Operation Coin 1

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Operation Coin is a campaign series focusing on counter insurgency (COIN). Created by Volcano.

version 2.9
1 OCT 2020

Op COIN.png

Iterations

Operation Coin 1-1

Background

Operation Coin is a high complexity campaign series, which is a strategic shell game where a superior force attempts to hunt and destroy an inferior but covert force. At the core of the campaign is a mechanic which represents winning over the "hearts and minds" of the populace through propaganda.

Operation Coin 1 models a situation based on a mixture of the Afghanistan and Iraqi conflicts. The map and insurgency is based off the conflict in Afghanistan, and the inclusion of starting enemy conventional forces is based on Operation Iraqi Freedom. Time period is present day.

Factions

BLUE / Coalition

Western coalition style force, modern

Characteristics:

  • superior equipped, but few in number
  • Coalition forces have Active Protection Systems
  • mostly MRAPs, wheeled PCs and IFVs
  • some (few) tanks
  • a helicopter unit, excessive helicopter losses will result in defeat; helicopter force is not bound by normal movement rules (can go anywhere on the strategic map)
  • UAVs + macro UAVs
  • some howitzers, heavier artillery
  • has air support
  • fixed TOE
  • government force units can be created
  • non-commando government forces have fragile morale and may surrender, based on unit quality
  • losses suffered can be extremely detrimental to propaganda and the outcome of the campaign

BLUE Units

Government Forces (GF) represent the police and national army of the government. These forces must be raised and can be trained by BLUE, and they are placed in controlled provinces. GFs mainly help maintain control of provinces so that MUs can concentrate on offensive operations into enemy controlled territory.

Each GF represents about an under strength platoon sized mixed military unit which differs in composition, training and morale depending on their upgrade level, and there is a maximum pool of 30x GFs available (units are recruited from this pool and when they are eliminated they return to this pool) (see BLUE Operations):

LEVEL 1 GF-L1 unit.png
(each GF counts as 3 Strength Points, which is used to determine provincial control and force ratios in simulated battles)

  • one T-55A or T-62 (random) tank (BM-20 / BM-21)
  • one militia YAD-4442 motorized infantry section equipped with PG-7S1 (no MGs or LMG teams)
  • one police vehicle consisting of untrained infantry, no RPGs (no MGs or LMG teams), with random colored civilian vehicles with various mounted MGs
  • no artillery support
  • can move via the PATROL or MARCH operation
  • subject to 1 in 3 chance of desertion during a Propaganda Turn

LEVEL 2 GF-L2 unit.png
(each GF counts as 6 Strength Points, which are used to determine provincial control and force ratios in simulated battles)

  • one T-72M tank (BM-22)
  • one conscript MRAP infantry section equipped with Carl Gustav and LMG teams
  • one police vehicle consisting of militia infantry, no RPGs (no MGs or LMG teams), with advanced all-terrain technical trucks armed with HMG
  • minimal artillery support (if Camp is present in province) [6x1, HE: 24, Smoke 0], not cumulative - determined by highest level unit
  • can move via the PATROL or MARCH operation
  • subject to 1 in 3 chance of desertion during a Propaganda Turn

LEVEL 3 GF unit.png
(each GF counts as 9 Strength Points, which are used to determine provincial control and force ratios in simulated battles)

  • one T-72B1 w/ERA tank (BM-42)
  • one regular M113G4 infantry section with M136 and M60E LMG teams (M113s are armed with HMG w/ Specter 3.4x optics and one vehicle carries a Dragon III ATGM team)
  • one police vehicle consisting of conscript infantry, equipped with OG-7 and PKM LMG teams, with MRAPs armed with 7.62mm RWS
  • moderate artillery support (if Camp is present in province) [6x1, HE: 42, Smoke 12], not cumulative - determined by highest level unit
  • can move via the PATROL or MARCH operation
  • can participate in ASSAULT operation
  • subject to 1 in 3 chance of desertion during a Propaganda Turn

LEVEL 4 CDO unit.png
(each GF counts as 12 Strength Points, which are used to determine provincial control and force ratios in simulated battles)

  • one elite commando squad with M136 and GL, MG4E LMG teams, sniper team, Carl Gustav team, and BILL ATGM team
  • one 81mm mortar team
  • one Vector ATTV SF recon platoon (3 veh) (M2HB and Reflex Sight (SE) optics, AGL, TOW) with elite recon teams with UAV and JIM-LR
  • three Claymore AP mines [defensive scenarios]
  • PL unit is equipped with JIM-LR and UAV
  • All LEVEL 4 forces are equipped with NVGs
  • will have a different type of transport depending on the situation
will have Mi-8C transport helicopter if moved by AIR LIFT
will have transport trucks instead of helicopter if moved by PATROL or MARCH
will be on foot if defending
  • significant artillery support (if Camp is present or adjacent to province) [6x2, HE: 42, Smoke 12], not cumulative - determined by highest level unit
  • can move via the PATROL or MARCH or AIR LIFT operation
  • can participate in ASSAULT operation
  • not subject to desertion during a Propaganda Turn

NOTE: Even though GF units are part of BLUEFOR, GF forces are always placed on the GREEN side during a battle, to better represent poor coordination between GF and MU forces. In scenarios where both GF (GREEN) and MU (BLUE) forces are present, the Campaign Coordinator will control GREEN forces unless a BLUE player specifically volunteers to do it instead.

Outpost.png
Outpost - represents a small fortified position which allows for government units to be recruited, and prevents insurgents from deploying around them in a small radius.

  • Limit of one outpost/camp per province.
  • Outposts are the prerequisite for a Camp.
  • Outposts allow GFs to be raised (recruited).
  • Outposts hinder movement of enemy non-reinforced IFs to prevent them from being able to pass out of the province freely.
  • Outposts count as 0 Strength Points towards province control and simulated battle results (they have no dedicated garrison).
  • If province is controlled by ORANGE and no BLUE units are present, then the Outpost is destroyed.

Camp.png
Camp - represents a large fortified facility which allows for the training (upgrading) of government forces to occur, allows for artillery support to be provided to government forces, and prevents insurgents from deploying around them in a large radius.

  • Limit of one outpost/camp per province.
  • Camps allow GFs to be raised (recruited) and upgraded.
  • Camps hinder movement of enemy non-reinforced IFs to prevent them from being able to pass out of the province freely.
  • Camps may provide various levels of artillery support in battles that take place in (or adjacent to, for GF Level 4 units) the province where a Camp is located which involve GF units. The level of artillery support is determined by the highest level GF unit present in the battle.
  • Camps count as 0 Strength Points towards province control and simulated battle results (they have no dedicated garrison).
  • If province is controlled by ORANGE and no BLUE units are present, then the Camp is destroyed.

Government Force Morale

As in any COIN conflict, government forces are handicapped by their unreliable nature due to corruption of the government, and insufficient training. That said, as the GF units increase each level, they become more reliable. Note that this only applies to BLUEFOR government forces.

