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Comanche

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  1. F-16n - as of Dec 31, 2002 the reservist of VF-45 in Key West were still using them as adversary aircraft according to Globalsecurity.org. A-10 - same site - only the AF uses the A-10 (as of 2001) hope this helps;
  2. Sorry it has taken me so long to reply, I only have a dial-up (only reliable in late-nite early-morning) and something called real life tends to interupt my intentions. John - the only thing that was reworked was a clear-road area (ARG) was added in vic 2233 500 x 500 meters wide with a road leading to the edge to allow units to exit map. RedFOR was told any attacks on this area (ARG) would result in double casualties to their units. James - You are Da' Man for CPX's. I have been reading the AAR's on the CPX site and I am extremely impressed. As far as "intent confusion" is concerned the only reason that we didn't have problems with this is that we have gamed for about 5 years and have developed our own jargon (none of us is military) for actions and maneuvers. The time factor (1min game = ~3-5min real time for us) I realize was because very little combat was occuring each turn and once a unit received orders the orders didn't get drasticly changed (SIAP's & Recon stayed put for about 3 Phases) until something happened. The only units constantly getting orders were the Helo's.
  3. Because I didn't want the Blue units firing on the Orange (Red = known combatants Orange = civilians fighting Grey civilians) and didn't want Red firing on Grey or anyone firing on Green.
  4. Thanks, what I am not sure of, is would there be any problems with the same PIN assigned to different colors. For example, have the RedFOR (PIN 1) also control the OrangeFOR and the BlueFOR (PIN 2) also control the GreyFOR.
  5. the following is the AAR requested by Major Holdridge . CBX 040703 AAR This AAR is my first for TACOPS so I apologize for any etiquette errors, and is at request of Major Holdridge on TACOPS forum when he was so gracious to answer my questions. This AAR was modeled after other AAR's on the TACOPS forum and "IRC CPX AAR" page and took me awhile to assemble. Our usual AAR's run hundreds of pages (many of them maps) collected from stuff we use in the game (lots of computers and we save everything) mostly we try to answer "what were you thinking? or sometimes "WHAT were YOU thinking!" on various actions and each side likes to have a view from the other side and a God's Eye view that the Umpires have (usually to answer why they hear the extremely loud laughing that they hear at times) these are put on CD-RW's that we use. note: all names, references and descriptions are meant to be generic, somewhat humorous, and designed to allow each side to do anything and everything to accomplish mission without any culterial, national or moral hangups (i.e. RedFOR sending 10 220mm Bty FFE missions at bunched up "US" landing force). Structure of AAR Introduction, Orders & Orbat, resolution, Lessons learned both for running CPX and playing TACOPS Part I Introduction To begin, our group chose TACOPS for it similarity to GATOR, a free wargame written by Mike Fischer, that uses maps and counters which represent individual vehicles and squad level personel. In our previous events it took us hours to setup and clean up just the hundreds of counters we used(not counting the few hundred cans, bottles chip bags). He (Mike Fischer) also wrote 2 additions "Airborne" using an Airborne Bn and "Ranger" using . . . Rangers using the same basic rules. We run a long "scenario" about every two weeks using various games and sometimes combinations of games (most popular Combined Decision and Harpoon) I ran across TACOPS when looking at the "Team Trackless" page on James Dunnigan's site (actually I was looking at his "Dirty Little Secrets" when I saw "Team Trackless") and saw a link to buy from Battlefront. Downloaded the Demo and loved it (or loved it more than I hated it) bought it and while I was waiting for it to arrive distributed copies of the Demo to others in the group (to get them acquainted). The fact that the decision to use TACOPS as our next game (either using the game or multiple uses of the Demo) led to a lot of questions (more detailed in lessons learned) and uncertainties. To help with the time factor we used TOE's that we already had (MEU from "Gator", Airborne Bn from "Airborne", SSG Bn from . . . US and the TOE's provided in the RPG Price of Freedom (Soviets invade the US after a quisling president gives away SDI and the Russkie's get it (SDI) West End Games 1986). This was a "campaign" CPX in that it consists of several scenarios and was not balenced in the least. The BlueFor players were expected to win, the REDFOR players were just to bloody Blue. We used MAP 130 for all scenarios with bridges over the river crossing (didn't know if we needed them or not) and a modification in the area 2233 of about 500 x 500 meters to represent a Amphibious Ready Group with a "road" leading to the east to exit ground forces that have been "evac'd" to ARG. Planned Scenario 1 BlueFOR to conduct NEO from helipad at 1428 and city in vicintiy to ARG Planned Scenario 2 BlueFOR to secure city 1427 (Same one for NEO), City 0930, Airport 0931 in preparation for humintarian operations Planned Scenario 3 BlueFOR to conduct Humanitarian Operations (take supplies to) to cities 1618, 1831, 1917, 1829 and cities already in control. Planned Scenario 4 BlueFOR to defend against attack from neighboring country Planned Scenario 5 BlueFOR withdraw to ARG. All Scenarios were played but were "cut up" and "redivided" into phases. These scenarios were played previously using "Gator" both sides knew that there would be a Phib Landing, Airborne landing, NEO, "humanitarian operations", Motorized Regt Attack, and withdrawal of forces. The only surprise was the order that each mission would be directed. Additionally we tried a variation of the Sattelite view used in "Mad General" the BlueFOR could use UAV (ie predator) and request a 1 x 1 km view of any area at beginning of a turn before the RedFOR mobile forces were placed during any 2 min segment (we issued reports and orders every 2 min, we wanted longer but we (the three umpires on computers) have had problems with the "delayed order" "unload" (using the U button) and wanted to get the helo's back out of an LZ after unloading and ~2 min is a good time frame) and a 5x5km "advanced UAV" (i.e. Global Hawk) every 6min segment and a 10x10km "satellite" view every 10min with variable chances of success (yes we had to go back to an analog dice throw) for each request. These views are from the Host computer with all fog of war off. We had some other ideas using this feature that we listed in lessons learned. Players BlueFOR (15) Allied Forces Commander (CDR) US MEU CDR US ABN BN Cdr SSG Expeditionary Cdr Task organized Team Cdr's as game progressed (explained in lessons learned) EC (Every Country) Civilian (To Be Explaned later) SCHP (Some Country Happy people) Civilian (To Be Explained later) GreenFOR (To Be Explaned later) EC (Every Country) Civilian (To Be Explaned later) SCHP (Some Country Happy people) Civilian (To Be Explained later) GreyFOR SCHP (Some Country Happy people) Civilian (To Be Explained later) RedFOR (10) AP (Angry People) Commander SCAP (Some Country Angry People) Civilian Fighters OCAP (Other Country Angry People) Civilian Fighters OCAA (Other Country Angry Army) Rgt Cdr Task organized Cdr's as game progress (explained in lessons learned) OrangeFOR SCAP (Some Country Angry People) Civilian Fighters OCAP (Other Country Angry People) Civilian Fighters Umpires (5) 1 with each FOrce 1 running the host and 2 running around with their heads cut off, I meant like chickens with their heads cut off. Yes we had 30 people working this and brigade size. Originally we had a CDR slot for each BlueFOR Co and RedFOR Bn this was abandoned because only a few people would be working in each Phase and the Side commanders had planned a task organization (cross attaching units) anyway. Some Explanations in order here. SSG Strategic Securities Group - a fictitious private security company with LAV, Armed HMMWV, Helicopters, etc (only reason they have MV-22 is that the EH-101 is not in game). BS, but introduced as a "what-if" and stayed in our games by popular demand. Some Country, Other Country, Every Country. We couldn't decide (agree) on country names for this exercise so we decided to be anticreative. If you couldn't tell Some Country - the country in which the "action" takes place in. Other Country - the country that wants to take over Some Country. Every Country - people who got stuck in Some Country when the fecal matter hit the turbine device. Happy People - 'innocent' civilian Angry People - terrorist Angry Army - Armed force. GreenFOR, GreyFOR, OrangeFOR - various civilian groups. At various times we didn't want some forces to be automatically fired at. The plan was for these teams to be played with ROE for theese three groups, at times deleting them and adding them back as different color (i.e. Starting out as GreenFOR changing to BlueFOR when they are being loaded into BlueFORvehicles for evac, changing them back after evac completed, or GreyFOR as they fought the RedFOR (changed to OrangeFOR) terrorists. BlueFOR could only free fire at RedFOR and vice versa. GreyFOR free fire at OrangeFOR & vice versa. No one gets to shoot at GreenFOR and will suffer for it if they do (loss of forces, victory conditions etc.) Which means no recon by arty. What happened was the Umpire's controlled GreenFOR and changed them to BlueFOR to transport. We didn't have time to test out our ideas for GreyFOR and OrangeFOR prior to starting and didn't want to take any chances. Part II Orders and Orbat Part II-A Orders Phase 1 BlueFOR Some Country Angry People have turn Some Country into battle ground World News Network (WNN) has been showing pictures of starving SCHP and fighting in SC for days. A few congressmen have figured out how to turn on TV and decided that "something must be done." While Congress has been discussing "what should be done," EC "please don't shoot us" council has figured out that talking to an AK74 bullet gets nowhere and asked for help in getting their people out of SC. As such the EC "we can shoot back if we really, really want to" Committee has commissioned SSG to send a force to assist the US in missions in SC. President "lets cut the military to the bone and then send them 1000 different