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Re: The Great War

Postby Dukasaur on Sat Dec 02, 2017 12:56 pm

jfm10 wrote:Can i donate 30 of my Great War Cannons to a pool and have Duk distribute when players ask for some?


I have given some to everyone who has asked. Mind you, if there were hundreds of requests, I probably couldn't afford it, but the limited number of requests that have come in have been easily manageable.
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Re: The Great War

Postby Hooch on Sat Dec 02, 2017 5:07 pm

IcePack wrote:There isn’t, admin would have to manually take away and add it themselves
That being said if duka gets the admin to do it or code something to automate it I have 64 to contribute to the pool

Throw it out there, can they be gifted to the conquer gods?

They like stars just get printed, they don't have any real value or do they?
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Re: The Great War

Postby Dukasaur on Sat Dec 02, 2017 7:47 pm

Hooch wrote:
IcePack wrote:There isn’t, admin would have to manually take away and add it themselves
That being said if duka gets the admin to do it or code something to automate it I have 64 to contribute to the pool

Throw it out there, can they be gifted to the conquer gods?

They like stars just get printed, they don't have any real value or do they?


All inventory items have a nominal value. (Whether they're actually worth that is a completely separate question I won't get into.) Tank tokens cost me 1 credit each, the same value as silver stars.

And, no, they cannot be sacrificed. The Gods only eat stars, no other inventory items.
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Re: The Great War

Postby angola on Sun Dec 03, 2017 10:25 pm

In my last nine wins in Great War games I haven't received a cannon token. I know it's random, but that's about as irritating as my goddamn dice lately.

I've won:

four two-player games
one four-player game
two five-player games
one six-player game
one seven-player game

And no tokens! Damn the CC dice generator and damn the CC Great War cannon token generator!
Highest rank: 48th. Highest score: 3,384. Feb. 9, 2014.
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Re: The Great War

Postby riskllama on Mon Dec 04, 2017 1:42 am

pistols & helmets, pls.
O:)
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nietzsche is awesome
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Re: The Great War

Postby Dukasaur on Tue Dec 05, 2017 2:14 am

Kostiuchnowka

wikipedia: https://en.wikipedia.org/wiki/Battle_of_Kostiuchn%C3%B3wka
wikipedia wrote:The Battle of Kostiuchnówka was a World War I battle that took place July 4–6, 1916, near the village of Kostiuchnówka (Kostyukhnivka) and the Styr River in the Volhynia region of modern Ukraine, then part of the Russian Empire. It was a major clash between the Russian Army and the Polish Legions (part of the Austro-Hungarian Army) during the opening phase of the Brusilov Offensive.

Image
By Unknown - Scanned from: Bitwa pod Kostiuchnówką, Zwycięstwa Oręża Polskiego Nr 16. Rzeczpospolita and Mówią Wieki. Various authors and editors. 17 June 2006, PD-US, https://en.wikipedia.org/w/index.php?curid=20762225

The Polish Legions had a double purpose: they served the Austro-Hungarian Empire of which they were part, but their ultimate aim was to pave the way for the restoration of an independent Poland. Jozef Pilsudski, founder of the Polish Legions, believed that Austria-Hungary would disintegrate spontaneously. The most dangerous enemy of Polish independence was Russia, and Russia would have to be beaten for Polish independence to be restored.

The Polish Legions effectively held the Steyr region from the start of the war, and were respected by the German and Austro-Hungarian commands. With the opening of the Brusilov Offensive in 1916, however, the Poles were attacked by a much larger Russian Corps than they had previously faced. Despite fierce resistance, they did eventually succumb.

This will be a very simple tournament, based on the map, WWII Poland, which celebrates Polish resistance in the great war after the Great War. All games will use the basic settings that are most popular on this map: Escalating, Foggy, Chained.

