Operation Variable

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Operation Varitable is a campaign created by Tacbat.

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Iterations

Operation Variable I

Rules

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4 JUN 09

Objective

Destroy the EN’s HQ.

Maps

The campaign will be fought over 3 maps, with the option of extending it to 5 maps. The first map will be the middle of the three, with the second one to the east, and the third to the west:

Operation Variable map layout 1.jpg

The HQ’s will be located on maps 2 and 3 (or 4 and 5 if the campaign is extended) The HQ element will consist of 2 x Ural trucks and 2 x M113/FO APC’s. They will be under AI control and all vehicles will be within approx 700m of each other. The HQ can be repositioned once during the mission, to an alternate location that must be within 5km of their initial position. Their movement will be actioned via trigger. CO’s are to designate both the primary and alternate locations for their HQ.

The maps will be chosen from different Steelbeasts maps, so the terrain (and seasons) can vary between maps. CO’s may recommend which map they would like to fight on once the battle switches to their side (Map 3 – CO Red can decide, Map 2 – CO Blue can decide). CO’s may even submit custom made maps for consideration.

Each side will have two companies and a support element starting on map 1. Each side will also have the same force on their respective side map (map 3 for red and map 2 for Blue). The forces on the side maps will only become available if the battle moves onto that side map and are only offered one time.

Moving to a side map will occur when the CO of a given side decides that he can no longer hold the current map at the end of a scenario. When this happens, the side that withdraws will control roughly 60% of their side map. The other 40% percent will be made up of a deployment zone for the opposite side, and an area of no man’s land. EX: After a mission, Blue decides to withdraw from map 1. The next battle will be on map 2, and blue will have 60% of the map to deploy his force on. He will also gain control of his extra two companies, support element, arty bonus and defensive bonus.

Operation Variable map layout 2.jpg

An artillery bonus of 6 tubes will be given to the side that falls back to a map that is closer to their home base. In the example above, the Blue side would receive the extra artillery since the battle has shifted to map 2. Red’s artillery would remain unaffected. Should the battle return to map 1, then Blue would lose their artillery bonus. The side that falls back to a map that has their HQ located on it, will receive a defensive bonus of 1500 points specifically for the purchase of obstacles, fortifications and pre-plotted arty or FASCAM.

The attacking side will not have to deploy its echelon onto the new map until the second battle on the new map. This will allow the attackers to gain some ground before exposing their echelon to the fighting.

Time

Missions will run for 70 min +/- 5%. Not all objectives need to be taken in one mission.

Progress

Territory that is controlled at the end of the mission will be the boundary for the deployment zone (DZ) for the following mission. Smaller DZ’s may be constructed inside the controlled territory to allow for local repositioning of forces. Units that find themselves behind enemy lines will be given their own smaller DZ, unless the CO wishes to redeploy them back to friendly held territory for the next scenario.

Point System

Points will be awarded for securing objectives detailed in the mission briefing, and according to the scoring table below. These points can then be used to purchase resources according to the cost table for the next mission at the discretion of the CO or his delegated representative. Points may be saved for later battles. Units that survive a battle cannot be “cashed in” for their point value, and spent on another unit for the following mission. CO’s may agree between each other to increase the point allowance, as long as both sides receive the same amount. An Excel spreadsheet has been created to facilitate the calculation of the point system.

Reinforcements

They will start in their own deployment zone along the friendly edge of the map, and must be brought forward into battle. Only surviving forces can be repositioned in the deployment zones closer to the front. Newly purchased infantry units may be deployed anywhere within friendly held territory.

Leo 2A4’s will only be available to Red, and M1A1’s will only be available to Blue. Either side can purchase any other vehicle. Ensure that you have different “skins” installed to differentiate between Red/Blue equipment.

Scoring Table

Action Points Awarded Remarks
Allowance 1000 Always given at the end of a battle.
Control a map 1500 None.
Map/Scenario Objectives As per brief Objectives secured/achieved.
Defensive Bonus 1500 Only defensive items may be purchased.


