Operation Coin 2

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

version 1.4 (under development)
26 SEP 2020

Op COIN2.png

Iterations

Operation Coin 2-1

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 2 models a situation based on an Afghanistan War-type conflict. The theme of the campaign is a large and powerful "red" conventional force that is attempting to suppress an insurgency with conventional brute-force tactics. Time period is 1980s.

Notable Differences from Previous Coin Series

  • ORANGE March Operation behaves differently. Rather than conditions for insurgent exposure depending on popular support, it only depends on terrain with mountain terrain preventing exposure, thereby making mountain provinces preferred terrain for movement of hidden insurgents. However the March Operation is more limited than Coin 1, in that insurgents can only move to a single destination space.

Factions

Red / Soviets

Soviet style force, historical

Characteristics:

  • superior equipped
  • massive numbers of conventional forces
  • composed primarily of mechanized infantry
  • significant amount of tanks
  • a large helicopter force; helicopter force is not bound by normal movement rules (can go anywhere on the strategic map)
  • some howitzers, heavier artillery
  • has rocket artillery
  • has abundant air support
  • fixed TOE
  • no government forces
  • overall losses suffered can be detrimental to propaganda and the outcome of the campaign, however tactical losses (individual losses from a manually resolved battle) play no effect on propaganda

RED Units

MU Coin2 unit.png
Military Units (MU) represent the conscript and superior Soviet style forces which are used in offensive operations to eradicate insurgents. Each MU represents a company sized unit (a battalion is made up of 3x CUs) with a fixed TOE, and each full strength MU typically counts as 10 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.

  • MUs require upkeep in the form of activating.
  • MUs can either be ACTIVE (ready for offensive operations), or INACTIVE (static, only capable of defensive operations).
  • MUs can be activated at the end of each turn to become ACTIVE for next turn.
  • MUs can become INACTIVE at the end of each turn if they are not specifically activated.
  • INACTIVE MUs appear faded on the map and their strength points do not count for control of the province (because they are in static positions).
  • If attacked, INACTIVE MUs have 20% fuel and ammo in manually resolved battles, and their strength points count as 1/2 in simulated battles.
  • In manually resolved defensive battles, INACTIVE MUs have vehicle emplacements and bunkers.

Coin2 Convoy.png
Convoy - represents a convoy of logistics vehicles which allows for the maintenance and support of conventional forces to occur.

  • Convoys allow units to replace loses with the REPLENISH operation.
  • Convoys provides additional resources during LOGISTICS operation.
  • Convoys prevent MUs from going INACTIVE during the Redeployment Phase of the Propaganda Turn.
  • Convoys become depleted, and then consumed over time.
  • In the Propaganda Turn, each Convoy rolls for depletion. When a Convoy becomes depleted, it is partially faded on the map, similar to INACTIVE MUs, and UNDERGROUND IFs.
  • All depleted Convoys get consumed (removed) in the following Propaganda Turn.
  • Convoys count as 0 Strength Points towards province control and simulated battle results.
  • Convoys can be attacked by ORANGE using the AMBUSH operation. Destroyed Convoy's provide RPs to ORANGE.
  • If province is controlled by ORANGE and no RED units are present, then any Convoys present are destroyed and RPs are provided to ORANGE (as if a successful Ambush Operation occurred).

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 RED 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 RED'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 50-100 fighters making up about an under-strength company 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 Point, which is used to determine provincial control and force ratios in simulated battles)

  • three squads of regular fighters with PG-7S1, one LMG team, and one AT-7 team^
  • one DShK HMG team^
  • one IED, 152mm HE [defensive scenarios]

LEVEL 1 REINFORCED IF R1 unit.png

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

  • one platoon of conscripts with RPG-18
  • two captured T-55As (BM-25 and OF-412h, few HEAT BK-5M)
  • two captured BTR-60s (no troops)
  • one section of technicals equipped with DShK HMG^
  • one towed ZU-23-2 AAA gun^
  • two SMLE sniper teams^
  • one small buried minefield [defensive scenarios]

