FCW - Operational Map Combat System - How to!

Double Deuce

Forum Conscript
Joined
Dec 15, 2002
Messages
4,718
Reaction score
69
Location
Crossville, TN
Country
llUnited States
Here is a basic overview of how the operational map works, what settings are used when creating the Pbem based on the hex types involved and what happens IF the attacker loses the Pbem.
[FONT=&quot]13.[/FONT] “INITIATIVE HEX” SYSTEM

“Initiative Hexes” are as special feature that allows the simulation of breakthrough operations where an attack can maintain momentum and possibly carry the offensive deep into enemy territory.
The following explains the basic “Initiative Hex” System as created by RICO(FGM).

STEP 1:
Player launches an attack into an enemy hex.

STEP 2:
If the attack succeeds, the captured hex is converted into a Player 1 “Initiative Hex” and marked as such. An “Initiative Hex” is immune to enemy counterattack. Only friendly attacks can be launched from it.

STEP 3:
Player 1 can continue the offensive and launch an attack from the “Initiative Hex” into any adjacent enemy hex. (for attack benefits see the Terrain/Combat Table).

STEP 4a: If the attack SUCCEEDS
If the attack succeeds then the “Initiative Hex” is moved to the newly captured hex The previous hex now reverts to its normal status and can be attacked by the enemy.

STEP 4b: If the attack FAILS

If the attack fails, the attacker does NOT lose the hex from which he attacked, but it does lose it’s “Initiative Hex” status and reverts back to a normal hex and can be attacked by the enemy.
“Initiative Hexes” can be attacked from an adjacent enemy “Initiative Hex”. Whichever side announces the intent to attack 1st (via forum posting) is deemed the attacker (for battle parameters refer to the Terrain/Combat Table).
  • [FONT=&quot]14.[/FONT] TERRAIN/COMBAT TABLES
The following explains the use of Terrain/Combat Tables to determine battle settings and preferences to be used for Pbem battle setup and what happens after the battle is over.

CLEAR HEX:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Advance
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - YES

INITIATIVE HEX -> CLEAR HEX:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Advance
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - NO

CAPTIAL/CITY:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Assault
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - YES

INITIATIVE HEX -> CAPTIAL/CITY:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Advance
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - NO

INITIATIVE HEX + FORT/CAPITAL/CITY -> CLEAR HEX:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Advance
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - NO

TOWN:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Assault
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - YES

INITIATIVE HEX -> TOWN:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Advance
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - NO

WOODS HEX:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Advance
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - YES

INITIATIVE HEX -> WOODS HEX:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Advance
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - YES

HILLS HEX:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Advance
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - YES

INITIATIVE HEX -> HILLS HEX:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Advance
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - NO

RIVER:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Assault
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - NO

INITIATIVE HEX -> RIVER:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Advance
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - NO

RIVER -> FORT/CAPITAL/CITY:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Assault
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - NO

INITIATIVE HEX + RIVER -> FORT/CAPITAL/CITY:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Advance
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - NO

RIVER -> TOWN:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Assault
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - NO

INITIATIVE HEX + RIVER -> TOWN:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Advance
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - NO

INITIATIVE HEX -> INITIATIVE HEX:
PREFERENCES: All ON except “Fast Artillery”
BATTLE TYPE: Meeting Engagement
PLAYER (All set to HUMAN)
MAP SIZE: 80x80
MAP TYPE: Custom
Attacker lose hex? - YES
 
Last edited:

Double Deuce

Forum Conscript
Joined
Dec 15, 2002
Messages
4,718
Reaction score
69
Location
Crossville, TN
Country
llUnited States
Epoletov [SPR].;936584 said:
What will be if hex will be surrounded, blocked from different directions by enemy territory ?
It will be captured if 1 hex is completely surrounded (except towns/cities). They must be taken.
If 2 or more conjoined hexes are surrounded, they have 1 round to try and break the encirclement or they are captured.

I am finishing up the rules and hopefully they should be available in a couple days.
 
Last edited:

Double Deuce

Forum Conscript
Joined
Dec 15, 2002
Messages
4,718
Reaction score
69
Location
Crossville, TN
Country
llUnited States
If anyone has any questions about the "Initiative Hex" system or "Terrain/Combat Table" stuff please feel free to ask.

Basically each team can only allow 1/2 of their players to attack so that the remaining team members are available to play as defenders against the other team's attacks. This way, everyone plays every turn as long as they want to. ;)
 

Double Deuce

Forum Conscript
Joined
Dec 15, 2002
Messages
4,718
Reaction score
69
Location
Crossville, TN
Country
llUnited States
Epoletov [SPR].;940989 said:
IN Preference Total Points = 2000 ?
I am actually contemplating this being set to 3000 to allow for special circumstances (extra units and such) and so that seeing the # higher in certain Pbem's will not alert their opponent to the added forces. In any event, each player can only spend the 2000 points for their Core Force.

Epoletov [SPR].;940989 said:
Air strikes = X (1-3-10) ?
Air Strikes will be set to 10. This way enough air units they will be available to both players in each Pbem should they desire to use the points for them and will not randomly determined by the game engine.
 
Top