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General Bordinko
December 12th, 2009, 02:10 AM
Now that you have your divisions setup and your nations created you need to impose your will upon others.

Movement Speed:
Infantry (Unmounted), Un-self propelled arty, area sams move at 1 Provence per turn

Motorized (mounted infantry), mechanized(Mounted infantry), Tanks, MBT's Self Propelled Arty, Humvee, UAV's (everything with wheels and tracks) Move at 2 provinces per turn.

Helicopters move 6 provinces per turn. You cannot take provinces with helicopters themselves. You can take them with Air Cav.

Fixed wing aircraft can move a maximum of 12 provinces. Six there and six back to base. Bombers can fly 24 provinces. You cannot land a fixed wing aircraft into enemy territory if they do then they are considered lost. You cannot land a fixed wing aircraft into a captured airbase the first turn it was captured.

Any type of infantry can be loaded into mech/motorized ONLY PARA'S AND PARADROP EQUIPMENT CAN BE LOADED INTO AND PARADROP FROM PARATROOP TRANSPORTS.
Summary:
Foot Mobiles: 1 move per turn
Mech, Motorized, Wheels, Tracks and UAV's: 2 moves per turn
Helicopters/Air Cav: 3 moves per turn
Fixed Wing/Paradropping para's: 12 moves per turn
Heavy Bombers: 24 moves per turn

Air to Air Combat.
Dogfights will be decided by dice roll, just like warhammer.

They will roll to see the squadron. +3 roll will see's the squadron.
They will roll hit the aircraft. +4 roll will hit the aircraft.
Each aircraft have a chance to evade +4

Bonuses:
Stealth aircraft have a +1 bonus to being spotted (F-22's, F-35's ect) 4+ to be spotted.

CAS aircraft have a +1 bonus to evasion. 3+ to evade (Any US/USMC with A desigination, SU25 Gratch 'Frogfoot', The Tornado and the Jaguar ) NOTE: F-35 is exempt from this because it has the bonus from stealth


Unless explicitly mentioned I will assume that all aircraft will be participation in the ground defense or assault.

Therefore each aircraft will carry their bomb ordinance and their air to air ordinance.

With this in mind each defending and attacking fighter bomber and COIN fighter bomber will have four air to air shots.

CAS will have two air to air shots (representing defense missiles).

Bombers and air/para transports will have no air to air offense or defense.

However if you decide to strip the bomb ordinance off your aircraft then they may have six air to air shots but cannot participate in the ground offensive.

Summary
CAS 2 air to air shots.
Multirole 4 air to air shots.
Air Superiority 6 air to air shots.

3+ to see (4+ if stealth)
4+ to hit
4+ to evade (5+ if CAS)


Example Battle:

Capt Colon (attacking) V Tato (Defending)

Attacking Air Squadrons
212th Red Hammer (F-22)
66th Gold Star (F-22)
49th Bears (Su-25)
16th Eagles (Su-25)


Defending Squadrons
VMA-211 "Wake" (AV-8B)
VMA-214 "BlackSheep" (AV-8B)
VMA-223 "Bulldogs" (F-35B)
VMA-231 "Ace of Spades"(F-35B)


All Air to Air combat will be resolved first.
It will be assumed that further technological advanced aircraft(newer) will be protecting lesser advanced and lesser capable (older/CAS/Bomber) aircraft. Therefore fighters will attack and defend first. If they are destroyed or driven off then the lesser capable (older/CAS/Bomber) aircraft will be attacked next.

Once again, unless explicitly mentioned I will assume that all aircraft will be participation in the ground defense or assault.

Therefore each aircraft will carry their bomb ordinance and their air to air ordinance. With this in mind each defending and attacking fighter bomber and COIN fighter bomber will have four air to air shots. CAS will have 2 air to air shots (representing defense missiles). Bombers and air/para transports will have no air to air offense or defense.

However if you decide to strip the bomb ordinance off your aircraft then they may have six air to air shots but cannot participate in the ground offensive.

Helicopters and UAV's will NOT be involved in air to air combat. They are considered too low and slow to attack.

MANPADS, SAMS and other air to air systems will not be involved, they will hold fire in fear of a friendly fire incident. One exception, during a strategic bombardment, air defense systems will have the first shot and any squadron at random (some bonuses may be applied to attack and defense). Strategic bombardment will be explained further in another primer.

Both units will fight at the same time.. Some bonuses may be applied.

Example, Cont.

Defending Air Squadrons
VMA-211 "Wake" (AV-8B)
VMA-214 "BlackSheep" (AV-8B)
VMA-223 "Bulldogs" (F-35B)
VMA-231 "Ace of Spades"(F-35B)

Attacking Air Squadrons
212th Red Hammer (F-22)
66th Gold Star (F-22)
49th Bears (Su-25)
16th Eagles (Su-25)


Tato has decided to load his F-35B's with air to air ordinance only. They have six shots each.
Tato has decided to load his AV-8B's with ground ordinance. They have four shots each.
Colon has decided to load his F-22's with ground ordinance. They have Four shots each.
Colon can only load ground ordinance on the SU-25's. They have 2 shots each.


