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  #41 (permalink)  
Old April 27th, 2008, 05:20 PM
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)

For deployment we should think about lines of advancment. I suggest

one platoon deploy at I9 to advance into the orchard

HQ platoon deploy K9 to advance K7 to cover both direction then adavance thru the wheat feild.

one platoon deploy to Q9 advance to Q8 (in concert with a with B company platoon?)

One platoon deploy N9 advance to N8.

To me I think first priority is to clear houses at intersection at R4 (including P2 and U5) so the companies can assist each other. Once this is cleared one platoon can hold the flank while B company deals with the forest Z5 area.

Then clear the forest to the west F2 area.

Movement in Orchard cost is 1 for infantry
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  #42 (permalink)  
Old April 27th, 2008, 07:16 PM
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)

Quote:
Originally Posted by Miss Saigon View Post
OK, I have had a communique from Rome and received orders from I'll Duce. I have discussed the situation with my staff and this is what we believe we should do


The Best thing to do is place the squad with the LMG assigned in a good position in the rightnmost woods. Best way to do that is to first send a normal squad to test enemy reaction then the LMG squad. I hope that the Russians haven't a lot of troops on our flank. Then swing the two other light (because they don't have support weapons) squads on the right using the orchard to provide some cover toward the other patch of wood. when safe do the same thing with the LMG squad always using the non LMG squad as "bait". The hope is that moving in bounds and with some unit in place to provide fire....

Next. I want to do that again using terrain cover trying to use the "wooded" (small patch of dark green woods) approach toward the city and hope my german allies will draw the majority of russian attention. Keeping safe and letting the germans pull off the big action until we are safe and can start pouring on fire
Sounds good Miss S!

B Company, please PM me your orders when you send them off. I will move the HQ last after I know where everyone else is going.

Has anyone heard/seen Hagen? I PM'ed everyone in the company but Hagen is MIA.

The MMGs and HMGs can not move and fire unless broken down. It take an entire turn to reassemble a broken down weapon.

DD, can I combine my two 1/2 squads into a full squad so I have more portage points to carry the HMG, and not have the HMG broken down, or do we have to deploy as indicated on your post???
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  #43 (permalink)  
Old April 27th, 2008, 10:05 PM
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)

I think a gun crew has the same Portage as a full squad. They can carry the gun assembled but lose MF. 1MF for each PP over 3. So carrying the HMG assemblied the crew has MF of 3 instead of 4.
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Old April 27th, 2008, 10:34 PM
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)

Pat, I've sent a PM to all of A Co with what my thoughts are for 3rd Platoon, based on what Matt sent Tom, and with Tom's intention to hit the forrest on the left. Basically, what this works out to for A CO 3rd Platoon, is:
  • 3-4-2 X 1 & LMG enter M10 moving to M9
  • 3-4-2 X 2 enter J10
  • 3-4-2 X 1 & Leader enter L10

The LMG can provide covering fire next turn, while my 2 Squads and Leader/Squad hussle up to the road in H8, to move up that road and into the Orchards to provide covering fire for 1st and 2nd; the LMG will work it's way up to J7, plant in tose woods, and blast anything that comes down from center. I will provide cover for you guys to ram that forrest on the left over whatever number of turns you want to do that in.
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  #45 (permalink)  
Old April 28th, 2008, 04:11 AM
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)

Quote:
Originally Posted by PatBC View Post
I think a gun crew has the same Portage as a full squad. They can carry the gun assembled but lose MF. 1MF for each PP over 3. So carrying the HMG assemblied the crew has MF of 3 instead of 4.
You are correct. Full Squads, 1/2 Squads and Crews all have a 3 for Portage Capacity.
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  #46 (permalink)  
Old April 28th, 2008, 04:20 AM
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)

Quote:
Originally Posted by Pirate-Drakk View Post
DD, can I combine my two 1/2 squads into a full squad so I have more portage points to carry the HMG, and not have the HMG broken down, or do we have to deploy as indicated on your post???
No need, they have the same carrying capacity as Full Squads (this is both 1/2 Squads and Crews). All 3 units can carry 3 Portage Points.
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Old April 28th, 2008, 05:32 AM
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Exclamation Re: Reconnaissance at Korocha (SASL Tactical Discussion)

Co A platoon leaders, please post your final deployment area by Monday night, at the latest, HERE on this thread, SKIP the forms until we do our first move please.

Cheers, thanks

Tom, soon to be....... HHMMMM......
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  #48 (permalink)  
Old April 28th, 2008, 06:59 AM
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)

I PM'ed everyone with this but I'll post it here for DD's sake and so it doesn't get lost.

The map with the "?" is here.
Playtest: Reconnaissance at Korocha (SASL Tactical Discussion)

The counters are here on Post #70.
SASL (Solitaire ASL) Game Idea

The high res map is here on Post #77.
SASL (Solitaire ASL) Game Idea


We need to be aggressive in the beginning while we have the strongest force and the element of surprise!