LEVEL 2 IF2-Coin2 unit.png
(each IF counts as 5 Strength Points, which are used to determine provincial control and force ratios in simulated battles)

  • five squads of regular fighters with PG-7L and GL, two LMG teams, and one AT-3 ATGM team^
  • one DShK HMG team^
  • one 81mm mortar team^
  • one captured towed AT gun
  • one IED, 250lb [defensive scenarios]

LEVEL 2 REINFORCED IF R2-Coin2 unit.png

(adds the following forces, which increases to 15 Strength Points)

  • one platoon of conscripts with PG-7S1^
  • two captured T-62s (BM-28 and OF-27, few HEAT BK-15M)
  • two captured BMP-2s (no troops)
  • one section of technicals equipped with RCLs^
  • one motorized ZU-23-2 AAA gun^
  • conversion, one captured towed 120mm mortar (instead of the 81mm mortar team)^
  • two SVD sniper teams^
  • two small buried minefields [defensive scenarios]

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

Base.png
Base - represents hidden mountain caves where the insurgents hide and take refuge.

  • 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 TAX operations (+1 RP per Base).
  • 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 RED forces are present.
  • Bases count as 0 Strength Points towards province control and simulated battle results (they are administrative centers).

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 RED 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 can utilize LoC for additional movement and can stop on and occupy an LoC.
  • Only IFs and MUs can occupy LoC. ORANGE IFs would occupy an LoC to hinder RED movement, or to sabotage it and prevent RED from gaining its resources.

Suppression and Opposition

COIN Opposition Marker.png

In a COIN campaign, it is essential to win over the population's sympathy. The goal for both sides is to win over or suppress the populace since, in the end, suppression or Opposition determines the long term fate of the conflict. Suppressing the population will drive the insurgency out of existence, while Opposition will encourage the insurgency to continue the resistance.

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 suppression or Opposition in your favor, but its the suppression 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 suppression 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 two levels of popular support:

  • SUPPRESSED (no marker) = not favorable to either side, but the population is subjugated
  • 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 Opposition. In the long term of the campaign, superior management of suppression and Opposition will create or prevent a reliable stream of Propaganda Points needed to secure a victory.

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 25 space and can move a range of 25 to 0. The campaign ends immediately the moment the Propaganda Meter reaches 0 (see Victory Conditions). Throughout the campaign both sides will receive or lose benefits depending on what level the Propaganda Meter is at.



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

NOTE: In Coin 2, Orange always has the initiative.
LEVEL EFFECT
>= 20 RED receives +5 Resource Points from national war budget commitment during the Propaganda Turn (cumulative)
>= 16 RED receives +5 Resource Points from national war budget commitment during the Propaganda Turn (cumulative)
>= 12 RED receives +5 Resource Points from national war budget commitment during the Propaganda Turn (cumulative)
<= 12 ORANGE receives +2 Resource Points from foreign aid during the Propaganda Turn (cumulative)
<= 8 ORANGE receives +2 Resource Points from foreign aid during the Propaganda Turn (cumulative)
<= 4 ORANGE receives +2 Resource Points from foreign aid during the Propaganda Turn (cumulative)
0 ORANGE victory, public opinion turns completely against the Soviets 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 if ORANGE accomplished their mission during a manually resolved battle and RED does not
  • -1 for every 5 Population Points that have OPPOSE at the end of the turn
  • -1 for every 20 RED MU Strength Points of total accumulated losses
  • -1 each time RED conducts a REPLACEMENTS operation
  • -1 each time a Propaganda Turn is completed (the passage of time)

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 RED VICTORY occurs the moment RED controls the entire map and all provinces are suppressed.
  • An ORANGE VICTORY occurs the moment the Propaganda Meter reaches 0.
  • A DRAW occurs when the 15th turn is complete and RED has not won a victory.
  • At any time the commander of either side may formally surrender, which results in a 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 Soviet MUs must redeploy, and additional resources are gained.

