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  #31 (permalink)  
Old May 20th, 2008, 10:52 AM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

Quote:
Originally Posted by Pirate-Drakk View Post
DD, ond the map it shows the mortar/squad in R9.

But the Com. B orders said:
"move the ATR/Mortar/squads to S8."

I assume the Berserk squad didn't advance because it went berserk. In fact, I think the berserk units must advance towards the nearest enemy in their line of sight. Silly Berzerkers!
The Mortar/ATR and 2nd/3rd SQ's are now in S8. The Berserker would Advance as it would keep them in cover and get them into better position to assault the nearest Russian squad.
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  #32 (permalink)  
Old May 20th, 2008, 11:54 AM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

Quote:
Originally Posted by Double Deuce View Post
Quote:
Originally Posted by Pirate-Drakk View Post
DD, ond the map it shows the mortar/squad in R9.

But the Com. B orders said:
"move the ATR/Mortar/squads to S8."

I assume the Berserk squad didn't advance because it went berserk. In fact, I think the berserk units must advance towards the nearest enemy in their line of sight. Silly Berzerkers!
The Mortar/ATR and 2nd/3rd SQ's are now in S8. The Berserker would Advance as it would keep them in cover and get them into better position to assault the nearest Russian squad.
Thanks DD!


And by the way, I'm having a good time with this game and I think everyone else is as well. Your SASL gaming concept appears to be a success. Nice work!
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  #33 (permalink)  
Old May 22nd, 2008, 11:21 AM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

Ok, I have posted the current map and unit location information in the Game Den thread.

What I need now for this 1/2 of Turn 2 is for your team to post their Defensive Fire targets. This should include priorities such as something like this;

17/B8: 127, MMG - Fires at 17/D3 unless another target moves into the open within normal range.

You can be a little more detailed then above BUT please do not post an essay on possible fire options. Keep it as simple as possible.

IF an enemy unit moves adjacent you get what is called Final Protective Fire and I will handle all that on my end as there would be no need for you to tell me who should fire in those cases.
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  #34 (permalink)  
Old May 24th, 2008, 12:35 PM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
All units will fire on any enemy (except a buttoned up armored vehicle, in which case only the ATRs will fire) moving but NOT using assault movement, within their normal range (of the support weapon or regular firepower). If the LMG is in normal range, the squad will fire with the LMG regardless of range. With the exception of the HQ and the adjacent Italian unit in 17/Z9, units will fire as a fire group to maximize firepower.

Once the Russian move is complete, the following orders will be in effect:

1st PLT - Lt. LAH 1 SS
*17/CC8: 467X2, ATR, 50mm MTR
The Mortar fires at 17/CC3, then the two squads fire on 17/CC3.

*17/DD5: 467, LMG
If there is still a target in 17/CC3 fire the LMG and squad firepower on it as a single attack. Otherwise, fire on 17/AA3


2nd PLT - Lt. Hagen

*17/S8: 467, ATR, 50mm MTR, 467(bz),
I think the berzerker has no choice but to fire on 17/S6. (If he can, firegroup with the two squads/LMG as indicated below.)
The mortar will then fire on 17/Y5.

*17/S8: 467, LMG
The mortar squad will firegroup with the LMG and it's squad firepower with a single attack on 17/Y5. The LMG will continue to fire on 17/Y5 until it's ROF is used up.


3rd PLT - Lt. Miss Saigon
*17/AA7: 347; 17/Z7: 347, LMG
These units will firegroup with the LMG to attack 17/S6. The LMG will NOT use it's ROF (to avoid breakdown)

*17/Z9: 347
Fire on 17/S6


B CO HQ - Cpt. Pirate-Drakk
*17/Z10: 8-1, 127x2, HMG, MMG
Fires both MGs at 17/S4 until all ROF is used up.
If the unit dies and there is ROF remaining, fire at 17/W4 with the squad below.

*17/Z10: 467
Fires at 17/W4

If for some reason there is a unit that didn't fire, fire on the nearest target available.
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  #35 (permalink)  
Old May 28th, 2008, 01:21 PM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

The Russian Turn 2 AAR has been posted in the Game Den Thread: http://worldwartwozone.com/forums/th...tive-game.html

Post any questions concerning B Company here in this thread.

When I post the next screenshot it will be another of the real detailed/large ones that you can use for planning your 1/2 of the German Turn 3 (your Prep Fire and Move Orders). I will also post a detailed OOB (units location/status) to go with the screenshot (some units will be hard to see due to the stacking).

I will also post updates on ANY rallied units that will be in effect at the start of your Turn 3.

DO NOT post any orders until I post the next screenshot and request them so that I can find them when the time comes. ;(
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  #36 (permalink)  
Old May 28th, 2008, 08:31 PM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

Hey, DD just a couple clarifications on the status before you post the "official map":

Quote:
Originally Posted by Double Deuce View Post
HQ/B CO - Both the HMG and MMG fire at the enemy in 17/S4 eliminating 1/2 of the Squad and breaking the rest.
All I see in that hex is an LMG, no broken 1/2 squad.

Quote:
Originally Posted by Double Deuce View Post
HQ SQ fires at the enemy squad in 7/W4 but causes no damage.
Doesn't this makes them DM in 17/W4?

Quote:
Originally Posted by Double Deuce View Post
2nd Plt/B CO - The Beserker SQ fires at 17/S6 but causes no damage.
Doesn't this makes them DM in 17/S6?

Quote:
Originally Posted by Double Deuce View Post
The rest of the Plt concentrates their fire (including their 50mm Mortar) on the Russian Infantry in the building at 17/Y5 but causes no damage. The Mortar gets a round off but it causes no additional damage.
17/Y5 is a building and the map shows the squad broken and DM which is more what I was expecting/hoping. Perhaps this is a cut'n'paste from A Comp.? (Not that I'm complaining! ;( )


Quote:
Originally Posted by Double Deuce View Post
3rd Plt/B CO - The Squad/LMG in 17/Z7 and the Squad in 17/AA7 concentrate their fire on the Russian Squad in the building at 17/S6 causing no damage.
Doesn't this makes them DM in 17/S6?

Thanks for the clarifications.
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  #37 (permalink)  
Old May 28th, 2008, 10:50 PM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

Quote:
Originally Posted by Pirate-Drakk View Post
Hey, DD just a couple clarifications on the status before you post the "official map":

Quote:
Originally Posted by Double Deuce View Post
The rest of the Plt concentrates their fire (including their 50mm Mortar) on the Russian Infantry in the building at 17/Y5 but causes no damage. The Mortar gets a round off but it causes no additional damage.
17/Y5 is a building and the map shows the squad broken and DM which is more what I was expecting/hoping. Perhaps this is a cut'n'paste from A Comp.? (Not that I'm complaining! ;( )
This is in fact woods, not a building. This has been corrected in the Game Den Thread.

The other DM status' were correct. When the screenshot was made I had already removed a bunch of the DM markers I had started processing the Rally Phase by then so I could get the German Turn 3 map out to your guys, hopefully tonight.
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  #38 (permalink)  
Old May 28th, 2008, 11:29 PM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

OK, the "Official" map for German Turn 3 has been posted. You can plan your Prep Fire, Move, etc Orders from that. If you have any questions please post them in this thread.

The Sniper counters have moved to their "correct" locations and ALL Rallying has been done.
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Old June 1st, 2008, 12:29 PM
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Exclamation Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

Co B Commander

DD confirmed that ANYTHING can be generated in the game except aircraft for the Russians!!!

So I'm not sure where you saw that tanks were not included there my friend.

Cheers, The AT gun is a must to have now, intact!!

Co Tomzak
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  #40 (permalink)  
Old June 1st, 2008, 12:33 PM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

Quote:
Originally Posted by TRDG View Post
Co B Commander

DD confirmed that ANYTHING can be generated in the game except aircraft for the Russians!!!

So I'm not sure where you saw that tanks were not included there my friend.

Cheers, The AT gun is a must to have now, intact!!

Co Tomzak
Chances are "slim" but it is possible.
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