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Old Feb 16, 2014, 12:26 PM
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DE
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ACE/AAF Danville battle weekend March 14-16 2014

Hey all,
Here are the schedule and battle guidelines/rules for the Danville March event.
If you have any questions at all just PM me or post on this thread below the event info. Looking forward to seeing old and new faces alike at the first AAF tank museum event of the year.

RT (Rolling Thunder) -Level Campaign Battles Overview

I’m going to try to explain this as easily as possible. Understand that most people can’t understand the written text, or when talking one on one, so they need drawings or demos to fully comprehend the full scope of what you’re asking of them to execute. Normally at Danville, participants only conduct coordinated battles on a tank platoon (approximately 4 members each) level. They receive little direction other than ‘there’s the enemy, go get ‘em’. With RT-Level Campaign Battling, participants are operating on a tank company level. Not only are the combating elements involved in the battle bringing about the team’s victories, but to a large degree, so are the supporting elements. This vastly increases the involvement of all the participants, while increasing the level of excitement of each battle. At the museum, smaller practice runs beforehand, along with a brief, and a walk-thru demo will get everyone up to speed in a short amount of time with a minimum of confusion.

What Is RT-Level Campaign Battling?

RT-Level Campaign Battling is a vastly more in-depth way to conduct battles. More in-depth by time, complexity, the organization of participants, and manipulations of a inter-locking battlefield. The two battling teams are composed of a tank company size, with both combating and supporting elements.

It begins with a battlefield that inter-connects to other battlefields through sequential battles. Simply, one team will a mission to enter, conduct a battle, and reach a designated exit. From there, the team will enter a new field, but in enemy territory, mostly in enemy hands, and will have to orchestrate a victory with the new parameters laid before them…or not.

The opponent teams are of either axis or allied teams. They are the size and structure of a fluctuating tank company. The tank company has: a CO, a XO, platoon leader(s), platoon member(s), and supporting units comprised of logistical, bridge repairing, mine-clearing, and artillery units. The CO and XO for each team will have on a colored vest or other distinguishing item that will immediately be recognizable to members of his team or the opponent’s team. Each of the team’s components has responsibilities in their conduct of the battle and each directly affects the battle, sometimes dramatically. Kills are made not only by tank-on-tank warfare, but by artillery strikes, minefields, and lack of fuel (logistical support). Air strikes are conducted at times to limit certain avenues (knocking out bridges) of the battlefield while the battle is being conducted. The supporting units are made up of trucks that recover certain tanks that have been knocked out through enemy action. As the trucks are representative of the logistical value of the company, the trucks also represent the operating limitations regarding fuel, for bridge repair, and clearing minefields. TBU orientation is stock, with the exception of fixed-structured vehicles. There are not any IFA capabilities for any vehicle. The number of fixed structured vehicles must be controlled, so there’s not an unfair advantage for one side. This can be controlled by using ‘captured’ vehicles. NO MORE THAN A QUARTER OF A TEAM’S FORCE BE FIXED-STRUCTURED VEHICLES.

RT-Level Campaign Battling Defined

The Battlefield

The battlefield comprises 8 zones. The axis and allies start on a given battlefield on their respective sides of a DMZ line, then after the initial battle, the winner advances to the next sequential battlefield in the enemy’s sector. All of the battlefield, with the exception of the initial zone for the advancing unit will be in enemy hands. This can be manipulated if needs arise to an additional zone, as all zones are not equal. Advancing into the enemy’s sector makes conditions and circumstances increasingly harder for the advancing team, as they would be in real life. Some of these things are decreased accesses (disabled bridges) and established minefields, that limit the aggressor and assist the defender. Where the team enters a battlefield is where their support unit operates the company’s repair facilities. It is also where the truck must return to have either its repair flag, or mine-clearing flag installed and removed by the XO. The flags are not inter-changeable. During some battles, air strikes will be utilized at timed intervals to reduce bridge accesses to areas of the battlefield. Minefields will also be estblashed before a battle, and at timed sequences during a battle. Again, both of these issues can be corrected by utilizing the respective truck. Each team will enter a given battlefield at a certain location and exit from a certain location which will be given to each team’s CO at the battle brief. Battle briefs will be conducted immediately AFTER the battle is concluded. While the CO is getting his brief, the XO along with the platoon leaders should be getting their team ready for the next battle. Once the CO has received the brief, he needs to formulate a plan and issue it to the team. The interval between battles is about 20-30 minutes to give each team the necessary preparation time. At no time will accesses such as bridges be allowed to be blocked by team players (dead tank). A number of bridges will be knocked out prior to the battle, or during the battle by the battle organizers.


The Team (Tank Company)

The individual opponent teams for each side comprise a tank company. They have a CO, XO, platoon leaders, platoon members, and a support detachment. A truck represents the visual part of the support detachment, comprising the aspects of a recovery unit, bridge repair, and mine clearing capabilities, with each being able to be used, but not at the same time. Additionally, an unseen part of the support detachment is the artillery supporting unit for the tank company, but while the truck and its individual aspects are under the control of the XO, the artillery unit is under the direct guidance of the CO.

The battle is planned and led by the CO, and this direction is carried out by his individual company components (XO, platoons, etc). The platoon leaders direct their platoons in accomplishing the tasks that the CO has given them prior to the battle starting, and should be giving them updated directions as the course of the battle moves along. Teams should start and end with the same members throughout these battle sets. While some members may come and go from the museum, the ones that are involved should be on one given team. The battling will be enhanced this way, as the team will start working out its quirks and establish standardized practices. The biggest routine failures on the battlefield are from teams that fail to work together, and the two major faults are: participants only combating as individuals; and changing out key leadership positions. Battles will be rough at first as both leaders and the team members learn how to organize and operate. During subsequent battles, it becomes readily apparent who is learning and adapting, and who is crashing and dying. Each battle will be tougher than the first, and the results of learning and adapting become more evident to those that are working together.

The CO

The CO is the head of the tank company. After receiving the details for the upcoming battle, he first plans how he wants the team to execute the battle, and gives further directions while the battle is going on as needed. He is also in charge of directing the artillery strikes (artillery strikes are limited to the number of recoveries by the recovery vehicle). At designated times after the start of a battle, he will have 2 minutes to call an artillery strike upon the enemy combatants to eliminate any tank (with the exception of the opposite team’s CO or XO). He cannot call the strike early, as he will lose that round of artillery strike, nor can the strike be called after two minutes from his strike time. Being the team CO is difficult as there are many things that they have to manage, just as in a real battle, you have to manage the battle, as well as your team’s assets, but he has a lot of help in conducting the battle, and a good CO uses his leadership assets to free up his own time in order to put more thought into the battle. The CO should only be giving orders to the platoon leader(s), and let the platoon leaders figure out there part of the mission. The CO will direct the XO where he wants the XO and support units to operate. Prior to a battle, the CO is responsible for getting his team out on the field on time. He does this by ensuring that all leaders are getting their people moving and on track. The CO cannot be killed by an artillery strike.

The XO

The XO should be with the CO when he receives his information on the upcoming battle. Because if the CO gets put out of action, the XO takes his place (the 1st platoon leader should then become the XO). The XO is in charge of directing vehicle recovery, minefield clearing, and bridge repair. He’s also in charge of fuel support, ensuring that the support vehicle has entered a new zone that the team has advanced in within 3 minutes (for more on this see ‘support unit’). Ensuring that the support vehicle has entered into a newly entered zone within 3 minutes is the number one priority for the XO, as not doing so eliminates from battle all operating units into and who have gone past that zone. The second priority for the XO is keeping abreast over who’s been knocked out, and what the priority is for recovering vehicles. The priority for recovery is not the same as in fluff battles, with RT-Level Campaign Battling it’s what tank or tank’s aspect is needed the most. This direction may come from what the CO orders, but if not, he makes his own order of recoveries. Additionally, the whole team is not recoverable, only a portion. A ratio of 1 recovery per every 3 tanks will be used. If a team has 4-6 tanks, it would get another recovery and so on (example a team has 8 tanks, they get 3 recoveries). The support vehicle also may be utilized as a mine clearing unit. To clear a zone, the support vehicle must return to the depot (depot is where the unit entered the battle) receive and place the correct flag for mine-clearing on his vehicle from the XO, then proceed to the zone to be cleared of mines. He must park adjacent to the zone (not within) and declare to all in a loud voice ‘mine-clearing’. When the 5 minutes have expired he is to declare in a loud voice ‘mine clearing complete’. He then proceeds back to the depot to deliver his flag to the XO. The same applies when repairing a bridge, the operator of the support vehicle goes to the depot and receives the correct flag from the XO then proceeds to the applicable bridge, and parks at or on it. He then declares in a loud voice ‘Bridge repair’ and waits 5 minutes. Once the 5 minutes have expired, he announces ‘bridge repair completed’ and returns his flag to the XO in the depot. The support vehicle must never have on the wrong flag, or doing any other operation when flagged. The support vehicle may conduct fuel support and vehicle recovery (or carrying vehicle) at the same time, but must be within the effective zone. The XO cannot be killed by an artillery strike.

In case recovery trucks are not available, and for the sake of game play, the XO can act in place of the support vehicle truck. He will personally guide the knocked out tank back to the depot, keeping abreast, or leading the knocked out tank, then return (the knocked out tank of course returns on its own). This applies the same to bridge repair and mine-clearing.

The Platoon Leader and Platoon Members

The platoon leader gets his direction from the CO and then directs his platoon in carrying the directions out. The platoon may only have two members, the platoon leader and another, or it may have up to 4 members. This was how it was in reality, and it is how you ‘flesh out’ a team no matter how many people show up. Sometimes you’ll only have enough for 4 platoon members, and at other times more. So instead of having one platoon of 4, it would be better to have two platoons of two members. It’s vastly better to have more platoons, than everyone bunched into one or two groups. To lead the unit, it’s much easier for platoon leaders to be behind and directing their team members. This oversight is needed to give adequate direction as the battle unfolds. A platoon leader that is solely engaging the enemy, and not directing his platoon and their efforts is swiftly destroying his team. The platoon leaders are the CO’s hammers.

Support Unit

The support unit represented by a truck, is the recovery unit, recovering disabled tanks, it is the mine-clearing unit, clearing mined zones so that the tank company may advance in a desired direction; It is the bridge repair unit that repairs a bridge in order to get the tank company across a river; It is the fuel and logistical representation of the tank company, advancing into a zone that has been newly advanced in within 3 minutes of the first vehicle entering into the zone in order to logistically support the tank company.

The team’s XO is in charge of this support unit, and directs the operator of the truck to conduct either tank recovery, bridge repair, mine-clearing, or logistically support the advance (within 3 minutes). Acting as the recovery truck, the recovery truck takes the tank back to the repair facility (depot) which is always located where the team entered the battle. A ratio of 1 recovery per every 3 tanks will be used (this same ratio is used for the total number of artillery strikes). If a team has 4-6 tanks, it would get another recovery and so on (example a team has 8 tanks, they get 3 recoveries). The support truck CAN BE CAPTURED. The support truck can only go into a zone while there are friendly tanks in the zone. So if it is acting as a recovery truck, logistical fuel support, bridge repair, or mine-clearing, it has to be supported by friendly units. If all the friendly tanks in the zone are knocked out while the support truck is present in that zone, and if there is an enemy vehicle present the support truck is captured. The enemy vehicle has to get between the support truck and its direct path to its repair facility and yell out ‘captured’ to make it abundantly clear to all that it is captured. Additionally, if a support truck advances into a zone where no friendly vehicles are present and only enemy tanks, the support truck could be captured. The Capture of a recovery unit lasts for the duration of that specific battle, and the team that captured the recovery truck receives the new value of recoveries that the team had with their recovery truck, so if the team had 2 recoveries, the vehicle will receive a renewal for 2 vehicles. The captured truck can also act as logistical fuel, bridge repair, and mine-clearing as well.

