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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk
Good news for the Axis team this turn. Lots of advancing and Routed/KIA'ed Russians.
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk
The German Turn 3 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 Russian Turn 3 (your Defensive Fire 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). 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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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk
Thanks for getting the results out DD! I know it takes some time to go through it all.
One minor error in the picture is that 1st platoon's ATR squad should have advanced to 17/DD5 in the advance phase. That will allow him to firegroup with the LMG squad on the "?" in AA1 and AA3 in the near future. "17/CC8: 467, ATR - Move CC7-DD6-EE6 - Adv. Fire on DD3 - Advance to DD5" Everything else looks great. Thanks again!
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Battles are dangerous affairs... Wang Hsi |
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk
Quote:
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk
You can begin planning for the Russian Turn 3 (Axis Defensive Fire).
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk
Please execute orders in the order listed when possible.
All hexes indicated are on board 17. All units will fire preferentially on infantry targets moving in the open and/or enemy units firing on or moving adjacent to them. When those cases are complete, use the following as a guideline for firing. 1st PLT 17/BB7: 8-0, 467, 50mm MTR - Fire on DD3 with squad fire power first, and then the mortar. If there is still a unit in DD3 fire on it as follows, otherwise fire on AA1, if there are no units in AA1 fire on AA3, otherwise continue to fire on AA1. Two attacks: 17/DD5: 467, LMG Then: 17/DD5: 467, ATR (don't fire ATR except at vehicles). B CO HQ 17/Z10: 8-1, 127x2, HMG, MMG - Fire MGs at Q4. W4 if no more targets in Q4 and ROF exists. 17/Z10: 467 - Fire on W4. 2nd PLT 17/R8: 8-0 17/S8: 467, ATR (don't fire ATR except at vehicles), 50mm MTR - Fire squad fire power and then mortar at Y5. Any remaining ROF on Z3 and then Y2 if nothing in Z3. Two attacks: 17/S6: 467, LMG - Fire on S4. Then: 17/S6: 467 (+ any LMG ROF) - Fire on S4 if there is a target, otherwise fire on U1 and then V0. 3rd PLT 17/Z7: 8-0, 347(bk) 17/Z6: 347x2, LMG - Fire on any available target. FYI All, I have been in contact with the 3 Platoon commanders via PM every turn so we do discuss our moves, just not on the B Comp. thread. Everyone feel free to post on this thread if questions or comments arise! <S>
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Battles are dangerous affairs... Wang Hsi |
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk
Sorry for being MIA the last 2 weeks (I think it has been that long). It seems my grandmothers decided to have back to back strokes so I was forced to make 2 separate trips back to Delaware from TN during this time. I am back home now and trying to sort through all my stuff and get things up and running again. Give me a couple days or so.
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