General Bordinko
May 10th, 2010, 02:02 AM
Hear ye, hear ye. All who wish to sign up to play C3I '68 shall do so now.
Please review the official rules and ask more questions.
Please post your nation name, capitol name, government type and/or email address so that I can contact you.
Please review the map and thank FlamingPotato when you see him on a great job with this new map.
Also attached is the finalized unit list and military template
I would like to start the game no later than one week from this tuesday (18 May)
C3 - Communicate, command, conquer and intelligence - 1968
What is C3I '68?
You, as the player, can choose your government and military type and
through military, political, economic, espionage and trade you or your
allies can ultimately win.
Who's in charge?
I will be the Game Master. Everything will be run through me I will
keep track of cash, units, mission outcome. Tato and Swat may show up
again in interesting ways.
Order Submission:
All orders must be in by Tuesday night at 8PM EST. Otherwise, that
nation will forfeit their moves for that turn. This does not mean that
their military will not react to being attacked. It means that all
offensive movements will not take place during that turn.
Coup Rule:
If at anytime you miss two consecutive turns. Meaning, if I don't have
an update from you on what is going on with your nation for two turns
then you forfeit your nation and it goes to a standby person or it
becomes a NPC nation up for grabs.
What type of Government can I have?
C3I '68 has new government sub types in addition to the original
Democracy
Monarchy
Fascism
Communism
New Subtypes
Colonial Administration
Left Wing Radicals
True Believers
Freedom Fighters
Are there any bonuses to picking a certain type of government?
Yes and there are also disadvantages. You won't know until you pick the
one you want. Note government perks have changed. Note that the 68
flavors have military bonuses and the classical government types have
production bonuses.
Can I know what government bonuses I get before I pick?
Yes, vote in the poll. But to give you an idea.
Table:
Classic 68 subtypes
Monarchy - Colonial Administration
Communism - Bloc State
Democracy - Freedom Fighters
Fascist - True Believers
What if I don't like my government?
After you choose your government and before you submit your military
you can choose to drop your government type and pick another one. You
may only do this once and before you submit your military.
Can I make an alliance with someone?
Only if your government type allows you to.
Whoa that's different, what gives?
Yes, In the 60's democracies would not ally with communists and the
Israelis with the Egyptians. It shouldn't be hard to figure out if you
know anything about the Cold War. The government restrictions will be
kept secret until the governments are passed out.
How does cash/supplies/industrial capacity work?
The cash in this game, Dinkos, is the standard currency of the
continent. It represents the total purchasing power. Each section of
land in the game will have a Dinko value (just like axis and allies).
What are the values?
All lands will produce 5 Dinkos
All other High value targets will produce 10 Dinkos (Airfield, Major city, Industrial complex.
Your Capitol will produce 20 Dinkos a turn
Your Natural resource will produce 10 Dinkos but has a special ability. If you lose this natural resource at any time all of your provinces lose the ability to make Dinkos by 3. It's not so bad for your high value targets but total brutal for your regular provinces. Also if this Provence is taken by an air operation you must take the adjoining major city to have full control and cause the enemy damage. If the natural resource is taken by conventional (tanks and infantry) means then it is ok
Where do I produce units?
Unless otherwise restricted you may place newly built units in your capitol, airfield, industrial complex and major city.
How many Dinkos do I start with?
2500
What can I buy with it?
You military for one. You can trade or buy Intel just use it for your alliance.
How does Intel work?
Everyone has a national Intel service this time around. I will costs
200 Dinkos for one question per turn. Don't ask to have their military sheet.
What type of military can I have?
Whatever you want.
When you say scratch you mean anything right?
Yes
Are there any restrictions?
Yes. This time around only specialized units can perform specialized
actions EX Only Para's can Para drop. Only Mech Infantry can load into
APC's
Last game I was very confused about the military structure. What are
you doing to fix this?
This time around I am designing 'shake and bake' battalions. Each of
the major nations (US, Soviet Union). I will include, Armor, Infantry,
Airborne, Mech infantry and Air Force
Is there a minimum and a maximum of battalions that I need?
No.
Do I start with any military units or do I have to build them all?
