COALITION Wiki West Wind Operation Order

West Wind Operation Order

From COALITION Wiki
Revision as of 20:37, 29 August 2022 by Philbilly (talk | contribs) (→‎Espionage: Added links for radios.)

WEST WIND

This document exists to serve as an introduction to the play area, game play, systems, and assets for the upcoming campaign titled "West Wind" for COALITION.

War comes to Varistan

TIME PERIOD

The time period for the West Wind campaign is summer 1980 in a fictional Soviet-bloc state.

FORCES

OPFOR

OCP - Ornis Communist Party


BLUFOR

SFRV - Socialist Federated Republic of Varistan

Due to the nature of the campaign, gear and uniforms will not be shared prior to the first set of missions. Players are expected to not know who their enemy is since, realistically, the country is breaking apart. Anyone with a weapon could be a good or bad guy depending on situation.

ASSETS

Due to the time period, expect many older soviet-era tech pieces as well as a potential for "newer" western-like gear scattered around the map as rewards for capturing areas. A brief list of vehicles/statics planned for the campaign, not including all "unlockable" vehicles:

BTR-40
BTR-60
BMP-1
UAZ
GAZ-66
URAL
Podnos Mortar
D-30 AT/Artillery
T-55

MAP / AREA OF OPERATIONS (AO)

Area of Operation for WEST WIND












GAMEPLAY SYSTEMS

Persistence

This campaign utilizes "PERSIST", a mod that records the location/gear/inventories or all players and saves them to file between missions. Upon mission save, the mission is ended. Upon mission load next week, all players will spawn in with the gear, vehicles, and inventories they had last week at the same location they were saved and at the time they ended at. A link to this mod can be found here.

Time

Time will be accelerated at a rate of 6x normal time. This translates to two (2) real-world hours of day time and two (2) real-world hours of night time per day with a total day being four (4) hours of real time.

Campaign Supplies

West Wind supports three types of "supplies" which each side will use to request various supports between weeks. The supplies are:

Manpower
  • Manpower - Your ability to supply fighters
    • Manpower is much like tickets. Each village/area you capture will provide you with a fighting populace to support your cause


Fuel
  • Fuel - Your ability to ensure your vehicles can move as well as spawn new vehicles
    • Fuel is used to spawn vehicles as well as request fuel resupply between missions


Ammo
  • Ammunition - Your ability to harm others
    • Much like fuel, ammunition is necessary to spawn vehicles or supply crates for your fighters



Logistics

Each side will be responsible for their own logistics to include, but not limited to:

  • Fuel
  • Ammunition
  • Transport/Vehicles

Sector Defenders

Due to the sudden onset of war, many villages have formed their own militias to defend themselves or, maybe, even attack surrounding villages. As such, each sector has AI defenders controlled by at least one INDFOR commander.

Capturing Sectors

Each sector has an indestructible flag pole in it where the flag marker is located on the map. This flag pole has a fifteen (15) second hold action on it called, "Raise Flag". Raising a flag within a sector will flip said sector to be controlled by the side of the unit that does the action and reward the side with whatever capture rewards relevant to that sector.

Sectors must be captured in order and cannot be skipped.

Once a sector is captured, the flag icon on the map will change colors to either BLUE or RED depending on if SFRV or OCP captures said sector.

Side Quests

Commanders have agreed to include "side quests" into the campaign. Any participant in the campaign may submit a CMF mission to the commander for approval as a side quest for the opposing side outside of normal COALITION session hours.

If the side quest is approved by the commander, the gameplay admin - tanaka - will assess the difficulty of the mission and assign a reward value to it. The side quest will then be given to the opposing commander and he/she may accept or deny the side quest.

All missions must be:

  • Coop
  • Single-life
  • Able to be done outside of session hours
  • Limited to 30 people or less

Upon completion of the side quest, rewards will be given to the side that took the quest. If the side quest is failed, the rewards will be given to the side that created the side quest.

Respawn

Each death retracts one (1) manpower. Upon death, you will respawn at a waiting area with no gear. Commanders will have the ability to "force respawn" up to ten (10) times a mission. There will be no respawn timer. Commanders and commanders only will be solely respawnsible (heheheh) to ensuring their forces are ready and able.

After-action Review (AAR)

AARs will be side-based and conducted in private channels to ensure operational security (OPSEC) is kept.

Espionage

Due to the fact that both sides speak the same language, espionage will be fully enabled. We encourage commanders to have a crypto book ready to help counter this and fully understand how the radios function in ACRE2. A guide to radios can be found here and More advanced features can be found here in the ACRE official documents.

OTHER

Connecting to the Server

Leadership and essential personnel - as determined by the commander - can connect to the server 45 minutes early at 11:15 AM CST (GMT -6). Otherwise, load in time will be staggered to ensure the server does not explode with 100+ players:

  • 11:15 - Leadership and Essential Personnel
  • 11:25 - Specialties (if any)
  • 11:35 - All General Infantry

An announcement in the west wind channel will be made when each can connect.

Total Game Time

The total game time (TGT) will not exceed beyond three hours from 12:00 PM CST to 3:00 PM CST. Wherever units are located at 3PM CST will be where they are saved.