The Great War
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Re: The Great War
I think that makes a fine bookend to this line of argument. We done here? I'll probably reply if people want to continue the discussion. For me, the argument is complete. It was an important issue for me, and shouldn't really have detracted so much from the rest of the competition.
I'm a sucker for debate though.
I'm a sucker for debate though.
the world is in greater peril from those who tolerate or encourage evil than from those who actually commit it- Albert Einstein
Re: The Great War
Symmetry wrote:I think that makes a fine bookend to this line of argument. We done here? I'll probably reply if people want to continue the discussion. For me, the argument is complete. It was an important issue for me, and shouldn't really have detracted so much from the rest of the competition.
I'm a sucker for debate though.
Symmetry, how about you create a tournament so we can all have a laugh? You wouldn't even manage to make a propper OP, needless to say you'd never manage to get it running and even less would you be able to make the follow up.
You're basically just a little parasite, with just one ability.. criticize other people's work and good intentions.

Re: The Great War
betiko wrote:Symmetry wrote:I think that makes a fine bookend to this line of argument. We done here? I'll probably reply if people want to continue the discussion. For me, the argument is complete. It was an important issue for me, and shouldn't really have detracted so much from the rest of the competition.
I'm a sucker for debate though.
Symmetry, how about you create a tournament so we can all have a laugh? You wouldn't even manage to make a propper OP, needless to say you'd never manage to get it running and even less would you be able to make the follow up.
You're basically just a little parasite, with just one ability.. criticize other people's work and good intentions.
I'm a sucker for debating, not for baiting, jackass.
the world is in greater peril from those who tolerate or encourage evil than from those who actually commit it- Albert Einstein
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Re: The Great War
Symmetrical or asymmetrical jackass?
[img]AC1D5A83-79DE-4FED-840B-B4778D0189E5_1_105_c%20(1).jpeg[/img]
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Re: The Great War
Out of curiosity, when do you plan to start issuing zepplin tokens?
Re: The Great War
Eighth quarter archive
[spoiler=Sheikh Saad]Sheikh Sa'ad
A tournament for 30 players.
https://en.wikipedia.org/wiki/Battle_of_Sheikh_Sa%27ad
After the retreat to Kut-al-Amarah, Townshend calculated that he had only enough food to last until January 15th. There was therefore a definite deadline for when the British needed to relieve the troops at Kut.
Conflict over dietary rules in the Indian Army contributed to the shortage. The Hindus would not eat beef, the (Muslim) Punjabi riflemen would not eat pork, and insisted on all meat being halal, while the Sikhs would eat meat but not halal meat, which they consider Kuthra or produced with cruelty. Some of the British officers had their own special demands, born of class rather than religion. (Perfect time to use 4 Star Meats.)
A relief effort was formed, with a newly-formed Tigris Corps of the Indian Army, under the command of Lt. Gen. Fenton Aylmer. (2 maps: Gilgamesh and Indian Empire) Its most important component was the Meerut Division, recently returned from France, where it had seen battle at La Bassée, Neuve Chapelle, Aubers, and Loos. (4 maps: Europe 1914, France, Flanders 1302, Benelux.) While the veteran status of the Meerut Division was something of an asset, it was also in many ways a liability. The Division had suffered heavy losses in France, which had not been entirely replaced. Most importantly, there were critical shortages of warrant officers and senior NCOs, which are crucial to battlefield control.
As the Tigris Corps marched north under the tactical command of Maj. Gen. George Younghusband, it had almost no field intelligence. According to wikipedia, "The area of the Sheikh Sa'ad defenses was flat and featureless. The Ottoman positions were well camouflaged. There was no elevated ground to help provide observation posts for the advancing Tigris Corps" and "Not only did Younghusband have any cavalry, but the weather made it impossible to take advantage of the few airplanes available to the Tigris Corps. The winter rains arrived along the lower Tigris, turning the terrain into a quagmire of mud.[17] Younghusband would later write, ""Having no cavalry, or aeroplanes, or other means of reconnoitering, and the country being as flat as a billiard table, the only way of reconnoitering the Ottomans was to march on, till we bumped into them."[18] On 5 January 1916, Younghusband's troops were informed by local Arabs that Ottoman forces had dug-in just upriver from their position. The next day, the Younghusband's force bumped into the Ottoman positions." (Clearly, this tournament demands 100% FOG!)
Ottoman trenchworks were under construction but incomplete. (Use Trench 1/3 of the time? 1/4? 1/6? Maybe make the Western Front round a trench round, and then add trench randomly in the Finale. That will result in about 9 trench games in 33, or slightly more than 1/4 of the total.)
When the British blundered into the Ottoman positions, Younghusband threw them in, believing as had Townsend the previous year that audacious action was best. His forces, however, were thrown back, and had to regroup. The next day, Aylmer arrived with more forces. He over-ruled Younghusband's strategy, organized and concentrated his forces carefully before resuming the assault. (2 maps: WWII Ardennes representing Younghusband's "Get In There!" strategy, and WWII Gazala representing Aylmer's set-piece strategy).
In the end, the British were successful in capturing Sheikh Sa'ad, but casualties were much higher than expected. The Tigris Corps' tiny medical service was completely overwhelmed, and many troops died of relatively minor injuries because they waited up to 10 days before getting evacuated to a hospital. The battle is considered a British tactical victory, but not a great success. Baghdad seemed just as far away as before. (Map: Battle for Iraq)
The final round will feature all ten maps used previously, plus British Isles.
All games will be Automatic, Sequential, randomly Standard/Terminator, 30-round limit, 24-hour turns, with Chained forts. Maps as indicated above. Rounds 1 to 4 will be all flat and escalating. Round 5 will add nukes to the mix, and the Finale will add Zombie. Round 3 (the Western Front trench round) will be all trench, and the Finale will be randomly trench/no trench. Other rounds will be no trench only.
I've bolded my map thoughts and other considerations in the descriptions above.
There are no score resets in this tournament. (All points cumulative.)
Round 1: 4 points per win
Round 2: 5 points per win
Round 3: 5 points per win
Round 4: 4 points per win
Round 5: 7 points per win
Final Round: 4 points per win
-- DK[/spoiler]
[spoiler=battle of the wadi]wikipedia page: https://en.wikipedia.org/wiki/Battle_of_Wadi_(1916)
firstworldwar.com page: http://www.firstworldwar.com/battles/wadi.htm
For this tournament, we will try something a little different.
Phase 1: 16 players divided into 2 groups will play a single winner-takes-all game on the Oasis map. The settings will be Automatic Sequential Flat Rate Adjacent Forts Foggy Trench, which should let strategy triumph over luck.
Phase 2: The winners of the two Phase 1 games will go directly to a best-of-nine final on WW I Ottoman, Mesopotamia, Indian Empire, Eastern Hemisphere, Tribal War Israel, British Isles, Middle East, World 2.1 and King of the Mountains. The final will be on site default settings. I figure having gone through the gruelling Phase 1 game, you'll be ready for some quickie action.
-- DK[/spoiler]
[spoiler=Battle of Hanna]With time running out for the beleaguered garrison at Kut-el-Amara, General Aylmer made a third attempt to rescue Townshend's forces. Once again it ended in failure. Short on ammunition, Aylmer ordered a very brief artillery bombardment. It did very little damage to the Turks and really only served to spoil what little element of surprise might have been possible.
The British position on the Tigris was going from bad to worse. Not only was each attempt to reach Kut failing more dramatically, but the Turks were gaining confidence and experience, while the British were losing confidence and losing veteran troops. Once again the shortage of doctors was a tragic factor, and many casualties died from relatively minor injuries, while others waited weeks for transport to hospitals in Basra.
For more complete descriptions:
http://www.firstworldwar.com/battles/hanna.htm
https://en.wikipedia.org/wiki/Battle_of_Hanna
The tournament:
This will be a simple 1v1 bracket tourney. To represent the heavily-entrenched Turkish positions, all games will be Trench. To represent the lack of surprise, all games will be Sunny. To represent the poor supply position, we will mix Adjacent and Chained forts. All 5 spoils options will be used.
Round 1: The desperation of Townshend's trapped troops at Kut brings to mind Leonidas' troops at Thermopylae.
Round 2: In past tournaments in the Mesopotamian Campaign, we have used Gilgamesh (representing the Tigris and Euphrates rivers), Middle East, Battle for Iraq, and WW I Ottoman to represent the region, and Indian Empire (representing the Indian troops that made up the bulk of the British army in Mesopotamia.)
Round 3: Aylmer's battle plan was rather unimaginative. After Townshend's brilliant victories the previous year had elevated the reputation of the British, Aylmer's clumsy campaign was lowering it again.
Round 4: By the end of the battle, the British were almost completely without hope.
-- dk[/spoiler]
back to main index
[spoiler=Sheikh Saad]Sheikh Sa'ad
A tournament for 30 players.
https://en.wikipedia.org/wiki/Battle_of_Sheikh_Sa%27ad
After the retreat to Kut-al-Amarah, Townshend calculated that he had only enough food to last until January 15th. There was therefore a definite deadline for when the British needed to relieve the troops at Kut.
Conflict over dietary rules in the Indian Army contributed to the shortage. The Hindus would not eat beef, the (Muslim) Punjabi riflemen would not eat pork, and insisted on all meat being halal, while the Sikhs would eat meat but not halal meat, which they consider Kuthra or produced with cruelty. Some of the British officers had their own special demands, born of class rather than religion. (Perfect time to use 4 Star Meats.)
A relief effort was formed, with a newly-formed Tigris Corps of the Indian Army, under the command of Lt. Gen. Fenton Aylmer. (2 maps: Gilgamesh and Indian Empire) Its most important component was the Meerut Division, recently returned from France, where it had seen battle at La Bassée, Neuve Chapelle, Aubers, and Loos. (4 maps: Europe 1914, France, Flanders 1302, Benelux.) While the veteran status of the Meerut Division was something of an asset, it was also in many ways a liability. The Division had suffered heavy losses in France, which had not been entirely replaced. Most importantly, there were critical shortages of warrant officers and senior NCOs, which are crucial to battlefield control.
As the Tigris Corps marched north under the tactical command of Maj. Gen. George Younghusband, it had almost no field intelligence. According to wikipedia, "The area of the Sheikh Sa'ad defenses was flat and featureless. The Ottoman positions were well camouflaged. There was no elevated ground to help provide observation posts for the advancing Tigris Corps" and "Not only did Younghusband have any cavalry, but the weather made it impossible to take advantage of the few airplanes available to the Tigris Corps. The winter rains arrived along the lower Tigris, turning the terrain into a quagmire of mud.[17] Younghusband would later write, ""Having no cavalry, or aeroplanes, or other means of reconnoitering, and the country being as flat as a billiard table, the only way of reconnoitering the Ottomans was to march on, till we bumped into them."[18] On 5 January 1916, Younghusband's troops were informed by local Arabs that Ottoman forces had dug-in just upriver from their position. The next day, the Younghusband's force bumped into the Ottoman positions." (Clearly, this tournament demands 100% FOG!)
Ottoman trenchworks were under construction but incomplete. (Use Trench 1/3 of the time? 1/4? 1/6? Maybe make the Western Front round a trench round, and then add trench randomly in the Finale. That will result in about 9 trench games in 33, or slightly more than 1/4 of the total.)
When the British blundered into the Ottoman positions, Younghusband threw them in, believing as had Townsend the previous year that audacious action was best. His forces, however, were thrown back, and had to regroup. The next day, Aylmer arrived with more forces. He over-ruled Younghusband's strategy, organized and concentrated his forces carefully before resuming the assault. (2 maps: WWII Ardennes representing Younghusband's "Get In There!" strategy, and WWII Gazala representing Aylmer's set-piece strategy).
In the end, the British were successful in capturing Sheikh Sa'ad, but casualties were much higher than expected. The Tigris Corps' tiny medical service was completely overwhelmed, and many troops died of relatively minor injuries because they waited up to 10 days before getting evacuated to a hospital. The battle is considered a British tactical victory, but not a great success. Baghdad seemed just as far away as before. (Map: Battle for Iraq)
The final round will feature all ten maps used previously, plus British Isles.
All games will be Automatic, Sequential, randomly Standard/Terminator, 30-round limit, 24-hour turns, with Chained forts. Maps as indicated above. Rounds 1 to 4 will be all flat and escalating. Round 5 will add nukes to the mix, and the Finale will add Zombie. Round 3 (the Western Front trench round) will be all trench, and the Finale will be randomly trench/no trench. Other rounds will be no trench only.
I've bolded my map thoughts and other considerations in the descriptions above.
There are no score resets in this tournament. (All points cumulative.)
Round 1: 4 points per win
Round 2: 5 points per win
Round 3: 5 points per win
Round 4: 4 points per win
Round 5: 7 points per win
Final Round: 4 points per win
-- DK[/spoiler]
[spoiler=battle of the wadi]wikipedia page: https://en.wikipedia.org/wiki/Battle_of_Wadi_(1916)
wikipedia wrote:The Battle of Wadi, occurring on 13 January 1916,[2] was an unsuccessful attempt by British forces fighting in Mesopotamia (present-day Iraq) during World War I to relieve beleaguered forces under Sir Charles Townshend then under siege by the Ottoman Sixth Army at Kut-al-Amara.[3][4]
Pushed by regional British Commander-in-Chief Sir John Nixon, General Fenton Aylmer launched an attack against Ottoman defensive positions on the banks of the Wadi River.[5][6] The Wadi was a steep valley of a stream that ran from the north into the River Tigris, some 6 miles (9.7 km) upstream towards Kut-al-Amara from Sheikh Sa'ad.[7] The attack is generally considered as a failure, as although Fenton managed to capture the Wadi, it cost him 1,600 men. The British failure led to Townshend's surrender, along with 10,000 of his men, in the largest single surrender of British troops up to that time. However, the British recaptured Kut in February 1917, on their way to the capture of Baghdad sixteen days later on 11 March 1917
firstworldwar.com page: http://www.firstworldwar.com/battles/wadi.htm
first world war dot com wrote:The first attempt to relieve Sir Charles Townshend's beleaguered force under siege by the Turks at Kut-al-Amara had ended in costly failure at Sheikh Sa'ad. Pushed however by regional British Commander-in-Chief Sir John Nixon, General Aylmer was obliged to rapidly launch another attempt within a week of Sheikh Sa'ad.
While Aylmer was developing a somewhat sceptical view of his prospects of successfully relieving Kut, Nixon had no such doubts. He believed that Aylmer's force of 10,000 men, added to Townshend's 10,000 in Kut, would prove sufficient to break the notoriously unreliable and ill-disciplined Turkish army.
(...)
Aylmer began operations on 13 January 1916. Initially intended to begin during early morning the attack was delayed pending dissipation of a morning mist. However this took rather longer than anticipated, until almost 1pm; meanwhile Aylmer's artillery laboriously crossed the Wadi in readiness to shell the Turk positions.
Meeting little opposition, at least initially, British infantry advanced in thin numbers. So thin indeed that in many places the British advanced directly past Turkish posts, exposing themselves to withering fire from behind.
Quickly becoming bogged down as the element of surprise was lost - 28th Brigade's frontal attack was entirely repulsed - and forced to deal with the unusual circumstances of having to defend from behind, the British advance rapidly slowed. Now aware of British plans Khalil's force swiftly redeployed from a north-south facing position to east-west to avoid being outflanked.
For this tournament, we will try something a little different.
Phase 1: 16 players divided into 2 groups will play a single winner-takes-all game on the Oasis map. The settings will be Automatic Sequential Flat Rate Adjacent Forts Foggy Trench, which should let strategy triumph over luck.
Phase 2: The winners of the two Phase 1 games will go directly to a best-of-nine final on WW I Ottoman, Mesopotamia, Indian Empire, Eastern Hemisphere, Tribal War Israel, British Isles, Middle East, World 2.1 and King of the Mountains. The final will be on site default settings. I figure having gone through the gruelling Phase 1 game, you'll be ready for some quickie action.
-- DK[/spoiler]
[spoiler=Battle of Hanna]With time running out for the beleaguered garrison at Kut-el-Amara, General Aylmer made a third attempt to rescue Townshend's forces. Once again it ended in failure. Short on ammunition, Aylmer ordered a very brief artillery bombardment. It did very little damage to the Turks and really only served to spoil what little element of surprise might have been possible.
The British position on the Tigris was going from bad to worse. Not only was each attempt to reach Kut failing more dramatically, but the Turks were gaining confidence and experience, while the British were losing confidence and losing veteran troops. Once again the shortage of doctors was a tragic factor, and many casualties died from relatively minor injuries, while others waited weeks for transport to hospitals in Basra.
For more complete descriptions:
http://www.firstworldwar.com/battles/hanna.htm
https://en.wikipedia.org/wiki/Battle_of_Hanna
The tournament:
This will be a simple 1v1 bracket tourney. To represent the heavily-entrenched Turkish positions, all games will be Trench. To represent the lack of surprise, all games will be Sunny. To represent the poor supply position, we will mix Adjacent and Chained forts. All 5 spoils options will be used.
Round 1: The desperation of Townshend's trapped troops at Kut brings to mind Leonidas' troops at Thermopylae.
- 3 games on Ancient Greece
Round 2: In past tournaments in the Mesopotamian Campaign, we have used Gilgamesh (representing the Tigris and Euphrates rivers), Middle East, Battle for Iraq, and WW I Ottoman to represent the region, and Indian Empire (representing the Indian troops that made up the bulk of the British army in Mesopotamia.)
- 5 games, 1 each on Gilgamesh, Middle East, Battle for Iraq, WW I Ottoman, and Indian Empire
Round 3: Aylmer's battle plan was rather unimaginative. After Townshend's brilliant victories the previous year had elevated the reputation of the British, Aylmer's clumsy campaign was lowering it again.
- 7 games on WW II Gazala
Round 4: By the end of the battle, the British were almost completely without hope.
- 9 games on Austerlitz
-- dk[/spoiler]
back to main index
“Life is a shipwreck, but we must not forget to sing in the lifeboats.”
― Voltaire
― Voltaire
Re: List of Current and Upcoming Tournaments
A freemium-friendly Great War tournament starts tomorrow.
[spoiler=fifth isonzo]With the French fighting for their very survival at Verdun, they begged their allies to launch new offensives against the Germans to take the pressure off of France. The British responded with a very ambitious offensive on the Somme, the Russians began a somewhat-less ambitious offensive in the Lake Naroch region, and the Italians offered up the least ambitious offensive of all, the Fifth Battle of the Isonzo.
The battle was entered with little advance planning and little enthusiasm. There was inconclusive skirmishing on the Karst plateau. After approximately 4,000 casualties, the battle was suspended on March 15, 2016, only a week after it had begun. At first it was only "suspended" and not officially abandoned, due to atrocious weather which made the mountains impassable. Soon, however, it was abandoned entirely, as it became obvious that the Austrians were planning the attack on Asiago, and the Italians needed to redeploy their forces there.
For the full story, see
firstworldwar dot com: http://www.firstworldwar.com/battles/isonzo5.htm
wikipedia: https://en.wikipedia.org/wiki/Fifth_Battle_of_the_Isonzo
In honour of this small and unambitious campaign, we have a small and unambitious tournament, with a smaller number of games than usual and a smaller prize pool than usual.
-----------------------------------------------------------------------------------------------------------------------
This tournament is freemium-friendly. It is, however, NOT a freemium-exemption tournament: you must keep one of your slots available. 16-players in 1v1 competition. The first five rounds are NOT an elimination bracket. After round 5, half are eliminated and an elimination bracket occurs, seeded by score in the first five.
All games are 1v1 standard, automatic deployment, chained forts, and fog.
Spoils will vary randomly between escalating and no spoils. Trench will vary randomly between trench and no trench.
Phase 1: The French were under desperate pressure at Verdun
Map: France
Phase 2: Britian, Russia, and Italy agreed to open new offensives.
Map: Europe
Phase 3: Italy's contribution was the Fifth Battle of the Isonzo.
Map: Unification Italy
Phase 4: For a week there was fighting on the Karst plateau.
Map: Yugoslavia
Phase 5: The weather got progressively worse.
Map: Antarctica
8 players eliminated; elimination bracket begins.
Phase 6: The battle was pretty much a draw.
Map: King's Court II
Phase 7: Meanwhile, the Austrians prepared their own offensive at Asiago.
Map: Austro-Hungarian Empire
Phase 8: The Italians had to break off and redeploy.
Map: Conquer Rome
-- DK[/spoiler]
[spoiler=fifth isonzo]With the French fighting for their very survival at Verdun, they begged their allies to launch new offensives against the Germans to take the pressure off of France. The British responded with a very ambitious offensive on the Somme, the Russians began a somewhat-less ambitious offensive in the Lake Naroch region, and the Italians offered up the least ambitious offensive of all, the Fifth Battle of the Isonzo.
The battle was entered with little advance planning and little enthusiasm. There was inconclusive skirmishing on the Karst plateau. After approximately 4,000 casualties, the battle was suspended on March 15, 2016, only a week after it had begun. At first it was only "suspended" and not officially abandoned, due to atrocious weather which made the mountains impassable. Soon, however, it was abandoned entirely, as it became obvious that the Austrians were planning the attack on Asiago, and the Italians needed to redeploy their forces there.
For the full story, see
firstworldwar dot com: http://www.firstworldwar.com/battles/isonzo5.htm
wikipedia: https://en.wikipedia.org/wiki/Fifth_Battle_of_the_Isonzo
In honour of this small and unambitious campaign, we have a small and unambitious tournament, with a smaller number of games than usual and a smaller prize pool than usual.
-----------------------------------------------------------------------------------------------------------------------
This tournament is freemium-friendly. It is, however, NOT a freemium-exemption tournament: you must keep one of your slots available. 16-players in 1v1 competition. The first five rounds are NOT an elimination bracket. After round 5, half are eliminated and an elimination bracket occurs, seeded by score in the first five.
All games are 1v1 standard, automatic deployment, chained forts, and fog.
Spoils will vary randomly between escalating and no spoils. Trench will vary randomly between trench and no trench.
Phase 1: The French were under desperate pressure at Verdun
Map: France
Phase 2: Britian, Russia, and Italy agreed to open new offensives.
Map: Europe
Phase 3: Italy's contribution was the Fifth Battle of the Isonzo.
Map: Unification Italy
Phase 4: For a week there was fighting on the Karst plateau.
Map: Yugoslavia
Phase 5: The weather got progressively worse.
Map: Antarctica
8 players eliminated; elimination bracket begins.
Phase 6: The battle was pretty much a draw.
Map: King's Court II
Phase 7: Meanwhile, the Austrians prepared their own offensive at Asiago.
Map: Austro-Hungarian Empire
Phase 8: The Italians had to break off and redeploy.
Map: Conquer Rome
-- DK[/spoiler]
“Life is a shipwreck, but we must not forget to sing in the lifeboats.”
― Voltaire
― Voltaire
Re: The Great War
Ninth Quarter Archive
[spoiler=Le Mort-Homme]Le Mort-Homme

[url](http://www.wereldoorlog1418.nl/battleverdun/battleverdun33/linkeroever01.jpg)[/url]
With the main advance at Verdun completely stalled, Crown Prince Wilhelm decided to try a flanking movement, pivoting on the left bank of the Meuse and taking out the French artillery batteries along the Bois Bourrus Ridge (see map above). On the way to Bois Bourrus was a large hill ominously named Le Mort-Homme (the Dead Man). This had to be seized, and it was here and on neighbouring Hill 304 that some of the bloodiest encounters of the Verdun campaign took place.
A really excellent account of the battle is available at:
http://www.wereldoorlog1418.nl/battleverdun/battleverdun33/index.htm
The carnage really is hard to fathom. Numerically, it's difficult to separate this phase of the battle from the rest of the Verdun campaign. Overall, 700,000 died at Verdun and a similar number were wounded. At least a quarter of that number and probably more were the result of this phase. The link above mentions 89,000 French dead and 82,000 German, although it's not clear if that is for the whole left bank operation or only the initial assault. On May 3rd, 10,000 died in a single day. Several divisions completely ceased to exist. It was not unusual for an infantry battalion to attack with 500 men and return to base with 125.
As was now becoming a common experience on the Western Front, the battlefield was a muddy morass. The incredible volume of artillery shelling destroyed the integrity of the ground itself. The rains and the constant digging of trenches and tunnels further turned the shattered ground into a soupy mess, through which all movement was a chore, even for short distances. In this disgusting wet mess, corpses lay everywhere, their stench filling the air. Supply was unreliable, and the men often went for days without food or fresh water. There are multiple stories of men desperate enough to drink water from the filthy trenches.
In France, Verdun had taken over the national consciousness. Every German advance was felt as a disaster, and every successful counter-attack was celebrated. General Nivelle's famous exhortation "On ne passe pas!" (They shall not pass!) became a motto for defenders not only for Verdun but at many desperate battles since.
So much devastation was wrought that the land itself changed. Hill 304 was 7 metres lower after the battle than before, and Le Mort-Homme hill was reduced by 12 metres. The town of Cumières and several other villages were completely levelled. Le-Mort-Homme is what is known as a "ghost commune" -- one of the areas of France that were declared unfit for humans to live and were never rebuilt after the war. https://en.wikipedia.org/wiki/Cumi%C3%A8res-le-Mort-Homme
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The tournament:
All games are Automatic, Sequential, 24-hour, randomly escalating or nuclear, randomly sun and fog, with a 30-round limit.
Each round has five games except for the final which has eleven.
There is a score reset after Phase 4.
Phase 1: Crown Prince Wilhelm resolved to try to turn the Allies left Flank
This is reminiscent of Austerlitz in its conception.
50 players in 1v1 games, parachute and no trench.
1 point per win
Phase 2: For two days the French are badly mauled and the Germans have many successes
The early success of the Germans against the French is reminiscent of the Western Front in WWII.
33 players in 11-player Terminator games, chained and no trench.
5 points per win
Phase 3: On the third day, a French counter-attack stabilizes the line
So successful was the French counter-attack, that they regained all of the ground they had lost in the previous two days. This back-and-forth fighting puts one in mind of the constant change of fortunes at Gazala.
20 players in 5-player Standard games, parachute and trench.
4 points per win
Phase 4: What followed was two weeks of the bloodiest fighting imaginable
One of the iconic examples of trench warfare: Muddy, cold, dirty, hungry, thirsty troops fought and died in staggering numbers. Entire battalions cease to exist; quite likely 10,000 men died on each day of these two weeks. The artillery barrage is unrelenting, chewing up men, horses, buildings and even the earth itself. The French 29th Division is obliterated; only 3,000 men survived to march into German prison camps.
12 players in Polymorphic Dubs games, adjacent and no trench.
3 points per win
Phase 5: The next six weeks saw a gradual slackening of the battle
With agonizing slowness, the Germans advanced until finally the Bois Bourrus was reached. Events progresses slower than in the opening phases of the battle, but were no less unpleasant. This grinding phase brings to mind the War of the Triple Alliance.
8 players in 8-player Assassin games, parachute and no trench.
3 points per win
Phase 6: Today, the land is a ghost commune
The lucky ones have gravestones. Many do not. Halloween Hallows will get the tap here.
5 players in 5-player Standard games, chained and trench.
2 points per win
-- DK[/spoiler]
[spoiler=Dujaila]Yet another failed attempt to relieve Kut.
For the full story, see http://www.firstworldwar.com/battles/dujaila.htm
A 35-player tournament, with 7 eliminated every round. There are no score resets, but the value of the games goes up every round to allow late-bloomers a chance.
Phase 1: General Aylmer brought 35,000 men
35 players will begin this tournament, in honour of General Aylmer's 35,000. Aylmer was awaiting reinforcements from veteran troops withdrawn from Gallipoli, but his superiors ordered him to attack without further delay.
35 players in five 7-p Standard games on the Gallipoli map, flat rate, fog, parachute reinforcements
Phase 2: With the advance stalled at Hanna, the British try the right bank of the Tigris.
This battle is part of a long series of battles trying to relieve the trapped British garrison at Kut-el-Amara. The Battle of Hanna on the left bank of the Tigris was ongoing when Dujaila was launched.
28 players in five 7-p Standard games on the five basic maps that highlight the Mesopotamia campaign (Gilgamesh, Middle East, Battle For Iraq!, WWI Ottoman Empire, Indian Empire) random spoils, no fog, no trench, randomly chained and adjacent.
