Post by ∬: Erhard Strumfelder on Aug 17, 2008 14:47:55 GMT
Wolfram, in your absence Kriegheld gave the go ahead for this, and I realise it would take some time for you to go through it, so I bipassed you. If you have any comments, and this goes for everyone, please PM me and I'll iron it out. There is also a sign up thread located here.
20:50, 9th July 1943
Avola Seafront, Sicily
Clear Sky, Southerly Wind 18knts
Overview:
British forces are landing along the shale beaches of Avola, as part of Operation Husky, fifteen miles south of Syracuse. There is a strong wind, and therefore a very choppy sea, leading to a surprise attack. Each attack boat has a five man capacity. Two boats have just landed in the second wave, but only one boat of men survived from the first and were able to gain a foothold in a seaside shop, but are in dire need of reinforcement. One side will play as the Attacking British, while the other will play as the German defenders
Map:
Like in Epic Battles, the map will not be edited, so be descriptive with your posts. If you wish to send an edited map to the Mod-marker so your location, feel free. This develops an air of tactics and a fog of battle.
Key:
The buildings are constructed out of three different shades of grey. The lightest shade represents any ground floor levels; the middle shade represents any first floor levels; and the darkest represents any second floor levels. The only way for units to more from level to level is either by jumping, or climbing. The grey you see on the map is the top floor eg. the darkest grey means there is another level below, then the ground floor. Many of the levels are only half remaining, meaning the other half has fallen away. No building has a roof.
Windows are the small gaps in walls, with a grey line filing the break in the black line. Doors are usually larger, with a brown line filling the break in the black line. All doors remain, but the glass in all the windows has been blown out. All windows can be climbed through, except the ones in the church, which as slightly too small. With some of the buildings you can only see the windows on the uppermost floor. There are more windows located directly below the windows which are visible.
To destroy the radio tower, explosives must be placed and detonated on at least two of the leg supports (black boxes)
To reach the top level of the churches bell tower, you must scale the side of the tower, because there is no floor directly below the top level.
The wall between the beach and road is one storey (2.5 metres) tall.
Objectives:
Allies:
1. Destroy the radio mast with explosives. OB 1
2. Do not let the shop fall to the German forces. OB 2
Axis:
1. Recapture the house. OB 2
2. Do not let the Radio mast be destroyed. OB 1
Special Rules:
1. All Allied units have been equipped with explosive charges, which are one use weapons, and require wire detonation. (Wire and plunger)
2. It’s getting darker by the minute, so aiming is harder, and will continue to get harder the further into the battle.
Players:
The battle is two Axis players vs. two Allied players. The Allied players must bring no more than 13 NPC units. The Axis must also bring no more than 13 NPC units. The streets are covered in rubble from a heavy bombardment, and the shale beaches are unsuitable for armour. No tanks or armoured units may be used.
Set Up:
1. Allied player 1 will set up with four NPC units inside the shop. POINT 1
2. Allied player 2 will set up with four NPC units from attack boat 1, forming a squad on the Southern edge of the map. POINT 2
3. Five NPC units form attack boat 2 will set up on the Northern edge of the map, forming another squad. POINT 3
1. Axis player 1 will set up with four NPC units to the south west of the shop, forming a squad. POINT 4
2. Axis player 2 will set up with four NPC units on the western side of the map, forming another squad. POINT 5
3. Five NPC units will set up to the north west of the shop, forming a squad. POINT 6
Design Notes:
This will be played out like any Hostile RP, just with our own members on each side. I’ll ask a staff member to mod-mark this, but you will not loose any of your NPC’s if they are ‘KIA’ in this battle. The idea behind it is that it will help develop Urban Warfare tactics, something which we are not well acquainted to. You will learn how to hold, defend, and assault enemy positions, as well as how to push into an occupied city, only with infantry.
At a quick glance, it may appear bias towards the defenders, heaving more troops, closer to their objective. But the attackers are able to bring their entire force to bare much faster, because they only have a sort stretch of beach to traverse, instead of a city. But by the time the fighting at the shop has intensified, or is over, then the defenders can use their extra man power.
20:50, 9th July 1943
Avola Seafront, Sicily
Clear Sky, Southerly Wind 18knts
Overview:
British forces are landing along the shale beaches of Avola, as part of Operation Husky, fifteen miles south of Syracuse. There is a strong wind, and therefore a very choppy sea, leading to a surprise attack. Each attack boat has a five man capacity. Two boats have just landed in the second wave, but only one boat of men survived from the first and were able to gain a foothold in a seaside shop, but are in dire need of reinforcement. One side will play as the Attacking British, while the other will play as the German defenders
Map:
Like in Epic Battles, the map will not be edited, so be descriptive with your posts. If you wish to send an edited map to the Mod-marker so your location, feel free. This develops an air of tactics and a fog of battle.
Key:
The buildings are constructed out of three different shades of grey. The lightest shade represents any ground floor levels; the middle shade represents any first floor levels; and the darkest represents any second floor levels. The only way for units to more from level to level is either by jumping, or climbing. The grey you see on the map is the top floor eg. the darkest grey means there is another level below, then the ground floor. Many of the levels are only half remaining, meaning the other half has fallen away. No building has a roof.
Windows are the small gaps in walls, with a grey line filing the break in the black line. Doors are usually larger, with a brown line filling the break in the black line. All doors remain, but the glass in all the windows has been blown out. All windows can be climbed through, except the ones in the church, which as slightly too small. With some of the buildings you can only see the windows on the uppermost floor. There are more windows located directly below the windows which are visible.
To destroy the radio tower, explosives must be placed and detonated on at least two of the leg supports (black boxes)
To reach the top level of the churches bell tower, you must scale the side of the tower, because there is no floor directly below the top level.
The wall between the beach and road is one storey (2.5 metres) tall.
Objectives:
Allies:
1. Destroy the radio mast with explosives. OB 1
2. Do not let the shop fall to the German forces. OB 2
Axis:
1. Recapture the house. OB 2
2. Do not let the Radio mast be destroyed. OB 1
Special Rules:
1. All Allied units have been equipped with explosive charges, which are one use weapons, and require wire detonation. (Wire and plunger)
2. It’s getting darker by the minute, so aiming is harder, and will continue to get harder the further into the battle.
Players:
The battle is two Axis players vs. two Allied players. The Allied players must bring no more than 13 NPC units. The Axis must also bring no more than 13 NPC units. The streets are covered in rubble from a heavy bombardment, and the shale beaches are unsuitable for armour. No tanks or armoured units may be used.
Set Up:
1. Allied player 1 will set up with four NPC units inside the shop. POINT 1
2. Allied player 2 will set up with four NPC units from attack boat 1, forming a squad on the Southern edge of the map. POINT 2
3. Five NPC units form attack boat 2 will set up on the Northern edge of the map, forming another squad. POINT 3
1. Axis player 1 will set up with four NPC units to the south west of the shop, forming a squad. POINT 4
2. Axis player 2 will set up with four NPC units on the western side of the map, forming another squad. POINT 5
3. Five NPC units will set up to the north west of the shop, forming a squad. POINT 6
Design Notes:
This will be played out like any Hostile RP, just with our own members on each side. I’ll ask a staff member to mod-mark this, but you will not loose any of your NPC’s if they are ‘KIA’ in this battle. The idea behind it is that it will help develop Urban Warfare tactics, something which we are not well acquainted to. You will learn how to hold, defend, and assault enemy positions, as well as how to push into an occupied city, only with infantry.
At a quick glance, it may appear bias towards the defenders, heaving more troops, closer to their objective. But the attackers are able to bring their entire force to bare much faster, because they only have a sort stretch of beach to traverse, instead of a city. But by the time the fighting at the shop has intensified, or is over, then the defenders can use their extra man power.