  • Untrained units have a 100% chance of surrendering when they suffer > 50% casualties to that unit.
  • Militia units have a 75% chance of surrendering when they suffer > 50% casualties to that unit.
  • Conscript units have a 50% chance of surrendering when they suffer > 50% casualties to that unit.
  • Regular units have a 25% chance of surrendering when they suffer > 50% casualties to that unit.
  • Elite units have a 0% chance of surrendering when they suffer > 50% casualties to that unit.

MU unit.png
Military Units (MU) represent the highly trained and superior equipped western style forces which are used in offensive operations to eradicate insurgents. Each MU represents a platoon sized unit (a company is made up of 4x CUs) with a fixed TOE, and each full strength MU typically counts 12-20 or more Strength Points (which determines provincial control and force ratios in simulated battles) and any reduction in TOE strength reduces the Strength Points accordingly, based on % of remaining strength.

ORANGE / Insurgents

Irregular style force

Characteristics:

  • inferior quality but numerically superior force
  • mixed conventional and irregular force
  • conventional force has inferior soviet equipment and a fixed TOE
  • conventional force is not expected to survive and is only expected to do as much damage as possible before getting eliminated, where the conflict transitions to pure insurgent warfare phase
  • irregular force are the true insurgents, consisting of technicals, infantry, ATGM and weapon teams, IEDs and bombers
  • irregular force is not bound by the normal movement rules (can go anywhere on the strategic map)
  • insurgent units can be "UNDERGROUND" where they cannot be directly attacked by BLUE forces unless "ACTIVE"
  • insurgent units can be created
  • units do not surrender
  • insurgent units do not have medics
  • losses suffered can be detrimental to propaganda and the outcome of the campaign, but are less severe than BLUE's losses

ORANGE Units

Insurgent Forces (IF) - represent insurgent forces which are mostly inferior equipped but are a covert and abundant force whose primary purpose is sabotage and undermine government control of provinces.

Each IF represents about 25-50 fighters making up about a platoon sized irregular force which differs in composition depending on their upgrade level, and there is a maximum pool of 30x IFs available (units are recruited from this pool and when they are eliminated they return to this pool) (see ORANGE Operations):

LEVEL 1 GU unit.png
(each IF counts as 3 Strength Points, which is used to determine provincial control and force ratios in simulated battles)

  • one squad of regular fighters with RPG-29 and GL and PKM LMG, and one AT-13 Saxhorn-2 ATGM team^
  • two squads of militia with PG-7S1^
  • one IED, 250lb [defensive scenarios]

LEVEL 1 REINFORCED IF R1 unit.png

(adds the following forces, which increases to 9 Strength Point)

  • one squad of militia with PG-7S1^
  • one T-72M (BM-22)
  • one BMP-1 (PG-15VNT, AT-3d, no troops)
  • one technical equipped with RCL^
  • one DShK HMG team^
  • one 81mm mortar team^
  • one sniper team^
  • one infiltrator equipped with RPG-22 and IED vest^
  • one VBIED, 500lb

LEVEL 2 IF2 unit.png
(each IF counts as 6 Strength Points, which are used to determine provincial control and force ratios in simulated battles)

  • two squads of regular fighters with RPG-29 and GL, LMG team, and AT-14 ATGM team^
  • one squad of conscripts with PG-7L^
  • one DShK HMG team^
  • one 81mm mortar team^
  • one IED, 500lb [defensive scenarios]

LEVEL 2 REINFORCED IF R2 unit.png

(adds the following forces, which increases to 12 Strength Points)

  • one squad of conscripts with PG-7L^
  • one T-72B1 w/ERA (BM-42)
  • one BMP-2 (3UBR8, AT-5b, no troops)
  • one advanced all-terrain technical equipped with MILAN^
  • one motorized ZU-23-2 AAA gun^
  • conversion, one 81mm mortar technical truck (instead of the 81mm mortar team)^
  • one sniper team^
  • one infiltrator equipped with RPG-22 and IED vest^
  • one VBIED, 1000lb
  • may have an assortment of unarmed trucks available for transport, if battle is near a city

^ = can deploy anywhere except around enemy camps, compounds, or outposts (the radius varies)

Base.png
Base - represents hidden caves, safe houses and other areas where the insurgents organize, coordinate, train, and build IEDs.

  • Limit of two bases per province or sanctuary zone.
  • Bases provide extra units when recruiting IFs (depending on the population level).
  • Bases allow Level 2 IFs to be recruited (in provinces that have two bases).
  • Bases allow IF units to be upgraded to more capable reinforced units.
  • Bases provide additional resources during EXTORT operations (+1 RP per Base).
  • Bases count as an IF unit during operations that compare number of GF and IF units (such as EXTORT or TERROR operations).
  • A base cannot be directly attacked in a battle.
  • If a province contains no ACTIVE or UNDERGROUND IFs then any Bases there are considered unprotected. Unprotected Bases can be destroyed by the AIRSTRIKE operation, or when the province's IFs suffer losses, or at the end of a phase where BLUE forces are present.
  • Bases count as 0 Strength Points towards province control and simulated battle results (they are administrative centers).

COIN CU Mech CO.png
Conventional Units (CU) - represent the conventional military force that the Orange side starts with. This force will eventually be destroyed, but its purpose is to aid IFs in combat, and to inflict losses on enemy forces for as long as they survive. Each CU represents a platoon sized unit (a company is made up of 4x CUs) with a fixed TOE. Each full strength CU counts between 6 to 12 or more Strength Points (which determines provincial control and force ratios in simulated battles) and any reduction in TOE strength reduces the Strength Points accordingly, based on % of remaining strength.

Rules

Turns and Phases

Each "turn" lasts a maximum of one week, and each turn represents about a month of real time. During that turn, both sides choose operations to execute, and these occur in a series of phases and battles are generated. Once the battles are played out, provincial ownership on the strategic map and resources are earned and then a new turn begins. If any battles have not been resolved after a week, then the Campaign Coordinator will simulate the results using the battle matrices.

Depending on the specific campaign, every several turns there may be a Propaganda Turn where various adjustments may occur, like some resources added or other campaign specific effects.

Population and Terrain Types

A 2 Population Point marker, normal terrain

Population is the key to a COIN campaign. Control of the population provides resources and allows the insurgents to recruit forces. Population density is represented by "Population Points" which are located across the map. The higher the Population Point, the denser the population, and the more valuable the area is in regards to winning over the hearts and minds of the people.

In addition, the background color of the Population Point marker specifies the type of terrain the province is.

  • Black = Normal terrain
  • Brown = Mountain terrain
  • Green = Forested terrain

The different terrain types affect the effectiveness against IF units in regards to PATROL, SWEEP, and ASSAULT operations.

Lines of Communication (LoC)

A 1 Economic Point LoC

Lines of Communication (LoC) are major highways that might be present on the strategic map. LoC provide resources to BLUE if they are free of enemy insurgents. LoC can also be used for rapid movement of ground units as long as they are free of enemy insurgent or enemy government forces.

  • MUs and CUs can utilize LoC for additional movement but cannot stop on and occupy an LoC.
  • Only GFs and IFs can occupy LoC. ORANGE IFs would occupy an LoC to hinder BLUE movement, or to sabotage it and prevent BLUE from gaining its resources. BLUE GFs would occupy an LoC to patrol it, and to oppose ORANGE IFs there.