  • Sabotage Phase: Sabotage each un-sabotaged LoC where IF SPs outnumber MU SPs.
  • Gain Resources Phase: Additional resources are gained, the amount of which varies depending on the Propaganda Meter and provincial control.
+# RP from additional Soviet aid (the amount is determined by the Propaganda Meter)
+1 RP for every Base (contraband)
+1 RP for every OPPOSE marker (taxation)
+# RP from additional foreign aid (the amount is determined by the Propaganda Meter)
  • Convoy Depletion Phase: Convoys test for depletion, which will cause them to be consumed (removed) in the next Propaganda Phase. This represents the depletion and consumption of supplies.
Any depleted Convoys are removed from the map
Then, non-depleted Convoys become depleted on a d6 roll of 1; Subtract 1 from the roll if a REPLENISH operation occurred since the last Propaganda Turn
  • Redeployment Phase: Seasonal redeployment of forces back to supplies.
The Soviets must move any MUs in provinces that do not contain a Convoy (only) to an adjacent province that contains a Convoy
Any MUs that are not located in a province with a Convoy at the end of this phase become INACTIVE
Insurgents next move any of their IFs on LoCs or in provinces without a Base, to a controlled space with a Base or a sanctuary zone; IFs in Baghlan Municiple stay
  • Seasonal Reset Phase: Seasonal preparations for new operations.
All IFs go UNDERGROUND
-1 to the Propaganda Meter

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:

RED Operations ***

TYPE PURPOSE COST # OF SELECTED AREAS LOCATION DESCRIPTION/PROCEDURE
SUPPRESS + Suppress the local population and remove opposition. 4 RP
per province
Multiple Any controlled province. In each selected space, remove OPPOSE.
MARCH Move ground forces. 2 RP Single Any space. Move up to 3 ACTIVE MUs or a single Convoy in one space to the same destination adjacent province, or onto and along LoCs, then to any same destination province or LoC, stopping at IFs.

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

Moving from RED controlled to uncontrolled or RED controlled: x0 SP (does not hinder)
Moving from RED 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 Move heliborne forces. 3 RP Single Any space. Move up to 3 ACTIVE air assault MUs in one province to any other same destination province.

NOTE: Air assault MUs can only move by this operation.

NOTE: AIR LIFT movement ignores enemy SPs when moving out of a province that contains enemy units.
AIRSTRIKE Carpet bomb insurgents. 2 RP Single Any non-sanctuary zone space. Eliminate 1d6 of ACTIVE enemy IFs, lowest levels first, (or ORANGE Base if unprotected) in selected space, then if the airstrike took place in a province, move one level towards to OPPOSE.

If this operation is selected during the same turn where a battle will occur (ie. from a RED ASSAULT or ORANGE OFFENSIVE), then IFs will not be removed (unless the battle is simulated) and instead airstrikes will be available during the battle (12x airstrikes). After the battle, the province is changed one level towards OPPOSE.
ROUTE CLEARANCE Patrol an LoC for insurgents. 1 RP
per LoC
Multiple Any LoC that contains an IF. In each selected LoC, move one adjacent ACTIVE MU onto the LoC and activate 1 IF per 2 MU Strength Points of that moving unit. Then on one of the selected LoCs, conduct a free ASSAULT with the selected MU.
SORTIE Move, locate, and engage insurgents on a small scale. 2 RP Single Any space that contains an ACTIVE MU. The selected ACTIVE MU may move to an adjacent space, then that MU conducts a free SWEEP and ASSAULT.

NOTE: Care must be taken as only the selected MU will be involved in the battle.
SWEEP Find insurgents on a large scale. 3 RP
per province
Multiple Any province that contains an ACTIVE MU. In each selected province, change 1 IF to ACTIVE for every 6 ACTIVE MU Strength Points present.
ASSAULT Eliminate enemy forces. 5 RP Single Any province that contains an ACTIVE MU. In a selected province, all ACTIVE MUs launch an offensive on all ACTIVE IFs.

NOTE: The enemy may decide to leave UNDERGROUND IFs out of the battle.

