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I would like to let all of my current orders stand. I'm pretty happy with the direction everyone is generally trying to go in and see no reason to complicate the matter with additional orders.
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AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Just piping in to say todays turn will likely be late/might be missed as it's boardgaming night for me.
Also Soutern Storm (their next game in the series) is doing some cool stuff with the order system. Namely:
1) You'll be able to give multi layered orders. IE: Hasty move here, then assault here in the same order, giving each waypoint a different order.
2) A slightly more flexible command delay structure where units that are given orders to shift small amounts in the range of their local HQ respond much faster to represent it being a tactical choice of that local HQ and having less of the chain of the command to go down. Which honestly should hopefully fix stuff like a unit taking twenty minutes to get the order to move to another part of the town they're in.
Also Ben I'm curious. You keeping notes on the map of where you get reports and stuff? I'd be fascinated to see how well your notes match up to the reality.
Yeah, a turn takes me about fourth minutes to an hour depending on how long the real time stuff takes to play out. Wasn't gonna do that when I got in a 10pm because my tired ass would probably make a mistake.
You're the Oh my btw. We lost three tanks from the 11/4th and the other unit was entirely wiped out. The only good news is that the 21/66th managed to blow the bridge and bloody the remains of a Soviet infantry Platoon heading that route. They're now awaiting orders.
You're the Oh My btw. With every aspect of your operation except for the 1/66th PG taking a heavy beating as the soviets over run them. It seems their APC's are amphibious and so the bridge blowing only slowed them a little. At least the tanks will have to divert. The 31/4th are waiting on orders and you might want to consider changing the 1/66th's orders to rally at Hameln.
Good news commander! The first of the artillery batteries has arrived and is standing on call right now. You can either ask for a specific barrage (communicate with your commanders for where it's needed, I'll de fuzz it into actual hex hits) or leave it on call. At which point it will fire batteries based on reports that our units AI generates. Which is just the coolest feature conceptually.
The bad news is we got that fly over you asked for:
Also, AB (spoiling because I'm not sure whether it needs to be, so err on caution!):
There was some talk about rejiggering the force compositions (e.g., swap one of the reserve infantry for one of the reserve armor), just like the starting forces. The scenario set-up you posted had them all arriving in their initial set-ups (all armor, all infantry). Is that something you can do, or are we going with what the game provides?
I had a feeling the bridges were a bad idea but, orders are orders.
Inquisitor
Nothing exact for now. The numbers in the bottom left show how many operating units are left
AuraLynx
Massed ATGM's from APCs. You lost two in one round of shooting. No arty, just outnumbered heavily.
Elvenshae
This is possible but doing it mid fight can be a bit of a shake up to the units readyness plus the reinforcements are arriving about fifteen minutes apart. So while Ben could do it (and he's in charge of the command structure) you'd have to ask him if he's willing to do it
I thought it was less "mid-fight adjustment" and more "let's just assume the units were originally set up that way", hence why I figured the game might not let you do it.
This map is up to date for turn 3 correct? Saturation strike on the north side of the southern Hesperde bridge. The hex with the ''23 w'' apc on it and the Hesperde name text.
A saturation strike hits that hex and all surrounding hexes yes? I want to fuck up the russians with this initial strike.
Also, with the reinforcements.
They will remain as they are. All tanks in one and all infantry in the other.
I thought I had the ability to change the command structure for everything prior to the fight. So in order to keep readiness at peak, leave them as they are when they arrive.
God, why are the enemy forces so much faster than ours? How are they already that close to the north bridge while my unit has moved literally zero hexes the entire game so far?
Because their initial order was likely to march on Grob or take the north road or whatever.
So they've being driving all game. Meanwhile your guy has blown the bridge, waited for new orders, recieved them, started to pack up the infantry into transports, come under fire and is about to move.
Because their initial order was likely to march on Grob or take the north road or whatever.
So they've being driving all game. Meanwhile your guy has blown the bridge, waited for new orders, recieved them, started to pack up the infantry into transports, come under fire and is about to move.
How has the guy to the north come under any fire?
If he has come under any fire, that was never communicated or made clear to me in anyway.
Also, why did they wait for new orders? They had orders to blow the bridge and move from before the first turn of the game, what was there to wait on?
Sorry, I'm not trying to complain here, but, I feel like I have zero grasp of what is actually happening in the game at this point.
Ah, sorry, I thought the line of fire was clear from the APCs in the last few turns. Will be more stringent on clarifying stuff like that int he future!
The game doesn't actually allow for multi layered orders so the situation was:
Order 1: Blow Bridge
Turn 2: Go to Grob
Turn 4 (while packed up and about to move): Go to Hameln.
Ah, sorry, I thought the line of fire was clear from the APCs in the last few turns. Will be more stringent on clarifying stuff like that int he future!
The game doesn't actually allow for multi layered orders so the situation was:
Order 1: Blow Bridge
Turn 2: Go to Grob
Turn 4 (while packed up and about to move): Go to Hameln.
So it's basically the fact that the troops had to start outside of their transports to blow the bridge and apparently take like, 30 minutes to get on the transports that explains why all of my units have been so unresponsive and have just kind of sat there and died before the Russian zerg rush?
Sorry just trying to understand why things have gone down the way they have.