Yes and No You have one headquarters battalion and one Air Force
flight to start for free. You have to build and distinguish which one
it is.
Is the military structure the same?
You start at the company level. 8 companies to a battalion. A
battalion will be the smallest fighting force available in C3I
How will combat be resolved?
I will be using a game called Steel Panthers: Main Battle Tank to
resolve the battles. The game spans JAN 1946 until DEC 1969 and has
every conceivable iteration of weapon systems. I will take the units
that you give me and have them fight. They can either fight over
objectives, like airbases forts and cities. Or they can fight to the
death to inflict the most damage until the turn ends. At the end of
the fight a list of what has been destroyed and what side has been the
winner.
Is there anything else special with combat?
Yes. Unit Modifiers
What are unit modifiers?
In SPMBT there is a list of six modifiers that any one side can have. They are:
Searching
Hitting
Rout/Rally
Troop Quality
Tank Toughness
Inf Toughness
All nations will start with 60% troop quality. In this game Troop
Quality = XP. At the end of every battle 5% XP will be added to all
surviving units. When a unit is reinforced after heavy losses (heavy
losses = 50% causalities) the XP will be reduced by - 5 XP
What about the Air Force?
Dogfights will be decided by dice roll, just like warhammer.
They will roll to see the squadron. +5 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
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 aircraft, with the
exception of all bombers and Para transports, will have two air to air
shots. Missiles sucked hard in the 60's
However if you decide to strip the bomb ordinance off your aircraft
then they may have four air to air shots but cannot participate in the
ground offensive.
The army list contains a lot of prop driven planes. How will air
attacks be resolved between a P-51 Mustang and a F-4 Phantom?
Jets can fly faster, farther and can hit and outrun prop driven
aircraft. Jet aircraft will always win. Period.
Say I have 50 P-51's vs. 2 MiG 19's what would happen?
The Mustangs would not have any attacks. All of the MiG's attacks will
be hits and kills. The MiG's will return to base. The Mustangs could
continue to the ground assault phase.
What about forward observers and scout aircraft?
These will not be provided as the last game. These units are very helpful guiding in aircraft and arty strikes. You may purchase one forward observer company for your entire military. Please place this cost under your HQ unit.
Do the aircraft gain XP?
No. but they can received bonuses to extra air sorties. After every
two battles each aircraft flight will gain one extra sortie
What happens if i take over someone's airfield?
75% of the aircraft are lost instantly. You pillage 25% of the aircraft the next turn.
Example:
Tato captures Matt's airfield. He has four wing of B52's. Three of the B52's are lost and tato recovered one wing. If there is only one or two wings then all aircraft is lost.
If I lose a battle can I rebuild my army?
Yes, a cost will be associated to how much you lost in the skirmish it
could range from the price of a company or an entire battalion
How long will it take to reinforce units/build new battalions?
Each turn will be considered a week. For new units and reinforcements
it will take 1 complete turn.
What about movement?
Unit Movement:
Foot Mobiles: 1 move per turn
Mech, Motorized, Wheels, and Tracks: 2 moves per turn
Helicopters/Air Cav: 6 moves per turn
Fixed Wing/Para dropping Para's: 12 moves per turn
Heavy Bombers: 24 moves per turn
C3I order system.
Whoever gets me their orders for their units first will go first in combat.
Example:
I have an email from BAS at 730 and a PM from Colon at 731
I run BAS's orders first,
Colon next
Now say that colon and matt attack BAS from nation 4 to province 10,
while BAS has planned to attack into colon's and matt's attacking
military at nation 4 to province 10.
I have an email from BAS at 730 and a PM from Colon at 731 and a email
from matt at 800
BAS's order will countermand colon's order because it hasn't kicked
off yet. Matt's forces will help defend the same province.
"Get there firstest with the mostest" is the number one rule to the
order system.