Vehicle Kills Points Per Vehicle Remarks
Leopard 2A4 or M1A1 35 None.
Leopard AS1 15 None.
Leopard 1A5 DK 25 None.
Centauro 15 None.
Leopard 2A5 DK 50 None.
Leopardo 2E 70 None.
Strv-122 65 None.
Mine plow 15+ Plus the type of vehicle destroyed.
CV 90/40-B 25 No extra points for dismounts.
CV 90/40-C 30 No extra points for dismounts.
CV 90/35 DK 25 No extra points for dismounts.
M2A2 25 No extra points for dismounts.
M3A2 20 No extra points for dismounts.
ASLAV-PC 15 No extra points for dismounts.
ASLAV-25 15 None.
M-113G3 (M113A3) 15 No extra points for dismounts.
Bushmaster 15 No extra points for dismounts.
Pizarro 25 No extra points for dismounts.
M1025 HMMWV (HMG) 5 None.
M966 HMMWV (TOW) 10 None.
Jaguar 1A3 15 None.
M113A3 Engineer 400 No extra points for dismounts.
HEMTT Cargo or Fuel 400 None.
M88A2 MRV 400 None.
M113 Med 400 None.
2S6 Tunguska 70 None.
Biber 100 None.
BMD-2 15 No extra points for dismounts.
Infantry Section 5 Must be completely destroyed.
AGL/HMG Team 5 None.
ATGM Team 5 None.
SAM Team (RBS-70) 10 None.
CH-146 Griffon 50 None.
CH-47 Chinook 85 None.
Mi-24 Hind E 115 None.
Tiger ARH 135 None.

Cost Table and Unit Rules

Item Points Remarks
Leopard 2A4 or M1A1 100 Can only be purchased by appropriate side.
Leopard AS1 50 None.
Leopard 1A5 DK 75 None.
Centauro 45 None.
Leopard 2A5 DK 150 None.
Leopardo 2E 215 None.
Strv-122 200 None.
Mine plow 50+ Added to vehicle cost.
M829A2 (ammo) 15+ Added to vehicle cost.
M829A3/CL3143 (ammo) 25+ Added to vehicle cost.
CV 90/40-B 75 None.
CV 90/40-C 80 None.
CV 90/35 DK 75 None.
M2A2 70 None.
M3A2 60 None.
ASLAV-PC 50 None.
ASLAV-25 50 None.
M-113G3 (M113A3) 55 None.
Bushmaster 40 None.
Pizarro 80 None.
Multispectral smoke (ammo) 5+ Added to vehicle cost (Not applicable to CV’s or 122's).
Best ammo for PC type 10+ Added to vehicle cost.
M1025 HMMWV (HMG) 15 None.
M966 HMMWV (TOW) 30 None.
Jaguar 1A3 50 None.
M113A3 Engineer 500 Must have one on map to deploy obstacles. If destroyed, the deployment zone for the next mission will be reduced by 2km from where it would have otherwise been.
HEMTT Cargo 500 Must have one on map to rearm all surviving vehicles for next mission. If destroyed, surviving vehicles will start the next mission with 50% ammo.
HEMTT Fuel 500 Must have one on map to rearm all surviving vehicles for next mission. If destroyed, surviving vehicles will start the next mission with 50% fuel.
M88A2 MRV 500 Must have one on map to have all vehicles repaired for next mission. If destroyed, 20% of the surviving vehicles will be immobilized for 10 min at the start of the next mission.*
M113 Med 500 Must have one on map to heal all injured crew members for next mission. If destroyed, 20% of the surviving vehicles will lose their Gunner and Commander for 10 min at the start of the next mission.*
2S6 Tunguska 200 None.
Biber 150 None.
Rifle Platoon 60 3 x 8 men sections. Comes with 6 x M136 AT-4s.
Upgrade to PzF 3 (ammo) 5+ Per platoon.
Upgrade to RPG-29 (ammo) 10+ Per platoon.
Special Ops Team 125 A four man team with 6 x RPG-29 and 1 x IED with parachute capability. IED must be placed within 500m of the team. The IED will be placed on the map before the mission starts (according to the CO's plan), but will only become active once the SF team is within 500m of it. If it isn't detonated during the mission, it will stay on the map until it is activated in another mission.
AGL/HMG Team 15 None.
ATGM Team 20 Comes with TOW-2 missile.
Upgrade to Javelin (ammo) 10+ Per team.
SAM Team (RBS-70) 40 None.
CH-146 Griffon 150 AI Controlled. Comes with standard Infantry Section.
CH-47 Chinook 250 AI Controlled. Comes with standard Infantry Platoon.
Mi-24 Hind E 350 AI Controlled. Comes with standard Infantry Section.
Tiger ARH 400 AI Controlled.
BMD-2 (para drop) 250 See "Airborne Forces" below.
2x Airborne Platoons (para drop) 400 See "Airborne Forces" below. Armed with RB57.
Minefield 300 Max length. Must have Engineer on map and within 2km of position sometime during the last mission. CO to indicate position.
Minefield (buried) 500 Max length. Must have had Engineer within 2km of the planned position during the previous mission. CO to indicate position.
IED 25 Max 4 per mission. Spec Ops Team IED’s do not count towards this total. Must have had Engineer within 2km of the planned position during the previous mission. Will detonate if EN forces are within approx 50m of the device. CO to indicate position.
Steel Beams 10 Max length. Must have had Engineer within 2km of the planned position during the previous mission. CO to indicate position.
Dragon's Teeth 15 Max length. Must have had Engineer within 2km of the planned position during the previous mission. CO to indicate position.
Prepared fighting position 10 Must have had Engineer within 2km of the planned position during the previous mission. CO to indicate position and type.
2x Extra Artillery Tubes 300 Once purchased it is kept for the remainder of the Operation. CO to indicate battery arrangement.
Preplotted Arty Mission 25 CO to indicate on map the selected area(s) HE/ICM. Strike will be repeat once.
FASCAM Mission 200 CO to indicate on map the selected area(s).


