Monday, 21 December 2009

Taking part or not taking part - that's the question

Well, the responses from the inquiry sent out some weeks ago have been dropping in.
Development of the MC has taken quite some time since the first announcement of OPNEM and some players have lost interest in waiting (although start of the MC never has been stated to be anything than "after release of NATO-module").

And feedback is mixed; there are still players who want to participate in the MC; 11 BLUFOR and 5 REDFOR players filled in the confirmation form stating they're still interested. The confirmation form was sent out to all enlisted players. Some have responded that they're not going to take part, some haven't responded at all - which one must interpret as a "not interested" ;-).
I regard this number of players as sufficient for continuing the development and aiming for a start of the campaign as soon as the orbats for the new NATO-countries have been finished - i.e. some time after the release of this long awaited module.

I'll however take some days off from development now and go for a Christmas leave. I'll be back with updates and resume dev in the first days of january. Til' then; a Merry Christmas and a Happy New Year!

Sunday, 13 December 2009

Explaining the CaT

I've spent the last days updating the rules and going over the parts that needed more attention. It's not like you're starting at the beginning and just add things till you reach the end, unfortunately. A bit of writing here and some more thinking, some more writing on another part and then back again.

Sometimes I wish I were a programmer; the one ultimate thing the CM community wo
uld need is a smooth Campaign tool that could export and import to CM, like the CMC-project. That would make all management and rules superfluous...

Parallell to this I'm doing some modding as well - with just a little work and s
ome imagination we'll have several other minor countries participating with smaller contingents, like the danish;


I'm almost finished with the "read me" text for the CaT - the campaign tool, that will be used to move the units on the operational map and giving orders to the commanders.


I'm actually pondering on whether Google Wave would be a good tool for gathering all the in
formation during campaign play. If you're reading this and happen to have an invitation just lying around, I'd very much appreciate to be able to have a look at the app. !

Wednesday, 2 December 2009

Consequences of the TACBAT on the OPMAP

The result of the TACBAT has consequences on the OPlevel. The TACBAT VPs will decide who win or lose the TACBAT according to the sum of the Victory Points for the OBJs achieved – as reported in the “After Action Report” screen after the battle.

If a unit is forced to retreat into a hex with friendly a unit the retreating unit will have to deduct TOEPs to fit in the hex – max number of friendly TOEPs are by default 50. If the only eligible hexes are occupied by friendly units, the hex with the lowest number of TOEPs is chosen.
A unit in stealth mode is not in control of the hex it occupies and the TOEPs of the hiding unit are not included in the max hex TOEPs mentioned above.


TACBAT Consequences Table (TCT)

The loss ratio influences what the consequences are on the OPMAP as follows;



(the alternative after the slash mark for attacking unit)
Non-enemy hex refers to a hex not occupied by any enemy units.

A) unit may remain in contested hex
B) unit to retreat into adjacent non-enemy hex/remain in starting hex

C) unit may remain in contested hex

D) unit to retreat into adjacent non-enemy hex/remain in starting hex

E) unit may remain in starting hex or retreat into adjacent non-enemy hex/unit cannot enter contested hex if d10<3>
F) unit surrenders if d10<3,>disorganized, DIS)
K) unit routed


If the result is a DRAW, both sides are regarded as winners.


Exceptions to the consequences;

Irregular units that suffer a loss and due to the loss would have to retreat out of the hex according to the TCT above may change to stealth mode if the hex is urban or rural.

Special Forces Units, smaller than 10 TOEPs will not have to roll for surrender (F-J) if losing a battle with heavy losses. Apart from that exception, F-J applies as for other units.
K – unit routed do not apply to SF units at all, the SF unit will retreat into adjacent non-enemy hex instead.

Tuesday, 1 December 2009

The TACBAT Parameters - a short recap

There are three things to consider when it comes the TACBAT parameters in OPNEM; TER, PEC and PFC

Tactical battles in OPNEM have three different objectives that
reflect the priorities in the orders the OPCO has given the TACCO.
Tactical victory points may be rewarded for holding terrain (TERRAIN OBJECTIVE), by inflicting enemy casualties and knocking out vehicles (UNIT OBJECTIVE) and by maintaining the cohesion and status of the own force (PARAMETER FRIENDLY CASUALTIES).