Sabotage

A 1 Population Point province with sabotage

Provinces and LoCs can both suffer sabotage from certain ORANGE operations. Sabotage essentially renders these areas useless when it comes to Resource Point income/collection. Sabotage affects BLUE side only, and must be removed in order for BLUE to gain Resource Points from the space. Sabotage is repaired through certain BLUE operations.

Support and Opposition

COIN Support and Opposition Markers.png

In a COIN campaign, it is essential to win over the population's sympathy. The goal for both sides is to win over the populace since, in the end, Support or Opposition determines the legitimacy of the new government. Support from the population will drive the insurgency out of existence, while Opposition will prevent the government from taking hold, resulting in a failed state.

Unlike a conventional conflict, in a COIN campaign having military control of the terrain is not what determines victory. Having military control is a prerequisite to influencing Support or Opposition in your favor, but its the Support and Opposition that matters towards achieving a political victory. Once a province is controlled by military occupation, certain specialized operations can then be utilized to manipulate Support and Opposition to be more favorable. Once the population is more favorable to that side's view, then propaganda points will be awarded.

There are three levels of popular support:

  • SUPPORT = favorable to BLUE
  • NEUTRAL (no marker) = not favorable to either side
  • OPPOSE = favorable to ORANGE

At the end of each turn, a number of Propaganda Points are awarded based on the total Population Level of provinces that have Support and Opposition. In the long term of the campaign, superior management of Support and Opposition will create a reliable stream of Propaganda Points needed to secure a methodical and calculated victory.

Terror

COIN Terror Marker.png

In COIN warfare, terror is the insurgency's best tactic at intimidating the population, paralyzing and suppressing through fear and convincing the populace to doubt the government's ability to provide protection, thereby severely undermining the government's legitimacy.

Terror operations attacks cause TERROR markers to be placed in a province, and the presence of these markers affect government income and support from the population. TERROR markers must be removed before support can increase and before resources can be collected via governance. Essentially TERROR markers hinder future efforts to influence support and collect resources since the population has to be calmed, and infrastructure has to be repaired. This means that terror operations are the insurgent's primary way of hindering and delaying popular support and government income.

However, TERROR markers must also be removed before the population will fully support the insurgency (before they can be changed to OPPOSE), so terror operations can be a double edged sword.

Propaganda Meter

At the heart of the campaign is the Propaganda Meter: the single most important aspect of the campaign, as it influences victory. At the start of the campaign, the meter begins in the 0 space and can move a range of +10 (good for BLUE), to -10 (good for ORANGE). The campaign ends immediately the moment the Propaganda Meter reaches either +10 or -10 (see Victory Conditions). Throughout the campaign both sides will receive or lose benefits depending on what level the Propaganda Meter is at.

Propoganda meter.png



The following effects occur depending on what level the meter is currently at in the campaign:

LEVEL EFFECT
+10 BLUE victory, the population turns completely against the insurgents and they are eradicated
+8 BLUE receives +3 Resource Points from additional coalition aid during the Propaganda Turn (cumulative)
+4 BLUE receives +2 Resource Points from additional coalition aid during the Propaganda Turn (cumulative)
+1 BLUE has initiative
(in each phase, BLUE's operation is carried out first)
0 ORANGE has initiative
(in each phase, ORANGE's operation is carried out first)
-1 ORANGE gets full map updates, while meter is -1 or below, when the battle is in a non-OPPOSE province
(if head-to-red or the battle is in an OPPOSE province then ORANGE always has full map updates)
-3 ORANGE newly recruited IFs are LEVEL 2, while meter is at -3 or below
-4 ORANGE receives +2 Resource Points from foreign aid during the Propaganda Turn (cumulative)
-8 ORANGE receives +3 Resource Points from foreign aid during the Propaganda Turn (cumulative)
-10 ORANGE victory, public opinion turns completely against the coalition and they withdraw

The actions that cause the Propaganda Meter to change are:

Resource meter with BLUE at 10 RPs and ORANGE at 5 RPs.
  • +1 for every 20 ORANGE CU Strength Points of total accumulated losses
  • +1 every time > 5 ORANGE IFs are eliminated in a manually resolved battle
  • +1 for every 5 Population Points that have SUPPORT at the end of the turn
  • +1 each time BLUE conducts a DEMOBILIZE operation
  • +1 when BLUE accomplishes their mission during a manually resolved battle (this may cancel out with ORANGE)
  • +1 when an ORANGE Base is removed in a non-sanctuary zone
  • -1 when an ORANGE Base is created in a non-sanctuary zone
  • -1 when ORANGE accomplishes their mission during a manually resolved battle (this may cancel out with BLUE)
  • -1 for every BLUE violation of their Rules of Engagement (ROE) when popular support could not shift
  • -1 every time > 5 BLUE GFs are eliminated in a manually resolved battle
  • -1 for every 1 BLUE attack helicopter destroyed during a manually resolved battle which had no ORANGE CUs present
  • -1 for every 2 BLUE non-GF main battle tanks destroyed during a manually resolved battle which had no ORANGE CUs present
  • -1 for every 4 BLUE non-GF IFV, PC, or Other vehicle destroyed during a manually resolved battle which had no ORANGE CUs present
  • -1 for every 40 BLUE soldiers destroyed during a manually resolved battle which had no ORANGE CUs present
  • -1 for every 5 Population Points that do not have SUPPORT at the end of the turn
  • -1 for every 20 BLUE MU Strength Points of total accumulated losses
  • -2 each time BLUE conducts a SURGE operation

Victory Conditions

Campaign victory conditions are directly related to the Propaganda Meter and are determined by a number of situations which consist of the following:

  • A BLUE MAJOR VICTORY occurs the moment the Propaganda Meter reaches +10.
  • A BLUE MINOR VICTORY occurs when the 15th turn is completed and neither side has achieved a MAJOR VICTORY and the Propaganda Meter is greater than +5 (is between +6 and +9).
  • An ORANGE MAJOR VICTORY occurs the moment the Propaganda Meter reaches -10.
  • An ORANGE MINOR VICTORY occurs when the 15th turn is completed and neither side has achieved a MAJOR VICTORY and the Propaganda Meter is less than -5 (is between -6 and -9).
  • A DRAW occurs when the 15th turn is completed and neither side has achieved a MAJOR or MINOR VICTORY, or at any time the commander of both sides agree to a ceasefire.
  • At any time the commander of either side may formally surrender, which results in a MAJOR VICTORY for the opposing side.

Resource Points / Resource Meter

The second most important meter to keep track of in the campaign is the Resource Meter, which keeps track of Resource Points. Resource Points (RPs) are an abstraction that represent funds and supplies, essentially everything needed to conduct an insurgency/counterinsurgency. RPs are used to conduct operations and RP expenditures are tracked via the Resource Meter which is a scale from 0 to 15. RPs can never exceed the maximum number of 15 at any point (excess RPs are lost and do not carry over in any way).

