ScoutPL's Operational Campaign
for Combat-Mission (SOCC-M)
Rate of March Guidelines
Rate of March Planning Guidelines (Strategic/Tactical)
Unit Type                         Road           Rural          Woods       Marsh
HeavyTank, TD, SP              8/4             6/3              3/2              X

MediumTank, TD, SP          10/5            8/4              5/3              X

LightTank, TD, SP              12/6           10/5             7/4               X

Halftrack                            14/6           12/5             9/4               X

Truck                                 16/6             8/4              5/3               X

Foot                                     3/2             2/1              2/1              1/1

Notes:
1. Strategic movement is balls to the wall, road march type moves where there is very little need for security.  Units engaged by an enemy force that are using this type of movement would be very vulnerable.  Setup on a TE map would be limited to a narrow strip and may have enemy units on its flanks.  This represents the unit�s inability to deploy quickly when making contact with the enemy.  Should only be used in secure areas.
2. Tactical moves are movements where a unit is taking precautions for security purposes.  This is the standard for moving into enemy territory or when contact is expected or likely.
3. Speeds may seem rather slow but they take into account time spent getting into formations, short pauses for breakdowns, map checks, etc.  The even slower tactical movement rates take into account scouting parties, the time needed to maintain contact with flank security units and the time required to clear suspected danger areas, etc.
4. All speeds are for Company team sized elements.
5. Slowest unit in element will determine Rate of March (ROM) for entire group.  I.E. a company team consisting of a Panther platoon and two motorized rifle platoons would use the march speed of the Panthers, regardless of order of march or other factors.
6. Battalion sized Task Forces subtract 25% from above listed march speeds when traveling as a group.  Larger groups subtract 50%.  This may seem excessive but it reflects the time and energy that would be required with one headquarters controlling the movement of multiple battalions.  This encourages disbursement of forces, which is more realistic.  Task Forces leaving from the same location and traveling the same route must have start times half an hour apart in order to not be included in the same element for figuring rate of march.
7. For 1944-1945 Campaigns, Allied Air has a 30% chance and Axis Air has a 20% chance of subtracting 25% from ROM speeds in Road and Rural areas. 
8. Commander�s intent and instructions are taken into account when assessing ROM and TE scenario construction.  For example, a commander wants to attack down a road toward a town with woods on either side.  If he has his unit attack in column down the road then he can use the road ROM.  However, if he wishes for elements to move through the woods on the flanks of the road for added security or to take advantage of the cover and concealment provided then the entire element must use the woods ROM.   The setup areas provided in the TE scenario will reflect these decisions as well.
9. It is possible to use multiple rates of movement in a given OT.  Suppose a commander has a task force 10 klicks behind his forward units in reserve.  He orders this unit to attack through his lead units.  They can use the road/strategic move ROM for the first ten klicks then go to road/tactical ROM for the remainder of the OT.  However, if attacked while using road/strategic ROM they will suffer all the penalties of the lessened security posture.

Rate of March Planning Example:
To maximize the ROM chart a battalion Task Force commander might divide his force into three different company teams (an advanced guard, a main body and a reserve).  Suppose he needs to move 10 klicks down a road and attack a town.  The OT starts at 0600.  He issues attack orders to all three company teams (he wants to be able to use all three in the attack on the town in this OT).  His slowest vehicles are a platoon of Panther tanks, it will take them at least two hours to reach the town using tactical movement rates.  If he wants, he can set this as the movement rate for all three company teams.  This will ensure they arrive equally disbursed.  Another option would be to place the Panthers in the main body and have the advance guard move at its own pace.  Let�s assume its slowest vehicles are halftracks.  It would take them at least an hour and a half to reach the town (provided they don�t run into any trouble � air attacks, enemy units - along the way).  So taking in account the time for the Main Body�s travel and the half an hour offset between task forces, the commander can set his H-hour at LD (Line of Departure) plus 2 � hours.  Assuming LD time is 0600 that means H-hour would be 0830, with the advance guard LD at 0600, the main body at 0630 and the reserve at 0700.  The advance guard would arrive in the objective area at approximately 0730.  Giving the commander an hour to conduct reconnaissance and a probe if he wishes.  The main body would arrive at 0830 and the battle would be joined.  The reserve would arrive at 0830 (an hour and a half for travel from their LD time), just in time to add their weight to the attack.  For the actual TE scenario design I would probably set up a TE for the advance guards recon and probe and a second TE scenario for the main attack by the main body and reserve.  The first TE would probably be a 30-40 turn Battle scenario in which the commander could do what he wished with the advance guard.  The second TE would be an Operation scenario, which would consist of a couple 15 min battles with the remnants of the advance guard and the main body then a few 15 minute battles with the entire force as the reserve company team arrives on board as reinforcements.
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