places" has ordered the Unnumbered MEU followed by the "never in a million years" Airborne Bn to action in Some Country. primary mission will conduct NEO of EC civilians from City 1429 evac from Heliport 1428 to ARG secondary mission (1)secure industrial area 1931 and town 0833 as beachhead for followon SSG Trp secondary mission (2)secure airport 0931 for Abn Bn follow on (airland is more accurate than paradrop) Forces US MEU, 3 rifle Co SSG, Assault Co SSG, ACE SSG and Phib units SSG Offshore artillery and air support. RedFOR Forces are expected to be civilian combatants around city 1427 to include rifle - rpg & technicals. loose condition - if BlueFOR kills any GreenFOR. After all WNN is watching. RedFOR The Imperialist ruling piglets of Some Country are crying about not having enough food and when we take what is ours they cry to the Imperialist Propoganda Machine of WNN to send their agents to anounce to the other Imperialists how our Socialist Purety is working. Followed by the Imperialist tool EN "health" organization who brings their soldiers and agents to addict us to their drugs and propaganda (drugs like vaccines) (propaganda such as killing each other just because they are from the E side of the street and we are from the W is wrong). Stupid Imperialist puppies. Now the most hated Imperialists the "United rich man rules" States Imperialist Lemmings are sending their impoverished worker class to rescue the piglets and puppies. Some Country Angry People rejoice our friends in Other Country are sending revolutionary assistance to is in the form of Other Country Angry People to assist us in hurting the lemmings before they can rescue the piglets and puppies. mission - do as much damage to BlueFOR as possible. Forces 55 Teams of Rifles(10) and 16 Teams of Mixed Weapons(5) in towns and cities (SCAP) a percentage (10 to 25%) of 50 Teams of Rifles(10), 25 Teams of Mixed weapons(5), 60 technicals, 20 small trucks. (SCAP) a percentage (10 to 25%) of 50 Teams of Rifles(10), 25 Teams of Mixed weapons(5) (OCAP) mobile forces cannot be placed within 500m of a town, airport, city, industrial area. The enemy is expected to send one of the Marine "Colonization" Units. Phase 2 BlueFOR Congress and EN have finally decided that Some Country needs to be provided food and relief. To accomplish that Allied Forces Some Country (AFSC) has been ordered to complete Secondary Missions from Phase 1 and secure city 0930. Fly or Jump in the Abn Bn, setup logistics bases for relief mission. primary mission (1) finish securing beachheads near town 0833 and indust area 1931 primary mission (2) finish securing airport 0931 for Abn Bn insertion. primary mission (3) secure city 0930 primary mission (4) finish landing MEU & SSG units. secondary mission (1) select locations for logistics bases for relief missions. secondary mission (2) secure industrial area 2129 and road between indust 1931 and 2129. Forces All previously landed forces Remainder MEU as landed Remainder SSG as landed Airborne Bn Airland or Airdrop begin 0715 Offshore artillery and air support RedFOR The imperalist lemmings were successful in snatching the piglets and puppies from our grasp. Now they (lemmings) are taking up where the piglets and puppies failed. As they always do, they will want to make sure their bases are secure of the rightous socialistic forces of good before they attempt to inundate us with their filthy western culture. mission resist the invader make him hurt. Forces Remainder of City Force of SCAP Remainder of Mobile Force of SCAP from Phase 1 Remainder of Mobile Force of OCAP from Phase 1 additional percentage (10 to 25%) of 50 Teams of Rifles(10), 25 Teams of Mixed weapons(5), 60 technicals, 20 small trucks. (SCAP) additional percentage (10 to 25%) of 50 Teams of Rifles(10), 25 Teams of Mixed weapons(5) (OCAP) mobile forces cannot be placed within 500m of a town, airport, city, industrial area. Phase 3 BlueFOR AFSC has been ordered to ensure that relief supplies make to SC cities. Transfer supplies (log packages) to the Loading zones (LZ) located in the following town and cities 0917, 0815, 1618, 1821, 1829, 0930, 2129, 1429. note: log packs are limited not by game mechanics but by the following; each log pack has 250 points. Each LZ has to have been delivered 1000 points (4 packs). within 5 minutes of each pack. Once the SCHP have the supplies it's their problem. Carring capacity HMMWV = 1 pack 5 ton truck = 3 packs MK48 LVS = 5 packs HEMMT = 5 packs UH-1 = 1 pack UH-60 = 3 packs CH-46 = 4 packs MV-22 = 5 packs CH-53 = 8 packs LCAC = 60 packs LCU = 100 packs LAV-LOG = 2 packs Generation capacity Airport = 10 pack @ turn Beachhead = 15 pack @ turn At Sea = 20 pack @ turn Primary Mission deliver 1000pts of supplies to each of the towns and cities 0917, 0815, 1618, 1821, 1829, 0930, 2129, 1429. Secondary Mission continue bringing in Airborne Bn. Forces Remaining forces of MEU and SSG. Airborne Bn as it lands at airport. offshore artillery and airstrikes. RedFOR The Imperialist lemmings are starting to enslave us by depending on their supplies. Mission destroy as many of the supplies and enemy imperialist colonizers as possible. Forces Remainder of City Force of SCAP Remainder of Mobile Force of SCAP from Phase 1 & 2 Remainder of Mobile Force of OCAP from Phase 1 & 2 additional percentage (10 to 25%) of 50 Teams of Rifles(10), 25 Teams of Mixed weapons(5), 60 technicals, 20 small trucks. (SCAP) additional percentage (10 to 25%) of 50 Teams of Rifles(10), 25 Teams of Mixed weapons(5) (OCAP) mobile forces cannot be placed within 500m of a town, airport, city, industrial area. Phase 4 BlueFOR The situation is desperate for all Angry People in theater. As such Other Country Angry Army is sending a Motorized Regiment to enter area East of 14 Easting and South of 14 easting within the hour. Weapons are FREE but inflict NO GreenFOR casualties. If situation becomes untenable extract force to ARG at 2233 with as many civilians as possible. primary mission (1)- no infliction of GreenFOR casualties. primary mission (2) - stop OCAA incursion primary mission (3) - keep force together for additional operations (term for this but brain dead) Forces remaining MEU, SSG, Abn units offshore artillery and airstrikes. RedFOR Rejoice, our socialist friends have sent us help in the way of their army we will combine forces to force the Imperialist lemmings to admit defeat and leave like puppies who have been spanked for peeing on the carpet. Our socialist neighbors will be sending a motorized rgtto enter area East of 14 Easting and South of 14 easting within the hour. mission force BlueFOR to exit map Forces Remainder of City Force of SCAP Remainder of Mobile Force of SCAP from Phase 1, 2 & 3 Remainder of Mobile Force of OCAP from Phase 1, 2 & 3 all remaining of 50 Teams of Rifles(10), 25 Teams of Mixed weapons(5), 60 technicals, 20 small trucks that have not been already used. (SCAP) all remaining of 50 Teams of Rifles(10), 25 Teams of Mixed weapons(5)that have not already been used. (OCAP) mobile forces cannot be placed within 500m of a town, airport, city, industrial area. Phase 5 BlueFOR We tried our best to help the people of Some Country but it is time to cut our losses... uh, We have been succesfull in assisting the great people of Some Country but they are able to support themselves and it is time for us to withdraw to our other commitments. mission - extract forces first to either Airport 0931 or ARG 2233 and then exit at 0831 (for airport) or 2333 (for ARG) include as many civilians as possible. Forces all remaining offshore artillery and airstrikes to diminish as time progresses (~10% every 10 minutes or until final forces have exited. RedFOR Glorious succes the Imperialist lemmings are leaving. Keep up pressure but stay south of 28 Northing as we do not want the lemmings to change their minds. Mission - staying South of 18 northing continue to harrass BlueFOR. Forces Forces Remainder of City Force of SCAP Remainder of Mobile Force of SCAP from Phase 1, 2, 3 & 4 Remainder of Mobile Force of OCAP from Phase 1, 2, 3 & 4 Remainder of Motorized Rgt of OCAA Part II-B Order of Battle This was big, full brigade size for BlueFOR total RedFOR at ~45% of BlueFOR, throw in GreenFOR anyway. BlueFOR Marine Expeditionary Unit (MEU) (based on Gator ORBAT) Rifle Bn (from add optional units) 3 HMMWV w/ stinger teams 2 Avenger 4 HMMWV-HMG 4 HMMWV-TOW 12 AAV7P 1 AAV7C HMMWV (for Command) SEAL Squads (3 Recon(2) Teams) 3 Recon Squads (3 Recon(2) Teams @) Scout - Sniper Plt (3 Sniper Team / 3 Scout Tms) 4 CH-53 4 AH-1 12 CH-46 1 UH-1 (for Command) 2 UH-1 3 LCAC 2 LCU (landing craft large) 4 M1a1d 4 LAV-25 2 LAV-AT 6 M198 155mm 3 Mk48 LVS 8 5ton 6 Zodiac (inflatable boat w/motor) Security Safety Group (SSG) Reinforced Expeditionary Battalion Bn HQ HHC Sig Plt Tran Plt Scout-Sniper Plt 3 Support Plt 5 Rifle Co (motorized on HMMWV) 3 Rifle Plt Wep Plt Weapon Co (motorized on HMMWV) AT Plt MTR Plt MG Plt Cbt Aslt Co AAV Plt Cbt Eng Plt Tran Plt Med Plt LAV Co (Mech) 3 LAV Plt LAV-105 Plt Mtr Plt Spt Plt Aslt Co (taken from a paper done in USMC School (same as US Army school at Leavenworth)) 3 SIAP 2 MG Team 2 AT Team 2 MTR Team 155 T Bty 3 Art Plt (2 guns and HQ SVC from Bty) Security Team HQ 4 Security Plt Airborne Bn (Taken from "Airborne" by Mike Fischer, same mechanics as "Gator" 80 Squads broken up into LGOP (ended up ~doubling squads from where they should be but had a little trouble converting LGOP into squads and plt. 4 Stinger Team 5 Javelin Teams (Lower than should be same problem as with squads) 3 Weapon Plt 3 81mm Mtr 3 7.62 MG Team 2 Mortar Plt 3 120mmm Mtr 6 M119 105mm Art 6 5ton LVAD truck 4 HMMWV (cargo) 4 HMMWV-TOW 4 HMMWV-HMG 4 AGS (level 1 to start to increase to level 3) 4 UH-60 4 OH-58 AT Offshore Artillery and Air Support (we didn't like the way air strikes were done so as a quick and dirty fix we agreed to convert Air support to artillery) 2 US Spruance DD (2 105mm @ / 1 220mm MRL Bty @) (2 5 inch guns / Vert Launch Cruise Missile) 2 SSG FFG (ARG) (105mm @ & 220mm MRL Bty @) (5 inch gun / Vert Launch Cruise Missile) 3 SSG FF (ARG) (105mm @ & 220mm MRL Bty @) (5 inch gun / Vert Launch Cruise Missile) 2 SSG FFG (SAG) (105mm @ & 220mm MRL Bty @) 1 SSG DD (SAG) (105mm / 155mm / 220mm MRL bty @) (8 & 5 inch gun / Vert Launch Cruise Missile) 1 SSG DD (CVG)(105mm / 155mm / 220mm MRL bty @) 1 SSG DDG (CVG)(2 105mm @ / 1 220mm MRL Bty @) (2 5 inch guns / Vert Launch Cruise Missile) 1 SSG FFG (CVG)(105mm @ & 220mm MRL Bty @) TACOPS Translation 16 105mm 2 155mm 13 220mm MRL Bty Air Support (HE & ICM only) 6 US AV-8b+ (MEU) = 3 155mm 24 SSG F/A-18 (CVG) = 6 220mm MRL Bty 12 SSG SU-35 (CVG) = 3 220mm MRL Bty 12 SSG SU-34 (CVG) = 3 220mm MRL Bn 8 SSG AV-8b+ (ARG) = 4 155mm Total Off Map Support 16 105mm 9 155mm 21 220mm MRL Bty 3 220mm MRL Bn Smoke (didn't like "lay line of smoke" and needed work around) 1 220mm MRL Bn / 4 220mm MRL Bty RedFOR 55 Teams of civilian Rifles(10) and 16 Teams of civilian Mixed Weapons(5) in towns, cities, industrial areas and airports (SCAP) 50 Teams of civilian Rifles(10), 25 Teams of civilian Mixed weapons(5), 60 technicals, 20 small trucks. (SCAP) 50 Teams of civilian Rifles(10), 25 Teams of civilian Mixed weapons(5) (OCAP) "Mobile" Forces could be placed anywhere on map with following exceptions, not within 1km of built up areas (BUA), not within sighting distance of any BlueFOR, and after Phase 1 not within 2km of beach. Motorized Rgt Rgt HQ (taken from TOE in "Price of Freedom" RPG Motor Rifle Bn (same as above) Motorized Inf Bn (same as above) Inf Bn (Airborne Bn from above) with trucks for mobility BMP Co (From TACOPS BMP-1p instead of BMP-2 Tank Plt (4 T-72m) TACOPS Listing of Forces Time Left: 10080 minutes Mission results: Blue - As determined by players. Red - As determined by players. Blue exit % - 0 Red exit % - 0 Point results: Blue Attrition Points - 0 Red Attrition Points - 0 ----------------------------------------------------------------- Blue Status: UNIT START NOW ELIM EXITED LUV, HMMWV + LMG................ 49 49 0 0 Inf, HQ Command................. 