Operation Coin 4

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

version 0.1 (under development)
6 OCT 2020

Iterations

Operation Coin 4-1

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 4 models a symetrical civil war situation, where both sides are more or less equal in capability - a true chess match. Time period is present day.

Notable Differences from Previous Coin Series

  • Symmetrical match between two equal sides, essentially a chess match between sides.
  • Government forces, special forces, and insurgent forces present on both sides.
  • Each faction has its own Propaganda Meter that they are trying to advance to maximum.
  • Propaganda Turn has additional phases and actions.
  • Victory Turn has some phases to calculate Propaganda for possible final victory.
  • Casualties do not return to the manpower pool immediately - they are placed in a casualty holding area, and some return during the Propaganda Turn.
  • Changes to Operations.
  • RP gain from battlefield results (battlefield loot).

Factions

RED Units

COIN3 GF unit.png
Government Forces-Heavy (GF) represent the national army of the People's Republic of Krasnovia (PRK) government. These forces must be raised and they are placed in controlled provinces.

Each GF represents an over strength platoon sized combined arms unit, and there is a maximum pool of 10x GFs available (units are recruited from this pool and when they are eliminated they go to the Casualties Box) (see RED Operations):

(each GF counts as 2 Strength Points, which is used to determine provincial control and force ratios in simulated battles)

  • one mixed platoon of (2 veh) of M60A3(TTS) (CMC105) and (3 veh) CV90/40-B with regular infantry equipped with RPG-27 and GL, and PKM LMG teams
  • PL infantry equipped with regular medic
  • significant artillery support (if RED Base is present in or adjacent to the province) [6x1 per RED base present, HE: 42, Smoke 12], not cumulative
  • subject to 1 in 4 chance of desertion during a Propaganda Turn

COIN3 SF unit.png
Special Forces (SF) represent highly trained or foreign advised special forces that can conduct counter insurgent operations. These forces are expensive and must be raised and they are placed in controlled provinces.

Each SF represents a platoon sized element, and there is a maximum pool of 5x SFs available (units are recruited from this pool and when they are eliminated they go to the Casualties Box) (see RED Operations):

(each SF counts as 0.5 Strength Point, which is used to determine provincial control and force ratios in simulated battles)

  • one Typhoon MRAP w/RWS (no troops)
  • one elite reinforced commando squad (8 troops) with RPG-27 and GL, M60E LMG team (4 troops), and one AT-13 ATGM team (3 troops)^
  • one sniper team equipped with JIM-LR^
  • one Tigr scout vehicle w/HMG with elite recon team equipped with JIM-LR and Munin UAV^
  • 2x airstrikes (cumulative)
  • has NVGs
  • can move via the TRANSPORT operation
  • can participate in ASSAULT operation
  • can be activated to participate in the defense of a province
  • are primarily used to covertly eliminate enemy insurgents (even UNDERGROUND insurgents) by conducting raids to eliminate insurgent tactical leadership
  • not subject to desertion during a Propaganda Turn

^ = can deploy anywhere

IF R2 unit.png
Irregular Forces (IF) - represent irregular 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 fighters making up a half company sized irregular force, and there is a maximum pool of 15x IFs available (units are recruited from this pool and when they are eliminated they go to the Casualties Box) (see RED Operations):

(each IF counts as 1 Strength Point, which is used to determine provincial control and force ratios in simulated battles)

  • one platoon (3 veh) of BTR-82 (no troops)
  • one section (2 veh) of technicals equipped with RCL and DShK HMG^
  • one platoon of regular fighters with Carl Gustav (H551C) and GL, three PKM LMG teams, and two AT-13 teams^
  • one DShK HMG team^
  • one 60mm mortar team^
  • one sniper team w/NVGs^
  • one scout team w/NVGs and UAV^
  • one small advanced buried (marked) minefields [defensive scenarios]
  • not subject to desertion during a Propaganda Turn

^ = can deploy anywhere except around BLUE bases

COIN3 Base Red.png
Base - represents a fortified facility which allows for government units to be recruited, and prevents insurgents from deploying around them. There is a maximum pool of 10x RED bases available (bases are recruited from this pool and when they are eliminated they return to this pool).

  • Limit of two bases (of any faction) per province.
  • Bases allow SFs to be raised (recruited).
  • Bases provide artillery support in battles that take place in or adjacent to the province where a Camp is located which involve GF units.
  • Bases count as 0 Strength Points towards province control and simulated battle results (they have no dedicated garrison).
  • If province is controlled by BLACK and no RED units are present, then the Base is destroyed.

PRK Force Morale

As in any COIN conflict, government forces are handicapped by their unreliable nature due to corruption of the government, and insufficient training.

  • 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.

<<<<<<<<<<<<<<HERE>>>>>>>>>>>>

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.

  • GFs and SFs can utilize LoC for additional movement and can stop on the LoC.
  • IFs can occupy LoCs to hinder RED movement, or to sabotage it and prevent RED from gaining its resources. RED GFs would occupy an LoC to patrol it, and to oppose IFs there.

Sabotage

A 1 Population Point province with sabotage

Provinces and LoCs can both suffer sabotage from certain BLUE and BLACK operations. Sabotage essentially renders these areas useless when it comes to Resource Point income/collection. Sabotage affects RED side only, and must be removed in order for RED to gain Resource Points from the space. Sabotage is repaired through certain RED 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 RED
  • NEUTRAL (no marker) = favorable to BLUE
  • OPPOSE = favorable to BLACK

At the end of each turn, a number of Propaganda Points are awarded based on the total Population Level of provinces that have Support, Neutral 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. Each side has their own Propaganda Meter, and each side is trying to move their own meter to its victory condition.

At the start of the campaign, the meter begins in the 0 space and can move a range of 20, with an additional +5 extra range beyond the victory condition. The campaign ends immediately at the start of a Propaganda Turn if a faction has reached or exceeded its victory condition (see Victory Conditions).



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

LEVEL EFFECT
20 victory, the other factions capitulate
HIGHEST The side that has the highest Propaganda Level has the initiative; in the case of ties the order is RED, BLUE, BLACK

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 Population Point with control.
  • +1 for every Population Point with SUPPORT (regardless of control).
  • +1 for every Population Point with OPPOSE (regardless of control).

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 MAJOR VICTORY occurs the moment a side's Propaganda Meter reaches in victory condition.
  • A MINOR VICTORY occurs when the 15th turn is completed and a side has the lowest victory margin (Propaganda Meter max value - Propaganda Meter level).
  • A DRAW occurs when the 15th turn is completed and both sides have the same Propaganda Meter level.

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).

At the start of the campaign, both sides begin with 6 RPs.

The Resource Meter changes each turn by the following:

-(#) RP spent for carrying out an operation
+1 RP when a faction accomplishes their primary objective in a manually resolved battle (battlefield loot)

Propaganda Turn

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

  • Victory Phase: Campaign ends if any faction has achieved its victory level on the Propaganda Meter.
  • Sabotage Phase: Sabotage each un-sabotaged LoC where IFs outnumber all other enemy units there.
  • Gain Resources Phase: Additional resources are gained, the amount of which varies depending on the Propaganda Meter and provincial control.
+1 RP for every non-RED controlled province (from foreign meddling)
+1 RP for every non-BLUE controlled province (from foreign meddling)
+# from non-sabotaged LoCs for those that are in spaces completely controlled by one side
  • Desertion Phase: Government forces in each space is checked for desertion.
GF - every 1 in 3 in the province deserts to available
SF and IF - does NOT suffer from desertion
  • Redeployment Phase: Seasonal redeployment of forces.
All GFs in spaces that do not contain a Base (only) must be moved to a Base belonging to that faction
If a Base does not exist then 1 RP must be paid to keep GFs in a province, otherwise GFs in that province are removed to available
All SFs and IFs remain in place
  • Seasonal Reset Phase: The passage of time and seasonal preparations for new operations
For each faction, 1/3 (rounded down) of all GFs in the Casualties Box is removed from play and all remainder is moved to available
For each faction, 1/2 (rounded down) of controlled population of IFs in Casualties Box is moved to available and all remainder stay in Casualties Box
All SFs in Casualties Box return to available
All SFs and IFs go UNDERGROUND
All TERROR removed
All SABOTAGE 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:

<<<<<<<<<<<<<<<<<<<<DUPLICATE RED AS BLUE>>>>>>>>>>>>>>>>>>>>>>>>>>>

RED Operations ***

TYPE PURPOSE COST # OF SELECTED AREAS LOCATION DESCRIPTION/PROCEDURE
TRAIN + Create new units. 3 RP
per province
Single Any controlled province. In a selected province, recruit THREE Government Force (GF) or swap 2 GFs for an RED Base (limit 2 Bases of any faction per province).

