon: In reserve in fort bunkers.

2nd Platoon: Detach one scout team from one squad and place it forward as noted in light forest with good LOS south (roughly C7). 2nd Plt. HQ and Panzershrek to be together behind line infantry.

1st Platoon: Detach one scout team from one squad and place it forward as noted in heavy forest with good LOS south (roughly E8). 1nd Plt. HQ and Panzershrek to be together behind line infantry

HMGs: Desired lines of fire noted on map. Expect placement in or near grid squares C5 and E5-E6. Please place for good LOS.

Foxhole priorities: HQs, Panzershreks, HMGs, squad LMGs.

Davin Valkri fucked around with this message at 02:09 on Mar 7, 2020

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"
8 Kompanie


Overall


8 Ko. HQ


MG HQ


MG Team A


MG Team B


Mortar HQ

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

GERMAN TURN 1-6

Men! The enemy are upon us!



Turn Replay:

https://www.youtube.com/watch?v=dww7Ca6xmgE

Many apologies but for the sake of efficiency I have only done the replay from the final minute, nothing really happened before that and loading, replaying, editing etc for six turns would have significantly delayed the update.

Overhead Maps




Good news! We have engaged the enemy!



Positions overview
https://www.youtube.com/watch?v=UIOYc7whJtk
(This is still uploading as the post is being written so please check back).

Any questions or screenshot requests let me know.

Finally please consider contingencies in your orders like if AT guns are spotted and fired upon or artillery starts landing near you. Right now I have no flexibility to respond to anything.

Saros fucked around with this message at 00:47 on Mar 8, 2020

Fray
Oct 22, 2010

Orders are due 3PM EDT / 7PM GMT on Monday, March 9.

Going forward, all rounds are fixed at 3 minutes.

Fray fucked around with this message at 00:53 on Mar 8, 2020

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!
I don't think there's a lot I have to do just yet. That is a lot of infantry sound contacts on our west flank, but is that because that's their main push or because our scout teams aren't able to tell what's the same unit?

Anyway, I do have one contingency:

Scout teams taking fire to fall back towards the main line of resistance, ideally to reintegrate with the squad they were detached from.

sniper4625
Sep 26, 2009

Loyal to the hEnd
Alright, nothing too unexpected yet.

Two questions:

1. What kind of contact picture might they have gotten from that fire?
2. What's the effective radius of mortars in the open field?

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Not much, they were moving and all our guys are in cover. I expect they thought it came from the bunker.
81mm mortars are pretty lethal, not sure what the kill radius is but they definitely do good work.

Right now the biggest things we can do is get the other bunkers manned and get arty called in on where we think this advance is going to set up their hmg/mortars to cover them while they advance.

sniper4625
Sep 26, 2009

Loyal to the hEnd

Saros posted:

Not much, they were moving and all our guys are in cover. I expect they thought it came from the bunker.
81mm mortars are pretty lethal, not sure what the kill radius is but they definitely do good work.

Right now the biggest things we can do is get the other bunkers manned and get arty called in on where we think this advance is going to set up their hmg/mortars to cover them while they advance.

Bac, please chime in with thoughts on the latter.

Flesnolk
Apr 11, 2012
GARKO

No significant change in orders. All units hold present positions. However, I'm issuing some contingency orders. Saros has permission to take in-round control of units and act independently under the following circumstances:

* Moving units taking fire from armour
* Releasing AT guns from range restrictions if the situation requires it
* Adjusting unit positions slightly to fix line of sight issues, like my easternmost AT gun looking out from the forest but somehow being unable to see anything(???)
* If taking fire, be it by infantry or armour, the AT guns are authorised to return fire; no sense having them sit there and get killed

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"

sniper4625 posted:

Bac, please chime in with thoughts on the latter.

8 Ko
Move Company HQ to the bunker at the SW corner of the fort (the one with the MG overlooking the big field).

Call in a linear fire mission - Medium intensity, Medium duration, No delay along the crest of the ridgeline the Americans in the SW are headed towards.

sniper4625
Sep 26, 2009

Loyal to the hEnd
Emergency Marder Orders

Begin moving to a position to cover an armored advance across the fields as discussed.

Top Hats Monthly
Jun 22, 2011


People are people so why should it be, that you and I should get along so awfully blink blink recall STOP IT YOU POSH LITTLE SHIT
Marder Section

Commander discretion. Prepare to leave tactical reserve towards open field (while attempting to remain concealed)

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

German Turn Minutes 7-9


Drama in the middle as the scouts see an American but dont quite manage to get a shot off!

Start of Round


Round Video
https://www.youtube.com/watch?v=Sbs4BGodEWM

Artillery Mission

(5 Mins remain at end of round.)

End of Round


The bunker.

Saros fucked around with this message at 16:04 on Mar 12, 2020

Fray
Oct 22, 2010

Orders are due 4PM EDT / 8PM GMT on Thursday, March 12.

