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  #11 (permalink)  
Old April 30th, 2008, 06:55 AM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Quote:
Originally Posted by PatBC View Post
1 X4-6-7 Squad with 50mm MTR in O10

1 x4-6-7 Squad with ATR in P9

1 x 8-0leader in 09

1 4-6-7 squad with LMG in O9
Unless these orders don't include the Advance phase movement, consider the following points.

The units in O10 and P9 can't see anything so they can't support the unit in O9. The unit in O9 has an ATR which is useless against infantry (or main opponent). Why attack with less then 1/3 or your force? That one squad will get shot multiple times and is unlikely to be able to counter attack. If all three squads are on the line the enemy will split their fire up and you will have survivors to shoot back.

That mortar is the most effective weapon you've got but it can't move and fire. The more shots we fire, the more enemies go down.

Also, when units rout, they run to the nearest trees or buildings. That means that by putting your leader in the open ground in O10 you insure that it will be unable to rally any broken units without moving. N9 would be a better choice, because that is where the broken units will run to.

Of course, if you are just baiting the enemy with that one squad so he reveals himself and are then planning on advancing the other two squads forward in advance phase, that looks like a good plan!
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Last edited by Pirate-Drakk; April 30th, 2008 at 07:05 AM.
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  #12 (permalink)  
Old April 30th, 2008, 11:12 AM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Quote:
Originally Posted by TRDG View Post
1st Platoon, Airchallanged, Matt

Deployment area

Group 1. Platoon leader and a 2-4-7 (rifle squad) x 1 with LMG deployed in Hex B-8 (half hex).

Group 2. 2-4-7 (rifle squad) x 1 with the unassembled 50mm Mortar deployed at Hex C-9.

Group 3. 2-4-7 (rifle squad) x 1 deployed in Hex D-8 (half hex).

Was that about right in general Matt?
Deployment area is HexRows 9-10 so the units posted for HexRow 8 need to be relocated. Once I have that, A Co should be deployed on the map and should be ready to go.
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Old April 30th, 2008, 12:42 PM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

What are the factors for my Italian LMG...range and firepower, that is?
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Old April 30th, 2008, 12:46 PM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

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Originally Posted by Whiterook View Post
What are the factors for my Italian LMG...range and firepower, that is?
Firepower = 2, Normal Range = 5. Nor sure it can be seen in the screenshot here, its not zoomed in real far: http://worldwartwozone.com/forums/21940-post70.html
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Old April 30th, 2008, 01:02 PM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Thanks DD!
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Old April 30th, 2008, 01:11 PM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

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Originally Posted by TRDG View Post
My fault WR, did you want to fire at anything? Mike needs this to run a full turn, no problem though, we will chat later when you have the time.

Cheers

Co A Commander
Oh yeah, thanks! I was a bit out of it yesterday!

I want to fire everything I've got from J7...which if I'm following this correctly, means only my LMG is in range (perhaps with a Leader modifier?). If the Leader can modify the range of the Squad there too, fire away! Otherwise, guess my LMG is the only thing that can shoot at anything. Not sure how this works with firing at a Suspect counter...probably needs to be revealed first, which may have happened when I moved through J9 on my Turn 1.

Deuce...it really would help if you can post something on Turn Sequence...I'm really confused here. Might be best to post that in the Game Den thread, so guests visiting there have a place they can refer to rather than trying to hunt it down in the regular Game Forum threads...we have so many threads there on this game alone, that it's getting confusing to follow along. Just a thought. But please, a Turn Sequence...and maybe a brief description of what goes on in that sequence (i.e., impacts on other sequences).
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Old April 30th, 2008, 01:16 PM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Quote:
Originally Posted by Whiterook View Post
I want to fire everything I've got from J7...which if I'm following this correctly, means only my LMG is in range (perhaps with a Leader modifier?). If the Leader can modify the range of the Squad there too, fire away! Otherwise, guess my LMG is the only thing that can shoot at anything.
The Italian Infantry has a normal range of 4 but can fire up to 8 hexes at 1/2 firepower, rounded down.
Quote:
Originally Posted by Whiterook View Post
Deuce...it really would help if you can post something on Turn Sequence...I'm really confused here. Might be best to post that in the Game Den thread, so guests visiting there have a place they can refer to rather than trying to hunt it down in the regular Game Forum threads...we have so many threads there on this game alone, that it's getting confusing to follow along. Just a thought. But please, a Turn Sequence...and maybe a brief description of what goes on in that sequence (i.e., impacts on other sequences).
I will put this together and add it to the SASL Online Rules Website.
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Old April 30th, 2008, 02:00 PM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Super, it'll be easier for me to plot my moves if I understand the Turn Sequence better...thanks!

On the firepower thing, I take it then that you can double your range if firing at 1/2 firepower (i.e., the Italian LMG can fire 10 hexes away at 1 FP)?
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Old April 30th, 2008, 02:18 PM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

New Turn 1 orders....

3rd Platoon: Whiterook (Italian), Emery
  • Platoon Leader x1
  • 3-4-7 x3
  • LMG

TURN 1:

MOVE
  • Group 1; 17/J10 Platoon Leader and a 3-4-7 X 1 Squad with LMG Move to J7 Woods, in cover
  • Group 2; 17/J9 3-4-7 X 1 Squad Move through Orchard to I8 building
  • Group 3; [B17/]I10[/b] 3-4-7 X 1 Squad Moves (jumps) over stone wall into I9, into J8

    End Move

FIRE
  • Group 1; 17/J7 Platoon Leader and a 3-4-7 X 1 Squad with LMG; Woods, in cover; Fire at 17/O6 building (LMG @ full FP; Squad @ half FP)
  • Group 3; 17/J8 3-4-7 X 1 Squad Fire at 17/O6 building @ half FP.

    End Fire
[/list]
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Last edited by Whiterook; April 30th, 2008 at 07:08 PM.
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  #20 (permalink)  
Old April 30th, 2008, 02:31 PM
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Re: Company A, Report HERE!! (Korocho ASL game) TRDG.

Quote:
Originally Posted by Whiterook View Post
On the firepower thing, I take it then that you can double your range if firing at 1/2 firepower (i.e., the Italian LMG can fire 10 hexes away at 1 FP)?
That is correct.
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