SCG_Vonalba Posted January 21, 2023 Posted January 21, 2023 (edited) Hi all This is not a squad recruitment or anything like that . This is and invite to German tanker and pilot . If you have a desire to play in a military simulation way , or to say more coordinating way . There is and ongoing campaign called Rhineland campaign, it takes place every Saturday at 1:00 eastern standard time . This is a dynamic campaign, right now there is between 20-30 tankers and pilots involved with Advance And secure people and SCG people . The allies have a commander and the Axis have a commander, there is a lot more info for this I will post later but here is the rules Important: Rule Book To the person reading this manual: This event is still in its infancy and it is very much work in progress. The complexity of the event is highly dependent on the ability of the organizer to manage all of the information between the two sides. As time goes by, the event will be further improved and move complicated features will be added if it survives its initial stages. So be patient and provide useful feedback to me if you have such. All suggestions will be taken into the consideration and applied if they are in the spirit of the realism that we are trying to implement and especially if they help optimization of the data processed. The initial purpose is to prove a concept that this could be managed and implemented even without the proper in game features to do so. Intelligence information receival: Map will be updated with the new data every day sent to each side once a day (usually between the hours 18:00 and 22:00 in the evening – German time). Movement on the strategic map will be in actual days, not in game days, so if division has an average speed of 15km/h it means that its movement will be 15km/day on the strategic map (it will travel 105 km on the map for one week). The accuracy of the intel on the map of enemy strength will be with about 10 to 20 % accuracy. Initial forces deployment: Each side can deploy maximum up to 40% of their given forces and each division needs to be deployed no closer than 5 km from the current front line. The rest go as reserves and can start deployment immediately after the start of the campaign. All the reserves are stored and can be deploy from each side’s capital city – either in a form of divisions or as reinforcements for already existing divisions in the form of convoys. Division creation and details: Each division can consist of any vehicles. The speed of each division on the strategic map will be substituted with kilometers per day, e.g. if division’s speed is 20km per hour, on the strategic map will be 20km per actual day. So, if division needs to travel the distance of 100 km, it will need five actual days of the week to reach its destination. Adding slower vehicles will affect the speed of the divisions on the strategic map. Each division will have the opportunity to separate two active groups of vehicles, that can peel off and advance faster ahead, or making flanking maneuvers. If division is larger or equals 100 vehicles, each group can consist of maximum 10 vehicles. And if smaller, each group can number 10% of the overall number of vehicles for this division (example – division numbers: 80 vehicles→then each group can have no more than 8 vehicles. If division is uneven number like 87 vehicles, again the number of each group can be no more than 8 vehicles. In order to increase than number, you will have to increase your division size). Division’s speed is determined by the slowest vehicle in it. (For example: an Axis division that contains a Ferdinand, can travel as fast as 20km/h. Of course, a division cannot travel always at maximum speed so a penalty is added of 20%. So a division speed on a road will be 16.(6)km/h, which will be rounded to 17km/h). Additionally, each division’s speed will be reduced by factor of two on the strategic map, to account for the nature of the scenario. So, if you division speed is 17km/h, it will be moving with average speed of 8.5 km/day on the strategic map. For a division that is no larger than 100 vehicles, all of the upper mentioned criteria are in affect. Over 100 vehicles, speed goes down by 0.5km/day for every 50 vehicles – so for division that consists of 200 vehicles, will receive a penalty of 1km/day slower on the strategic map, for the additional 100 vehicles. Groups of vehicles will have no penalty in their movement as their size is too small to have an effect on the group. They will always travel with maxim speed. The speed will be affected once again on the strategic map and if they are moving on or off-road. Divisions/Groups speed factors on the strategic map: On rail – division will move with constant speed of 26km/day with no penalty for loading/unloading operations (If groups use a train line, they will immediately appear on the enemy’s intelligence map, but with no estimate of the group’s numbers and groups will not consume fuel). On road – no terrain penalty. Off-road – slowed down by the factor of 3. Forrest/passable mountain terrain - slowed down by the factor of 4. Groups: Once each group separates from a division, they will have a range of about 100km, before they run out of fuel, since they are no longer tied to any supplies. That range will reset back to 100km, if the group arrives or goes through friendly camp, base or airfield. The groups can operate freely even going into enemy territory, but they can be revealed in the following scenarios: -If they drive closer than two sub-quadrants to enemy division or enemy occupied city, base or installation. -If they drive closer than one sub-quadrant to an enemy group operating in the area. Meaning that groups can be used for scouting as well, in order to locate enemy groups, close around an existing division or bases that already has vehicles that can be deployed as a group. As already mentioned, each group will have 100 km range, when out of supply range. If your group runs out of fuel, it will have to remain on point, waiting for friendly forces to arrive and resupply them. However, each side will have another option as well. If you deemed it impossible to recover your vehicles, you may decide to simply destroy the group. Those vehicles will be considered lost forever. There is also one negative effect. Your enemy will see the smoke columns of your destroyed vehicles and will receive intel on the strategic map that enemy group was moving there and its vehicles were destroyed, by its own crew. That will of course mean nothing in the immediate term, but could alert your enemies that you are planning something in the region. Groups can be redirected at any point, to go back to their division or to