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Game plan

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Chomley-Warner
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Named radial tracks 1 - 8 clockwise from entrance road.

At all times we will need to pace ourselves - no rush at all. Myself and Pete will largely run two separate troops and will be in radio contact. Stephen will also have a radio and be on the same channel so can hear plans and reports and therefore should be able to know where we are physically and in the game plan. It might be an idea to nominate radio men and get them to convey messages (and carry the radios) rather than the CO’s doing all the talking – we will be passing positions, intentions and reports to “HQ”. In the event of an emergency then conversation can be two way but with the exception of the initial barrage Stephen will otherwise be mute. We are forcing a German movement through the site so to avoid grumbling that the Germans are playing a defensive game we need to make it clear that to make best use of the site with so few players the Germans are simulating different sections in place in different areas - it isn't the same people falling back all the time. I'll say something to this effect in the safe-zone talk.

Generally Germans can have unlimited ammo throughout the game - designate an RV for regen where they can reload, don’t let them reload when under fire. We will have to play this on the fly - if Brits are unable to take a position at all then stop Germans regening rather than calling a retreat, which players won’t like much if they are holding out well. If players are hit then they are injured and will stay where they are if there is fighting around them – there is no bandaging on either side. On a call of re-group then injured players can be helped or make their own way back to RV and await instructions from CO. We don’t want single players running backwards and forwards from regens on the Brit side, or the German side if it can be helped – when you are hit you are out of action until the section regroups and tries again. British players will be given ammo allocation at the start of each action, again we will play this by ear but start off mean and only be more generous if no headway is made. Players are encouraged to surrender when all is lost – it is a bit airsofty when the whole game is help up by one hardcore chap playing his own game.

At game-on Germans will move to start position via track 5. British will be visited in safe-zone by Monty who will deliver his pre-D-Day speech, then Brits will move out to start position via track 6.

Germans will make themselves familiar with the initial bunker zone (named Le Plain) and sentry on junction posted. HS to make decision on whether to put an MG crew there or just a couple of sentries. British will advance via road and make visual contact. Eventually make their way up the side track for recce. Brits will make radio signal to imaginary mortar crew to drop one ranging round. HS will reply (as Brit mortar crew) will fire one pyro. Brits will signal for six (or however many charges HS has laid) rounds to be fired on co-ordinate. Once all charges are fired British will assault. I assume we will be mullered, in which case we will fall back with wounded to start position and try again.

Once the Brits have cleared the first bunker area, Germans fall back via road and prepare defences for the old evening game area (named Breville) - no ambushes on the road, get set up as soon as possible. Once this area is taken Germans will fall back in the direction of the farmhouse (named Gonneville). The key is to get to the farmhouse and secrete themselves in the trees but with eyes on the house. Brits will split and move up via the road and follow the field boundary. When the house is found we will move forward with caution, only to find the area deserted. We will post a couple of sentries but the bulk of the troops will be stood down for bevvies and scoff. After allowing time to get settled the concealed German will launch an assault and as the Brits have nowhere to go they will be slaughtered. Once the area is cleared Germans can move out and along the road 2 back to the safezone lay a succession of ambushes. At the corner at the top of road 2 the Brits will send forward the ‘game changers’ to be ambushed by the Germans. Once wiped out they will be despatched down road 2 to the safezone to change and be instructed to make their way up road 1 until they reach an open field and wait for the rest of the Germans.

On approaching the safezone end of the road 2 Germans will break right, through to road 1 and make their way rapidly up to the Merville battery, meeting up with the game changers. They now need to rapidly familiarise themselves with the building and the approaches, install mines and MG positions.

The British have now made their way down road 2 to the safezone, picked up the mine detector and make their way up road 8 and turn right at the end, heading towards road 1. This will give the Germans a good time to get themselves sorted without rushing. German sentries will be spotted at the road 1/Merville junction and from this point we will be into the end game. Mines can be laid on the Merville side of road 1. As this track is very restrictive Stephen will have to be sensitive to frustrations and/or time and be prepared to allow to approach close enough to have a battle. Brits may be able to find other ways in, along field boundaries/across fields but we can’t rely on it.

British engineer is to blow field gun and assuming Germans are dead/surrendered this will be endex.


 
Posted : 27/07/2014 9:20 pm
HeadShot
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That all sounds good.

One thing, we did talk of sending out the changers and a rapid response to the house attack and we would ambush them along the dogleg at the top of road 2. Would you rather we set up the ambush along road 2 and wait for you to bring the rest of your forces along?




 
Posted : 28/07/2014 10:15 am
Chomley-Warner
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Ah yes, that we will do then. Take out the changers at the dogleg somewhere, then when deaded direct them down road 2 to the safezone to change. Hopefully they can rejoin you before you have finished the random ambushes along road 2, so you can collect everyone together for the excursion up road 1 (along which there will be no ambushes, since the Brits are heading up road 8 to give you more time to set up Merville). If the changers dawdle in the SZ, no worries, they can head directly up road 1 anyway.


 
Posted : 28/07/2014 10:59 am
HeadShot
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Ah yes, that we will do then. Take out the changers at the dogleg somewhere, then when deaded direct them down road 2 to the safezone to change. Hopefully they can rejoin you before you have finished the random ambushes along road 2, so you can collect everyone together for the excursion up road 1 (along which there will be no ambushes, since the Brits are heading up road 8 to give you more time to set up Merville). If the changers dawdle in the SZ, no worries, they can head directly up road 1 anyway.

And the Road 8 option is there for us to put in some resistance if we need to stretch the day out a bit...




 
Posted : 28/07/2014 4:10 pm
Chomley-Warner
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Yeah, really hoping we don't have to as I'd like to give you plenty of time to familiarise players with the area get set up at the bunker!


 
Posted : 28/07/2014 5:03 pm
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