The TACBAT OBJs are designed by the GM that sets up the TACBAT and reflect the priorities of the OPCO in the OPORDERS – the orders given to the TACCO by his superior commander.
The total sum of the victory points are always 100.


TERRAIN OBJ (TER); The area of the terrain objective in a defensive battle may be assigned by the OPCO. The area of the TERRAIN OBJ in a meeting engagement is usually located in the center of the battlefield, with some modification taking specific features of the battlefield in consideration – if there's a village just to the south of the center of the map, that's likely to be the area of the TERRAIN OBJ. There may also be several smaller areas that are defined as Terrain Objectives. Each area/objective may each have a unique point value - ie the areas do not necessarily share the points for terrain objectives.

(For example; Area A 5points, area B 3 points and area C 12 points)

PARAMETERS ENEMY CASUALITIES (PEC); points are awarded for inflicting losses to the enemy in a relative manner. Knocking out vehicles and eliminating units render victory points according to the total sum assigned to this OBJ.


PARAMETER FRIENDLY CASUALTIES (PFC); points are awarded for preserving the own force. Keeping the the friendly casualties below 30% will render a set amount of victory points, reflecting the priorities in the orders from the OPCO.
The total possible sum of victory points for these OBJs are always 100. The ratio between them varies to reflect priorities and the OPSIT for the TACBAT. The distribution of the points are expressed as follows; TER/PEC/PFC.

(For example; TER 32/PEC 20/PFC 15)

Oh, and finally, a small unofficial bone. Care to guess which units/nations these mods will represent? (Mods are WIPs!)




Monday, 30 November 2009

The Blind Lightning from the Skies

One of REDFORs decisive weapons in the campaign are the SSM brigades. There are three of them (well, it's not much of a secret...) at the start of the campaign.

They have stationary launch sites on the OPmap, in predefined hexes. The BDEs are mobile and don't have to deploy at these sites, but they do get some extra shelter at the launch sites, which may prove valuable.
These three BDEs are directly subordinate to the Syrian GHQ, meaning it will be the
CinC that handles them.


The BDEs have a limited number of strikes they can perform (how many is classified!) during the MC. These strikes may be launched at strategic locations like NATO air bases or where REDFOR suspects a MOB is located.

But, and here's the tricky part -they might also be used to strike at Israeli territory - which is out-of-bounds to any other activity in the MC. There's a random chance/risk that this will provoke a Israeli retribution - and this may lead to moslem countries abandoning the Coalition. And that would render quite a lot of negative SVPs to BLUFOR...

So what can counter these missile strikes ?(BLUFOR has CMs-Cruise Missiles) Well, some ADA units are capable of defending against this kind of strikes. Hopefully, as the MC starts, the OPCOs will have reviewed which ADA units to put where...


Tuesday, 24 November 2009

Testing the TACBAT parameters

The TACBATs have three parameters that decide the point allocation. These points also decide the tactical outcome of the battle - i.e. if it's a victory or defeat. The tactical outcome renders SVPs - but also other things render SVPs - men lost, vehicles lost, units routed and so on. This means that a tactical victory sometimes may result in negative SVPs. And that would probably mean that you have been a bit reckless in the TACBAT. Playing as BLUFOR will by default be harder in TACBATs, to put it short...

Saturday, 21 November 2009

Specific properties of units

Some units in the campaign will have specific properties that don't necessarily affect the combat performance, but will be important to the campaign play anyway. Here are some additions to the properties mentioned earlier on.

Transportation – some units have a special capacity to transport other units. These include cargo air units, larger naval units and logistical ground units. The capacity is noted as the number of TOEPs that can be moved in one air lift.

It is
possible to transport more than one unit at the same time, just as long as the sum of the TOEPs are less or equal to the maximum transport capacity.
All
cargo/transport air units can transport ground units that move by foot (yellow MP marker).

Cargo/transport air units marked with 15 or more TOEPs as cargo capacity may also transport ground units moving by wheel or tracks (green MP marker).
Cargo/transport air units may only make 1 airlift each STRATturn. This means it can't stop halfway to drop off one of the units it transports and then go on with another unit.


Weapons range; all units have a specific weapons range on the OPmap.This range indicates the distance the weapon system of the unit can reach. Manoeuvre ground units can by default only reach the hex their occupying. Other units have longer range and can strike at their targets from distance.