  • If the M88A2 and the M113 Med are both destroyed during the mission, then a total of 40% of the surviving vehicles will be penalized (20% immobilized, and 20% without Gunner/Commander for 10 min).

Infantry Unit Limit

The number of infantry units either side can have at the beginning of a mission is limited to 10. This can be a combination of a platoon (3 units), ATGM/AGL/MG teams (1 unit) and Special Ops Teams (1 unit). This is to reduce the amount of infantry on the map which will also help to minimize lag issues.

  • Airborne infantry is exempt from this rule.

Helicopters

Helicopters will always be under AI control. Routing will be decided by the CO, and implemented by the Campaign Coordinator.

FASCAM and Preplotted Artillery

FASCAM and pre-plotted arty will be activated by the use of Triggers. Unused FASCAM and pre-plotted arty missions will be carried over to the next mission.

Obstacles

Obstacles can only be placed in friendly territory held at mission end. A friendly engineer unit must be present on the map at mission end. Obstacles can only be placed within 2km of the area where the engineer unit traveled during the mission. Items purchased with the Defensive bonus may be placed anywhere in friendly held territory.

Airborne Forces

The BMD-2 and Airborne Platoons can be parachuted onto the map under the following conditions:

  • Insertion will be via trigger.
  • The drop zone must not be in a heavily wooded area. The dimensions for a BMD-2 DZ are 500m x 200m, and 1000m x 400m for a personnel DZ.
  • If an EN 2S6 is within 4km of the drop zone when the trigger is activated, the drop will be canceled with a message stating so. The airborne forces will then carry over to the next mission at no additional cost.
  • Airborne forces will be under AI control for the first 5 minutes, and will not move from the DZ. This is to simulate the time it take to regroup after a drop.
  • Once deployed, they will remain on the map like regular forces, and cannot be dropped again in subsequent missions.

Securing Objectives

In order to successfully secure an objective, a combat ground unit must be inside the objective area at mission end. Support units and helicopters cannot hold objectives. If both sides are inside the same objective area, then the precedence will be tanks/IFV’s/Infantry. One tank will win over any number of IFV’s and infantry. One IFV will win over all infantry. If there is a tie, then the next lower unit will be taken into account.

  • Ex: Red and Blue have 2 tanks in the objective. Red also has 1 IFV. Blue has 2 Infantry sections. Control of the objective will fall to Red. If it happens that both sides have the same number and type of unit in the objective, then that objective will remain unclaimed by both sides.

When a side gains an objective, they will receive the points for it. Points will only be awarded to newly captured objectives. Objectives that were controlled in a previous mission do not count again, and therefore friendly units don’t need to reoccupy them.

  • EX: Blue captures Obj 1 at the end of a battle. They receive the points for it. In the next battle, Blue does not need to have units inside Obj 1, as they already control it and no new points will be awarded. However, Red can now try to capture Obj 1, and if they do, they will receive the points for it.

The side that wins a map will be given half the points for all objectives that were not under their control at the end of the mission.

CO’s Duties

The CO can change from mission to mission, but whoever occupies that position has the following after action responsibilities:

  • decide on what equipment to purchase for the next mission;
  • decide where to place obstacles if purchased;
  • coordinate the routing of air assets and selecting the landing zones for airborne/air mobile forces if applicable.

This info must be passed onto the campaign coordinator by the following Wednesday so the next battle can be prepared. If this info is not received in time, the Campaign Coordinator will use his discretion in place of the CO. The Campaign Coordinator will specify the number of points each side has available for the next mission within 24h via PM or e-mail.

Players

Players are asked to choose a side for the duration of the campaign. Should there be an imbalance of players on TGIF, then the CO of the side with the greater number of player will decide who to lend the side who is short players.

Comments and suggestions are welcome, however final decisions rest with the Campaign Coordinator.

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