1CAD

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                                     1st Canadian Division's



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                             General Outline of play



This campaign will be played for one 24hr battle in segments. The first mission of the time slot (weekend) will be a resupply/Recon mission for both sides. The second times slot mission will be (if the sides chooses) will be where movement into combat takes place. Two missions for one weekend/day till the end may not be every weekend. Each mission may be 120 minutes in duration.


                                 Rules for the campaign.


Mission Size: Mission size will depend the historical settings. As a general rule a Canadian Combat Team (CBT) with some additional assets’ will be the norm. This will I hope increase players awareness due to no map update’s and the close nature of close combat in difficult terrain in the R/R. Both commanders will have a difficult time controlling and direction of forces in larger numbers, if the missions see no issues, then forces would increase to reflect this.Note: Arty (x4) does not count for total AFV's rule.Both sides will indicate what type of units,load-outs they will use in each mission to the CD.


Combat area: The first (R/R) and (CP) will be directed by the Campaign director (CD) after that Soviet side will choose from a standard (TBD) size starting grid(s) to launch from. The (CD) will place the 4CMBG in the area in follow on missions. This will not be exactly in front of the Soviet’s; rather the 4CMBG’s recce must inform their CoC of any Intel they gather in the (R/R) if any.Red may choose to enter at the east side of the map, or, restart in a previous battle area. Both sides units remain in the mission area, so if Red starts in a previous battle area he must either remove through the R/R those units left there from the previous battle or bring on new units, or a combination of both. 4CMBG will do the same.Units in battle areas may be moved or resupply/moved during any R/R phase.


Forward Lines of Engagement:FLOE This FLOE is fluid, and depending on combat may change from mission to mission. The Campaign director will make known prior to each (R/R) a rough FLOE to both sides. The FLOE will be separated by a buffer of 1km between sides.


Resupply/Recon Phase (R/R): In this phase the side must move to resupply his forces in combat in both fuel,ammo & repair, vehicular replacement takes place also. If one side wishes to do recon, and if players and equipment is present, and operational, it may take place. Resupplying requires forces from the rear to be moved to units/dumps, resupply areas etc., and should be under escort. This is due to the fact if a side loses some supply capability it will hamper his movement due to no fuel and loss of ammo. Resupply areas must be established from where resupplying units draw from, each side may build such areas, however the supplies still originate from the initial resupply point to all others up the chain. In the (R/R) both sides will have a opportunity to interdict the other sides supply chain in the form of a small force, placed where due to his Intel on the route(s) of the attacking side.


Combat Phase (CP): In this phase based on the (R/R) both sides undertake combat with their available forces. The CO on both sides indicate which units they require through the (R/R) and now in place to carry out said combat. Both sides have a pool from which they may call up from, but only through the resupply phase from the rear area, nothing just appears on the battle field. Both sides should plan for units from rear holding areas to be moved to the mission areas. In additional to resupply damaged units/vehicles can be returned to the rear to be repaired for another mission under repair time rules. Destroyed tanks cannot be used again, dead is dead (on fire)Coy size formations must have C&C units within 5Km of their Coy for command and control.


Insertion units (IF): After the combat phase, and before their (R/R) each side will send the (CD) where he will place his (IF). In the following (R/R), they will become playable to each side to interdict if possible. Said forces will be given one grid to operate, no movement is allowed outside this area. Violations will cause a reduction in supply trucks in the form of one/one to the player. Once place they will remain in that grid, unless recovered and returned to a Sqn/Coy HQ to be deployed next phase after being re-supplied. (IF) units may be driven / flown, out of grid.Units will spawn when the enemy enters the 1Km grid around the unit. Both sides must indicate to the CD the type,facing,tactics, wpn,ROE, etc to the CD prior to mission start.

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Interdiction area


Engineer units (IF):

Once the Engineer unit is tasked to create a minefield it deploys the team and clears a area with indicators on the ground (similar to a breach). The CM will place a minefield in the next turn in said area. The unit has to be resupplied by either returning to a supply dump (1 phase_, or resupplied by a resupply unit.


Map updates: Map updated will show for Sqn/Coy only and only if certain units still remain operational in the CP only. Each side will have units designated essential to their Command and control, loose these units and comms go down till replacements are brought into the Sqn/Coy’s battle space (Area in which Sqn/Coy operates , drawn on the map around all of its units).


Obstacles: Obstacles are carried on designated carriers. Players are to confirm, and if said obstacles are to be used moved to the area, and placed with Engineer units. First obstacle is known to be with engineer unit. After first obstacle is placed, all others must come from designated supply vehicles, from a resupply area through the log chain.Obstacles become active in the next phase for the remainder of the campaign.

Aircraft: Both sides will have Helicopters. The Soviet side will have the same number as 4CBMG as not to off-set the balance of play. The following Campaign “Counter Stroke will be different in use and numbers”. Helicopters will be armed with MG's only.


Medical: All injured (not Dead) pers moved back to the aid area designated by CO’s on map will recover for next (CP), or given aid by Med veh/pers in pace.


Veh repairs: Use med rule.


Disputes: There will be none, jk’ing. (CD) shall meet with both CO’s and work out an issue fair to both sides.


Victory Conditions: If the WARSAW Pact forces (1 Coy) reaches the western edge of the map by combat phase 12, they win. Nato (4CMBG) wins if it delays the WARSAW victory.

ORBATS:


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1St Guards Orbat
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4CMBG Orbat
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290th MRR



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