For clarity, vehicles can be recovered for anything including an artillery strike, which means if they are disabled due to not having a logistical fuel truck enter their zone within 3 minutes, they can be recovered for this. If a tank is disabled in a minefield, he can still fight until knocked out by fire, he just cannot move until the mine field is cleared, and then he must be recovered by a recovery vehicle.



INSPECTIONS: Every tank will be checked with this criteria to try and keep everyone on an even playing field.

Check all tanks take hits and die according to their weight class from 30'
Check for obstructions blocking the apple ( hatches, mg's, etc)
Check emitter tube to stock tamiya tube dimensions (9mm depth to IR bulb, 6mm ID)
Speed will not be checked as this is easy to self police.
Also as a note spontaneous resets will be played through, tank will not be pulled from field.
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Last edited by TheBennyB; Feb 21, 2014 at 09:54 AM.
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Old Feb 20, 2014, 07:12 AM
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DE
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Tankers,
Just updated the guidelines/rules to include a break down of the tank company inclulding what your responsibilities may be if your CO, XO, etc. If you have any questions post up or PM me.
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Old Feb 28, 2014, 11:57 AM
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Only 2 weeks to go tankers! Don't miss out on the first AAF tank museum battle weekend of the year. Get your hotel reservations if need be. We're going to run multiple styles of combat
along with campaign scenario's. Blow the dust off your tanks and get those trigger fingers in
shape, it's going to be an event not to miss.
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Old Mar 06, 2014, 08:32 AM
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Only 1 week to go tankers! Don't miss the first event of 2014 at the AAF tank museum battlefield. We have all kinds of battle styles and campaign scenario's planned to keep everyone on the field as much as possible. Lets start a head count on who's trying to come down...

From ACE:
Bret
Jake
Daryl
Willy
Tony?
Bill?
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Old Mar 07, 2014, 07:12 AM
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Thanks to Dave B, here is a cheat sheet for the RT guidelines/rules to the campaign scenarios.
Take a look even if your not planning on attending the event. This could be used at any event with any battle system. Looking forward to next weekend!!
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Old Mar 07, 2014, 10:07 AM
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At least you were drinking the best beer on the market. Long live Sam Adams.
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Old Mar 07, 2014, 02:49 PM
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Quote:
Originally Posted by Commandernh View Post
At least you were drinking the best beer on the market. Long live Sam Adams.
That is a pic from the after party at the hotel pool. Think that was 2006 or so, needless to say the party has grown quite a bit and we now take up multiple
tables out by the pool.
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Old Mar 07, 2014, 02:58 PM
NH Armored Assault R/C Club
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Maybe I will get down there some day with my Tanks .M41A3, Panzer IV, Tiger 1, KV1 and my Stug III. Working on getting something set up here at the Wright WWII Museum http://www.wrightmuseum.org/ here in Wolfeboro NH. Slow going on the club up here but still trying.
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Old Mar 07, 2014, 03:41 PM
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Quote:
Originally Posted by Commandernh View Post
Maybe I will get down there some day with my Tanks .M41A3, Panzer IV, Tiger 1, KV1 and my Stug III. Working on getting something set up here at the Wright WWII Museum http://www.wrightmuseum.org/ here in Wolfeboro NH. Slow going on the club up here but still trying.
Yup, you have to make the trip for sure. You won't be disappointed. Awesome battlefield and great bunch of people. Good luck on your local club/battlefield.
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Old Mar 12, 2014, 02:11 PM
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We're down to 2 days tankers!! Get your batteries charged and gearboxes lubed. Everyone be careful on their travels and I'll see ya on the battlefield.
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