Edited my post,so are our successes determined by dice rolls or whatever happens on your game?
Edited my post,so are our successes determined by dice rolls or whatever happens on your game?
Dice rolls. I'll let the game sort out any idiots though. For example, if you run out and try to punch a tank, you'll die in very short order. Taking a potshot, however, will be decided by dice roll.
Also, choose a faction.
Herr Hauptmann! Gefreiter Martin of the Gebirgsjäger reporting for duty!
Ah ok, so we're all on the same faction? (Darn.)
Heh, Gefreiter is a rank, (corporal-ish).
Looks awesome. Officer Conrad Kamin, voting for NGR. I'll apply for generalship, 'cause what the hell.
What's your player cap going to be?
You monster.Looks awesome. Officer Conrad Kamin, voting for NGR. I'll apply for generalship, 'cause what the hell.
What's your player cap going to be?
I tend to not have one.
I'll be a tankman, with a vote for the East Germans.
Mind if I ask what and where this Men of War thingy is?
Spoiler: Yay for Tier 1 (click to show/hide)
Looted FT among the choices?
It's a black-and-white, kinda stumpy tank.
What faction are we?
Failing the Beautepanzer FT, I suggest we take Panzer IIs or StuGs, something with a relatively low point cost that remains potent against infantry as well as reliable. For now, we can use the AT guns themselves to deal with the tanks, until we get flashier machines. We should aim for at least two tanks, as two tanks in formation are far more effective then an individual machine.Actually, since we're defending a position against a convoy of trucks, I don't see why we'd need tanks over stationary guns.
Failing the Beautepanzer FT, I suggest we take Panzer IIs or StuGs, something with a relatively low point cost that remains potent against infantry as well as reliable. For now, we can use the AT guns themselves to deal with the tanks, until we get flashier machines. We should aim for at least two tanks, as two tanks in formation are far more effective then an individual machine.Actually, since we're defending a position against a convoy of trucks, I don't see why we'd need tanks over stationary guns.
[plan]I'd swap one of the cannons for 3 more machine guns and a mortar. And do note that I might get 100 R of my own, too. I'd use them for two more infantry squads.
Horrible? Good? Give me your thoughts.
Blazing, can you post the image to a different site? Imgur is blocked in China.
Here's my counterproposal:Spoiler (click to show/hide)
On second thought I like light tanks. Not four of them, sounds like overkill, but two would be perfect.
Here's my counterproposal:I like about 80% of this plan. Once I get answers about the game mechanics and what intel we have on the convoy, I'll reevaluate the plan and according point expenditure.Spoiler (click to show/hide)
On second thought I like light tanks. Not four of them, sounds like overkill, but two would be perfect.
Throw some TNT in that ditch on the right as well- deny them cover.
According to this (http://en.wikipedia.org/wiki/List_of_websites_blocked_in_China) & this (http://www.blockedinchina.net/?siteurl=photobucket.com), photobucket works.
Okay Kamin,can you see this?I can, thanks Blazing! I'll certainly take your river planning into consideration as well :p Thank you for being the first to do the planning on the map--this is certainly the best way to go about it, in my opinion.Spoiler (click to show/hide)
[...] thanks Blazing! [...] Thank you for being the first to do the planning on the map--this is certainly the best way to go about it, in my opinion.+1 :)
I'd say the smart thing would be to decide what we'll need and want together, as things are expensive and we only have a total of 600 Requisition. If only we'd have chosen the Soviets for GLORIOUS INEXPENSIVE ARMATURES. Also, since we chose the Germans, I'd like to change my character's name to Oberfeldwebel Michael Steinmann.ThreeFour questions:
1. Can Requisition points be pooled?
2. How many troops are there in one standard squad?
3. How much do motorcycles cost?
EDIT: 4. As a field officer, do I get Requisition?
'Ere! smurfington! Which direction would the convoy be coming? North or south?
Alright, cool. A few questions for you--one of which has been asked already--Mister Master Smurfington:
1. Do req points roll over if we don't use them all?
2. What are squad sizes?
3. Do we know anything about this convoy? Number of vehicles, troops, etc.? If not, is there a way to gather more intel before buying random schtuff first?
