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Rules of Engagement


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I've just finished the first scenario in the Marines campaign and to my surprise got a Total US victory. (I should explain.) All but four of my Marines were killed but we did manage to occupy the Observation points and spy out (and indeed bomb for good measure) the suspected "parking lot".

99% friendly dead is hardly a total victory in my book, but anyway...

What are (are there any) Rules of Engagement?

Several times my Marines ran into a house for no reason other than it seemed a safer route. There were no enemy combatants there but what if there had been civilians? Okay, I know the game doesn't feature non-combatants but shouldn't we factor that in somehow?

I mean at some point in the game I suddenly got lots and lots of Air Power (I love Air Power) and a touch of off shore floating gunnery too. Now my mission charged me with destroying fixed positions and enemy command units which, because I'd played the game so badly, I'd seen nary a one.

Does that give me the right to expend every ounce of firepower on targets I figure are likely or do I only fire when I have reasonable cause?

If Congress has enacted a State of War then I can kill everything I see (and be hated for generations) but if it's a crusade against terrorism, should I?

What it comes down to in the game (and it is only a game thank God) is, when I get the extra firepower should I just use it?

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As far as I'm concerned, in SP mode, everyone should be free to determine their own RoE...I have no trouble using my advantages over the AI, like its lack of use of area fire. AFAIK the AI ONLY fires on sight except if it has an arty firing plan imposed on it by the scenario designer. For me, whatever the game lets me do (if it's not an obvious exploit of a bug or prior knowledge) is fine to do :). I will NOT, for instance, fire without contact on known enemy positions if I am replaying a scenario, but I WILL move to better covering positions since I consider that a result of tactical awareness that I don't have because I have never had any army training, and lack of which causes me to get whacked a lot :D. Sometimes I need "subtle hints" to figure out where the enemy is "obviously" going to be waiting for me. Obviously to people who have been taught this kind of thing, that is...

PvP is a totally different matter, of course, and if I play another person I make sure to agree upon RoE beforehand.

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I've just finished the first scenario in the Marines campaign and to my surprise got a Total US victory. (I should explain.) All but four of my Marines were killed but we did manage to occupy the Observation points and spy out (and indeed bomb for good measure) the suspected "parking lot".

99% friendly dead is hardly a total victory in my book, but anyway...

What are (are there any) Rules of Engagement?

Several times my Marines ran into a house for no reason other than it seemed a safer route. There were no enemy combatants there but what if there had been civilians? Okay, I know the game doesn't feature non-combatants but shouldn't we factor that in somehow?

I mean at some point in the game I suddenly got lots and lots of Air Power (I love Air Power) and a touch of off shore floating gunnery too. Now my mission charged me with destroying fixed positions and enemy command units which, because I'd played the game so badly, I'd seen nary a one.

Does that give me the right to expend every ounce of firepower on targets I figure are likely or do I only fire when I have reasonable cause?

If Congress has enacted a State of War then I can kill everything I see (and be hated for generations) but if it's a crusade against terrorism, should I?

What it comes down to in the game (and it is only a game thank God) is, when I get the extra firepower should I just use it?

It depends on the scenario. Sometimes points can be awarded for preserving buildings. So if you go about blowing everything up, you will not get the points. But in my experience, this is usually not the case. This basically determines your rules of engagement.

Be careful with using up every available fire support in the campaign though, because they might not always be replaced!

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This raises a question I've had for a while now. What does "civilian population density" do in a scenario? I don't think I've found anything in the manuals that states what it does. Also, how do you award points for not destroying buildings in a scenario? Are the two related?

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I think civilian density determines how easy it is to spot unconventional units.

Also it's easier to notice conventional opponents if there is no worry of civilians hiding behind each tree and bush. Changing civilian density from spare to none gave massive spotting bonus to my men when testing things in "laboratory conditions" (=specially crafted test scenario).

However it's been awhile since i did test it so it can be that there were other factors affecting to this, but which i don't recall.

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What does "civilian population density" do in a scenario?

I think civilian density determines how easy it is to spot unconventional units.

Remember that there are three types of Unconventional forces. According to the manual, Unconventional Fighters and Combatants do not receive blending-in-with-the-local-populace stealth because they are not dressed strictly as civilians and are visibly armed. Unconventional Specialists (Spies, IED triggermen, and, IIRC, transports), though, do blend in, because they are dressed normally and are not visibly armed. Think of, in Black Hawk Down, the kid with the mobile phone who warned the militia of the approaching US forces (one of whom, ironically, waved at the kid), compared with the AK-wielding militia later in the movie.

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