16 players start
Round 1: best-of-3 1v1 games, 8 advance, scores reset
Round 2: 4 8-player games, 4 advance, scores reset
Round 3: 5 4-player games
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Re: The Great War

Postby Dukasaur on Tue Dec 05, 2017 8:51 am

angola wrote:In my last nine wins in Great War games I haven't received a cannon token. I know it's random, but that's about as irritating as my goddamn dice lately.

I've won:

four two-player games
one four-player game
two five-player games
one six-player game
one seven-player game

And no tokens! Damn the CC dice generator and damn the CC Great War cannon token generator!


Don't forget tokens only drop from public games on the specified list:
Click here for eligible games
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Re: The Great War

Postby Dukasaur on Tue Dec 05, 2017 5:35 pm

Rumania Part 2
gigi_b wrote:
4. The enthusiastic initiative against an under-strength opponent. First phase for the Battle of Transylvania

Romania entered the conflict as soon as the official declaration of war was delivered to Austro-Hungary on the 27th of August 1916.

What ensued for the next couple of months came to be called the Battle for Transylvania(27 Aug-25 Oct 1916). It began as an enthusiastic offensive across the Eastern and Southern Carpathians, with the Second Army as the main group and the First and Fourth on its flanks, with the general aim of controlling the Mureș river. The plan was that the natural border of the river would both become a good defensive position in case of a counter-offensive and will also contract the front line by roughly 500 km, turning the front line from an (inverse) "L" shape (which was very long, thus hard to operate on) into a roughly straight (diagonal) one.

The first half of the month was greatly successful and was met with joy by the local press and public. However what was failed to be mentioned was the fact that the defenders, caught unprepared with focuses on the western front, were comprised of just the first Austro-Hungarian Army, a week force by comparison that was easily pushed back.
During the first part of the offensive, until the 13th of September, the three armies managed to advance roughly 100 km into Transylvania and capture key areas and towns like, Brașov, Orșova or Miercura Ciuc and pushing the front up to the Olt and Mureș rivers.

In the first two weeks of the campaign the Romanian troops met week resistance based on the unable and surprised Austro-hungarian 1st army. It was initially formed of 30 batallions of infantry and landstrum (a militia-like group, made up of recruits), with 8 cavalry squadrons and 8 artillery batteries: a meager force. However during the 2 first weeks of the offensive, the Central Powers were able to bring from other fronts up to 11 infantry and 3 cavalry divisions matching the number of the Romanian force.

Image
Geographical map of Romania with the outline of the front line at the height of the push at the end of August 1916. The locations are in german; Kronstadt=Brașov, Hermanstadt(just on the line)=Sibiu. You can also see the Mureș river which would have been the desired goal of the advance.

Maps:
- mountain areas -> ?
- river valley -> ?

5. The reality of war: the disaster at the Battle of Turtucaia/Tutrakan

Between the 1st and 6th of September 1916 took place the Battle of Turtucaia in the southern Romanian front. It came to be the most bitter Romanian military defeat in history. At the end of the 6 days of fighting, from about 39 000 Romanian troops present during the action, 28 500 were taken prisoners, about 7000 were dead or wounded and only around 3500 were able to escape. On the Central Powers side, the Bulgarians suffered most of the casualties; from an estimate of 9000 killed, wounded or missing, only around 40 were German.

Turtucaia represented a fortified stronghold on the right bank of the Danube which was gained along with the 2 Bulgarian provinces after the Second Balkan War of 1913. Dubbed as "the Romanian Verdun" it had the same characteristics as a fortified redoubt of the time. With the centre around the village of Turtucaia it had 2 concentrical lines of defence anchored by the natural barrier of the Danube. The first one at roughly 3-4 km away from Turtucaia was made up of trenches and ditches with firing nests, with much of the structure unfinished or deteriorated. To the front, the primary line of defence was at around 8-10 km radius from Turtucaia and had 15 centres of resistance which were bunker-like shelters that could hold up to 70 men, with a raise of 60 cm above the ground and reinforced rooftops. They were connected with a web of trenches with barbed wire and machine gun positions.