The Resource Meter changes each turn by the following:

-(#) RP spent for carrying out an operation

Propaganda Turn

Every THREE turns in the campaign there is a Propaganda Turn where low level government forces test for desertion, and additional resources are gained.

  • Sabotage Phase: Sabotage each un-sabotaged LoC where IFs outnumber GFs.
  • Gain Resources Phase: Additional resources are gained, the amount of which varies depending on the Propaganda Meter and provincial control.
+# RP from additional coalition aid (the amount is determined by the Propaganda Meter)
+5 RP from standard coalition foreign aid
+1 RP for every controlled non-mountain province (contraband/illegal activity)
+1 RP for every non-TERROR negated OPPOSE marker (shadow governance/taxation)
+# RP from additional foreign aid (the amount is determined by the Propaganda Meter)
  • Desertion Phase: Government forces in each space is checked for desertion.
Level 1, 2, 3 GF - every 1 in 3 (rounded down) in the province deserts (they are treated as a group, removed from lowest level GFs first)
Level 4 GF does NOT suffer from desertion
  • Seasonal Reset Phase: The passage of time and seasonal preparations for new operations.
All IFs in Baghlan Municiple Province go UNDERGROUND (dense urban terrain, easy to hide)
All TERROR removed


Operations

Operations are the heart of the campaign and is the mechanism that drives the action at the strategic level. Operations decide the outcome of the campaign by strategically maneuvering forces from province to province with the goal of exerting support and control across the map, and initiating battles against enemy forces.

Each side conducts up to FOUR operations per turn, which are executed in phases. Operations expend resources and allow for offensive activities, redeployment, and strength recovery. Each turn, the CO of both sides secretly chooses three operations to conduct. The order that the operations are selected decides the phase order they are executed. Depending on who has the initiative (based on the Propaganda Meter), one side will have the strategic initiative and that side's operation is executed before the other side's operation. If any operation cannot be executed (because of enemy intervention or because it is not allowed), then the operation does not occur (a PASS operation occurs instead) and the resources points for the failed operation are not expended.

Unless otherwise stated, the same operation can be conducted multiple times each turn as long as the prerequisite conditions are met.

NOTE: Veterans of the Coin series should be sure to read each operation's cost, selected areas, location, and description/procedure carefully, because some operations may be present in multiple Coin campaigns, but are often subtly different in execution. 

Each side has different types of operations it can conduct which are:

BLUE Operations ***

TYPE PURPOSE COST # OF SELECTED AREAS LOCATION DESCRIPTION/PROCEDURE
TRAIN + Create new government units. 3 RP
per province
Multiple Any controlled province that also contains an Outpost or Camp. In each selected province, raise SIX Level 1 Government Force (GF).

This operation will be negated if an enemy OFFENSIVE occurs in the province before TRAIN was initiated.

Manpower limitation: There is a maximum pool of 30x GFs (~10x battalions). GFs are recruited from this pool, and when they are eliminated then they return to the pool and are available to recruit again.
EQUIP + Upgrade government units. 1 RP
per unit
Single Any controlled province that also contains a Camp. In one selected province, upgrade and replace a number of GF units to the next higher level at a cost of 1 RP per GF. If there are not enough RPs available to upgrade all units in the selected province, then the operation will upgrade as many GFs as possible, starting with the highest level ones.

See the section regarding GF unit composition to learn more about what each force level upgrade entails.
CIVIC ACTION + Remove sabotage and win over the population to your cause. 3 RP
per space
Multiple Any LoC or controlled province where at least one GF is present. In each selected space, one TERROR marker and sabotage is removed. In a province, if no TERROR markers or sabotage are present when this action was initiated, then popular support moves one level towards SUPPORT.
MARCH Move ground forces. 2 RP Single Any space. Move up to 4 MUs in one province to the same destination adjacent province, or onto and along adjacent LoCs (if free of IFs) and then to any adjacent province.

Or move any number of GFs to a selected province from all adjacent spaces.

In the phase the move occurs, if enemy is present in the starting province then a number of SPs in GFs and/or MUs may need to be left behind to meet or exceed the total number of enemy SPs in ACTIVE IFs and CUs that you are moving away from, determined by the following modifiers:

Moving from BLUE controlled to uncontrolled or BLUE controlled: x0 SP (does not hinder)
Moving from BLUE controlled to ORANGE controlled: x1 SP
Moving from ORANGE controlled to ORANGE controlled: x2 SP
Moving from mountain terrain: +1 to multiplier
If an ORANGE OFFENSIVE is being carried out there: +1 to multiplier
AIR LIFT Redeploy heliborne forces quickly. 3 RP Single Any space. Move the air assault MU or any number of Level 4 GFs from any one province to any other selected province.

NOTE: The air assault MU can only move by this operation, but Level 4 GFs can move by PATROL or MARCH (helicopters will not be present and infantry will be carried by truck).

NOTE: AIR LIFT movement ignores enemy SPs when moving out of a province that contains enemy units.
AIRSTRIKE Precision neutralize insurgents. 1 RP
per space (max two)
Multiple Any province or LoC. Eliminate ONE ACTIVE enemy IF (or Base if unprotected) of choice in a selected space up to a maximum of TWO different spaces, as long as the province containing the airfield is under friendly control. This operation essentially picks off one ACTIVE IF unit.

If this operation is selected during the same turn where a battle will occur (ie. from a BLUE ASSAULT or ORANGE OFFENSIVE), then an IF will not be removed (unless the battle is simulated) and instead airstrikes will be available during the battle (4x airstrikes per AIRSTRIKE operation).

. Then conduct one free minor ASSAULT in one of the selected spaces (only GFs [any level] participate in a minor ASSAULT).

PATROL simulated battle results are:

Remove 1 SP of IF for every 2 SP of GFs
then remove 1 lowest level GF for every 3 IFs removed (+150% (round up) if majority of GFs are Level 1 and +100% if majority of GFs are Level 2)
Remove 1 SP of IF for every 3 SPs of GFs in Mountain province)
then remove 1 lowest level GF for every 2 IFs removed (+150% (round up) if majority of GFs are Level 1 and +100% if majority of GFs are Level 2)-->
PATROL Government redeploy to protect LoCs or patrol a province, expose hidden insurgents. 2 RP Single Any space. Move any number of GFs into or along adjacent LoCs, stopping at IFs or move one group of GFs from one LoC or province to an adjacent province. Once move is completed, ACTIVATE 1 IF for each GF in the space. Then conduct one free minor ASSAULT in one of the selected spaces (only GFs [any level] participate in a minor ASSAULT).

PATROL simulated battle results are:
Remove 3 SP of IF for every 6 SP of GFs
then remove 3 lowest level GF SP for every 9 IF SPs removed
Remove 3 SP of IF for every 9 SPs of GFs in Mountain province
then remove 3 lowest level GF SP for every 6 IF SPs removed
NOTE: When removing losses, units are removed from lowest levels first, done in combination in order to meet the loss requirement to its fullest.
SWEEP Find insurgents on a large scale. 3 RP
per province
Multiple Any province. In each selected province, change 1 IF to ACTIVE for each GF and/or for every 3 MU Strength Points present.
ASSAULT Eliminate enemy forces. 4 RP Single Any province that contains an MU and/or at least one Level 3 or 4 GF. In a selected province, all MUs and Level 3 and 4 GFs launch an offensive on all enemy CUs and ACTIVE IFs.

NOTE: The enemy may decide to leave UNDERGROUND IFs out of the battle.
ESTABLISH OUTPOST Establish a facility to create government forces. 6 RP Single [Limit one per province] Any province that also contains an MU or at least 1 GF. Build a small combat outpost, which allows for GFs to be raised.
UPGRADE OUTPOST TO CAMP + Upgrade an outpost to create and upgrade government forces. 10 RP Single [Limit one per province] Any controlled province that also contains an Outpost and 3 GFs. Remove 3 GF units and then upgrade the Outpost into a Camp, which allows for GFs to be raised, GFs to be upgraded, and GFs to have artillery support.
SURGE + Replenish strength to coalition main forces. 15 RP N/A Any controlled provinces that also contains an MU Select up to FOUR MUs to recover all strength. This is the only way that MUs can regain strength.

Each time a SURGE operation is conducted, the Propaganda Meter will significantly decrease (public opinion is that the insurgency must be serious if a SURGE is required).
DEMOBILIZE Remove MUs, gain propaganda. 0 RP Single Any province that contains an MU. [Limit once per turn] Permanently remove a single MU of choice from the campaign, then gain +1 Propaganda Point.

The strength of the unit does not matter, the Propaganda Point gain is from withdrawing the organization.
GOVERN Gain resources. +# RP N/A N/A [Limit once per turn] Gain 1 RP for each non-sabotaged LoC and 1 RP for every non-sabotaged Population Point that has SUPPORT and is controlled by BLUE.
PASS Do nothing. +2 RP N/A N/A Do nothing; gain 2 RP for being idle.

This automatically happens if an operation cannot be executed because it is either invalid, or does not apply at the time it was execute, perhaps because the enemy prevented it. Think of this as a paralysis of command, and command and control confusion, which are all an important reality of warfare.
+ = This operation requires control of the province
NOTE: When BLUE conducts an ASSAULT operation, ORANGE can decide to commit any additional UNDERGROUND IFs to the battle if any are located in the province, or they can keep them out of the battle and UNDERGROUND. Any UNDERGROUND ORANGE IFs committed to a battle become ACTIVE after the battle is resolved.

ORANGE Operations ***

TYPE REASON COST # OF SELECTED AREAS LOCATION DESCRIPTION/PROCEDURE
RALLY Create new insurgent units and bases. 1 RP
per space
Multiple Any province without SUPPORT or sanctuary zone. In each selected space, recruit ONE Level 1 Insurgent Force (IF) or swap 2 IFs for a Base (limit 2 Bases per province).

If a Base was already present, then recruit IFs up to population and number of Bases in the province. If TWO Bases were present, then IFs recruited in that province are Level 2 type.

NOTE: All recruited IFs are UNDERGROUND when placed on the map.

This operation will be negated if an enemy ASSAULT occurs in the province before RALLY was initiated.

Manpower limitation: There is a maximum pool of 30x IFs (~10x battalions). IFs are recruited from this pool, and when they are eliminated then they return to the pool and are available to recruit again.
REINFORCE Upgrade insurgent units. 2 RP
per province
Single Any province that contains a base and non-reinforced IFs. In one selected province, upgrade and replace all IF units to their reinforced type (appears as a special silhouette on map). If TWO Bases are present, then all IFs that were reinforced in that province also become Level 2 type.

NOTE: Reinforced units always have extra forces (see ORANGE IFs). Also, when IF units are removed from the strategic map due to simulated losses, reinforced IFs are removed LAST.
AGITATE + Win over the population to your cause. 1 RP
per province
Multiple Any controlled province. In each selected province, one TERROR marker is removed. If no TERROR markers are present, then popular support moves one level towards OPPOSE.
MELT AWAY Rapidly redeploy and hide insurgents. 1 RP Single Any province that contains a Base. In one selected province, move any number of ACTIVE IFs there from one other province of any number of LoCs, and then change all IFs in the selected province to UNDERGROUND (including IFs that were located there at the start and did not move).

Any IFs that move by this operation will lose their Reinforced status.

MARCH ^ Move forces. # RP Multiple Any space. Move up to 4 CUs in one province to the same destination adjacent province, or onto an LoC (if free of GFs) and then to any province along the LoC, stopping at enemy MUs.

Or move any number of IFs anywhere one space, pay 1 RP per each province or sanctuary zone moved into. If IFs are moving onto an LoC, then the cost is 0 RP.

If the destination is an LoC or is SUPPORT in a non-Mountain province, and the moving group's total number of IFs plus the number of enemy GFs and MUs in the destination space exceed FOUR, then the moving group of IFs become ACTIVE.

If the destination is SUPPORT in a Mountain province, and the moving group's total number of IFs plus the number of enemy GFs and MUs in the destination space exceed EIGHT, then the moving group of IFs become ACTIVE.

If the destination space is a sanctuary zone, all moving IFs lose their Reinforced status.

In either case, in the phase the move occurs, if enemy is present in the starting province then a number of SPs in IFs and/or CUs may need to be left behind to meet or exceed the total number of enemy SPs that you are moving away from, determined by the following modifiers:

Moving from ORANGE controlled to uncontrolled or ORANGE controlled: x0 SP (does not hinder)
Moving from ORANGE controlled to BLUE controlled: x1 SP
Moving from BLUE controlled to BLUE controlled: x2 SP
Moving from mountain terrain: +1 to multiplier
If a BLUE ASSAULT is being carried out there: +1 to multiplier
UNDERGROUND and non-reinforced ACTIVE IFs ignore this (their movement is not hindered), unless an Outpost or Camp is present in the starting province
OFFENSIVE ^ Eliminate enemy forces. 2 RP Single Any province which contains at least one IF or CU. In one selected province, launch an all-out attack on enemy GFs and MUs. Any UNDERGROUND IFs that participate in the offensive become ACTIVE.
INFILTRATE * Lead government forces to defect. 1 RP Single Any province that contains at least 1 UNDERGROUND IF and at least 1 GF. In one selected province, remove 2 GFs (lowest level first) or replace 1 GF (lowest level first) with 1 UNDERGROUND Level 1 IF.
AMBUSH *^ Attrit government forces. 0 RP Single Any province that contains at least 1 UNDERGROUND IF and at least 1 GF. In one selected province, conduct an ambush against government forces that automatically dwindles their strength. If d20 roll is less than number of UNDERGROUND IF SPs, then 2 GFs are eliminated (lowest level first). If d20 roll is 1-5 then also gain 1 Level 1 IF. All IFs in the province become ACTIVE.
EXTORT *^ Gain resources. +# RP
per province
Multiple Any province that contains at least 1 UNDERGROUND IF, and IF Strength Points outnumber GF Strength Points. [Limit once per turn] In all selected provinces, collect 1 Resource Point and change 1 IF to ACTIVE. If selected provinces also contain a Base, then collect an additional 1 RP per Base present.
TERROR *^ Sabotage enemy resources and undermine government support. 1 RP
per space
Multiple Any non controlled province or LoC that contains at least 1 UNDERGROUND IF. In each selected space, 1 IF becomes ACTIVE and an act of terror is carried out. The selected space becomes sabotaged and one TERROR marker is added (multiple markers can exist in a single space) and shift one level towards OPPOSE.
PASS Do nothing. +1 RP N/A N/A Do nothing; gain 1 RP for being idle.