Air units capable of AISO mission (Air Interdiction Stand Off) may conduct air
strikes at targets within their weapons range, sometimes this means striking at targets several hundred kms away.
An air unit that has been assigned a CAS mission must however be positioned in the target hex. More details on air units and the different kind of missions they may be assigned to be found in the
section on Air Units (in the OPrules).

Zone of control (ZoC) exercised by ground units is one hex in every direction.

Ground Units - both OPUNs and TACUNs, may be either Manoeuvre Units (MU)or Administrative Units (AU). AUs are HQs and KC:S – units supplying or
transmitting supply to other units, MU are the units that consume supply. Key Characters influence on TACBAT/OPBAT.
The KC's have a large OPinfluence on motivation/training and recruiting/equipment quality/levels of supply/levels of intel (tactical or operational)/regional and local influence. They are important to preserve/protect or to eliminate. Rules for how they might take part in
TACBAT/OPBAT and how they suffer losses are still in development.


Recruiting/raising of Irregular units; these may be recruited or assembled spontaneously in rural or urban hexes. Units may be recruited each new STRATturn. Units can be raised by the regime (i.e. the players of REDFOR) or they may assemble on their own initiative – GMs placing UNCON TOEPs by GMD – Game Masters Discretion.

Units may also assemble as a result of random events (RET) – always in rural or urban hexes. Units may be raised by REDFOR team in rural/urban hex within friendly units ZoC. Unit may assemble spontaneously in any rural/urban hex not within hostile ZoC. Spontaneous assembly of UNCON units is controlled by GMD. Static Irregular units that is forced to retreat as a consequence of a loss in OPbat will dissolve/disband spontaneously.


Stealth mode
– some units have the ability to hide and avoid being detected. These units may for instance blend in with the population or mask their presence in a hex. Typically, SF and irregular units are the ones that have this ability. Some highly trained units may even move on the OPmap in stealth mode, thus avoiding detection.

Wednesday, 11 November 2009

Turn Sequence

How do one keep track of all the files in a MC? Well ,there has to be a procedure for file management, everyone has to be fully clear as to what is expected of everyone.
TACCOs don't really need to know what OPCOs have to know and vice versa.
A tentative sequence for the OPturn (when losses are tracked, battle results are applied and operational orders are given) and the TACturn (the phase of CM battles!) will possibly look something like this;(application to be used in brown colour)

DETAILED MC MANAGEMENT SEQUENCE

tentative 2009-11-10


3 weeks OPturn


1.GMs collects results from previous STRATturn TACBATs (and the OPres )


2.GMs calculate gained or lost SVPs from previous STRATturn. Adds or deducts to the current SVP of each side.


3.GMs decide which side that has initiative (INdet): the side that has gained most/lost the least SVPs during last STRATturn will hold initiative.


4.STRATturn AAR; GMs announce BAT results from previous STRATturn. (Team Docs – Google Docs? Or team HQ?)


5.SVPSIT; GMs announce the score on the MC website (HQ section). There is not full intel on changes affecting the opposing side and the exact number of current SVPs will not be known.


Example;
BLUFOR has 1325 SVPs, REDFOR has 350 SVPs. At the blue HQ the current score will be presented as B:1325/R:~300SVPs. There will be a general trend distinguishable, meaning if REDFOR gains SVPs this positive change will be noticeable at the blue HQ – however the exact amount of SVPs will be “unreliable.”

6.GMs generate random events. Number of events may range from 1-10. Use RET (Random Events Table) (CaT?)


7.GMs identify any situations involving very low levels of supply. Points for concern is noted in the OPSIT report. (CaT)


8.The Operational Situation; presenting the current OPSIT to the teams (CaT, team HQ?).

  • a)GMs OPSIT report contains; Weather situation - Random Events - Low Supply Notifications (Team HQ?)
  • b)TACCOs; study SVPSIT, OPSIT and STRATturn AAR. Notify their OPCOs of their TACBAT priorities. (GDocs?)
  • c)OPCOS; study SVPSIT, OPSIT and STRATturn AAR. Plan missions and movements. Set up OPORDs for the TACCOs (and the GM) (GDocs?)
9.Preparing the Battles
  • a)GMs get new OPORDs from the OPCOs (based on their evaluation of the OPSIT) including TACBATpriority – which units are prioritized for TACBAT?(GDocs?)
  • b)GM; OPmovement; the side holding the initiative moves its counters first. (CaT)
  • c)GM; BATdet – Battle determination - which situations lead to battles, and what kind of BATs (based on the TACBATpriority)
  • d)GMs; set up the resulting new TACbats (see “TACBAT set up procedures”) (CMSF)

4 weeks TACturn - OPBAT and TACBAT resolution

1.GMs; provide the TACCOs with the battles (GDocs)

2.TACCOs; play the TACBATs (CMSF)


3.GMs; OPres; resolve the OPBATs (OPUNs and TACBATs lacking players) (CaT)


4.GMs; OPres; Air Missions (except CAS) resolved (Air strikes and ADA) (CaT)


5.GMs; Artillery Strike Missions (except combat support – artillery support in combat) (CaT)

Now that's quite simple, don't you think? ;-)
Good thing is, most players in the MC won't have to know half of this to participate! I'll be presenting this as a flow chart to explain more further ahead.

Sunday, 8 November 2009

Fog Of War

The Campaign will feature a simple level of fog-of-war that will contribute to the operational challenges the OPCOs will be facing. The F-o-W will have three levels that also have their equivalents in the TACBAT.
On the OPmap a hostile unit may either be totally unknown - ie. the location, size, state and branch is not known. These units are "invisible" on the OPmap.

Or, if a unit is detected by a nearby ground unit or recon air asset the units location is revealed, but no other intel.


If more info is gathered on that specific unit the branch or country and sometimes the size or state will also be revealed. However - you can never be sure that the intel acquired is the correct one - it might turn out that the enemy BN wasn't disorganized after all, as reported to you...! So, you can never trust the intel to 100%, keep that in mind.


Friday, 23 October 2009

All these charts and tables

...are slowly turning into macros in the CaT, Campaign Tool. For each of the OPbat resolution methods mentioned in the OPrules in and in the GENrules - the Combat Value Matrix -CVM, a macro is now compiled. This way, to get the "Combat performance" of a unit in an operational battle, you just click a button in the CaT and get a result.

The beautiful thing about it all is that all these events are recorded and are saved in a log, where selected parts will be able to review after the end of the OPturn. (Not all of the info, since some of it is obscured by the FoW. More on this matter in a couple of days.


Below a screenshot of the CaT window with macro buttons to the right (a lot of more of those to come!) and the log panel to the left.


Sunday, 18 October 2009

Battling without Combat Mission

When no players are available to resolve the combat situations - or if the units involved are OPUNs - the battles will be reolved by using OPBAT resolution. It works very much along the lines of ordinary boardgames.

OPBAT resolution uses five different combat values that reflect the combat performance of the unit. They are;

- GCV; Ground Combat Value. Reflects the ability of the unit to conduct ground
warfare. This is also used by naval units conducting naval combat against other sea vessels.
-ADV; Air Defence Value. Reflects the ability of the unit to defend itself against airstrikes.
-GSV; Ground Strike Value. Reflects the ability of the unit to strike at ground targets (from the air). This value is also used by naval units striking at ground units (either by artillery or by missiles/Cruise Missiles) and by artillery/missile
units.
-ACV; Air Combat Value. Reflects the ability of an air unit to conduct air-to-air combat.

and there's another value, somtimes used;
-TgtV; Target Value. Not really a combat value, rather a measurement of how hard a unit is to hit with an artillery or missile strike.

In other wo
rds;
  • ground units have a GCV and an ADV
  • air units have GSV and ACV
  • naval units have GSV, ADV and GCV

And if you insert them into a table you'll get this; (value of attacking unit first)

This is the CVM - the Combat Value Matrix. It shows which values to use in different situations. Click the image to view a larger version.

For OPbat resolution purposes there are some additional special rules;
  • SSM (surface-to-surface missiles; for instance SCUD-missiles) are treated as ground units except when they launch a missile attack. To resolve the missile strike the GSV vs TgtV applies.
  • Naval units use the GCV-GCV matrix.
  • Aerial or naval use of Cruise Missiles (CM) are treated as airstrikes by ordinary air units – with the exception -that CM:s don't return to any base. The GSV-TgtV calculation applies.