If a RED Base is already present, may recruit ONE Special Forces (SF) instead.

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

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

Manpower limitation: There is a maximum pool of GFs and SFs. GFs and SFs are recruited from this pool, and when they are eliminated then they go to the Casualties Box.
RALLY Create new insurgent units. 1 RP
per province
Multiple Any province without BLUE SUPPORT. In each selected space, recruit ONE Insurgent Force (IF).

If a Base is present, then recruit IFs up to population and number of Bases in the province.

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

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

Manpower limitation: There is a maximum pool of IFs. IFs are recruited from this pool, and when they are eliminated then they go to the Casualties Box.
CIVIC ACTION + Remove sabotage and win over the population to your cause. 3 RP
per space
Multiple Any controlled province. In each selected province, one TERROR marker and sabotage is removed. If no TERROR markers or sabotage are present when this action was initiated, then popular support moves one level towards SUPPORT.
RECOVER Redeploy and hide insurgents. 1 RP Single Any province that contains an BLUE Base. In one selected space, move any number of ACTIVE IFs there from adjacent spaces, and then change all IFs in the selected space to UNDERGROUND (including IFs that were located there at the start and did not move).

MARCH Move ground forces. 2 RP Single Any space. Move any number of units to a selected province from all adjacent spaces.
If the destination is an LoC or is BLUE SUPPORT in a non-Mountain province, and the moving group's total number of IFs plus the number of enemy GFs in the destination space exceed THREE, then the moving group of IFs become ACTIVE.

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

If the destination space is a sanctuary zone, all moving IFs lose their Reinforced status.
TRANSPORT Relocate forces quickly, prepare special forces for operations. 3 RP Single Any space. Move up to SIX non-IF units from 1 space via adjacent LoCs, then into any adjacent destination desired. Stop at enemy IFs. Change all SFs on the map (whether moved or not) to UNDERGROUND.
AIRSTRIKE Carpet bomb insurgents. 2 RP Single Any space. Eliminate 1d6 of ACTIVE enemy IFs (or BLUE/BLACK 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 BLUE/BLACK OFFENSIVE), then IFs will not be removed (unless the battle is simulated) and instead airstrikes will be available during the battle (8x airstrikes). After the battle, the province is changed one level towards BLUE SUPPORT.
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 1 SP of IF for every 2 SP of GFs
then remove 1 lowest level GF SP for every 3 IF SPs removed
Remove 1 SP of IF for every 3 SPs of GFs in Mountain province
then remove 1 lowest level GF SP for every 2 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 with conventional forces on a large scale. 3 RP
per province
Multiple Any province. In each selected province, change 1 IF to ACTIVE for each GF present.
ASSAULT Eliminate enemy forces. 3 RP Single Any province that contains a GF. In a selected province, GFs launch an offensive on all enemy IFs. Enemy CUs and ACTIVE IFs are locked in place in the province for the rest of the turn (they cannot move out but units can move in), and no new enemy forces can be raised in the province after the ASSAULT is initiated.

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.
RAID *^ Covertly eliminate leadership of insurgent units. 1 RP Single Any province that contains at least 1 UNDERGROUND SF and at least 1 IF. In a selected province, SFs launch a raid on enemy IFs. Activate an UNDERGROUND SF and remove 2 enemy units (bases last).
RECON Reconnoiter for insurgent units. 1 RP Single Any province that contains at least 1 SF and at least 1 UNDERGROUND IF. In a selected province, SFs search for enemy IFs. Change 3 IFs to ACTIVE for each SF (ACTIVE or UNDERGROUND) in the space.
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 RED.
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 requires the SF to be UNDERGROUND
^ = Some or all UNDERGROUND SFs that conduct this operation will become ACTIVE
NOTE: When RED conducts an ASSAULT operation, BLUE/BLACK 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 BLUE/BLACK UNDERGROUND IFs committed to a battle become ACTIVE after the battle is resolved.

