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Double Deuce
07 Sep 05, 10:34
OK everyone. Here are the OFFICIAL Rules for the NATO vs Warsaw Pact Combat Campaign. They are in PDF format and the doc is 22 pages long. You may notice some things are abstacted and the reasoning for this is to keep the campaign manageable from an adminstrative standpoint.

Double Deuce
08 Sep 05, 10:26
22 views....any comments?

Artur
08 Sep 05, 10:45
I will have commnets and will post them till the end of the weekend. Been busy nowdays.

Artur.

PS: I can understan your feelings. I am also ithcing tp get feedback once I post something :)

Double Deuce
08 Sep 05, 10:59
PS: I can understan your feelings. I am also ithcing tp get feedback once I post something :)Point noted! :whist:

Temujin
11 Sep 05, 01:38
1hr turns, interesting!

So overall is there a limit on campaign turns, as in one day? Or can we take a few days to round up and shoot the enemy? :cheeky:

Vesku
11 Sep 05, 05:57
Not much difference to Red Snow, I'm ok with everything at the moment. It's nice to see that you've given a guideline for the orders, not everyone is accustomed to give them.

Vesku

Pannonicus
11 Sep 05, 06:53
Just give me a little bit of time, I am very busy... maybe in a week or so?

Shortreengage
11 Sep 05, 09:57
22 views....any comments?
Looking good. may have some engineer work issues. Will look up some stuff. Have you ever heard of GDW's ASSAULT series?

Artur
11 Sep 05, 14:19
Here is my feedback so far.

In my opinion there are 3 main parts of the operational warfare.
1. Combat
2. Maneuvers
3. Supply

The tipical features of such operations are maintaining a front line, making full use of the road network for maneuvres, keeping the supply routes open, and above all avoiding being out-flanked or even worse encirclement at the operational level.

Let us look how thw rules reflect this.

1. The combat is done via SPMBT engine, that is very good. We have to limit the unit size which can enter the same hex in order to avoid 5 vs 5 people games.
2. Maneuvres. The fact that paved roads cost 1/2 movement points has to be emphasised very much more.That is a good idea to give paved roads that kind of bonus.
3. There are no supply rules. That's not very good since the encirclement is not punished this way as it would be in RL. A very simple ruleset like paved road connection to HQ is enough to be in supply or something similar would do.

Some minor things.
1. We need to set recon rules for the aircraft or helos. We may want to use them for scouting don't we?
2. More to follow.

Artur.

Temujin
11 Sep 05, 19:31
Supply, its only 1hr turns and we have ammo carriers in the OOB, so supply is something we control, no need for other supply issues because we would have enough to cover that timeframe organically anyway.

Artur
12 Sep 05, 03:34
Yes we have enough Ammo carriers to supply the artillery but by far not enough to supply full regiments/brigades.

Artur.

Double Deuce
12 Sep 05, 09:18
Not much difference to Red Snow, I'm ok with everything at the moment. It's nice to see that you've given a guideline for the orders, not everyone is accustomed to give them.If any of you look at the Island Civil War forums you'll get a lot of samples. This is how they'll really need to be submitted. It will help avoid problems for those who hae COACT issues, even if on,y from time to time.

Double Deuce
12 Sep 05, 09:20
1hr turns, interesting!

So overall is there a limit on campaign turns, as in one day? Or can we take a few days to round up and shoot the enemy? :cheeky:I am thinking 12 turns (12 hours). Since the map is really small 32x30km, the situation wil start at 0600 (Dawn) and end at 1800 (Dusk). All objectives need to be completed/obtained by the fall of darkness.

Double Deuce
12 Sep 05, 09:26
Here is my feedback so far.

3. There are no supply rules. That's not very good since the encirclement is not punished this way as it would be in RL. A very simple ruleset like paved road connection to HQ is enough to be in supply or something similar would do.This is something I am looking at. I may set Ammo percentages for units in Tactical Battles based on being "Out of Supply". The use the Clone feature to speed up the editing in the battle preparation.

1. We need to set recon rules for the aircraft or helos. We may want to use them for scouting don't we?This is something I have anticipated and WHY I listed the engagement ranges for the SAM units. Basically ANY fixed wing aircraft attempting to fly over the campaign area will be able to be engaged by "In Range" SAM unit prior to being included in Tactical Battles. This wil not include Mapn-Portable Sams though. They will only be used in the actual Tactical Battles.

Double Deuce
12 Sep 05, 09:29
Looking good. may have some engineer work issues. Will look up some stuff. Have you ever heard of GDW's ASSAULT series?Heard of it but never played with or am familiar with it. One thing we will need to keep the engineering rules fairly simple. Something I learned in previous Combat Campaigns is that the recordkeeping can quickly get out of hand an overly compicated.

Double Deuce
29 Nov 05, 13:01
I am currently reviewing the rules in detail to make sure as much is covered as possible. All that is left is the Replacement and Supply sections. I pretty much have these set in my mind but just need to put them on paper.

Double Deuce
08 Jan 06, 09:50
The OFFICIAL (Final Rules) for the Nato VS WP Combat Campaign are now available. You can find them in PDF format attached to the 1st post in this thread HERE (http://www.strategyzoneonline.com/forums/showpost.php?p=404043&postcount=1).

OR

in the Campaign Rules section of my Combat Campaigns Website HERE (http://www.combat-campaigns.com/spmbt/nato_wp/).

Double Deuce
10 Jan 06, 18:34
Has anyone had time to review these? I will begin asking for the final recon unit deployments very soon so you might want to start getting them ready.

Pepper
10 Jan 06, 20:04
Gave a quick read -- a few observations:

1. Not sure why you have foot, wheeled & tracked movement tables. It appears that since wheeled & tracked are identical you could get by with just 2 categories -- foot & vehicle.

2. Not sure I understand how the General Support Artillery missions play out.

3. Did I miss your Anti-Air rules? I remember the old way you were proposing (which struck me as a little labor intensive on you). Thought you could consider fixed % tables since available SAMs and aircraft are limited, that is you know what air units are in the game and what SAMs each side has. Could work as a table with all SAMs as rows and all aircraft as columns. In the box you have a % "to hit" to represent chance to hit for each hex that that air unit flies through a hex covered by that particular AA unit.

E.g. if Patriot battery has 8% chance to shoot down a Mig and Mig flies through 4 hexes within Patriot battery's range you check 8% 4 times in a row....

Otherwise looks good - you're getting close to a pen & paper rule set there!