Ground Combat
  1. OPbat between ground units uses the GCV-GCV matrix – meaning both ground units use their Ground Combat Value.
  2. An OPbat always takes place in the hex occupied by the defending unit.
  3. GCV is a value obtained by a units Combat Strength – adjusted by capability modifiers (what abilities a unit has) and situational modifiers (effects of the units currents situation.)
  4. Combat Strength is based on the size of the unit (TOE posts/TOEPs), its experience and equipment quality. Any of these three factors may change during the course of the MC.
  5. The Capability modifiers (CpMod) depend on the type of unit. The CpMod are listed in the unit properties window in the CaT.Generally, the CpMod of a unit do not change during a MC.
  6. Situational modifiers (SitMod) are due to frequent changes during a MC. The current SitMods are to be found in the units properties window in the CaT.
  7. The GCVs of the two opposing units/forces are each multiplied by d10. The result is the Combat Performances of the units. The highest value is the winning side.

Wednesday, 14 October 2009

Strategic Victory Points - SVPs

So, a word or two on the subject of SVPs. The overall status of the opposing sides is measured in Strategic Victory Points , SVP. The SVPs are an abstraction of the sum of the political, strategical and military status.

Due to the Strategic Victory Points it will be possible to win military victories and still suffer a loss in the campaign. Both sides will have to take into account public opinion inside Syria, international opinion – blue side will also have to consider the domestic opinion of respective home country.
SVPs are lost or gained by battle results, political events and operational decisions by the commanding officers. But, it is still the total sum of the SVPs at the end of the campaign that counts!

At the start of the campaign REDFOR will have 0 SVPs but will also be in control of all of Syrias Key locations. BLUFOR will have 1600 SVPs and no control of any Key locations in Syria. The control of Key locations will render SVPs, but only at the end of the campaign.

Since the total sum of key locations in Syria is 1800, theoretically, if BLUFOR does nothing for 12 campaign days, the end sum for the MC would be Blue-1600, Red-1800, consequently a red victory. Blue side must therefore act against the Syrian regime to be able to win - hence it's not an option to remain passive to save those precious lives of the NATO soldiers.

How to get - or lose - SVPs
SVPs are gained or lost by battle results (SVP OBJECTIVES). The SVP OBJECTIVES are assymetrical – meaning the same battle result will affect the opposing sides differently. Losing 10 men in battle renders a much more severe penalty for blue side than red side.

SVPs may also be gained or lost by events occurring on the OPmap or in a TACBAT that are not directly connected to the military result. These events are the Key Characters objectives. See the SVP chart for more details on these events.

SVPs may also be gained or lost by random events during the OPturn using the Random Events Table. The random events may effect one or both sides. Not all events result in negative or positive SVPs, some will only have consequences on the OPSIT.


To find out more of the SVPs you may look in the section on GEN rules and OP rules - bear in mind though that these sections will be further revised and updated continously.

Sunday, 11 October 2009

Restructuring of the website completed!

The restructuring is finally done - and some new pages/sections have been added.
Check out the new section on victory conditions "How to win" or log in to your team hq by using the team pwd/log in. Have you forgotten it?
Go check the red/blue forum for more info! The HQs are yet to be filled with content - if everything goes as planned it will be possible for the OPCOs to use the HQs as briefing rooms, submitting orders, plans and files via the HQs.

Next will be some more details on SVPs, stay tuned!

Saturday, 3 October 2009

Site restructuring and rules

So the remake of the site is almost finished... It looks as if nothing's happening with the OPNEM development, but it does!
Parallell with the work on the website the rules - both the operational and the tactical - have received some attention.


Now, we can read about the upcoming NATO module which is good news indeed - it also means that I'll have to put even more effort into this project - since the ambition from the start has been to have it ready by the time the NATO module got released!


The ruleset dealing with the SVPs is close to a "beta" -release. As I mentioned in my previous blog entry there will be some more info on that section as soon as the new site is ready.

One of the things that hasn't been easy with the site restructuring have been to find a way to let the OPCOs edit the HQ webpages and present info to their teams -as they see fit. I have to admit - I haven't figured out a way to get that working just yet... Good news though is that there will be a pwd protected team HQ.


