Out of Character (Rules)
Consider this Role Play more a game than an RP, but Wargaming is just another form of Roleplay. You, the contributor are roleplaying a military commander. There is no requirement for a character sheet and you will be provided an array of forces representing soldiers and equipment from either the United States of America or the Union of Soviet Socialist Republics (USSR).
Your contribution to the thread will be that of a decision maker. This is one of the principle duties of all military leaders at every level. Some leaders are bold and audacious desiring to remain on the attack, to maintain the momentum and keep your opponent off balance. Some leaders are more comfortable with a pragmatic approach, insuring all of their assets are available and bringing their combined combat power to bear upon the enemy at the decisive point and time on the battle area.
There is no requirement to RP your decisions, but I encourage you to integrate some form of creative dialogue in your decisions. Create characters in your company, state strengths and weaknesses in context. If you are playing a Soviet commander, you may want to coordinate your attacks with the other Commanders. If there is a Soviet Battalion Commander, he may want to provide guidance to the company commanders to insure this happens.
My contribution to the thread will be to create the environment that you will operate in, but primarily to resolve engagements between opposing forces. I will use a war game called
Assault: Tactical Combat in Europe 1985. This game was created in 1983. Since the M1 Abrams wasn't proven in combat until Operation Desert Storm in 1991, no one really knew how it would perform against Soviet built tanks. The designers of the game system may have skewed the rules in order to make the game more enjoyable rather than making it realistic. What I am saying is, the M1 Abrams may not be as effective in game as we know it was in actual historical combat situations. The rules give a chance to the Soviet player so that it is not a one-sided affair.
There will be a posting order. Obviously, I will start the IC thread with the setting, a map and the order of battle for both sides as well as their Mission Essential Tasks and Conditions as defined by their higher headquarters. Once you have chosen a side and I have acknoweldged your commitment by placing your name adjacent to the position in this post below, then you can make a post in the IC thread. Soviet players would do well in coordinating their attack together.
The US player will post first after my initial post as he is on the defense. This engagement simulates the theoretical invasion of West Germany by the former Soviet Union in 1985. The US Player will have 72 hours in game time to create a defense he deems sufficient to perform his mission. He may request 500 square miles of minefields, but will most likely get a minefield significantly less than that as the Division Engineers and his own Armor and Infantry troops are building the obstacles he is requesting.
Once the US Player has completed his post, the Soviet player(s) may make their posts. There are several items I specifically request players include in each post, except the first US player's post. Here are the items I will need to resolve situations as they occur in the game.
1. Route. State any and all units that are going to move. What direction are they traveling and along what routes. We will use Google maps to determine locations. Feel free to identify locations, however you feel comfortable with, whether you state the road name or use Lat/Long coordinates by right clicking on Google maps.
2. Distance. How far will your units move? Each game round will reflect 15 minute in game time. Don't worry about judging how far your units will move in 15 minutes. I will take care of that. Just because your tank has a maximum speed of 45 MPH, does not mean it is actually traveling at 45 MPH. The game system will restrict speed depending upon the terrain type your vehicles are moving along. What I am looking for is, if your units could move as far as you would like them to go, state that. This way, in the absence of guidance, I will continue to move them along the path and distance you have requested.
3. Actions on Contact. When your units spot the enemy or opposition units spot your units, contact is established. State your intention prior to contact so I know what to do when contact happens. I will ask you for random number generations that I will use to help resolve contact. I am looking for a plan for Actions on Contact. What do your tanks do? What do your ATGM systems do? What do your mounted and dismounted infantry units do?
4. Ammunition Type. Please state what type of ammunition your units will use when contact is established. This is a list of the various types of ammunition available:
A. Anti-Armor Rounds
1. AP: The main Armor Piercing rounds for both sides is the hyper velocity, armor piercing fin stabilized, discarding sabot (HVAPFSDS) round.
2. APDU: Armor Piercing, Depleted Uranium ammunition is similar to AP with a special penetrator core made from uranium.
3. HEAT: High Explosive Anti Tank
4. Msl: Anti Tank Guided Missiles (ATGM) are extremely accurate AT weapons with HEAT warheads.
5. SCAP: Small Caliber Armor Piercing rounds are fired by Heavy Machineguns and small cannons.
B. Conventional Rounds
1. HE: High Explosive (artillery & mortars)
2. SCHE: Small Caliber High Explosive. (grenade launchers)
3. SA: Small Arms (machine guns and rifles)
4. APERS: The Anti Personnel round fired by US tanks consists of a round, which is packed with thousands of flechettes. The gunner selects a range (up to 1500 meters) at which the round will detonate. When it detonates, the flechettes are released as a cloud of lethal projectiles still traveling at high velocities along the ballistic path of the round with devastating effect on non-armored targets.
5. IS/WP: Incendiary Smoke rounds are filled with White Phosphorus which not only creates a good deal of smoke but also burns at extremely high temperatures. An exploding WP round thus is an extremely deadly weapon against non-armored targets.
5. Call for Fire. Your company has Indirect Fire and Close Air Support assets available. Only US Company HQs which contains the Fire Support Team (FIST), US Reconnaissance, USSR Battalion HQs, USSR Reconnaissance and USSR Observation Post (OP) units may call in indirect fire and/or close air Support. I will state in the beginning what Air assets are available in your Area of Operations and what Indirect Fire assets are available. Note: any IF or CAS missions requested in the current round will arrive in the next round. There is a chance that a moving target will move before your IF or CAS mission arrives.
When requesting Indirect Fire, please state requesting unit, firing unit, target location (spot on the ground), ammunition type and enemy contents of target location.
When requesting CAS, please state requesting unit, air unit type, target location (spot on the ground) and enemy contents of target location. The pilot of an air unit will have a little leeway to adjust onto a moving target; which makes a CAS mission more desirable over an IF mission. However, the air units in your AO are covering a division or corps frontage and my or may not be available when you make your request. Artillery and mortars are much more reponsive to calls for fire because they belong to you.
6. Miscellaneous. Please state any other actions your unit(s) would perform this round if you find them to be relevant. This could involve attempting to rally broken units or repair malfunctioned equipment.
7. Random Number Generation. Please visit
Random.org/integers and enter the following numbers into the boxes provided. Generate
30 random integers. Each integer should have a value between
0 and
9. Format in
5 columns. After hitting the Get Numbers button, you should see 30 random numbers between 0 and 9 in five columns. Copy the numbers into a hider tag at the bottom of your post. I will use these numbers to resolve combat. Some numbers will be used together to form a percentile and some will be used in consulting a combat results chart to determine outcomes. The Number 0 will be either used to represent the number 0 in the case of percentiles and the number 10 when used to consult the combat resolution chart.
Example of setting up the hider tag as follows:
Code:
[ hider = Random numbers] 3 7 2 7 9
1 0 8 2 0
5 4 9 9 2
2 2 9 7 1
0 3 7 5 0
6 6 0 1 0[ / hider ]
(Remove the spaces from the hider tag above)
This is what it looks like when you get it right: