GNSF WAR ROE - OPERATION RETRIBUTION PREFACE | | In addition to the normal GNSF ROE that are always in place, a War requires special rules to be put in place to allow the War to run smoothly, and account for play that is specialized to War combat. Since Each War set up is usually different from the previous War, this WAR ROE page will deal specifically with the War being played at the time. For this reason this page will always bear the NAME of the War being implemented to which these rules apply. Please note that the normal GNSF ROE are always in effect during War games, unless specifically stated otherwise in this section. This section details only the rules that are specific to the War Games being played, and those that may change current normal rules of game play. If not specifically detailed in the WAR ROE, the normal GNSF ROE shall apply. |
COMMON ROE | Overview:
This War is based on a 'Combat Asset System', where all combat performed is based on the sides available assets. Only stocked assets can be used, and it requires carefull planing to ensure the assets required are available. Each player signed up for the War will have three lives. Once all three lives are lost, that player is out of combat for the duration of the War. A life can be lost in one of two ways, either being killed in combat, or being captured (POW) and not rescued in time. Also, a life can be placed on hold, during which time it can not be used. This condition is detailed below in the sections on POW and Rescued.
During combat, a player must ensure that the platform he wants to use is an available asset. If it is not available, then it CAN NOT be used in a combat game. Failure to follow this rules will result in forfieture of the game and a loss of one life. It is the PLAYERS responsibility to make sure he knows what is available. If three players choose the same platform where only two are available, ALL THREE will lose a life as well as a game forfieture. A game forfieture will result in ZERO points being awarded the side in violation.
All missions set to be played will show up on the War site in the Open Combat section. These are listed by sim, and show all three mission group types. To sign up for a listed mission, the player has to contact the Commander and request the mission, providing his available times within the mission window. He will then have his name entered into the list. The Open combat screen is explained on the page, and if anything is unclear, ask your Commander. Once your name is on the mission list, you are responsible to be there when the mission is set to go. The exact mission time will be set within the window by mutual agreement of both sides War Commanders. If once you are signed up, and you find you can not make the game, YOU are responsible for finding a player to fill in for you, AND notifying your War Commander. If the game is more than 1 hour away, he can have you removed from the mission roster. If the mission is less than one hour away, you MUST find a replacement or you forfeit a life. Also, ALL players must be online and pressent 1 hour prior to the game to make sure no problems arrise, and to recieve mission tasking orders. At that time a team leader will be assigned to each side, and a host selected.
| Mission Outcome:
There are no Draws in a War Combat mission, only win and lose. For a mission to be considered a win, ALL mission objectives MUST be completed, and at least ONE player must finish the game alive. Mission objectives will be listed in the games mission briefing, or supplied to the players BEFORE the game is started. Written mission objectives given to players prior to a game TAKE PRECIDENCE over in game tasking.
When a player logs the mission outcome, he will do so to the best of his abilities based on the goals completed and his status at game end. If a player dies, he logs a loss regardless of anything that happened in the game. If at the end of the game, he is alive AND ALL REQUIRED MISSION OBJECTIVES AND TASKING ORDERS have been carried out, he would log a win.
In a War Combat Mission, there can only be one winning side, but there CAN be NO WINNER. It is very possible for a mission to be played where BOTH sides enter a loss. This is all based on the tasking orders and objectives being either completed or failed.
The final decision of which, if any, side won, will be made by the War Department. Their say is final and not disputable.
| Reporting:
War games require each participant to report the game outcome twice, once on the War reporting system and again on the normal GNSF reporting system. The reason for this is the War reporting system does not score points as normal, but scores 'resource points' to be used during the War. Make sure when you report the game on the GNSF report pages that you select WAR as the game type, as this awards extra points.