10 10 0 0 Inf, HQ Command [-]............. 45 45 0 0 LUV, HMMWV + AGL MK19........... 175 175 0 0 Inf, Squad...................... 125 125 0 0 Inf, MG 7.62mm Team............. 54 54 0 0 ATGM, Javelin Team.............. 96 96 0 0 Mortar, 120mm M120/121.......... 85 85 0 0 LUV, HMMWV + HMG................ 135 135 0 0 ATGM, TOW Team.................. 32 32 0 0 Inf, AGL MK19 Team.............. 44 44 0 0 Inf, MG 50cal Team.............. 22 22 0 0 APC, LAV25 IFV.................. 16 16 0 0 Inf, Team....................... 27 27 0 0 Gun, XLAV25 105mm Assault Gun... 4 4 0 0 Mortar, Carrier 120mm Stryker... 4 4 0 0 SAM, LAV25 Air Defense SAM/AAA.. 4 4 0 0 Truck, Cargo 5t M1084 MHE....... 66 66 0 0 APC, LAV25 Logistics............ 4 4 0 0 APC, LAV25 C&C.................. 4 4 0 0 APC, Ambulance Stryker.......... 4 4 0 0 Inf, Medical Section............ 7 7 0 0 Inf, Medic...................... 25 25 0 0 LUV, HMMWV Ambulance M997....... 28 28 0 0 Inf, Engineer Squad USMC........ 6 6 0 0 APC, AAAVP...................... 6 6 0 0 APC, LAVIII TCP (+)............. 4 4 0 0 APC, Grizzly Radio Rebroadcast.. 4 4 0 0 Inf, HQ Comms Tm................ 4 4 0 0 Truck, Forward Repair System.... 12 12 0 0 Truck, Dump 5t M1094 LVAD....... 12 12 0 0 Truck, Cargo 5t M1086 Long MHE.. 12 12 0 0 Truck, Wrecker 5t M1089 ........ 16 16 0 0 LUV, Small Emplacement Excavator 12 12 0 0 Inf, Engineer Squad............. 15 15 0 0 Inf, Scout Team................. 23 23 0 0 Inf, Sniper Team................ 7 7 0 0 FSCE, Forward Observer Team..... 9 9 0 0 Howitzer, Towed 155mm XM777..... 6 6 0 0 Truck, Van 2.5t M1079........... 10 10 0 0 Truck, Cargo 5t M1083........... 6 6 0 0 Radar, AN/TPQ37 Firefinder Ops.. 1 1 0 0 Radar, AN/TPQ36 Firefinder Ops.. 3 3 0 0 Inf, Military Police............ 40 40 0 0 Aircraft, MV22 Osprey........... 12 12 0 0 Helo, AH1 Cobra................. 12 12 0 0 Helo, CH53...................... 12 12 0 0 Helo, UH1N Iroquois............. 11 11 0 0 Inf, Squad...................... 27 27 0 0 Inf, MG 7.62mm Team............. 27 27 0 0 Inf, SMAW Team.................. 18 18 0 0 Mortar, 60mm.................... 9 9 0 0 Mortar, Carrier 81mm HMMWV...... 8 8 0 0 LUV, HMMWV...................... 8 8 0 0 SAM, Stinger Team............... 7 7 0 0 SAM, HMMWV Avenger ADA SAM/AAA.. 4 4 0 0 ATGMV, HMMWV AT TOW............. 8 8 0 0 ATGMV, LAV25 AT................. 2 2 0 0 Tank, M1A1D..................... 4 4 0 0 Helo, CH46...................... 12 12 0 0 Inf, Recon Team................. 12 12 0 0 Howitzer, Towed 155mm M198...... 6 6 0 0 APC, AAVC7 C&C Vehicle.......... 1 1 0 0 APC, AAVP7...................... 12 12 0 0 Truck, Cargo 12t MK48/14/17 LVS+ 3 3 0 0 Truck, Cargo 5t M939 + HMG...... 8 8 0 0 Boat, Inflatable + Motor........ 6 6 0 0 Boat, Landing Craft Large....... 4 4 0 0 Boat, Landing Craft Air Cushion. 5 5 0 0 Mortar, 81mm M252 Team.......... 9 9 0 0 Howitzer, Towed 105mm M119...... 6 6 0 0 Tank, XM8 AGS L1................ 4 4 0 0 Truck, Cargo 5t M1093 LVAD...... 6 6 0 0 Helo, UH60 Blackhawk............ 4 4 0 0 Helo, OH58 Kiowa AT............. 4 4 0 0 Force Lethality Value, Start: 46413 Force Lethality Value, Now: 46413 Casualty percentage: 0 Force Lethality Ratio, Start: 2.2:1 Force Lethality Ratio, Now: 2.2:1 ----------------------------------------------------------------- Red Status: UNIT START NOW ELIM EXITED APC, BTR80...................... 67 67 0 0 Inf, Squad...................... 63 63 0 0 Inf, Sniper Team................ 9 9 0 0 Inf, MG 7.62mm PKM Team......... 74 74 0 0 Inf, AGL AGS17 Team............. 9 9 0 0 SAM, SA14 Gremlin............... 28 28 0 0 Inf, HQ Command [-]............. 50 50 0 0 Inf, SPG9 Team.................. 3 3 0 0 Inf, RPG Team................... 12 12 0 0 APC, Ambulance BTR.............. 6 6 0 0 Inf, Medical Section............ 4 4 0 0 APC, MTLB....................... 7 7 0 0 Mortar, 120mm................... 12 12 0 0 Inf, Team....................... 14 14 0 0 Truck, Cargo 4mt................ 51 51 0 0 APC, BRDM2...................... 4 4 0 0 Mortar, 82mm.................... 18 18 0 0 Truck, Cargo .5mt............... 88 88 0 0 Inf, Medic...................... 9 9 0 0 Inf, HQ Comms Tm................ 9 9 0 0 Inf, Team....................... 28 28 0 0 ATGM, AT4 Spigot Team........... 15 15 0 0 Inf, Engineer Squad............. 7 7 0 0 LUV, Motorcycle................. 3 3 0 0 Truck, Cargo 2mt ............... 67 67 0 0 Truck, Van 4mt.................. 1 1 0 0 AAA, Towed 23mm ZU23............ 6 6 0 0 Gun, AT 100mm MT12/T12.......... 6 6 0 0 Inf, MG 5.45mm RPK Team......... 18 18 0 0 Inf, HQ Command................. 2 2 0 0 APC, BMP1P IFV.................. 12 12 0 0 Tank, T72M...................... 4 4 0 0 Civil, x10 w Rifle.............. 55 55 0 0 Civil, x5 w Mixed Wpns.......... 66 66 0 0 Civil, x5 w Rifle............... 100 100 0 0 Civil, Truck w Lt MG............ 40 40 0 0 Civil, Truck w Hvy MG........... 20 20 0 0 Civil, Truck Small.............. 20 20 0 0 Force Lethality Value, Start: 20851 Force Lethality Value, Now: 20851 Casualty percentage: 0 Force Lethality Ratio, Start: 1:2.2 Force Lethality Ratio, Now: 1:2.2 ----------------------------------------------------------------- Green Status: UNIT START NOW ELIM EXITED Civil, x5 w Rifle............... 40 40 0 0 Civil, x10...................... 81 81 0 0 Civil, x1 Media................. 20 20 0 0 Civil, x5 Medical............... 5 5 0 0 Civil, x5 NGO................... 5 5 0 0 Civil, x5 Government............ 5 5 0 0 Civil, x5 PVO................... 5 5 0 0 Civil, x10...................... 8 8 0 0 Force Lethality Value, Start: 934 Force Lethality Value, Now: 934 Casualty percentage: 0 Part III Resolution Part III-A Phase 1 NEO of EN from city 1429 RedFOR had 5 teams of Civilian Rifles(10) and 2 teams of Civilian Mixed weapons(5) in each city 5 teams of civilian rifles(10) in each of the 3 towns and industrial areas along the north beach RedFOR 1) received 15% of the Mobile teams 2) Technicals and trucks were placed so they could transport part of the SCAP out of the city 0930, city 1829 and town 0833. 3) ~25% of force was placed to threaten beach and north airport, 4) remainder was placed in proximity to other towns 1821, 1618, 1815. This was probably in preparation for the Relief Effort in Phase 3. BlueFOR 1) predeployed 2 recon plt in a pattern to overwatch route from beach to heliport 1428. 2) The SEALs were predeployed to watch beach area and the 3) final recon plt was split and placed near airport 0931, airport 0817, city and heliport 0917. Once action started BlueFOR sent smoke missions on town 0823 (220mm Bty), industrial 1931 (220mm Bty), industrial 2129 (220mm Bty), airport 0931 (220mm Bty), heliport 1428 (2 155mm), city 1429 (3 220mm Bty) and city 0930 (220mm Bn, 3 220mm Bty) pushed LCACs to land near town 0833(UTM 102335) . and LCUs to land near industrial 1931 (UTM 204312)(TF Beach 1 & 2) MEU sent a UH-1 with 2 AH-1 down route overwatched by the 2 recon plt (TF NEO) This was followed by helicopters carrying marines, HMMWV, LAV along route to heliport 1428 (UTM 141283)(TF NEO) SSG sent 2 groups of 4 AH-1, 6 MV-22 and 4 CH-53 with troops, HMMWVs & LAVs one to beach near Indust 1931 (UTM 200308) the other to road junction near town 0833 (UTM 101324). (TF Beach 2 & TF Beach 1) Beach 2 Avtn tm was on objective first and unloaded (were sent into indust 1931) and headed back to ARG. Enroute TF NEO AH-1's spotted a technical and some of the mobile SCAP teams and took them under fire the Rest of NEO were rerouted and continued to Heliport 1428. The (6)HMMWVs of TF Beach 2 were taken under fire by mixed weapons teams and rifle teams as they entered indust 1931 damaging 2 and destroying 1 (dropping off troops) the rest of the HMMWV reversed out of the area. TF NEO arrived at heliport unloaded Marines and loaded up civilians (all of them) for the return trip to the ARG. The Air Unit of TF Beach 2 returned with another load, unloaded and began trip back to ARG (~1.5 min @ way) Air Unit of TF Beach 1 arrived (UTM 101324) and unloaded about half (actually unloaded all and reloaded half) of the Troops and HMMWVs as well as all of the LAVs then moved on to a LZ near the road junction just East of the airport 0931 (UTM 104311) (TF AIRPORT) the CH-53 were sent to ARG alone. TF Airport unloaded and started moving toward airport in the next turn when 2 of the AH-1s were sent back to the ARG with the MV-22 and 2 AH-1s were sent towards town 0833 The Air Unit of TF Beach 2 reloaded at ARG and were retasked to land to W of city 1427 (UTM 135273) the AH-1s were retasked to SSG CDR and sent to join (TF AIRPORT) the smoke missions were renewed for city 0930, airport 0931, town 0833, indus 1931 and 2129 and was called off for city 1427 and heliport 1428. At this point the LCUs landed at Beach 2 and unloaded the M1s, 1 of the MEU Rifle Co Teams, 1 of the SSG Rifle Co, the MEU 155 Bty and some trucks. The Beach 2 Cdr decided to send 2 of the M1 to Indust 2129 with a plt of LAV and ~ half of the just landed SSG Rifle Co, the other half send into Indust 1931 with the