Participating BLUFOR countries
The news on the NATO module brings up the question of which countries will be represented in the blue ORBAT.
As of now I'm planning on including US (army, navy, af,usmc, sf), UK (army,navy,af, sf), Germany (army,af), Canada (army,af), Netherlands (army, navy?, af), Denmark - using NL units to simulate (army,af), Italy (af), Spain (af), Australia (af, sf) - using US infantry to simulate AU special forces.


Other countries that might find their way into the ORBAT are; NZ (using Canadian LAV?), Poland (using syr sf?) and Bulgaria (using syr sf and mech units? - the picture shows a Bulgarian para)
These countries would participate with small contingents of course, but it would be interesting to have them included in the blue ORBAT - some of them use a mix of red and blue equipment
, which would offer some challenging "red vs red" scenarios...

/sdp

Monday, 17 August 2009

Website overhaul continuing

The restructuring of the website continues. The planned structure is going to include the following sections and subsections;





INTRODUCTION
  • Startpage with quick access to current OPCOND - operational conditions (such as weather, important random events and so on)
  • Dev blog
  • GEN rules - general rules
  • Victory conditions for the MC (SVPs)

COMMS
  • Newsdesk
  • MC Channel (where players will be able to post AAR and similar stuff)
  • Contact
TAC LEVEL
  • TAC rules
  • TAC maps (an introduction to the premade maps and explanation of the different terraintypes)
OP LEVEL
  • OP rules
  • OP map
  • CaT
  • MC Calendar (to keep track of the flow of the MC and the turns)
  • OP Cond (operational conditions)
COMMUNITY
  • Forum
  • The Archive
  • Links

There will also - possibly - be a password protected subsection for each team, presenting a screenshot of the current OPSIT in the CaT (for the TACCOs that don't have the tool) and a summary of general intel.

The restructuring of the website takes time from the game development unfortunately, but I deem it necessary to get it done now. The site will be growing and it's better to make the redesign now - instead of later... As soon as this overhaul is completed I'll present the ideas behind the SVPs more in detail.







Thursday, 6 August 2009

Properties, properties...

At the moment the properties of the units are being updated and completed. As you can see below, every unit - OPUN or TACUN - has a number of properities that can be reviewed in the Unit Properties Window in the CaT.

The window opens when double-clicking on a counter on the OPMAP. Some features of the unit will be displayed in the lower left corner of the screen by just hovering over the counter with the mouse pointer. But, to get more detailed info on the unit, you double-click.

As you can see, there are several tabs in the window. First one is "notes" (you can right-click the images on this blog and open them in another browser window to view them in a larger size btw);
In the field the TACCOs or OPCOs may insert relevant info and details. The field at the bottom of this tab - "GM notes" - will contain the current orders for the unit from the OPCO (if any have been assigned.)

Next, the "values" of the unit;
This tab shows the Combat values and the modifiers. These values will be used by the macros in the CaT when calculating operational battle resolution. You will be able to read more about these values in the Tactical rules and the Operational Rules sections of the OPNEM website. (Of course right now, just the TACrules are available - I'm still working on the OPrules...)

Thirdly, there's a tab for ....
...the state (or states) of a unit. A unit might be in more than one state at the same time. This is also where you set the supply level of the unit. If you wish to use a "healthbars" with your counters on the OPMAP here's where you activate them.

Some examples of how the states are shown directly on the counters;

In the picture above the ground units are marked as being in different states by the small labels or by the frames- the tank BN in the lower right corner is in a defensive position and the air unit is attacking (orange frame and CAS label). The thin light blue frame around the F-18 counter shows that it's "in air".

Well, that's all for now! The section on Stratetic Victory Points that I've mentioned earlier is getting closer to a "beta" realease. I'll think that will be my next subject - but can't say when...

Wednesday, 22 July 2009

Tactical Rules Page up and running

So, the page for the TACrules is now finally available at the MC site. At the moment you can download the earlier version 0.7 - as soon as the current v0.8 is ready it will be possible to study the latest version of the tactical rules on this page.

They will of course be available as pdf:s for download as well. Following this section on the TACrules will be a section on the OPrules - that's further ahead however.

Tuesday, 21 July 2009

Armored Assault by George MC

Well, not any brits in sight as of yet... But, an excellent video by the gifted George MC displaying some gameplay with the brits.

Thank you George for this!