take another path, just like the divisions themselves. If a group runs out of fuel in its own territory, you can send resupply trucks that will be traveling with no penalty, or be visible on the enemy’s map, to refuel your vehicles. Only the terrain will affect the speed of the refueling trucks. Once the trucks reach their destination, your group becomes active again and the refuel convoy will be removed from your map. However, if your group is caught, by enemy group and you are out of fuel, your group will be completely destroyed. Strategic map: Air assets will not be marked on the strategic map for the enemy, only the occupied airfields, since planes can be quickly deployed and redeployed in a matter of hours. Division/supply convoys movement will be seen from both sides on the strategic map and lose estimate of the number of vehicles in that division/supply convoy. Rivets cannot be crossed freely at this point – only at already established crossing points (bridges). Groups of vehicles less than 10 units, will not be displayed on the map, unless there are 4 groups in a single quadrant at the same time, or two groups occupying the same sub-quadrant at the same time for longer than a day. This will simulate larger tank movements, easier to spot from the air and the dust that are kicking in the air. Ordering a division or supply convoy movements: If you wish to order a division to start moving, each command structure can message me (HITMAN_3) on Discord with clear instructions which division needs to move, what direction if it is on road or rail line (or a clearly marked route on the map, if they want it to go offroad) and also the time when the division needs to move out (now/ in two hours/ in two days). I receive that message and calculate the division speed and time taken to reach its objective and update the map every day with the new division position. All of the above goes for supply convoys too. If a division is and hour/ two hours/ three hours actual driving time from already ongoing battle, they will appear as a reinforcements one hour/two hours/three hours from the start of the scenario. Maximum length for battle scenarios will be 4 hours (subject to change, but not shorter). Supply convoys and artillery: Supply convoys will be moving with the same speed for both sides – 50km/h, adding a penalty again of 20% and reduced by the factor of two on the strategic map. So, supply convoy will be moving with speed of 21 km/day on the strategic map. That is the speed of unprotected convoys. If vehicle is added for protection, that can travel with top speed lower than a supply truck then that speed will be recalculated and adjusted. Otherwise, your supply convoys can move unprotected, but if ambushed by an enemy group, 80% of the equipment that is carried and the consistency of the convoy will be lost automatically. The enemy group will appear now on the map, but have done their job. So be careful when deploying any supply convoys without protection close to the front lines. As you already know, each group has the range of 100km beyond the lines of supply. And if they run out of fuel, they will not be able to engage your convoys and just sit there, waiting for the front line to move so they can be rescued. Once again, the number of vehicles deployed in each convoy will affects its speed with the same factors as mention for divisions. Naturally we all know that a truck cannot carry a 60 tons tank, but never the less, trucks will deliver tanks to the front lines. That will substitute shells, fuel and consumables needed in actual battle. Each side can choose to risk and either deliver the equipment to the front lines and then form a new division, or form the division at their capital and set it on the road. Of course, that means the division will arrive slower, since tanks are slower than trucks, but it will arrive in once piece. Each side can add protection to their convoys and repel or completely destroy enemy group ambushing their convoy, but any truck lost to the enemy will subtract units destroyed from the convoy. Each truck will be caring two units, so for the deployment of 100 units, you will need 50 trucks on the road. Artillery no longer needs to be created as battalion. Each side will have the ability to automatically deploy arty battalion with their divisions, but in limited numbers. There will be no production lines or reserves for arty guns. So, if you lose them, you will only suffer a penalty of two weeks without arty support for that division. Battles: Opposing divisions cannot get closer to each other on the strategic map than 10km without going into a battle, or closer than 5 km from each other when there is natural body of water (river, most of the cases) separating them. Once enemy forces meet on the map, the strategic map will freeze in its current state. Then a decision needs to be made from both sides. There are three ways that this goes down. 1. Both sides, decide they will fight→I create the scenario with all the assets in place and you fight for to decide the outcome. Until the battle is over, the map remains frozen and no movement will occur. 2. One side decides that they are going for it, but the other realizes they do not stand a chance and decide to withdraw with best speed possible. If their speed is greater than the enemy, they will successfully escape to fight another day. But if the enemy is not satisfied with letting them go and knows they are faster, they pursue and once again I create the mission scenario where the defenders have set their defensive line and the battle unfolds as each side sees fit. In the case of withdrawal, the attacking division may decide not to pursue and be satisfied with the capture of important town or industrial hub. 3. Each side stays put, until one side decides to withdraw or attack. Divisions may remain like than until one side decides to do something about it. But they cannot get closer than 10 km from each other. Once two forces clash on the strategic map, new estimate of enemy strength will be given to each side, only this time it will be with accuracy of 90%. One side can choose to surrender immediately, which will cost them all of their vehicles they have deployed in that division. Factories: Factory remain operational until the very moment the area is encircled by enemy forces. Meaning that if Allied forces are protecting a town and Axis are closing in, the factory will remain operational, until the moment there are no roads or train lines linking it to friendly territory. Simulating that there are no fresh raw resources flowing in for production. If connection with friendly territory is restored, the factory will begin work immediately again at full capacity. Once