Game plan v1
maps
I hate this attachement stuff ...
OK, some queries...
I think my first point would be that this may appear to be a re-run of the last Russian event we held at the same site. Having said that, I don't have any ideas how to put a different focus on it - so have no objection with it as it stands!
Regen rule. I don't like the 'dead' thing. First shot is a light injury, treatable by comrades. Second hit is a serious injury requiring attention elsewhere. Semantics I know but it makes more sense to me! Troops would only need to 'carry' people with a second wound - the first would just need a bandage. What happens to the person after the second hit and the 20 minute wait?
No Partisans in this game please. Red Army or nothing. This is a major Russian offensive not an airsoft game from three years ago. If people are whinging about uniform there is a second game in October when they can use it again, probably more next year.
What is the pyro for the bridge for? It doesn't appear in the game plan.
I'm not keen on the prisoner thing for this game. The site is too big to get people back and forth and if an organiser or two are captured the game is stuffed. Putting players out of action for 20 minutes should be sufficient to progress. This scenario is 'take no prisoners' if ever there was one!
It's similar, but not that close. And better a re run of an event doen 3 years ago than one done last July ...
1 hit mediced, 2nd hit stationary for 20 minutes then alive again . Comrades can carry you out to regroup and all wait for 20 minutes. After 20 minutes you are alive and can re arm . Saves all the traipsing about to flags, camps and other crap . Basically, once you are dead take yourself out of the game somewhere quiet for a period .
Partisans - oops thought I'd replaced that with the word scouts. Mind you at least one organiser is going to struggle to get Russian gear for this event .
No pyro for bridge needed .typo
Prisoners stay . It's the one thing both sides were frightened of hisotrically, and it gives a good reason to be sneaky beaky and have small ambushes, vehicle extractions etc s. "Go and recce" for 12 hours is bollox (it was dull at Jed too), go pick up a prisoner and bring him back is far superior . Any player can look at the booking in list to get numbers or work out what's going on. From a game perspective I expect both commanders to be operating out of their bases for much of Saturday , sending out patrols etc so we're talking about capturing players not the old "get Yith" nonsense. Prisoners brought back in ones and twos ( not all of the opposite side) can be held for 30 mins then dropped back near their own side by vehicle . Simples .
OK on the regen thing, I've got that in my head now. Don't keep calling it 'dead' - we're not airsofters with a regen. We do 'recover' though. From being a bit poorly with a hole through the head though!
The Russian attack was brutal - no prisoners! However, if you insist, my orders will be to slaughter all except scouts who will be captured and interrogated. And I won't waste valuable petrol 'taking them home again'.
Pete has some spare kit, I have a couple of greatcoats. We must have organisers looking the part, the players make the effort after all!
True , you may choose not to capture people, although I'd suspect defending a position and not knowing the strength of the enemy the Germans may have chosen to attempt it . With my "Star" head on , they kept picking up prisoners as part of the scout operation . As we won't be giving our players intel , returning them will work just as well .
Greatcoat in July ....fuck me that'll be pleasant .
I'm really going to have to voice my concerns about this.
Why, oh why, are we using the mostly deforested bridge area as the focal point for the weekend?!
At Bryansk, the whole event just became a blat when we moved the play to that area of the site.
If we've got this VAST site to use why are we only really going to be using the same area we used for Bryansk, most of which is now deforested?
As I mentioned before, we didn't use the whole eastern section of the site last time, so why not use it this time? See here.
I think we're really missing an opportunity to re-visit the site and make a completely different use of it, which would be a real shame, and I honestly think that our regulars will just think it's a re-hash.
Last time we had a sequence of almost timed, discrete and sequential actions, aimed at making use of all the usable bits of the site. This time we are using the 'bridge' as a focus for action but the gameplay is much more fluid. Just as at Jedburgh, both sides have free range to use the whole site as they see fit. If I just camp the Germans on the bridge then clearly, as a game, it won't work. If Guy decides to put constant attacks on the bridge it won't work either. But as per game outline I think its a goer.