Much of the artillery was concentrated around Turtucaia with some mounted on the river monitors that were to support the defence. Unfortunately much of these were obsolete based on modern standards with low firing speed and functioning only from fixed positions. "For command purposes the entire area of the fortress was divided into three sectors: I (west), II (south) and III (east), also named after local villages - Staro Selo, Daidur, and Antimovo. Each of them had its own commander"[16] of different groups of the 17th infantry division, of the Romanian 3rd army.

The opposing force was the bulgarian-turkish-german army assembled under field marshal Mackensen with the purpose of striking a rapid blow to the Russian-Romanian force around Danube and Black Sea coast, in order to to give the in-process build-up of forces on the Carpathian front under Falkenhein sufficient time to prepare for a counter-offensive. The initial plan of Mackensen was a parallel assault on both Turtucaia and Silistra along the front line, but it was opposed by the Bulgarian Gral Stefan Toshev who presented a plan that focused on Turtucaia. As this relied on better intelligence of the front, the Bulgarian Gral's plan was approved by Mackensen with minor modifications.

The operation began on September the 1st with the Bulgarian-German troops passing the border and pushing back the guard patrols. The next 3 days, following the plan, the Central Power's troops maneuver to encircle the Turtucaia stronghold, at first attacking on the entire front and then moving its left and right flank up towards the Danube with reinforcements on the right in order to suppress an eventual relief operations from the Silistra direction. In fact on the 3rd of September the head of the 3rd Romanian army and the front sends orders to 2 Russian divisions at Silistra to support the defence, but the order is received late and not executed. On the 4th the Bulgarian-German army attacks the western sector I as a decoy to allow the main build-up of troops in Sector II which was were the main offence was planned. The commandment at Turtucaia starts to receive seom reinforcements from the other side of the Danube. On the 5th the main push is ordered against the southern centres of resistance of the main defence line with attacks against posts 4 up to 9. These are all successful and the Romanian troops withdraw to the secondary positions, In sector III in the east, even though the enemy conquers only the 11'th centre of resistance, there is a general retreat towards the secondary defences. On the 6th of September, the Romanians try 2 counter-attacks. One in sector I with the aim to recover centres 2-4 and the forest in the area and another one in Sector III, supported by the river monitors and some of the troops arrived from Silistra. Both of them fail, with the one in Sector III briefly managing to secure a connection for some of the troops to retreat. The command of the stronghold fleas the area before the enemy arrives in Turtucaia and the colonel left in command offers unconditional surrender soon after.

After the battle, gen Toshev remarked that "even women could have held the attack for 4-5 days" at Turtucaia, marking the swift and hard blow inflicted by him and his men to the Romanian army. It was indeed a grave defeat for the Romanian side, a result not only because of poor equipment and local defence outline, but mostly due to inapt command of the field officers that failed to finish defence preparations and failed to follow battle orders in some cases. The use of reserves was badly managed; they were committed to battle without a build-up that would make their action sustainable, but as they arrived. Big army groups retreated without exchanging fire with the enemy or entering skirmishes. The commander of the initial 17th division that was the main group of defence, actually fled the field before the battle was done, leaving behind his troops and to an inferior officer the task of surrendering.

"The scale of the defeat forced Romania to detach several divisions from its armies in Transylvania, greatly reducing the impetus of the advance there. On 7 September that advance was restricted by the Romanian high command, and on 15 September it was halted altogether, even before the armies had linked up on a defensible front. Major changes were made in the command structure of the forces operating against the Bulgarian Third Army. Command of the Romanian Third Army was taken over by General Averescu, and the Russo-Romanian forces in Dobrudja were reorganized as the Army of Dobrudja under General Zayonchkovski."[16]

Image
Schematic depiction of the state of the fort and troop manuevers during the engagement.
The general location of the operations can be seen on the map from the previous section. Both Turtucaia (Turtukai) and Silistra (Silistria) are just below the Danube.


Maps:
- Siege -> Turtucaia
- stronghold fort -> Ziggurat
- swift and decisive victory -> Conquer 500

6. Start of Central Powers counter-offensive. Second phase of the Battle for Transylvania

After halting the advance with the reinforced 1st Austro-Hungarian army and the newly formed German 9th army under former German Chief of Staff, Erich von Falkenhayn, the Central Powers prepared for a counter-offensive. By the 18th of September the Romanian troop superiority was matched and the offence halted. This was also due to troop maneuvers of the Romanian army intended at filling the gap left in the South with the defeat and loss of Turtucaia.

At first the plan was for a double push, with the northern 1st Austro-Hungarian army in the direction of Trotuș-Oituz with the goal of reaching Siret valley to disable Russian reinforcement of the area. The second counter-offensive, held by the German 9th army with the objective of cutting through the most accessible defence line of the Southern Carpatians with the goal of reaching the capital, Bucharest.
Isolated the groups of the 3 Romanian armies which entered Transylvania seemed as the best plan for the counter-offensive. Falkenhein decided to focus on one them and try to disable it. The best suited for this tactic was the group on the valley of river Olt which was located around the town of Sibiu and was the most isolated one with a large mountain area that blocked connection with the western Jiu group.
Falkenhein suspended the fights with the Jiu group which had already been pushed back to the original position of the border. He ordered all the filed commanders to suspend operations, dig for defence and send all available army groups towards a build-up in the Sibiu area.

I won't attempt to improve on Gigi's beautiful write-up. I've made some very minor edits (basically paragraph breaks and extra white space) for readability. There's a few places where it shows that English is not his first language, but overall it's beautifully written, and I recommend you spend some time with it.


Phase 1: A rapid deployment from Romania's mountain fastnesses into the Transylvanian river valleys
CC has a lot more maps with nice river valleys than maps with nice mountains. That's okay, since the armies spent more time down in the rivers.
Mountain maps: King of the Mountains, San Marino.
Valley Maps: Lower Egypt, Gilgamesh, Feudal War, Classic Cities Istanbul, Bamboo Jack, Philadelphia
8 X 7-player Standard games, all on site default settings except foggy
21 players start and 10 move on, scores reset

Phase 2: Meanwhile, disaster in the south
Siege, Ziggurat, Conquer 500
3 X Poly-4 games, all on site default settings except foggy
10 players start and 5 move on

Phase 3: In the north, the Central Powers counterattack
Magyarorszag
6 X 5-player Terminator games, all on site default settings except foggy
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Re: The Great War

Postby Dukasaur on Tue Dec 05, 2017 5:36 pm

Maghdaba
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Re: The Great War

Postby Dukasaur on Tue Dec 05, 2017 5:36 pm

Second Kut, a.k.a. Maude takes over in Mesopotamia.

As described in our earlier tournament, Tragedy at Kut, the loss of the 6th Division at Kut was an entirely preventable tragedy brought about by Sir Charles Townshend's colossal hubris. Townshend's aggressive strategy had brought him success at Amara and Es Sinn and fed his self-image as an invincible god of war. The losses at Ctesiphon and Kut he blamed on others.

In fairness, though, Townshend was by no means alone in his view. The entire command of the Indian Army was full of men of privilege who considered themselves a cut above lesser mortals. The command structure of the Indian Army, just like Indian government in general, was very racist. The Generals were all Englishmen; the Colonels tended to be Scotsmen. The best an Indian of actual Indian blood could hope for was the rank of Major, and even then only if he was a relatively high-caste Indian with relatively pale skin. Lower caste Indians tended to be darker, and even among the recruits the darker one's skin, the lower one's likely rank.

