Steel Beasts Online Campaign Rules

edition 31.12.01

  1. Overview: The Steel Beasts Online campaign simulates a hypothetical Warsaw Pact vs. NATO conflict in Germany circa 1988 in an abstract yet easily manageable form. While the rules may seem complex they are actually very simple in nature and designed to prevent unrealistic results. Care has also been taken to reduce the ability for dishonorable opponents to feel inclined to cheat. However, it is extremely important to note that the entire ability for this site to function is based solely on the honor and dignity of its participants to play within the rules and boundaries of the game and most importantly provide extremely accurate combat results. If anyone is suspected of cheating by including but not limited to: consistent inaccuracies in reporting combat results, intentionally delaying submitting or refusal to submit orders or combat results, as well as any other type of activity deemed dishonorable they will first be warned of the activity (or lack there of) and repeated offenses will result in the player being dropped from the roster. Failure to adhere to any of these or the following rules will also result in the participant or unit being dropped from the roster.
  2. Campaign disclaimer: No disrespect is intended towards any nation on either side, especially towards our current CIS allies, nor is any disrespect intended towards any of the actual counterparts to the brave military units that are depicted on this site. This site does not condone or glorify such a conflict had it happened nor does it glorify war in general; it merely serves as a hypothetical scenario to allow Steel Beasts players to relate to and participate in online units.

    Site disclaimer: This site is a non-political organization that was created for furthering the enjoyment of the computer simulation 'Steel Beasts'. This site is not affiliated with eSim Games and there is meant no offense to the brave men of any countries' military forces especially of the real counterparts to the units represented here. Many prior and current service members as well as civilians participate and anyone who enjoys Steel Beasts is invited.

  3. Strategic Operations: Strategic operations refer exclusively to the operations performed on the strategic map located on this site. Although everyone is encouraged to know the operations at this level, it is mainly the primary concern of the participating units CO’s, XO’s or any other key player that may be making these decisions in their absence. Players uninterested in decision making should at least read section III. Tactical Operations so they have a full understanding of the operations on the tactical battlefield in Steel Beasts.
    1. The ‘turn’: The turn is the foundation for all the rules listed here. It refers to the duration of time for all units to input their orders to the site and have them processed. Each turn (which is a "day" in the scale of the game) will be a period of one-week starting with Monday. The weeklong turn was decided to give participants ample time to perform their actions as well as enough time to coordinate their tactical battles with other units. During this one-week duration all operations pertaining to a unit will be completed. If none of the units orders, combat, or combat results are submitted to the web site during this allotted week then results will be calculated through a series of mathematical calculations using a specially designed program. If one unit has submitted their orders and arranged for a battle against another unit which does not participate in combat then an advantage modifier will be applied towards the calculation for the unit that took care of its responsibilities.

      Unit orders will be submitted no later than midnight (CST) on Tuesday of the turn week. Orders submitted past this time will be discarded with the assumption that the unit in question is remaining stationary and on the defense. Combat will be coordinated and worked out between the two combatant unit’s commanders and the results submitted no later than midnight (CST) on Sunday of the turn week. Combat results submitted after this time will be discarded using the results from the unit commander that submitted during the proper time period. If neither unit submits their combat results during the allotted time then the combat will be simulated using a seperate battle results calculating program.

    2. Issuing orders: Only unit CO’s may submit orders and combat results (referred to here as after action reviews or AARs). The one exception to this is that a unit’s XO will conduct all operations for the unit during the CO’s absence, or someone else made known before hand to the webmaster. All orders are final once they are submitted. If your orders were incorrect at the time of submittance it will still be final and will reflect confusion in the chain of command from fog of war.
    1. Movement: All units may move to one adjacent hex on the map provided in the form of cardinal directions. Ex. 1st Brigade moves northwest (or NW).

      You may also move your units at a special road movement rate of two hexes along an autobahn if it meets the following conditions:

      1. The unit must only be moving into and through friendly controlled hexes.

      2. The unit may not use its second movement point to move into an enemy occupied hex to conduct combat.

      3. The unit may not move through a hex containing friendly units that are at the maximum stacking limit.

      4. The unit must follow the road and may not move its final movement point off the road into a non-road hex. The unit may also not move at the road movmement rate from one hex to another that is not connected by the same road.

        a unit moving at the road movement rate that is attacked by movement to contact will be severely restricted in its capabilities. The unit will have next to no artillery support and will be deployed in a tactical road march formation.

        To utilize the special road movement rate, just check the box on the orders page designating that you would like to use this rate. If the unit does not meet the above requirements then the unit will only be moved one space. Use the movement direction selection to designate what direction will be your last movement if you will be moving through a hex containing intersecting roads.

    2. Combat: A unit may attack another unit that is adjacent to it only if it has enough assets to cover the expense of the operation. Each sub-unit must expend one asset from its parent-unit in order to conduct an attack. *Exception1: recon units including US ACRs and recon units may conduct attacks without the use of assets, however care must be taken as because of the small size of such units it is easy for them to be completely destroyed making constant attacks unwise. **Exception2: the only time combat may ensue without the expense of an asset is on the rare occasions that two opposing units give orders to move into the same empty hex.
    1. Types of attacks:
    1. Deliberate attack: Deliberate attacks provide the attacker a slight advantage in artillery priorities resulting in the ability to obtain "top" priorities of artillery (see: using artillery points). Also a deliberate attack may result in a cross-attached unit (increased strength) to the tactical battle if the situation permits and possible increased damage inflicted on the force calculator. To obtain the deliberate attack status the sub-unit must be dug in at level 1 or level 2 (see below) by issuing the "dig in" order for your selected sub-unit on the orders page. A unit eligible to conduct a deliberate defense will be marked on the large strategic map with either one entrenching tool (level 1) or crossed entrenching tools (level 2).

    2. Hasty attack: For all intents and purposes the hasty attack is the regular form of attack in which the attacking unit did not occupy the hex it is attacking from the previous turn. No modifiers in the form of artillery or cross-attached units are applied.

    3. Movement to Contact: If both units submit orders to attack each other then a movement to contact results with the winner of the battle occupying the losers hex. A movement to contact also ensues if two opposing units attempt to move into the same empty hex, which is the only time a battle may occur without a cost of an asset.

    4. Supporting attack: This type of attack is only applicable if you do not wish a attacking unit to advance in the event of a victory. This would primarily be for multiple units attacking the same hex and would control which unit will advance to the conquered hex and which unit will remain in their original hex. Consider it an "attack without advance" command. A unit conducting a supporting attack will have a yellow arrow in the direction of the attack.
    1. (b) Types of defense:
    1. Deliberate defense: Technically the same as the deliberate attack in section II/B/2/a/i except that the requirement is that the unit must be dug in at level 2 (see below) by issuing the "dig in" order for your selected sub-unit on the orders page. Depending on the situation the deliberate defense status effects applied toward the defender include, but are not limited to: minefields, increased artillery level, and increased resistance to larger attacks. A unit eligible to conduct a deliberate defense will be marked on the large strategic map with crossed entrenching tools (level 2).

    2. Hasty defense: This is the normal defense which occurs when either the defending unit did not own the hex it is in the previous turn or if it had launched an unsuccessful attack the previous turn. (This also includes a unit conducting a failed movement to contact by moving into an empty hex that an enemy unit also attempted to move into). No modifiers in the form of artillery or minefields are applied.
    1. (3) Combat results: A loss or draw by the attacker results in the defender and attacker remaining in place. A win by the attacker results in the enemy unit moving back one hex in the opposite direction with emphasis on staying as close to its parent unit as possible and the attacking unit(s) will advance forward and capture the assaulted area.

      The determination of the destination hex of the retreating unit is calculated by using the following steps: A defending unit's first priority of retreat is a hex not bordering an enemy unit in the opposite direction of the advancing attacker. If this requirement cannot be met then a units second priority is a hex bordering an enemy unit but already contains a friendly unit. A units third priority for retreat is an empty hex boarding an enemy unit which is the closest to the opposite direction of the advancing attacker. A units last priority is to retreat to any open adjacent hex.

      If a defending unit is surrounded and cannot retreat it will be eliminated if it has no assets available to expend in its defense. If a defending unit that cannot retreat has assets available it will then take a slight increase in losses (+1 multiplier on the force ratio calculator) but remain in place at the expense of one asset.

      The force ratio calculator is consulted after each battle to determine what the casualty modifier will be. The modifier is dependent on the ratio of the opposing forces as well as the type of engagement. The casualty modifier can be anywhere between a max of x7 and a minimum of x2 and anything in between. Study this tool to achieve the most efficient engagements!

      An HQ unit may never conduct combat nor may it dig in for a deliberate defense. When a hex containing an HQ is moved into by the enemy the HQ is immediately displaced in the opposite direction or into a space containing friendly units (uses the same retreat priorities defined above). If there is no available hex for the HQ unit to retreat to it is eliminated from play.

      An elimated HQ will return to play in two turns (not the turn following its distruction but the beginning of the turn after that) and it will begin play on a friendly supply source hex located on the edge of the map. If no such hex is available then the HQ will not enter play until such a hex becomes available.