I've been all over that site on foot. Some of the forestation is so dense it is impossible to get through, leaving only the roads. The roads centre on the valley, the workable area centres on the valley so I can't see an alternative other than to put the game focus there. I've thunk and thunk and I can't come up with any viable alternative. I guess after this game we mark the site as 'played out' though!
Last time we had a sequence of almost timed, discrete and sequential actions, aimed at making use of all the usable bits of the site. This time we are using the 'bridge' as a focus for action but the gameplay is much more fluid. Just as at Jedburgh, both sides have free range to use the whole site as they see fit. If I just camp the Germans on the bridge then clearly, as a game, it won't work. If Guy decides to put constant attacks on the bridge it won't work either. But as per game outline I think its a goer.
I've been all over that site on foot. Some of the forestation is so dense it is impossible to get through, leaving only the roads. The roads centre on the valley, the workable area centres on the valley so I can't see an alternative other than to put the game focus there. I've thunk and thunk and I can't come up with any viable alternative. I guess after this game we mark the site as 'played out' though!
I've walked the site too, when I went there for a walk. You're right, it is really hard to get through some of the site.
We didn't use the upper part of the valley at all last game.
As a hook to hang the game off, it should be fine I guess, but we really need to try and focus on other parts of the site and, in particular, move things away from the lower road we used last time which is completely deforested all the way up to the top of the steep road where we placed the Katyusha and beyond.
To a degree I'm working off the A2C game and what worked there, I'm sure Guy is too.
What we don't know is the latest deforestation. Pete is going to the site in April, so we should be able to adjust accordingly, should it be necessary.
Pete is going to the site in April, so we should be able to adjust accordingly, should it be necessary.
Ah. IED have recently changed the venue for the E&E to Glyn Ceiriog!
When I want your opinion - I'll tell you what it is!
Oh well, I'm sure there will be a few trees left!
OK Game plan has been revised to reflect the numbers.
Russians operate out of the base we used at Bryansk point C in two bricks of 4. Take pyro, their mission to create mayhem . Vehicle roadblocks, capturing Germans , reccing the site. Given the number s they will not be able to head to head with the Germans so will have to rely on guerilla tactics. Think STAR all the way . capture a German, bag em and tag em and leave em at the side of the road.
Germans operate out of the base Ed use of the E&e , ie opposite "the Bridge" point A. their mission , defence, patrols capture and kill Russians.
Russian captured will be taken back to German base for torture and released by vehicle back to their base.
We need a PMR count as well, as we will need at least 5 -6 radios.
I have 1.
Steve can i have a pyro count as well . You will need most of them .
I've got a couple of PMRs as well
When we were a Kingdom it was run by a King
When we were an Empire it was run by an Empress
Now we're a country we're run by a..........
It'd be good to know what role I need to play following the site meeting. Are we effectively splitting the Russians into "hardcore" and "not-so-hardcore" still?
Looking at the player list we're going to have to give some real concessions to the likes of people such as Pete Grice.
Not really hard core or otherwise you'll both be doing the same thing , and pace yourselves to match the players with you . With 8 russians including you and Pete, you can't mount a large attack . With Oddbollox dropping out you have no vehicles so all you can do is sneaky beaky hit and run stuff. Given we've only got 12 Germans we'll be in squads of 4 so if you bump into us it'll be even sides. Lots of sneaky hit and run ambushes, use the wired pyro in game for vehicle ambushes . Don't run their feckin socks off , pace them . The two bases are 700m apart and we will be out in vehicles so , find a patch of road and within 30 minutes chances are you'll have Germans come along to attack . Hit and run . Pull back 200m go to ground , if followed ambush again .
No point spend hours "recceing" like at Jed, it's fecking dull for players on both sides, and frankly even if you know there are 8 Germans in their base, what use is this info .
it's make it up as you go along time , play tick tack toe with the enemy . And we'll be doing the same thing .
We've got an extra vehicle. Gavin Crompton's confirmed with his wooden jeep.
S
Good to see a few more numbers!
Is it worth having the mine detector for this? The Germans seemed to enjoy sweeping the roads for mines at Jedburgh. Also, I've got a few sandbags here, to help with building bunkers, does anyone have any more?
When I want your opinion - I'll tell you what it is!