Well it's reasonable that if we are to recieve a detailed map then we should make the most of it,if I didn't do it then someone else would later.
Requesting a more panoramic view of the fightin' field.
Relevant for 'squad size': http://usmilitary.about.com/od/army/l/blchancommand.htm
Also, unless someone else has dibs, requesting promotion to Feldwebel so I can be responsible for a rifleman squad. Otherwise, I'm fine doing the shooty & the move-y bits only.
Was I gifted a Ranger prestige class? If so,..what does it do exactly?
+1 to less tanks, more guns. I'd also feel better with something like satchel charge-IEDs rather than mortars- might come with the supply truck, can be set up by engineers...
Also, can we use explosives or heavy transports to obstruct the road via trees/lumber/obstacles?
And do we have any other objectives or limitations? (don't destroy the road for example)
Hm, I might be thinking a bit too out of the box. It's a standalone game, I bet landmines are the only mine-objects. Do wrecks function as roadblocks (say if we disabled the first and last trucks)? Just how effective are mortars? How does cover/concealment work?
May I join as a Belgian General?
May I be a officer in the glorious USSR if that is still possible?
No? Knew it. May I be an officer in the NGR, then?
Spoiler: Yay for Tier 1 (click to show/hide)
Looted FT among the choices?
ohohoohohoh
I can get you a Panzer 1 or 2, they're the smallest I can get.
Only problem I can see is that if they bring armor, your infantry will get flattened, and that the cannon's lines of sight are blocked by artillery.
Also keep in mind that if you order lots of cannon, you'll need trucks or APCs to tow them.
Oh boy, you've been playing all the wrong RTS games then. Although a pain in the ass to manage, they kick serious butt when given proper orders, and assaulting trenches without tanks is near impossible, unless you bring truckloads of grenades.
You'd be better off with Pak 40's and Flak 18's. Or lots of land mines. Or both.
Blazing, can you post the image to a different site? Imgur is blocked in China.Mind if I ask why?
Only problem I can see is that if they bring armor, your infantry will get flattened, and that the cannon's lines of sight are blocked by buildings.That's what combined arms are for.
blazinglory: I can't see any purple dots.
GrizzlyAdams: I can't see any black stars.
I have a few questions:
1. Officers get 100 points, right? Is this taken from the general's 400 points or is it seperate?
2. Do infantry units come with inherent anti-tank weapons (eg Panzerfausts) or is this covered by 'extra specialities'?
3. Are any sdkfz 251/10s available? (the ones with Pak 36s mounted). If so, what is their point cost?
Herr Hauptmann Kamin, I see your shopping list doesn't include radio equipment. We were told earler we're going to need some, and only you can really afford them.
If you're still accepting, I'll sing on for a Tank Commander. Since you can never have too many tanks. Also, I have this game too, so if you ever want a mission (I have a few scenarios I've mapped out that are quite fun) let me know. Or y'know, just to play.
-snip-Woah, hey don't ruin it!
Hans Gruber, Medic, reporting for duty! I hope I get an MP40.
no little tank :'(Hm..
A mobile radio set will cost you a pretty penny, 25R. Comes with an operator! Or you could take the Command SdKfz 251, which contains a radio and some other command-assisting tools.
Belgian General am I then, I'm joining the game as an unofficial ally of the German faction who is also working his own agenda. [...]I don't understand how you're going to do this in game terms. What smurfington's answer meant, is that you can be Belgian in roleplay terms, as in your character's nationality and mannerisms. In-game, we all look and sound the same and fight on the exact same side in standardised squads.