a factory is captured, it will need two weeks conversion period before it is able to be used. After that, the command structure may decide what they want to produce in that factory. Those two weeks start when the factory is firmly under once side control. If the area is still under attack, it will remain inoperational. Factories can be bombarded only during events – meaning that for now there will be no specially created missions for pilots alone. That is to add to the complexity of the planning stages of each offensive. You will have to decide, should you go for a factory and sacrifice some of the ground support you are providing for your tanks on the ground or completely dedicate all of your pilots to either factory bombing or ground support. If production line is changed to another product, it will have two weeks of penalty and it will run with 40% reduction in numbers produced. Production line can be changed once every two weeks. In game activation of Forward Operating Bases (FOB): Depending on the rage of the battles, each side will have the ability to activate forward operating bases. Each side will have a dedicated spawn point at their major base, with AAA trucks that will be purely used as activation convoys. In order to activate and FOB (that will be much closer to the front line) two or three (still to be determined) trucks will have to be driven by players and at least one needs to reach the designated FOB location and activate the FOB. For single convoy, you will be able to activate a spawn with 10 vehicles of your choosing before the battle happens. There will be two or three (still to be determined) FOBs to activate during a session. Encirclement: Once encirclement is achieved, each division that is over 100 vehicles can split in 4 sections, at a distance no greater than 5 kilometers, so to cover larger area in order to block the escape of the encircled forces. While in this state, the division is not allowed to move until all of its units are back together in single division. For each additional 100 vehicles, a division is added the ability detach two more sections, hence spreading to a larger front. While force is encircled, it starts to lose strength for each day that is cut off from friendly supply lines. For each day, a division will lose one percent of its initial strength, so if division had 120 vehicles, it will start losing 1.2 vehicles for each day it is encircled. That will be rounded down to 1 vehicle per day. If division is 150 vehicles, though -- > will lose 1.5 vehicles per day, rounded to 2 vehicles per day. The encircling force may decide to keep the siege as long as it wishes, or attack and try to destroy their enemy. Same goes for the besieged force. They may decide to wait for reinforcing force to break the siege or try to break through - either by attacking and defeating their enemy or all of the players have to drive through a single point and try to break out. If players are lost during the breakout, they need to redeploy again and wait for the first attempt to be finished and then try again as a group, until they all break out or they run out of tanks at their spawn. Force is considered encircled when all the routes and train lines leading from friendly territory are cut off by the enemy. For a route or a train line to be considered cut off, there must be a division, section or a group within one kilometer from it. A single division, section or group can block number of roads and train lines, as long as they are all within its one-kilometer range. If a division, airwing, or group has access to a road that is within two squire grinds of their position, then they are no considered cut off from supply lines, just as long as that road/train line has interrupted access to their capital city. AI: AI will be participating only in defensive role and artillery. Each side can deploy vehicles from already existing divisions or sections, around their bases as protection or during sieges, in order to cover a larger area while trying to prevent an enemy from breaking out of a siege. But those units cannot be used for assault. They will be purely stationary. The players will have to maneuver and take enemy bases, strong points, points of interest. Each side can deploy up to 20% of their forces as AI defense support or maximum 20 tanks per base or camp, or no more than 80 vehicles in a single quadrant, in addition to their already established anti-tank guns. Those AI tanks will be subtracted from the spawn of the selected division and will not be available as a player vehicle, during an event. Each side can deploy their AI assets everywhere around their base and within 2 kilometers around their bases on the front lines. AI anti-air defenses can be freely deployed within friendly territory, as long as they are further than 10 km from the front line. They do not need to be close to a factory or a major city. Division free movement during an event: Division is not confined in the borders of the current event. If a commander decided, once a division have completely crushed the enemy, he/she may order a movement to the next town, or objective within the time they still have left for the session, without waiting for their own supply lines to catch up, but the division cannot travel further than its own speed per day on terrain range (this is not speed on the strategic map – for example, if a division has a speed of 30km/day, on the strategic map that speed will be 15km/day. But in event the value 30km/day will be taken. So, if commander decides to push on, they will not be able to move their division further than 15km from the captured enemy base into enemy territory -- > for this particular example). Capital lost: In case either side captures enemy’s capital, that is NOT automatic victory. In such cases, the side that have lost their capital city will lost access to all of their reserves and all of their factories will stop production of any equipment. After a capital is lost, new city can be chosen for capital, but it can become active only after one month. Then that side will gain access to their reserves again, at least what was left from before they lost their capital city. In the span of that one month, their divisions will not lose vehicles, since they have no longer access to their supply lines, but they will not have the ability to create groups and will have penalty of 33% added to their speed. Here is two different discords we’re you can join , the invite is only good for 24 hrs. https://discord.com/events/451087098397720587/1063943972894036039 https://discord.gg/y6dxSZ67?event=1063942300994117653 Edited January 21, 2023 by SCG_Vonalba 1
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