Phase 3: General Kemball had, and squandered, the element of surprise.
General Kemball was in charge of Aylmer's A and B columns. As they approached Dujaila, they had complete surprise, and may have scored a brilliant victory. Nonetheless, Kemball refused to launch the attack ahead of schedule. While he waited, the Turks ferried 8,000 men across the Tigris River to reinforce their positions. By the time Kemball attacked, 3 hours later, the Turkish positions had been massively strengthened and all surprise was lost. This stupidly stubborn adherence to a plan, failing to exploit obvious golden opportunities, reminds me of the Japanese commanders in the Solomon Islands campaigns of WWII.
21 players in 7-p Standard games on the WWII Australia map, no spoils, fog, and trench, parachute forts.
Phase 4: General Keary did likewise.
General Keary, commanding the C column, also found and failed to exploit weaknesses in the Ottoman lines, waiting for the correct point in the timetable to begin the attack. We don't have a CC map called "Stupidity" but we do have NYC, and I've gotten myself in trouble by misjudging what time to get on a subway train, so I guess we'll make do with that.
14 players in five 7-p Standard games on NYC, default settings.
Phase 5: After the disaster, General Aylmer was relieved.
Despite incredibly stupid actions by General Kemball and General Keary, they both kept their commands. It was the overall commander, Aylmer, who was recalled in disgrace. He was to never command troops in combat again, and died in 1919.

By Unknown - The Times History of the War vol. XII, Public Domain, https://commons.wikimedia.org/w/index.php?curid=7896357
Fenton Aylmer has a bit of a resemblance to John Chard of Rorke's Drift fame. Like Chard, he began military service as a Royal Engineer and began commanding infantry largely by happenstance. I'm sure he would prefer to be remembered a hero than a failure. There's no harm done by speaking kindly of the dead. Let's send him off with a game on Rorke's Drift.
7 players in five 7-p Standard games on Rorke's Drift, nuclear chained foggy trench.
-- DK[/spoiler]
[spoiler=fifth isonzo]With the French fighting for their very survival at Verdun, they begged their allies to launch new offensives against the Germans to take the pressure off of France. The British responded with a very ambitious offensive on the Somme, the Russians began a somewhat-less ambitious offensive in the Lake Naroch region, and the Italians offered up the least ambitious offensive of all, the Fifth Battle of the Isonzo.
The battle was entered with little advance planning and little enthusiasm. There was inconclusive skirmishing on the Karst plateau. After approximately 4,000 casualties, the battle was suspended on March 15, 2016, only a week after it had begun. At first it was only "suspended" and not officially abandoned, due to atrocious weather which made the mountains impassable. Soon, however, it was abandoned entirely, as it became obvious that the Austrians were planning the attack on Asiago, and the Italians needed to redeploy their forces there.
For the full story, see
firstworldwar dot com: http://www.firstworldwar.com/battles/isonzo5.htm
wikipedia: https://en.wikipedia.org/wiki/Fifth_Battle_of_the_Isonzo
In honour of this small and unambitious campaign, we have a small and unambitious tournament, with a smaller number of games than usual and a smaller prize pool than usual.
-----------------------------------------------------------------------------------------------------------------------
This tournament is freemium-friendly. It is, however, NOT a freemium-exemption tournament: you must keep one of your slots available. 16-players in 1v1 competition. The first five rounds are NOT an elimination bracket. After round 5, half are eliminated and an elimination bracket occurs, seeded by score in the first five.
All games are 1v1 standard, automatic deployment, chained forts, and fog.
Spoils will vary randomly between escalating and no spoils. Trench will vary randomly between trench and no trench.
Phase 1: The French were under desperate pressure at Verdun
Map: France
Phase 2: Britian, Russia, and Italy agreed to open new offensives.
Map: Europe
Phase 3: Italy's contribution was the Fifth Battle of the Isonzo.
Map: Unification Italy
Phase 4: For a week there was fighting on the Karst plateau.
Map: Yugoslavia
Phase 5: The weather got progressively worse.
Map: Antarctica
8 players eliminated; elimination bracket begins.
Phase 6: The battle was pretty much a draw.
Map: King's Court II
Phase 7: Meanwhile, the Austrians prepared their own offensive at Asiago.
Map: Austro-Hungarian Empire
Phase 8: The Italians had to break off and redeploy.
Map: Conquer Rome
-- DK[/spoiler]
back to main index
[spoiler=Le Mort-Homme]Le Mort-Homme

[url](http://www.wereldoorlog1418.nl/battleverdun/battleverdun33/linkeroever01.jpg)[/url]
With the main advance at Verdun completely stalled, Crown Prince Wilhelm decided to try a flanking movement, pivoting on the left bank of the Meuse and taking out the French artillery batteries along the Bois Bourrus Ridge (see map above). On the way to Bois Bourrus was a large hill ominously named Le Mort-Homme (the Dead Man). This had to be seized, and it was here and on neighbouring Hill 304 that some of the bloodiest encounters of the Verdun campaign took place.
A really excellent account of the battle is available at:
http://www.wereldoorlog1418.nl/battleverdun/battleverdun33/index.htm
- I would really, really recommend that you read it.
The carnage really is hard to fathom. Numerically, it's difficult to separate this phase of the battle from the rest of the Verdun campaign. Overall, 700,000 died at Verdun and a similar number were wounded. At least a quarter of that number and probably more were the result of this phase. The link above mentions 89,000 French dead and 82,000 German, although it's not clear if that is for the whole left bank operation or only the initial assault. On May 3rd, 10,000 died in a single day. Several divisions completely ceased to exist. It was not unusual for an infantry battalion to attack with 500 men and return to base with 125.
As was now becoming a common experience on the Western Front, the battlefield was a muddy morass. The incredible volume of artillery shelling destroyed the integrity of the ground itself. The rains and the constant digging of trenches and tunnels further turned the shattered ground into a soupy mess, through which all movement was a chore, even for short distances. In this disgusting wet mess, corpses lay everywhere, their stench filling the air. Supply was unreliable, and the men often went for days without food or fresh water. There are multiple stories of men desperate enough to drink water from the filthy trenches.
In France, Verdun had taken over the national consciousness. Every German advance was felt as a disaster, and every successful counter-attack was celebrated. General Nivelle's famous exhortation "On ne passe pas!" (They shall not pass!) became a motto for defenders not only for Verdun but at many desperate battles since.
So much devastation was wrought that the land itself changed. Hill 304 was 7 metres lower after the battle than before, and Le Mort-Homme hill was reduced by 12 metres. The town of Cumières and several other villages were completely levelled. Le-Mort-Homme is what is known as a "ghost commune" -- one of the areas of France that were declared unfit for humans to live and were never rebuilt after the war. https://en.wikipedia.org/wiki/Cumi%C3%A8res-le-Mort-Homme
-----------------------------------------------------------------------------------------------------------------------
The tournament:
All games are Automatic, Sequential, 24-hour, randomly escalating or nuclear, randomly sun and fog, with a 30-round limit.
Each round has five games except for the final which has eleven.
There is a score reset after Phase 4.
Phase 1: Crown Prince Wilhelm resolved to try to turn the Allies left Flank
This is reminiscent of Austerlitz in its conception.
50 players in 1v1 games, parachute and no trench.
1 point per win
Phase 2: For two days the French are badly mauled and the Germans have many successes
The early success of the Germans against the French is reminiscent of the Western Front in WWII.
33 players in 11-player Terminator games, chained and no trench.
5 points per win
Phase 3: On the third day, a French counter-attack stabilizes the line
So successful was the French counter-attack, that they regained all of the ground they had lost in the previous two days. This back-and-forth fighting puts one in mind of the constant change of fortunes at Gazala.
20 players in 5-player Standard games, parachute and trench.
4 points per win
Phase 4: What followed was two weeks of the bloodiest fighting imaginable
One of the iconic examples of trench warfare: Muddy, cold, dirty, hungry, thirsty troops fought and died in staggering numbers. Entire battalions cease to exist; quite likely 10,000 men died on each day of these two weeks. The artillery barrage is unrelenting, chewing up men, horses, buildings and even the earth itself. The French 29th Division is obliterated; only 3,000 men survived to march into German prison camps.
12 players in Polymorphic Dubs games, adjacent and no trench.
3 points per win
Phase 5: The next six weeks saw a gradual slackening of the battle
With agonizing slowness, the Germans advanced until finally the Bois Bourrus was reached. Events progresses slower than in the opening phases of the battle, but were no less unpleasant. This grinding phase brings to mind the War of the Triple Alliance.
8 players in 8-player Assassin games, parachute and no trench.
3 points per win
Phase 6: Today, the land is a ghost commune
The lucky ones have gravestones. Many do not. Halloween Hallows will get the tap here.
5 players in 5-player Standard games, chained and trench.
2 points per win
-- DK[/spoiler]
[spoiler=Dujaila]Yet another failed attempt to relieve Kut.
For the full story, see http://www.firstworldwar.com/battles/dujaila.htm
A 35-player tournament, with 7 eliminated every round. There are no score resets, but the value of the games goes up every round to allow late-bloomers a chance.
Phase 1: General Aylmer brought 35,000 men
35 players will begin this tournament, in honour of General Aylmer's 35,000. Aylmer was awaiting reinforcements from veteran troops withdrawn from Gallipoli, but his superiors ordered him to attack without further delay.
35 players in five 7-p Standard games on the Gallipoli map, flat rate, fog, parachute reinforcements
Phase 2: With the advance stalled at Hanna, the British try the right bank of the Tigris.
This battle is part of a long series of battles trying to relieve the trapped British garrison at Kut-el-Amara. The Battle of Hanna on the left bank of the Tigris was ongoing when Dujaila was launched.
28 players in five 7-p Standard games on the five basic maps that highlight the Mesopotamia campaign (Gilgamesh, Middle East, Battle For Iraq!, WWI Ottoman Empire, Indian Empire) random spoils, no fog, no trench, randomly chained and adjacent.
Phase 3: General Kemball had, and squandered, the element of surprise.
General Kemball was in charge of Aylmer's A and B columns. As they approached Dujaila, they had complete surprise, and may have scored a brilliant victory. Nonetheless, Kemball refused to launch the attack ahead of schedule. While he waited, the Turks ferried 8,000 men across the Tigris River to reinforce their positions. By the time Kemball attacked, 3 hours later, the Turkish positions had been massively strengthened and all surprise was lost. This stupidly stubborn adherence to a plan, failing to exploit obvious golden opportunities, reminds me of the Japanese commanders in the Solomon Islands campaigns of WWII.
21 players in 7-p Standard games on the WWII Australia map, no spoils, fog, and trench, parachute forts.
Phase 4: General Keary did likewise.
General Keary, commanding the C column, also found and failed to exploit weaknesses in the Ottoman lines, waiting for the correct point in the timetable to begin the attack. We don't have a CC map called "Stupidity" but we do have NYC, and I've gotten myself in trouble by misjudging what time to get on a subway train, so I guess we'll make do with that.
14 players in five 7-p Standard games on NYC, default settings.
Phase 5: After the disaster, General Aylmer was relieved.
Despite incredibly stupid actions by General Kemball and General Keary, they both kept their commands. It was the overall commander, Aylmer, who was recalled in disgrace. He was to never command troops in combat again, and died in 1919.

By Unknown - The Times History of the War vol. XII, Public Domain, https://commons.wikimedia.org/w/index.php?curid=7896357
Fenton Aylmer has a bit of a resemblance to John Chard of Rorke's Drift fame. Like Chard, he began military service as a Royal Engineer and began commanding infantry largely by happenstance. I'm sure he would prefer to be remembered a hero than a failure. There's no harm done by speaking kindly of the dead. Let's send him off with a game on Rorke's Drift.
7 players in five 7-p Standard games on Rorke's Drift, nuclear chained foggy trench.
-- DK[/spoiler]
[spoiler=fifth isonzo]With the French fighting for their very survival at Verdun, they begged their allies to launch new offensives against the Germans to take the pressure off of France. The British responded with a very ambitious offensive on the Somme, the Russians began a somewhat-less ambitious offensive in the Lake Naroch region, and the Italians offered up the least ambitious offensive of all, the Fifth Battle of the Isonzo.
The battle was entered with little advance planning and little enthusiasm. There was inconclusive skirmishing on the Karst plateau. After approximately 4,000 casualties, the battle was suspended on March 15, 2016, only a week after it had begun. At first it was only "suspended" and not officially abandoned, due to atrocious weather which made the mountains impassable. Soon, however, it was abandoned entirely, as it became obvious that the Austrians were planning the attack on Asiago, and the Italians needed to redeploy their forces there.
For the full story, see
firstworldwar dot com: http://www.firstworldwar.com/battles/isonzo5.htm
wikipedia: https://en.wikipedia.org/wiki/Fifth_Battle_of_the_Isonzo
In honour of this small and unambitious campaign, we have a small and unambitious tournament, with a smaller number of games than usual and a smaller prize pool than usual.
-----------------------------------------------------------------------------------------------------------------------
This tournament is freemium-friendly. It is, however, NOT a freemium-exemption tournament: you must keep one of your slots available. 16-players in 1v1 competition. The first five rounds are NOT an elimination bracket. After round 5, half are eliminated and an elimination bracket occurs, seeded by score in the first five.
All games are 1v1 standard, automatic deployment, chained forts, and fog.
Spoils will vary randomly between escalating and no spoils. Trench will vary randomly between trench and no trench.
Phase 1: The French were under desperate pressure at Verdun
Map: France
Phase 2: Britian, Russia, and Italy agreed to open new offensives.
Map: Europe
Phase 3: Italy's contribution was the Fifth Battle of the Isonzo.
Map: Unification Italy
Phase 4: For a week there was fighting on the Karst plateau.
Map: Yugoslavia
Phase 5: The weather got progressively worse.
Map: Antarctica
8 players eliminated; elimination bracket begins.
Phase 6: The battle was pretty much a draw.
Map: King's Court II
Phase 7: Meanwhile, the Austrians prepared their own offensive at Asiago.
Map: Austro-Hungarian Empire
Phase 8: The Italians had to break off and redeploy.
Map: Conquer Rome
-- DK[/spoiler]
back to main index
“Life is a shipwreck, but we must not forget to sing in the lifeboats.”
― Voltaire
― Voltaire
Re: The Great War
Lake Naroch begins later today.