Belgian General am I then, I'm joining the game as an unofficial ally of the German faction who is also working his own agenda. As I haven't had time to study the pretty maps yet, I probably won't be posting a command until the next turn or two, but I'm officially throwing my Kommissar Cap in the ring. ( Now to reread the rules and see what has happened so far before I get so lost I am unable to even play. )
EDIT: To clarify, what I'll actually be doing is working with a group of about 20 Belgian mercenaries, aiding the Germans. However, due to being Belgian, we can switch sides if the Germans screw up. Also, it's not really supposed to be known that the Belgians are aiding the Germans, on account of the fact that we supposedly support the allies. ( We are, in fact, trying to bolster Belgian land and power in case of later world wars, while also getting an ally in the Germans since being neutral totally worked for us the first two times. ) However, it's one of those hush-hush type of things lead by a general who will be treated as a rogue agent if Belgium is caught doing this. We expect to be provided munitions by the Germans, as our requisition pool is rather small compared to the true factions. On the upshot, we bring our lives and our weapons to the battle ourselves... for what it's worth. I don't honestly expect to survive that long. ( And with how I interpreted Smurfington's response, he's cool with this. )
A mobile radio set will cost you a pretty penny, 25R. Comes with an operator! Or you could take the Command SdKfz 251, which contains a radio and some other command-assisting tools.
Tentatively taking the command version of the SdKfz 251. A few questions:
1. Do we need mobile radios to keep a passable amount of comm contact? I would like to know a little more about the comms dynamic in your game, otherwise I might have to go with 2 mobile radio crews instead.
2. Does the mine truck contains satchel charges, or do squads have one a piece, or do engineer (groups?) come with them? I do want satchel charges.
3. It seems that we might still have some req points left with at least PlayerGamer, but I'm not sure. Can you verify if that is the case, and if so do are we able to use the points in their absence?
Comment: I think the equipment list should be updated with all costs and equipment that have been quoted thus far. I'm currently finding it a bit difficult to sift through the pages and keep track of it all.
1 SdKfz 251 (Command version): 50 R
1 SdKfz 251/10 (Pak 36 anti-tank version): 40R
Infantry:
2 Standard squad: 50R
Defense
1 Engineers (make sandbags, hedgehogs, lay mines, etc): 50
1 Mine truck (contains a good deal of land mines): 100
Artillery
2 (deployed) Mg42's: 10R
2 Mortars: 20R
If you are still accepting, Sniper Johannes Studte reporting for duty.
- Standard squad (50)
- MG 42 (10)
- SdKf 251/10 (25+15)
Subject to change. 100R isn't a lot, but it gets me an allrounder mobile squad.
Here we are to start; I think it will work well with the rest of the requisitions.
1 SdKfz 251/10 (Pak 36 anti-tank version): 40R
1 SdKfz 251 Command: 50R
Infantry:
2 Standard squad: 50R
Defense
1 Engineers (make sandbags, hedgehogs, lay mines, etc): 50
1 Mine truck (contains a good deal of land mines): 100
Artillery
2 (deployed) Mg42's: 10R
2 Mortars: 20R
I want these mines all over the sides of the road. Also, let me know if the mine truck contains satchel charges, or if squads have one a piece, or if engineer (groups?) come with them. I do want satchel charges.
Aaand tank commander Propman reporting for duty:((no available variant for the little shitakes, I also assume you're ordering just 2 tanks))
(1) Panzer I (Command Variant, if Possible) x50R
-Driver
-Commander/Gunner
(2) Panzer I x50R
-Driver
-Commander/Gunner
I'll make it so that you get a free Kubel to fill in the gaps, since you are the general.Oh hell yes, I get a Kubelwagen to tool around in and survey the horrors of war, pending our side's dominance and survival? You're a good man, Smurfington.
Out of curiosity, are the Pz Is ausf. A or C models (or Bs or dare I say Hs)? One of them has 30 mm of armor and is super fast, while the other is a 13 mm tin can with average speed, a bad combo for a light.
Also, ya can hitch a ride in my extra tank GUN, if you don't mind being shot at on occasion.
When it comes to infantry, quantity over quality.*Still sour for not playing the Soviets*
Also, since we chose the Germans, I'd like to change my character's name to Oberfeldwebel Michael Steinmann.
Will we really need AA?If this is true to history, Yes if we're fighting the Allies, Probably if we're fighting the Soviets.
When it comes to infantry, quantity over quality.We only have one infantry choice (other than the specialists, which seem to be more support units than just better soldiers)
So in conclusion, I would like a Panzer IV for my tank, and vote we lost the two Panzer I's in favor of another Panzer IV.I'm pretty sure tank commanders don't get points to buy their tank, and are stuck with whatever the officers buy, or an armoured car if not. I can agree with a Panzer IV or Stug instead of the Panzer Is though.