This automatically happens if an operation cannot be executed because it is either invalid, or does not apply at the time it was execute, perhaps because the enemy prevented it. Think of this as a paralysis of command, and command and control confusion, which are all an important reality of warfare.
+ = This operation requires control of the province
* = This operation requires the IF to be UNDERGROUND
^ = Some or all UNDERGROUND IFs that conduct this operation will become ACTIVE

Conducting an Operation

Unlike other campaigns, Operation Coin is not rigid when it comes to battles. Each turn, the CO of both sides chooses a number of operations to conduct. These operations are then executed in order, alternating between sides, and the side that currently has the initiative will have its operations executed first in each phase. As operations are executed in their order, then at the end of the turn battles will be generated based on the operations that occurred and then a scenario is created. Battles are then played out or simulated after all phases are complete.

When individual operations are executed during each phase, RPs are subtracted from the Resource Meter. If an operation cannot be executed, either because there are not sufficient RPs available, or because the enemy has foiled it, or because it is invalid, then RPs are not deducted and that side instead does nothing for that phase. However, in cases where part of an operation can be executed, only the parts that can be executed are carried out and the rest of the operation is not, and the appropriate resources are spent. Essentially either failure to execute or partially executing an operation represents poor decision making and wasted resources on the part of high command - which can be common in COIN conflicts (its all built into the campaign).

Establishing Provincial Ownership

ORANGE in control of the 2 Population Point Dera Ghazi Province with 3x CUs and Opposition present

Controlling provinces is the best way to efficiently increase support or opposition. While province ownership is not the direct objective in COIN warfare, it is still vital in order to influence the populace.

Provincial control is established at the end of each phase, when Strength Points are compared after each operation is executed, and again at the end of the turn after any battles are fought. The side that has the most Strength Points in a province will get control of it, and to signify this, the province will change to the appropriate color on the strategic map. Any province where neither side has any Strength Points present, or where both sides have the same Strength Points present is considered to be uncontrolled.

  • NOTE: Since provincial control is determined at the end of each turn, there will be situations DURING the turn when one side will outnumber the other and not yet have provincial control: this affects the simulated battle matrices and what operations can be performed.

Fog of War (the unseen insurgent)

In Operation Coin, fog of war exists at the strategic level. BLUE forces are always known and can be attacked at any time, while ORANGE insurgents can be UNDERGROUND, and have to be discovered (changed to ACTIVE) before being able to directly attack them. ORANGE forces that are UNDERGROUND will appear faded on the map, a little more difficult to see than ACTIVE units.

Various operations by both sides can cause ORANGE insurgents to become exposed/ACTIVE, which are mentioned in detail in the operations list.


Battles (battle resolution)

Battles occur when operations are conducted which initial a hostile action against the opposing side. Some battles can either be simulated or played out within Steel Beasts. Simulated results are always based on operation type and odds ratio in strength points.

Manually Resolved Battles

Battles are manually resolved when both sides do not agree to simulate it, or any time a BLUE MU is involved (battles involving BLUE MUs cannot be simulated because losses to MBTs, IFVs, and helicopters influences the Propaganda Meter, and these losses cannot be accurately calculated).

Manually resolved battles are fought out in a scenario that is generated based on the operation type and force ratio involved. This scenario is created based on the following rules:

  • All battles are between 90 and 120 minutes.
Composition of Forces
  • The number of GFs and IFs present in the scenario is based on the predicted simulated battles matrices as follows:
a) The side that would lose the most GF/IF units in appropriate simulated battle matrix result (excluding % modifiers) has that number of GF/IF units +1 present.
b) The other side then receives a number of GF/IF units based on the ratio of GF : IF number of units in the battle.
c) Post battle losses are then calculated as 1:1.
  • When attacking, the attacker can choose what the exact composition of GF or IF units will be in the scenario (ie. 3x Level 1, 2x Level 2, etc), based on the number of GF/IF units that will be available.
  • When defending, the defender does not choose the composition of GF or IF units in the scenario, instead these are a mix based on a ratio of units available.
  • When MUs and CUs participate in a battle, all MUs and CUs are present in the scenario unless the attacking side makes it known that they want to keep some of their MUs/CUs out of the battle (at least one must be present though)
  • When large forces are present, additional forces may arrive via trigger or some other event.
Rules of Engagement (ROE)

In all manually resolved battles, BLUE must adhere to strict rules of engagement (ROE) or otherwise be subject to popular support and/or propaganda meter shifts.

Each time BLUE violates an aspect of their ROE (in an obvious way) the support level in the province will move one level towards OPPOSE. If this would move support beyond OPPOSE, then the Propaganda Meter will shift downwards by -1 instead, one level for each time the support could not shift. This represents the population shifting loyalty towards the insurgency due to heavy handed tactics or wanton destruction performed by government and coalition forces and then, if already in a state of opposition, it represents atrocities captured in the media which affects overall support of the war (the Propaganda Meter).

The number of shifts for each violation depends on the type of violation.

