ScoutPL's Operational Campaign
for Combat-Mission (SOCC-M)
RULESET
4.  Combat and Task Force Status: Combat is decided using CM on the TE maps.
   
Individual scenarios will be limited to the forces that players briefed in their OPS.  All rules concerning play in CM (including Gaminess) are the responsibility of the players.  I will simply operate as a facilitator for the setting up of scenarios.
   Task Forces must be assigned a status during the Planning Phase (every four OT�s).
     Available Status:
        Move � Any TF can move during any OT.  An area has to have last been occupied by a friendly unit to be considered friendly.  All areas will default to the defender in the Campaign, until occupied by the attacker.
        Attack � Task Force has been issued orders to attack along an axis of advance or a specific objective (terrain based).  At certain times TF�s in Attack Status may be placed in Hold or Reserve Status, if due to action elsewhere on the map the player wishes to delay or cancel his attack.  Note: Recon in force missions are considered a type of attack.  Attack orders can also be planned for a later OT.  For example a unit could start a 24-hour period with attack orders, spend the first OT in Defense or Reserve status, then begin their attack in the second OT.
        Dig-in � TF units will dig fighting positions.  Units are not available for Reserve missions and, depending on amount of time preparing positions may defend with obstacles and fortifications in place.  Digging units must spend a turn on Reserve Status before being able to implement Attack orders.  For example, a TF in Dig-in status during the last OT of a 24-hour period can be given attack orders during the Planning Phase, but must still spend a turn in reserve status before implementing the attack plan.  This requirement simulates the major transition a unit has to go through when switching from a totally defensive posture to an offensive one.
       Defend  - TF�s will defend in position, but without the benefit of obstacles and fortifications (exception: foxholes will be available).  Units Defending can switch to Attack orders without having to go into Reserve Status.
       Reserve � TF�s in reserve status are available immediately to a player for movement or attack orders.  For example, in OT 1 a player has TF A, in Town Y, Attack Town Z.  He places TF B in Reserve Status behind it in Town X, with orders to move forward once TF A attacks and to be prepared to attack Town Z, if TF A�s attack fails.  In OT 2 the player orders TF A to withdraw (Move) from Town Z and issues TF B orders to Attack.  
       Recon  - This status is only available to units designated in the TO&E as reconnaissance or scout units.  All it really determines is how these units will enter the TE scenario as discussed below.
5.  Starting Boxes: 
     a. Meeting Engagements, Defenses: The TE map will be divided into fifths, left to right.  One side will start at 2/5ths the other at 4/5ths.  For example:

   1/5   II   2/5   II   3/5   II   4/5   II   5/5
               Axis                   Allied
             Forces                  Forces
     This is due to the fact that for later TE�s in the campaign timeline, a player (due to events in another TE) may wish to cancel an attack or other order.  This initial placement will force him to fight an organized withdrawal rather then just exit his forces off the map as he would in a more conventional scenario (where he starts on the map edge).  At the same time the opposing player will have the opportunity to pursue his opponent off the map, possibly inflicting casualties.  The defender will set up in 2/5 through 4/5, for the same reasons.
     b. Attacks: In his OPS, a commander will be responsible for listing an Order of March for units moving.  This will be used to determine unit arrival on the TE map.  Since in real life a commander rarely arrives on the outskirts of a village with his entire battalion task force around him the usual manner of piling everything along the map edge will be discarded here.  The attacking forces will be divided into thirds.  The player will decide the exact makeup of each third (or wave, so to speak).  The only guideline being that no wave can contain more then 50% of his force.  In addition to OOM the player must designate a movement technique.   There are three to choose from, traveling, traveling overwatch and bounding.  The biggest effect this will have in the actual TE will be the location and time of arrival of follow on units.  In traveling the units will arrive on or near a road and relatively close together.  In traveling overwatch, there will be a longer gap between the first group of units and the follow on groups.  The first group will arrive dispersed, to simulate them clearing the way for the rest of the task force.  The rest of the TF will arrive relatively together and on or near a major road.  In bounding the entire TF will arrive dispersed and so it will take longer for each element to enter.
   6.  Fire Support: Arty forces are represented in the TE scenarios as arty spotters. Here is where we take another step away from the norm.  It will be up to the player to designate the support status of each battery, as either being in Direct Support (DS) or General Support (GS).  The number of spotters allocated to a task force will indicate support status. Each battery in DS will have three spotters allocated for it.  But that battery can only provide DS to1 battalion task force (or three company teams from the same battalion but with only 1 spotter each).  For example, if the player places a 150mm Battery in DS of a particular battalion task force then that task force will receive three 150mm spotters, but no other TF can be supported by that battery.  Batteries in GS can support any TF during a TE provided it is within the battery�s range.  But since the batteries response time and available ammunition is often very constrained when in GS role they can only provide one spotter per TE.  Air support will be available to players provided weather and availability factors are favorable.  Each side will start the campaign with an �Air Support Pool�.  This will be a numerical value.  Players can request to expend x number of ASP points in each TE to purchase air support aircraft.  This number is finite and not subject to reinforcement or reserve increases.
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