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 BLACK insurgents can be UNDERGROUND, and have to be discovered (changed to ACTIVE) before being able to directly attack them. BLACK 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 BLACK 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, all sides must adhere to rules of engagement (ROE) or otherwise be subject to popular support and/or propaganda meter shifts.

Each time an applicable faction violates an aspect of their ROE (in an obvious way) the support level in the province will move one level towards OPPOSE or SUPPORT. If this would move support beyond its maximum it can shift, then the opposing side(s) will gain one RP instead, one level for each time the support could not shift. This represents the population shifting loyalty towards the insurgency or government due to heavy handed tactics or wanton destruction and then, if already in a state of opposition or support, it represents aid being provided by the local population to support the faction that is viewed to be the least oppressive.

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 (RED):
[RED ROE violations move popular support one level towards OPPOSE]
  • RED 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.
  • RED 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)
  • (-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).
Rules of Engagement for coalition and government forces (BLUE):
[BLUE ROE violations move popular support one level towards SUPPORT]
NOTE: It is rationalized that BLUE would have an ROE because their western sponsors would bind them to a code of conduct in order to continue to receive their support.
  • 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)
  • (-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 one level 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: 120 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.
  • CUs have a forward deployment area with defensive fortifications for every vehicle, and two deployable minefields per company.
BLACK
ASSAULT Operation by IFs only
Time limit: 120 min max, IF force "fades away" and breaks contact after time expires.
Objectives: BLACK: Destruction of BLUE forces and capture of camps, outposts, or static objectives. BLUE: Destruction of BLACK forces and hold camps, outposts or static objectives.
Special traits:
  • If camp, outpost, or static objective(s) are taken, then BLUE losses are multiplied by 2.
  • If BLUE abandons the camp or outpost objective(s), then 2x the simulated battle losses will be inflicted on BLUE, with no BLACK losses.
ASSAULT Operation by CUs only or a mix of CUs and IFs
Time limit: 120 min max CU/IF force disengages and breaks contact after time expires.
Objectives: BLACK: Destruction of BLUE forces and capture of camps or outposts. BLUE: Destruction of BLACK forces and hold camps or outposts.
Special traits:
  • 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 camp, outpost, or static objective(s) are taken, then BLUE losses are multiplied by 2.
  • If BLUE abandons the camp or outpost objective(s), then 2x the simulated battle losses will be inflicted on BLUE, with no BLACK losses.
  • BLACK CUs are deployed on major roads/avenues of approach.
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 BLACK 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.

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 1 Strength Point
from each MU engaged
ORANGE CU loses 1 Strength Points & BLUE loses 1 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 1 Strength Point
from each CU engaged
ORANGE loses +1 IF ORANGE CU loses 2 Strength Points & BLUE loses 2 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 2 Strength Points
from each CU engaged
ORANGE loses +2 IF ORANGE CU loses 3 Strength Points & BLUE loses 2 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 3 Strength Points
from each CU engaged
ORANGE loses +3 IF ORANGE CU loses 4 Strength Points & BLUE MU loses 2 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 2 Strength Points
from each MU engaged
BLUE MU loses 3 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 1 Strength Point
from each MU engaged
BLUE MU loses 2 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 1 Strength Point & BLUE loses +1 GF
from each CU engaged
ORANGE loses +1 IF & BLUE MU loses 1 Strength Point
from each MU engaged
ORANGE CU loses 1 Strength Point & BLUE MU loses 1 Strength Point
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 1 Strength Point
from each CU engaged
ORANGE loses +1 IF BLUE MU loses 1 Strength Point & ORANGE CU loses 1 Strength Point
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 1 Strength Point
from each MU engaged
BLUE MU loses 2 Strength Points
from each 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 2 Strength Points
from each MU engaged
BLUE MU loses 3 Strength Points & ORANGE CU loses 1 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 3 Strength Points
from each MU engaged
BLUE MU loses 4 Strength Points & ORANGE CU loses 1 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 2 Strength Points
from each CU engaged
ORANGE loses +3 IF ORANGE CU loses 3 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 1 Strength Point
from each CU engaged
ORANGE loses +2 IF ORANGE CU loses 2 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 1 Strength Point
from each CU engaged
BLUE MU loses 1 Strength Point & ORANGE loses +1 IF
from each MU engaged
BLUE MU loses 1 Strength Point & ORANGE CU loses 1 Strength Point
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.