Friday, 17 July 2009

Yet another test

Playtesting of the OPrules and corresponding TACrules continue. For every Combat Mission battle the TACCOs must consider the orders given by their OPCOs - the priorities are reflected in the objectives of the battle , the TACBAT objectives. But there are also strategic and operational considerations. These are reflected in the calculation of the SVPs after the battle. Generally speaking, blue side must be much more careful not taking losses - there are heavy penalties for blue losses in both material and personnel.

Here's a short AAR of a battle in open terrain. A syrian reserve motorized infantry BN has been reinforced by the armored BN of the division (T-55s), both BNs amounting to 20 TOEPs each. Here is the syrian stack expanded;



The CaT shows a thumbnail in the lower left corner of the counter currently selected - the armored BN in this screenshot. Together the two BNs amount to a total of 40 TOEPs - the maximum amount of friendly TOEPs allowed in a hex are 50.
They've had sufficient time to dig in - the tanks will have the possibility of taking advantage of a dirt berm and assume hull down positions. When a unit has had the time to prepare a defensive position it is shown as a green marker on top of the counter.




The BLUFOR consists of a combined arms BN and a RSTA COY (25+10 TOEPs). Here's the blue stack expanded;




Now this is a typical situation where the blue side will have the greatest advantage - a battle in open terrain with an armored force. One may assume that this will end in a crushing blue victory. Question is - how will this turn out when the SVP (Strategic Victory Points) are allotted after battle?

The BLUFOR has these TACBAT objectives to consider: TER 30/PEC 5/PFC 65. This means controlling the terrain objective (TER) will render 30 points, Parameters Enemy Casualities (PEC) 5 points and Parameters Friendly Casualities 30%(PFC) 65 points. Or in other words - reaching the terrain objective is quite important to the blue side (30p), but it's absolutley vital to keep the own losses below 30%, and finally it's not a priority to take out the enemy forces -they will only render 5 points in total.
The REDFOR has different TACBAT objectives altogether; TER 25/PEC 70/PFC 5. Which indicates that any losses the two syrian BNs inflict on the attacking blue force might be worth a lot.
On top of this the SVPs will be applied to the result of the battle.

As the BLUFOR has the initiative it may also chose time of attack. In this case the blue OPCO gives orders to his TACCO to commence the attack at 02 hours (at night).

So the battle commence. As one might expect the T-55s are utterly inferior in these situations. Very soon most of them light up the desert night with their bonfires;


Playing as the syrian TACCO I realize that most of my tanks have been taken out without any enemy units even being spotted! My tank crews can't even see who's killing them! I tell the infantry in the dug in positions to keep their heads down, hide and wait for the enemy to approach. The dirt berm didn't do much good for my T-55s...


When the blue MBTs and IFVs rush towards my trenches some of my squads actually manage to throw some shots at them, we're nevertheless overrun and the battle is over within 20 minutes.

The AAR reports tells a painful story;

BLUFOR 99 points
(124 men OK, 13 KIA, 3 WIA) This gives a casuality ratio of 11%
blue has also lost 2 MBTs and 1 IFV

REDFOR 8 points
(70 men OK, 105 KIA,21 WIA, 44 MIA) This gives a casuality ratio of 71%
red has also lost 20 MBTs

So, it's a decisive blue victory. But what are the consequences at the operational level? First the SVPs;

total red defeat: blue +10, red-5
blue vehicle lost: blue -15, red n/a (since blue lost 3 vehicles = 3x5)
blue 10 men lost:blue -15, red n/a (for each 10 men lost)

since the red losses are more than 61% REDFOR has to roll a d10 for surrendering units. If d10<8>

redfor unit surenders: blue n/a , red -10

And the SVPs summed up:

BLUFOR -20 SVPs and REDFOR -15 SVPs.

So the two Syrian BNs were sacrificed and the blue TACCO won a clear victory - but to a slightly too high a prize. The blue units may now enter and occupy the hex. But as a Syrian OPCO I wouldn't be too dismayed - I've slowed down the advance of the blue taskforce and actually managed to decrease the amount of blue SVPs. That's not so bad afterall - I most likely will have even better units waiting down the road for the "blues". Remember this was only reserve units! BLUFOR would have to be more careful in the future if they don't want to end up losing popular support!