When logging games on the War report system, it is VERY IMPORTANT to use the correct 'Mission Number', which is a number assigned by the CTF before the game starts. This is important as the system uses this number to identify which reports belong to the game that was played. Also, it is important that the platform you used be entered properly in your War Report. Entry of the wrong platform can result in forfieture of the game and a life
Once a War game is complete, the CO in the game (leader for his side) MUST Email a copy of all game debreif files and screen shots to the GNSF WAR Controller (FADM). The CO must make sure the 'package' contains ALL the required data. This MUST be done within 24 hours of game end.
War reports must be filed within 24 hours of the game. Failure to report within this time frame will result in that players game being marked as a failure and one life removed, If a second occurance happens, the player will be removed from the war and JAG action issued
Resource Points:
These are points accumulated by combat and are used to purchase items (Planes, Subs etc). These points are based on mission outcome, as well as kills and deaths. Each side will earn points based on these factors, and having each side receiving points is normal. Also, a fixed amount of points is added every day of the War.
Assets:
These are what your side has to use in combat, and can be purchased if your side has enough resource points. Any platform (plane, sub, or soldier) can be used PROVIDED your side has stock. If your side does not have a Seawolf sub and you cannot afford one, then a player cannot use it in combat. As well as buying assets, they can also be lost. If your sub is sunk, that asset is lost to your side and will come off the available list. Your side can also sell assets, but selling them nets less than the cost (about 60% of the value). Assets can only be purchased and sold by the Commander of the forces, which is the CTF for the GNSF side and others for the OPFOR side. NO other officer is allowed to manipulate the Assets or Resource points.
While Assets can be purchased, all assets have a 'LEAD TIME', which is the time it will take for your side to actually GET the asset and be able to use it. Each asset will have a specific lead time listed for it. Sales of assets are considered instantanious.
Player and Platform Status:
These have been separated for the War, because some games can have a player still alive, while his platform is dead. This is the case in Falcon 4 when a player ejects. We have expanded this condition to all three sim groups, which will be described in the sim specific sections below. A player can be alive (made it home OK), dead (was killed in action), OR become a POW. Any time a player's 'life' is listed as POW or Rescued, that life is 'frozen' from being used until a 'time period' ends.
Rescue Missions:
Rescue missions shall be played in Ghost Recon or Dangerous Waters, based on the rescue type, and with the appropriate 'special mission' being played.
LAS rescue mission can ONLY be done via DW, and ONLY if the side has an available DSRV. POW rescue mission can ONLY be done via GR.
Special missions shall be assigned for rescuing Pilots, Seals and Submariners based on the current situation. A player should use care when playing to rescue one of his own lives, as a failed attempt can result in him loosing two (one as the POW being rescued, and one being killed trying to rescue the POW). All players involved in a rescue mission must use extra care, as getting all out alive can be even harder when trying to rescue someone.
Note that ALL rescue mission can be attempted ONLY ONCE.
POW:
A player becoming a POW will have one life 'frozen' (HOLD) for seven days, OR until he is rescued. If not rescued after 7 days he is executed and the life is lost. IF rescued, then the player's life is safe and he is marked as 'rescued'. A player can become a POW in several different ways depending on the sim and game, all of which are detailed in the sim specific sections below.
LAS:
LAS (lost at Sea) is similar to POW, except it deals only with submarines. Please see the Sea ROE section for specifics on this condition.
Rescued:
This condition is reached after a player is rescued, and causes one of the player lives to be 'frozen' (HOLD) for 2 days. This is considered a recovery period, and after this time the life is freed up to be used again.
HOLD:
Any time a player is POW, LAS or Rescued, that life is HELD and CAN NOT BE USED until the HOLD is 'resolved'. This count is shown on the stats page, and shows how many of the players lives are being HELD. The system will automatically resolve HOLD lives based on time as described above. Note that if a player has a second life placed on hold, the hold time will be counted from the LAST incident. This means that if you are POW and become a POW with another life, the seven days to be rescued starts from the second POW date. This will give extra time to the first POW which is a benifit. IF you are on hold for being rescued and a second life becomes rescued, then both will be held 2 days from the LAST rescue date. This is because the system does not track seperate dates for the hold conditions of a player.
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