The dice roll for Tato's VMA-223 "Bulldogs" (Dice roll of 3) shows that they cannot see 212th Red Hammer's but they can see the 66th Gold Star Squadron (Dice roll of 6).

The dice roll for Tato's VMA-231 "Ace of spades" show that they can see both defending squadrons (Dice roll of 4,6).

The dice roll for Colon's 212th Red Hammer show that they can not see either squadron and cannot fire this round of combat. (Dice roll: 1,2)

The dice roll for Colon's 66th Gold Star show that they can see both the Bulldogs and the Ace of Spades squadrons (Dice roll: 4,4)


Tato's VMA-223 "Bulldogs" Fire at the 66th Gold Star Squadron. There are two planes to each squadron with six shots each have a total of twelve shots. The dice roll is:

4 6 4 1 1 1 6 1 6 6 2 2.

It is a 4 plus to hit. Six missiles fail to track or are duds. The other six are tracking hot straight and normal.

Colon's 66th Gold Star have a chance to evade The dice roll is:
6 2 2 1 1 3

They have rolled poorly and both of Colon's aircraft and that entire squadron is lost.

Tato's remaining squadron the VMA-231 "Ace of Spades" target and fire at Colon's 212th Red Hammer squadron

The dice roll is:
3 1 2 5 1 3 2 1 2 4 1 3

The dice are unfavorable for tato. Only two shots can hit.

Colon rolls for defense. The dice roll is:
4 6

Tato's missiles harmlessly hit chaff and flares.

Colon's 212th fire back at the same time. There are two aircraft with four missiles each so there will be a total of eight missiles fired at both squadrons.

The dice roll is 5 4 2 3 6 2 4 2

There are five hits out of eight launches.

Tato defends. His dice roll is.

6 5 4 4 2

He has one hit and loses one aircraft. The loss will apply at random.

With all ordinance fired from Tato's fighter squadrons his F35 must withdraw because they cannot ground attack.

With this complete the remaining fighter-bombers and CAS aircraft fire their air to air.

The remaining squadrons with air to air missiles are:

Tato's Defending Air Squadrons
VMA-211 "Wake" (AV-8B) - 8 Total Shots
VMA-214 "BlackSheep" (AV-8B) - 8 Total Shots
VMA-223 "Bulldogs" (F-35B) - 0 Shots, 2 kills
VMA-231 "Ace of Spades"(F-35B) 0 Shots, 0 kills, 1 loss

Colon's Attacking Air Squadrons
212th Red Hammer (F-22) 0 Shots, 1 Kill
66th Gold Star (F-22) Destroyed
49th Bears (Su-25) 4 Total Shots
16th Eagles (Su-25) 4 Total Shots

Now it's time for the Harriers and Frogfoot's to fire at each other.

The only squadron that Colon can fire at are:
212th Red Hammer (F-22) 0 Shots, 1 Kill
49th Bears (Su-25) 4 Total Shots
16th Eagles (Su-25) 4 Total Shots

The only squadrons that Tato can fire at are:
VMA-211 "Wake" (AV-8B) - 8 Total Shots
VMA-214 "BlackSheep" (AV-8B) - 8 Total Shots

Why can Tato shoot at the F-22 Red Hammer Squadron? They still have air to ground runs they can do and therefore must stay on station. However, because they have no ammo (no there is no gun on the fighters for game play purposes) the harriers can shoot at whatever they can see. Lets just say that everyone rolls and can see everyone. Then they fire their missiles for no effect. When this happens both sides will still have CAS for the upcoming land battle.

In summary there are three results to air to air combat. Win, lose or draw.

Arttemis
December 12th, 2009, 01:58 PM
What is the smallest independent unit? In other words, if I want to attack a neighboring province with my 1st Division plus Brigades 1 and 2 of 2nd Division, is that legal? Or do I have to send full divisions only?

General Bordinko
December 13th, 2009, 12:49 AM
The smallest land combat unit is a Brigade.
The smallest air combat unit is a Squadron.

I have no problem with breaking up divisions to support an offensive ON A LIMITED BASIS. The reason that I have asked everyone break things up into brigades is because im going to have to keep track of alot of units and movement.

Example: I have received in 3 completed military lists ok. the minimum amount of divisions out of all three sheets is 9. Say every current player (11) has just nine divisions at four brigades and four companies each.

11*9*4*4 = 396 brigades and 1584 companies

I have to keep track of the morale, experience, casualties, location and reinforcement cost. I ask you to set them up like this to help me keep track of a lot.

TLDR: You can do it. Just do it on a limited basis for me plox.

Mystrick
December 13th, 2009, 05:09 AM
I figured it would have been easier with my previous set up then splitting up all my forces to 4 companies per brigade, 4 brigades per division, but hokay!

General Bordinko
December 13th, 2009, 11:07 PM
Big update. Read first post.

Mystrick
December 14th, 2009, 12:03 AM
Jesus... and Who's Tato?

FlamingPotato
December 14th, 2009, 12:05 AM
me.

