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Author Topic: [SG] Close Combat: Road to Gibalt - Assault at Daybreak  (Read 13017 times)

Aseaheru

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Re: [SG] Close Combat: Road to Gibalt
« Reply #30 on: October 25, 2014, 09:28:30 am »

Can we get a grid reference for the map, or atleast numbers for the buildings? It works a hell of a lot better than "move these guys to that house near that brown line intersection south of what looks like a church"
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a1s

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Re: [SG] Close Combat: Road to Gibalt
« Reply #31 on: October 25, 2014, 09:51:22 am »

Can we get a grid reference for the map, or atleast numbers for the buildings?
+1.

I would also like to confrim that we can deploy here and here (i.e. beyond the river)
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TopHat

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Re: [SG] Close Combat: Road to Gibalt
« Reply #32 on: October 25, 2014, 11:12:17 am »

PLATs and Shey guns... This is looking more like Arnhem by the minute.
On another note:
Quote
one of his squads successfully identified a light artillery piece, likely a 20mm.
Do we have any more accurate locations for this and the other enemy forces encountered?
Anyway, might as well mock up a quick draft:
Spoiler (click to show/hide)
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Aseaheru

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Re: [SG] Close Combat: Road to Gibalt
« Reply #33 on: October 25, 2014, 11:17:08 am »

I would say we need a sniper, yah. Swapping a rifle section for the grenadier section would let both platoons fight tanks... That 20mm is gonna be a pain for any airsupport we want...
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Powder Miner

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Re: [SG] Close Combat: Road to Gibalt
« Reply #34 on: October 25, 2014, 11:36:17 am »

buy mortars
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a1s

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Re: [SG] Close Combat: Road to Gibalt
« Reply #35 on: October 25, 2014, 11:56:46 am »

edit: nevermind, misread that.
Speaking of PIAT and M1 "Bazooka", which one is the PLAT more like? (I guess I'm asking if firing it makes it obvious to everyone where it came from)
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Aseaheru

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Re: [SG] Close Combat: Road to Gibalt
« Reply #36 on: October 25, 2014, 11:58:01 am »

I hope its like the PIAT, because Springs!
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Parsely

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Re: [SG] Close Combat: Road to Gibalt
« Reply #37 on: October 25, 2014, 12:18:02 pm »

Do we have any more accurate locations for this and the other enemy forces encountered?
No.

That 20mm is gonna be a pain for any air support we want...
You don't have to worry about AAA taking out fighter-bombers you might call in. If you had assault balloons, there's a chance they might take damage before they land.

I would also like to confrim that we can deploy here and here (i.e. beyond the river)
Yes.

edit: nevermind, misread that.
Speaking of PIAT and M1 "Bazooka", which one is the PLAT more like? (I guess I'm asking if firing it makes it obvious to everyone where it came from)
It's a ripoff of the PIAT.

Can we get a grid reference for the map, or at least numbers for the buildings? It works a hell of a lot better than "move these guys to that house near that brown line intersection south of what looks like a church"
I'll see what I can do.
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Aseaheru

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Re: [SG] Close Combat: Road to Gibalt
« Reply #38 on: October 25, 2014, 12:19:18 pm »

Thanks.
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adwarf

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Re: [SG] Close Combat: Road to Gibalt
« Reply #39 on: October 25, 2014, 02:14:57 pm »

Going with TopHat's troop choices I say we buy one mortar unit for each platoon 3 bringing our available points down to 20, buy a sniper for Battle Group 2's platoon3, and then buy a Larno Team for Battle Group 2's 3rd Platoon as well.
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Parsely

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Re: [SG] Close Combat: Road to Gibalt
« Reply #40 on: October 25, 2014, 04:10:37 pm »

Well.. I managed to get a grid on it! Probably doesn't help very much since the squares are quite small and I couldn't number them.

Spoiler (click to show/hide)
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Aseaheru

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Re: [SG] Close Combat: Road to Gibalt
« Reply #41 on: October 25, 2014, 05:44:40 pm »

Right, vertical axis is numbered, from the top of it. Horizontal axis is lettered, from the 0,A point (Top left)

With that in mind, and using TopHat's troop composition, modified so that each squad has rifles and someone who can fight tanks (platoon one has grenades, platoon two has AT projectors), with a mortar team and a sniper as support, I propose that Platoon Two starts at 29,F (bottom left, near those buildings), Platoon One starts at 6,G, and the support troops (mortars and sniper) start at 17,B and 18,B. That way, if the bluish grey is a road, we can setup troops covering it and the southern bridge while the others cover the northern bridge, since we are probably going to get told to keep those bridges intact.

Oh, can we send them with special equipment?
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Parsely

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Re: [SG] Close Combat: Road to Gibalt
« Reply #42 on: October 25, 2014, 05:49:08 pm »

since we are probably going to get told to keep those bridges intact.

Oh, can we send them with special equipment?
The bridges are not vital at all.

What do you mean?
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Playergamer

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Re: [SG] Close Combat: Road to Gibalt
« Reply #43 on: October 25, 2014, 05:52:46 pm »

This is a PTW and a quick strategic point of: you'll probably get a back on the back at most if you fight to keep the bridges intact, since it'll help tanks cross, but it's hardly vital.

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Aseaheru

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Re: [SG] Close Combat: Road to Gibalt
« Reply #44 on: October 25, 2014, 06:09:02 pm »

The bridges are not vital at all.
Really? Thats... Kinda shocking... Or do our tanks fly now? I thought we needed to secure this town to help protect the supply routes, and if the supply routs arent airships their kinda gonna need bridges...
Quote
What do you mean?
Inflatable boats? Possibly?
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