other 2 M1s to support the LAV at the edge and the infantry already in town. The HMMWV that were helolanded were sent to encircle 1931 and secure the promintary on the E bank of the river for a beach loading zone (LZ)(UTM 193318). Following this the LCACs landed at Beach 1 and unloaded the SSG LAV co (-) (less the 3 LAV Plt) with the 3rd SSG Rifle CO and SSG Art Bty. The combat units were sent to town 0833. TF NEO air units reached the ARG and unloaded the civilians who were sent to exit to the east and was loaded with an SSG Sec Plt and sent to a LZ in the suburbs of city 1427 (UTM 139263). Following arrival at the LZ the Sec Plt was to be deployed to cover approached to the city. TF Beach 1 entered town 0833 and were immediately met with LMG and RPG, with destroyed a LAV and some of the HMMWV damaging another LAV and some of the HMMWV, the unloaded infantry immediately began to return fire and inflicted quite a few casualties. The situation at 1-0715 (one dash indicate phase one two dash will indicate phase 2, etc.) was the primary mission had been nearly complete (civ units ~300m from exiting) the suburb LZ helo force had picked up the LAVs and HMMWV in preparation to move them to town 1829 (UTM 182297) for clearing operations prior to their return to ARG It was decided to halt the game once the LCAC, LCU and helo's were back at the ARG and to pick up with the next phase. This was accomplished at 1-0721 During this time the RedFOR had moved its mobile teams in the North deep into the woods (114325, 102277, 162276 & 206284) an additional force was moving to 153312 but this is the one that got caught in the open by the AH-1s also there is a small force (1 technical, 2 truck, 4 mixed weapon(5) and 1 Civ-rifle(10)) at 086321. The remainder of the "mobile" forces (no technicals or trucks) moved into ambush positions around the approaches to the towns and cities of 0815, 0917, 1618, 1821 as well as the bridges at 127246, 156219, 162196. Phase 1 outcome - overwhelming success for the BlueFOR only because the RedFOR did not challenge 1)the Phib landings, 2)any of the helo landings. In fact RedFOR moved some of their more potent weapons away from the fight (transporting them in technicals and trucks into deep woods). BlueFOR went for quick resolution but expected to use a bunch more sorties to evac EN Civilians(Umpire error). Game time 20 minutes Real time 1 hour and 15 mintute (because of several factors - lessons learned). Part III-B Phase 2 complete securing beachheads and airport, and adjacent areas. Select logistic base locations. It was decided to add GreenFOR media teams (Civ-Media(5) + LtTruck) to all of the major towns and cities (0930, 0917-0815, 1618, 1821, 1427 and 1829) to simulate media attention. It was also decied to let BlueFOR and RedFOR see what GreenFOR saw (TV coverage and indigenous intel). Combat from Phase 1 was ongoing. BlueFOR had picked up that the HMMWV in TACOPS were not the HMMWVs that they had come to know and love (in "Gator" they have about the same protection as LAV (protection is 0 - 3 with M1 Abrams at 3) this was a concern to them as they had over 350 HMMWVs as combat vehicles). By this time BlueFOR knew the size of the resistance in the Built up areas (BUA) near Beach 1 and Beach 2 which they felt would not endanger the landing sites as well as a good idea of resistance at the airport 0931 and were getting ready to enter the airport zone and city 1829. They were concerned about the lack of forces outside of the BUAs. RedFOR continued to have forces in the cities & towns hunker down and attrit BlueFOR, while preparing "mobile" forces for upcomming Phases. Both sides saw this Phase as mostly administrative (getting units where they wanted them for the big showdown)which was reinforced seeing as we stoped Phase 1 early. RedFOR received 18% of "mobile" teams. The technicals were colocated with teams (enough to transport but not loaded) and placed in woods with the forces from Phase 1 with the remainind reinforced the ambush teams around the map BlueFOR issued an SOP update to limit HMMWV exposure (have HMMWV drop troops and withdraw when UNIT was under fire). BlueFOR focused on the unloading of the MEU and SSG Bn and setting up HQs on Beach 2 (MEU) and City 1429 (SSG). The MEU Cdr ordered the LCUs back to Beach 2 with the rest of the trucks (LVS, 5ton), the MEU UH-1s to pick up the SEALs, 1 of the Recon Plt from overwatch, and the Scout-Sniper Plt and deploy them as scouts to the south, SEALs at Airport 0817, Scout-Snipers along roads entering from the south, and the Recon plt to keep an eye on town-indust 1821, city 1618 and towns 0815 & 0917. SSG ordered 1 Security Plt to Beach 2 and another to the overwatch route and held the final plt in reserve for Airport 0931 and City 0930. The Security Team HQ was sent to serve as the HQ element for Beach 1, The Assault Co sent 2 SIAPs with Weapon support to the South focused on the two mountian ranges that were between the 3 roads (TF South 1 (center) and TF South 2 (southeast), the 3rd SIAP was broken up and sent to the mountain area N of City 1427 and E of City 0930 HQ to Heliport 1428. The 2 remaining SSG Rifle Co were sent to clear Airport 0931 - City 0930 and City 1829. SSG AH-1s and UH-1s were put into "purple" teams (from Vietnam Red=Cobra, Blue=hueys with Cav troopers, White=scouts, red and blue make purple) and sent down the roadway in preparation for sending the 5ton trucks to positions near cities to deliver supplies (knew mission was comming). The Purple teams were to find clear routes not fight it out with RedFOR. This continued on for a few turns with the BlueFOR taking about 2 casualties for every 5 inflicted (they left the HMMWV outside of the BUA and marched in on foot) until one of the Purple teams ran across an ambush team near 2125 (where the road runs through woods after it V's destroying an AH-1 and an UH-1 (~2-0705) at this point (2-0706) the Allied Forces Cdr decided to keep the Purple teams away from the roads and scout out clear areas (also using some of the "Satellite" resources) and to Helolift the 5ton trucks instead of driving them and to take the 3rd SIAP (the one in the mountains N of City 1427) (less their HMMWV) split them up and put them in overwatch (TF Overwatch 2) over the "cleared" route using the MEU UH-1s. Airport 0931 was declared cleared (it wasn't) at 2-0714 which allowed the Airborne BN to Airland instead of paradrop. At 2-0715 the Transports began their run to the airport (sim'd using MV-22 for C-130 and Mil-26 for C-17 load plans on paper) in two groups a larger one to land at Airport 0931 including both C-17s and 2 C-130 and a smaller group of 2 C-130 to paradrop at Airport 0817, these contained about 35% of the Airborne Bn, 2nd run to begin at 2-0800 and 3rd at 2-0900, also smoke missions were ordered to obscure Airport 0917, Town 0917, and Town 0815. Both groups made it by 2-0722 exited by 2-0726. The southern group (TF AirBorne 2) was mostly Infantry (18 squads) with 2 HMMWV-Tow and 2 HMMWV-HMG and all of the Javelin teams as well as 2 of the Stinger teams, 2 of the Weapons plt they all landed between the road and the runway south of village at 082186 and north of the road as it turns on its way South. The Northern group had little Infantry (8 squads, 2 Stinger teams) but 2 5ton, 1 HMMWV-TOW, 1 HMMWV-HMG, 2 HMMWV, 2 AGS-1, 4 UH-60 and 2 OH-58 (TF AirBorne 1). TF Airborne 2 immediately began to strike east to clear the airport and sent the HMMWVs with 1 squad, 1 MG Team and 1 Stinger team to the southern tip of the airport (road juction ~084168) as a blocking force the Mortars of the weapon Plt's and other Stinger team were sent to the village at 082186. Most objectives were accomplished by 2-0730 (waiting for 2nd and 3rd airdrop) All Cities, Towns and Industrial areas north of 25 Northing had been cleared, Loading Zones had been chosen and agreed (Beach 1 (100335), Beach 2 (193318), Airport 1 (096310), Airport 2 (086174) as Generating Sites, 084329, 092303, 186296, 197311, 219297, 139269 as target sites (under control) and 184217, 159180, 089157, 090175 (not controlled with the last one contested). Throughout this whole time RedFOR "laid low" moving only to improve ambush positions and only engaged where discovered and in the cities. The Umpires saw this as a problem but had no answer (lessons learned). BlueFOR helolifted 5ton Trucks, LAVs and elements of 3 of the SSG Rifle Co's to spots outside the uncontrolled cities and ordered the remainder of the SSG LAV Co and MEU LAV Plt to the LZ (UTM 139263) in the Suburbs of City 1427 with the CH-53s and finish moving the 3 SSG Rifle Co's then returned the Helo's to Airport 1 (6 MV-22, 4 CH-53)(TF HeloTran 1), Beach 2 (12 CH-46, 4 CH-53 (TF HeloTran 3)) and ARG (6 MV-22, 4 CH-53)(TF HeloTran 2). When TF Airborne 1 organized from unloading ~0730 the UH-60s (TF HeloTran 4) were ordered to load the HMMWV and along with the 2 OH-58 sent to Airport 2 BlueFOR ordered the M1s, M8s and AAVs to same LZ (UTM 139263) as the LAVs in preparation to move south. At 2-0800 the next wave of transport started their runs (4 C-130 and 2 C-17) at 2-0805 BlueFOR paradroped 16 Squads and a weapon plt (TF Airborne 3) in a dropzone running N to S from UTM 175216 to 175204. Some units droped right on top of the RedFOR ambush team centered at 169214 and took heavy casualties before receiving fire support from some of the MG teams that landed long. The other two groups of transports landed by 2-0807 and began organizing (by 2-0820) 1 C-130 and 1 C-17 at Airport 1, carrying the other 2 M8, 2 OH-58 two more 5ton, 8 inf Squads and Armor to bring the M8s up to level 2. 