NOTE: The level of strength of both sides determines the strength ratio of units during the battle, as well as the ratio of losses inflicted.
CONVOY + Bring in a convoy from outside the theater to maintain and replenish forces. 15 RP Single In a controlled starting province
(SUD ALTAR PROVINCE).
Build a Convoy, which allows for MUs to remain active during the Propaganda Turn, increases RP collection during LOGISTICS operations, and allows units to receive replacements during REPLENISH operations.

NOTE: Convoys are vulnerable to AMBUSH operations.
REPLENISH + Replenish strength to combat units. 5 RP N/A Any controlled province that also contains an MU and a Convoy. THREE select MUs (ACTIVE or INACTIVE) in the space with a Convoy recover all strength, and the Convoy is depleted (or if already depleted, removed). This is the only way that MUs can regain strength.

Each time a REPLENISH operation is conducted, the Propaganda Meter will decrease by 1 (public opinion is that the insurgency must be serious if a REPLENISH is required).
LOGISTICS Gain resources. +# RP N/A N/A [Limit once per turn] Gain 2 RP for every Convoy, plus two times the economic value of all non-sabotaged LoCs.
ACTIVATE @ Activate and maintain units. 1 RP
per MU
Multiple Any MU [Occurs at end of turn, as if there was a 5th Phase] For each RP spent, activate (or keep active) one specified MU so that they will be ACTIVE at the start of the next turn.

Any MU that is not activated will be INACTIVE at the start of the next turn.

MUs that are INACTIVE cannot MARCH, AIR LIFT, SWEEP or ASSAULT, and do not count their SPs towards control of their province.
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
@ = This operation occurs at the end of the turn. The RED commander specifies if this operation will be conducted at the end of the turn, and what will happen.
NOTE: When RED 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 non-suppressed province. In each selected province, recruit ONE Level 1 Insurgent Force (IF) or swap 2 IFs for a ORANGE Base (limit 2 ORANGE Bases per province).

If an ORANGE Base was already present, then recruit IFs up to population and number of ORANGE Bases in the province. If TWO ORANGE 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.
LIBERATE + Liberate the population from suppression. 1 RP
per province
Multiple Any controlled province. In each selected province, popular support moves one level towards OPPOSE.
MARCH ^ Move forces. # RP Multiple Any space. Move any number of IFs to a selected space from all adjacent spaces (spaces are LoCs, provinces, or sanctuary zones). If IFs are moving onto an LoC, then the cost is 0 RP.
If the destination is an LoC or a non-Mountain province, and the moving group's total number of IFs plus the number of enemy MUs in the destination space exceed THREE, then the moving group of IFs become ACTIVE.

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

In the phase the move occurs, if enemy is present in the starting province then a number of SPs 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 RED controlled: x1 SP
Moving from RED controlled to RED controlled: x2 SP
If a RED ASSAULT is being carried out there: +1 to multiplier
UNDERGROUND and non-reinforced ACTIVE IFs ignore this (their movement is not hindered)
OFFENSIVE ^ Eliminate enemy forces. 2 RP Single Any province which contains at least one IF. In one selected province, launch an all-out attack on enemy MUs.
AMBUSH *^ Ambush an enemy force or convoy. 1 RP Single Any province that contains at least 1 UNDERGROUND IF and a Convoy or an ACTIVE MU. In one selected province, conduct an ambush against a Convoy or an ACTIVE MU. Any IFs committed to the operation will become ACTIVE after the battle is resolved.

Ambush operations against an ACTIVE MU are patrol missions, where the strongest ACTIVE MU is tasked with a patrol mission.


Ambush operations against Convoys are convoy escort missions, where the strongest ACTIVE MU present (or strongest INACTIVE MU if none) will be tasked to escort a convoy of trucks to an exit area.
If >= 50% of the convoy's trucks are destroyed or do not reach the exit, then the Convoy is depleted (or if already depleted, destroyed), and ORANGE receives 3 RPs from captured supplies and equipment.

