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UNCLASSIFIED THE CAA Wargaming Analysis Model (C-WAM) 29 July 2016 Version 7 (Post LRRDPP-GC and NATO Fires Wargames) (Changes since last rule set highlighted in red) UNCLASSIFIED

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THE CAA Wargaming Analysis Model

(C-WAM)

29 July 2016

Version 7

(Post LRRDPP-GC and NATO Fires Wargames)

(Changes since last rule set highlighted in red)

Dan Mahoney

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The C-WAM is designed for internal use by the Center for Army Analysis. While the rules are unclassified and available to other activities for study and evaluation, use of the C-WAM system without the supervision of CAA personnel is not advised.

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Table of Contents

Section Title Page

Wargame Sequence

1) Introduction 1 1.1) Overview 1

2) C-WAM Structure 2 2.1) The Map Board 2 2.2) Unit Counters and Map Hexes 3 2.3) The Player Teams 3 2.3.1) The White Cell (Umpire Team) 3 2.3.2) Player Teams 4 2.4) The Simulation Venue 4

3) The Basic C-WAM Process 4 3.1) Determine Weather Conditions 4 3.2) Cyber/Space/Electronic Warfare (EW) effects 5 3.3) ISR Operations 6 3.4) Integrated Air Defense System Allocation 8 3.4.1) IADS Internal Coverage 8 3.4.2) Establishing the IADS CTO 8 3.4.3) IADS Constraints 9 3.5) Strategic Strike Missions 10 3.5.1) Tactical Ballistic Missiles (TBMs) 11 3.5.2) Cruise Missiles and Standoff Weapons (CMs & SOWs) 12 3.5.3) Fixed Wing Aircraft (FWA) 12 3.5.4) Long Range Artillery (LRA) 12 3.5.5) IADS Gates vs TBM, CM & SOW Packages 13 3.5.6) IADS Gates vs. Fixed Wing Strike Packages 13 3.5.7) Combat Air Patrol (CAP) Gates vs. Unmanned Atmospheric Penetrators (UAP) 14 3.5.8) Fixed Wing Aircraft (FWA) vs. DCA CAPs 15 3.5.9) Suppression/Destruction of Enemy Air Defense (SEAD/DEAD) Missions 15 3.5.10) Targeting Airbases 16 3.5.11) Targeting Logistical Support Areas 17 3.6) Air Superiority 18 3.6.1) The ATO sub-step 18 3.6.2) The CAP Placement sub-step 19 3.6.3) The Air-Air Combat sub-step 19 3.6.4 Air Combat Results Table 20 3.6.5) Electronic Warfare and other Air Combat Considerations 22 3.7) Strategic Deployment 23 3.7.1) Default Strategic Deployment 23 3.7.2) Explicit Strategic Deployment 23 3.8) Logistical Sufficiency Checks 24 3.8.1) Forward Area Logistical Check 25 3.8.2) Rear Area Logistical Check (Strategic Resupply) 26 3.9 Naval Combat 27

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3.9.1) Naval Detection 27 3.9.2) Naval Movement 29 3.9.3) Naval Combat Value 30 3.9.4) Naval Engagements 31 3.9.5) Optional Separate Submarine Map Rules 34 3.10) Tactical Strike Missions 36 3.11) Ground Combat 36 3.11.1) Counter-SOF and SOF Extractions/Insertions 36 3.11.2) Intra-Theater Lift 37 3.11.3) Reception, Staging, Onward Movement and Integration (RSOI) Operations 37 3.11.4) Offensive Team Maneuver 38 A) Maneuver Basics 38 B) Terrain Limitations 38 C) River Crossing 38 D) Defending Behind a Major River 39 E) Battlespace Limitations 39 F) Forward Passage of Lines / Relief in Place 40 3.11.5) Offensive Team Attacks 40 A) Basic Maneuver Unit 40 B) Ground Unit Combat Value (CV) 40 C) Ground Combat Basics 41 D) Supporting Fires 41 E) Continuous Ground Combat Results 41 F) Unit Overrun Situations 42 G) Determination of Defensive Preparedness Posture 42 H) Ground Combat Details 43 I) Fires-only Attacks 44 J) Fires effects on Stacked Units 44 K) Force Multipliers 45 L) Chemical Attacks 45 M) XAI vs Road Marching Ground Units 46 N) Unit Strength Limitation and Reconstitution 46 O) Irregular and Urban Combat 47 P) Tactics Degrade Multiplier 47 Q) Short Range Air Defense (SHORAD) vs Helicopters 47 R) Joint Forced Entry Operations 48 S) Strongpoint Operations 49 T) Engineer Effort Markers 49 3.11.6) Defensive Team Maneuver 49 3.11.7) Defensive Team Attacks 50 3.11.8) Administrative Unit Counter Adjustments 50 3.12) Post Combat 50 3.12.1) Refugee Flow 50 3.12.2) Stabilization Operations 51 3.12.3) Strategic Target Recovery 51

4) Optional Rules 52 4.1) Expanded SOF Rules 52 4.1.1) Direct Action (DA) Type Missions 52 4.1.2) Visiting, Boarding, Search and Seizure (VBSS) Operations 53 4.1.3) Training of Partisans 53

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4.2) Cover, Concealment and Deception (CCD) Measures at Airbases 53 4.2.1) Critical Airbase CCD Assumptions 53 4.2.2) Decoy Systems Functionality 54 4.2.3) Concealment System Functionality 54 4.2.4) CCD Measure Effects on ISR Collection 54

5) Extended Day Turns (EDT) 55 5.1) EDT Concept 55 5.2) EDT Weather, Cyber/Space/Electronic Warfare and ISR Operations 55 5.3) EDT Strategic Deep Strikes 56 5.3.1) Attacker Pre-execution Actions 56 5.3.2) Defender Pre-execution Actions 56 5.3.3) EDT Deep Strike Adjudication 56 5.4) EDT Air Superiority 57 5.5) EDT Naval Combat 57 5.5.1) EDT Naval Surface Combat 57 5.5.2) EDT Naval Subsurface Combat 58 5.6) EDT Tactical Deep Strikes 58 5.7) EDT Ground Combat 58 5.7.1) EDT Ground Combat Special Rules 59 5.7.2) EDT Ground Combat Battle Formulation 59 5.7.3) EDT Ground Combat Battle Adjudication 60

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Wargame Sequence

1. Determine Weather

2. Cyber Operations

3. ISR Operations

4. Integrated Air Defense System Allocation

5. Strategic Strike Missions

6. Determine Air Superiority- Air Tasking Order- CAP Placement- Air-Air Combat

7. Strategic Deployment- Strategic Air Movement- Strategic Sea Movement

8. Logistical Sufficiency Check- Forward Area Logistical Check- Strategic Logistical replenishment

9. Naval Combat- Resolve Subsurface Engagements- Surface Movement- Surface Detection- Surface Combat

10. Tactical Deep Strike Missions- Tactical TBM Strikes- Cruise Missile (CM) & Fixed Wing Aircraft (FWA) Air Interdiction (AI) Strikes

11. Ground Combat- Counter SOF- New SOF insertions- Intra-Theater Lift / Onward Movement & Integration Operations- Ground Maneuver- AI vs. Moving Ground Units- Ground Attacks

12. Post Combat- Refugee Flows- Stabilization Requirements- Securing High Value Assets /WMD

13. Post-turn Hot Wash

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1) Introduction

- The Center for Army Analysis (CAA) manual wargaming process for conventional conflict is one of the primary tools available to the agency to perform pre-computer-modeling campaign analysis. The purpose of the tool is to allow analysts to test and evaluate operation course of action (COA) alternatives, while simultaneously enabling them to develop a high level of familiarity with a particular area of operations (AO) and the requirements, limitations, opportunities and risks involved with operations in the AO. The tool is not meant to develop highly accurate, quantifiable answers to particular study questions – we have other tools for that purpose. When executed in conjunction with the military decision making process (MDMP) the CAA Wargaming Analysis Model (C-WAM) provides a vehicle for turning analysts into true subject-matter experts on various analytic scenarios.

1.1) Overview

- The C-WAM is a manual, time-step, man-in-the-loop, force-on-force simulation method that seeks to account for the actions and interactions of modern, conventional conflict at the operation level of war. While the C-WAM does include tactical events such as brigade-level maneuver, close air support, ship-to-ship combat, etc., these things are used primarily as event generators to explore the larger operational effects associated with a campaign. As such it should be remembered that while careful effort has gone into producing rules and results tables that represent tactical actions and outcomes as accurately as possible in an aggregate fashion, individual tactical outcomes are less meaningful and should never be held up as predictions of “how a particular fight would go”. A stochastic methodology (rolling of dice) is used to reflect the chance involved in combat and as a means of investigating a COA’s robustness given the unpredictable nature of combat outcomes. One must never lose sight of the fact that the C-WAM is designed to provide insight into operational-level concerns such as joint effects; force sequencing, allocation and sufficiency; theater sustainment and lines of communications (LoC) management, etc. rather than with particular tactical results.

- The C-WAM features two (or more depending on the number of competing factions involved in the scenario) opposing teams of players that execute simulated combat operations on a map-based playing surface regulated by a set of game controllers. The control team (called the White Cell) does not assist or advise the competing teams in any way other than to ensure that the actions taken are consistent with the simulation rules. The competing teams, typically a “Blue” or coalition force team and a “Red” or enemy force team, deploy, maneuver and fight unit counter pieces on the map in an attempt to achieve the objectives identified in their concepts of operations (CONOPS) developed during the pre-simulation planning phase. The competing teams control assets from across the spectrum of joint forces (air, ground, naval, marine and special operations) throughout the Phase II (Seize the Initiative) and Phase III (Dominate) segments of the campaign construct as required by the scenario. Recorders from the White Cell and each of the competitive teams track relevant descriptive data (things such as unit strength, movement and activity, etc.) throughout the simulation in order to provide a robust data set for later analysis and the development of key campaign insights. The simulation ends when the White Cell determines that events have proceeded to the point where no additional new insights can be gained from continuing the process regardless of the actions taken by the respective competitive teams. The roles and responsibilities of the various sub-teams will be covered in detail later.

- The simulation proceeds in time-step fashion with each turn representing either a 24 or 72 hour period depending on the scenario’s scope and the degree of granularity required in the

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output data to develop the best insights. It is possible that turn length could shift back and forth between 24 and 72 hour time steps over the course of a single scenario, slowing down to provide greater focus during critical events and then speeding pack up again during more routine activities. Regardless of the time-step interval, each turn follows a basic event sequence. Not every sequence item will apply to every situation so some items may be skipped on a given Turn. The default Turn Sequence is:

1. Determine Weather2. Determine Cyber/Space/EW Effects3. ISR Operations4. Strategic Strikes (Phase 1 – Theater Ballistic Missiles/Special Ops/Terror)5. Determine Air Superiority6. Strategic Strikes (Phase 2 – Atmospheric Penetrators)7. Strategic Deployment8. Logistics (Strat & Operational)9. Naval Combat10. Tactical Deep Strikes 11. Ground Combat12. Post Combat Effects13. Hot Wash

- The Turn Sequence will be explored in greater detail later in these instructions.

2) C-WAM Structure

- This section covers the structural components of the C-WAM in detail. It provides specific guidance on the simulation’s default design to include specifications of the map board; the unit counters; the team structures, roles and responsibilities and basic data recording requirements.

2.1) The Map Board

- The scale of the map employed to execute the C-WAM will be determined largely by the size of a particular scenario’s AO and the physical size of the area available to house the simulation. We have used maps with scales ranging from 1:250,000 to 1:1 million, the key to picking the map scale is finding the best compromise between map detail and map size that allows for ready determination of terrain features while simultaneously allowing player access to all map regions. The map can be overprinted with a representation of the Joint Integrated Contingency Model (JICM) links and node network for the AO if it has been developed. This serves two purposes. First, when simulating a campaign in a region that contains highly restrictive terrain the JICM network, being the product of intense cartographic route analysis, gives a good approximation for the aggregate trafficability through a region when all available routes are used. This simplifying graphical feature can be a tremendous aid to following the maneuver rules during the simulation. Second, since the insights and expertise gained during the C-WAM are typically carried over into JICM campaign development, having the JICM network considered during the pre-modeling analysis will naturally benefit subsequent JICM modeling. On the other hand, if the scenario AO is new and relatively unknown to the analysts involved then the JICM network is not required since the results of the simulation will help inform how the JICM network should be structured.

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2.2) Unit Counters and Map Hexes

- The driving principle behind the C-WAM unit counters is that every unit or system that takes up space on the ground should be represented by a counter in an appropriately sized map grid. The map grids represent an estimate of the battle space a brigade-sized unit would occupy when in its fully deployed defensive battle configuration (as opposed to its size when strung out along a road during movement or compressed while in a tactical assembly area.) Battle-space management and battlefield geometry are vital to the study of the operational level of war, and so every effort must be made to accurately account for units’ ground footprints. The methods used to account for units in other tactical states will be discussed later in the rule set.

- The default echelon for unit counters is brigade-level formations. Lower (or higher) echelon formations can be used as needed but these would be exceptions to the preferred practice.

- The map grid size used for a scenario is based on a standard, doctrinal configuration for a brigade (BDE) or brigade combat team (BCT) in the defense. The amount of ground that one BDE/BCT controls in that layout is given in the Map Grid Sizing Table below:

Map Grid Sizing TableOpen Rolling Mountain

Grid Size (Km) 10 5 2

- The selection of map grid scaling is a function of two things, predominant terrain type in the theater and available map space in the wargame venue. Experience has shown that map grids should be 1 inch x 1 inch to facilitate unit icon manipulation. If the terrain in the AOR being represented is predominantly rolling, then the best scale would be 1” = 5 Km in accordance with the Map Grid Sizing Table. If, however, that scaling produces a map too large for the available map surface then it may be necessary to increase the scale to 1” = 10 Km in order to make the map fit (this is often the case.) This will be a judgment call on the part of the Study Director.

2.3) The Player Teams

- This section covers the composition, roles and responsibilities of the teams involved in the C-WAM. There are two basic team types, the controller team and the player teams. While any given wargame will employ only a single controller team, the number of player teams involved will be two or greater depending on the scenario’s nature.

2.3.1) The White Cell (Umpire Team)

- Composition:- Study Director- Umpire- Assistant controllers (2 x naval if separate subsurface map to be used)- Cartographer- Head Battle Tracker Recorder

- Responsibilities:1. Securing / Preparation of simulation venue.2. Preparation of simulation materials3. Control of simulation events4. Interpretation / application of simulation rules as required

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5. Collection of critical event data6. Execution of after action reviews7. Break down of simulation venue post game8. Storage of simulation materials9. Photographs of game turns (as required)10. Control of simulation pace to ensure timeline is followed

** The White Cell lead (the Umpire) is the final authority for wargame execution. All participants, even the Study Director, are subject to his/her rulings and directives concerning the wargame.

2.3.2) Player Teams (minimum of Blue and Red Cells)

Recommended Composition:1. Commander-in-Chief (CINC)2. Ground Component Commander(s) (span on control issues may increase #)3. Air Component Commander4. Maritime Component Commander5. Recorder / Battle Tracker Operator

- Responsibilities:1. Execution of concept of operations (CONOPS)2. Supply detailed data for battle adjudication as required.

2.4) The Simulation Venue

- Most C-WAM simulations are executed at the SECRET classification level and so must be conducted in a secure facility. While any room within the confines of CAA is likely feasible as long as access can be controlled, the Buhl or CA map rooms (which are approved for open storage) have proven to be the best choices due to the ability to leave the simulation materials in place for extended periods.

3) The Basic C-WAM Process

- This section gives the details of the basic CAA Wargaming Analysis Model. The C-WAM rules will be presented in the order they would be executed during a normal simulation game turn. It should be noted that the presentation below is all-inclusive and that depending on the scenario being executed not all process steps need necessarily be used. Rules for the C-WAM Extended Day Timestep (EDT) process will be presented after the basic process.

