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  #51 (permalink)  
Old July 5th, 2008, 12:11 PM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

Quote:
Originally Posted by Hagen View Post
Sorry to hear about your Grand Mother, take your time.
I hope everything is going well for both of you!
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  #52 (permalink)  
Old July 12th, 2008, 04:38 PM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

Thanks for the well wishes everyone. It looks like I am about caught up on my many projects with this one here next of the "To Do List".
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  #53 (permalink)  
Old July 13th, 2008, 11:55 AM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

Just want to confirm that these are the orders for the Russian Phase of Turn 3. turn
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Originally Posted by Pirate-Drakk View Post
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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Old July 13th, 2008, 11:59 AM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

Affirmative. Those are the correct orders.
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Old July 21st, 2008, 01:11 PM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

The Russian 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 German Turn 4 (your 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).

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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Old July 22nd, 2008, 08:40 PM
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Question Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

2nd Co Commander, what are your plans on dealing with the second armoured vehicle on your side of the board by chance??

Cheers, time to get back into the pre-Kursk war German soldiers!!!

Co Tomzak Company A
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  #57 (permalink)  
Old July 23rd, 2008, 12:06 PM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

The tank crew is the prime target. Once they button up, they can't fire back. Close combat will be tricky because there are other enemies to protect the tank. The ATR will probably not kill the tank but it might immobilize it or cause the crew to take a morale check and abandon the vehicle. Fortunately we get to shoot next.
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Old July 23rd, 2008, 12:20 PM
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Question Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

So you don't want to bother with the captured AT gun and the HT for support then? I'll risk the h-t if you guys take the AT gun as well for a good base of fire, or immobilize it with the AT rifle.

Cheers

Co Tomzak
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Old July 23rd, 2008, 12:42 PM
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Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

The HT can't tow the AT gun. However, the HT could be very useful! It will draw fire from the infantry and it CAN kill the enemy tank. I think it has enough MPs to move to DD5, where it will be "hull down" behind the stone wall. That makes it rather hard for the enemy to hit. Once the enemy tank is dead the HT can fire on AA1 and AA3 to help clear those trees without even moving.

That would be VERY useful at this time! If that tank break those infantry with the ATR it could get ugly on the right flank... I think the HT needs to move to support B Comp., there is also some good open terrain on the right flank to exploit once the far right flank is clear.
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Old July 24th, 2008, 11:06 AM
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Wink Re: Company B, Report HERE!! (Korocho ASL game) Pirate-Drakk

I would still want you to crew the AT gun, just incase here Co B Commander, I'll see what my other Co A guys think about your plan with the h-t.

Cheers

Co Tomzak
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