In order to streamline the way that you give me information I am
setting up a standardized order system. You tell me what you want your
battalion to do by giving me one of these orders:
For the attacker:
Assault
This represents a particularly forceful sustained attack where the attackers will attempt wear down the opponent. Used to wear down enemy units - Hitting +10%
Encirclement
The attacking force will try to pin down and encircle the defenders in a small area of the province. Used to prevent defenders from withdrawing. - -10% All traits. RESTRICTION: Can only be used by two units making an attack from separate provinces or one ground unit and
one airborne paras dropping/aircav assaulting
Breakthrough
The attacker will focus all of their efforts to overrun an enemy's defenses in part of the province. Self explanatory - rout/rally +10%
Feint
The attacker will use only a light force in a attempt to draw enemy forces away from the actual target. Used for recon in force. - Searching +10%
Not one step back!
The attacker concentrate his entire army into taking this province.
There will be no stopping and no retreat. Death or glory.
For the defender:
Counterattack
This is a concerted attempt by the defending side to launch a minor counter-offensive to disrupt the enemy's plans. You can place a division into counter attack status so that they will react at an attack within move distance. Cannot move and then be issued this order. Unit must be stationary for this turn.
Delay
The defending side is employing a delaying action so that it may hold until reinforcements arrive. Self explanatory. Rout/Rally +10%
Tactical Withdrawal
The defender is making a careful tactical withdrawal out of this province so that they may fight at a later time. Once attacked you will withdraw to another province trading land for time. Hitting +10
Hold the line
The defending side will resist until the end. None will survive.
Other Orders:
Bombardment (Attacker) Danger Close (Defender)
Any arty piece may move one and attack into an adjacent province. Arty
may not move again until next turn. This works for the attacker and
the defender.
CAS
All airplanes will be loaded with multirole ordnance only.
CAP
All aircraft will be loaded with air to air ordnance only
Escort
Drop tanks for fighters.
+4 to movement, but only 2 AA missiles. Cannot be used with CAS role.
Consolidate
During the course of combat many units will be lost. Using this order
you have the ability to reform your forces from all you provinces. The
selected units will be taken out of combat for 1 turn to be reformed
where the new parent's battalion is located. If the forces that you
wish to consolidate are in the same province then you do not need to
wait one turn to be combat effective again. This order will work at
the company level. However you cannot exceed your nations limits on
companies/battalions.
Example 1:
I have an email from BAS at 730 'Defend 4-10. 1st battalion "Hold the
Line"' and a PM from Colon at 731 'Attack BAS 4-10' with the 9th
Infantry battalion "Feint"'
Both orders are successful. BAS's forces will attempt to hold the line
and Colon's force will attack and then break off after a few turns of
attack.
Example 2:
I have an email from BAS at 730 'Defend 4-10. 1st battalion "Tactical
Withdraw"' and a PM from Colon at 731 'Attack BAS 4-10' with the 9th
Infantry battalion "Encirclement"'
Both orders are successful. BAS's forces will attempt to withdraw but
will not be able to because Colon's force will encircle his forces.
Combat will continue for a standard number of turns.
Consolidate Example:
In the last attack into 3-20 BAS has lost 50% of battalion A. In a
previous battle into 3-7 BAS lost 75% of battalion B and 75% of
battalion C. BAS will issue a consolidate order so that 25% of his
choosing from battalion A will be attached to battalions B and C.
battalion A will be no more and battalions B and C will be taken out
of combat for 1 turn as they consolidate their forces. However if A,
B, and C are in the same province then they do not need to spend a
turn consolidating.
Strategic Bombardment.
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+ 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 normal tiles. High value targets on the other hand will lose the ability to produce units from that province and the entirety if their income for the next turn no die roll needed.
Protect your HVT's
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.
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.
C3I '68 FAQ.
What is the in game start date?
For fluff reasons the game will start Monday January 1, 1968. However
technologically the game starts October 1969
If I have more than one unit attacking/defending with different XP how
do you calculated that?
If the number of units with lower xp is < or = units with higher xp
then the highest number is taken. If the number of units with lower xp
is > than the lowest number is taken. Also if you have five units each
with mixed XP then the lowest will always be taken.
Example
Tanks 60%XP
Tanks 60%XP
Tanks 60%XP
Infantry 70%XP
Infantry 70%XP
Applied battle XP is 60%
Tanks 60%XP
Tanks 60%XP
Tanks 70%XP
Infantry 70%XP
Infantry 70%XP
Applied battle XP is 70%
Tanks 60%XP
Tanks 70%XP
Tanks 80%XP
Infantry 90%XP
Infantry 100%XP
Applied battle XP is 60%
Please review the official rules and ask more questions.