3.1 Determine Weather Conditions

- The weather has a marked effect on military operations including air support, ISR collection, ground maneuver and chemical weapons effects to name a few. These effects can, in turn, have a profound impact on CONOPS execution. For example, the Blue Team typically gains air superiority where it desires early in the simulation which makes it very costly for the Red Team to move ground units. Bad weather on a given turn limits airpower effectiveness making Red moves less expensive in terms of combat power lost.

- Each turn the umpire will roll one twelve-sided dice (1d12) to determine the weather two turns in the future when one-day turns are being used or for the following turn when three-day turns are used. This method reflects the relative accuracy of modern weather forecasting techniques

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and allows players to factor weather effects into their long-range tactical planning. The weather for the current and following turns should be posted by the White Cell for all to see.

- The results of the weather roll are determined on the Weather Effects Table. The chart takes into account seasonal effects on weather making it useful across the spectrum of scenarios.

Weather Effects Table (roll 1d12)Dry Climate Moderate Climate Wet Climate Weather EffectsRoll 1-8 Roll 1-6 Roll 1-4 Clear /Calm NoneRoll 9-11 Roll 7-10 Roll 5-8 Cloudy / Rough - 25% AI/CAS reduction

- 25% ISR reduction- 25% naval strike reduc.- 25% ship speed reduc.

Roll 12 Roll 11-12 Roll 9-12 Storm / Stormy - CAS grounded- 75% AI reduction- 50% ISR reduction- Chem. Effects Neutralized- 50% mvmt off road- 50% naval strike reduction- 50% ship speed reduction- ATK AVN grounded- MPA/LAMPS grounded

- Wind Direction: In scenarios where chemical weapons play an active role it is also necessary to determine the wind direction since combatants will typically not employ such munitions when the wind is blowing towards them. The default method of determining wind direction is for the White Cell to throw an eight sided die (1d8) and then record the result as indicated below:

Wind Direction Table (1d8)1 – out of the N 2 – out of the NE 3 – out of the E 4 – out of the SE5 – out of the S 6 – out of the SW 7 – out of the W 8 – out of the NW

- The wind direction is determined for the current day only.

3.2) Cyber/Space/Electronic Warfare (EW) effects

- The challenge inherent in representing cyber and space operations in a wargame is that these operations tend to be highly technical and are usually considered at classification levels far above the SECRET level generally used in CAA wargaming analysis. We will get around these issues by focusing on the operational effects of Cyber/Space/EW operations without getting involved with the details of how they happen.

- The method begins with the assumption that the myriad, high-tech operations that occur in the digital domain can be aggregated into three broad categories: cyber operations, space operations and electronic warfare. Given that some of these operations are harder to execute successfully than others we begin by assigning default estimated probabilities of success to each operation type as follows:

Operation Type Cyber Space Electronic WarfareProbability of Success .10 .75 .50

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- Success is defined as the ability to negatively impact one’s opponent’s operations. The above default values were developed in consultation with the COMPACFLT Plans Division but can be adjusted by scenario as required.

- The default probabilities above assume, for example, that it is much easier to degrade an opponent’s space assets than to disrupt his internal computer networks. What is more important is that given the differentiated probability of success it is far less likely to achieve success in two areas simultaneously than in one, and even more unlikely to achieve success in all three at once. Combat units can typically handle a degrade in any one of these areas without too much trouble but when they are subject to degrades in multiple areas simultaneously their combat effectiveness rapidly decreases. We are interested in measuring operational impacts of such electronic degradation and so shall consider the impact of cyber/space/EW degrades on three operating systems: C2, ISR and logistics. The operational impacts associated with these degrades is given in the Cyber/Space/EW Effects Table below:

Cyber/Space/EW Effects Table (1d100) – Success on a roll below probability % valueOp System 0 degrades 1 degrade 2 degrades 3 degradesC2 No effect 1 adverse die shift 1 adverse column shift 2 adverse column shiftsISR No effect .05 Pd reduction .1 Pd reduction .15 Pd reductionStrat logistics No effect 1-day delay 2-day delay 3-day delay

- Delay effects on strategic deployment will occur only when there is successful cyber-attack against the deploying side (space and EW effects will have no impact).

- When applying the resultant “electronic domain” degrades each side uses the column reflecting their total degrades for non-competitive actions such as ISR collection or deployment, but the net of the two sides’ roll results for competitive events such as combat.

- Cyber/Space/EW example: Consider a situation where the random draw process (three 1d100 rolls, one for each domain) on a given turn has produced a result such that blue ends up subject to successful red cyber and space attacks while red is subject to successful blue EW attacks only. This would mean that blue is suffering two electronic domain degrades while red suffers only one. Under this circumstance blue would draw from the “2 degrades” column for any non-competitive actions (i.e. ISR collection Pd reduced by 0.1) and from the “1 degrade” column for any competitive actions (i.e. 1 adverse die result shift during combat adjudication) because the net difference in blue and red total degrades is -1 for blue. On the other side red would use the “1 degrade” for any non-competitive actions and would be the beneficiary of blue tac degrades.

3.3) ISR Operations

- The ISR functionality in the C-WAM is an attempt to strike a balance between a perfect-knowledge situation in which all players can clearly see (and thus target) any unit counter on the board and the minimal-knowledge situation that obtains in the real world where all a commander can target are those units he is in contact with or detects with his ISR assets. The reason a compromise is needed is that while easier to execute, the perfect-knowledge (single map) approach can produce overly optimistic campaign results while the minimal-knowledge (two map) approach, although capable of producing more accurate results, is far too demanding in terms of process, personnel and materials to reasonably execute. Additionally, by separating the two competitive teams, the two map process deprives the study director the enhanced insights that emerge when the two competitive teams are able to discuss the operational situation as it unfolds in real time. The C-WAM compromise is to go with the single map

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process while allowing targeting of only those enemy units identified by contact or the ISR system.

- Forces in Contact: The first and most reliable means of gathering intel is contact with the enemy, by direct or indirect means (such as that gained from counter-fire radar). Commanders are permitted to target any enemy unit that is touching any of his ground units with all the means he can bring to bear against it. If an enemy unit not touching a friendly unit adds its indirect fire combat power to the battle that unit is located by counter-fire radar (if the friendly unit has such capability) and is thus targetable during that turn only – the assumption being that the enemy fires unit would tactically reposition once the current engagement ended. This contact-based methodology is assumed to account for all the tactical level ISR assets and processes the ground units have at their disposal.

- The ISR System: In order to prevent the wargame process from bogging down it is necessary to abstract complex warfighting systems into simplified, rapidly-executable routines. In the case of the intelligence system this is done by aggregating the entire ISR system, from the tactical to the national level, into a theater-wide process governed by differentiable, point estimate probabilities of detection [P(d)] across three functional domains: ground units, maritime units and air units (airbases). In practice the ISR routine works by executing a stochastic draw against every unit operating in the AOR (across the three domains) to determine whether or not the ISR system has successfully developed targeting level data on the unit for the current turn.

- P(d) point estimates can be dynamically degraded (or enhanced) over the course of the simulation by weather, cyber/space/electronic effects, tech enhancements, etc., and so must be revisited each game turn. The default, weather-based P(d) values across the domains are given in the C-WAM Default ISR System Values table:

C-WAM Default ISR System ValuesWeather Clear Cloudy StormDefault P(d) 0.8 0.6 0.4- For manual process success on 1d12 roll of 1-10 for Clear, 1-7 for Cloudy and 1-5 for Storm- For every adverse Cyber/Space/Electronic effect reduce base P(d) by 0.08 (+1 to die roll)

- The default ISR values are rough estimates only. For every wargame the appropriate ISR system subject matter experts (SMEs) for the AOR in question must be consulted to develop accurate point-estimates for the set of base P(d)s across the 3 domains.

- The ISR system routine results may be adjusted as desired by the umpire to account for special ISR circumstances. For example, if a combatant has a particularly potent ISR capability in some region of the AOR the umpire could override the regular system result and simply count all units operating in that area to be detected. Similarly, if a combatant is employing some technique that renders his units undetectable in a small area, the umpire could nullify any system generated detections.

- Those units not detected with targeting-level data will be identified by having a small non-detection marker placed on top of the unit counter. Ground units that are moving within a JSTARS (or JSTARS-like) coverage area are automatically detected.

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- MPA aircraft: The subsurface search capability of a command’s MPA aircraft will be represented as a region of search coverage on the naval subsurface map. The MPA search region will be 100NM x 100NM (four contiguous squares on the standard scale subsurface map). The command will be given one such search region for every 4 MPA aircraft it has. Although MPA search regions must be assigned during the ISR turn the results of their activity is not determined until the naval white cell plots and executes the turn’s subsurface movements. If a submarine moves through an MPA search region then a detection roll will take place and be adjudicated using the Naval Detection Table (shown in the Naval Combat Section).

- Special Operations Forces (SOF): Special Operations Forces and Surrogates are used for one purpose in basic C-WAM: strategic reconnaissance (SR) in critical areas. The SOF team can provide real-time intelligence regardless of the weather for the square in which it is deployed and can remain in position for a maximum of 9 days.

- Littoral Area Naval Detection: Given the ease with which large numbers of small commercial ships could be prepared to contribute to a command’s ISR capability, we will assume that all surface ship movements, activities and locations are automatically know to the home nation when operations occur within its littoral waters.

3.4) Integrated Air Defense System Allocation [Not yet implemented in C-WAM Battle Tracker]

- Airspace control is a vital component of joint operations and denial of airspace to one’s enemy, especially over one’s ground forces and key installations, is the central pillar of such control. The most persistent way to achieve this is through the employment of a full spectrum, integrated air defense system (IADS). Some nations have invested heavily in modernized, high-quality air defense (AD) systems to enable their anti-access area denial (A2AD) strategies and the extensive quantity of AD systems they field can seriously hamper a wargame’s flow if one tries to represent the IADS coverage too explicitly. In order to avoid that pitfall the C-WAM uses a Coverage Tasking Order (CTO) to establish each side’s generalized IADS coverage early in the game to obviate the need for detailed coverage planning each game turn.

3.4.1) IADS Internal Coverage

- The fundamental assumption driving the C-WAM IADS allocation and CTO generation process is that the first priority of the IADS is self-preservation. In order to cast this governing priority into a systematic process C-WAM will use the following coverage rules: a) Every AD system’s first priority is to protect itself. b) Long range (LR), area AD systems are the second coverage priority for all AD systems. c) Each LR AD system may itself be covered by one supporting LR AD system. d) Each LR AD system may also be covered by one medium range (MR) point AD system. e) MR and short range (SR) point AD systems may only provide coverage to physically collocated assets. f) Each AD systems may only fire once per sub-turn.

3.4.2) Establishing the IADS CTO

- During Wargame Sequence Step 4 the opposing commanders will establish their CTOs. Once established, these CTOs will remain in force until deliberately changed by the commander. It is desirable that once established the CTOs will experience only infrequent and marginal adjustments over the course of the game in order to keep the overall process moving.

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- The commanders will establish their CTO in the C-WAM Battle Tracker by recording a list of up to 4 defended assets for every AD system icon and ship with LR AD capability in the system. The defended assets must be from the set: AD systems, ground units (by corps or division HQ), ships, airfields, and infrastructure targets. Basically, anything that can be attacked during a deep strike step is eligible for inclusion in the CTO. The commander need not include the AD system itself on its defended asset list as each unit will automatically defend. [Example: SA20-1 is positioned such that its range arc covers the 1st Motorized Rifle Division (MRD), Platunk Airbase, Port Milgrek and the critical railroad yards at Yeffan. MR SAM battery SA15-1 is collocated with SA20-1. Since the SA-20’s first coverage priority is itself, the formal CTO for SA20-1 might be 1) Platunk Airbase, 2) 1st MRD, 3) Port Milgrek and 4) the Yeflan rail yards. Since it is point defense system, SA15-1 would only have one element in its CTO: SA20-1.

3.4.3) IADS Constraints

- There are four main constraints on the execution of AD engagements: range, radar horizon, radar tracking limits and system magazine depth. Each of these constraints has the ability to limit or even prevent an AD system from participating in an engagement.

- An AD system’s max horizontal range is the primary determinant in whether or not the system can participate in a particular engagement. Adjudication of range sufficiency is made by the umpire on the map rather than in the battle tracker system. In most cases the decision on range sufficiency is based on the standoff profile of the penetrator munition under consideration. Long range cruise missiles and standoff weapons (SOW) will typically be delivered from outside of an AD system’s range so only the penetrator munition rather than delivery aircraft will be subject to potential intercept. In the case of gravity bombs and short range air to ground missiles the delivery aircraft itself will be subject to intercept. Another consideration linked to this first constraint is area vs point coverage. Point defensive systems can only engage penetrators (munitions or aircraft) that are attacking targets within the map grid they themselves occupy. True area defense systems can engage penetrators anywhere within their range and terrain defined region of coverage. It is up to the umpire to define the various coverage regions.

- Most radar, elector optical (EO) and infrared (IR) sensor systems operate on the principle of LoS (straight line) propagation of electromagnetic radiation and the curvature of the Earth can have significant impact on their operations. For surface based radars (ground or ship mounted) the Earth’s curvature crates a LoS shadow region which grows in height as the range to the target increases. The top edge of this radar shadow region is also known as the “radar horizon”. Any system operating below the altitude of the radar horizon will be effectively invisible to the radiating system. The height of the radar horizon can be reduced by elevating the height of the emitting platform. The Radar Horizon (RH) Line of Sight Range Table has two primary function in C-WAM: to determine whether or not a particular radar can provide SAM targeting coverage in an air region and conversely to determine if an airborne sensor occupying a particular orbit can provide coverage of a ground target region.

The Radar Horizon (RH) Line of Sight (LoS) Range Table Mission Alt-AGL (ft) Radar ht (ft) LoS-Range (NM) LoS-Range (Km) 10 Km SqrsHA CAS 30,000 10 217 401 40CAP 10,000 10 127 235 23LA CAS 3000 10 71 132 13CM 500 10 31 58 6Helo 100 10 16 30 3

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- The final two constraints, system radar tracking and magazine depth capacity, are specific technical limits that vary from system to system. In most cases attackers will launch penetrators in large waves (timed to arrive on target as simultaneously as possible) to overwhelm a defender’s AD systems. During such wave attacks the number of potential intercepts a system can make is based on either the number of simultaneous tracks its radar can handle or the number of interceptors it has “on the rails” ready to fire (in accordance with the chosen firing doctrine) before reloading. Given the long time it takes to reload AD systems, each battery will only be able to engage as long as it still has munitions available on its ready racks during a specific turn step. A particular system may engage during a second turn step (say during Tactical Strikes after having fired in Strategic Strikes) to represent the ability to reload the system over time as long as the defender still has interceptors available in the theater stock.

- While AD batteries may be suppressed during either the Strategic or Tactical Strikes turn step, they may only be destroyed during the Strategic Turn Step.

3.5) Strategic Strike Missions

- Strategic strike missions refer to attempts to degrade an opponent’s operations by hitting targets which have theater-wide influence such as ports of debarkation, airbases, integrated air defense systems (IADS) and theater logistics nodes. These targets may be serviced with a variety of means such as theater ballistic missiles (TBM), cruise missiles (CM), fixed-wing aircraft (FWA) and long range artillery systems (LRA) to name a few. Since strategic strikes potentially have theater-wide impacts their employment must be the first combat events executed each turn.

- The effects of strategic strikes are adjudicated using the Deep Strike Table (which is also used later in the turn to adjudicate tactical strike missions). The number of munitions needed to generate one effective salvo on the Deep Strike Table is a function of two things: munitions precision and targeting latency. Munitions precision level may be “precision” or “non-precision” and targeting latency level may be “real-time” or “lag-time”. Precision munitions are those which have the ability to dynamically adjust their courses en-route to their targets after release such as laser or GPS guided weapons. Real-time targeting refers to the situation in which munitions receive target location updates immediately before release and can then reasonably be expected to hit their targets before the targets can move (default max time from release to impact is 5 minutes for real time). The number of munitions required for an effective salvo is doubled when lag-time targeting is used and quadrupled for non-precision systems. The default effective salvo consists of 4 precision or 16 non-precision missiles if the strike is made using “real-time” targeting and 8 precision or 32 non-precision missiles for “lag-time” targeting. Whether a particular strike is real-time or lag-time is subject to White Cell interpretation.

- The Deep Strike Table gives the damage an effective salvo generates against various targets. To use the table one must first know the terrain in which the target is located: open, rolling or mountain/urban. The terrain determines which set (row) of column headers must be used to adjudicate a particular strike (the less restrictive the terrain the easier it is to achieve effects). Once the correct set of columns is fixed, the outcome of an effective salvo is determined by rolling two six-sided dice, finding the corresponding number in left hand column and then reading the result at the intersection of the number row and the appropriate target-type column. The result notation (i.e. 1X, 2X) indicates the number of “hits” the effective salvo generates.

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- In the case of attacks on enemy airbases the level of passive protection to aircraft on the airfield must be taken into account when using the Deep Strike Table. If an airbase has hardened shelters use the “FA/AD” column of the “Open” row. If revetments are available use the “Open/Armored” column. For airfields with no protective emplacements, use the “Open/Infrastructure” column. For aircraft, each hit destroys one airplane up to the maximum number available IAW the “on ground” percentage for each resident squadron. Attacks on airfield infrastructure generate 10% damage per hit. Attacks against airfields may be distributed across the set of 6 airfield target types: aircraft, runways, shelters, fuel criticals, ammo criticals or support criticals (see section 3.5.10 – Targeting Airbases for details). In order to include aircraft in real-time airfield attacks one must have eyes-on surveillance of the target.

- In all cases the number of strikes achieved on a target are doubled for 3-day turns.

Deep Strike Table (2d6) – [Double number of strikes achieved for 3-day turns]Open Point Lt INF FA / AD Armored Infrastr.

RollingPoint Lt INF FA / AD Armored Infrastr.

Mnt/Urb Point Lt INF FA / AD Armored Infrastr.2 1X 2X 2X 2X 3X 3X 3X 4X3 1X 1X 2X 2X 2X 3X 3X 3X4 1X 1X 1X 2X 2X 2X 3X 3X5 1X 1X 1X 2X 2X 2X 3X6 1X 1X 1X 2X 2X 2X7 1X 1X 1X 2X 2X8 1X 1X 1X 2X9 1X 1X 1X10 1X 1X11 1X12- 1X means one strike against the target. Table determines number of strikes per effective salvo.- For “real-time” targeting, 1 effective salvo = 4 precision or 16 non-precision munitions.- For “lag-time” targeting, 1 effective salvo = 8 precision or 32 non-precision munitions.- For all maneuver units 1X = 5% loss.- Max AI reductions for stationary units: 50% in the open, 30% in rolling, 15% in Mnt/Urb.- Use FA/AD, Armored, Infrastr, columns for airfields with shelters, revetments and nothing respectively- AI is 75% effective during cloudy periods and 25% effective during stormy periods.- For infra, 10 strikes destroys a target (port = 20). Infrastructure capacity is tied to remaining fraction.- Point targets (TEL, AD radar, CP, aircraft, etc.) are destroyed with a single strike (1X).- Max of 12 2-ship FW strike packages per target

3.5.1) Tactical Ballistic Missiles (TBMs)

- One of the most effective ways for a combatant to service an opponent’s strategic assets is to strike them with TBMs. These high-tech weapons are lethal, increasingly accurate and very difficult (and expensive) to counter. The targeting latency of TBMs is dependent on their time of flight and the nature of their targets. Given their long time of flight, long and medium range TBMs will typically be considered lag-time weapons except when employed against fixed facilities with known locations. Short range TBMs (such as ATACMS) will typically be considered to generate real-time strikes against most targets. Attackers typically fire large salvos of TBMs in order to overwhelm the defender’s defensive systems in an area. As TBMs become increasingly sophisticated, such as those with maneuvering reentry vehicle warheads

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(MaRVs), they become less vulnerable (sometimes invulnerable) to intercept by the enemy’s integrated air defense system (IADS). If a TBM strike package is subject to potential IADs intercept it is said to be facing an “IADS Gate”. It takes a minimum of 4 TBMs with unitary warheads to generate an effective strike although it could take as many as 32 depending on precision and targeting latency. If a combatant employs sophisticated TBMs equipped with multiple reentry vehicle warheads (MRVs) it is possible that a single TBM could generate an effective strike. Nations with TBM technology often produce decoy and jamming variants and include them in strike packages to help defeat defensive systems.

3.5.2) Cruise Missiles and Standoff Weapons (CMs & SOWs)

- Cruise missiles and standoff weapons are highly accurate, variable flight path, atmospheric penetrators typically used to service deep targets. CMs have very long flight times and will usually generate lag-time strikes against all targets except known, fixed facilities unless the missiles have in-flight targeting update capability (and a network in place that supports it). SOWs are usually delivered by aircraft from much closer range than CMs and as such can often generate real-time strikes. The umpire will have to closely monitor targeting latency during SOW-based strikes to ensure accurate representation. Since CMs & SOWs are atmospheric penetrators they may be subject to intercept by fixed wing defensive counter air (DCA) combat air patrols (CAPs) en route to their targets if the enemy has the equipment, doctrine and training required to execute that difficult mission. If a CM or SOW strike package is subject to DCA intercept it is said to be facing a “CAP Gate”. It is usual for CM and SOW strike packages to be subject to both CAP and IADs gates during deep strike execution. Nations with CM technology often produce decoy and jamming variants and include them in strike packages to help defeat defensive systems.

3.5.3) Fixed Wing Aircraft (FWA)

- Deep strikes executed by FWA are a basic deep strike capability available to most nations. Like CMs, FWA strike packages are atmospheric penetrators and as such are potentially vulnerable to both CAP and IADs gates. FWA are extremely flexible platforms and may be used to deliver CMs, SOWS and a variety of shorter range air to ground (AGM) munitions to include precision guided and non-precision types. FWA strike missions are performed by aircraft assigned to the air interdiction (AI) mission type and are executed by 2-ship mission packages. FWA deep strikes are automatically considered to employ real-time targeting. Each AI mission sortie delivers 2 munitions to the target (2 x 2000 lb bomb effects equivalent) thus each AI package is capable of generating 1 effective strike on the Deep Strike Table (if both mission aircraft make it to the target.) With their high payload capacity, bombers are capable of generating multiple effective strikes from a single platform.

- The attacker may send up to a maximum of twelve 2-ship strike packages against a single target (six if the force is limited to daylight only operations.)

3.5.4) Long Range Artillery (LRA)

- It is possible to employ LRA to execute deep strikes against strategic targets, especially against point targets like air defense radars. During the Strategic Strikes phase heavy tube and rocket artillery BNs may generate 2 effective strikes each (precision, real-time) on a single target in range while light BNs can generate a single such effective strike. Executing such strategic strikes does not preclude later participation in ground combat.

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3.5.5) IADS Gates vs TBM, CM & SOW Packages

- If strike packages comprised of penetrator munitions such as TBMs, CMs or SOWs are employed against a target that is protected by surface-to-air missile (SAM) systems, the effects of the SAM interceptors on the package must be taken into account in the form of an IADS gate. In this case the IADS gate represents a layered network of long range (LR), medium range (MR) and short range (SR) SAMs coordinated by a centralized early warning and C2 network.

- The C-WAM Battle Tracker executes IADS gates explicitly, employing a specific expected intercept E(i) for each AD system defending a target and decrementing the incoming penetrator salvo by the expected amount for every system participating in the defense. An AD system’s E(i) is a function of three things: the fire control radar’s simultaneous target tracking limit, the interceptor salvo’s probability of kill [P(k)] for the shot doctrine being employed, and the system’s magazine depth. [Example: Assume a strike package of 20 TBMs is launched against a target defended by a LR-SAM system with a fire control radar capacity of 20 simultaneous tracks, a shoot-two firing doctrine salvo P(k) of .92 and a magazine depth of 24 interceptors “on the rails”. Given that the stated firing doctrine calls for shooting two missiles at each penetrator, the max number of salvos would be 24/2 = 12 salvos making the magazine depth the system’s limiting factor. Given the shoot-two P(k) of 0.92 the E(i) = 12 salvos x 0.92 = 11 expected intercepts. With these intercepts the number of penetrators that would “leak” through to the target is 20 TBMs – 11 intercepts = 9 leakers. If the system’s shoot-one firing doctrine P(k) is 0.75 then its radar tracking capacity becomes the limiting factor and the E(i) is 20 tracks x 0.75 = 15 intercepts (with 4 interceptors left on the rails when the engagement is complete.)] It is generally the case that AD systems will have different E(i) values for TBMs, CMs and FWA so care must be taken to ensure the correct values are entered into the Battle Tracker for each penetrator type.

- There is no limit to the number of AD batteries a defender could assign to protect a target as long as the batteries in question have the range and tracking capability to provide coverage and they have not already been used during the current turn sequence step. Thus if a strike package of 30 CMs was launched against a target defended by a LR-SAM, MR-SAM and SR-SAM with E(i) values of 15, 11 and 6 respectively the expected number of leakers would be 30 CM – (15 + 11 + 6) intercepts = -1 or 0 leakers. The Battle Tracker records the number of interceptors fired by type. C-WAM assumes that penetrator salvos are launched such that all penetrator munitions arrive in the target area as simultaneously as possible to overwhelm defensive systems thus giving the defender no time to reload the AD system during the strike. The defender can reload over time though (if he has the extra interceptors available) so each AD battery may fire once during the Strategic Strike step and once in the Tactical Strike step to reflect this capability.

3.5.6) IADS Gates vs. Fixed Wing Strike Packages

- If a FWA strike package must traverse airspace defended by active enemy IADS (usually because it cannot release its munitions from standoff range) then the package must face an IADs gate adjudicated on the Fixed Wing CAP/IADS Gate Table to determine its status upon reaching its target. Failure of an IADS gate costs the attacker 2 aircraft per strike package. If the strike package includes an appropriately armed suppression of enemy air defense (SEAD) sortie and fails the gate then the 2 aircraft losses are split one each between the AI mission package and the SEAD sortie. If the strike package includes a SEAD sortie subtract 1 from the gate passage die roll to represent the SEAD effect. Also, subtract an additional 1 from the die

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roll if any of the package aircraft has EW attack capability. Prosecuting the IADS gate costs the attacker 6 ARMS and the defender 2 LR SAMS per mission and SEAD aircraft in the strike package. The CAP/IADS gate table was constructed with peer opponents in mind thus when facing an enemy equipped with outdated SAMS subtract 3 from all die rolls.

- Since a strike package containing a SEAD sortie loses 1 of its 2 mission aircraft on IADS gate failure, the package’s effects on target are reduced by 50%. If the strike package contains no SEAD aircraft and fails the IADS gate it achieves no effects on target since it loses both mission aircraft. For a mission/SEAD strike package comprised entirely of 5th Gen aircraft, the package takes no losses on IADS gate failure but also achieves no effects on target and is considered to have aborted the mission without loss.

Fixed Wing CAP/IADS Gate Passage Table (1d12)DCA CAP Gate IADS Gate

Penetrator type:

Gen 5 w/EW a/c

Gen 5 Non-Gen5 w/EW

Non-Gen5 Gen 5 w/EW a/c

Gen 5 Non-Gen5 w/EW

Non-Gen5

Pass on roll of: 1-10 1-9 1-5 1-4 1-10 1-9 1-5 1-41. When facing low quality IADS, subtract 3 from roll.2. CAP gate failure causes loss of 2 a/c. If escort present lose 1 mission and 1 escort sortie.3. Passing CAP gate causes the defending CAP orbit to lose 1 a/c (except when CAP is Gen 5).4. IADS gate failure causes loss of 2 a/c. if SEAD sortie present lose 1 mission and 1 SEAD sortie.5. If Escort or SEAD sortie is include in strike package subtract 1 from gate passage roll (2 if 5th Gen).6. If CAP gate is 5th Gen then shrink gate passage window by 3.7. Prosecuting CAP gate costs each side 6 LR and 2 SR air-air missiles8. Prosecuting IADs gate costs attacker 6 ARMS and defender 2 SAMS per mission and SEAD aircraft.9. Failing either gate with escort or SEAD sortie present results in 50% loss of effects on target.10. Failing either gate without escort or SEAD sortie present results in 100% loss of effects on target.

3.5.7) Combat Air Patrol (CAP) Gates vs. Unmanned Atmospheric Penetrators (UAP)

- UAP may have to pass through one or more CAP defended air sectors on the way to their targets, a situation which requires the adjudication of a CAP gate. The potency of the CAP gate faced depends on the total number and type (generation) of DCA sorties the various CAP orbits encounter along the penetration flight path contribute to the gate total. The defending player gets to choose which of the DCA CAP sorties from the CAP markers encountered along the route participate in the gate. This sortie apportionment could be an important consideration if several different AP packages use the same flight path as each DCA CAP sortie may be used only once per turn sequence step. The default, standard CAP intercept procedure is to add a 2-ship intercept to the CAP gate for each CAP orbit through which the AP package must transit.

- The results of the CAP gate will be determined using the Atmospheric Penetrator DCA Gate Table. The defending player rolls 2d6 and the result is used to determine the number of kills per plane the DCA CAP sorties generate. [Example: with a die roll of 7 a 4CAP4.5 with a standard air-air loadout of 24 long range air-air missiles (6 per sortie) would destroy (.4) x (24) = 9.6 (rounds up to 10) AP. This example highlights the fact that unlike the air superiority fight which employs all of a CAP’s constituent sorties over 24 hours, in all AP intercept actions the CAP can employ only those sorties that are on station at the moment when the APs arrive].

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Die Roll kill/sort Hi kill/sort Lo2 0.55 0.85 Comments:3 0.52 0.82 - Use "kill/sortie Hi" column in peer/near-peer scenarios.4 0.49 0.79 - DCA gate must account for every CAP orbit through which CMs must fly.5 0.46 0.76 - Penetrators are assumed to have been launched as a single wave.6 0.43 0.73 - Table assumes each DCA sortie fires all LRAAMs as the CM wave passes by.7 0.40 0.7 - White cell should adjust die roll to account for enhanced CM technology.8 0.37 0.67 - Shot doctrine is assumed to be 6 LR missiles fired per sortie.9 0.34 0.6410 0.31 0.6111 0.28 0.5812 0.25 0.55

Atmospheric Penetrator DCA Gate Table [2d6]

3.5.8) Fixed Wing Aircraft (FWA) vs. DCA CAPs

- Like UAP, FWA penetrator packages may be subject to intercept by DCA CAP sorties if their flight paths take them through CAP defended air regions. Unlike UAP however, FWA penetrators have pilots on board who can decide to take evasive action, fight back or run away. Since the Atmospheric Penetrator DCA Gate Table was designed for use with UAP flying straight and level flight profiles it would be unsuited to adjudicating the intercept of agile and unpredictable manned penetrator platforms. Thus adjudication of FWA CAP gates is accomplished using the Fixed Wing CAP/IADS Gate Table shown earlier. Each 2-ship strike package must negotiate its own DCA CAP gate.

- If a FWA strike package must traverse airspace defended by DCA CAP sorties (usually because it cannot release its munitions from standoff range), then the package must face a CAP gate adjudicate on the Fixed Wing CAP/IADS Gate Table to determine its status upon reaching its target. Failure of a CAP gate costs the attacker 2 aircraft per strike package. If the strike package includes an appropriately armed escort sortie and fails the gate then the 2 aircraft losses are split one each between the AI mission package and the escort sortie. Passing a CAP gate generates 1 aircraft loss for the defender. If the strike package includes an escort flight then subtract 1 (2 if a 5th Gen escort) from the gate passage die roll to represent the escort effect. Prosecuting the CAP gate costs both the attacker and the defender 6 long range and 2 short range air-air missiles each. If the CAP gate is created by 5th Gen aircraft then shrink the gate passage window by 3.

- Since a strike package containing an escort aircraft loses 1 of its 2 mission aircraft on CAP gate failure, the package’s effects on target are reduced by 50%. If the strike package contains no escort aircraft and fails the CAP gate it achieves no effects on target since it loses both mission aircraft. For a mission/escort strike package comprised entirely of 5th Gen aircraft, the package takes no losses on CAP gate failure but also achieves no effects on target and is considered to have aborted the mission without loss.