“Life is a shipwreck, but we must not forget to sing in the lifeboats.”
― Voltaire
― Voltaire
- robellis00
- Posts: 66
- Joined: Tue Aug 25, 2009 9:58 am
- Gender: Male
Re: The Great War
Hey, I don't want to make more work for somebody, but isn't it about time we got some new maps for the token criteria? Sept 2014 was a long time ago, the last time new maps were approved. Here are some of my suggestions. Baltic States, Duck and Cover, Europa, Knights, Macedonia, Seige!, Steamworks, WWI Ottoman Empire, Yugoslavia.
Anyone else got any ideas?
Anyone else got any ideas?
Re: The Great War
Coming soon, Tragedy at Kut. See the tourney list for details.
“Life is a shipwreck, but we must not forget to sing in the lifeboats.”
― Voltaire
― Voltaire
- Man from Modesto
- Posts: 100
- Joined: Sat May 08, 2010 5:55 pm
- Gender: Male
- Contact:
Re: The Great War
If you study enough history, you will easily observe: Never surrender to a violent people, esp. to Eastern armies of Muslims or Asians. They kill most of their prisoners. Surrender to the Americans or Europeans, sure. Expect fair treatment and good food. Surrender to Japan? (Bataan). Surrender to Muslim armies (sex slaves, castration, amputation, man-rape, enslavement... see the history of Islam from Mohammed, a caravan raider, to today.)
Better to fight to the last man, even if you have to throw stones, use clever strategies and every resource available- do NOT surrender.
Better to fight to the last man, even if you have to throw stones, use clever strategies and every resource available- do NOT surrender.
- ConfederateSS
- Posts: 4023
- Joined: Wed Dec 31, 2008 1:50 pm
- Location: THE CONFEDERATE STATES of AMERICA and THE OLD WEST!
Re: The Great War
-------This is a World War I thread........Ironically...Even though the Japanese culture looked down on surrender... The Japanese in World War I were known for their good treatment of P.O.W.s...World War II turned everyone into monsters...
ConfederateSS.out!(The Blue and Silver Rebellion)... 
Re: The Great War
So, we're now almost a full year behind. A lot of the tournament writers that were helping in the beginning have dropped out, and I just can't keep up with it. Here's a list of tournaments that should have launched in the last eleven months but didn't because I couldn't keep up with writing them. If anyone wants to take a stab at any of them, that would be great. Don't worry that you don't know how to code the autotournaments; I can take care of that. I just need the composition.
[spoiler=how to write a GREAT WAR tourney]The first step is to understand the battle that you're doing. I usually start with the wikipedia article (pretty much every battle that's ever been fought has a wikipedia article) and then I check out First World War dot com, and then if I'm still not satisfied I'll look it up on kaisercross or some other sites.
http://www.wikipedia.org
http://www.firstworldwar.com
http://www.kaiserscross.com/40020.html
Once you have an idea of how the battle went, the main issue is "what makes it unique?" Is it memorable because it was exceptionally bloody (like the Somme) or extraordinarily cold (like the Battle of Lodz) , or because the battle was interrupted by swarms of killer bees (as was the Battle of Tanga)?
A tournament should have a bit of the flavour of the actual battle. We're trying as best we can to give people the feeling of being there. Now, Risk is a silly babies' game and CC is a pretty blunt instrument, so it really is not easy creating a realistic battle simulation using CC games. Still, we do the best we can.
Here's some aspects of battle, and some of the ways we've represented them:
Once you have your maps and settings, decide on the game types and structures. How many players start, how many rounds do they play, which rounds are elimination rounds and which are non-elimination.[/spoiler]
- Asiago (battle fought 15th of May, 1916, therefore the corresponding tournament should have launched 15th of May, 2016)
- Trentino (battle fought 15th of May, 1916, therefore the corresponding tournament should have launched 15th of May, 2016)
- Jutland (battle fought 31st of May, 1916, therefore the corresponding tournament should have launched 31st of May, 2016)
- Lutsk (battle fought 4th of June, 1916, therefore the corresponding tournament should have launched 4th of June, 2016)
- Khanaquin (battle fought 4th of June, 1916, therefore the corresponding {etc., etc., I think you get the pattern.})
- First Day of the Battle of the Somme, July 1st, 1916
- Bazentin Ridge, July 14th, 1916
- Delville Wood, July 15th, 1916
- Battle of Pozières, July 23rd, 1916
- Romani, August 3rd, 1916
- Sixth Battle of the Isonzo, August 6th, 1916
- Gorizia, August 6th, 1916
- Battle of Guillemont, Sept 3rd
- Seventh Battle of the Isonzo, Sept 14th
- Battle of Flers-Courcelette, Sept 15th
- Eighth Isonzo, October 8th, 1916
- Ninth Isonzo, November 1st
- Maghdaba, December 14th
- Second Kut, Dec. 15th
- Opening 1917, the small but exciting Battle of Khadairi Bend, January 9th, 1917
- Battle of Nahr-al-Kalek, February 26th, 1917
- Fall of Baghdad, March 11th, 1917
- Samarrah, March 13th
- Fallujah, March 19th
- Jebel Hamrin, March 25
- First Gaza, March 26h
[spoiler=how to write a GREAT WAR tourney]The first step is to understand the battle that you're doing. I usually start with the wikipedia article (pretty much every battle that's ever been fought has a wikipedia article) and then I check out First World War dot com, and then if I'm still not satisfied I'll look it up on kaisercross or some other sites.
http://www.wikipedia.org
http://www.firstworldwar.com
http://www.kaiserscross.com/40020.html
Once you have an idea of how the battle went, the main issue is "what makes it unique?" Is it memorable because it was exceptionally bloody (like the Somme) or extraordinarily cold (like the Battle of Lodz) , or because the battle was interrupted by swarms of killer bees (as was the Battle of Tanga)?
A tournament should have a bit of the flavour of the actual battle. We're trying as best we can to give people the feeling of being there. Now, Risk is a silly babies' game and CC is a pretty blunt instrument, so it really is not easy creating a realistic battle simulation using CC games. Still, we do the best we can.
Here's some aspects of battle, and some of the ways we've represented them:
- If it was a winter battle, and cold weather played a part, we've used the Antarctica map.
- If it was a summer battle, and hot weather played a part, we could simulate that with Africa II or maybe Oasis. I got lucky with the battle of Sandfontein -- that actually was a battle fought for control of an oasis, so I used the Oasis map pretty heavily there.
- If it was a fast paced battle where things changed rapidly, we can use Escalating Spoils to create fast games. Other settings that tend to produce fast games are Sunny, No Fog, No Trench, Freestyle, and Unlimited forts.
- If it was a slow, ponderous battle where every inch took a week to gain, we can use Flat Rate and Trench to create slow games. Other slow settings include No Spoils, Adjacent Forts, and to some degree Fog.
- If there was a lot of artillery bombardment, we can simulate that with Nuclear Spoils. We can also use maps where bombardment is important, like Waterloo, Arms Race, Stalingrad, or Duck and Cover.
- Betrayals and mutinies can be represented with Zombie spoils (your own troops turn against you.)
- Amphibious landings or rapid manouvres can be represented with Parachute reinforcements.
- We can of course use maps of the place, and often we have more than one choice. If the battle is in France, we have France, France 2.1, and France 1789 to choose from. Still, a third of all the battles of WWI were fought in France, so it gets pretty limiting if you're too geographically-minded.
- If the battle is in Italy, we can use Italy or Unification Italy but we can also use something like Imperium Romanum.
- If the terrain is a factor, we can look at the terrain maps we have on CC. If it's a big featureless flat field, we can use something like Feudal Epic that's a huge mass of flat land. Or, if we're in the mountains, we can use King of the Mountains as a map. In the first Masurian Lakes battle, James used the Great Lakes map to simulate fighting around the lakes. And so on.
- Labyrinth can represent swampland, and Draknor does a great job of simulating a network of tunnels.
- To avoid using the same maps over and over again, you have to think outside the box. Suez was a really one-sided British victory, so in the final round I used the Trafalgar map, which was another really one-sided British victory. In one tournament I'd already overused some of the obvious choices, so I noted that the German commander was from the Baltic coast, and I stuck in the Baltic Crusades map. If you had a British commander from London you could stick in the London map, if a decorated hero of the battle was from Philadelphia, you could throw in Philadelphia. If someone famous in the battle was a former chess champion you could throw in Knights. In one tournament I used the Steamworks map, with its balloons, to simulate the use of reconnaissance ballooons by the French. In Bita Paka I used Woodboro, because the battle was primarily fought for control of the radio station. That was actually a perfect map, I'm really happy we had it.
Once you have your maps and settings, decide on the game types and structures. How many players start, how many rounds do they play, which rounds are elimination rounds and which are non-elimination.[/spoiler]
“Life is a shipwreck, but we must not forget to sing in the lifeboats.”
― Voltaire
― Voltaire
- ConfederateSS
- Posts: 4023
- Joined: Wed Dec 31, 2008 1:50 pm
- Location: THE CONFEDERATE STATES of AMERICA and THE OLD WEST!
Re: The Great War
Dukasaur wrote:So, we're now almost a full year behind. A lot of the tournament writers that were helping in the beginning have dropped out, and I just can't keep up with it. Here's a list of tournaments that should have launched in the last eleven months but didn't because I couldn't keep up with writing them. If anyone wants to take a stab at any of them, that would be great. Don't worry that you don't know how to code the autotournaments; I can take care of that. I just need the composition.If any of the above makes your short list of "most fascinating battles of World War I", you could consider writing a tournament about it.
- Asiago (battle fought 15th of May, 1916, therefore the corresponding tournament should have launched 15th of May, 2016)
- Trentino (battle fought 15th of May, 1916, therefore the corresponding tournament should have launched 15th of May, 2016)
- Jutland (battle fought 31st of May, 1916, therefore the corresponding tournament should have launched 31st of May, 2016)
- Lutsk (battle fought 4th of June, 1916, therefore the corresponding tournament should have launched 4th of June, 2016)
- Khanaquin (battle fought 4th of June, 1916, therefore the corresponding {etc., etc., I think you get the pattern.})
- First Day of the Battle of the Somme, July 1st, 1916
- Bazentin Ridge, July 14th, 1916
- Delville Wood, July 15th, 1916
- Battle of Pozières, July 23rd, 1916
- Romani, August 3rd, 1916
- Sixth Battle of the Isonzo, August 6th, 1916
- Gorizia, August 6th, 1916
- Battle of Guillemont, Sept 3rd
- Seventh Battle of the Isonzo, Sept 14th
- Battle of Flers-Courcelette, Sept 15th
- Eighth Isonzo, October 8th, 1916
- Ninth Isonzo, November 1st
- Maghdaba, December 14th
- Second Kut, Dec. 15th
- Opening 1917, the small but exciting Battle of Khadairi Bend, January 9th, 1917
- Battle of Nahr-al-Kalek, February 26th, 1917
- Fall of Baghdad, March 11th, 1917
- Samarrah, March 13th
- Fallujah, March 19th
- Jebel Hamrin, March 25
- First Gaza, March 26h
[spoiler=how to write a GREAT WAR tourney]The first step is to understand the battle that you're doing. I usually start with the wikipedia article (pretty much every battle that's ever been fought has a wikipedia article) and then I check out First World War dot com, and then if I'm still not satisfied I'll look it up on kaisercross or some other sites.
http://www.wikipedia.org
http://www.firstworldwar.com
http://www.kaiserscross.com/40020.html
Once you have an idea of how the battle went, the main issue is "what makes it unique?" Is it memorable because it was exceptionally bloody (like the Somme) or extraordinarily cold (like the Battle of Lodz) , or because the battle was interrupted by swarms of killer bees (as was the Battle of Tanga)?
A tournament should have a bit of the flavour of the actual battle. We're trying as best we can to give people the feeling of being there. Now, Risk is a silly babies' game and CC is a pretty blunt instrument, so it really is not easy creating a realistic battle simulation using CC games. Still, we do the best we can.
Here's some aspects of battle, and some of the ways we've represented them:
- If it was a winter battle, and cold weather played a part, we've used the Antarctica map.
- If it was a summer battle, and hot weather played a part, we could simulate that with Africa II or maybe Oasis. I got lucky with the battle of Sandfontein -- that actually was a battle fought for control of an oasis, so I used the Oasis map pretty heavily there.
- If it was a fast paced battle where things changed rapidly, we can use Escalating Spoils to create fast games. Other settings that tend to produce fast games are Sunny, No Fog, No Trench, Freestyle, and Unlimited forts.
- If it was a slow, ponderous battle where every inch took a week to gain, we can use Flat Rate and Trench to create slow games. Other slow settings include No Spoils, Adjacent Forts, and to some degree Fog.
- If there was a lot of artillery bombardment, we can simulate that with Nuclear Spoils. We can also use maps where bombardment is important, like Waterloo, Arms Race, Stalingrad, or Duck and Cover.
- Betrayals and mutinies can be represented with Zombie spoils (your own troops turn against you.)
- Amphibious landings or rapid manouvres can be represented with Parachute reinforcements.
- We can of course use maps of the place, and often we have more than one choice. If the battle is in France, we have France, France 2.1, and France 1789 to choose from. Still, a third of all the battles of WWI were fought in France, so it gets pretty limiting if you're too geographically-minded.
- If the battle is in Italy, we can use Italy or Unification Italy but we can also use something like Imperium Romanum.
- If the terrain is a factor, we can look at the terrain maps we have on CC. If it's a big featureless flat field, we can use something like Feudal Epic that's a huge mass of flat land. Or, if we're in the mountains, we can use King of the Mountains as a map. In the first Masurian Lakes battle, James used the Great Lakes map to simulate fighting around the lakes. And so on.
- Labyrinth can represent swampland, and Draknor does a great job of simulating a network of tunnels.
- To avoid using the same maps over and over again, you have to think outside the box. Suez was a really one-sided British victory, so in the final round I used the Trafalgar map, which was another really one-sided British victory. In one tournament I'd already overused some of the obvious choices, so I noted that the German commander was from the Baltic coast, and I stuck in the Baltic Crusades map. If you had a British commander from London you could stick in the London map, if a decorated hero of the battle was from Philadelphia, you could throw in Philadelphia. If someone famous in the battle was a former chess champion you could throw in Knights. In one tournament I used the Steamworks map, with its balloons, to simulate the use of reconnaissance ballooons by the French. In Bita Paka I used Woodboro, because the battle was primarily fought for control of the radio station. That was actually a perfect map, I'm really happy we had it.