Fray
Oct 22, 2010

Reinforcements

Your sister fort at Azeville, and its battery of 105mm artillery, was critical to driving back the previous American attack yesterday. You have just received a message from its commander, Hauptmann Hugo Treiber, that they will soon finish their prior commitment and will stand by once again for fire missions. The past two days have depleted their munitions, however. The following fire asset will become available at 1:45:00.

4x 105mm Howitzer (leFH 18M)
---56 HE Shells
---16 Smoke Shells

919th Regimental HQ is also aware of the American push, and will try to send what assistance it can, though it can't make any promises yet...

Historical node: In reality, these guns were French 105 mle 1913 Schneiders, a mainstay of WWI.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Here's my thoughts, there is a lot of American infantry coming at us across the open field. We need to shift all of 6Ko plus all the HMG to cover their advance while they are still at longer range where our machinegun squads have an advantage over their semi auto riflemen. Garrison can spread out a bit while the AT and Marder remain concealed waiting for them to commit any armor they have. At longer range the Foxholes also offer their greatest advantage.





Imo we should also push men forward into the pictured yellow bulge in our lines as they have some excellent shots at the Ami's trying to cross the open ground and the bunkers can cover their flanks really well (red zones). If the Ami try advance/sneak up the treelines they will run right into the nice barbed wire I have emplaced there.

Also someone needs to get in those bunkers for the love of god.

Saros fucked around with this message at 11:15 on Mar 10, 2020

sniper4625
Sep 26, 2009

Loyal to the hEnd
Battalion Orders

I concur.

GarKo: Begin shifting to the east, leaving enough of a force behind to guard that flank.
6Ko: Move a force up to the marked bulge, and use reserves to man vacant bunkers.

8Ko + Marders: No change.

Flesnolk
Apr 11, 2012
GARKO

AT guns should stay where they are, except the one on our furthest right that can't see anything; that one is to advance just a few metres straight forwards, to the edge squares of the woods, to see if that alleviates the problem. Be careful not to leave the woods entirely.

I largely concur with Saros' suggested orders. For infantry:



1 Platoon should position itself to reinforce 6 and 8 Companies, moving its squads out of the town and into the indicated area. If the exact positions by the blue line cannot be taken, the nearest available approximation is fine. 2 Platoon is to take 1 Platoon's place in Crisbecq, except for the squad the scout team split off from, which can stay in the wood by the AT gun. If there is insufficient strength to man that position, prioritise reinforcing the town. Both platoons should move QUICK. The scout team should maintain its current position, with a slight modification to standing orders; upon spotting enemy, engage for ONE minute, not two, and return to its original squad, moving FAST for one minute and then QUICK the rest of the way. The white lines indicate facing; a unit should position itself however Saros sees fit to best see in that direction. Saros has permission to set target and engagement orders for the garrison infantry as he sees fit; if they see Americans in effective range, I want them to shoot Americans.

Previously outlined contingency orders remain in effect.

Top Hats Monthly
Jun 22, 2011


People are people so why should it be, that you and I should get along so awfully blink blink recall STOP IT YOU POSH LITTLE SHIT
Marder Section

Upon consulting with my fellow commanders, I believe that my marders are currently too close to the fort. Flesnolk pointed out that if they begin directly shelling the fort that I could be in the blast zone. Since marders are open top, care must be taken to avoid even near misses.

ORDERS EDITED!!

Disperse near fort keeping at least thirty meters in between Marders. Remain in concealment. Open fire at targets of opportunity.

Top Hats Monthly fucked around with this message at 16:48 on Mar 12, 2020

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!

I agree with this assessment of the enemy disposition, and give orders as follows:

6-1 AND HMGs: Hold position. Use FACE and TARGET ARC and all other commands as needed to get squads to begin firing on any US infantry observed in grid row 11 (~500 meters from their positions) or closer. (Feel free to finangle this between turns if they aren't firing)

6-2: Shift from current positions to occupy the forested area near the bend in the woods at D6-E6-E7. Use MOVE unless fire is taken, then change to FAST. 6-HQ and 6-Panzershrek to shift to the woodbend line on the border between D5 and D6. Try to put at least one "small" square between each deployed squad to avoid a single shell causing casualties across multiple squads. Once in position (taken to mean when the LMGs can fire), fire on observed enemy infantry with the same principles as 6-1.

6-3: Occupy the unoccupied strongpoint bunkers with squads split into teams. MOVE to start, switching to FAST if artillery is observed falling. If bunkers can target approaching infantry using the same principles as 6-1, do so. Bunkers should be occupied with non LMG elements. Remaining platoon elements will be on the line in the forest in C4. HQ and Panzershrek to good cover in C3. If any unit can target enemy infantry, do so.

Previous contingency remains in effect--if scout team takes fire, withdraw.

Davin Valkri fucked around with this message at 15:03 on Mar 12, 2020

Fray
Oct 22, 2010

It only takes a single soldier in a bunker to use its MG.

Adbot
ADBOT LOVES YOU

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!

Fray posted:

It only takes a single soldier in a bunker to use its MG.

Thank you. Edits to orders made.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply