ScoutPL's Operational Campaign
for Combat-Mission (SOCC-M)
RULESET
7.  Obstacles: Once a unit has spent an OT with Dig In status without enemy contact it can begin the next OT in foxholes.  At the end of the second OT it can expend 150 points on obstacles (no fortifications).  By the third OT, still without enemy contact, in Dig In status, it can expend another 350 points to include the purchase of Bunkers.  For each bunker the player will exchange one MG unit or MG equipped squad.  At the end of the fourth OT the player can expend another 550 points to include all pillboxes.  For AT gun pillboxes the player must have an AT gun of equivalent size to exchange.  An appropriate number of personnel must be available during all turns.  To gain the full point obstacle value for all turns the player must have the equivalent of a rifle company or an engineer platoon in the sector.  To gain the bunkers and pillboxes, the units to be exchanged must remain in the sector for the entire required amount of time.  Also at the end of the fifth OT, any vehicles that spent all five OT�s in the Sector can begin the next OT dug-in.
8.  Misc. Use of Forces:
  a.  Recon: Reconnaissance units will fall under the same guidelines as regular units, except that when they enter a TE in Recon mode they will always enter from the board edge.  This applies only to recon specific units.  Regular units performing recon in force missions will arrive in sector as regular combat forces.
  b.  Reserves: The player may designate as many units as he wishes as reserve units and place them anywhere behind his own lines.  Reserve status indicates that the units are in local assembly areas packed up and ready to move out.  Therefore, reserve units are the only units that can receive movement and attack orders prior to the Planning phase between every four OT�s.  Reserve units may or may not be organized as Task Forces.  Those organized as task forces must move and attack together.  Units not assigned to a particular task force can move forward independently to reinforce units already in combat.
  c.  Engineers: Engineer platoons may blow a bridge provided they spend at least an OT in the area of the bridge without enemy contact.  Bridges can only be repaired/built by Bridging specific engineer units.  Footbridges take an OT, Medium Bridges (troops, trucks, no AFV�s) take 2 OT�s, Heavy Bridges (AFV�s) take 4 OT�s.  All repairs must be made without direct enemy contact.  Harassing arty or air adds an OT to all repair/build times (this requires an artillery battery within range or two aircraft dedicated for an OT).
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