Once you have your maps and settings, decide on the game types and structures. How many players start, how many rounds do they play, which rounds are elimination rounds and which are non-elimination.[/spoiler]
-------You really want to make up 2016 that flew by?
-------Outside of the 3 wonderful research sites you list, would you mind if I used books in my study?
-------Give me a week to look things over...I might be able to throw some time your way...
- mookiemcgee
- Posts: 5761
- Joined: Wed Jul 03, 2013 2:33 pm
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- Location: Northern CA
Re: The Great War
ConfederateSS wrote:Dukasaur wrote:So, we're now almost a full year behind. A lot of the tournament writers that were helping in the beginning have dropped out, and I just can't keep up with it. Here's a list of tournaments that should have launched in the last eleven months but didn't because I couldn't keep up with writing them. If anyone wants to take a stab at any of them, that would be great. Don't worry that you don't know how to code the autotournaments; I can take care of that. I just need the composition.If any of the above makes your short list of "most fascinating battles of World War I", you could consider writing a tournament about it.
- Asiago (battle fought 15th of May, 1916, therefore the corresponding tournament should have launched 15th of May, 2016)
- Trentino (battle fought 15th of May, 1916, therefore the corresponding tournament should have launched 15th of May, 2016)
- Jutland (battle fought 31st of May, 1916, therefore the corresponding tournament should have launched 31st of May, 2016)
- Lutsk (battle fought 4th of June, 1916, therefore the corresponding tournament should have launched 4th of June, 2016)
- Khanaquin (battle fought 4th of June, 1916, therefore the corresponding {etc., etc., I think you get the pattern.})
- First Day of the Battle of the Somme, July 1st, 1916
- Bazentin Ridge, July 14th, 1916
- Delville Wood, July 15th, 1916
- Battle of Pozières, July 23rd, 1916
- Romani, August 3rd, 1916
- Sixth Battle of the Isonzo, August 6th, 1916
- Gorizia, August 6th, 1916
- Battle of Guillemont, Sept 3rd
- Seventh Battle of the Isonzo, Sept 14th
- Battle of Flers-Courcelette, Sept 15th
- Eighth Isonzo, October 8th, 1916
- Ninth Isonzo, November 1st
- Maghdaba, December 14th
- Second Kut, Dec. 15th
- Opening 1917, the small but exciting Battle of Khadairi Bend, January 9th, 1917
- Battle of Nahr-al-Kalek, February 26th, 1917
- Fall of Baghdad, March 11th, 1917
- Samarrah, March 13th
- Fallujah, March 19th
- Jebel Hamrin, March 25
- First Gaza, March 26h
[spoiler=how to write a GREAT WAR tourney]The first step is to understand the battle that you're doing. I usually start with the wikipedia article (pretty much every battle that's ever been fought has a wikipedia article) and then I check out First World War dot com, and then if I'm still not satisfied I'll look it up on kaisercross or some other sites.
http://www.wikipedia.org
http://www.firstworldwar.com
http://www.kaiserscross.com/40020.html
Once you have an idea of how the battle went, the main issue is "what makes it unique?" Is it memorable because it was exceptionally bloody (like the Somme) or extraordinarily cold (like the Battle of Lodz) , or because the battle was interrupted by swarms of killer bees (as was the Battle of Tanga)?
A tournament should have a bit of the flavour of the actual battle. We're trying as best we can to give people the feeling of being there. Now, Risk is a silly babies' game and CC is a pretty blunt instrument, so it really is not easy creating a realistic battle simulation using CC games. Still, we do the best we can.
Here's some aspects of battle, and some of the ways we've represented them:
- If it was a winter battle, and cold weather played a part, we've used the Antarctica map.
- If it was a summer battle, and hot weather played a part, we could simulate that with Africa II or maybe Oasis. I got lucky with the battle of Sandfontein -- that actually was a battle fought for control of an oasis, so I used the Oasis map pretty heavily there.
- If it was a fast paced battle where things changed rapidly, we can use Escalating Spoils to create fast games. Other settings that tend to produce fast games are Sunny, No Fog, No Trench, Freestyle, and Unlimited forts.
- If it was a slow, ponderous battle where every inch took a week to gain, we can use Flat Rate and Trench to create slow games. Other slow settings include No Spoils, Adjacent Forts, and to some degree Fog.
- If there was a lot of artillery bombardment, we can simulate that with Nuclear Spoils. We can also use maps where bombardment is important, like Waterloo, Arms Race, Stalingrad, or Duck and Cover.
- Betrayals and mutinies can be represented with Zombie spoils (your own troops turn against you.)
- Amphibious landings or rapid manouvres can be represented with Parachute reinforcements.
- We can of course use maps of the place, and often we have more than one choice. If the battle is in France, we have France, France 2.1, and France 1789 to choose from. Still, a third of all the battles of WWI were fought in France, so it gets pretty limiting if you're too geographically-minded.
- If the battle is in Italy, we can use Italy or Unification Italy but we can also use something like Imperium Romanum.
- If the terrain is a factor, we can look at the terrain maps we have on CC. If it's a big featureless flat field, we can use something like Feudal Epic that's a huge mass of flat land. Or, if we're in the mountains, we can use King of the Mountains as a map. In the first Masurian Lakes battle, James used the Great Lakes map to simulate fighting around the lakes. And so on.
- Labyrinth can represent swampland, and Draknor does a great job of simulating a network of tunnels.
- To avoid using the same maps over and over again, you have to think outside the box. Suez was a really one-sided British victory, so in the final round I used the Trafalgar map, which was another really one-sided British victory. In one tournament I'd already overused some of the obvious choices, so I noted that the German commander was from the Baltic coast, and I stuck in the Baltic Crusades map. If you had a British commander from London you could stick in the London map, if a decorated hero of the battle was from Philadelphia, you could throw in Philadelphia. If someone famous in the battle was a former chess champion you could throw in Knights. In one tournament I used the Steamworks map, with its balloons, to simulate the use of reconnaissance ballooons by the French. In Bita Paka I used Woodboro, because the battle was primarily fought for control of the radio station. That was actually a perfect map, I'm really happy we had it.
Once you have your maps and settings, decide on the game types and structures. How many players start, how many rounds do they play, which rounds are elimination rounds and which are non-elimination.[/spoiler]
-------You really want to make up 2016 that flew by?
-------Outside of the 3 wonderful research sites you list, would you mind if I used books in my study?
-------Give me a week to look things over...I might be able to throw some time your way...ConfederateSS.out!(The Blue and Silver Rebellion)...
.....I know, I'm probably one of the last people you would expect to bring the cavalry to the rescue...I speak out because I love Conquer Club...All most of us want...For the High Command to hear us...To better the site...
......How many people knew Japan was known for great treatment of it's P.O.W.'s in WWI?...Might need some Japan maps in TGW marathon...
Props to you for stepping up Confed!!!
Re: The Great War
I was actually thinking about how this tournament progresses after checking the scoreboard and then the lists of tournaments broken down into quarters.
The event has greatly reduced in speed of creation of tournaments while expanded in complexity for the latter tourneys issued. This said it is virtually impossible to make any significant improvements of one's related score because it became harder to win (it takes a lot longer) and there are also fewer tourneys to get into. The guys that entered right from the start and won have their positions secured.
That's some general view of the current state of events.
Now regarding your post requiring help I've actually thought about participating in organizing or at least making some suggestion about the Eastern Front, more precisely the Romanian participation of which I know a thing or two. Was actually wondering how come the Eastern front didn't get into this event since we seem to be covering some engagements that aren't so widely known. I mean everyone with some general idea about WWI history knows about Verdun, Marne, the Somme or Gallipoli, but - at least for me - I've actually learned for the first time about Kut, Hanna, Wadi or Loos and much more.
And I've also discovered a wikipedia article, more precisely this one: https://en.wikipedia.org/wiki/List_of_W ... _I_battles which seems to be the precise timeline of the Great War event in here.
There are 2 things that come to my mind: the list is both incomplete in main events of the WWI (I mentioned Romania's participation, but also the Brusilov offensive for example and might be more) and it's also too thorough to be covered in a casual scenario like with tourneys of CC.
And especially with the current lack of momentum, I guess it would be worth to change the approach a bit.
As I wrote in the first paragraph, I believe the issue about "competition" and scoreboard is settled...
Now maybe it would worth to change the approach and to keep making fewer tourneys but with a wider cover with respect to WWI events (just like the later tournaments in the event). So instead of making another 5 tourneys for the Isonzos, maybe make a more elaborate tourney about "War in Italy and austrian Alps in late1916-beginning of 1917" or something of the sorts.
Or, in terms of relative articles that serve as starting point, maybe use the more generic https://en.wikipedia.org/wiki/World_War_I and go into later details if it need to.
That being said I can offer my help, but I'd rather cover some aspects of significance....in the sense that even though that some engagement between 2 british gunboats and 3 turkish monitors somewhere on the Tigris at the beginning of 1917 most likely was a significant event for that time and for the participants, now 100 years away I guess it would really worth if we can go through the more general scene of the events.
The event has greatly reduced in speed of creation of tournaments while expanded in complexity for the latter tourneys issued. This said it is virtually impossible to make any significant improvements of one's related score because it became harder to win (it takes a lot longer) and there are also fewer tourneys to get into. The guys that entered right from the start and won have their positions secured.
That's some general view of the current state of events.
Now regarding your post requiring help I've actually thought about participating in organizing or at least making some suggestion about the Eastern Front, more precisely the Romanian participation of which I know a thing or two. Was actually wondering how come the Eastern front didn't get into this event since we seem to be covering some engagements that aren't so widely known. I mean everyone with some general idea about WWI history knows about Verdun, Marne, the Somme or Gallipoli, but - at least for me - I've actually learned for the first time about Kut, Hanna, Wadi or Loos and much more.
And I've also discovered a wikipedia article, more precisely this one: https://en.wikipedia.org/wiki/List_of_W ... _I_battles which seems to be the precise timeline of the Great War event in here.
There are 2 things that come to my mind: the list is both incomplete in main events of the WWI (I mentioned Romania's participation, but also the Brusilov offensive for example and might be more) and it's also too thorough to be covered in a casual scenario like with tourneys of CC.
And especially with the current lack of momentum, I guess it would be worth to change the approach a bit.
As I wrote in the first paragraph, I believe the issue about "competition" and scoreboard is settled...
Or, in terms of relative articles that serve as starting point, maybe use the more generic https://en.wikipedia.org/wiki/World_War_I and go into later details if it need to.
That being said I can offer my help, but I'd rather cover some aspects of significance....in the sense that even though that some engagement between 2 british gunboats and 3 turkish monitors somewhere on the Tigris at the beginning of 1917 most likely was a significant event for that time and for the participants, now 100 years away I guess it would really worth if we can go through the more general scene of the events.
Re: The Great War
Coming soon....
A new Great War tourney from [player]xroads[/player]
[spoiler=Jutland]
.... and a new Great War tourney from ConfederateSS
[spoiler=Asiago]
A new Great War tourney from [player]xroads[/player]
[spoiler=Jutland]
[/spoiler]xroads wrote:The Battle of Jutland was the only major sea battle of WWI, and the winner is still in doubt to this day. It was fought in the North Sea off the coast of Denmark from May 31st to June st 2016.
From WIKI
https://en.wikipedia.org/wiki/Battle_of_Jutland
"Germany's High Seas Fleet intended to lure out, trap, and destroy a portion of the Grand Fleet, as the German naval force was insufficient to openly engage the entire British fleet. This formed part of a larger strategy to break the British blockade of Germany and to allow German naval vessels access to the Atlantic. Meanwhile, Great Britain's Royal Navy pursued a strategy of engaging and destroying the High Seas Fleet, thereby keeping German naval forces contained and away from Britain and her shipping lanes.[4]
The Germans planned to use Vice-Admiral Franz Hipper's fast scouting group of five modern battlecruisers to lure Vice-Admiral Sir David Beatty's battlecruiser squadrons into the path of the main German fleet. They stationed submarines in advance across the likely routes of the British ships. However, the British learned from signal intercepts that a major fleet operation was likely, so on 30 May Jellicoe sailed with the Grand Fleet to rendezvous with Beatty, passing over the locations of the German submarine picket lines while they were unprepared. The German plan had been delayed, causing further problems for their submarines, which had reached the limit of their endurance at sea.
On the afternoon of 31 May, Beatty encountered Hipper's battlecruiser force long before the Germans had expected. In a running battle, Hipper successfully drew the British vanguard into the path of the High Seas Fleet. By the time Beatty sighted the larger force and turned back towards the British main fleet, he had lost two battlecruisers from a force of six battlecruisers and four powerful battleships – though he had sped ahead of his battleships of 5th Battle Squadron earlier in the day, effectively losing them as an integral component for much of this opening action against the five ships commanded by Hipper. Beatty's withdrawal at the sight of the High Seas Fleet, which the British had not known were in the open sea, would reverse the course of the battle by drawing the German fleet in pursuit towards the British Grand Fleet. Between 18:30, when the sun was lowering on the western horizon, back-lighting the German forces, and nightfall at about 20:30, the two fleets – totalling 250 ships between them – directly engaged twice.
Fourteen British and eleven German ships sank, with great loss of life. After sunset, and throughout the night, Jellicoe manoeuvred to cut the Germans off from their base, hoping to continue the battle the next morning, but under the cover of darkness Scheer broke through the British light forces forming the rearguard of the Grand Fleet and returned to port.[5]
Both sides claimed victory. The British lost more ships and twice as many sailors but succeeded in containing the German fleet. However, the British press criticised the Grand Fleet's failure to force a decisive outcome, while Scheer's plan of destroying a substantial portion of the British fleet also failed. Finally, the British strategy of denying Germany access to both the United Kingdom and the Atlantic did succeed, which was the British long-term goal.[6] The Germans' "fleet in being" continued to pose a threat, requiring the British to keep their battleships concentrated in the North Sea, but the battle re-inforced the German policy of avoiding all fleet-to-fleet contact. At the end of 1916, after further unsuccessful attempts to reduce the Royal Navy's numerical advantage, the German Navy accepted that its surface ships had been successfully contained, subsequently turning its efforts and resources to unrestricted submarine warfare and the destruction of Allied and neutral shipping, which - along with the Zimmermann Telegram - by April 1917 triggered the United States of America's declaration of war on Germany.[7]"
Since this battle was a big guessing game of who was where, all games will be fog. All games will have 20 round limits
Round 1 48 players High Seas 8 player games, no spoils, 3 games
Round 2 48 players Europa 4 player games, escalating assassin 5 games per round
Round 3 48 players British isles 1 vs 1, games 5 games per round. Fog, escalating, parachute.