If >= 75% of the convoy's trucks are destroyed or do not reach the exit, then the Convoy is destroyed, and ORANGE receives 6 RPs from captured supplies and equipment.
TAX *^ Gain resources. +# RP
per province
Multiple Any controlled or OPPOSE province that contains at least 1 UNDERGROUND IF. [Limit once per turn] In all selected provinces, collect 1 Resource Point per population and change 1 IF to ACTIVE.
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. RED 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 IFs present in the scenario is based on the predicted simulated battles matrices as follows:
a) The number of IF lost in the appropriate simulated battle matrix result (excluding % modifiers) has that number of IF units +1 present.
b) When RED is attacking, all ACTIVE MUs are present (unless the operation type specifies a restriction or unless the attacker makes it known to leave some units out of the battle)
c) When RED is defending, all MUs are present (INACTIVE units have reduced supply and have defensive emplacements)
c) Post battle losses are then calculated as 1:1.
  • When ORANGE is attacking, the attacker can choose what the exact composition of IF units will be in the scenario (ie. 3x Level 1, 2x Level 2, etc), based on the number of IF units that will be available.
  • When ORANGE is defending, the defender does not choose the composition of IF units in the scenario, instead these are a mix based on a ratio of units available.
  • When large forces are present, additional forces may arrive via trigger or some other event.
Rules of Engagement (ROE)

In all manually resolved battles, RED must adhere to strict rules of engagement (ROE) or otherwise be subject to negative propaganda meter shifts. Each time RED violates an aspect of their ROE (in an obvious way) the propaganda meter will move downwards by -1, which represents the population shifting loyalty towards the insurgency due to heavy handed tactics or wanton destruction performed by government and coalition forces. The number of times the propaganda meter declines 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.

Rules of Engagement for coalition and government forces (RED):

  • RED forces may NOT use airstrikes or artillery to target urban areas (the use of mortars is permitted).
  • RED forces may NOT run over, collapse, or destroy civilian buildings unless enemy forces were located inside at the moment it was destroyed.
  • RED coalition forces may NOT enter a mosque (these are marked on the map), government forces are the only RED forces that may enter.
  • (-1/per 5) 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).
(-#/?) = The Propaganda Meter drops -1 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 the meter drops only -1 for the FIRST OCCURRENCE in a single battle.
Typical Battle Scenarios and Setups
RED
ASSAULT Operation
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.
ORANGE
ASSAULT Operation
Time limit: 120 min max, IF force "fades away" and breaks contact after time expires.
Objectives: ORANGE: Destruction of RED forces and capture of camps, outposts, or static objectives. RED: Destruction of ORANGE forces and hold camps, outposts or static objectives.
Special traits:
  • If camp, outpost, or static objective(s) are taken, then RED losses are multiplied by 2.
  • If RED abandons the camp or outpost objective(s), then 2x the simulated battle losses will be inflicted on RED, with no ORANGE losses.
AMBUSH Operation vs. ACTIVE MU
Time limit: 120 min max.
Objectives: ORANGE: Inflict casualties on RED forces. RED: Arrive at each of the four objectives and clear and hold it for 5 minutes.
Special traits:
Strongest ACTIVE MU present in the province is the patrol force.
AMBUSH Operation vs. Convoy
Time limit: 120 min max.
Objectives: ORANGE: Destroy the RED convoy. RED: Escort as much of the convoy to the exit area as possible.
Special traits:
Strongest ACTIVE MU (or strongest INACTIVE MU if none) present in the province is the escort force.
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. RED 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 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, if the ORANGE side is unable to accomplish their objectives then they will lose an additional 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, 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.