/sdp




Thursday, 2 July 2009

Upcoming Modules and MC start date

More news of the British Module at BFCs web site. Looks very promising indeed! But still no mentioning of when it will be out... Which brings me to the issue of setting a start date for the OPNEM MC. At the moment I've decided that it's not wise to set any date at all - since one of the prerequisites for the Campaign is that also the NATO module will be included.

Anyway, really looking forward to all the changes and improvements in this coming module. BFC keeps on convincing us with their dedication!


Tuesday, 30 June 2009

AAR300609 - attacking from two different directions

The combinations of situations on the Operational map are close to infinite. Have to test the most probable operational situations to see that the rules will work properly. Here's an AAR from a syrian attack on the 2/6 marines.




The 2BN/6th Marines has just landed south of Tartus. The unit has orders to consolidate the beachhead and prepare for a Syrian counter attack. BLUFOR has intelligence that Syrian 9 DIV/43 BDE is in the vicinity - 3BN MECH BN of the BDE was thrown back earlier in the inital assault and suffered severe losses.


To support 2Bn/6 2 SQNs of Navy F-18s are dispatched to the hex to act as CAS should a Syrian attack occur.


The Syrian OPCO decides to attack the beachhead from two directions, with the 2BN (arm, 25 TOEPs) and the remains of the 3BN (mech, 8 TOEPs). To mount a quick counter attack is of essence - as soon as the marines have landed more equipment they will be harder to stop - and the risk of air strikes on the Syrian army units will increase - they are more vulnerable out in the open on the countryside than they are in built-up areas. This means however that the attack will be without any DIV or BDE artillery assets - these OPUNs are much slower than 3BN and 2BN - instead of waiting for them to catch up, the attack will go ahead without them.


The attack takes place in the early hours of the morning. Playing as the Syrian TACCO I decide to divide the tanks from 2BN into two smaller taskforces and advance on the village and the highway from the east. The smaller force from 3BN (mech) enters the battlefield from south. Their mission will be to seize the hamlet in front of them. In the center the rest of the tanks will advance on the village from southeast.


3BN moves towards the hamlet. I decide to advance under the protection of a smokescreen. No signs of enemy activity yet.


The northern armored taskforce enters a narrow valley that leads down to the coastal plain. One of my MBTs placed in overwatch takes a hit from an ATGM - and I have no idea where it came from!


As the tanks exit the valley they run into a tremendous ATGM ambush. I realize it will be difficult to advance any further in this area.


At the very same moment air strikes hit the 3BN that has reached the southern hamlet. Mavericks from the Navy F-18s take out BMP after BMP - now I wish the ground forces would've been screened by ADA units in an adjacent hex! But ADA units are slow on the OPMAP, there was just no time to wait for them...


So, this is the tactical situation some minutes into the battle; the mech force of 3BN has seized the hamlet in the foreground - but the airstrikes destroyed all the IFVs! The northern tankforce is stuck in the narrow valley and can't reach either the village or the highway. I have a pretty good picture of where some of the enemy AT positions are - at this moment it would have been appropriate to call in artillery strikes on these suspected positions - that would probably have solved it. But no ART support... However the tankforce in the center succeeds in reaching the village without any problems.


Finally I decide to make a run for the highway; protected by smoke the northern tankforce starts to advance. I know that the BLUFOR cannot afford losses the way REDFOR can, so if I can take out some enemy units by charging head on, it might work!


The columns of smoke dot the landscape... It was a suicidal attack indeed. The only thing gained is that I managed to take out several TOW Humvees and a few AT positions between the village and the highway. I decide to call it a day and offer a ceasefire. At least I'm in control of the hamlet and the village.


A Tactical Defeat... Could've been worse! As it happens BLUFOR has suffered 17 men KIA/WIA - which will render BLUFOR some heavy penalty in SVPs (Strategic Victory Points)


When I check the SVP chart I realize that the outcome wasn't so bad afterall; the BLUFOR gets 5 SVPs fot the TACBAT victory, but REDFOR don't lose any. However, BLUFOR suffers -15 SVPs due to the losses - which actually results in a total for BLUFOR of -10SVPs, REDFOR 0SVPs. Now, the only problem is that I suffered 61% losses, which means there's a major risk of losing the participating units entirely - with such high casuality figures the units might rout or surrender. And that would render me additional negative SVPs. But that's a totally different story - which I'll get back to later on!

/sdp