Please post your nation name, capitol name, government type and/or email address so that I can contact you.
Please review the map and thank FlamingPotato when you see him on a great job with this new map.
Also attached is the finalized unit list and military template
I would like to start the game no later than one week from this tuesday (18 May)
C3 - Communicate, command, conquer and intelligence - 1968
What is C3I '68?
You, as the player, can choose your government and military type and
through military, political, economic, espionage and trade you or your
allies can ultimately win.
Who's in charge?
I will be the Game Master. Everything will be run through me I will
keep track of cash, units, mission outcome. Tato and Swat may show up
again in interesting ways.
Order Submission:
All orders must be in by Tuesday night at 8PM EST. Otherwise, that
nation will forfeit their moves for that turn. This does not mean that
their military will not react to being attacked. It means that all
offensive movements will not take place during that turn.
Coup Rule:
If at anytime you miss two consecutive turns. Meaning, if I don't have
an update from you on what is going on with your nation for two turns
then you forfeit your nation and it goes to a standby person or it
becomes a NPC nation up for grabs.
What type of Government can I have?
C3I '68 has new government sub types in addition to the original
Democracy
Monarchy
Fascism
Communism
New Subtypes
Colonial Administration
Left Wing Radicals
True Believers
Freedom Fighters
Are there any bonuses to picking a certain type of government?
Yes and there are also disadvantages. You won't know until you pick the
one you want. Note government perks have changed. Note that the 68
flavors have military bonuses and the classical government types have
production bonuses.
Can I know what government bonuses I get before I pick?
Yes, vote in the poll. But to give you an idea.
Table:
Classic 68 subtypes
Monarchy - Colonial Administration
Communism - Bloc State
Democracy - Freedom Fighters
Fascist - True Believers
What if I don't like my government?
After you choose your government and before you submit your military
you can choose to drop your government type and pick another one. You
may only do this once and before you submit your military.
Can I make an alliance with someone?
Only if your government type allows you to.
Whoa that's different, what gives?
Yes, In the 60's democracies would not ally with communists and the
Israelis with the Egyptians. It shouldn't be hard to figure out if you
know anything about the Cold War. The government restrictions will be
kept secret until the governments are passed out.
How does cash/supplies/industrial capacity work?
The cash in this game, Dinkos, is the standard currency of the
continent. It represents the total purchasing power. Each section of
land in the game will have a Dinko value (just like axis and allies).
What are the values?
All lands will produce 5 Dinkos
All other High value targets will produce 10 Dinkos (Airfield, Major city, Industrial complex.
Your Capitol will produce 20 Dinkos a turn
Your Natural resource will produce 10 Dinkos but has a special ability. If you lose this natural resource at any time all of your provinces lose the ability to make Dinkos by 3. It's not so bad for your high value targets but total brutal for your regular provinces. Also if this Provence is taken by an air operation you must take the adjoining major city to have full control and cause the enemy damage. If the natural resource is taken by conventional (tanks and infantry) means then it is ok
Where do I produce units?
Unless otherwise restricted you may place newly built units in your capitol, airfield, industrial complex and major city.
How many Dinkos do I start with?
2500
What can I buy with it?
You military for one. You can trade or buy Intel just use it for your alliance.
How does Intel work?
Everyone has a national Intel service this time around. I will costs
200 Dinkos for one question per turn. Don't ask to have their military sheet.
What type of military can I have?
Whatever you want.
When you say scratch you mean anything right?
Yes
Are there any restrictions?
Yes. This time around only specialized units can perform specialized
actions EX Only Para's can Para drop. Only Mech Infantry can load into
APC's
Last game I was very confused about the military structure. What are
you doing to fix this?
This time around I am designing 'shake and bake' battalions. Each of
the major nations (US, Soviet Union). I will include, Armor, Infantry,
Airborne, Mech infantry and Air Force
Is there a minimum and a maximum of battalions that I need?
No.
Do I start with any military units or do I have to build them all?
Yes and No You have one headquarters battalion and one Air Force
flight to start for free. You have to build and distinguish which one
it is.