2 C-130 and 1 C-17 at Airport 2 carrying the rest of the HMMWVs (1 HMMWV-HMG / 1 HMMWV-TOW / 2 HMMWV) the M119 105mm Guns, one of the 120mm Mortar teams and 10 squads of Inf. this left 20 squads of Inf, a 120mm Mtr team, 2 5-ton truck and armor to bring the M8s up to level 3 for the last load of 4 C-130s. It was decided among the Umpires, with RedFOR not engageing, to end Phase 2 at 2-0830 or 2-0900 depending on how the engagement in and around City 1821 worked out. BlueFOR AF CDR issued SOP update to limit exposure of transport Helo's and Trucks. RedFOR Ambush teams (centered at 156215 and 165198) engaged TF Airborne 3 (with RPKs) as they maneuvered through the DZ at ~2-0810 BlueFOR finally put some artillery in use calling for 2 105mm (5 inch) and 1 155mm (8 inch) Each. at 2-0820 (2nd Airborne landing organized) the 2 M8s were brought up to level 2 and were sent to join the other 2 M8s the 2 OH-58 ATs were ordered likewise (join other OH-58s) the TF HeloTran 1 (2 MV-22) was tasked with taking the armor package to LZ at 139263 for the M8s from the 1st landing and taking 2 trucks and the 16 Inf Squads to Airport 2 then to return to Airport 1. The M119 105mm Guns and 120mm Team were set up to the west of the runway using the HMMWVs (from landing 2) and the UH-60s. TF Airborne 2 began to clear Town 0917. TF Airborne 3 was joined by the SSG Rifle Co and LAV sect (TF 1821) sent in preparation for relief operations in fighting the 3 ambush teams (169214, 156215, 165198) and the RedFOR in Town 1821. At 2-0826 TF HeloTran 2 and 3 were orded to bring final SSG Security Plt to LZ near Airport 2 (UTM 092164) and to return to ARG and Beach 2 respectively. The Purple Teams (3+1half) with the MEU UH-1 and AH-1 were ordered to landing points (1 & half purple team to Airport 2)(MEU UH-1 & AH-1 to Beach 2)(2 Purple teams to Airport 1). By 2-0830 BlueFOR was getting a little paranoid as they had achieved all of their objectives and were considering rescending the orders for the Purple teams and sending them and the OH-58s on scouting missions but decided to leave things "as is" but ordered the Security Plt's to patrol the road from City 0930 to City 1427, the road route from Airport 1 to Town 0833, the road from City 1427 to Village 1630, the roads in the NE that lead to/from Indust 1931, Indust 2129, City 1829 and Beach 2 UZ (Unloading Zone UTM 193318)(we started to have so many Landing Zones that we changed the Logistics Points (places) to UZs. 2 MRL bty "Spills" were ordered to hit the RedFOR ambush group centered at 130244 some concern was voiced about the MRLs destroying the bridge at 127246 but the mission was ordered anyway and viewed as a test - when this hit it killed many of the Ambush team as well as suppressing them but no damage to the bridge was done. RedFOR sent one of its "hidden" teams (at 102277) to edge of woods, foot troops to North and technical mobile to South. By 2-0848 all of the HeloTran TF's had finished their orders, Town 0917 was secured and TF Airborne 1 was sent toward Town 0815 from LZ 092164 and TF Airborne 2 was sent toward Town 0815 from Town 0917, 1 Weapons Plt was detached from TF Abn 2 and attached TF Abn 1. The only combat was in and around Town 1821 where TF Abn 3 was taking considerably higher casualties than had been suffered by Inf forces before. TF 1821 was able to use 25mm cannon, 40mm AGL and 50cal MG outside the range of the RPG to do considerable damage of their own added to the artillery that was comming down. At 2-0900 TF Abn 1 was just entering Town 0815. The UZ in Town 1821 (UZ 184217) was secure but the rest of the town wasn't. The ambush teams (156215 & 165198) had been well attritted and suppressed. The ambush team at 169214 had eliminated the 2 Squads that had dropped on it, but had taken casualties from the MG team and is down to 15 people after 3 more squads climbed the hill. The 3rd Landing is set to begin (all 4 C-130s set to airland at Airport 2. At this point (2-0900) Phase 2 was declared ended once again BlueFOR had achieved their objectives early with little resistance from RedFOR which led to a little paranoia by BlueFOR (what are they waiting for) which was compounded by not ending the Phase when BlueFOR had achieved its objective. BlueFOR had many chances to use the massive amounts of artillery they had but didn't until later into the Phase, (Concerned about unknown GreenFOR and saving it for Rgt Attack). Game time 2 hours real time 3 hours 45 minutes. Part III-C Phase 3 Deliver relief supplies to UZ's. As far as BlueFOR goes, a program is needed to follow their Task Organizations (which was designed to keep everyone doing something and to keep the 4 Cdr's (Allied Force, MEU, SSG & Abn) focused on the bigger picture) this worked better in practice than was expected but with little to do the RedFOR Umpire helped the BlueFOR Umpire enter some of the orders. While the way orders was given was efficient (TF Airborne 2 to push E into Airport 0817) this meant that from 10 to 25 or more different units needed orders (and couldn't go faster using "Copy" and "Paste" as most times each unit went to different locations) This is discussed more in Lessons Learned. Another issue was BlueFORs not using the "Satellite" resource very much (only later in scenario when surprised by some of the Ambush teams) this was because they knew it was a limited resource and wanted to save them for the Rgt Attack (Umpire need to be clearer on limitations) this was addressed in Lessons Learned. BlueFOR was under a couple of limitations in taking LOGPACKS to UZ's, the carrying limitations and that ground vehicles had to carry the Packs into the UZ's and the Pack had to be in place for a full 2min turn. Once again an Umpire error made this Phase too easy for BlueFOR (to few LOGPACKS needed in BUA). BlueFOR's plan was to Helo LOGPACKs to spots (not actual LZs in most cases) outside of cities and have trucks (that were moved there in previous Phases) move them into cities under guard. BlueFOR, after helolifting logpacks, wanted to move 2 of the MEU Rifle Co's and the 2 SSG Rifle Co's up North to the South using the helo's and 1 MEU Co using trucks. In addition BlueFOR wanted control of all cities prior to the next Phase. RedFOR received 15% of their "Mobile" forces with the additional limitation of not placing any forces North of 24 Northing, RedFOR placed forces in woods areas (to avoid sightings) near Town 0815, 0917, 1821 and City 1618. RedFOR chose this Phase to attack BlueFOR all along the map. RedFOR ordered Mobile attack teams from 086321 and 114325 to head toward Town 0833 and landing area in that vicinty (Beach 1) (TF 0833) with intent of closing with GreenFOR and holding UZ. The force at 124313 was ordered to head for Airport 0931 (TF 0931) with same intent as TF 0833. The force at 153312 was sent to road junction 162303 to hold it and sent its technicals (loaded with men) to City 1829. Foot force at 103282 was ordered to hold road junction 102285, Mobile force at 109274 was ordered to City 1427. The Force at 206284 was split and sent to City 1829 and Industrial 2129. RedFOR "Mobile" teams added this phase were ordered to UZs closest to them. (Force from 094138 & 099164 sent to 089157) (Force 093193 sent to 090175) (Forces 158190, 162166 & 177164 sent to 159180) (Forces 196224, 188203 & 168195 sent to 184217) RedFOR "Ambush" Teams 130244, 165198, 156215 & 169214 were pretty much locked in place by either combat or artillery fire. Ambush Teams 194229, 213252, 138202, 179167 & 131154 were ordered to spread out further mostly into wooded areas leaving small group on fringes for visibility. Ambush Team 098158 was ordered to Town 0815 using woods as cover. Ambush Team 155187 was ordered into City 1618. BlueFOR had almost 100 trucks (5ton) in play most of them were in the North because they could only be helolifted 12 at a time (only the CH-53s could lift them) it had been planned to shift some of the SSG trucks to the Airborne to allow them taken to Airport 0817 (this phase, the airdrops were not anticipated). The areas outside cities 1618 & 1821 each had 8 trucks, Airport 2 had 4 of the Abn Bn Trucks there was an LVS at Beach 1, Beach 2, and Airport 1. Airport 1 had an additional 4 trucks, the LZ at 135273 had 4 trucks, Beach 1 had 4 trucks, LZ 182297 had 4 trucks, Beach 2 had 30 trucks and the remainder were still on the ARG. Trucks from Airport 1 were sent to City 0930 UZ, from Beach 1 to Town 0833 UZ, 5 trucks were sent from Beach 2 to Indust 1931 and Indust 2129. The other 20 trucks were ordered to load the MEU Rifle Co in vic Beach 1 then to City 1429 to fill trucks to capacity and sent South toward City 1618. TF HeloTran 1 was sent to Beach to load the remainder of LogPacks (9) then sent back to Airport 1 to load there (3+10 anticipated from turn 3-0702) TF HeloTran 3 loaded with 6 LogPacks to take them to 182297 and then go to Beach 1 to load MEU foot troop Remnants to take them to Airport 2 (prep for Rgt Atk). The 4 Trucks from Airport 2 were sent to 090175, the 4 UH-60 were sent to the trucks outside 1618. TF HeloTran 2 was sent from ARG to trucks outside Town 1821. The LCAC were loaded with 30 trucks and the remainder of the LogPacks from the ARG. Smoke missions were ordered for Town 0815, City 1618, and Town 1821. The C-130 transport began their run to Airport 2. By the 1st Turn (3-0702) the technicals were spotted and were taken under fire in 3 locations (vicinity Town 0833, City 1618, Town 1821) smoke missions were ordered immediately. At 3-0704 additional technicals were spotted (vic City 1427 E & W who were taken under fire by the MEU Co there in the city) and smoke called for. AT 3-0706 UZ's 090175, 197311, 092303, 084329 & 186296 had received 1000pts of "Relief Supplies." The C-130's began unloading 20 Inf Squads (TF Airborne 4) , 2 5ton Trucks and the 120mm Mtr Team. Part of TF HeloLift 1 (2 CH-53) was ordered with 2 Purple teams to Airport 2 to pick up the Level 3 Armor Packs and take them to LZ 139263 for the M8's. BlueFOR entering Town 0815 and City 1618 were taken under fire but were advancing on their objective (UZ's) and were followed by trucks carrying LogPacks. By 3-0712 all UZ had received supplies. BlueFOR and RedFOR were engaged in or outside of most BUA (vicinity Town 0833, Town 1829, Indust 2129, City 1427, Town 1821 (inside & outside of BUA), City 1618 (inside and outside of BUA), Town 0815 (inside and outside of BUA) with BlueFOR defensive (hull down) in all areas except City 1618 and Town 0815). Plans to pick up the SSG & MEU Rifle CO were put on hold with the transport assets staying out of range (~2km) of the forces in contact TF HeloTran 2 going to Airport 1. This continued until 3-0730 when the M8s were changed to level 3 and they (M8s) were ordered to City 1618 with the MEU (12)& SSG AAVs (6), LAV-105s, MEU LAV Plt, 120mm Strykers, LAV-TOWs and the M1s of the MEU (TF Armor) The Umpires and the "Senior" commanders discussed when to end the Phase. RedFOR wanted to end the Phase immediately because they were engaged (going to lose, but had tied up forces in the North) and BlueFOR had achieved mission (Relief supplies). BlueFOR wanted to continue phase and pointed to their Phase Plan of securing the BUA's (they really wanted the time to redeploy forces). A compromise was put into place 1) Phase would continue until 3-0800. 