This contempt for darker-coloured Asiatics led the Indian command to minimize the difficulties of war against the swarthy Turks. Thus, their rush to invade Mesopotamia without any regard for proper staff work, building a supply chain, or ensuring adequate reinforcements. The Generals expected the Turks to scatter at the approach of the Indian Army, as did the Pushtun and Punjabi tribesmen they were accustomed to attacking. Townshend's easy victories at Amara and Es Sinn served to reinforce not only his own hubris, but that of the entire Indian High Command. Warnings from London were ignored, and the Imperial General Staff was told to mind its own business and let India take care of the Turks.

After the catastrophic loss at Kut, everything changed. London was no longer prepared to let the Delhi cowboys run their own show. General Sir Frederick Stanley Maude was sent to take charge of the Mesopotamia Campaign. A career officer, born on the British Army base in Gibraltar, General Maude had a traditional Sandhurst education, had served in adjutant positions in South Africa and Canada, and had seen combat in France and on the beaches of Gallipoli, but never in India. A careful and methodical planner, he was pretty much the opposite of adventurers like Arthur Barrett, Charles Townshend, and George Gorringe. In fact, Maude was nicknamed "Systematic Joe" for his cautious approach.

The wild and crazy days on the Mesopotamian Front were over. With Systematic Joe in charge, t's were to be crossed and i's were to be dotted! A new advance up the Tigris began on the night of 13/14 December. British victory was on the way, not with spectacular adventures like the previous year, but solid, methodical, and very British.

General Sir Frederick Stanley Maude, KCB, CMG, DSO
Image

Photo in the public domain, Source The Illustrated War News. Volume 4. London: Illustrated London News and Sketch, Ltd. p. 31. via https://commons.wikimedia.org/wiki/File:Sir_F._Stanley_Maude.jpg



22 players start

Tournament Round 1: The Indian Army (map=Indian Empire) had plunged into Mesopotamia (map=Gilgamesh) full of confidence, fueled by the hubris of men like Arthur Barrett (map=Mongol Empire) and Charles Townshend (map=Dark Continent). They considered the Ottomans (map=WWI Ottoman) just another Asiatic tribe, to be easily swept aside. This adventurer's credo led to early success but eventually to crushing defeat.
10 X 1v1 games, two on each map listed, site default settings

Scores reset, 14 players advance

Tournament Round 2: General Maude, born in Gibraltar, served in adjutant positions in Canada and South Africa, and saw combat in France and Gallipoli before taking over command in Mesopotamia. Maude's nickname, Systematic Joe, accurately portrayed what kind of an officer he was.
(maps=Europa (for Gibraltar), Canada, South Africa, France, and Gallipoli))
5 X Poly3, one on each map listed, no spoils and foggy

Scores reset, 7 players advance

Tournament Round 3: A new offensive up the Tigris began on the night of December 13 to 14
Map=Battle for Iraq!
5 X 7-player Standard games, 1 each of flat, esc, nuke, zombie, and no spoils, all chained, all foggy, randomly trenchy.
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Re: The Great War

Postby Dukasaur on Thu Dec 07, 2017 3:16 pm

Dukasaur wrote:Okay, looking forward to the usual complaints about too many events at the end of the year, I'm looking at easing off the throttle for both USA and the Great War.

The first parameter are the Christmas event and the 12 Anniversary event. (Admin-level events)

7 Days of Conquer Club Dec. 22 to 28.
12 Anniversary Event Jan. 1 to TBD.


For USA, I'm planning as follows:
Michigan Dec. 5th
Minnesota Dec. 12th

(first break Dec. 19th)
Mississippi Dec. 26th
(second break Jan 2nd)
resume full speed with Missouri Jan 9th.

For Great War, I'm planning as follows:
Kostiuchnowka Dec 8th
Rumania Part 2 Dec. 11th
Maghdaba Dec. 14th
Second Kut Dec. 15th

long-ish break
resume full speed with the Battle of Khadairi Bend, January 9th

This should avoid having too much stuff competing with the admin-level events. There will be no new Great War tourneys and only one new USA tourney during the critical two weeks of the major celebrations.
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Challenge Achievement (24) Tournament Contribution (32) General Contribution (18)

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