All units of my Comp. B HQ will move X10-X9-X8 (movement phase) and then in the Advance phase move to X7. This puts the HQ MGs in position to use their long range firepower to cover the open lanes of fire to X2 and Q4. Nothing can move across that open ground without tasting lead. I can also engage a variety of targets in the following "Defensive and Prep Fire" phases in Q4, U5 and W4. During movement, you have to think ahead in this game where you want to be during the end of the Advance phase for the next two attack rounds (defensive fire and prep fire).

If DD let's me, I'll bring my HMG in assembled since I have the movement to get where I need to be.

Having the Italians in W8, Y8, Z7 or other nearby hexes is what is required to support the HQ. The HQ can't do it alone. However, keep them in adjacent hexes so they can form "firegroups" where they can combine fire on a single target. Keep the leader somewhere safe where it can't get shot.

For the left flank, you want to end the move in hexes R8 and S8 unless we get support attack O6 and P4, in which case Q8 would also be a good spot. Split up the weapons between the two stacks so they don't all die together and keep the 8-0 commander in R9 or S9 so the "broken" can rout back to him for a "rally" if required.

Same thing on the right flank. We need to engage the building in DD6 either in the advancing fire phase or the the following defensive fire phase. Hexes DD10 and DD9 are invisible to the enemy and make a quick line of attack. I'd bop into DD8, blast DD6 and then if they die or are nothing, advance to CC8 for subsequent attacks on AA2 and CC3.

I'm trying to avoid micromanaging here, but for the first couple turns I'll try to be a little more "suggestive" as you troopers get your wings and see how these things play out.

And don't forget!

"BATTLE ARE DANGEROUS AFFAIRS!"


You've got to take damage to do damage...just make sure the enemy takes more.
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  #49 (permalink)  
Old April 28th, 2008, 07:17 AM
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)

Quote:
Originally Posted by Pirate-Drakk
If DD let's me, I'll bring my HMG in assembled since I have the movement to get where I need to be.
Yes, you can do this. The same goes for any of the units with support weapons that can be dismantled.
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Old April 28th, 2008, 04:53 PM
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Re: Reconnaissance at Korocha (SASL Tactical Discussion)

Quote:
Originally Posted by Pirate-Drakk View Post
I PM'ed everyone with this but I'll post it here for DD's sake and so it doesn't get lost.

The map with the "?" is here.
Playtest: Reconnaissance at Korocha (SASL Tactical Discussion)

The counters are here on Post #70.
SASL (Solitaire ASL) Game Idea

The high res map is here on Post #77.
SASL (Solitaire ASL) Game Idea


We need to be aggressive in the beginning while we have the strongest force and the element of surprise!

All units of my Comp. B HQ will move X10-X9-X8 (movement phase) and then in the Advance phase move to X7. This puts the HQ MGs in position to use their long range firepower to cover the open lanes of fire to X2 and Q4. Nothing can move across that open ground without tasting lead. I can also engage a variety of targets in the following "Defensive and Prep Fire" phases in Q4, U5 and W4. During movement, you have to think ahead in this game where you want to be during the end of the Advance phase for the next two attack rounds (defensive fire and prep fire).

If DD let's me, I'll bring my HMG in assembled since I have the movement to get where I need to be.

Having the Italians in W8, Y8, Z7 or other nearby hexes is what is required to support the HQ. The HQ can't do it alone. However, keep them in adjacent hexes so they can form "firegroups" where they can combine fire on a single target. Keep the leader somewhere safe where it can't get shot.

For the left flank, you want to end the move in hexes R8 and S8 unless we get support attack O6 and P4, in which case Q8 would also be a good spot. Split up the weapons between the two stacks so they don't all die together and keep the 8-0 commander in R9 or S9 so the "broken" can rout back to him for a "rally" if required.

Same thing on the right flank. We need to engage the building in DD6 either in the advancing fire phase or the the following defensive fire phase. Hexes DD10 and DD9 are invisible to the enemy and make a quick line of attack. I'd bop into DD8, blast DD6 and then if they die or are nothing, advance to CC8 for subsequent attacks on AA2 and CC3.

I'm trying to avoid micromanaging here, but for the first couple turns I'll try to be a little more "suggestive" as you troopers get your wings and see how these things play out.

And don't forget!

"BATTLE ARE DANGEROUS AFFAIRS!"


You've got to take damage to do damage...just make sure the enemy takes more.
Oh damn! Just when I think I've got my deployment all figured out, PD has to go and throw me a curve ball.....MOVEMENT PHASE & ADVANCE PHASE?????? Hunh??? DD, explain please. When do Movement Phase and Advance Phase occur, and in what relation to enemy play...does Advance Phase happen after Enemy DF? Can you post...in the FAQ perhaps...a full Turn Sequence? This stuff woiuld be good to know before our first orders go in.
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