Score Resets
Round 4 36 players Trafalgar. 6 player, fog, freestyle, escalating. 5 games
Round 5 36 players, Spanish Armada 4 players, fog, nuclear 3 games
Round 6 36 players Battle of Actium 1vs1 fog, flat rate, 5 games
Score Resets
Round 7 24 players Kingdom of Denmark 6 players, fog, nuclear, 5 games
Round 8 24 players Nordic Nations 4 players, fog, flat rate 3 games
Round 9 24 players Copenhagen 1vs1 fog, 5 games, nuclear
Score Resets
Round 10 12 players High Seas 6 player games escalating, 5 games
Round 11 12 players Germany 4 players, assassin, escalating. 5 games
Round 12 12 players 1982 fog trench escalating 1vs1 7 games
.... and a new Great War tourney from ConfederateSS
[spoiler=Asiago]
ConfederateSS wrote:The Battle of Asiago/Story line.
-----Hello all, my name is Wayward Day. I am an American who is studying abroad in Florence, Italy. One day I decided to go site seeing. To enjoy and soak the 1000's of years of History of a country and the surrounding area of Europe. While I'm lucky enough to be here free on scholarships. "Luck" is the key work, as I was soon to find out.
-----I chose to go biking in the northern part of Italy. I found myself in the mountains of The Alps known as the Dolomites. In the area of Trentino. As I explored the area. I came across a path with white and yellow dove symbols painted everywhere. White doves on wood and yellow doves on rock. There was a sigh,"Sentiero della Pace"(Path of Peace). One of the symbols started glowing. Yup, you guessed it. I touched it. Bright flashes of light, then I passed out.
-----When I awoke. It was to the sound of thunder or what I thought was thunder. I soon realized I wasn't where I thought I was. Oh, I was in the same spot. But I found myself dressed in different clothes. I looked around, the painted doves had vanished. I came across a man laying on the ground. When I spoke to him. My words were no longer in English. But Italian and German.
-----He told me he was dressed like an Austro-Hungarian. Because he was an Italian spy. He was dying and told me to get these papers to Italian General Luigi Cadorna. Leader of the Italian armies. But he sorta laughed. For Cadorna is one of the worst generals ever, he claimed. As he handed me his satchel his eyes closed for the last time. I soon came to accept where I was. Right smack in the middle of The First World War. Although part of me still didn't believe it.
-----When I arrived at Italian H.Q.. I was taken to Cadorna. I pulled the papers out of the satchel and handed them to him. I told him it was the Austro-Hungarian battle plans. MARKED: The Strafexpedition or punishment expedition. He was impressed that I spoke English, Italian and German. The plans were by the leader of the Austro-Hungarian forces. General Conrad von Hoetzendorff. He wanted Italy to pay for switching sides in the war.
-----Austro-Hungarian's army was made up of: 3rd and 11th armies,300 battalions and 2,000 artillery guns. Where as Italy's army was made up of: 1st and 5th armies, 172 battalions and 850 artillery guns.
-----Conrad's plan was to break through the Alps into the Venetian Plain. Cut of the Italian troops along the Isonzo in the south. Forcing Italy out of the war. The plans revealed the attack had been postponed 4 times do to snow. The new target date was today May 15th, 1916.
-----As I was informing Cadorna. He stopped me. He let me know the attack is underway. The thunder I heard this morning. Was the Austro-Hungarian guns opening up a barrage of shells raining down on Italian positions all along the line. As 400,000 Aus/Hun troops poured in there after. Although surprised ,Cadorna was already making plans in the Venetian Plain. He was pulling troops together from all over Italy to form The V Army. In case his forces are beaten back in the Alps. Up until the attack. Cadorna considered the Trentino region a backwater place. As opposed to the Isonzo river. Most Italian soldiers felt the same way. The area had kept Italy safe from invaders. As far back as The Roman Empire. No one would be crazy enough to try an attack there. Cadorna would soon come to realize just how unpredictable Conrad is.
-----As news from the front lines poured in. I would inform Cadorna. During which time he would tell me stories of what Austro-Hungarian troops were doing in the region before Italy switched sides. A deal with the Allies which would give Italy land from the Aus/Hun Empire. Where Italian people lived. The Aus/Hun Empire was arresting anyone who refused to serve in the army. Or those who tried to help them. The Aus/Hun Empire would send them to refugees camps by train. A long the way. Boys and men would be taken off the trains. To help dig and build fortifications along the Aus/Hun-Italian border. The most famous of these. Was The Emperor's Fortress. Built by Emperor Franz Josef. It was his own Maginot Line if you will, so to speak.
-----As the Aus/Hun guns continued to pound the Italians. The barrage would last from, May 15th to May 20th. The Aus/Hun army knew from fighting the Russians in the Carpathians. That it was vital to secure an army's flanks in mountain warfare. Cadorna told me. He was well aware. The wounded started returning from the battlefield. Many Italians were pummeled not just by the shells from the Aus/Hun army. But by the rocky ground, that showered them with lethal chips of rock and steel.
-----As the days past the news was not good for Cadorna. The Aus/Hun army was pushing through the Asiago Plain. The Italian reinforcements tried to hold back the Aus/Hun's at bay. But to no avail. The Italians were being pushed back to their last line of defense. As they knew failure here, would destroy all of Italy's defense everywhere.
-----The 11th Aus/Hun army under the command of Count Viktor Dankl von Krasnik on May 15th crushed the Italian forces between Vallarsa and Val d'Astro. All Cadorna could do is listen as. Aus/Hun army would take Val Terragnolo and the Altopiano di Tonezza. Between May 15th and May 20th, Colsanto, Mount Maggio, Mount Torano, Mount Campomolon and Mount Spitz di Tonezza all fell into Aus/Hun hands. On May 20th the 3rd Aus/Hun army under the command of General Hermann Kovess. Was thrown into the battle at Altopiano dei Settie Comuni.
-----I could see the 1,000 yard stare in Cadorna's face. As he was coming to grips with the facts that the Aus/Hun army in a span of 2 weeks. With a flood of 400,000 troops Conrad had pulled off the Russian front. Had smashed through the Italian center line. Captured 30,000 Italian soldiers. Was on the door step of the Venetian Plain. With only a few natural barriers that Cadorna hoped would stand in their way. Cadorna could only imagine what his counterpart General Conrad von Hoetzendorff was feeling. As Hoetzendorff had his most goal of the offensive in reach. The encirclement of Isonzo. With the news on paper coming in. The Aus/Hun army leaders had every reason to celebrate.
-----Cadorna could see his forces were not going easy. Their resolve remained unbroken. As the Aus/Hun army was finding them to be rugged as they advanced. As the center was cracking. The Italian flanks were holding strong. Which pleased Cadorna. He knew that is what Hoetzendorff was trying to break.
-----As the reports of the fighting came in. Put on the war front battle board. One thing was becoming quite clear to Cadorna. Although the Aus/Hun army controlled the best part of the Sette Communi plateau and the upper portion of the Brenta valley. That area was a sorta blocked in place. Which made it hard to maneuver or advance. Which was a blessing for Cadorna. It gave the Italian troops a chance to gain time. To regroup and catch a second wind. I watched as Cadorna addressed his men. As he prepared Italy's last stand, on the Venetian Plain. He shouted his order,"Remember that here we defend the soil of our country and the honor of our army. These positions are to be defended to the death.
-----Cadorna let on to me. He had pulled of a miracle. In just 3 days time. He pulled troops from all over Italy. Formed the V Army to make a last stand on the Venetian Plain. The V army was made up of 5 corps, a cavalry div., and 400,000 men in total. He knew full well, that the Aus/Hun army was running out of steam. They had no help of their own to call on. The rest of their troops were tied up elsewhere.
-----On May 25th knowing the Italians were regrouping. The Aus/Hun army attacked Monte Cimone north of Arsiero, pushing 2 Italian Alpini battalions. Causing Cadorna to realign his front lines. Some good news for Cadorna coming in was that the Aus/Hun High Command with it's early success in the offensive. Became overconfident and sent troops East from the front. Fearing a Russian attack.
-----On June 4th the Italian H.Q. exploded in cheers. For news came in. That in Glacia, the Russians opened up an offensive of their own(not that Italy hasn't been begging them for weeks). Under the command of General Aleksei Brusilov. June 5th marked the High point of the Aus/Hun offensive in Trentino. The momentum was disappearing for the Aus/Huns. Was quickly building steam on the Italian side.
-----Cadorna started his counteroffensive. Unleashing the V army on June 14th. On June 16th they were pushing at the Aus/Hun flanks. The same day General Hoetzendorff called of his offensive. News was to cause mass celebration on June 25th throughout Italy. For on the 25th of June, The Austro-Hungarian High Command ended all offensives in the region. Cadorna had done what many armies had done before him. Repel the Invaders on the Venetian Plain. Saved Italy, keeping Italy in the war. In one of the treacherous battles of World War I. Where more died from the cold and nature, then from the enemy.
-----As I turned and took one last look at a relieved Italian H.Q., I started walking away. My satchel started glowing, like the dove symbol earlier. Flash of light...Where will I find myself this time?
[/spoiler]ConfederateSS wrote:Battle of Asiago/Tournament...1/11
-------Wayward Day's Diary:
-----When I arrived at Italian H.Q.. The Austro-Hungarian offensive(The Strafexpedition) was underway. The Aus/Hun High Command took 18 divisions from the Eastern front. Made up of 400,000 men and 2,000 heavy guns. Their hope was to surprise and smash the Italians in The Alps. Break through to the Venetian Plain. Cut the southern Italian forces at the Isonzo river off. Knocking Italy out of the war.
-----Early successes almost made it possible. If not for a brave last stand by the Italians on the Venetian Plain. Also at the same time, with a weakened Austro-Hungarian Eastern front. The Russians launched an offensive of their own. In a turn of events. The Aus/Hun High Command had to stop their offensive(Strafexpedition). Which allowed Italy to stay in The First World War.
Round 1:(Reason for map---Armies since the Roman Empire have tried to invade Italy from the Alps.)
The Strafexpedition, Gen. Conrad von Hoetzendorff's Austro-Hungarian plan to punish Italy for switching sides in The First World War. With the thumbs up from Archduke Eugene. The offensive against Italy in the Alps opened up on May 15th, 1916. With a barrage of 2,000 artillery guns raining down on Italian lines all along the front.
24 start and 24 move on. Map: Imperium Romanum.,8 players play once, Terminator, Auto, Sequential, Flat Rate, Adjacent, Fog, 30 rounds.
Round 2:
On May 16 Cadorna seen the key position of Mount Pasubio had not been occupied. Ann Italian battalion was hurried up. In a night time march by way of the Passo di Xamo. They beat the Aus/Hun army by 2 hours. When the Aus/Hun army showed up. They were quickly repelled by the Italian defenders.
24 start and 22 move on. Map: King of The Mountains.,1-vs-1,3 games, standard, Auto, Sequential, Escalating, Chained, Fog, 30 rounds.
Round 3:(Reason for map---Many died from frostbite.)
On May 24th The Aus/Hun infantry advanced along the great ridge from Col Santa. Gen. Bertorri had just 4 brigades to stop them by the Barcola Pass. The conditions were very hard, and frostbite was responsible for many casualties.For the snow still lay deep on the high ridges.
22 start and 18 move on. Map: Dustbowl., 1-vs-1, 5 games, Standard, Auto, Sequential,(Flat Rate, Nuclear,Zombie),(Chained,Adjacent), Fog, Trench,30 rounds.
Round 4:(Reason for maps---Misreading orders)
On May 25th the Italian Alpine troops withdrew by misreading an order. The Aus/Hun army was able to occupy the vital position of Corno di Campo Verde. Do to the blunder.
18 start and 18 move on. Maps:(Doodle Earth,Crossword,Poker Club),6 players play on all 3 maps once.,Terminator, Auto, Sequential,(Flat Rate,Nuclear,Zombie),(Chained,Adjacent), Fog,Trench, 30 rounds.
Round 5:
On May 26th Cadorna thought it was wise to make further preparations to considered and planned a retreat from the Isonzo and Cadoro.
18 start and 16 move on. Map: Conquer Rome.,6 players play 3 games.,Terminator, Auto, Sequential, Escalating, Unlimited, Fog, 30 rounds.
Round 6:
On May 27th Conrad asked the Germans to send to Italy a division of the Aus/Hun XII corps, which belonged to prince Leopold's army group. By then Cadorna was holding. Except the parts where Dankl and Kovess were advancing.
16 start and 12 move on. Maps:(Austro-Hungarian Empire, Italy).,4-4 player games, 2 on Austro-Hungarian Empire, 2 on Italy,Standard, Auto, Sequential, Escalating, Chained, Fog, Trench, 30 rounds.
Round 7:(Reason for map---Lost in the dark)
On May 29th Dankl's army took possession of Pria Fora. When the Italians who were falling back. Lost their way in the dark, by passing Pria Fora.
12 start and 8 move on. Map: Madness, 6 players play 3 games., Assassin, Auto, Sequential,(Escalating,Flat Rate),(Chained,Adjacent), Fog, Trench, 30 rounds.
Round 8:
On May 28th Kovess had been pushing back the Italians in the Seven Communes. Asiago was evacuated, in the north the 34th div. retreated across the Nos and Campomulo valleys. But communications were hard. Kovess had to make his efforts more to the south.
8 start and 8 move on. Map: Magyarorszag, 4 players, 5 games, Standard, Auto, Sequential, Flat Rate, Adjacent, Fog, Trench, 30 rounds.
Round 9:(Reason for map---Cadorna formed the V army in 3 days.)
On June 2nd Cadorna's V army was assembled in the Venetian Plain. To make Italy's last stand.