Yeah, sorry I can't really provide a more satisfactory answer than 'working as intended'. I don't really know the game well enough to give good time frames for things but the core issue (and what makes planning a staggered retreat so hard) is that the Russian's effectively had initiative because they just said 'go to here' and left it.
Yeah, sorry I can't really provide a more satisfactory answer than 'working as intended'. I don't really know the game well enough to give good time frames for things but the core issue (and what makes planning a staggered retreat so hard) is that the Russian's effectively had initiative because they just said 'go to here' and left it.
No worries! I'm definitely up for a nice post game group talk to try to dig into the guts of this game! Cause it's really neat but parts of it still elude me
Posts
E HQ & APC on N217/L423 Intersection.
2 APC 1k SW Flegessen.
Enemy recce & APC in Grob. APC in east field.
Hold/withdraw? I prefer hold.
Ah, I don't think my word processor counts paragraph breaks. It gave me an even 200 in open office.
Need friendly locations. Need -exact- enemy location & what they are.
@Inquisitor
@Auralynx
kill bridge & run. must be ready to tie up K60 advance.
@Albino Bunny
This is gonna get bloody.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
@Albino Bunny
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Also Soutern Storm (their next game in the series) is doing some cool stuff with the order system. Namely:
1) You'll be able to give multi layered orders. IE: Hasty move here, then assault here in the same order, giving each waypoint a different order.
2) A slightly more flexible command delay structure where units that are given orders to shift small amounts in the range of their local HQ respond much faster to represent it being a tactical choice of that local HQ and having less of the chain of the command to go down. Which honestly should hopefully fix stuff like a unit taking twenty minutes to get the order to move to another part of the town they're in.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
orders and messages by 1600 tomorrow for turn 3 I'm thinking, because im too tired to think about it tonight.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Commence 18 minutes of action:
Reserves you should black out because you'll be on in a few turns.
Oh, oh my.
@Auralynx
You're the Oh my btw. We lost three tanks from the 11/4th and the other unit was entirely wiped out. The only good news is that the 21/66th managed to blow the bridge and bloody the remains of a Soviet infantry Platoon heading that route. They're now awaiting orders.
Things are looking grim.
@Inquisitor
You're the Oh My btw. With every aspect of your operation except for the 1/66th PG taking a heavy beating as the soviets over run them. It seems their APC's are amphibious and so the bridge blowing only slowed them a little. At least the tanks will have to divert. The 31/4th are waiting on orders and you might want to consider changing the 1/66th's orders to rally at Hameln.
Things are looking grim.
@NotoriusBEN
Good news commander! The first of the artillery batteries has arrived and is standing on call right now. You can either ask for a specific barrage (communicate with your commanders for where it's needed, I'll de fuzz it into actual hex hits) or leave it on call. At which point it will fire batteries based on reports that our units AI generates. Which is just the coolest feature conceptually.
The bad news is we got that fly over you asked for:
Things are looking grim.
https://www.youtube.com/watch?v=Gs1b4t1RuUU
I had a feeling the bridges were a bad idea but, orders are orders.
E: This was originally a message for Notorius BEN but I realized I want to ask Bunny some stuff first.
Also, AB (spoiling because I'm not sure whether it needs to be, so err on caution!):
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Inquisitor
AuraLynx
Elvenshae
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
@Inquisitor
Have 1/66 at vp bridge screen towards holtensen.
@Auralynx
@Albino Bunny
A saturation strike hits that hex and all surrounding hexes yes? I want to fuck up the russians with this initial strike.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
Notorius BEN
Also, with the reinforcements.
They will remain as they are. All tanks in one and all infantry in the other.
I thought I had the ability to change the command structure for everything prior to the fight. So in order to keep readiness at peak, leave them as they are when they arrive.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
HQ and tank to Hamlen
Crippled infantry well... they are lost I fear. Hold and sell life dearly?
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Commencing 17 minutes of action now.
COMMUNICATION BLACK OUT
Commanders and Division Commanders both only have one quarter of their allowed characters this round as communications break down!
Inquisitor:
Everything going according to plan. HQ may well manage to limp back to Hameln.
Aura Lynx
21/66th buckled under pressure and had their orders change to retreat them to where they are now.
Both tank platoons are dead.
Have fun
Notorius Ben
Also good news! It's only 15 minutes till your next turn.
Bad news is that's due to the average readiness of your force going up from all the completely wiped out units.
God, why are the enemy forces so much faster than ours? How are they already that close to the north bridge while my unit has moved literally zero hexes the entire game so far?
So they've being driving all game. Meanwhile your guy has blown the bridge, waited for new orders, recieved them, started to pack up the infantry into transports, come under fire and is about to move.
If he has come under any fire, that was never communicated or made clear to me in anyway.
Also, why did they wait for new orders? They had orders to blow the bridge and move from before the first turn of the game, what was there to wait on?
Sorry, I'm not trying to complain here, but, I feel like I have zero grasp of what is actually happening in the game at this point.
The game doesn't actually allow for multi layered orders so the situation was:
Order 1: Blow Bridge
Turn 2: Go to Grob
Turn 4 (while packed up and about to move): Go to Hameln.
Sorry just trying to understand why things have gone down the way they have.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN