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Fictional, October 06, 1937, Imperialists army of 819 units opposed to Leftists army of 1015 units for a battle of complexity 2.88 at Brigade(X) level on a 15 Km/Hex map for 104 turns of Half Week each. by RhinoBones submited on 22-10-2004 Rugged-Defense Playing Statistics
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1937 Revisionist WarRequirements: ACOW OPART300 Execution File "1937 Revisionist War v02.exe" included Version 02b 1. 1. Introduction The complete scenario package contains the following files:
1.1. Scenario Theme The 1937 Revisionist War scenario is designed around two hypothetical political entities, Imperialists and Leftists, locked in a civil war for control of the continent. There are 16 cities capable of fielding armies. One of the cities will start the scenario by fielding two Imperial armies (the Imperial home city) and one will field two armies as the revolutionary Leftists (the Leftists home city). Selection of these two cities is randomized in the event engine. The remaining 14 cities are activated using Theater Options. When activated each city is capable of fielding one army, however, whether they support the Imperialists, support the Leftists or decide to remain neutral is decided by probabilities built into the event engine. In the early stages of the scenario each side will periodically be given Theater Options, which permit the player to solicit cities for help in the war. There is a 60% chance that the city will side with the solicitor. If not, there is a 50% chance that the city will side with the enemy and a small chance that the city will remain neutral. The eventual composition of the opposing forces is designed to be significantly different from game to game. The middle to late 1930's has been selected for this scenario for two reasons:
1.2. Software Requirements This scenario is designed to be run using the specially modified OPART 300 execution file 1937 Revisionist War v02.exe. The selection of execution file should be finalized between players prior to the start of PBM games. The primary modifications to the 1937 Revisionist War v01.exe are:
1.3. Scenario Objectives and Victory Conditions The overall mission of the competing formations is to beat the enemy into submission through the use of military force, thereby uniting the continent under one ruler. In addition to the enemy, pestilence/starvation, diminishing supplies and diminishing production capacity will conspire to end the struggle in stalemate. Truce and cease fire is an acceptable end to this scenario. Each side is lead by a supreme command symbolized by the Army Headquarters unit fielded by the home city army. Destruction of the enemy Army Headquarters unit decapitates the enemy command/political structure. The scenario is programmed to declare victory when either the enemy Army Headquarters is destroyed or the enemy home city is captured. 2. 2. PBM Games and House Rules This scenario is specifically designed as a PBM scenario. Since the balance of the game depends on the random selection and allocation of forces to each side, it is possible for some scenarios to be terribly unbalanced. To achieve a reasonable level of play balance, while maintaining the uncertainty of force composition, I suggest that the scenario be played only when the Imperial side starts with 3, 4 or 5 initial Theater Options. If the Imperial side start with more or less Theater Options, testing has shown that the resulting game will probably be a one sided route. The scenario is intended to be played so that amphibious forces are capable of landing on all deep water coastal hexes, i.e. anchorages and all other coast hexes with access to deep water. PBM players are advised to reach agreement on this point prior to initiating a game. Starting around turn 20 the Imperialist can recall units on foreign assignment and the Leftists can receive foreign volunteers. Their entry in theater is simulated by activation of the formations on three island groups situated near the edges of the map. I strongly recommend that both players agree not to attack these units until after they have departed from their island starting locations. 3. 3. PO Games This scenario does not support play against the AI. 4. 4. Theater Options Exercising options to recall foreign deployed formations, conduct guerilla warfare, build spy networks, interdict enemy rail roads, chemical attacks and unrestricted submarine warfare all come with a cost penalty. The player will need to make the decision whether the option benefit is worth the cost inflicted on the front line supplies. 4.1. Theater Options For Enlisting Allied Cities This scenario was designed using a large number of Theater Options. Exercising an option always provides a benefit and always comes with either a cost (measured in lost supply) or a risk that the enemy will benefit from your actions. Exercising an option to activate a city has a 60% chance that the formation will support your side. Following a refusal of the city to join you, there is a 50% chance that if the city will instead support the enemy. There is also a small chance that the city will decide to remain neutral. 4.2. Guerilla Warfare Around turn 10 an opportunity will be presented to conduct limited guerilla warfare. Eventually a theater option will be given to conduct a full blown guerilla war. This requires the diversion of supplies from the front lines to the guerillas, therefore, limited guerilla warfare costs a permanent 6 supply points and unlimited warfare costs an additional 5 supply points. Once guerilla warfare is started it is out of your control and becomes a continuous drain on supply. 4.3. Unrestricted Submarine Warfare An option will be provided for each side to conduct unrestricted submarine warfare. Once started, supply points are diverted to the submariner forces as the submarines begin a battle of attrition against the enemy. It takes time, but eventually the enemy shipping capability will be reduced to 30% of the starting value. A second option will be presented which allows the player to stop unrestricted submarine warfare. If this option is selected, some of the diverted supply points are returned to support the front lines. The enemy's shipping fleet is allowed to recover its losses. 4.4. Rail Road Interdiction: Each player will be offered the opportunity to conduct an overt campaign to destroy the enemy railroad capacity to 30% of the starting capacity. Selecting rail road interdiction requires the diversion of 15 supply points to the effort. If the campaign is later called off, 12 of the 15 supply points will be returned to support the field forces. 4.5. Underground/Spy Network Both sides start the war with no theater reconnaissance capability. For an appropriate cost in supply points an option will be made available to build a spy network. Eventually an option will be offered to enhance the network, an appropriate additional cost is then charged. 4.6. Foreign Volunteers and Formations Deployed Overseas The Imperialists will be offered options to recall formations deployed overseas and the leftists will be offered options to import volunteer formations. An appropriate cost in supply points is charged if these options are selected. The reduction is supply represents the dilution of available supplies caused by the additional troops. 4.7. Chemical Warfare Starting around turn 20 both forces will be given the first of two Theater Options to use chemical weapons. Using the TO gives the player a one turn shock bonus to simulate the effects of chemical warfare on unprepared forces. The cost of using chemical warfare has both temporary and permanent effects. Initially 15 supply points are diverted from the front line troops to support the chemical program. After three turns the supply points are returned to the front line troops minus a small permanent loss. The process is then repeated for the next chemical attack. 4.8. Surrender and Cease Fire Options Beginning around turn 30 both sides will be provided with Theater Options to offer a surrender notice, or to negotiate a cease fire to the enemy. These Theater Options are provided in order to give the players an easy way to end games which are either hopelessly lost, or obviously deadlocked. 5. 5. Timed Events 5.1. Pestilence Pestilence is used to simulate the breakdown of the medical infrastructure, the spread of disease, decline of farm production brought on by the drafting of farmers into the military, depopulation of the countryside and the destruction of crops. Sometime after turn 40 the initial effects of pestilence are introduced to the scenario. After turn 55 the effects of pestilence begin to out pace the rate of replacement. If the war has not been decided by turn 100, both forces will have become exhausted and a stalemate will ensue. 5.2. Diminishing Supply and Replacements As the war progresses the population will become depleted and industrial capacity reduced to a level where the military cannot be maintained. Supply and replacement rates begin to be diminished starting around turn 30, thereby, reducing the protagonist's capacity to continue the war. 6. 6. Miscellaneous Odds and Ends 6.1. Victory Points and Objectives This scenario contains no formation objectives (other than those necessary to create a valid scenario) and awards no points for capture or destruction of enemy forces. The individual players will make strategic decisions whether to attack, defend of or abandon specific locations and in that way establish value. 6.2. Supply Points 16 supply points have been placed in the major cities. Sprinkled through the continent are an additional 19 supply points. Capture or loss of a supply point will not increase of decrease supply but does effect total supply reaching individual units. Supply points are never destroyed and they serve as supply depots for the whichever side controls the point. 6.3. Excess Transportation Capability The headquarter units of the formations fielded by the leading Imperial and Leftists cities have been designed with an over abundance of transport vehicles. It is intended that when the HQ units are idle these vehicles will be used to increase the overall force supply. This effect is achieved by increasing the number of trucks over the stated TOE quantity. Note that if these excess trucks are destroyed they can not be replaced and the HQ unit looses most of its ability to enhance supply. 6.4. Supply Centers There are 14 supply centers located throughout the map. When captured, seven of these centers are designed to support the Imperialists and seven support the Leftists by adding 15 to the force supply level. Of course if a center is subsequently lost to the enemy, the reduction to force supply is considered to be greater than the initial gain and, therefore, the loss penalty is -18. This represents both the physical loss of supply and the destruction of infrastructure built to deliver supply. 6.5. Recruitment Centers There are 10 recruitment centers located throughout the map. When captured, five of these centers are designed to support the Imperialists and five support the Leftists by adding 25% to the force replacement rate. Of course if a center is subsequently lost to the enemy, the reduction to replacement rate is considered to be greater than the initial gain and, therefore, the loss penalty is -25%. This represents both the physical loss of recruitment center and the depopulation of the surrounding area. 7. 7. Sketch Map A sketch map of the entire playing field is provided as a part of the complete scenario package. A hard copy of the map is very useful in planning strategy, keeping track of enemy movement, battle lines, location of resources, location of cities, allegiance of cities and the main geographical features. Use of the map is recommended. 8. 8. TO/Events Schedule A separate document is provided which shows the turn, and turn range, for all of the Theater Options and Timed Events. The schedule is useful for determining strategy as it applies to the overall frame work of the event structure. This document is provided as part of the complete scenario package. 9. 9. Scenario Briefing Document This briefing document is provided as a separate MS Word document. 10. 10. Notes on Strategy and Tactics Railroads are of paramount importance. Clearing rail hexes needs to be a priority task assigned to the most mobile units. Occupation of Supply and Reinforcement Centers is critical, however, these objectives should not be attempted unless the player is also willing to garrison the center. The loss of a Supply or Reinforcement Center is greater than the gain from the initial occupation. Sometimes it is better to let the enemy occupy a center so that you can do more damage by taking it away. Besides containing a supply point, home cities also are the location for deployment of reconstituted units. Allowing, or abandoning an allied city to the enemy, restricts the ability to field replacement units. Naval and aircraft units do not reconstitute. Most land units reconstitute and re-enter the scenario at a fixed location, i.e. their original home city of deployment. The following land units do not reconstitute: paratroops, commandos and foreign legions. |