Operation Variable
Operation Variable is a campaign created by Tacbat.
Iterations
Operation Variable I
Rules
28 JUL 09
Objective
Destroy the EN’s HQ.
Maps
The campaign will usually be fought over 3 maps, but there is the option of extending it to 5 maps if it proceeds very quickly. The first map will be the one in the middle, with the second one to the east, and the third to the west and so on:
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. The HQ will be stationary during the mission, but can be repositioned between missions. 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 enacted 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 one company and a support element 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. The withdrawing side also gains one extra company (free) of reserves to bolster the defenses.
- 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. Blue also gains control of one extra company, support element, arty bonus and defensive bonus.
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 1000 points specifically for the purchase of obstacles, fortifications and pre-plotted arty or FASCAM. Obstacles may be placed anywhere in friendly held territory, except not within 2km of the friendly front line. FASCAM and arty can be plotted anywhere on the map. These points may be saved for later.
The side that gains control of a map will receive a one time bonus of 2000 points which can be spent on anything the CO requires. They will also be given half the points for all objectives that were not under their control at the end of the mission.
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. Spec Ops teams, airborne and air mobile infantry cannot be redeployed back to friendly held territory. They must either move there on their own, or wait until the friendly boundary moves past them.
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 | 2000 | One time bonus after a map is taken. |
Map/Scenario Objectives | As per brief | Objectives secured/achieved. |
Defensive Bonus | 1000 | One time bonus after a map is lost. 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 | 70 | 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 Squad | 5 | Must be completely destroyed. |
AGL/HMG Team | 5 | Must be completely destroyed. |
ATGM Team | 5 | Must be completely destroyed. |
SAM Team (RBS-70) | 10 | Must be completely destroyed. |
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 | 75 | 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 | 200 | Must have one on map to deploy/clear obstacles. |
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 Squad | 20 | 1 x 8 men squad. Comes with 2 x M136 AT-4s. |
Upgrade to PzF 3 (ammo) | 2+ | Per squad. |
Upgrade to RPG-29 (ammo) | 4+ | Per squad. |
Special Ops Team | 125 | A four man team with 6 x RPG-29 and 1 x IED with parachute capability. 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. Limited to 3 teams per mission. |
AGL/HMG Team | 15 | None. |
ATGM Team | 20 | Comes with TOW-2 (2 x TOW-2 and 2 x RPG-29) |
Upgrade to Javelin (ammo) | 10+ | Per team (2 x Javelin and 2 x RPG-29) |
SAM Team (RBS-70) | 40 | None. |
CH-146 Griffon | 150 | AI Controlled. Comes with 1 x standard Rifle Squad. |
CH-47 Chinook | 250 | AI Controlled. Comes with 3 x standard Rifle Squads (one platoon). |
Mi-24 Hind E | 350 | AI Controlled. Comes with 1 x standard Rifle Squad. |
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 vehicle within 1km of the planned position at mission end. Engineer troops cannot deploy minefields. |
Minefield (buried) | 500 | Max length. Must have Engineer vehicle within 1km of the planned position at mission end. Engineer troops cannot deploy minefields. |
IED | 25 | Max 4 per mission. Spec Ops Team IED’s do not count towards this total. Must have Engineer vehicle within 1km, or Engineer troops within 500m of the planned position at mission end. Will automatically detonate if EN forces are within approx 50m of the device, or it can be scripted to detonate via trigger. CO to indicate position. |
Steel Beams | 25 | Max length. Max length. Must have Engineer vehicle within 1km, or Engineer troops within 500m of the planned position at mission end. |
Prepared fighting position | 10 | Must have Engineer vehicle within 1km of the planned position at mission end. 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 | Self destructs after 30 min. 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 Rifle Squad/ATGM/AGL/MG teams and Special Ops Team. This is to reduce the amount of infantry on the map which will also help to minimize lag issues.
- Airborne/air mobile infantry are 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. Any troops that are dropped off by helicopter will stay on the map, and cannot be redeployed by chopper until they are behind the friendly territory boundary. CO’s may buy new infantry sections and drop them off in follow-on missions.
FASCAM and Preplotted Artillery
FASCAM and pre-plotted arty will be activated by the use of Triggers or scripting. Unused FASCAM and pre-plotted arty missions will be carried over to the next mission, and can be repositioned at the CO’s discretion.
Obstacles
Obstacles can only be placed in friendly territory that is held at mission end. Obstacles can only be placed within 1km of where the Engineer vehicle was at mission end, or within 500m of where the Engineer troops were at mission end. Enemy obstacles that are breeched during the mission will be removed from the follow-on mission.
Obstacles purchased with the Defensive bonus may be placed anywhere in friendly held territory, except the area within 2km of the friendly front line. An Engineer vehicle must have survived from the previous mission.
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 3 km 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 takes to regroup after a drop.
- Once deployed, they will remain on the map like regular forces, and cannot be dropped again in subsequent missions.
- Special Operations Teams can only parachute in once, and then they will remain on the map. They can be parachuted again if they are able to make it back behind friendly lines.
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.
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.