by Steve » Tue Mar 27, 2012 1:36 am
Phase 0: Muster
All participants are briefed at staging areas. Comms channels for reaching admins, comm channel for MedEvac delineated. Safety areas identified on all participants maps, as well as methods of marking outlined. Area of play delineated on maps, defined preferably by terrain features (creeks, roads, cliff faces, whatever).
Phase 1: Deployment
Military forces are given USGS maps showing route for forces to head out on patrol and sent out.
Rebel forces are escorted to their encampment areas. Note, AREAS, plural, as one is a safety zone.
Phase 2:
Military forces undergo movement exercise through a series of movement checkpoints. Each checkpoint serves as the rally point for force en route to next checkpoint. So, if the military forces are moving from checkpoint 7 to checkpoint 8 and come under fire, anyone whacked would respawn at checkpoint 7. Somewhere along this route, an optional mission to locate and secure a cache of supplies (like a few cases of MREs and some bottled water, for example) can be executed.
Rebel forces are split, with group A sent to “dig in”, and group “B” sent to move along preselected patrol routes. Most, if not all, of these patrols will make no contact. So, if you broke group B into four 2-5 man squads, only one of the squads would be sent on a route that would make contact with the military forces. If they do make contact, and are eliminated, they respawn all the way back at their base. If they are sneaky-sneaky, they could conceivably shadow the military force and call back for reinforcements, though.
Phase 3:
Military forces continue mission.
Rebel forces switch, with group B continuing to prep for defence while group A performs patrols.
Phase 4:
Military forces reach and occupy their RON (Remain Over Night) hide. This, like the Rebel Camp, is broken into two areas separated for safety. The first area is a safe zone, and should be marked as such. It should be a few hundred meters away from their overwatch position of the rebel camp. The overwatch position should be selected by the military forces, and should get or keep eyes on the rebel encampment. They should attempt to remain unobserved by the rebels.
Rebel forces should continue their patrolling missions.
Phase 5: Nightfall
Military forces maintain their forward overwatch position (or don’t) according to their scheduling rotation, with those who choose to sleep retiring to within the confines of their safe area to set up camp. Their goals are to maintain surveillance of the target area while remaining undetected by roving rebels. There should also be several bonus objectives available within the rebel camp for them to attempt to sneak in and seize / destroy. For example, if they succeed in sneaking in and planting charges on the “generator”, the rebel respawn for the next day is moved an extra 75 meters further out. More difficult objectives are worth bigger bonuses. Shooting the “camp commandant” between 0125 and 0140 while he is making his nightly check of the perimeter could add an extra 60 seconds to the rebel respawn timer the next day, or whatever mechanic has actual impact on the gameplay.
Rebel forces stand guard around their camp, or retire to their safe area to eat / sleep. During the night, if their patrols successfully locate the position of the overwatch site, they score bonuses for the following day similar to the military forces. If they manage to locate and overrun the site, they score higher bonuses. And if they can successfully occupy the site for 30 minutes, they score an even larger bonus. Once this has been done, the rebels must return to their camp for 30 minutes while the military forces are provided with the opportunity to relocate their observation point. Also, the rebels are given the location of each of the rally points used by the military on the way in. They get points for each rally point area that they “capture”, which is defined as policing up the engineer tape and numbered cardboard marker that was left to mark the trail earlier in the day (that way, the admins don’t have to trek out to the points to collect them after the game).
As a side note, I’d probably use a guidon as the marker for the observation point. Once the 30 minutes of occupation is up, the guidon is returned to the safe zone of the military forces. If they choose not to establish a new observation point, the rebels gain points on the order of the equivalent of overrunning, but not capturing, the observation point every 45 minutes that the guidon is not planted. The guidon can be moved freely by the military forces until an observation point has been established, but can’t be moved by them once the post has been established. So, if they are spotted and attacked, they can run like b*tches, but the guidon stays to mark the location of their observation point. 45 minutes after being spotted, the admins return the guidon to the military safe area, and they can attempt to set up a new site. This mechanic will probably need work.
Phase 6: Dawn breaks
Now it’s on like Donkey Kong with a hard on chasing Mrs. Kong with no panties on. Military forces try to do the dirty to the rebels, the rebels try to defeat the imperialist invaders. Side missions and plot twists abound. The fascist lackeys of the state flee the scene with the glorious rebels in hot pursuit, or the valiant defenders of the people succeed in their mission and exfiltrate to their pickup point. However it goes down, both sides are able to claim a certain moral victory and seek to get the People to rally behind their various causes. If the military forces overrun the rebels too quickly, you can execute Plan B on their pickup a la Team 2 Bravo (What’s Plan B? Run to Syria.), fighting the rebels the entire way. If they do it in a moderate amount of time, then the game is called with their victory among the figurative ashes of the compound. If they completely fail, at a set point, they withdraw to their RON “Safe Area” to end the game defeated.
A setup like this allows for delineated safe areas to remove eyepro and sleep and eat. It lets you set up a bunch of side missions to keep everyone involved, while cutting down on the total number of admin staff you need. You can set up a few caches for the military and rebels to fight over, whether it be actual food and water, or a mortar crate that represents a mortar salvo fired in support of the side that owns it. The day 1 stuff is biased heavily in favour of the military forces, since they have the strength of numbers, but the rebels should get a chance to get some good licks in fighting from ambush positions. And you can lay out the orienteering section to maximize the amount of new and different terrain that the military forces have to trek through. Basically, the Rebel camp is at the center of the spider web, and the military forces are marching roughly around the perimeter. Rebel forces patrol out from the center to set up ambushes along their projected route.
I’d leave the gear list up to the element leaders for the forces, with the minimum list including boots, a uniform, eye protection, some method of carrying a couple of liters of water, a whistle, and whatever other safety gear they need. Element leaders can add to the minimum list as they see fit. Failure to meet the minimums at the phase 0 showdown, and you’re out of the game. Failure to meet the gear list published by the element leaders, and it’s up to the element leader to up-check or down-check your participation. Showing up in stripper heels instead of boots would be an admin safety disqualification, for example. Showing up with a non-NATO primary may or may not be a disqualification, depending on how the element leader wants to handle it.
Something I've found that works remarkably well for marking LZs at night is you take a few full 1-gallon water jugs, and suspend chem lights inside of them, hanging in the water by 550 cord. The water diffuses the chem light glow, and basically turns them into glowing balls that can be seen from a very long way. You can prep them in advance, and snap the light if you need to use them. And since you have a few of them to use for markers, you can lay them out in a pattern so the helicopter crew knows that it's you rather than a random hiker dude reading a book by chemlight.
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