I've just realised that we're probably going to need some AA support. Are fliegerfausts available? Wirbelwinds? Möbelwagen? If so, how many points are they? If not, I'll just go with this list:
- Flak 38 (50)
- Sdkfz 251 (25)
- Specialist fireteam (25) (Panzerfausts? Stg44s? What sort of equipment can they choose from?)
I roll em to see how badly it turns outwe're all going to die aren't we?
Okay, the game will start after I finish school (about 8 hours from now). I'd recommend the general and officers get their planning done now.
Keep in mind that you don't get that infantry back if they die. They're gone for good.
(no little tank :'())I don't get it. Why is that next to my medic thing? Were you hoping I'd drive a tank?
It's a reference to 'Allo 'Allo, an old British sitcom. There was a german officer called Lt. Gruber that drove around an armored car, calling it 'his little tank'.
Oh. Hans Gruber is the big bad in the first instalment of Die Hard, played by the wonderful Alan Rickman.
Do you have any links to any particularly memorable moments from that show? I'd like to get a feel for it without watching several episodes, to see if I should watch several episodes.
I'll place myself by the squad and the SdKfz on the east side of the road, unless Herr Hauptmann Kamin has a better idea.
I'll hole up in the house just west of the pond,I'll man the MG42 if it doesn't come with a operator.Both sound fine by me--viel Glück!
Ich bin bereit, einen schnellen Tod sterben,Viel Glück!
((To the observer who won't ask and won't use Google Translate,viel Glück is good luck in German.))I'll one-up you:
Grüß Gott, mein Kameraden"Good greetings, my comrades"
Viel Glück und Gott behüte dich,"Good luck and may God protect you,"
Herr Hauptmann Kamin"Mister Leader [lit. 'Headman'] Kamin"
Ich bin bereit einen schnellen Tod sterben,Viel Glück!"I am ready to die shortly [lit. 'die a fast death'], good luck!
Grüß Gott, mein Kameraden:
Here is the battleplan.Spoiler (click to show/hide)
I believe we still have a tank (or two?) and McClellan might have a squad or something, but I'm not clear.
Aside from the few things I may have overlooked and individual player placement (besides a few snipers), this will be the deployment plan. You can place yourselves and whatever hasn't been placed, although I believe I got most of it. Victory will come through luck and good decisions during the battle--we don't have time to modify what I've already committed, so now is the time to place your trust in God.
Viel Glück und Gott behüte dich,
Hauptmann Kamin
Orders received. THIS IS GOING TO BE A BIIIITCH TO SET UPlololololo
couple of problems
one, these mortars have an effective range of 70m, and they're 150m away from the road. quite shitty.
two, still need to know where to put the hetzer SPC
Since I evidently didn't post this -snip-
I'm thinking that my layout will be this:
Mortars x1 (20R)
Motrobike w/MG42 x2 (30R)
Panzer I x1 (50R)
Squad:
2 Medics
1 Communications Officer (Armed with handgun )
2 Snipers
5 Riflemen
4 Anti-tankmen
3 Submachine gunner
3 Machine gunner
I saw it, troops are deployed. You have a sizable army at your hands.Awesome and thanks. I was posting this because I couldn't find it looking back and someone said they were unsure how my participation factored in.
Already placed your stuff, but not the squad (if it's separate from the ones already on the map).Awesome. And it is separate. Where would be the most strategic place to station?
For ease of placement on Smurfington, I suggest dividing those into two groups and using deductive reasoning. Just check the map and base it on that. Two immediate ideas:Already placed your stuff, but not the squad (if it's separate from the ones already on the map).Awesome. And it is separate. Where would be the most strategic place to station?
Hmm. Excellent, I'm essentially already set up to do so, assuming I to am carrying a radio. Which I may not be... Smurf, am I carrying a radio or would I have to have requisitioned it?For ease of placement on Smurfington, I suggest dividing those into two groups and using deductive reasoning. Just check the map and base it on that. Two immediate ideas:Already placed your stuff, but not the squad (if it's separate from the ones already on the map).Awesome. And it is separate. Where would be the most strategic place to station?
1. A group stationed in the bowl/small pond depression directly south of the northwest woods.
2. A group stationed in the washouts/road directly left of the south and center-most farm.
I believe it has to be requisitioned for 25R; it would come with a comms officer.Hmm. Excellent, I'm essentially already set up to do so, assuming I to am carrying a radio. Which I may not be... Smurf, am I carrying a radio or would I have to have requisitioned it?For ease of placement on Smurfington, I suggest dividing those into two groups and using deductive reasoning. Just check the map and base it on that. Two immediate ideas:Already placed your stuff, but not the squad (if it's separate from the ones already on the map).Awesome. And it is separate. Where would be the most strategic place to station?
1. A group stationed in the bowl/small pond depression directly south of the northwest woods.
2. A group stationed in the washouts/road directly left of the south and center-most farm.
Right, but I only have one comms officer. Unless my second squad could use someone else's radio, we are radio-less. Unless... Make one of those riflemen a comms officer instead, also armed with a handgun. Would that work?I believe it has to be requisitioned for 25R; it would come with a comms officer.Hmm. Excellent, I'm essentially already set up to do so, assuming I to am carrying a radio. Which I may not be... Smurf, am I carrying a radio or would I have to have requisitioned it?For ease of placement on Smurfington, I suggest dividing those into two groups and using deductive reasoning. Just check the map and base it on that. Two immediate ideas:Already placed your stuff, but not the squad (if it's separate from the ones already on the map).Awesome. And it is separate. Where would be the most strategic place to station?
1. A group stationed in the bowl/small pond depression directly south of the northwest woods.
2. A group stationed in the washouts/road directly left of the south and center-most farm.
I want to be between those two rows of hay bales, with a vantage point on the road. I'll shoot through the gaps between the bales.Are you sure that's a good place to be? Hay bales don't stop bullets, you know?
Good point. I'll probably have to move around after a few shots anyways, and there is some open space between the bales and any cover. Post edited.I want to be between those two rows of hay bales, with a vantage point on the road. I'll shoot through the gaps between the bales.Are you sure that's a good place to be? Hay bales don't stop bullets, you know?
Fine-tune the positions, make sure everyone is in cover and get ready for the convoy.
Whatever happens, we should probably keep the Hetzer and specialist team hidden until they get a good shot at the sides or rear of that A39. The rest of our forces should be able to deal with the bulk of the convoy without them.
Can we throw a grenade under it?Whatever happens, we should probably keep the Hetzer and specialist team hidden until they get a good shot at the sides or rear of that A39. The rest of our forces should be able to deal with the bulk of the convoy without them.
The A39 is pretty much immune to all sorts of attack, unless you can manage to flank one with a decent tank and shoot it's engine or its tracks. I do mean tank, I haven't pierced any of it's armour with light AT weapons.
tl:dr it is twenty times more dangerous than all the other vehicles in the convoy combined.
I know what the strongest tank is...
This thing has enough MM in armour that hitting it point-blank with our Hetzer would only chip the paint. Our best bet is to track it (blow up its tracks), or somehow lead it into a situation where it disables itself; It's heavy weight means that it would have one heck of a time trying to move if stuck, where we can then procede to load all our weapons into its back, after we deal with everything else of course.
So repeat of my earlier question: We throw grenades under it?
Command the soldiers on my side of the road: Infantry, sniper and MG42 should shoot enemy infantry, mortar blasts a fuel truck, the PaK and the SdKfz fire on the tank in the front.[3]
Open fire! If I need to shoot a vehicle then go for the fuel truck.[4]
Stay in cover. Wait for an opportunity to snipe the driver of one of the trucks in the front..[3]
And we also have satchels placed. Dont desert till weve given it a shot ja?[5]
Blow up the middle satchel when the mk8 passes over it. Try to use the upper-most one on the turtle. ('less the charges are controlled by their original owners, then go for it gunin!No wait he was the medic. Who was the engi?)
Pass out sandwiches. Can't fight on an empty stomach! Hope you like roast beef![5]
Proceed quickly![5]
Why not forge a temporary alliance with the Russians?
Keep fighting!
((Am I wrong that we have both Allies and Russians against us?))The Russians are a part of the Allies.