Captain Colon
December 14th, 2009, 12:08 AM
flaming po tay tah jay directory

MatthewMarchand
December 14th, 2009, 12:08 AM
him

Mystrick
December 14th, 2009, 12:38 AM
Hmm... The names of his squadrons look eerily familiar..... That's why I asked

General Bordinko
December 14th, 2009, 12:43 AM
I can read Wiki too.

MatthewMarchand
December 14th, 2009, 12:44 AM
You can't read you liar.

edit:

In that case, I will just send you pictures of all the equipment I want.

edit:

If this game works out well, which I imagine it will, we should do it again, but set in the 60s, so FALs, Centurions, and Mirage IIIs will be king shit :cool:

Mystrick
December 14th, 2009, 12:46 AM
I can read Wiki too.
I knew I wasn't being completely original, but I figured someone else WOULD have been :)

General Bordinko
December 14th, 2009, 12:48 AM
You can't read you liar.
If this game works out well, which I imagine it will, we should do it again, but set in the 60s, so FALs, Centurions, and Mirage IIIs will be king shit :cool:

Your retarded. Look at the prices of some of that stuff. You can have almost double the divisions... Quantity has a quality all of it's own.

MatthewMarchand
December 14th, 2009, 12:52 AM
Do Rhodesians get a short shorts bonus?

http://img502.imageshack.us/img502/1/rhodesianselousscoutsg3be1.jpg

edit:

Something like -1 Cammo, + 2 Fashion, +25% chance to dazzle enemy in combat.

Fallschirmjager
December 14th, 2009, 03:38 AM
lol that one guy hurt his knee it must be colon lol

General Bordinko
December 18th, 2009, 12:01 AM
Updated the amount of moves that aircraft can fly.

Foot Mobiles: 1 move per turn
Mech, Motorized, Wheels, Tracks and UAV's: 2 moves per turn
Helicopters/Air Cav: 6 moves per turn
Fixed Wing/Paradropping para's: 12 moves per turn
Heavy Bombers: 24 moves per turn

Arttemis
December 18th, 2009, 12:27 AM
Do water boundaries between two nations count as a province (for an air attack), or are they impassable?

General Bordinko
December 18th, 2009, 12:50 AM
They count as two provinces to fly over.

fork
December 18th, 2009, 02:29 AM
how is the length of the land battles going to be determined? from what i remember, you could pick the number of turns to play in steel panthers. would a large scale battle be up wards of 50? small skirmishes would be something less?

General Bordinko
December 18th, 2009, 10:09 AM
Yes based on the orders received a battle will be 5 to 10 turns for something small (feint, tactical withdraw) 25 to 30 turns for something normally and 99 turns for something huge (hold the line, not one step back.)

Captain Colon
December 18th, 2009, 04:41 PM
How about air recon and CAP? I just remembered there's unarmed UAVs which probably won't be particularly useful in any battles since infantry companies will come with scouts and arty spotters, but if there's some kind of recon missions they can do then they'd be a great cheap option for that.

General Bordinko
December 19th, 2009, 12:06 AM
Unarmed UAV's can be used to spot units to help your men on the ground.

CAP: Just tell me what area you want your planes to patrol.

SWATJester_os
December 19th, 2009, 06:49 PM
Posting for reference.

General Bordinko
December 20th, 2009, 03:02 AM
Before strategic bombers drop their bombs, the defender fires an antiaircraft artillery barrage with any Area SAMS located in the same territory as the city under attack.

Each battery gets 3 shots on the same scale as air combat.

3+ to see (4+ if stealth)
4+ to hit


Losses are applied to bombers (and/or escorting fighters). After any defending SAM fire is resolved, any defending fighters located in the same territory on CAP as the city under attack may INTERCEPT the attacking bombers and their escorting fighters for one round of interception combat.

Losses are applied to aircraft of both sides according to the Air to Air combat rules.

After interception combat, surviving bombers roll d6 for economic damage to cities. Bombers and fighters are NOT subject to interception when they leave the target territory, since aircraft RETREATING from a battle are NOT subject to interception from enemy units which were part of that battle.

Bomber Bonuses:

Stealth: +1 to see (B2)
Speed: can re roll defensive rolls (TU-22 Backfire, B-1B Lancer)
Heavy: 2 d6 for economic damage (B-52, TU-16)

SEAD Special Rule:
If the attacking side has a SEAD aircraft (Wild Weasel) then both Area SAM's and SEAD will attack first.

If a SEAD aircraft "sees" a AREA SAM then it will turn off it's radar to not be killed by the SEAD. Without firing a SEAD can shut down air defenses. If all SAMS are shut down then this round of combat is over and bombardment continues as normal

However

If a AREA SAM sees SEAD then AREA SAMS will attack that SEAD even if it's radar has been turned off acting as a control station.

All SEADs will fire back at the AREA SAMs that are on if they still can.

The remaining AREA SAMS will turn back on after this round of combat.

SEADs have only 2 shots air to air and 4 shots air to ground.

AREA SAMS are considered reloaded on the next round of bombardment combat.