2) BlueFOR could "Magic Move" any units not engaged or in transit. This did not please RedFOR at all (First time using "Magic Move" for most part, moved some GreenFOR and Changed some units (M8s) but nothing to this scale). In retrospect this move was to punish RedFOR for not "playing" the scenarios (in the past they had done superb job "thinking outside the box"). BlueFOR ordered TF Armor to hold at 147220 between a hill and woods because of possibility of Ambush Teams. BlueFOR selected 2 spots for LAV teams (1 SSG LAV Plt (2 Javelin replaced by 2 FO Team, 2 LAV-105, LAV-TOW, 2 LAV-LOG (w/ 4 Javelin Teams) each) (170139, 189154) (Team LAV 1 & Team LAV 2). TF Armor kept MEU LAV Plt, and 1 SSG LAV-Plt was to stay with TF 1821. Combat continued until 3-0800 with BlueFOR doing well but not using artillery for anything but smoke because the fighting was in BUA's (GreenFOR) or close to BlueFOR (concern for BlueFOR casualties from friendly artillery). BlueFOR suffered only ~22% casualties for entire campaign (lot of HMMWVs destroyed & significant INF casualies) with TF Airborne 3 (fighting in open to SW of Town 1821) down to 6 Squads, 1 MG Team(3 7.62MG (4)) and 2 Mtr Teams (3 81mm (7)) for a 55% casualty loss. TF 1618 Lost about a Plt of SSG Rifles in thier drive to the UZ but were able to go "hull down" before RedFOR mobile units entered the city. BlueFOR had control of all BUA's with 0815, 1618 & 1821 contested with those 3 exceptions (who had SCAP forces already in the BUA) all fighting was outside of BUA's with RedFOR taking large casualties ~75% of forces on map (of ~21,000 points ~16,000 are from the Rgt Attack) most of this was the Technicals much of the Rifle and Mixed weapons teams are still present but largely stuck outside of the BUA's in the open. As discussed earlier BlueFOR: 1)moved Team LAV 1 & 2 into position adding in FO teams from the 3rd SCAP (TF Overwatch 2), 2)broke up 1 SSG Rifle CO to reconstitute the other MEU Rifle CO's & SSG Rifle CO's to near full strength (troops w/o HMMWV went to MEU, w/ HMMWV to SSG) 3) took remainder of FO teams from TF Overwatch 2 and loaded them on the AAVs & LAVs of TF Armor (12 MEU AAV7p, 6 SSG AAAVp, 4 MEU LAV ~ 2 teams @ 6 AAV, 2 teams for LAVs) 4)moved SSG Rifle CO to hill where RedFOR Ambush team 169214 had been. 5) the 3 MEU Rifle CO's remained in the North fighting the RedFOR teams that had exposed themselves during Phase 3. TF HeloLift 3 (MEU CH-46s & CH-53s) sent to Airport 2 with TF HeloLift 1. 6) all AH-1 & UH-1 helos were sent to Heliport 0917 (Heliport 2). Phase 3 outcome by not requiring more supply points delivered to UZ's BlueFOR had completed mission objectives very early (3-0712) and since Phase 2 went a little longer than planed the Secondary mission of finish landing the Abn Bn was finish early as well (2-0720). RedFOR used this phase to venture out of their hide sites (partly as they had planned, partly because of Umpire pressure to "do SOMETHING") without intel concerning BlueFOR location (even with reports comming from GreenFOR) and were thusly trashed. Game time 1 hour real time 2 hours 15 minutes Part III-D Phase 4 RedFOR Regimental attack. Due to time constraints (we had less than 1 hour 30 minutes to finish game portion) and the "Magic Move" of Phase 3 it was decided to have the Regimental attack begin on 4-0702. RedFOR received 18% of the "Moblile" teams which were attached to the Regt. RedFOR split the regiment into 3 fairly equal sized BN TF's each commanded by a BN HQ element (HQ, Artillery, Recon, ADA and other troops) and a Rgt HQ element slice. The Motorized Rifle (BTR) bn (TF MR) had a MR BTR Co, MTZ BTR Co, Inf Co, BMP Plt and T-72 Section (2 tanks) to go with the Regimental "Slice" that they received and SCAP-OCAP troops. TF MR planned to march up Grid 15 easting (grid between 15 & 16 Easting) to bridge at 143253. The Motorized Infantry Bn HQ (TF MTZ) commanded an identical force to TF MR. TF MTZ Planned an attack up Grid 12 Easting (grid between 12 & 13 Easting) to bridge at 127247. TF INF (Inf BN HQ) likewise was identical to TF MR & TF MTZ but didn't have any tanks but had HQ BMP's from BMP Co and attacked up Grid 18 Easting. BlueFOR's Phase Plan was to hold TF Armor until the Rgt was found and have them march "to sound of guns," have the LAV teams hit as the enemy came visible and then retreat into woods leaving scouts until they could come out and hit flanks or rear. The Airborne BN (TF Airborne 1 & 4) were loaded on transports in order to be moved in front of Rgt (to act as "speedbumps") as a blocking force. RedFOR's attack had TF MR and TF MTZ going to the capital (City 1427) and TF INF going to Town 1821 as a diversion. This lasted all of about 1 minute 30 seconds when TF INF and TF MR ran smack into the SIAPs on the mountains. RedFOR immediately began blasting them but BlueFOR "pulled the string" on 40 artillery missions (and 3 of the "smoke" missions) and the TF MR was bunched up this pretty much ended TF MR's use by 4-0730. TF MTZ was spotted (pretty much bunched up) at 4-0706 in Grid 1212 and was "honored" with 10 artillery missions (and the other 2 "smoke" missions)of thier own. BlueFOR decided not to make any major moves at this point (4-0706) but to move units into position for spoting and moved Purple teams from Airport 2 to land scouting force in Grid 1111 to "keep and eye on" force at 1212. SIAP Sqds from TF South 1 & TF South 2 were moved to sight the other 2 forces. This continued until 4-0730 when time was called. RedFOR still had only suffered 45% casualties but had no mobility. Phase 4 was anticlimatic the RedFOR regiment was spotted and artilleried to death. game time 30 minute real time 1 hour 45 minutes. Part III-E Phase 5 Extraction The Phase 5 orders were given to each side. RedFOR's plan was to do as much damage to the forces in the south using the 34% of "mobile" teams that were left. BlueFOR's plan was to have the helo's lift all of the forces in the South to either Airport 1 for C-130 or C-17 removal or to the ARG, TF Armor was ordered to Beach 2 for lift to the ARG. Trucks were to be used for the units in the North. Part IV Lessons Learned There are well over 28 different topics covered (some grouped together) in lessons learned; they are presented in no particular order. Part IV-1 Quick AAR - Debriefing Immediately following the game we met together to go over 4 points before we cleaned up. 1) RedFOR not engageing - saving for "supply" mission and Regimental Attack 2) BlueFOR not using artillery - "hidden" GreenFOR & "friendly" casualties from artillery moving around. 3) BlueFOR not using "satellite" - save for "surprises" and Regimental Attack 4) Overall thinking for Phases BlueFOR basically wanted quick resolution for Phase 1 (NEO) and Phase 3 (resupply) while allowing time for force deployment. RedFOR was waiting for Phase 3 & 4 when they would attack all accross the map. Part IV-2 Time Something that surprised us was the time factor. We were spending less than a third of the real time that other CPX's were taking, at least until Phase 4 (50 Artillery missions take awhile) and we only could guess that splitting the Umpire duties the way we did (1 for BlueFOR orders, 1 for RedFOR orders and 1 for reports) and the way orders were given (see Part IV-11 Orders and Umpire Game Play). Another factor that, until Phase 4, influenced time the computer spent in the turns was little combat actually occured. Only 5 to 10 gunfire exchanges occured in the BUA's when BlueFOR tried to secure them. Part IV-3 CPX Location We chose my house because I have the room and no spouse or children to scream at me, I mean needing my attention. An ascii version of my house is shown 1st Floor 2nd Floor ----------------- ----------------- | | | | | | | | | |- -| | | |- -| ____| | | |--- | | | |- -| | | |- -| --- | | | | | | | | | ------------ -- ----------------- laundry kitc bed bed base garage ment living bath mast storag room bed The laundry has a sink, shower and toilet stall which provided bathroom facilities for each side. BlueFOR was setup in the Basement, RedFor in the Garage and Umpires in the Livingroom (giving us use of the entire upstairs, sharing bathroom with only 5 people instead of 25). Part IV-4 Computers, computers, computers. In addition to the 3 computers that were actually running TACOPS "officially," there were a lot of computers used. The Umpires had an additional 2 computers for processing reports and maintaining a Situational update. BlueFOR and RedFOR had a computer for each listed commander and several more for processing orders as well as some for "movement tests" and situational maps (the maps we first printed out didn't have grids) running TACOPS Demo. All in all we had over 20 computers running. What this means is that we generate very little paper, only the maps (3 large for sit maps, and several other maps for players to mark on). Part IV-5 Multinational Bn and Additional Units For a while the Airborne BN was going to be a Multinational Bn (2 Canadian Co Tms, 2 Austrailian Co Tms and some Airborne Co's) to see how the other units in TACOPS worked but no TOE's for Australia could be found and there was little consensus on how to structure the Canadian force; so it was decided to use the Airborne Bn from "Airborne." There were plans to have additional airlift flights to bring in more SSG (LAV Arm & Mech Co's) and US units (Mech Teams) if the Regimental attack proved too disastrous for the Allied Force. This proved moot when RedFOR marched his 2 BN TFs right into BlueFOR scouting units. Part IV-6 Lack of surprise, BlueFOR not using assets, RedFOR not engageing. Both sides new what missions would be assigned (NEO, Resupply, Regt Attack, Amphibous landing, Airland - Paradrop) the only uncertainty was when each mission would be assigned. This caused all of the consequent issues... BlueFOR not using Arty or "Satellite" and RedFOR not engageing. There is no "good" answer as we want extended scenarios with SOME balance on each side, yet a realistic scenario that reflects some of the more current issues. Part IV-7 "Satellite's" and BlueFOR Artillery Which brings us to the inclusion of "Satellite's," BlueFOR was given a large amount of intel assets (as does the US) this was modified from "The Mad General" scenario to better reflect how we understand how sattelites and UAV's work (we are all academic - professional with no appreciable military experience). Aside from the hoarding issue that BlueFOR did they weren't sure of how this asset worked and didn't want to depend on it (we used dice rolls to determine if asset was available for given request). We have decided when we run the next CPX on July 25th to show location of the UAV's or Satellite with a neutral colored aviation asset that will be shown to both sides but not able to be destroyed (arguements both ways on that) to show forces where image will be centered on (where UAV is is center point of image). We will also simulate this using a command post (M577, LAV, Stryker, HMMWV or M1079 2.5t Van) as a ground station (no ground station no imagery). We would like to thank the Global Thunder MBX folks for the "Satellite - UAV guide" which we will incorporate into our guidelines. BlueFOR Artillery - yes, BlueFOR received 55 off map artillery missions. 