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Post by RedsandRoyals on Aug 9, 2009 12:38:34 GMT -5
RT: PM Inbound.
Reds
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Post by RedsandRoyals on Aug 9, 2009 13:47:16 GMT -5
Spent the time I had the comp for resolving this, will post later.
Reds
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Post by Melissia on Aug 9, 2009 21:54:21 GMT -5
Okay, let's just get on with it and start the next attack. We're sorta in limbo here.
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Post by RedsandRoyals on Aug 10, 2009 10:27:06 GMT -5
Not going to post in the RP in detail now, since I may get my Comp back today. Until then, here's the deal.
The powers that be have informed me that this is what we've learned from Recon - Factory City 3 is in better shape then 2, because the Orks have dug in less. They are more exposed. - The Orks have large numbers of Armour and Arty, as well as Lootas and lots of energy weaponry. - There is a central power station that the Orks seem to be using to power shields and weaponry. It's shielded from Orbital Bombardment, but a ground attack should do it.
Here's the plan.
We deploy a light screening force (mobile smoke generators, Fox and Grendel, and some light NPC recon elements) to the North of the city. They run about, making harassing attacks, pumping out smoke to represent armoured movement, transmit spades of dummy signals (through an Eagle Eye) to simulate an army preparing to attack. Artillery pounds the place in the mean time, hitting armour parks and doing some Counter-battery with the Plasma Arty. Navy does recon sweeps, and shoots the place up a bit with aircraft. This will create the appearance of an imminent assault from the North.
The night before the assault, we plaster the city with a massive Orbital bombardment. I don't expect it to do too much, but it doesn't have to. It's a distraction. Our forces will make a lightning march around the city, and be in position to attack from the South at dawn. The northern screen steps up broadcasting, making it sound like the attack is imminent. The Bombardment should conceal the lightning march well, since A) many people find that, when death is raining from the heavens, it's a little hard to focus on other things, and B) the flashes of the lance strikes will constantly light up the sky for only a brief second, blinding any Ork in the city who's trying to use his night vision on look out duty.
Once dawn hits, we attack from the south. Mech infantry with some armour (Probably Envoy's) will advance in a spearhead into the city, catching the enemy out of position and facing the wrong way. My tanks will move in a pincer on either flank with infantry, smashing in to the Ork Armour's flanks as they react. RT's aircraft (without infantry) will be making strike runs alongside any Navy support we can get to hamper the Ork movements.
Meanwhile, the Sororitas, bolster by Nicholaskira's Eldar and maybe some of RT's troops, will move through the sewers, take the power plant and shut it down in any way they see fit. An Ork Reaction to the assault will be delayed, since they will not have seen it coming, and he streets will be choked with rubble and craters from the constant bombardment. If we're lucky, they'll have moved their Arty to the South, placing it as far away from our perceived assault as possible, and right into the jaws of our actual attack.
Once the Orks do manage to pull their forces into a coherent counter attack (which would require them to commit the forces they had guarding the North), the Screening Forces, with Kai's 2 Coy and Helmian's Marines, will THEN attack from the North, catching the newly-redeployed Orks from behind.
So, essentially, we grab 'em by the nose, then kick them in arse like the wrath of God, then when they turn around, we smash a brick into the back of their head.
Have your commanders report to Dunbar so he can inform them of the plan.
Reds
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Post by Kaikelx on Aug 10, 2009 17:37:04 GMT -5
My SECOND company!?!??!
I think you mean 1 coy, as it would kinda be cheap for me to pull in 245 more men and women...Especially the ones from 2nd coy....
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Post by Rolling Thunder on Aug 11, 2009 12:33:41 GMT -5
Errrmm...why not simply have me take the powerplant as the Eldar and Sisters assault from below. Half my infantry is completely usused to tunnel warfare, and the other half is as undisciplined as a mob of schoolchildren. Large, aggressive schoolchildren with guns and carapace armour.
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Post by RedsandRoyals on Aug 11, 2009 14:13:14 GMT -5
@kai: Yeah, 1st. I thought it was 2nd, for some reason.
@rt: Because we need your Valks, Vens, and Vultures as strike assets. Honestly, Envoy's vets and the Battle Sisters could probably handle the tunnels alone, but I figured if you had tunnel troops, why not use them as such?
There's really no reason to use Air Cav in this attack, especially when the Gunships can be used more effectively for interdiction, and the infantry can be used to support the ground assault.