Is the military structure the same?
You start at the company level. 8 companies to a battalion. A
battalion will be the smallest fighting force available in C3I
How will combat be resolved?
I will be using a game called Steel Panthers: Main Battle Tank to
resolve the battles. The game spans JAN 1946 until DEC 1969 and has
every conceivable iteration of weapon systems. I will take the units
that you give me and have them fight. They can either fight over
objectives, like airbases forts and cities. Or they can fight to the
death to inflict the most damage until the turn ends. At the end of
the fight a list of what has been destroyed and what side has been the
winner.
Is there anything else special with combat?
Yes. Unit Modifiers
What are unit modifiers?
In SPMBT there is a list of six modifiers that any one side can have. They are:
Searching
Hitting
Rout/Rally
Troop Quality
Tank Toughness
Inf Toughness
All nations will start with 60% troop quality. In this game Troop
Quality = XP. At the end of every battle 5% XP will be added to all
surviving units. When a unit is reinforced after heavy losses (heavy
losses = 50% causalities) the XP will be reduced by - 5 XP
What about the Air Force?
Dogfights will be decided by dice roll, just like warhammer.
They will roll to see the squadron. +5 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
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 aircraft, with the
exception of all bombers and Para transports, will have two air to air
shots. Missiles sucked hard in the 60's
However if you decide to strip the bomb ordinance off your aircraft
then they may have four air to air shots but cannot participate in the
ground offensive.
The army list contains a lot of prop driven planes. How will air
attacks be resolved between a P-51 Mustang and a F-4 Phantom?
Jets can fly faster, farther and can hit and outrun prop driven
aircraft. Jet aircraft will always win. Period.
Say I have 50 P-51's vs. 2 MiG 19's what would happen?
The Mustangs would not have any attacks. All of the MiG's attacks will
be hits and kills. The MiG's will return to base. The Mustangs could
continue to the ground assault phase.
What about forward observers and scout aircraft?
These will not be provided as the last game. These units are very helpful guiding in aircraft and arty strikes. You may purchase one forward observer company for your entire military. Please place this cost under your HQ unit.
Do the aircraft gain XP?
No. but they can received bonuses to extra air sorties. After every
two battles each aircraft flight will gain one extra sortie
What happens if i take over someone's airfield?
75% of the aircraft are lost instantly. You pillage 25% of the aircraft the next turn.
Example:
Tato captures Matt's airfield. He has four wing of B52's. Three of the B52's are lost and tato recovered one wing. If there is only one or two wings then all aircraft is lost.
If I lose a battle can I rebuild my army?
Yes, a cost will be associated to how much you lost in the skirmish it
could range from the price of a company or an entire battalion
How long will it take to reinforce units/build new battalions?
Each turn will be considered a week. For new units and reinforcements
it will take 1 complete turn.
What about movement?
Unit Movement:
Foot Mobiles: 1 move per turn
Mech, Motorized, Wheels, and Tracks: 2 moves per turn
Helicopters/Air Cav: 6 moves per turn
Fixed Wing/Para dropping Para's: 12 moves per turn
Heavy Bombers: 24 moves per turn
C3I order system.
Whoever gets me their orders for their units first will go first in combat.
Example:
I have an email from BAS at 730 and a PM from Colon at 731
I run BAS's orders first,
Colon next
Now say that colon and matt attack BAS from nation 4 to province 10,
while BAS has planned to attack into colon's and matt's attacking
military at nation 4 to province 10.
I have an email from BAS at 730 and a PM from Colon at 731 and a email
from matt at 800
BAS's order will countermand colon's order because it hasn't kicked
off yet. Matt's forces will help defend the same province.
"Get there firstest with the mostest" is the number one rule to the
order system.
In order to streamline the way that you give me information I am
setting up a standardized order system. You tell me what you want your
battalion to do by giving me one of these orders:
For the attacker:
Assault
This represents a particularly forceful sustained attack where the attackers will attempt wear down the opponent. Used to wear down enemy units - Hitting +10%
Encirclement
The attacking force will try to pin down and encircle the defenders in a small area of the province. Used to prevent defenders from withdrawing. - -10% All traits. RESTRICTION: Can only be used by two units making an attack from separate provinces or one ground unit and
one airborne paras dropping/aircav assaulting
Breakthrough
The attacker will focus all of their efforts to overrun an enemy's defenses in part of the province. Self explanatory - rout/rally +10%
Feint
The attacker will use only a light force in a attempt to draw enemy forces away from the actual target. Used for recon in force. - Searching +10%
Not one step back!