3.5.9) Suppression/Destruction of Enemy Air Defense (SEAD/DEAD) Missions

- SAMs must be played at the battery level in C-WAM with battery level unit counters.

- It is often desirable for an attacker to attempt to suppress or destroy the enemy’s air defense systems directly as the object of his strike missions. This is often done on a large scale in an

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attempt to create a window of opportunity through which to fly more vulnerable strike packages (say 4th Gen FWA) against critical strategic and/or tactical targets. Since IADS are strategic targets, DEAD mission may only be executed during the Strategic Strikes sub-phase. However, given that AD systems may participate once each in both the Strategic and Tactical Deep Strike sub-phases, SEAD missions may be performed in both. Mass SEAD/DEAD activity usually involves multiple hundreds of atmospheric and ballistic penetrators to achieve the desired effects and as such can quickly overwhelm (and bog down) the wargame progress. To keep things moving the attacker should employ a few standardized strike packages types designed to overmatch generalized defensive patterns rather than a wide range of boutique packages tailored to precisely overmatch each individual IADS configuration. There is simply not time for that level of detail in the wargame. The design of the standardized SEAD/DEAD packages should be aided by the knowledge that the defender can identify a maximum of 1 SR and 1 MR IADS system to protect each LR system (which can of course defend itself).

- It should be understood that the specific target in a SAM battery is/are the fire control radar(s) rather than the system’s transporter/erector/launchers (TELs). If a SAM radar is radiating its location is assumed to be known with targeting level precision due to the attacker’s ELINT sensors (in the case of NATO members and peer/near peer opponents).

- In order to execute successful DEAD/SEAD strikes the primary requirement is to send more penetrators that the defending systems can intercept thus creating leakers that continue on to the target. In the case of SEAD missions this is accomplished by sending just one more anti-radiation munition (ARM) per radar in the unit than the defensive systems can intercept. Thus if an attacker is striking a LR SAM battery (containing 2 fire control radars) that can intercept 20 penetrators which is protected by a MR SAM battery that can intercept 10 penetrators, a strike package comprised of any combination of 30 AP munitions along with 2 additional ARMs will force the operators to shut down the radars and thus suppress the system for that sub-phase. Successful DEAD missions are executed in a similar manner but require many more destructive warhead type leakers. This is because once all the interceptors are absorbed it requires a minimum of four destructive munition leakers to generate 1 effective strike on the Deep Strike Table (more if the strike is not a real time event) and given that AD radars are point targets which can be placed in protective terrain it can often take 3 or 4 effective strikes to ensure good destructive effects. It is usually much easier to suppress IADS than to destroy them outright.

3.5.10) Targeting Airbases

- Because airpower is a critical factor in every domain of joint warfare the airbases that enable air operations are always essential strategic targets. There are seven targetable airbase sub-categories: runways, aircraft, shelters, interest items (hangars or cammo systems) and a representation of three airbase services called “airbase criticals.” The airbase criticals category has three sub-components: fuel, munitions, and maint/support. When targeting an airbase the attacker must decide how he wants to distribute the effects of his strike over the seven targetable categories by assigning a percentage of strike effects to each one. The percentages can be anything between 0 to 100% for each individual sub-category but must sum to 100%. Strikes directed against interest items and airbase criticals can generate collateral damage depending on airbase density in a manner to be described in greater detail later in these rules.

- Targeting aircraft eliminates them directly with every “hit’ achieved on the Deep Strike Table destroying one aircraft. Similarly, targeting shelters eliminates aircraft directly since destroying a shelter also destroys the aircraft parked inside. An attacker may only target shelters if the delivery system he is employing can mount penetrator type warheads (usually TBMs and gravity

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bombs.) Aircraft parked at airbases with shelters and interest items automatically fill those structures first before parking in the open with the highest generation aircraft having top priority. - The number of hits on aircraft a deep strike generates is effected by the density of the aircraft stationed at the airbase. Each airbase must have a maximum on ground (MOG) capacity defined which serves as the basis for density calculation. If an airbase is packed to greater than 50% of its MOG an effective strike will generate more hits than indicated in the Deep Strike Table. The multiplier for density enhanced hit calculations is determined by the expression: Density Factor (DF) = [4 x (OGN / MOG) – 1] where OGN = on ground number. The DF calculation is complicated by the fact that if an airbase is capable of generating sorties then the actual number of assigned aircraft on ground at any time is reduced by those ops. The default, instantaneous on ground percentage for fighters, big-wing aircraft and helicopters is 67%, 50% and 40% respectively. [Example: Airfield A, with a MOG of 40 and no shelters or revetments, has two 24-aircraft fighter squadrons assigned. It is fully operational with no current sortie generation degrades and thus its OGN = (48)(0.67) = 32. It is attacked with one effective strike which on a roll of 5 produces 3 hits on the Deep Strike Table. Since the airbases OGN is greater than 50% of its MOG the DF for hits must be used with the result (3 hits)[4 x (32/40) - 1] = 3 hits(2.2) = 6.6 hits which rounds up to 7 hits. An airbase’s OGN may not exceed its MOG.

- Hits on runways creates crater fields which must be repaired before aircraft can takeoff or land. The attacker must have specialized runway cratering munitions available to generate effective runway damage. If an airbase has multiple runways then the effects of runway attacks are distributed uniformly across them. Airbases have a default runway repair capability of 5 hours per crater field per team – this repair rate and number of teams available may be adjusted at each airbase as required by the scenario under consideration. An airbase must have at least one runway clear of crater fields to generate sorties.

- Hits on airbase criticals impact air operations by reducing the airbase’s sortie generation capacity. Each hit on an airbase critical reduces its sortie generation capability by 10% and the remaining “health” of the most reduced airbase services component defines the sortie generation capacity of the airbase [i.e. if an airbase’s munitions and fuel criticals are at 60% and 40% health respectively then the airbase’s overall sortie generation rate will be 40%]. There is no automatic regeneration capability for airbase criticals built in to the Battle Tracker. Repair of airbase criticals is possible but it must be executed manually at the direction of the umpire if the appropriate repair assets are deemed to be available in theater. It is possible to play aircraft fuel explicitly. If this option is chosen then the fuel criticals’ health percentage does not influence sortie generation. Instead, fuel can limit sortie generation only when there is not enough fuel on the airbase to fill up the potential sorties.

- An airbase’s layout can impact the effectiveness of a strike. The more closely collocated an airbase’s support criticals are, the more susceptible those criticals will be to collateral damage. Each airbase must have its particular collateral damage vulnerability defined which can be either “dispersed”, “standard” or “compressed” depending on its layout. For a dispersed airfield hits assigned to the airbase criticals category are as indicated on the Deep Strike Table (DST). For standard and compressed airbases DST hits are increased by a factor of 1.5 and 2 respectively and are assigned to the airbase services stochastically by the battle tracker.

3.5.11) Targeting Logistical Support Areas

- A combatant may choose to target an enemy’s main logistical centers (or access to those centers) with strategic strikes in order to temporarily degrade the enemy’s combat potential.

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If a log center is destroyed or isolated, the loss of fuel resupply reduces movement by 1/3.

3.6) Air Superiority

- The purpose of the Air Superiority step is to determine which competitive side controls the various sectors of theater airspace during the current game turn. Control of an air sector is important because achieving such control compels the atmospheric penetrators (AP) [such as cruise missiles (CM), fixed wing aircraft (FWA), standoff weapons (SOW), etc.] of one’s rival to fly through a defensive counter air (DCA) combat air patrol (CAP) en route to their targets. DCA CAPs have the ability to attrite the quantity of inbound AP and thus lessen their strike effects. Therefore it is in the interest of a commander to maintain the most robust DCA CAP footprint practicable throughout the theater.