8 start and 4 move on. Map: Unification of Italy, 4 players, 3 games, Terminator, Auto, Sequential,(Escalating,Nuclear,Zombie),(Chained,Adjacent), Fog, 30 rounds.
Round 10:(Reason for map---The Russians attack on the Eastern front.)
On June 4th Russian Gen. Brusilov broke through at Lutsk, in the East.
4 start and 2 move on. Map: WWII Eastern Front, 4 players, 5 games, Assassin, Auto, Sequential, Escalating, Chained, Fog, 30 rounds.
Round 11:
On June 6 in spite of the Russian news. Conrad pressed the attack for 10 more days. The Archduke Charles kept attacking Petitti's div. and Kirchbach's I corps made great effort. But with his troops being sent East and Italian reinforcements. Conrad called off the offensive on June 16th 1916. But minor skirmishes continued as both sides stabilized. Italy was saved and stayed in The First World War.
2 start ---Map: Italy, 1-vs-1,7 games Standard, Auto, Sequential,(Flat Rate,Nuclear,Zombie),(Chained,Adjacent), Fog, Trench, 30 rounds.
“Life is a shipwreck, but we must not forget to sing in the lifeboats.”
― Voltaire
― Voltaire
Re: The Great War
Thanks folks, we need as much as possible help to get this event moving forward, should be tough to come back on track soon but seeing 2 new add'on are going out shows us there is helpers there....need more 
".....Under Phucumol treatment....."
https://youtu.be/zlusWzDY4qw
https://youtu.be/zlusWzDY4qw
- mookiemcgee
- Posts: 5761
- Joined: Wed Jul 03, 2013 2:33 pm
- Gender: Male
- Location: Northern CA
Re: The Great War
Dukasaur wrote:Coming soon....
A new Great War tourney from [player]xroads[/player]
[spoiler=Jutland][/spoiler]xroads wrote:The Battle of Jutland was the only major sea battle of WWI, and the winner is still in doubt to this day. It was fought in the North Sea off the coast of Denmark from May 31st to June st 2016.
From WIKI
https://en.wikipedia.org/wiki/Battle_of_Jutland
"Germany's High Seas Fleet intended to lure out, trap, and destroy a portion of the Grand Fleet, as the German naval force was insufficient to openly engage the entire British fleet. This formed part of a larger strategy to break the British blockade of Germany and to allow German naval vessels access to the Atlantic. Meanwhile, Great Britain's Royal Navy pursued a strategy of engaging and destroying the High Seas Fleet, thereby keeping German naval forces contained and away from Britain and her shipping lanes.[4]
The Germans planned to use Vice-Admiral Franz Hipper's fast scouting group of five modern battlecruisers to lure Vice-Admiral Sir David Beatty's battlecruiser squadrons into the path of the main German fleet. They stationed submarines in advance across the likely routes of the British ships. However, the British learned from signal intercepts that a major fleet operation was likely, so on 30 May Jellicoe sailed with the Grand Fleet to rendezvous with Beatty, passing over the locations of the German submarine picket lines while they were unprepared. The German plan had been delayed, causing further problems for their submarines, which had reached the limit of their endurance at sea.
On the afternoon of 31 May, Beatty encountered Hipper's battlecruiser force long before the Germans had expected. In a running battle, Hipper successfully drew the British vanguard into the path of the High Seas Fleet. By the time Beatty sighted the larger force and turned back towards the British main fleet, he had lost two battlecruisers from a force of six battlecruisers and four powerful battleships – though he had sped ahead of his battleships of 5th Battle Squadron earlier in the day, effectively losing them as an integral component for much of this opening action against the five ships commanded by Hipper. Beatty's withdrawal at the sight of the High Seas Fleet, which the British had not known were in the open sea, would reverse the course of the battle by drawing the German fleet in pursuit towards the British Grand Fleet. Between 18:30, when the sun was lowering on the western horizon, back-lighting the German forces, and nightfall at about 20:30, the two fleets – totalling 250 ships between them – directly engaged twice.
Fourteen British and eleven German ships sank, with great loss of life. After sunset, and throughout the night, Jellicoe manoeuvred to cut the Germans off from their base, hoping to continue the battle the next morning, but under the cover of darkness Scheer broke through the British light forces forming the rearguard of the Grand Fleet and returned to port.[5]
Both sides claimed victory. The British lost more ships and twice as many sailors but succeeded in containing the German fleet. However, the British press criticised the Grand Fleet's failure to force a decisive outcome, while Scheer's plan of destroying a substantial portion of the British fleet also failed. Finally, the British strategy of denying Germany access to both the United Kingdom and the Atlantic did succeed, which was the British long-term goal.[6] The Germans' "fleet in being" continued to pose a threat, requiring the British to keep their battleships concentrated in the North Sea, but the battle re-inforced the German policy of avoiding all fleet-to-fleet contact. At the end of 1916, after further unsuccessful attempts to reduce the Royal Navy's numerical advantage, the German Navy accepted that its surface ships had been successfully contained, subsequently turning its efforts and resources to unrestricted submarine warfare and the destruction of Allied and neutral shipping, which - along with the Zimmermann Telegram - by April 1917 triggered the United States of America's declaration of war on Germany.[7]"
Since this battle was a big guessing game of who was where, all games will be fog. All games will have 20 round limits
Round 1 48 players High Seas 8 player games, no spoils, 3 games
Round 2 48 players Europa 4 player games, escalating assassin 5 games per round
Round 3 48 players British isles 1 vs 1, games 5 games per round. Fog, escalating, parachute.
Score Resets
Round 4 36 players Trafalgar. 6 player, fog, freestyle, escalating. 5 games
Round 5 36 players, Spanish Armada 4 players, fog, nuclear 3 games
Round 6 36 players Battle of Actium 1vs1 fog, flat rate, 5 games
Score Resets
Round 7 24 players Kingdom of Denmark 6 players, fog, nuclear, 5 games
Round 8 24 players Nordic Nations 4 players, fog, flat rate 3 games
Round 9 24 players Copenhagen 1vs1 fog, 5 games, nuclear
Score Resets
Round 10 12 players High Seas 6 player games escalating, 5 games
Round 11 12 players Germany 4 players, assassin, escalating. 5 games
Round 12 12 players 1982 fog trench escalating 1vs1 7 games
.... and a new Great War tourney from ConfederateSS
[spoiler=Asiago]ConfederateSS wrote:The Battle of Asiago/Story line.
-----Hello all, my name is Wayward Day. I am an American who is studying abroad in Florence, Italy. One day I decided to go site seeing. To enjoy and soak the 1000's of years of History of a country and the surrounding area of Europe. While I'm lucky enough to be here free on scholarships. "Luck" is the key work, as I was soon to find out.
-----I chose to go biking in the northern part of Italy. I found myself in the mountains of The Alps known as the Dolomites. In the area of Trentino. As I explored the area. I came across a path with white and yellow dove symbols painted everywhere. White doves on wood and yellow doves on rock. There was a sigh,"Sentiero della Pace"(Path of Peace). One of the symbols started glowing. Yup, you guessed it. I touched it. Bright flashes of light, then I passed out.
-----When I awoke. It was to the sound of thunder or what I thought was thunder. I soon realized I wasn't where I thought I was. Oh, I was in the same spot. But I found myself dressed in different clothes. I looked around, the painted doves had vanished. I came across a man laying on the ground. When I spoke to him. My words were no longer in English. But Italian and German.
-----He told me he was dressed like an Austro-Hungarian. Because he was an Italian spy. He was dying and told me to get these papers to Italian General Luigi Cadorna. Leader of the Italian armies. But he sorta laughed. For Cadorna is one of the worst generals ever, he claimed. As he handed me his satchel his eyes closed for the last time. I soon came to accept where I was. Right smack in the middle of The First World War. Although part of me still didn't believe it.
-----When I arrived at Italian H.Q.. I was taken to Cadorna. I pulled the papers out of the satchel and handed them to him. I told him it was the Austro-Hungarian battle plans. MARKED: The Strafexpedition or punishment expedition. He was impressed that I spoke English, Italian and German. The plans were by the leader of the Austro-Hungarian forces. General Conrad von Hoetzendorff. He wanted Italy to pay for switching sides in the war.
-----Austro-Hungarian's army was made up of: 3rd and 11th armies,300 battalions and 2,000 artillery guns. Where as Italy's army was made up of: 1st and 5th armies, 172 battalions and 850 artillery guns.
-----Conrad's plan was to break through the Alps into the Venetian Plain. Cut of the Italian troops along the Isonzo in the south. Forcing Italy out of the war. The plans revealed the attack had been postponed 4 times do to snow. The new target date was today May 15th, 1916.
-----As I was informing Cadorna. He stopped me. He let me know the attack is underway. The thunder I heard this morning. Was the Austro-Hungarian guns opening up a barrage of shells raining down on Italian positions all along the line. As 400,000 Aus/Hun troops poured in there after. Although surprised ,Cadorna was already making plans in the Venetian Plain. He was pulling troops together from all over Italy to form The V Army. In case his forces are beaten back in the Alps. Up until the attack. Cadorna considered the Trentino region a backwater place. As opposed to the Isonzo river. Most Italian soldiers felt the same way. The area had kept Italy safe from invaders. As far back as The Roman Empire. No one would be crazy enough to try an attack there. Cadorna would soon come to realize just how unpredictable Conrad is.
-----As news from the front lines poured in. I would inform Cadorna. During which time he would tell me stories of what Austro-Hungarian troops were doing in the region before Italy switched sides. A deal with the Allies which would give Italy land from the Aus/Hun Empire. Where Italian people lived. The Aus/Hun Empire was arresting anyone who refused to serve in the army. Or those who tried to help them. The Aus/Hun Empire would send them to refugees camps by train. A long the way. Boys and men would be taken off the trains. To help dig and build fortifications along the Aus/Hun-Italian border. The most famous of these. Was The Emperor's Fortress. Built by Emperor Franz Josef. It was his own Maginot Line if you will, so to speak.
-----As the Aus/Hun guns continued to pound the Italians. The barrage would last from, May 15th to May 20th. The Aus/Hun army knew from fighting the Russians in the Carpathians. That it was vital to secure an army's flanks in mountain warfare. Cadorna told me. He was well aware. The wounded started returning from the battlefield. Many Italians were pummeled not just by the shells from the Aus/Hun army. But by the rocky ground, that showered them with lethal chips of rock and steel.
-----As the days past the news was not good for Cadorna. The Aus/Hun army was pushing through the Asiago Plain. The Italian reinforcements tried to hold back the Aus/Hun's at bay. But to no avail. The Italians were being pushed back to their last line of defense. As they knew failure here, would destroy all of Italy's defense everywhere.
-----The 11th Aus/Hun army under the command of Count Viktor Dankl von Krasnik on May 15th crushed the Italian forces between Vallarsa and Val d'Astro. All Cadorna could do is listen as. Aus/Hun army would take Val Terragnolo and the Altopiano di Tonezza. Between May 15th and May 20th, Colsanto, Mount Maggio, Mount Torano, Mount Campomolon and Mount Spitz di Tonezza all fell into Aus/Hun hands. On May 20th the 3rd Aus/Hun army under the command of General Hermann Kovess. Was thrown into the battle at Altopiano dei Settie Comuni.
-----I could see the 1,000 yard stare in Cadorna's face. As he was coming to grips with the facts that the Aus/Hun army in a span of 2 weeks. With a flood of 400,000 troops Conrad had pulled off the Russian front. Had smashed through the Italian center line. Captured 30,000 Italian soldiers. Was on the door step of the Venetian Plain. With only a few natural barriers that Cadorna hoped would stand in their way. Cadorna could only imagine what his counterpart General Conrad von Hoetzendorff was feeling. As Hoetzendorff had his most goal of the offensive in reach. The encirclement of Isonzo. With the news on paper coming in. The Aus/Hun army leaders had every reason to celebrate.
-----Cadorna could see his forces were not going easy. Their resolve remained unbroken. As the Aus/Hun army was finding them to be rugged as they advanced. As the center was cracking. The Italian flanks were holding strong. Which pleased Cadorna. He knew that is what Hoetzendorff was trying to break.
-----As the reports of the fighting came in. Put on the war front battle board. One thing was becoming quite clear to Cadorna. Although the Aus/Hun army controlled the best part of the Sette Communi plateau and the upper portion of the Brenta valley. That area was a sorta blocked in place. Which made it hard to maneuver or advance. Which was a blessing for Cadorna. It gave the Italian troops a chance to gain time. To regroup and catch a second wind. I watched as Cadorna addressed his men. As he prepared Italy's last stand, on the Venetian Plain. He shouted his order,"Remember that here we defend the soil of our country and the honor of our army. These positions are to be defended to the death.
-----Cadorna let on to me. He had pulled of a miracle. In just 3 days time. He pulled troops from all over Italy. Formed the V Army to make a last stand on the Venetian Plain. The V army was made up of 5 corps, a cavalry div., and 400,000 men in total. He knew full well, that the Aus/Hun army was running out of steam. They had no help of their own to call on. The rest of their troops were tied up elsewhere.
-----On May 25th knowing the Italians were regrouping. The Aus/Hun army attacked Monte Cimone north of Arsiero, pushing 2 Italian Alpini battalions. Causing Cadorna to realign his front lines. Some good news for Cadorna coming in was that the Aus/Hun High Command with it's early success in the offensive. Became overconfident and sent troops East from the front. Fearing a Russian attack.
-----On June 4th the Italian H.Q. exploded in cheers. For news came in. That in Glacia, the Russians opened up an offensive of their own(not that Italy hasn't been begging them for weeks). Under the command of General Aleksei Brusilov. June 5th marked the High point of the Aus/Hun offensive in Trentino. The momentum was disappearing for the Aus/Huns. Was quickly building steam on the Italian side.
-----Cadorna started his counteroffensive. Unleashing the V army on June 14th. On June 16th they were pushing at the Aus/Hun flanks. The same day General Hoetzendorff called of his offensive. News was to cause mass celebration on June 25th throughout Italy. For on the 25th of June, The Austro-Hungarian High Command ended all offensives in the region. Cadorna had done what many armies had done before him. Repel the Invaders on the Venetian Plain. Saved Italy, keeping Italy in the war. In one of the treacherous battles of World War I. Where more died from the cold and nature, then from the enemy.
