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  #41 (permalink)  
Old May 1st, 2008, 01:38 AM
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Arrow Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Sorry guys and gals, over 6 hours in chat has put a time crunch here for me, and my brain.......

I will post my turn, phase by phase with explanations for all to see and get the idea here sometime Thursday, before/during/and after work!!

Tom
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  #42 (permalink)  
Old May 1st, 2008, 01:42 PM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Quote:
Originally Posted by Double Deuce View Post
1st PLT
17/E10: 8-0, 467, LMG
17/E9: 467, 50mm MTR(dm)
17/H10: 467, ATR
That should be F9 for my second group.
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  #43 (permalink)  
Old May 1st, 2008, 02:51 PM
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Exclamation Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Final turn 1 orders for.........


Co A H.Q. Group 1. Co Leader 8-1, 1-2-7 gun crew x 1 with HMG fully assembled, stacked (grouped) together.

Turn 1 (Phases)

1. RALLY Phase------

None, on turn one, my group has no problems (none broken), so there is no need to do this. And if there was, then D.D. would do this phase for me, as to making the attempt.
One factor here is that 1 squad that is broken can be "picked" per Company I beleave to self-rally without a leader included in the stack. But DD will make this known when we run into this one. So for most players, you do not have to worry about this phase until your squad or group-stack is "rated" as BROKEN!!

2. PREP FIRE Phase

Group 1 will fire on hex D-3 in a "recon" fire at the ? Russian counter to get it to activate (which will give us the actual Russian counter that will replace the ? if group 1 hits it.) and fire back, break (this turn) or maybe move on the next turn.

There are other options here, like opportunity fire, fixing broken equipment and such, but D.D. will explain this when we come to that.

Notice I have a Leader with this group, and if he is "together" (stacked) with the HMG (and he is), the HMG gets a 1+ bonus for any prep fire it does.


3. MOVEMENT Phase

NONE, if you do prep fire, the squads that did can't move in this phase.

4. DEFENSIVE FIRE Phase (Russian)

It can vary, but if I did prep fire or moved, Russian squads can fire back at my group that have a line of sight on group 1. This is all for the computer to do, so all German and Italian players do nothing for this phase EVER!!

5. ADVANCING FIRE Phase

Any squads in group 1 that actually moved to another hex can fire at 1/2 firepower at any line of sight Russian squads they see.
Group 1 did not move (advance), so they can't do this phase.

6. ROUT Phase

Any broken squads will move if they have to to other terrain or unbroken squads. BOTH sides, and D.D. handles this one as well, so players do nothing in this phase either.

7. (FINAL) ADVANCE Phase

ALL squads, regardless of if they did prep fire or not, can move 1 hex, regardless of terrain, anywhere 1 hex. You can even move into another hex that contains enemy squads for close combat!!!

Group 1 will move to A-8 hex.

8. CLOSE COMBAT Phase

If your squad or squads are in the same hex as an enemy unit, the computer will take care of this phase, so you do not have to do anything here either.

So here is my basic turn 1 orders broken down to a simple version, once all the players here understand the basics here. This is what DD is looking for in orders everyone will post on each Co thread.

Here is mine.

Group 1

Prep fire - at D-3 hex, Leader is stacked so there is a bonus there (this helps remind DD that he has to plug this into the game, the bonus fire!!)

(final) Advance - Group 1 will move from A-9 to A-8.

Notice I did not put down any "phase" orders if group 1 did not need to do them.

Mike will check this and tell us what I might have done wrong sometime in the near future. And give his opinions and explanations as well to I beleave here.

So depending on my time at work, I will post the remainder of my squads turn 1 orders after work tonight. So if you have questions here, ANYONE in Co A or Co B, please post them here as best you can.

But please, lets let Mike reply to all of them as he can, others here who also know some of the basics can wait until DD (mike) replies to their questions, BEFORE giving us their "take" on things.

Thanks guys and gals, Cheers, to a great game ahead for all of us!!

Captain Tomzak, Co. A commander.
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  #44 (permalink)  
Old May 1st, 2008, 08:36 PM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Double Deuce just wants everybody deployed on the board for now. We can post 1st turn orders after.
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  #45 (permalink)  
Old May 1st, 2008, 08:51 PM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Quote:
Originally Posted by PatBC View Post
Double Deuce just wants everybody deployed on the board for now. We can post 1st turn orders after.
Correct.