ASSAULT operation matrix, RED CONTROLLED OR UNCONTROLLED PROVINCE
[RED:ORANGE] SP RATIO RESULT MOUNTAINS MODIFIER
1:1 ORANGE loses 5 IF & RED MU loses 6 Strength Points -50% IF losses to total
2:1 {ORANGE loses 6 IF} or {1/4 IF} (whichever is greater) & RED MU loses 4 Strength Points -50% IF losses to total
3:1 {ORANGE loses 7 IF} or {1/3 IF} (whichever is greater) & RED MU loses 4 Strength Points -50% IF losses to total
4:1 or more {ORANGE loses 8 IF} or {1/2 IF} (whichever is greater) & RED MU loses 4 Strength Points -50% IF losses to total
ASSAULT operation matrix, ORANGE CONTROLLED
[RED:ORANGE] SP RATIO RESULT MOUNTAINS MODIFIER
1:3 or less ORANGE loses 2 IF & {RED MU loses 6 Strength Points} or {1/2 Strength Points} (whichever is greater) -50% IF losses to total
1:2 ORANGE loses 3 IF & {RED MU loses 6 Strength Points} or {1/3 Strength Points} (whichever is greater) -50% IF losses to total
1:1 ORANGE loses 4 IF & RED MU loses 6 Strength Points or {1/4 Strength Points} (whichever is greater) -50% IF losses to total
OFFENSIVE operation matrix, ORANGE CONTROLLED OR UNCONTROLLED PROVINCE
[ORANGE:RED] SP RATIO RESULT
1:1 RED MU loses 4 Strength Points & ORANGE loses 3 IF
2:1 RED MU loses 6 Strength Points & ORANGE loses 2 IF
3:1 {RED MU loses 6 Strength Points} or {1/4 Strength Points} (whichever is greater) & ORANGE loses 2 IF
4:1 or more {RED MU loses 6 Strength Points} or {1/3 Strength Points} (whichever is greater) & ORANGE loses 1 IF
Operation is FOILED = no RPs are spent
OFFENSIVE operation matrix, RED CONTROLLED PROVINCE
[ORANGE:RED] SP RATIO RESULT
1:3 or less Operation is FOILED, ORANGE loses 5 IF or 1/2 IFs (whichever is greater)
1:2 Operation is FOILED, ORANGE loses 4 IF or 1/3 IFs (whichever is greater)
1:1 RED MU loses 1 Strength Point & {ORANGE loses 3 IF} or {1/4 IFs} (whichever is greater)
Operation is FOILED = no RPs are spent
AMBUSH operation vs. ACTIVE MU matrix
[ORANGE:BLUE] SP RATIO RESULT
1:3 or less Operation is FOILED, ORANGE loses 4 IF or 1/3 IFs (whichever is greater)
1:2 RED MU loses 2 Strength Points & {ORANGE loses 3 IF} or {1/4 IFs} (whichever is greater)
1:1 RED MU loses 2 Strength Points & ORANGE loses 2 IF
2:1 RED MU loses 4 Strength Points & ORANGE loses 3 IF
3:1 RED MU loses 6 Strength Points & ORANGE loses 2 IF
4:1 {RED MU loses 6 Strength Points} or {1/4 Strength Points} (whichever is greater) & ORANGE loses 2 IF
AMBUSH operation vs. Convoy matrix
[ORANGE:BLUE] SP RATIO RESULT ADDITIONAL EFFECT
1:3 or less ORANGE gains 1 RP ORANGE loses 2 IF
1:2 ORANGE gains 1 RP ORANGE loses 1 IF
1:1 Convoy depleted (ORANGE gains 3 RP) RED MU loses 1 Strength Point & ORANGE loses 1 IF
2:1 Convoy destroyed (ORANGE gains 6 RP) RED MU loses 1 Strength Point
3:1 Convoy destroyed (ORANGE gains 6 RP) RED MU loses 4 Strength Points
4:1 or more Convoy destroyed (ORANGE gains 6 RP) RED MU loses 4 Strength Points

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 two 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 two COs. If more than two manually resolved battles occur, then the two COs will be requested to choose what single battle they would like to resolve manually and those selected battles are played out throughout the week (excess battles are simulated). One battle is resolved on Wednesday, the other battle is resolved on Saturday at an appointed time. If either side cannot make it to the battle then it is either fought as a co-op, head-to-red, or 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 Monday. 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.