5 of these were smoke only (we didn't like "line of smoke" for this game). The other 50 represented ship guns (only 4 US) and cruise missiles, given that we were not happy with the 105mm in place of the 5in (127mm) guns and really not happy with 155mm in place of 8in (203mm) guns (the ones that were tested by the US Navy on the USS Hull DD-??? for possible placement on Spruance Class destroyers. But, can a MEU really do any kind of opposed landing with only its own battery of 155 guns and the few mortars that they have? Part IV-8 SSG, SSG Bn, SSG Assault Co & SSG Security Teams Strategic Securities Group (SSG) developed from our RPG gaming in the past (Merc:2000) as a "parent organization" (took contracts and gave them to PC groups) and grew into a "Private Security Company" with worldwide emphasis that provided countries with manpower for various missions (mostly Peacekeeping, Bombing (as in Operation Allied Force) and special operatons (direct action and training). SSG stayed around due to its popularity among players. SSG Bn - The SSG Bn used in this CPX started with a Rifle Bn (HQ, 5 Rifle Co, Wep Co, Cbt Assault Co, LAV Co & 155mm T Bty) that used Marine TOE's as a start (Found at globalsecurity.org) modified for our use (addition of HMMWVs to lift everything and changeing LAV Co). To this Rifle Bn a composite helo Sqn (based on the MEU ACE from MARINE by Tom Clancy), Assault Co (explained later) and Foreign Security Co (also explaned later) were added. To lift this force a SSG Amphibious Group composed of 2 AVS (think Iwo Jima LPH) and 3 Georgio LPT (think enlarged Italian San Georgio LPD) along with escorts. Air support was provided by a Carrier Group composed of a CVA (think somewhere between Intrepid class and Midway Class) with escorts. The fact that any private company could have REAL fighters not to mention a carrier is ludicrous, but IMHO so is a Soviet - NATO European confrontation without the use of nuclear weapons and the resulting destruction. SSG Assault Co - is developed from a paper that I found on the internet written by some Marine Major (I don't know who I just copied his organization) who was in the Staff School at Quantico (Combined Staff College??? ... the same job that Leavenworth serves for the Army) in the mid 90's for a reorganized Marine Bn that took into account dwindleing personell. The use of this Bn was mostly terminal guidance (since a small Bn could not stand alone against even another like sized force) with some weapons attached. The base of the Assault Bn was the SIAP (don't remember acronym). A platoon sized (21 people) unit that could be lifted by a single MV-22 Osprey. To convert the Assault Bn to our needs (SSG is formed mostly from company sized groups) I took a slice of Bn Assets and assigned them to the Co. This came to 100men, and, until this scenario, this Co never worked out as anything but scouts. Previously when used as anything but recon they were slaughtered QUICK. When the RedFOR Bn's ran into the SIAPs this was expected to be the case this time as well. But, because the SIAP had been broken into squads, the squads not engaged were able to spot artillery fall and worked just as the paper said they would. SSG Security Teams - Security teams in SSG come in three flavors a "Domestic" team of ~150 people in 3 40man plt and a small HQ, a "Foreign" team of 250 in 4 50man plt and a 50man HQ (used in this game)and a "Security" team of 500 in 9 50man Plt and a 50man HQ combined, usually with a squadron of 27 A.109s. Security teams are usually deployed to every SSG mission area (Phillipines, Bosnia, E Timor, etc) as base security. They are light troops with NO AT support. They are also the "parent" organization for civil operations (bodyguard, local security and kidnap and ransom (i.e. "Man on Fire", "Proof of Life"). Part IV-9 GreenFOR, GreyFOR and OrangeFOR. The initial idea between these other forces was fighting between civilian that would not be immediately affected by the peacekeepers and to keep BlueFOR and RedFOR from dropping artillery on everything (a tactic used often). The civilian fights were dropped becuase of a POSSIBILITY of PIN problems. Part IV-10 Mines & Obstacles Mines, if used, would have only been by RedFOR (WNN is watching). Afterward we felt that we should have had RedFOR use obstacles (beach blocking, block access to towns) and would have slowed BlueFOR quite abit. Part IV-11 Orders and Umpire Game Play, Onsite vs Internet CPX Something that was noticed in reading other AAR's is the Umpire not understanding the orders given. We had NO problem with that. Game preparation included each side giving the Umpires copies of the maps with placenames (most wood areas and hill areas were named by both sides) and SOP guidelines. During the game movement orders were given using maps with arrows. The only thing that took some time was the cross attachments of the Task Organization (discussed later) and the Umpires having to give individual orders in many cases. I think that most of these orders are easily understood by us because we have been playing together for about 5 years (bringing in new people some people moving away etc.) and have come to use the same terminology when giving orders. Also, the orders in many cases are physically transferred from BlueFOR - RedFOR CP by an Umpire who can see the overall idea that each side has vs. a few lines of text on a screen. Part IV-12 Task Organization This is the main reason we probably won't play a real Multiplayer game. This is a technique that we use to keep people active (so someone doesn't spend 2 hours doing nothing). Some task forces have little to do (TF Overwatch 1 & TF Overwatch 2)(TF South 1 & South 2 before phase 4) and once formed they usually don't gain or lose units (some exceptions, Helo units constantly change) until units are added to the board or exited. By giving TF's to invidual players it gives more people things to do and leaves the team commanders free from the details to keep the overall mission in mind. The division of labor for this CPX on the Blueside went like this; the 4 commanders (AF, MEU, SSG & ABN) 1 person to handle artillery missions and artillery alocation, 1 person to handle unused units (to look at SITREPs and SPOTREPs and make sure that these units were not forgotten), one person to handle Aviation, and one person to handle the Main situation display as well who also ensured the Task Organizations that went to the umpires were current. These other 4 people and the 3 BN commanders also handled some of the TF's as needed, but TFs were assigned to the 2 people without other jobs first. I don't think this will work well in a multiplayer game with the umpire having to keep switching PINs (we only used 3 PINs Umpire, BLue, Red). In an internet CPX this would cause a lot of hassle for the Umpire because he/she is the only one entering orders for both sides and generating reports. This might work for a multiplayer internet game with 3 umpires who could divide the work. Part IV-13 Airborne BN and Paradrops The Airborne Bn was a lot stronger than they should have been because I had some difficulty changing LGOPs (Little Groups of Paratroopers) into squads and when finished ended with about double the number of squads that an Abn BN has. We have a TOE partially derived from AIRBORNE by Tom Clancy that we will use for the Abn Rifle Plt - Abn Co that will be used. The second issue is that I increased the Mortars by one level (81mm for 60mm, 120mm for 81mm) because... well because I wanted to. This was to give the ABN more indirect support organically than they would have otherwise. When I set the "Campaign" up it was always in my mind that the Abn Bn would be deployed South (light easily transported forces) with some of the armor (which in my mind would probably be driven) to meet the Rgt attack. In my mind this meant 2 mostly armored bns & 1 Light inf bn would meet 1 armored co (M8, M1 and LAV) (why the BMPs and T-72s were added) with a light bn (with 5 javelin) which led to the heavier mortars. This increase in strength was a big factor in the two paradrops that BlueFOR made (double the expected # of squads try something outrageous). In a game where RedFOR was expected to think creatively the only "wild thinking" was done by the Abn Bn Cdr. With Airport 1 mostly secured before the transports even started their runs he decided to take a chance and, if not secure, at least try to control Airport 0817 (Airport 2) and dropped about a third of his force (that came on map at that time). With RedFOR focusing on the roads and staying in the BUA (RedFOR called every City, Town Industrial area Urban #### or Airport ####, Heliport #### etc.) once the Paras landed there was little contact until the paras initiated it. Each drop of squads (with a weapons plt) became a separate TF and the support (Arty, 120mm mtrs, HMMWVs) stayed under the BN Cdr. With this success Abn Bn Cdr saw a chance to secure-control Town 1821 and dropped in the open area to the W of the town. Prior to that turn he asked about wind direction and was told it was from N & NE. This was important because (using "Airborne" rules) paras who dropped in water died, and troops droping in woods are limited (have to get out of trees, etc.). Part IV-14 Umpire Mistakes Overall few problems came up that were caused by the Umpires (of course I say that I was the head umpire). Three significant problems were 1) faultly and incomplete information concerning "satellites" led BlueFOR not to use them. 2) Not enough civilians to evacuate to make BlueFOR work to win Phase 1 and 3)To little supplies needed for Phase 3. Another problem that wasn't noticed was the RedFOR Regiment probably should have had a "divisional slice" of assets added to them mostly in Recon and Artillery. Part IV-15 Armor Packages for M8 AGS In some of the early information that I saw concerning the M8 (on FAS.org or Globalsecurity.org) was the idea that the M8 would deploy "light" at Level 1 armor and the "bolt on" armor would be