((No, they're not! They're a separate faction, and as said, they are here to destroy the Allied convoy as well.))((Am I wrong that we have both Allies and Russians against us?))The Russians are a part of the Allies.
Radio the Russians and demand to know why they're attacking the Germans, trying to convince them to attack the allied troops instead.((It's more of a Mélêe à Trois with the Russians fighting the Allies in addition to us. Also note that you may have trouble with the communication part of your plan as there is a language barrier, and even then the Russians might have got their orders from higher ups with no context, just like we have, and not know the reason to attack, just that they should.))
(( Am I wrong that we have both Allies and Russians against us?))
[plan]
((I seriously hope this doesn't backfire. ))
-What he said-
((the russians have an IS3 and a missile launcher truck. You better hope your gambit works or they'll blow everything the fuck up.))* sighs * Yeah... All the more reason to want to not oppose them in direct combat and let the two larger armies engage in a battle of attrition then enact guerrilla warfare to capture the resources ( and prisoners ) of both. Know the limitations of being the little guy.
Convince some of the men to desert with me,take the nearest truck/halftrack and get out of there.Where's a commissar when you need one.
Convince some of the men to desert with me,take the nearest truck/halftrack and get out of there.Have this guy killed/kill him myself if he's in range of me or my men.
Run to check the downed squad for wounded.[1] (all dead)
Radio the Russians and demand to know why they're attacking the Germans, trying to convince them to attack the allied troops instead.[1], [4], [2]
(( Am I wrong that we have both Allies and Russians against us? If so, then still do that in hopes that they'll bypass our site completely and move toward France. ))
Have one of the Belgian squads prepare to use any grenades we have against the tanks while the riflemen of that group defend against the other military vehicles.
Have the medics hang back and prepare to start taking care of Belgian and German enemies. Command my troops to shoot to kill only, it's far to early to be taking prisoners
(( Sorry about not checking up on this and also, I seriously hope this doesn't backfire. ))
[5]vs[4]Convince some of the men to desert with me,take the nearest truck/halftrack and get out of there.Have this guy killed/kill him myself if he's in range of me or my men.
"No insubordination. No desertion. We all retreat together or we all die together."
Set up to cover the retreat if needed ((I agree we are done here save our limited troops rather then get fucked up fighting a worthless battle))[5]
Get to a better sniping position to help cover a retreat.[4]
((Yeah, your morale died faster than elvis presley. Didn't help that you ordered men to murder deserters of what they see as a lost cause. All NGR have pulled back to the farmhouse, and they're preparing to run away.))Try to take control of the situation and order a hasty, but orderly, retreat. Any signs of hostile pursuers, make it a hasty fighting retreat.
((Yeah, your morale died faster than elvis presley. Didn't help that you ordered men to murder deserters of what they see as a lost cause. All NGR have pulled back to the farmhouse, and they're preparing to run away.))(( I see that. A) I didn't think we would be able to retreat with our lives. B) I was waiting for orders from higher up. C) Noting the "went to shit" that the last roll just did, I'm now all for hauling ass to get away. ))
They're orders yo.((Yeah, your morale died faster than elvis presley. Didn't help that you ordered men to murder deserters of what they see as a lost cause. All NGR have pulled back to the farmhouse, and they're preparing to run away.))Try to take control of the situation and order a hasty, but orderly, retreat. Any signs of hostile pursuers, make it a hasty fighting retreat.
[4]((Yeah, your morale died faster than elvis presley. Didn't help that you ordered men to murder deserters of what they see as a lost cause. All NGR have pulled back to the farmhouse, and they're preparing to run away.))Try to take control of the situation and order a hasty, but orderly, retreat. Any signs of hostile pursuers, make it a hasty fighting retreat.
Roughly head west,away from both sides.[5]
Organise the retreat on my side of the road. Make sure no piece of equipment is left für die Russen.[3]
I suspect once you leave the map, you're done playing till the next mission, (and in the case of your character in particular, possibly forever).[1]
Assist retreat, help stragglers.
I know AT mines wont trigger from infantry weight, but do they have anti-tamper mechanisms? Might be worth it to grab a few on the way out. Speaking of,
grab the spare satchel charge before helping others.
-e
If Martin turns around and sees his squad is still in the building,
....Oh du weichei.
he reluctantly gets the fuck back in there.
