Star Wars Roleplay: Chaos

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The Rains of Castameer (Ground Battle) OOC

[member="Triam Akovin"]

For anti-infantry heavy weapons, go with 2-4 Hex as an average (like bi-pod machine guns or Anti-Tank Rocket Launchers)
For anti-light vehicle heavy weapons, go with 6-8 as an average (like missile launchers and autocannons)
For anti-armor cannons and such, go with 10-14 as an average (like a tank's main cannons)
 
[member="Taeli Raaf"] [member="Olivia Dem'adas"] [member="Draco Vereen"]

81386-office-space-i-gotta-get-out-o-5rei.gif
 
Just remember that the average sight range across open ground is about 5km max. That's how far you could conceivably see, but making out targets at that range without mechanical guidance is virtually impossible.
 
[member="Valiens Nantaris"]

I didn't even think about that. Thanks for mentioning it! I will keep that in mind for my next post. I'll just justify my current one as being due to the clusterkark I'm in.
 

Ashin Varanin

Professional Enabler
[member="Omega"]


Omega said:
OOC: Draco Vereen and Ali Hadrix your troops moved onto another writer's units so I relocated you one hex away. If there's any moves I missed let me know.

My APCs (with my infantry still inside) sprinted into the empty trenches at 15.15.

Also, speaking as someone who's spent many many hours on map updates for other events, thank you.
 

Omega

Event Account
[member="Ajira Cardei"]
I...didn't see that in your post.

I just look at the unit lineup for moves. Hold on, I'll see what I can do.
 
I have a simple question about sniper rifles:

Is a sniper rifle considered to be within the range of 1-2 hexes, or 1-3 hexes?

On wookiepedia they pretty much underestimate the effective range of a sniper rifle (when compared to modern sniper rifles) to about 400 meters, but acknowledge that skilled snipers are able to take out targets over a mile away. A mile is approximately 1.6 kilometers, and with each hex being 500 meters, that means I should be able to hit a target between two and three hexes right? Or should I assume the minimum effective range which would be the same as standard infantry at one hex?

Although the sniper in question is (at least for this engagement) considered a C quality, and isn't considered a veteran or elite based on that quality, he does posses the force at knight level, specifically in the use of projectile guidance and ballistekinesis, which makes it seem less unfeasible for him to pick off troops from that distance away.

I'm gunna run with it for this post, that Crol and Triam will aim at targets three hexes away, but I'll alter future posts based on the answer to this question.
 
[member="Vilim Ramic"], hey I just realized I made it really unclear what unit I was attacking in my post, but in case you hadn't already deduced it was the infantry formerly at 18.17. While I know that you accounted for two dead because of sniper fire, were there any other casualties accrued from my Heavy Walker's Heavy Blaster Cannon Fire and Heavy Ordinance Launchers? I can't seem to find a mention of (# dead) next to that unit.

Though I do assume you did account for it, since it seems the units numbers are rather low, I'm just unclear. Need to count those confirmed kills after all ;P
 
[member="Triam Akovin"]

What is the range on them? I was going off the map and your armor seemed a bit too far away to actually hit them as they kept moving towards the trenches. I can edit some deaths in if the range is there though
 
I was going off of [member="Olivia Dem'adas"]'s post above, considering the weapons on the walkers I am using don't have a distinctive range.


Olivia Dem'adas said:
[member="Triam Akovin"]

For anti-infantry heavy weapons, go with 2-4 Hex as an average (like bi-pod machine guns or Anti-Tank Rocket Launchers)
For anti-light vehicle heavy weapons, go with 6-8 as an average (like missile launchers and autocannons)
For anti-armor cannons and such, go with 10-14 as an average (like a tank's main cannons)
I was going off of the "anti-infantry heavy weapons" part. If you've got a problem with that, that's fine, but like I said since they aren't a specifically chaos weapon with a listed range, I kinda have to go by a rule of thumb here, and this is the best I got.

[member="Taeli Raaf"]
 
[member="Omega"], [member="Taeli Raaf"], [member="Valiens Nantaris"]

I saw your recent comment about the tanks not being able to drive through the woods.

To be fair, the way you guys are doing the map doesn't exactly allow us to see what type of terrain a unit is standing on.

Also, I'm seeing that the Infantry in that area fell back towards the treeline / trenches, but I am not seeing anything stating that the walkers also fell back... Nor am I seeing any acknowledgement of me ramming their legs with tanks twice their weight.

Can I get some clarification as to what exactly is going on with those walkers? Because, to be perfectly honest, the current status of this thread has stopped being fun and we're only two moves in. I'm not expecting an uncontested victory, nor am I expecting to not take casualties myself (far from it in fact), but this is an entirely different beast than the Fleeting thread.

For one, the objective is in the center of the map with different factions deploying as far away from eachother as possible. Since that's not putting various groups in a position where they would need to contend with one another anytime soon, the defenses of the base should come much closer to matching the entirety of what's being thrown against it than in the fleeting engagement (where ships from different factions are already staring each other down).

For another... There is a massive imbalance between the total relative unit size in regard to what is being fielded in the NW corner and what is opposing it. Like... absolutely massive. You've got somewhere around 110 tanks and a number of supporting infantry and such fighting... 8 walkers that are maybe half the size of an AT-AT. And 51 of those tanks are designed to kill those exact walkers. Not to mention that the infantry were exposed and in the open during the first round of combat where an entire wall of armored vehicles with machine guns were rolling on their position. The tactical blunder in that, not to mention the unit type disadvantage, should have resulted in a near-wipe of the Sith Forces in that area.

I get it... we have several days left in this and the "Renegade Sith" only have a limited supply of forces to throw at us until then. But if this means that they have to take unrealistic casualties between now and then, then they need some serious reinforcements because I'm going to be backing out of this thread if this stuff keeps up.
 
[member="Olivia Dem'adas"]
That is true about the map, but I don't have any other way of doing it. The original map was posted with no units on there.



Olivia Dem'adas said:
I'm not expecting an uncontested victory, nor am I expecting to not take casualties myself (far from it in fact), but this is an entirely different beast than the Fleeting thread.
Setting aside the fact that you haven't taken any casualties yet, I'm not sure what you're expecting. The Sith troops in that forest are going to be wiped out very soon. They've taken what I feel is an acceptable level of infantry casualties. Whether the walkers are taking less than they should is a matter for debate.

As for ramming
Olivia Dem'adas said:
For one, the objective is in the center of the map with different factions deploying as far away from eachother as possible. Since that's not putting various groups in a position where they would need to contend with one another anytime soon, the defenses of the base should come much closer to matching the entirety of what's being thrown against it than in the fleeting engagement (where ships from different factions are already staring each other down).
The result is the same though. No one in the fleeting thread has fired on another faction yet. And the deployment is based on a simple fact that there are much, much less writers for thread 2 than 1. I did not want a repeat of the fleeting battle. In any case ground battles have terrain which makes it harder for this to happen.
All of this is to say...even if I'd set up the map exactly the same as Deadly Void the relative small sizes of the forces would have meant the factions would not have interacted anyway. This way you could be in action from the first round.



Olivia Dem'adas said:
The tactical blunder in that, not to mention the unit type disadvantage, should have resulted in a near-wipe of the Sith Forces in that area.
I cannot answer this as I'm not writing the battle, but that Sith battalion is indeed doomed, yes. But not an instant wipe. It takes time to wipe out troops. I'm sure that either this round coming up or the next they'll be gone and you can push on.



Olivia Dem'adas said:
I get it... we have several days left in this and the "Renegade Sith" only have a limited supply of forces to throw at us until then. But if this means that they have to take unrealistic casualties between now and then, then they need some serious reinforcements because I'm going to be backing out of this thread if this stuff keeps up.
I don't understand your point here. Why are you backing out potentially. For not enough or potentially too much damage?

Overall, this is what the danger with NPC battles are. Everyone feels they're Erwin Rommel or Alexander the Great and surely their great strategic skills shouldn't make them take losses. It happens even to myself and [member="Taeli Raaf"], but we have the advantage of knowing (and wanting) to lose.

My suggestion is just to keep at it. The writers in this battle are fighting NPCs, you will prevail in time, but you won't get everything instantly.
 
Valiens Nantaris said:
Setting aside the fact that you haven't taken any casualties yet, I'm not sure what you're expecting. The Sith troops in that forest are going to be wiped out very soon. They've taken what I feel is an acceptable level of infantry casualties. Whether the walkers are taking less than they should is a matter for debate.

Those suicide charges will be disabling the tracks of a few Myrkava, so the bulk of the unit will be moving forward while... maybe three or so get left behind to deal with what's around them and then have the crews hop out, fix the damage done by the infantry, and try to catch up with the rest.

Outside of that, I haven't really seen a lot of specific attempts at causing damage. Everything's been aimed at the Myrkava instead of the more vulnerable nearby units (which is why they get sent in first), and the suicide bombers in the last post were the first attack that was specifically aimed instead of mentioned as a vague generalization.

Aim your attacks and you'll do damage. Might only pop a track or break a turret ring, but you'll always do damage. Even to a Myrkava.

Reliants are a lot more likely to go kaboom though. I see that you've got infantry and artillery targeting them on your latest map update. So several of them will be getting destroyed, even if the actual IC post doesn't mention engaging them at all.

My main gripe is that...


Omega said:
When the event is concluded threads will be assessed and rewards handed out on the basis not just of thread success but also:
  • Fairness/willingness to take hits/losses.
  • Lack of drama.
  • Story.
  • Teamwork
I'm all for taking fair, reasonable hits and losses. I love it and love that it is an aspect of consideration when it comes time to hand out awards. But in the Naval Thread and Ground Thread, the people writing for the Renegade Sith forces are who set the example by which everyone else determines how much damage they should be taking. If you guys write infantry in the open as mostly surviving dozens of individual machineguns opening up on them, then that's the standard that people will be using when their own infantry come under attack.

It's turn two and it already feels like fighting [member="Boethian"]'s infantry at Wayland, [member="Cira"]'s 2km Battle-worm at Empress Teta, or [member="Ali Hadrix"]'s shuttle at Roche.
 

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