Reds
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Post by Rolling Thunder on Aug 11, 2009 14:15:07 GMT -5
There's no reason they can't be used as Strike after dropping off the troops. And, as you well know, a two-fronted assault is far more likely to succede than a single one, in particular considering how enclosed the sewers will be.
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Post by RedsandRoyals on Aug 11, 2009 14:25:44 GMT -5
That's why we aren't taking one tunnel, we're taking multiple ones (3-5, depending on how many troops we have down there). We also have a three pronged ground assault that's converging on the power station (since it's in the center of the city). Add to this the element of surprise, since we're attacking from the exact opposite direction they expect us to, and we should be able to run them over.
Also, the Valks need to be running Strike from the instant the attack launches, to pen in the Ork Armour, create chaos and confusion, and hamper their ability to react to the attack. There really won't be a time for them to drop off troops.
I also don't want to get your troops trapped at the Power Plant. Having the Valks drop you off right when the assault goes means you won't have any support whatsoever on the ground, the Valks will be tied up supporting your infantry, thus leaving the Orks free to counter-punch at the other ground forces, delaying your relief further and allowing the Orks to mobilize into defensive positions, bogging down the attack and possibly halting it.
Even if we don't have the Valks help you, that means the Orks are drawn to the nearest concentration of enemy troops (you), essentially focusing the majority of their strength at the one place we don't want it to be. It also sets them up for a Cauldron defense, which we DO NOT want, especially since we want to knock the power plant out early in the game. Thus, the sewer force is better, since they are more likely to go unnoticed until they're right at the power plant, and they're still moving within support range of the ground attack.
Finally, I PM'd Melissia to see if the Valks can actually fly through the shield. I figured that would be kinda important to know...
I did think of a Vertical assault, RT. Trust me, it was the first thing that came to mind, but I ruled it out for the above reasons.
Reds
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Post by RedsandRoyals on Aug 12, 2009 10:46:21 GMT -5
Update: Melissia says we can't go through the shield by air anyway, so it has to be by ground.
Reds
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Post by Rolling Thunder on Aug 12, 2009 10:58:46 GMT -5
Okay. I sort of skim-read, so I didn't realise there were power fields around it.
P.S Reds, this plan is getting a touch crazy. 20 men? Against...how many thousand orks? You're seriously underconcentrating our forces. How many men are there going to be attacking this place, all told?
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Post by RedsandRoyals on Aug 12, 2009 14:38:31 GMT -5
All of our forces, RT.
The sewer force will be 20 of your men, 25 Sororitas, and Nicholaskira's Eldar, so roughly 50-60 people in the sewers, all of them some of the best forces we have. There will also be a MASSIVE ground assault from the south moving with them, which the enemy will be reacting to (with some surprise, I imagine, since we have that diversion that will have them mobilized to attack from the North), and thus may not even consider there even being enemy forces in the tunnels until it's too late, never mind react to them. Finally, the tunnels are narrow, so Grenade launchers and Flamers will clear hem nicely.
We also have the option of being able to move more troops from the surface into the sewer as the assault moves forward, since the sewer assault and ground assault will both be moving in from the south together.
Reds
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Post by Rolling Thunder on Aug 12, 2009 14:54:37 GMT -5
As will their flamers into us. Orks are stupid, but there will be a lot of them, and 45 humans plus 15 snipers, which are pointless in such an enclosed environment are going to be butchered. In essence, this isn't even going to have a hope in hell of taking the place.
Remember, Reds: When commiting your forces, commit in force.
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Post by RedsandRoyals on Aug 12, 2009 15:24:06 GMT -5
And remember, RT, the Orks will just be reacting to the sudden appearance of a VERY large force of armour and infantry that has just stabbed into the rear of their forces without any warning, and with astonishing violence (I have a trick up my sleeve here to essentially incinerate the southern perimeter defenses right before we launch the assault. I'll fill you in once Melissia gives it the Ok). They may have some small patrols (probably Grots, like the last city) mucking around in the sewer, but will be too busy concentrating on the attack force smashing into their rear to worry about the sewer forces that they won't even know about (since they won't be seeing them go into the sewer).
Worst comes to worst, the Orks try to counter attack through the sewers, and we either reinforce our troops there (which is easily done) or pull back and pump the place full of fire (also easily done). Having a full regiment in the sewers doesn't make much sense, since it would increase the likelihood of the Orks noticing the activity, would be hard to concentrate (the sewers are small, remember. Maybe three men can fit in them side by side, at best), would be difficult, if not impossible, to coordinate, and would divert manpower from where we need it most.