NOTE: The Campaign Coordinator is not going to check every single event under a microscope. Like in real life, some ROE violations may go unnoticed. Campaign Coordinator is looking for obvious violations. However, all civilian vehicle casualties will be investigated because they are easy to observe.
Rules of Engagement for coalition and government forces (BLUE):
[BLUE ROE violations move popular support one level towards OPPOSE]
  • BLUE forces may NOT use airstrikes or artillery to target urban areas (the use of mortars is permitted). Urban areas will be clearly marked on the map using and orange area color.
  • BLUE forces may NOT run over, collapse, or destroy civilian buildings unless enemy forces were located inside at the moment it was destroyed.
(looking for obvious violations here, like running over a large portion of a village)
  • BLUE coalition forces may NOT enter a mosque (these are marked on the map), government forces are the only BLUE forces that may enter.
  • (-1/per 3) Under no circumstance may civilian personnel be killed by friendly fire (direct or indirect).
  • (-1/per 1) Under no circumstance may civilian vehicles be destroyed by friendly fire (direct or indirect).
(-#/?) = Popular support shifts one level for EACH INSTANCE in which this violation occurred in a single battle, where the second number after the slash is per the number of entities destroyed.
For all other violations popular support shifts -1 for the FIRST OCCURRENCE in a single battle.
Typical Battle Scenarios and Setups
BLUE
ASSAULT Operation versus IFs only
Time limit: 120 min max, IF force "fades away" and breaks contact after time expires.
Objectives: Eradication, destroy as many IF units as possible.
Special traits:
  • No win or loss condition present.
  • When both sides have a size of forces that are too large for a single scenario, losses on both sides may be multiplied depending on the strength ratio of opposing forces.
ASSAULT Operation versus CUs only or a mix of CUs and IFs
Time limit: 150 min max, CU/IF force disengages and breaks contact after time expires.
Objectives: Eradication, destroy as many CU/IF forces as possible.
Special traits:
  • No win or loss condition present.
  • If province is ORANGE controlled, CUs that were in the province before the phase when the battle occurred have a forward deployment area with defensive fortifications for every vehicle, and two deployable minefields and AT ditches per platoon.
PATROL Operation
Time limit: 120 min max, patrolling force returns to base after time expires.
Objectives: Patrol, travel to objectives on map, ID and destroy as many IF forces as possible.
Special traits:
  • No win or loss condition present.
ORANGE
ASSAULT Operation by IFs only
Time limit: 120 min max, IF force "fades away" and breaks contact after time expires.
Objectives: ORANGE: Destruction of BLUE forces and capture of camps, outposts, or static objectives. BLUE: Destruction of ORANGE forces and hold camps, outposts or static objectives.
Special traits:
  • No win or loss condition present.
ASSAULT Operation by CUs only or a mix of CUs and IFs
Time limit: 150 min max CU/IF force disengages and breaks contact after time expires.
Objectives: ORANGE: Destruction of BLUE forces and capture of camps or outposts. BLUE: Destruction of ORANGE forces and hold camps or outposts.
Special traits:
  • No win or loss condition present.
  • Majority of BLUE forces are deployed in defensive positions, with some units able to deploy in the open (simulating patrol forces -- typically 1/4 of total GFs and 1/3 of total MUs will be on patrol).
  • If province is BLUE controlled, MUs that were in the province before the phase when the battle occurred have defensive fortifications for every vehicle that is deployed in a defensive position.
Manually Resolved Battle Results
  • The operation is either a success or failure based on the basic objectives that must happen within the battle. If successful, the result of the operation takes effect, and the severity of casualties suffered, RPs lost (ie. in an ambush) directly depends on the outcome of the battle. If a failure, then the result of the operation does not take effect (ie. BLUE doesn't lose any RPs in a convoy ambush) or it backfires (ie. the side that attacked will suffer heavier losses during the actual battle).
  • Losses to BLUE GFs and ORANGE IFs are based on strength. Ordinarily, if anything close to 60% (or more) of the strength of either unit is lost in a battle then the unit is eliminated (the unit is disbanded, and the survivors are abstractly understood to have been assimilated by surviving GFs and IFs and used to keep them at full strength).
  • After the battle's losses are calculated, either side that is unable to accomplish their objectives will lose an additional GF/IF unit (lowest level).
  • Any disabled BLUE non-GF (coalition) vehicles that are not recovered during a battle are treated as lost, although tanks, IFs and PCs lost in this way do not count as destroyed for purposes of propaganda meter shifts.
Disabled = vehicle suffered engine damage during the battle (track, suspension, wheel or driver damage does not suffice).
Recovered = the vehicle is being towed by a recovery vehicle at mission end, or it is located within 1km of a non-disabled, non-destroyed CO vehicle at mission end.

Simulated Battles (Battle Matrices)

Battles are simulated when both sides agree to simulate a battle that does not involve a BLUE MU, or when the battle consists of a very small GF versus IF engagement, or when the battle is not played in time. Also, certain operation types are usually simulated at all times, depending on the force ratio of the forces involved.

Battles which are simulated (either voluntarily or involuntarily) have results which are generated by a battle matrix - a set of tables which decide the outcome based on the operation type and Strength Point ratio.

In all cases, when losses are inflicted on GFs and IFs, the lowest level units are always removed first. Additionally, when losses are inflicted on IFs the non-reinforced units are always removed first. Also, all fractional results are always ROUNDED UP.

If an MU or CU cannot meet the requirements of SP losses, then one vehicle of lowest value is removed from that MU or CU even if this would be more than the SP loss requirement. However, most of the time remainder SP losses will be taken from troops (10 men = 1 SP)