    2. (4) Replacements/use of logistical points: Replacements may be purchased using your unit’s logistics point pool when givent the "replace losses" order. Refer to the chart below in section V for unit costs.

    In order for a parent-unit to receive logistic points and assets at the end of the turn it must be able to trace an unobstructed line through friendly controlled hexes to a friendly supply source hex.

    To replace sub-unit equipment the parent-unit must be eligible by conforming to the following rules:

    1. Unit must have sufficient logistical points in the parent-units logistical points pool.

    2. The sub-unit must not be adjacent to enemy units to receive replacements.

    3. Sub-units must be able to trace an unobstructed line through friendly controlled hexes from it to its parent-unit HQ. The parent-unit must then be able to trace an unobstructed line through friendly controlled hexes to a supply source hex. (Thus, a parent-unit may still be able to gain logistic points for a turn by being able to trace an unobstructed line back to a supply source hex, but not be able to provide replacements to its sub-units because they cannot trace an unobstructed line back to the parent-unit (ie. Sub-units are isolated).

    4. Sub-units may only purchase equipment listed in their OOB. Any equipment requested that is not in the sub-units OOB will be ignored. Also, you may never purchase more units than your OOB allows for that sub-unit.

    Items requested ( on the orders page) that exceed the parent units budget will not be purchased. If multiple items are requested but the unit cannot cover all of the expenses then the units will be purchased in the order in which they are listed with all other requests being dropped. (ex. Your parent HQ has 15,000 logistic points and you request 50 M1A1 tanks for your 1st sub-unit; 50 M1A1s for your 2nd sub-unit; and 100 M1A1s for your 3rd sub-unit. Since your 1st sub-unit is listed first they will receive their 50 tanks bringing the total down to 10,000 logistic points. The 2nd sub-unit was listed next and their request brings the total down to 5,000 logistic points. The 3rd sub-units request exceeds the budget so only 50 of the 100 M1A1s requested would be delivered.)

    1. (C) Stacking of units on the Strategic map: Maximum allowed units in one hex is two divisions for Red and six brigades Blue (6 brigades = 2 divisions) and a combined Blue ACR counts as one brigade for stacking purposes. The parent unit HQ units do not count towards stacking limitations and are non-combat units. Red recon units also do not count towards stacking limitations. The Ratio to the number and size of units present on the strategic map is taken into consideration when combat occurs on the tactical map and decide what the ratio of the composition of forces will actually consist of.

    2. (D) Special units and their strategic abilities: Recon units and ACRs have the special ability to conduct offensive operations without the use of assets.
  1. (III)Tactical Operations: Once the strategic orders have been issued and the units are moved then a time and place is worked out between the two unit’s commanders.
    1. Verifying the authenticity of the mission: Once two units have moved into combat positions on the strategic map then the webmaster will email both commanders the scenario that they will be playing for that battle. This scenario should be copied to your SB\scenario\downloads folder. The scenario may not be changed in any way and to prevent this the commander for the side that is not hosting the mission will need to join first and make sure that SB does not prompt to download the scenario. If the connecting commander has not edited the scenario in any form and is certain that it was copied to the proper directory but SB prompts you to download the scenario then the scenario has been edited and cannot be played until it does not prompt you to download. If the scenario does not prompt the client commander to download then the players may join the game and then download it from the host since it has been verified by the client commander as being authentic.

    2. Hosting the battle: The defending side should host the battle with a cable host. In the event that a cable host is unavailable on the defender’s side then a cable host from the attacker’s side should be used.

    3. Resolving the conflict: The battle will then commence with after everyone has designated that they are ready. This includes clicking the ready button in the Assembly Area in SB, which lets the host know that all players are in. If the commander of one side is still waiting on players then the commander must not designate that he or she is ready. Out of consideration the mission must not begin until "all players are ready" is visible in the briefing screen. Once these conditions are met then the battle will begin normally and be fought the entire time designated for the mission until the time limit is reached.

    4. Restarting the battle: The battle may be restarted if more than one player on each side has dropped within the first five minutes of play. Anything beyond this time limit must be adapted to and overcome by the side that lost the players with the obvious exception of if one side has lost all of its players. If one side leaves the battle before the mission is over then it will be ruled that the side that remained in the mission won.

    5. Reporting battle results: Once a battle is complete the commanders of both sides must remain in the debriefing and review the battle. The debriefing will be reviewed and discussed among the two commanders until a result in vehicles destroyed can be agreed upon. This will be done by a combination of watching the debriefing and reviewing the statistics. Once a result has been agreed upon both commanders need to immediately submit a AAR at the web site confirming the results. The results will then be compared and updated on the web site. *This area of the rules will require extreme honor and integrity that should be present in the commanders of the units on this site. Failure to be honorable in reporting the results of battles will result in the breakdown of the entire game system.

  IV. Glossary:

    AAR: After Action Review; refers to the actual submitting of combat results by the two commanders that participated in combat.

    ACR: Armored Cavalry Regiment; refers to the US version of a recon unit with the exception that ACRs may perform entrenching operations (dig in) for deliberate attack and deliberate defense status.

    Asset: Assets refer abstractly to the stockpiling of supplies and resources needed to conduct an offensive operation. This includes but is not limited to: a surplus in ammunition, fuel, rations (MREs and T-rats J ), as well as representing the increased amount of coordination among an undisrupted chain of command to conduct such a task. An asset is required for a sub-unit to launch an offensive operation in which the asset is spent regardless of the outcome. An asset may also be spent by a surrounded unit to prevent it from being destroyed when it is forced to retreat. Red units begin the campaign with 12 assets each and Blue units begin the campaign with 0 assets each. Each unit on both sides automatically gets 1 asset at the beginning of each turn. More assets may also be purchased using logistics points (see the replacement pricing chart in section V).

    Logistics points: This abstractly represents supply at a higher level. This represents everything from manufacturing vehicles to supply depots.

    Parent-unit: This refers to the actual unit that the sub-unitare attached to. Ex. 1st Armored Division is the parent-unit to its 3rd Brigade "Bulldogs" and it represents the actual unit responsible for supply distribution for its sub-unit.

    Recon unit: Refers to a red small unit designed for scouting roles, which also obtains special abilities in the campaign. These units may attack enemy units without the use of assets however because of their small size they may not perform entrenching operations (dig in) to gain deliberate attack and deliberate defense status nor may they maintain a dug in hex. However, they may move into a hex that already has this status and benifit from its abilities. Their primary goal should be to harass enemy movement or conduct blocking or rear guard actions for other units. In certain instances (in Steel Beasts) it is also extremely wise for the recon unit commander to inflict losses and then withdraw from the tactical map by delaying the enemy and hiding for the battle time limit.

    Sub-unit: This refers to the units that are attached to the parent-units. Ex. 3rd Brigade "Bulldogs" is the sub-unit of 1st Armored Division.

    Turn: The turn refers to a day of actual operations of the units on the map but in the scope of game play refers to one week of issuing orders through the web site and coordinating and resolving battles.

  V.     Replacement units pricing chart: (subject to change after testing)

    Tanks:

    Cost:

    M1A1:

    100

    Challenger 1 *:

    100

    Leopard 2:

    90

    M60 *:

    70

    Leopard 1 *:

    70

    AMX 30*:
    70

    T80 *:

    60

    T72 *:

    30

    PCs:

    Cost:

    M2A2 Bradley:

    45

    Marder:

    45

    AMX 10P *:

    45

    Scorpion / Scimitar *:

    45

    BMD2:

    27

    BMP2:

    25

    Stormer *:

    25

    M113:

    25

    VAB*:

    25

    BMP1:

    20

    MTLB:

    15

    BTR80:

    15

    Other:

    Cost:

    Jaguar:

    30

    M901:

    30

    Striker *:

    30

    VAB (Milan)*:

    30

    Luchs:

    15

    Fox *:

    10

    BRDM2:

    10

    HMMWV:

    8

    VBL *:

    8

    Troops:

    5

    Truck:

    TBD

    Asset:

    TBD

    Units marked with a * are represented by other vehicles in the tactical battles, refer to the Alternate units chart in the next section.

  1. Alternate units chart:

    Vehicle on the site:

    Vehicle used to represent it in the tactical battles:

    T80

    Leopard 2A4

    T72

    Leopard 2A4 (no TIS)

    Leopard 1

    Leopard 2A4 (no TIS)

    M60

    Leopard 2A4 (no TIS)

    AMX 30

    Leopard 2A4 (no TIS)

    Challenger 1

    M1A1 (HA)

    Luchs

    BTR80

    Grizzly

    BTR80

    VAB

    BTR80

    Scorpion / Scimitar

    Marder

    AMX 10P

    Marder

    Striker

    Jaguar

    Stormer

    M113

    VAB (Milan)

    BRDM2 AT

    Fox

    BRDM2

    VBL

    HMMWV

VI. Miscellaneous: The following are rules that do not fit in any of the above rules.

        A. Unit award and citations:
          1. Battle streamers: TBD
          2. Soviet units Guard status: TBD

      B. Special Circumstances: On the first turn Blue may not issue orders as Red has launched a surprise attack into               West  Germany. Blue also does not receive any assets at the end of the first turn nor are any of their units in
              deliberate defense status.

 

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