B Co has just posted their deployment (and included some movement) but let me get the units deployed (and fix Airchallengeds unit location) and then post a screenshot. Then if anyone wants to modify their Turn 1 Fire Move orders they can. The "complete" picture this screenshot should show might help everyone get a better view of the overall map and terrain layout as well as the enemy and friendly locations.
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  #46 (permalink)  
Old May 2nd, 2008, 04:19 AM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Quote:
Originally Posted by Airchallenged View Post
Quote:
Originally Posted by Double Deuce View Post
1st PLT
17/E10: 8-0, 467, LMG
17/E9: 467, 50mm MTR(dm)
17/H10: 467, ATR
That should be F9 for my second group.
Taken care of. ;(
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Old May 2nd, 2008, 04:23 AM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Starting locations:

A CO HQ
17/A9: 8-1, 127, HMG
17/B9: 127, MMG
17/C9: 247
17/D9: 247

1st PLT
17/E10: 8-0, 467, LMG
17/F9: 467, 50mm MTR(dm)
17/H10: 467, ATR

2nd PLT
17/O9: 8-0, 467, LMG
17/O10: 467, 50mm MTR
17/P9: 467, ATR

3rd PLT
17/J10: 8-0, 347, LMG
17/J9: 347
17/I10: 347

ALL Units are currently considered "Concealed".
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Old May 2nd, 2008, 01:29 PM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Quote:
Quote:
Originally Posted by PatBC View Post
Double Deuce just wants everybody deployed on the board for now. We can post 1st turn orders after.
You bet Pat, it looks like Co A and B is all set up for deployment here, we can all choose to delay first turn orders until the final first pic is up, OR post your first turn. So other players can see how to actually do this!!

My final orders for the first turn for the rest of my units will be here in a bit, Co A's I would like when you next stop in, Pat has played this game before as well as I, WR is getting the hang of it I beleave as well, so go for it, even if the map is'nt up yet, if you want, as I am......


Cheers, my server was down last night until now, not the greatest timing to say the least!!!

Captain Tomzak
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  #49 (permalink)  
Old May 2nd, 2008, 01:55 PM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Units have been deployed onto the map. You can find the map here:

http://worldwartwozone.com/forums/24189-post5.html
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Old May 2nd, 2008, 02:02 PM
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Arrow Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Group 2-4 final 1st turn orders for fire and movement for the rest of Co A H.Q.

See my 1st group move as well for the basic details of the when/why/where phase details and EVERYONE who is playing the game, feel free to ask questions. So DD and I (and Pat) can reply to them before Mike runs it.

Group 2. 1-2-7 guncrew x 1 with assembled MMG.

Rally -

None

Prep fire -

Will fire on hex D-3 ? Russian unit, and they are next to group 1, so they will fire in coordination with group 1 for an extra "punch" with that group with the leader there as well. I am a little "hazy" on the specific bonus this offers, so I bet DD can post here on this for all of us to explain this one to me, as well as you guys and gals.

(EDIT) the correct term for the bonus in prep fire of any squads next to each other in each hex is COMBINED "FIRE GROUP". So just use this term (fire group) whn this applies to your groups as I will edit them in now.....


Movement -

None, group 2 did prep fire so they can't move in this phase!!

Defensive fire - (Russian)

That all depends on Russian line of sight and what was "activated by this time for Russian ? units. See group 1 final order basics.

Advancing fire -

None, group 2 did not move, so this does not apply to them.


Rout -

If needed, DD will handle this as to moves if group 2 happens to break. Meaning they took so much enemy defensive fire that they are not combat effective until they rally back to "regular" status, be it a self rally or from a "Leaders" help!!

(Final) advance -

Group 2 can move 1 hex anywhere if they so choose, and they will move from Hex B-9 to Hex B-8.

Close combat/assault -

None, group 2 is not on the same hex as any Russian Squad, so this phase is not needed. And again, DD/computer would do the actual orders/combat here if they were in the same hex as the Russians.

So, what I would send in for orders , "cut down" to Mike for this.

Group 2 turn 1 orders

Prep fire

On Hex D-3 ? Russian unit, remember this group is next to group 1 with leader, so they are firing at the same time for any bonus that applies!! (EDIT) Part of group 1-3 FIRE GROUP!!

(Final) Advance

Move from Hex B-9 to B-8

Are you guys and gals starting to get this yet? It is kinda "simple", once you get the basics down. Or so I hope with these examples for you to follow.....

Co Tomzak of Co A

Last edited by TRDG; May 3rd, 2008 at 03:50 AM.
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