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.



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