-----As I turned and took one last look at a relieved Italian H.Q., I started walking away. My satchel started glowing, like the dove symbol earlier. Flash of light...Where will I find myself this time?[/spoiler]ConfederateSS wrote:Battle of Asiago/Tournament...1/11
-------Wayward Day's Diary:
-----When I arrived at Italian H.Q.. The Austro-Hungarian offensive(The Strafexpedition) was underway. The Aus/Hun High Command took 18 divisions from the Eastern front. Made up of 400,000 men and 2,000 heavy guns. Their hope was to surprise and smash the Italians in The Alps. Break through to the Venetian Plain. Cut the southern Italian forces at the Isonzo river off. Knocking Italy out of the war.
-----Early successes almost made it possible. If not for a brave last stand by the Italians on the Venetian Plain. Also at the same time, with a weakened Austro-Hungarian Eastern front. The Russians launched an offensive of their own. In a turn of events. The Aus/Hun High Command had to stop their offensive(Strafexpedition). Which allowed Italy to stay in The First World War.
Round 1:(Reason for map---Armies since the Roman Empire have tried to invade Italy from the Alps.)
The Strafexpedition, Gen. Conrad von Hoetzendorff's Austro-Hungarian plan to punish Italy for switching sides in The First World War. With the thumbs up from Archduke Eugene. The offensive against Italy in the Alps opened up on May 15th, 1916. With a barrage of 2,000 artillery guns raining down on Italian lines all along the front.
24 start and 24 move on. Map: Imperium Romanum.,8 players play once, Terminator, Auto, Sequential, Flat Rate, Adjacent, Fog, 30 rounds.
Round 2:
On May 16 Cadorna seen the key position of Mount Pasubio had not been occupied. Ann Italian battalion was hurried up. In a night time march by way of the Passo di Xamo. They beat the Aus/Hun army by 2 hours. When the Aus/Hun army showed up. They were quickly repelled by the Italian defenders.
24 start and 22 move on. Map: King of The Mountains.,1-vs-1,3 games, standard, Auto, Sequential, Escalating, Chained, Fog, 30 rounds.
Round 3:(Reason for map---Many died from frostbite.)
On May 24th The Aus/Hun infantry advanced along the great ridge from Col Santa. Gen. Bertorri had just 4 brigades to stop them by the Barcola Pass. The conditions were very hard, and frostbite was responsible for many casualties.For the snow still lay deep on the high ridges.
22 start and 18 move on. Map: Dustbowl., 1-vs-1, 5 games, Standard, Auto, Sequential,(Flat Rate, Nuclear,Zombie),(Chained,Adjacent), Fog, Trench,30 rounds.
Round 4:(Reason for maps---Misreading orders)
On May 25th the Italian Alpine troops withdrew by misreading an order. The Aus/Hun army was able to occupy the vital position of Corno di Campo Verde. Do to the blunder.
18 start and 18 move on. Maps:(Doodle Earth,Crossword,Poker Club),6 players play on all 3 maps once.,Terminator, Auto, Sequential,(Flat Rate,Nuclear,Zombie),(Chained,Adjacent), Fog,Trench, 30 rounds.
Round 5:
On May 26th Cadorna thought it was wise to make further preparations to considered and planned a retreat from the Isonzo and Cadoro.
18 start and 16 move on. Map: Conquer Rome.,6 players play 3 games.,Terminator, Auto, Sequential, Escalating, Unlimited, Fog, 30 rounds.
Round 6:
On May 27th Conrad asked the Germans to send to Italy a division of the Aus/Hun XII corps, which belonged to prince Leopold's army group. By then Cadorna was holding. Except the parts where Dankl and Kovess were advancing.
16 start and 12 move on. Maps:(Austro-Hungarian Empire, Italy).,4-4 player games, 2 on Austro-Hungarian Empire, 2 on Italy,Standard, Auto, Sequential, Escalating, Chained, Fog, Trench, 30 rounds.
Round 7:(Reason for map---Lost in the dark)
On May 29th Dankl's army took possession of Pria Fora. When the Italians who were falling back. Lost their way in the dark, by passing Pria Fora.
12 start and 8 move on. Map: Madness, 6 players play 3 games., Assassin, Auto, Sequential,(Escalating,Flat Rate),(Chained,Adjacent), Fog, Trench, 30 rounds.
Round 8:
On May 28th Kovess had been pushing back the Italians in the Seven Communes. Asiago was evacuated, in the north the 34th div. retreated across the Nos and Campomulo valleys. But communications were hard. Kovess had to make his efforts more to the south.
8 start and 8 move on. Map: Magyarorszag, 4 players, 5 games, Standard, Auto, Sequential, Flat Rate, Adjacent, Fog, Trench, 30 rounds.
Round 9:(Reason for map---Cadorna formed the V army in 3 days.)
On June 2nd Cadorna's V army was assembled in the Venetian Plain. To make Italy's last stand.
8 start and 4 move on. Map: Unification of Italy, 4 players, 3 games, Terminator, Auto, Sequential,(Escalating,Nuclear,Zombie),(Chained,Adjacent), Fog, 30 rounds.
Round 10:(Reason for map---The Russians attack on the Eastern front.)
On June 4th Russian Gen. Brusilov broke through at Lutsk, in the East.
4 start and 2 move on. Map: WWII Eastern Front, 4 players, 5 games, Assassin, Auto, Sequential, Escalating, Chained, Fog, 30 rounds.
Round 11:
On June 6 in spite of the Russian news. Conrad pressed the attack for 10 more days. The Archduke Charles kept attacking Petitti's div. and Kirchbach's I corps made great effort. But with his troops being sent East and Italian reinforcements. Conrad called off the offensive on June 16th 1916. But minor skirmishes continued as both sides stabilized. Italy was saved and stayed in The First World War.
2 start ---Map: Italy, 1-vs-1,7 games Standard, Auto, Sequential,(Flat Rate,Nuclear,Zombie),(Chained,Adjacent), Fog, Trench, 30 rounds.
Thank you Confed and X-roads! Mookie like autotourneys, and mookie need to catch up to silly Shoop and Ukey.
Re: The Great War
Game 17343173 should I have won a token for this?
- iAmCaffeine
- Posts: 11699
- Joined: Mon Apr 01, 2013 5:38 pm
Re: The Great War
iAmCaffeine wrote:It's crazy to think this has already been going for three years.
I believe a lot of people were making that same comment one hundred years ago about the real deal.
Re: The Great War
The second Trentino tourney is ready to launch.
Meanwhile, we have something new from [player]ConfederateSS[/player], the Battle of Khanaquin:
Meanwhile, we have something new from [player]ConfederateSS[/player], the Battle of Khanaquin:
ConfederateSS wrote:--------Tournament of The Battle of Khanaqin-------
----1/7...NO TRENCH..........16 Player Tournament---
--------------Wayward Day's Diary: June 4th,1916
-----My third travel in this Great War has brought me to the center of the Sun. Well the Middle East. It appears I am a German soldier who is traveling with the Turkish 6th army. Our commander is Lt.Col. Ali Ishan Bey. We have been sent to stop the Russians under the command of General Baratov. From taking the city of Khanaqin. It is the only massive battle fought between the Russian and Ottoman Empires on the Mesopotamian front. My guess there would have been more. But when the Bolsheviks took power in Russia. They took Russia out of The Great War.
-----Anyway the battle went totally in favor of the Turks. Ishan was able to stop Baratov's advance in the area. The Turks chased the Russians out of Mesopotamia. However, there is news of an Arab revolt. Have to see if it amounts to anything.
Round 1:(maps--because of Mesopotamia)
--The Russians attacked the town of Khanaqin head on. But the Turkish unit led by Sevket Bey held onto the death. The Russians fled.
16 start and 16 move on. Maps:Battle for Iraq,Ziggurat,4-4 player games,2 on Battle for Iraq,2 on Ziggurat,Standard,Auto,Sequential,Escalating,(Unlimited,Chained),30 rounds.
Round 2:(maps--Ishan-born in Istanbul,Genocide,looks Arabic)
--Ali Ishan Bey is widely known for his part in the Armenian Genocide. He was born in Constantinople before the Turks changed the name to Istanbul.
16 start and 8 move on. Maps:Classic Cities:Istanbul,Das Schloss,Thyseneal,2-8 players play,2 on C.C.:Istanbul,2 on Das Schloss,2 on Thyseneal,Terminator,Auto,Sequential,Escalating,(Unlimited,Chained),30 rounds.
Round 3:(map--because of Mesopotamia)
--The only massive clash between The Ottoman and Russian Empires in the Mesopotamian front.
8 start and 8 move on. Map:Gilgamesh,2-4 players play,7 games,Terminator,Auto,Sequential,Escalating,(Unlimited,Chained),30 rounds.
Round 4:(maps--because of The Ottoman Empire)
--Lands taken and owned and attacked by the West of The Ottoman Empire"the sick man of Europe".
8 start and 6 move on.Maps:WWII Ottaman Empire,Third Crusade,2-4 players play,2 on WWII Ottaman Empire,2 on Third Crusade,Assassin,Auto,Sequential,Escalating,(Unlimited,Chained),30 rounds.
Round 5:(map--Oasis--hot as the Sun)
--The horrible heat led to many desertions and death.
6 start and 4 move on.Map:Oasis,6 players play,3 games,Terminator,Auto,Sequential,(Nuclear,Zombie),Chained,Fog(sand storm),30 rounds.
Round 6:(map--Soviet Union--Russia/Bolsheviks)
--The Bolsheviks take control of Russia. They take Russia out of World War I.
4 start and 2 move on.Map:Soviet Union,4 players play,5 games,Assassin,Auto,Sequential,Escalating,(Unlimited,Chained),30 rounds.
Round 7:(map--because Arab Revolt--Middle East)
--After chasing away the Russians. The Turks had to deal with"The Great Arab Rising" or The Arab Revolt.
2 start ,Map:Middle East,1-vs-1,9 games,Standard,Auto,Sequential,Escalating,Chained,Fog(sand storm),30 rounds.
“Life is a shipwreck, but we must not forget to sing in the lifeboats.”
― Voltaire
― Voltaire
- ConfederateSS
- Posts: 4023
- Joined: Wed Dec 31, 2008 1:50 pm
- Location: THE CONFEDERATE STATES of AMERICA and THE OLD WEST!
Re: The Great War
Dukasaur wrote:The second Trentino tourney is ready to launch.
Meanwhile, we have something new from [player]ConfederateSS[/player], the Battle of Khanaquin:ConfederateSS wrote:--------Tournament of The Battle of Khanaqin-------
----1/7...NO TRENCH..........16 Player Tournament---
--------------Wayward Day's Diary: June 4th,1916
-----My third travel in this Great War has brought me to the center of the Sun. Well the Middle East. It appears I am a German soldier who is traveling with the Turkish 6th army. Our commander is Lt.Col. Ali Ishan Bey. We have been sent to stop the Russians under the command of General Baratov. From taking the city of Khanaqin. It is the only massive battle fought between the Russian and Ottoman Empires on the Mesopotamian front. My guess there would have been more. But when the Bolsheviks took power in Russia. They took Russia out of The Great War.
-----Anyway the battle went totally in favor of the Turks. Ishan was able to stop Baratov's advance in the area. The Turks chased the Russians out of Mesopotamia. However, there is news of an Arab revolt. Have to see if it amounts to anything.
Round 1:(maps--because of Mesopotamia)
--The Russians attacked the town of Khanaqin head on. But the Turkish unit led by Sevket Bey held onto the death. The Russians fled.
16 start and 16 move on. Maps:Battle for Iraq,Ziggurat,4-4 player games,2 on Battle for Iraq,2 on Ziggurat,Standard,Auto,Sequential,Escalating,(Unlimited,Chained),30 rounds.
Round 2:(maps--Ishan-born in Istanbul,Genocide,looks Arabic)
--Ali Ishan Bey is widely known for his part in the Armenian Genocide. He was born in Constantinople before the Turks changed the name to Istanbul.
16 start and 8 move on. Maps:Classic Cities:Istanbul,Das Schloss,Thyseneal,2-8 players play,2 on C.C.:Istanbul,2 on Das Schloss,2 on Thyseneal,Terminator,Auto,Sequential,Escalating,(Unlimited,Chained),30 rounds.
Round 3:(map--because of Mesopotamia)
--The only massive clash between The Ottoman and Russian Empires in the Mesopotamian front.
8 start and 8 move on. Map:Gilgamesh,2-4 players play,7 games,Terminator,Auto,Sequential,Escalating,(Unlimited,Chained),30 rounds.
Round 4:(maps--because of The Ottoman Empire)
--Lands taken and owned and attacked by the West of The Ottoman Empire"the sick man of Europe".
8 start and 6 move on.Maps:WWII Ottaman Empire,Third Crusade,2-4 players play,2 on WWII Ottaman Empire,2 on Third Crusade,Assassin,Auto,Sequential,Escalating,(Unlimited,Chained),30 rounds.
Round 5:(map--Oasis--hot as the Sun)
--The horrible heat led to many desertions and death.
6 start and 4 move on.Map:Oasis,6 players play,3 games,Terminator,Auto,Sequential,(Nuclear,Zombie),Chained,Fog(sand storm),30 rounds.
Round 6:(map--Soviet Union--Russia/Bolsheviks)
--The Bolsheviks take control of Russia. They take Russia out of World War I.
4 start and 2 move on.Map:Soviet Union,4 players play,5 games,Assassin,Auto,Sequential,Escalating,(Unlimited,Chained),30 rounds.
Round 7:(map--because Arab Revolt--Middle East)
--After chasing away the Russians. The Turks had to deal with"The Great Arab Rising" or The Arab Revolt.
2 start ,Map:Middle East,1-vs-1,9 games,Standard,Auto,Sequential,Escalating,Chained,Fog(sand storm),30 rounds.
-----Yes,I know, I forgot the "u" in Khanaquin. I told Duk not to fix it. I am going to give Wayward Day, and everyone else a little fact about perfection. Since this battle takes place in Persia.
-----The great rug makers of Old Persia. Would make these huge awesome rugs. Perfect until the last stitch. Yes they themselves would screw up the last stitch on purpose. Why? Because they believed the only thing in the world that was perfect. IS GOD. So for them to make a perfect rug would be an insult to God. I think a lot of know it all, nit pickers on this site. Could learn a valuable lesson from the Ancient Persians.