flown in as supplies. Since our group doesn't like the M551 Sheridan and they are no longer in inventory as anything but VISIMOD (visually modified to look like OPFOR vehicles) we decided to use the M8 and have Armor Packages brought in to uprgrade the armor. In TACOPS we used Logistics packages brought to the M8's to do this. Part IV-16 "Magic Move" This is a good equalizing tactic that the umpire can use in TACOPS. We used it once for BlueFOR because they didn't want to end the Phase without deploying forces for the upcomming attack and RedFOR wanted to end the Phase because they had engaged BlueFOR and with those forces engaged they couldn't be redeployed to defend against the attack or be withdrawn very well. Part IV-17 "Disapointments" - HMMWV, Helos, MV-22 editable database. This is called disapointments because with one exception (the MV-22) they represent reality and not what we expected. MV-22 these move just as fast as the AH-1 and CH-53 that they moved with in the game. One of the selling points of these are their speed (in airplane mode). It seems that this is not reflected in TACOPS or they always move in helo mode. Helo's in general seem to die a whole lot easier than we think they should. With the recent experience in Iraq showing how "easy" it is to down an armored AH-64 I might be willing to reconsider. But... I have the following reservations to accepting this. 1) Based on the number of helo's operating in Iraq (101st alone has something like 6bn's of AH-64 and UH-60) the numbers of Helo's shot down doesn't seem very significant (unless of course YOU are one of the people shot down). 2)It seems that some of the Helo's taken fire would be damaged and not destroyed (both in real life and TACOPS). 3)Even in Vietnam with single engine Hueys that suffered alot of damage and flown when barely flyable, the there were relatively few outright distructions... more autorotations (some into enemy hands) and crash landings where some of the crew and pax survived. HMMWV - the only HMMWV in TACOPS seems to be the M998 (1st generation) Varient and not any of the uparmored varients. As is, the TACOPS HMMWV are vulnerable to everything from rifles, LMG's to or vulnerable to everything but pistols and I can't be sure that a pistol won't take out a TACOPS HMMWV. Looking at some TOE's it seems that the Marines don't have any of the Uparmored HMMWV and I know that Major Holdridge did a version of TACOPS for the USMC and that may be why there are no Uparmored HMMWV available. This is going to take a little while for me and the group to get used to. Editable database - since I have no idea how Major Holdridge has the database programed in and it seem that he has done an excellent job with the overall game (even with all it does it is on the small side memory wise) I have no idea how hard it is to have the database editable or ability to ADD new things (Uparmored HMMWV and some "what if" items such as LAV's with javelins. Part IV-18 Things that worked well 1) the paradrops 2) overwatch teams (watched routes to take helo's through) 3) helolifting everything around (because of 2) 4) SIAP's first time EVER (we've been using them for about a year) working as designed. 5) RedFOR's placement of "Mobile forces" even though BlueFOR was able to avoid the ambushs by flying around them the placements were well thought out. Only criticism is that the forces could have been used and then added to each Phase. Part IV-19 Things that didn't work 1) the NEO (not enough civilians BlueFOR lifted with just the MEU Helos) 2) Relief mission (not enough supplies required - BlueFOR accomplished mission with one trip) 3) RedFOR - It was expected that RedFOR would have made landing at least one of the Beach areas difficult and challenge the BlueFOR taking the airports more than they did (only with the forces there from begining). 4) Regimental Attack - while the entire group couldn't really find anything wrong with the way the Rgt entered battle, and it was just the way things goes when 2 of the Bn's ran into the SIAPs put in to cover the roads; Phase 4 was extremely anticlimatic, the big battle that never happend. Part IV-20 TACOPS vs "Gator" or "Combined Arms" Gator is a wargame that was designed to be EASY. The rules and charts comes to about 20 pages (Doesn't TACOPS have a manual ~250 pages). As such GATOR leaves out a lot of realism for game play. Combined Arms on the other hand is a miniatures game more than a "counter" wargame. TACOPS is a computer simulation for "Grand Tactical" scale combat and strives for as much reality as possible while not bogging down players in some the specific details that the military has to deal with (fire support). Much of my disagreement with TACOPS is that I'm not as familiar with the game as I should be. There is something with every aspect of the game that I either have a problem with or do not understand; why do airstrikes only drop cluster munitions...what about LGB, JDAM or Mavericks, why do units move at one speed and can't be slowed down or speeded up (especially recon units), HMMWV's, etc. etc. etc. Overall the group is favourably inclined to use TACOPS for all combat for this scale, as we use Harpoon for all naval and air combat, this just means that we have to learn a new "ruleset." Part IV-21 Too much preparation? Some of our problems in running the game is that we were locked into the mission order prior to the game. We had prepared the backbone of all of the orders prior to the game needing only to add or delete primary and secondary missions. When RedFOR wouldn't engage we should have changed game to keep the players from anticipating future events, but we were not prepared to do that. Part V I'm almost done We had a lot of fun using TACOPS as the game engine for our CPX, which was the whole idea. Any differences and problems will be resolved when we understand the mechanics of TACOPS better. What's next - the next major CPX that we run (Fri eve & Sat) we will use mutliple maps simultaneously (1 map per computer) as we run our campaign and not do a multiplayer game.
  6. Oh, Yeah, Happy Independence Day, and a special thanks to the Servicemen, women and veterans who serve and have served their country with honor and dignity.
  7. Thanks, Elevation question came because I was reading the Gazette from '99 that came with the game and I didn't fully comprehend that part of the elevation. Is there a list of the "wishlist" and actual status of any of those projects. >Please post a copy of your AAR here when done. This is going to take some time. I was looking at some of your AARs and usually ours are quite bit bigger. I use StarOffice 5.2 (which has 'changed' to "Open Office" not a plug, but I don't like Microsoft, if I could get a better handle on Linux I'd use it) and create 4 AAR Blue, Red, "Neutral" and Umpire with what each side saw and what happened overall (Umpire). These get to be big (and this is where a miss replay mode in TACOPS. And then I convert the whole thing into a PDF and we go over it right before we plan the next Campaign. Usually we use table top games for our CPX (a master that shows everything and one for each side) such as Combined Decision by GDW(which is good for anything WWII to current) or one of the "print and play" games that we see on the internet such as Gator (MEUsoc), Airborne (82nd) (I don't know who wrote these) and we use computers to track maps and the equivilent of SITREP, LOGREP, Spot Rpt, etc. and then incorporate those into the AARs all of these games transfer into TACOPS well (except the WWII and some game mechanics) After spending a week learning the interface using the DEMO this is why I was able to go from "Basic Training" to a NEO - peacekeeping - nationbuilding multiplayer 10 hour campaign in a weeks time. sorry if I ranted a litte By the way I saw in other posts reports about how people didn't like having those "Useless" units cluttering up the game. I love them, they (medics, civilian, HQ, transport, etc units) provide a continuity (sp) from one scenario to another for campaign resolution and are important in real life. Couple of more question. 1) additional HMMWVs with a little armor so they aren't 7.62mm MG Bait (ie M1114, M1109), I did notice that you used the uprated HMMWV M1097 v M998 and I figure that you did what you did to have 1 type of HumVee (with Tow, HMG, AGL, MMG, unarmed, varients (Avenger, etc) etc. etc. 2) At least one LMG (M249, RPK)in each 4 man team or larger as this would make the 4 man team a fire team (leader rifle with or without GL, rifle, GL, and LMG) as used as a basic block in both the US Army and USMC. 3) Overlays, I keep reading that there was a way using Umpire CPX mode of creating overlays. While creating them myself is something that I am used to having the computer do it for me (ie graphical Spot Reports, LOGREP, SITREP and orders overlays) would be great. Having to personally do these is the biggest time problem (but hey at least we get rid of over a hundred counters and having to keep track of them) Once again thanks, and I know some of these questions have been asked I just havn't seen them yet.
  8. Just received TacOps 4 Thursday after playing the Demo for about a week, and finished a "CPX" (didn't follow guidelines in user's guide, had 3 computers (500Mhz Desktop, 2 Laptops) LANed in separate areas of the house with largest room used for umpires' area with all the information used TacOps for resolution) Worked out great. Working on AARs for our group at beginning of the week. Couple of questions about elevation and helo. As I understand the helo(s) are at the same elevation as a ground unit when they are landed or at NOE but are at a third elevation when at Medium Altitude. Shouldn't the Helo(s) at medium altitude be able to see units at both elevation levels. Additions - saw a post about you adding UK equipment - Thanks, I was going to ask if and when you had any plans of adding any other countries like UK, Italy, France, etc. Additions Pt 2 - wish list - I would like to know if there are any plans for a "Database engine" a way to add to the existing database. Quandrys - saw in a post that Version 5 was due this year didn't realize that it was so near or I might not have purchased 4 when I did, oh well, it's a great system and I anticipate using it for time to come. Quandrys pt 2 - saw in a post that latest update was 4.05am, this is the version that I have. But the post was a couple of months ago. Reason I ask is that w/ my 56k connection 6mb takes awhile.
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