View Full Version : Turn 1 Planning
Double Deuce
06 Apr 04, 01:23
Here you will discuss your 1st turn orders. This week I will post your beginning intelligence information so you can use that to make your 1st turn plans.
Ok, so by the looks of it our plan is going ok, we have minimum resistance in our targeted cities (thank god no ATGM's). However we do have a serious piece of hardware to destroy if we are going to be successfull. The M60 mineplow (PATTON) has a fire control of 25 and a vision of 30, this feature outclasses our armour, but we have the numbers.
So our initial strategy should still stand, 5 comapanies and a platoon of armour and a scout section assaulting each targeted city.
About the armour detachements. I propose we split the BRDM-2's and BMPR's evenly between the forces and attaching them in the same section. The T54 platoons and scout car sections will then be split evenly between 1st/INF/B Zone C and 3rd/INF/B Zone M.
Thus, our attack consists of 1st/INF/B + 1st recon section and 1st tank platoon Zone C & 2nd/INF/B Zone B to assault city Zone A and all remaining units in zone N and M + 2nd recon section and 2nd tank platoon to assault city zone G.
Any questions/comments/suggestions?
Also, i would like to take the opportunity to discuss who will be commanding which battalians, whoever commands 1st and 3rd battalians should get sole command of the armour in the assault. So please take your pick again I will have whatever is left over and i suggest LordActon you choose one of the smaller 2 company ad hoc battalians. This is just till you get more used to the game then we will let you have some armour to play with ;) .
While im here I have some tactical plans on my mind as well.
I think that a good tactic in taking these cities is going to be by close cooperation with our battle partners for this turn. I suggest the smaller battalian of 2 companies should be placed in a position so that they engage the enemy first. This will give us a indication of what strengths are where hopefully and just maybe we can uncover where the M60 is located, once this is done we should concentrate everything machine and guns mortars to supress it and draw fire as we bring up the armour and the larger battallian to try to knock it out (or hopefully capture it :devil: ). however i advise that we keep our armour well back and hidden until we do spot and engage the M60 with small arms and mortar. If we cant spot the tank then bring up the recon section (with tanks shodowing them but hidden away)to surpress the infantry and take out the fiat oto's that may be there, hopefully this will bring the tank out of hiding and we can pour everything into him.
The peacekeepers will be well dug in and hidden so watch out and use your infantry recons wisely.
Also you probably know this but ill mention it anyway, it is probably not a good idea to use smoke from the mortar till the tank is taken care of because they have a vision of 30 so they will be able to see us but we wont see them.
No doubt all my plans will come crashing down in the confusion of battle but hey you gotta go in their with something. If we are really really lucky and the UN are idiots they will have the tank inside the city were we can close on it with our infantry and assault at close range, maybe get the crew to abandon it (thingers crossed).
LordActon
07 Apr 04, 01:12
The plans seem OK to me. Actually, I am quite happy for any tectical advice because of my limited experience (e.g. I wouldn't have thought of the implications of the tank's visibility.)
I would take the 2nd/INF/B battalion in zone B, if no one objects.
Plan looks good so far.
I originally mentioned zone B elsewhere, zone C instead (or any other, not fussed)
Not sure I can cope with the responsability of a tank platoon I`d hate to loose them at such an early stage :)
Plan works for me. Should my forces attack the city or close all access off at the bridge and dig in?
-Al (manhunter)
Plan looks good so far.
I originally mentioned zone B elsewhere, zone C instead (or any other, not fussed)
Not sure I can cope with the responsability of a tank platoon I`d hate to loose them at such an early stage :)
Well you have used tanks in this environment before so you and aefo27 are more experienced than the rest.
don't worry no one will scold you for loosing tanks, thats because it is not an option!!!
;)
seriously dont worry too much, just keep them out of the way and try to get that Patton of theirs in some way suppressed before you bring them out to hit it.
Plan works for me. Should my forces attack the city or close all access off at the bridge and dig in?
-Al (manhunter)
Yep definately attack, we will need all hands in the cities, the key to the game is acquiring build points to to outsize the enemy and crush then like an ant.
I have a question for DD.
In the rules it states that the commander is represented on the tactical spmbt map and that if this unit is destroyed then the commander is out of the game.
I am thinking about the possibilty of deploying small units say platoon or bigger size who could occupy zones and gather intel or even ambush lead elements of a column.
If so what is the retreat of the map rules for units and commanders, can a commander be deployed close to a retreat hex and get out when the going gets tough to save the players spot in the campaign or would such a small scale encounter be calculated by yourself?
So if orders looked like this: 3rd platoon 1st rebel company is to move to ... and setup an observation post and (or) ambush positions then wait till visual or contact is made then retreat back to 3rd company HQ with intel.
would you calculate some sort of intel for us or let it go to the strategic map?
When i talk about ambushing i mean if the other sides were rushing armour at full speed through an area where we have a ambush setup, say a platoon and some rpg-7's it is likely we could give them a bloody nose and slow them down maybe even stop them reaching thier destination in that turn. In this situation would you calculate an outcome or refer it to a spmbt battle and let us fight it out?
I would like to try to operate small units this way but if the commander is too vulnerable to destruction and having to stop playing in the game it would be unfortunate.
I like the idea of what you say. However, it requires very good intelligence. Do we have that? I doubt.
We have some intelligence although i wouldnt rely 100% on its accuracy. Also in my last post i have asked some questions about observation and ambush units. i think if we surround our larger formations with these they will let us know what is in the immediate area with a bit of luck. As this is a new campaign design we just have to try different ways of gathering intel.
Concerning general strategy, I think we should concentrate in zone N (it is an important road section with the only bridge) and B. These would be ideal jumping points to launch attacks on A and G (first we should call on the UN to leave these places without fighting).
So I propose to move from M to N with everything, while moving reinforcements from C to B. In C we may give free passage to UN troops if they want to leave, then take the town. If that is not possible, then attack it, while moving the rest of the forces (not participating in the action) to F. This way we could attack G from two sides.
What do you think?
Double Deuce
14 Apr 04, 15:51
In the rules it states that the commander is represented on the tactical spmbt map and that if this unit is destroyed then the commander is out of the game.
No one will be knocked out of the game. Mainly the enemy will have bragging rights for KIA'ing another commander.
Double Deuce
14 Apr 04, 15:56
I have a question for DD.
I am thinking about the possibilty of deploying small units say platoon or bigger size who could occupy zones and gather intel or even ambush lead elements of a column.
If so what is the retreat of the map rules for units and commanders, can a commander be deployed close to a retreat hex and get out when the going gets tough to save the players spot in the campaign or would such a small scale encounter be calculated by yourself?
So if orders looked like this: 3rd platoon 1st rebel company is to move to ... and setup an observation post and (or) ambush positions then wait till visual or contact is made then retreat back to 3rd company HQ with intel.
would you calculate some sort of intel for us or let it go to the strategic map?
Yes, in most cases this is what would happen. There would be no Tactical Combt unless the enemy was also doing some recon. In that case I may set up a small meeting engagement to simulate these units stumbling into each other. I may also set a battle like this up if there are commanders on both sides not involved in other Tactical Combats elsewhere during the Operational Turn (mostly to keep them involved).
When i talk about ambushing i mean if the other sides were rushing armour at full speed through an area where we have a ambush setup, say a platoon and some rpg-7's it is likely we could give them a bloody nose and slow them down maybe even stop them reaching thier destination in that turn. In this situation would you calculate an outcome or refer it to a spmbt battle and let us fight it out?
I would like to try to operate small units this way but if the commander is too vulnerable to destruction and having to stop playing in the game it would be unfortunate.
With orders or a situation like this then I may set up a battle and place the ambushers in ideal positions and deploy the other forces in the kill zone where they would start the fighting.
ok i got that, except the 'fill zone' what does that mean exactly?
Double Deuce
15 Apr 04, 00:16
ok i got that, except the 'fill zone' what does that mean exactly?
Sorry, that was a typographical error! I meant, the "KILL" zone.
Ok, the orders are posted hope everyone understands them please ask any questions if not.
I have been talking to the UN, they are wanting to leave the North and we have come to an arrangement that we let them build up their forces in G so that they can. However, i do not trust the UN at all, and i think they were playing both sides so they could reinforce G. So i decided to attack G anyway :devious:
However, later i think the UN will withdraw from G as soon as they realise what they are up against. Untill then we will wait to see what happens before assigning commands, i think we can manage 3 commanders to assault G if it comes to that. I think the assignments should be handed out on a first come first served basis, as ive been doing the planning I dont mind sitting out, that leaves three of you, i think Lord Acton will be happy as a reserve commander? in this phase, leaving dita and aef027 and one of the last two member to join katusa or rauppenshleppler (get a shorter name dude ) ;) Anyway thats roughly what it should look like, one comander for the force attacking from N one same with the other infantry forces from M and C, the armour should be split between the forces from M and C. but i deployed the armour together so you have the option of combining them or spreading them out.
LordActon
16 Apr 04, 01:53
Yes, I would be happy to be a reserve commander, though if there is some less important battle, I would be happy to handle it :devious:.
I have a question regarding the orders: 1st and 2nd companies are ordered to be behind the 9th "running north and south". Now, if the 9th moves towards north (is this assumption correct at all?), does it mean that the 1st and the 2nd are in a line behind it from north to south? (This question applies also to the 6th and the 7th companies.)
Yes, I would be happy to be a reserve commander, though if there is some less important battle, I would be happy to handle it :devious:.
I have a question regarding the orders: 1st and 2nd companies are ordered to be behind the 9th "running north and south". Now, if the 9th moves towards north (is this assumption correct at all?), does it mean that the 1st and the 2nd are in a line behind it from north to south? (This question applies also to the 6th and the 7th companies.)
Yes it means they are in a line that runs north to south, not heading in a northerly direction
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