ASSAULT operation matrix, BLUE CONTROLLED OR UNCONTROLLED PROVINCE
[BLUE:ORANGE] SP RATIO RESULT ADDITIONAL EFFECT IF CU IS PRESENT
(NO BLUE MU PRESENT)
^ADDITIONAL EFFECT IF MU IS PRESENT
(NO ORANGE CU PRESENT)
^ADDITIONAL EFFECT IF BOTH CU & MU ARE PRESENT MODIFIER IF MAJORITY OF GFs ARE LEVEL 1 OR 2 MOUNTAINS MODIFIER
1:1 ORANGE loses 3 IF & BLUE loses 3 GF BLUE loses +1 GF ORANGE loses +1 IF & BLUE MU loses 3 Strength Points
from each MU engaged
ORANGE CU loses 3 Strength Points & BLUE loses 3 Strength Points
from each CU and MU engaged
Level 1: +150% GF losses to total
Level 2: +100% GF losses to total
-50% IF losses to total
2:1 {ORANGE loses 3 IF} or {1/4 IF} (whichever is greater) & BLUE loses 2 GF ORANGE CU loses 3 Strength Points
from each CU engaged
ORANGE loses +1 IF ORANGE CU loses 6 Strength Points & BLUE loses 3 Strength Points
from each CU and MU engaged
Level 1: +150% GF losses to total
Level 2: +100% GF losses to total
-50% IF losses to total
3:1 {ORANGE loses 4 IF} or {1/3 IF} (whichever is greater) & BLUE loses 2 GF ORANGE CU loses 6 Strength Points
from each CU engaged
ORANGE loses +2 IF ORANGE CU loses 9 Strength Points & BLUE loses 3 Strength Points
from each CU and MU engaged
Level 1: +150% GF losses to total
Level 2: +100% GF losses to total
-50% IF losses to total
4:1 or more {ORANGE loses 5 IF} or {1/2 IF} (whichever is greater) & BLUE loses 2 GF ORANGE CU loses 9 Strength Points
from each CU engaged
ORANGE loses +3 IF ORANGE CU loses 12 Strength Points & BLUE MU loses 4 Strength Points
from each CU and MU engaged
Level 1: +150% GF losses to total
Level 2: +100% GF losses to total
-50% IF losses to total
^ = battle is not normally simulated, always played out since it involves a BLUE MU
ASSAULT operation matrix, ORANGE CONTROLLED PROVINCE
[BLUE:ORANGE] SP RATIO RESULT ADDITIONAL EFFECT IF CU IS PRESENT
(NO BLUE MU PRESENT)
^ADDITIONAL EFFECT IF MU IS PRESENT
(NO ORANGE CU PRESENT)
^ADDITIONAL EFFECT IF BOTH CU & MU ARE PRESENT MODIFIER IF MAJORITY OF GFs ARE LEVEL 1 OR 2 MOUNTAINS MODIFIER
1:3 or less ORANGE loses 1 IF & {BLUE loses 3 GF} or {1/2 GFs} (whichever is greater) BLUE loses +3 GF BLUE MU loses 6 Strength Points
from each MU engaged
BLUE MU loses 9 Strength Points
from each MU engaged
Level 1: +150% GF losses to total
Level 2: +100% GF losses to total
-50% IF losses to total
1:2 ORANGE loses 2 IF & {BLUE loses 3 GF} or {1/3 GFs} (whichever is greater) BLUE loses +2 GF BLUE MU loses 3 Strength Points
from each MU engaged
BLUE MU loses 6 Strength Points
from each MU engaged
Level 1: +150% GF losses to total
Level 2: +100% GF losses to total
-50% IF losses to total
1:1 ORANGE loses 2 IF & {BLUE loses 3 GF} or {1/4 GFs} (whichever is greater) ORANGE CU loses 3 Strength Points & BLUE loses +1 GF
from each CU engaged
ORANGE loses +1 IF & BLUE MU loses 3 Strength Points
from each MU engaged
ORANGE CU loses 3 Strength Points & BLUE MU loses 3 Strength Points
from each CU & MU engaged
Level 1: +150% GF losses to total
Level 2: +100% GF losses to total
-50% IF losses to total
^ = battle is not normally simulated, always played out since it involves a BLUE MU
OFFENSIVE operation matrix, ORANGE CONTROLLED OR UNCONTROLLED PROVINCE
[ORANGE:BLUE] SP RATIO RESULT ADDITIONAL EFFECT IF CU IS PRESENT
(NO BLUE MU PRESENT)
^ADDITIONAL EFFECT IF MU IS PRESENT
(NO ORANGE CU PRESENT)
^ADDITIONAL EFFECT IF BOTH CU & MU ARE PRESENT MODIFIER IF MAJORITY OF GFs ARE LEVEL 1 OR 2
1:1 BLUE loses 2 GF & ORANGE loses 3 IF BLUE loses +1 GF & ORANGE CU loses 3 Strength Points
from each CU engaged
ORANGE loses +1 IF BLUE MU loses 3 Strength Points & ORANGE CU loses 3 Strength Points
from each CU & MU engaged
Level 1: +150% GF losses to total
Level 2: +100% GF losses to total
2:1 BLUE loses 3 GF & ORANGE loses 2 IF BLUE loses +1 GF BLUE MU loses 6 Strength Points
from each MU engaged
BLUE MU loses 6 Strength Points & ORANGE CU loses 3 Strength Points
from each CU & MU engaged
Level 1: +150% GF losses to total
Level 2: +100% GF losses to total
3:1 {BLUE loses 3 GF} or {1/4 GF} (whichever is greater) & ORANGE loses 2 IF BLUE loses +2 GF BLUE MU loses 9 Strength Points
from each MU engaged
BLUE MU loses 9 Strength Points & ORANGE CU loses 3 Strength Points
from each CU & MU engaged
Level 1: +150% GF losses to total
Level 2: +100% GF losses to total
4:1 or more {BLUE loses 4 GF} or {1/3 GF} (whichever is greater) & ORANGE loses 1 IF BLUE loses +3 GF BLUE MU loses 9 Strength Points
from each MU engaged
BLUE MU loses 12 Strength Points & ORANGE CU loses 4 Strength Points
from each CU & MU engaged
Level 1: +150% GF losses to total
Level 2: +100% GF losses to total
^ = battle is not normally simulated, always played out since it involves a BLUE MU
Operation is FOILED = no RPs are spent
OFFENSIVE operation matrix, BLUE CONTROLLED PROVINCE
[ORANGE:BLUE] SP RATIO RESULT ADDITIONAL EFFECT IF CU IS PRESENT
(NO BLUE MU PRESENT)
^ADDITIONAL EFFECT IF MU IS PRESENT
(NO ORANGE CU PRESENT)
^ADDITIONAL EFFECT IF BOTH CU & MU ARE PRESENT MODIFIER IF MAJORITY OF GFs ARE LEVEL 1 OR 2
1:3 or less Operation is FOILED, ORANGE loses 5 IF or 1/2 IFs (whichever is greater) ORANGE CU loses 6 Strength Points
from each CU engaged
ORANGE loses +3 IF ORANGE CU loses 9 Strength Points
from each CU engaged
N/A
1:2 BLUE loses 1 GF & {ORANGE loses 4 IF} or {1/3 IFs} (whichever is greater) ORANGE CU loses 3 Strength Points
from each CU engaged
ORANGE loses +2 IF ORANGE CU loses 6 Strength Points
from each CU engaged
N/A
1:1 BLUE loses 1 GF & {ORANGE loses 3 IF} or {1/4 IFs} (whichever is greater) BLUE loses +1 GF & ORANGE CU loses 3 Strength Points
from each CU engaged
BLUE MU loses 3 Strength Points & ORANGE loses +1 IF
from each MU engaged
BLUE MU loses 3 Strength Points & ORANGE CU loses 3 Strength Points
from each CU & MU engaged
Level 1: +150% GF losses to total
Level 2: +100% GF losses to total
^ = battle is not normally simulated, always played out since it involves a BLUE MU
Operation is FOILED = no RPs are spent


How do you play? (week to week procedure)

The campaign proceeds from week to week as follows:

First, each side chooses a CO, and a XO. The CO makes the decisions for the side from week to week and communicates directly with the Campaign Coordinator. The XO takes the CO's place and conducts the same duties in his absence. Additionally both sides are encouraged to choose subordinate leaders that they can put in charge of specific companies or battalions (they CO those units when they are in a battle, otherwise they participate as platoon or vehicle commanders).

STEP 1: The COs study the strategic map and then choose their Operations that they want to conduct for the week. They then list these Operations in the order that they want them executed, and secretly send them to the Campaign Coordinator (do this either verbally, email, or PM through SB.com message board or via Teamspeak). When an operation has choices, then the instructions must be clear.
STEP 2: The Campaign Coordinator then executes the Operations in order and updates the strategic map and OOB accordingly and all simulated battles are resolved.
STEP 3: Any battles for the week that are classified as manually resolved battles are then listed and sent out to the COs. The COs will each be secretly requested to choose ONE single battle they would like to resolve manually and those selected battles are played out throughout the week (all excess battles are simulated). If multiple COs choose to fight the same battle, then nothing changes - it just means that less battles are fought and all others are simulated.
STEP 4: The strategic map and OOBs are again updated to reflect any manually fought battles and the process begins again at STEP 1 on the following week or two (depending on how many battle scenarios must be created). Play proceeds until one side surrenders or the campaign is concluded.

What in game actions are considered punishable behavior?

The utmost intent of this campaign is good sportsmanship. There may be times where umpiring calls will be made to punish one side to keep that side from playing with bad sportsmanship and when that happens it will be clearly announced to the offending side. Some of the most important issues are, but are not limited to:

  1. Using support vehicles for reconnaissance purposes. If this happens then higher HQ will remove those support vehicles from that side from future scenarios, with the rationale being that the support vehicles are better used elsewhere, so the support is permanently retasked/denied from that moment on.
  2. Parking friendly vehicles on bridges and killing them yourself with the intent of blocking bridge crossings. If this occurs then additional friendly vehicles will be removed from the TOE after the battle, punishment from higher HQ for wasting your forces.

If something feels wrong then it is probably something that you should not do.