The other option, since Air Assault is out, is that we attack solely over land, which the Orks can stymie and counter punch, since the attack's objective will be more evident. Contrast that with a sweeping pincer advance that can close anywhere from in front of the Power Plant to some distance behind it, and the sudden appearance of the Sewer forces and simultaneous loss of power and punch from the North, at that will create quite a bit of chaos, not even factoring in the Air Assets.
Remember, the Sewer forces are a STRIKE FORCE, not the actual assault. The actual assault will be taking place above ground, and will be able to support the sewer force if need be, in addition to engaging the majority of the Ork forces. You seem to be considering this as a single attack, as opposed to a prong of a large assault, which is what it is.
This is the best I can put it.
1. Screening forces to the North act as a diversion, convincing the Orks the attack will come from the North.
2. The Southern attack will hit the Orks in force with extreme violence, and will serve as a distraction from the sewer forces.
3. The Sewer forces shut down the power plant, throwing the Orks into disarray.
4. The Northern forces, using the distraction of the Power going down and the southern assault, will then smash into the rear of the newly re-oriented Orks, throwing them into utter chaos and allowing us to cut through whatever remains.
The fact that we will be hitting them so hard, from so many directions, will break even Orks. Some will charge, some will flee. It won't be an easy mop up, but this is better then just marching into their guns to try and take the city.
Also, those snipers may have the best weapons of all. The sewers are straight and narrow, and Eldar ranger rifles (if I remember correctly) have the ability to work in low light. Thus, they'll have clear firing lanes, and can pick of Orks well before the Greenskins know they're there.
Reds
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Post by Melissia on Aug 12, 2009 16:52:21 GMT -5
Orks are intellectually dumb, RT, but not necessarilly tactically stupid. All Orks have a basic understanding of battlefield tactics, inherent in their blood. When fired upon, even the youngest Orks will take cover as if they were veteran Guardsmen (even though their return fire will be pathetic even when compared to conscripts).
Mind you, the only Ork leader here who is anythign close to a tactical/strategic genius has already left the sphere of battle, so humans will still e able to outsmart them-- but always remember that Orks live for fighting, in every sense of the term. Their brutal cunning and cunning brutality should never be underestimated.
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Post by RedsandRoyals on Aug 12, 2009 16:57:40 GMT -5
Which is why even though I'm confident, I still have the ability to back up the Sewer push, or launch the Northern assault at any time to draw pressure from the southern advance, or have the pincers of the Southern assault close just about anywhere in the city. I've kept the plan flexible enough so that it can be changed, should the need arise.
Reds
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Post by Kaikelx on Aug 12, 2009 17:13:24 GMT -5
So, Nickar and 4th are supporting the Southern attack, while Asis and 1st drop in with Helmian's Marines?
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Post by RedsandRoyals on Aug 12, 2009 17:23:17 GMT -5
Yes. Helmian's Marines and your troops will drop in to bolster the Northern screening force once the Southern attack launches. Dunbar (or more probably Van Dremmond, since he'll be in an Eagle Eye and coordinating the attack to the North).
Reds
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Post by Kaikelx on Aug 12, 2009 17:32:30 GMT -5
And my troops refers to only 1st coy.....right?
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Post by RedsandRoyals on Aug 12, 2009 17:45:10 GMT -5
Argh, yes, sorry. Trying to do several things at once.
Reds
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Post by Melissia on Aug 13, 2009 20:50:40 GMT -5
So, this goin' anywhere?
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Post by Kaikelx on Aug 13, 2009 21:02:40 GMT -5
Waiting for Reds to start the attack...
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Post by RedsandRoyals on Aug 13, 2009 21:09:49 GMT -5
Just wanted to make sure that on one else had any questions. Will give the orders to move out now, and start the attack tomorrow or saturday, hopefully.
Reds
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Post by Melissia on Aug 13, 2009 21:29:23 GMT -5
Sounds good to me.
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Post by RedsandRoyals on Aug 21, 2009 0:54:51 GMT -5
Just to clarify, ALL forces, save for the NPC Recon detachment, my Recon elements, and Grendel, are either at the Fort or en route to it. No one aside from my forces is facing combat right now.
Reds
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