Jeez, it's one tank and a Katyusha. Grow some backbone.[6] (DUMB)
Remain behind, hidden, and outside the farm area, with the specialist fireteam and as many stragglers and panzerfausts as I can grab. Hit that IS-3 on the flank when it drives past to attack the fleeing mob.
More tanks![4]
((Can I have a map of the surrounding area now?))
((Forgot to mention, the orders state only officers are shot, infantry just go to labour camps))
Oh hey I survived?! I thought I was a goner w/ the staying behind...or did that 1 = me pulling a sir robin?
:|
The amphib tanks are just chilling out in the water?
:|
ok
Well, that small beach to the south looks nice, and then my primary goal would be disabling the land-facing defenses from behind. Then I'd call in our reinforcements and gollywop the rest of the base from their behind. before setting up naval-facing defenses of our own.
If we sink the fish-tanks do they disappear or do they create submerged obstacles?
Question: Are ground assets waiting outside the map edge facing away from the sea, or are they waiting on ships on the seaward side?
HEY! Think we could each get a kill-count? However will we compare our K/Ds without kill-counts?
DAMNIT SMURFINGTON, WE MOVED ONTO THE NEXT MISSION WITHOUT KILLCOUNTS?! UNACCEPTABLE!
THIS WAS YOUR RESPONSIBILITY!
:P
Uh, who's the general this time? There's no point posting shopping lists yet if we're moving to a shared "account".
That would take eons to do. EONSWorth it.
Well, that small beach to the south looks nice, and then my primary goal would be disabling the land-facing defenses from behind. Then I'd call in our reinforcements and gollywop the rest of the base from their behind. before setting up naval-facing defenses of our own.
That would take eons to do. EONSWorth it.
Also, is the 'north' the right side of the picture now?
Images added to previous post.
There are some important details you're missing.There definitely are, that's why I'm asking for help. I can barely see anything in those images.
@Cyan If you check the zoomed frontal pictures you'll see it's an open-air bunker occupied by some infantry.
@shopping list
You know you want to trade one of those Tiger-2s for a !Jagdtiger! jah?
/nod
Yes!
I know you have them smurfington!
Can I be Boss Medic in charge of that fireteam?
I'll have the map up by this afternoon (AEST).Which map?
Yes! 128mm is a lot of gun.
100% less turret rotation,
50% more PEWPEW.
Also,I'll have the map up by this afternoon (AEST).Which map?
Yes!Can I be Boss Medic in charge of that fireteam?Yes.
Can I join an an officer, or failing that, a tank guy?
Phase 3: Deployment
I don't have access to image editing right now, but here's what I've planned so far:
- Engineers and a small amount of infantry land in the north and set up rudimentary defense with sandbags, mortar, and machine gun. Commandos land in the south and stand by.
- Rest of the infantry, radioman and medics land in the north, with the armour barge going hot on the tanks. Commandos sneak in and blow up the comms and the generators, and assassinate gunners.
- Infantry charges the enemy, commandos flank them.
- Finish off stragglers and await reinforcements.
Why can't you just let the general send us on a suicide mission?
The whole idea of me peer-reviewing my plans is that I won't get everyone killed. The GM just happened to come in helping.I know.. >.> I was joking when I said that, I support your plan completely. I just don't think the GM should be helping us beat the mission he's set up, but I get that he doesn't want things to be unfair in case we're not understanding something.
I just think it's wrong for the GM to tell players directly when they're doing something that's a bad idea. :pWhy can't you just let the general send us on a suicide mission?Because people will be really butthurt if they all die violently. Fine, no more helping. You'll die just fine anyways :P
I'd like to file a complaint with our intel department.
Where would i find the proper forms?
The forms are probably inside a Howitzer. You'll have to climb in to get them, though.
Also, am I with the commandos, or did I end up on the North beach?
FOR THE KAISER!
Who's the Kaiser?
Spoiler: Sneaking in (click to show/hide)
I'd like to file a complaint with our intel department.
Where would i find the proper forms?
The forms are probably inside a Howitzer. You'll have to climb in to get them, though.
...
You are free to start calling in heavy reinforcements.