Squad Wars Rules Version 3:
Amendment Date 06FEB03
JG11/RAAF-IL2 Squad War
Premise:
Squad War is the JG11 / RAAF-IL2 Russian front campaign using the IL2 Sturmovik / Forgotten Battles software.
It is a dynamic war is to be fought with both sides able to plot missions for each frame (half week). The results of each mission will impact changes on the map and the resources available for play. There will be an ongoing ground war with squads being able to decide whether to advance to take towns, taking into consideration tanks and supplies, infrastructure and damage.
Process:
A starting map will be created for the sector being fought, with all force dispositions available. Each squad will designate a mission builder/Game Master (Bobcat & Strela, initially) who are responsible for building their squads mission for the week. Available forces will be adjusted based upon reinforcements and prior losses. Factors such as weather etc. will be random. Each squads mission will then be flown and the results collated and incorporated in the map for the following week. The only people to know the whole map layout are the game masters, with information provided to the other players through weekly intelligence briefings. (See Appendix A for the detailed mission process). These are an evolving set of rules. The game masters reserve the right to change or include new rules as necessary. You can complain all you like :)
Detailed Concepts
Force Pools:
Aircraft
A register by type of opening inventory less losses plus reinforcements. Plane types will be date dependant. AI planes will be available and able to be assigned missions.
Tanks
Tanks numbers will be opening inventory less losses plus reinforcements.
Supply and Supply Transport
Supply will be represented by trucks and trains and will be opening inventory less losses plus reinforcements.
Mobile Flak
Will be either armoured units or rail carriages and will be opening inventory less losses plus reinforcements.
Air Mission Types
Air Superiority / Combat Air Patrol
This is a fighter mission designed to either defend high value assets/targets or to attrite the enemy’s airpower. The defending player in a frame will always have at least one Combat Air Patrol mission.
Air Field Attack
This mission will attempt to destroy Air units and their basing. Each Side must have all their available planes on the map at a base (and hence able to be destroyed). Reducing infrastructure at a base will close it for 1 – 3 frames and force the remaining planes to be rebased.
Bridge Attack
This mission will attempt to destroy bridges. Destroying a bridge will close it for 1 - 4 frames (though this can be modified – see supply) and stop the use of that particular road/railway beyond the bridge. For each span knocked out add 1 frame. No tanks, supply convoys or trains can cross a river till the bridge is rebuilt. Bridge attack can only be done as a defensive mission due to the possibility of closing/slowing the game down by blowing every bridge…
Supply Dump Attack
This mission will target known (see Recon) supply dumps. Killing a truck at a dump will represent the loss of a supply point. Killing a rail carriage will represent the loss of three supply points.
Ground interdiction
This mission targets the movement of supplies (truck convoys and trains) and the movement of combat forces (tanks). Each truck/carriage/tank killed will affect what forces arrive at the designated destination. This is the third other mission that can be flown by the defensive group.
Recon Mission
Only flown by AI Recon planes. A plane that survives a frame will have a chance of discovering what is at a town (tanks, supply dumps, vehicles etc.) or whether there are aircraft at a base. Players may manually fly these missions by overflight of a target and either eyeballing or screen shooting the town/base.
Air Supply/Resupply/Paradrops
Where transports are available, either supplies or paratroops may be airdropped to a location.
Air Transfer
Air transfers will occur from either off map to on map, or between on map bases. These transfers do NOT count against plane limits. No planes are actually moved, but the receiving base must place the static aircraft on the map for the turn they transfer. The planes are not available for use until the following turn. This represents the time it takes to move the squadrons ground support (mechanics etc.). Aircraft can land at a different base at the end of a mission, but are considered to auto transfer back to their owning base between turns. There is no delay for their use in this case.
Ground Mission Types
Tank Mission
Is the movement of a Tank force between two towns. If the town being moved to is unfriendly a superiority of three to one is necessary to take it. Supply status will modify strengths. Mobile flak can be attached to a tank column.
Supply mission
IIs the movement of supply between two towns. Supply movement by train can only be between friendly towns. Supply movement by truck can be to any point but if the destination was unfriendly, it would have to be captured by friendly units that turn to arrive. Supply delivered to a bridge will speed up repair based on the number of points delivered. Each truck represents 1 point, train carriage 3 points.
Ground War
Town Capture
- Towns are captured by tanks.
- The tanks must be supplied in the turn they move to an unfriendly town. For a town to be captured the attacker must have a 3 to 1 superiority in tanks.
- Defender strengths are modified by supply, if they are unsupplied then their strength is halved.
- Any force that are involved in an engagement will lose a random 0% - 100% of strength based on the odds ratio.
- Tanks can never bypass an unfriendly town, ie. leap frog further behind the line. See Appendix B for the town capture and tank loss table. And the Ground movement template for legitimate town to town paths.
- If a town is captured, the flak at bridges between unfriendly towns is removed. These bridges are now considered in no mans land, and only attributed to one side if they have tanks/trucks there (see bridge destruction below). Flak is automatically placed at bridges that are now between friendly towns.
- The player that captures the town may capture 10 – 100% of any present enemy supplies. This is determined by dice roll.
- Any attached airfield to a town is also captured. Any present planes are transferred to another base (or off map) automatically. But are not available for use the following turn.
Supply
- Each tank uses one supply point a frame to be considered in supply.
- Supply status is determined at the start of a frame and supply depots are adjusted. The supply must be where the tank is for it to used.
- If a tank is not supplied then its combat value is reduced by half. If supply is present it MUST be used, a player can not be voluntarily out of supply.
- Any excess supply will be represented by either trucks or rail carriages.
- If supply is to be delivered by air, then the stockpile at the nearest town to the originating air base is used.
- Movement of supply on the ground will be by truck convoy or train. Trucks can only move from town to town, ie. must stop at the first town reached. Trains may move two towns if desired in one week. Supply entering the map is not required to be put into a convoy/train, but is placed into the receiving town at the beginning of the following turn.
Bridge Repair
- Bridges can be repaired two ways. Either auto repair or through supply expenditure.
- Auto repair will only occur if the bridge is between two friendly towns. One span of bridge will auto repair each turn.
- Each point of supply delivered to a bridge will reduce repair time by an additional 1 frame. More than 1 point of supply can be expended in a turn and the equivalent number of spans repaired. This is the only way a bridge can be repaired between non friendly towns.
- If a bridge is destroyed on a road that a truck convoy (and/or tank column) is traversing, the forces may choose to either return to the origin town or end the turn at the bridge. Any supply carried may be used to rebuild the bridge.
- Forces that finish a turn at a damaged bridge may continue movement from that point once the bridge is repaired. Please note that the rule that a tank column must be in supply before moving to an unfriendly town still applies.
Mobile Flak
- Moves like trucks, and may be attached to truck convoys / tank columns or pre-positioned around high asset locations (Supply dumps, airbases etc.) they must be at the location to be used in this manner.
Static Flak
- Capture of towns or bridges will automatically create low calibre flak at those locations. Mobile flak has to be placed at a location if a team wants to strengthen AAA.
- If a town is captured, the flak at bridges between unfriendly towns is removed. These bridges are now considered in no mans land, and only attributed to one side if they have tanks/trucks there. Flak is automatically placed at bridges that are now between friendly towns.
Off board Reserves
- All items in the force pool that are reinforcements may be held indefinitely off map. The turn they enter map they are under all normal movement restrictions. Planes that reinforce from off map are not available to be flown that turn, but are placed at the destination field (ie. can be attacked)
- Tanks and Supply entering the map is not required to be put into a convoy/train, but is placed into the receiving town at the beginning of the following turn.
Click here for a zipped Mission Example
These Rules are under development and will be changed as needed by Game Masters.This version is dated 06FEB03
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