The attacker concentrate his entire army into taking this province.
There will be no stopping and no retreat. Death or glory.
For the defender:
Counterattack
This is a concerted attempt by the defending side to launch a minor counter-offensive to disrupt the enemy's plans. You can place a division into counter attack status so that they will react at an attack within move distance. Cannot move and then be issued this order. Unit must be stationary for this turn.
Delay
The defending side is employing a delaying action so that it may hold until reinforcements arrive. Self explanatory. Rout/Rally +10%
Tactical Withdrawal
The defender is making a careful tactical withdrawal out of this province so that they may fight at a later time. Once attacked you will withdraw to another province trading land for time. Hitting +10
Hold the line
The defending side will resist until the end. None will survive.
Other Orders:
Bombardment (Attacker) Danger Close (Defender)
Any arty piece may move one and attack into an adjacent province. Arty
may not move again until next turn. This works for the attacker and
the defender.
CAS
All airplanes will be loaded with multirole ordnance only.
CAP
All aircraft will be loaded with air to air ordnance only
Escort
Drop tanks for fighters.
+4 to movement, but only 2 AA missiles. Cannot be used with CAS role.
Consolidate
During the course of combat many units will be lost. Using this order
you have the ability to reform your forces from all you provinces. The
selected units will be taken out of combat for 1 turn to be reformed
where the new parent's battalion is located. If the forces that you
wish to consolidate are in the same province then you do not need to
wait one turn to be combat effective again. This order will work at
the company level. However you cannot exceed your nations limits on
companies/battalions.
Example 1:
I have an email from BAS at 730 'Defend 4-10. 1st battalion "Hold the
Line"' and a PM from Colon at 731 'Attack BAS 4-10' with the 9th
Infantry battalion "Feint"'
Both orders are successful. BAS's forces will attempt to hold the line
and Colon's force will attack and then break off after a few turns of
attack.
Example 2:
I have an email from BAS at 730 'Defend 4-10. 1st battalion "Tactical
Withdraw"' and a PM from Colon at 731 'Attack BAS 4-10' with the 9th
Infantry battalion "Encirclement"'
Both orders are successful. BAS's forces will attempt to withdraw but
will not be able to because Colon's force will encircle his forces.
Combat will continue for a standard number of turns.
Consolidate Example:
In the last attack into 3-20 BAS has lost 50% of battalion A. In a
previous battle into 3-7 BAS lost 75% of battalion B and 75% of
battalion C. BAS will issue a consolidate order so that 25% of his
choosing from battalion A will be attached to battalions B and C.
battalion A will be no more and battalions B and C will be taken out
of combat for 1 turn as they consolidate their forces. However if A,
B, and C are in the same province then they do not need to spend a
turn consolidating.
Strategic Bombardment.
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+ 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 normal tiles. High value targets on the other hand will lose the ability to produce units from that province and the entirety if their income for the next turn no die roll needed.
Protect your HVT's
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.
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.
C3I '68 FAQ.
What is the in game start date?
For fluff reasons the game will start Monday January 1, 1968. However
technologically the game starts October 1969
If I have more than one unit attacking/defending with different XP how
do you calculated that?
If the number of units with lower xp is < or = units with higher xp
then the highest number is taken. If the number of units with lower xp
is > than the lowest number is taken. Also if you have five units each
with mixed XP then the lowest will always be taken.
Example
Tanks 60%XP
Tanks 60%XP
Tanks 60%XP
Infantry 70%XP
Infantry 70%XP
Applied battle XP is 60%
Tanks 60%XP
Tanks 60%XP
Tanks 70%XP
Infantry 70%XP
Infantry 70%XP
Applied battle XP is 70%
Tanks 60%XP
Tanks 70%XP
Tanks 80%XP
Infantry 90%XP
Infantry 100%XP
Applied battle XP is 60%