- The Air Superiority step is comprised of three sub-steps: the Air Tasking Order (ATO) sub-step, the CAP Placement sub-step and the Air-Air Combat sub-step. During the ATO sub-step the players will apportion the various aircraft under their command to one of five air missions: CAP, Escort, Air Interdiction (AI), Suppression of Enemy Air Defense (SEAD) and Close Air Support (CAS). Once set this apportionment may not be altered during the turn. During the CAP Placement sub-step the air commanders will simultaneously place CAP markers on the map (face down) in the air sectors they wish to control that turn. If the players choose to allocate their CAP markers to non-overlapping air sectors the Air Superiority step ends but if they co-locate some of their CAPs in any air sectors the process continues to the Air-Air combat sub-step. During the Air-Air Combat sub-set the control of all contested air sectors will be resolved.

3.6.1) The ATO sub-step

- The ATO sub-step is the most labor intensive, and thus time consuming, activity the air commanders face in C-WAM. For this reason air commanders should begin their planning for this key activity during the previous turn. Typically, once established the ATO changes very little between turns, but events like aircraft attrition, mission changes and even the exhaustion of particular munitions types can force ATO adjustments so the air commanders must stay engaged to keep the game from getting bogged down. When apportioning squadrons to the various mission types the air commander must keep in mind the mission types’ functions and default sortie requirements in C-WAM: - CAP: Air-Air combat sorties to include the intercept of inbound atmospheric penetrators (AP) [12-24 sorties per 24 hour orbit] - Escort: Local air-air protection sorties for AI and CAS strike packages [2 sorties per flight] - AI: Air-Ground strike sorties against enemy infrastructure and ground units not controlled by real-time ground observers [2 sorties per strike package] - SEAD: Local surface to air missile (SAM) suppression sorties for AI and CAS strike packages [2 sorties per flight] - CAS: Air-Ground strike sorties against enemy ground units controlled by real-time ground observers [2 sorties per strike package].

- Sortie Rate: The default sortie rate in C-WAM is 2 sorties/aircraft/day (may be adjusted, by side, as required for the scenario being wargamed.) The determination of the number of the various mission type orbits/flights/packages available to the air commander in a turn is a matter of simply summing the number of aircraft assigned to each mission type, multiplying the totals by the daily sortie rate and then dividing those sortie totals by the various default mission-type sizes. [For example: if the player assigns 24 aircraft to the escort mission type he would be able

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to provide 24 aircraft x 2 sorties per aircraft per day ÷ 2 aircraft per escort flight = 24 escort flights].

- During three-day time-step turns the sortie rate for all aircraft is tripled.

- Degraded airfields and sortie generation: One complication that can effect ATO creation is the impact of airfield degradation on the aircraft based there. In the C-WAM we will account for this dynamic by assuming that the availability rate of aircraft based at a degraded airfield mirrors that of the airfield itself. Thus if an airbase has two, ten-aircraft squadrons assigned and the airbase is at 70% then each squadron will be able to provide 7 aircraft to the ATO process (a total of 14 sorties per day at the default rate). Airfields recover at the rate of 33% per day.

3.6.2) The CAP Placement sub-step

- A CAP icon represents 24 hours of air presence in a sector maintained by some number of sorties flown during six, four-hour periods over the course of the day (when 3-day time steps are used it is assumed that these mission assignments are repeated for each of the three days.) A player may elect to instantiate three different levels of CAP orbits: 2CAP, 3CAP, or 4CAP where the leading digit describes the number of sorties on station in the CAP at any one time. Maintaining a four-plane CAP orbit (4CAP) for 24 hours requires 6 periods x 4 aircraft = 24 sorties with 18 and 12 sorties required for the 3CAP and 2CAP respectively. Given C-WAM’s default sortie rate of 2 sorties per aircraft per day it requires 24 sorties ÷ 2 sorties per day = 12 aircraft to generate and maintain a 4CAP for the turn, 9 aircraft to maintain the 18 sortie 3CAP and 6 to maintain the 12 sortie 2CAP. Since there are significant capability gaps between aircraft generations CAP icons will have a generation designator appended to the end of their names and will be tracked by generation in the battle tracker. The relevant generation designators are: 5, 4.5, 4 and other. Thus a 4-ship CAP orbit of F-22s or PAK-FA would use a 4CAP5 icon while a 2-ship orbit of F/A-18Es would use a 2CAP4.5 icon. The sorties for a particular 24-hour CAP orbit need not all be generated by the same squadron but the aircraft involved must all be of the same generation.

- The CAP Placement sub-step is the mechanical process during which the players distribute their CAP icons as desired across the available air sectors. There is no limit to the number of CAP icons the player may assign to each broad air sector. The players must remember that each CAP icon represents the cumulative effort of 12-24 DCA sorties in that airspace over a 24 hour period. If a particular air sector is contested the players involved may apply all or only part of the CAP icons present in the air sector to the air superiority fight. This ability to execute partial commitment is important because if a DCA CAP is used in the air superiority fight it will not be available to execute air intercept of CMs or other standoff weapons during later game turns if such strikes occur. This is in accord with the fundamental rule of C-WAM combat that each unit may only fire and move once per turn. Given the criticality of both winning air superiority contests and having the ability to intercept and cull incoming AP weapons strikes the wise commander will mass CAP orbits in critical sectors and take risk in less critical ones.

3.6.3) The Air-Air Combat (Air Superiority) sub-step

- When it has been determined that two combatant sides wish to establish airspace control over the same area of surface space (ground or sea) it becomes necessary to execute an Air Superiority sub-step to adjudicate that control. It should be noted that in practical terms the concept of “airspace control” refers to the right to establish a CAP gate in a region that is defined by the surface frontage over which this air protection extends. This is most often seen

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as the desire to provide a ground formation protection from air attack. When the decision to contest a region of airspace has been made, each side may add one 2-ship CAP marker to the air-air battle for every for every 10-Km of surface frontage to be contested.

- In order to adjudicate the outcome of air-air combat the first step is to determine the combat value (CV) of the sorties involved. The combat value for a side’s air contingent for a particular fight is the sum of the products of the contingent’s type combat values (found in the Aircraft Squadron Air-Air Type Combat Value Table) and the number of sorties of each type it contains.

Aircraft Type CV: 1st Tier CV: 2nd Tier CV: 3rd TierGen 5 (F-22, F-35, PAK-FA, J-20) 15 14 13Gen 4.5 (F-15C/E, F-18E/F, Su-30, J-11) 12 11 10Gen 4 (F-15A/B, F-18A/C, Su-27, J-10) 9 8 7Gen 3 (F-4, MiG-25, J-7E) 6 5 4Gen 2 (F-104, MiG-21, Su-7, J-6, J-7) 3 2 1EW, AWACS 20 18 16

Aircraft Squadron Air-Air Type Combat Value Table

EW - Elecronic Warfare; AWACS = Airborne early Warning and Control System

- The Air-Air Type Table provides combat values for various aircraft according to their capabilities “generation.” It also contains a means for assessing capabilities differences within a generation through the use of capabilities “tiers” (1st tier being most capable) resulting from factors such a superior weapons or operational readiness rates on the part of one combatant. The various fighter generations are defined as follows:

- Gen 2 (1950-1965): J-6, J-7, MiG-19, Su-7, F-104, F-105- Gen 3 (1965-1975): J-7E, J-8, MiG-23, MiG-24, Su-15, Su-17, F-4, F-5- Gen 4 (1970-1995): J-10, J-11, JH-7, MiG-29, MiG-31, Su-25, Su-27/30, Typhoon, F-CK-1, F-14, F-15A/B, F-16, F/A-18- Gen 4.5 (1995-2010): Su-33, Su-34, Su-35, MiG-35, F-15C/E, F-16HTS, F/A-18E/F- Gen 5 (1995-2025): F-22, F-35, T-50 (PAK-FA), J-20

[Example: an air contingent made up of a 1st Tier F-35 4CAP5 and a 1st Tier F-18E 2CAP4.5 would have a combat value of (24 sorties x 15 = 360) + (12 sorties x 12 = 144) = 504 CV. This valuation would be the same for both a one-day and three-day time step because it is the relative CV of the two air contingents that matters and NOT the number of sorties flown. As stated before, it is assumed that during a three-day time step the aircraft involved repeat their assigned CAP missions each day over the period.]

- Once each side calculates their contingent’s CV the White Cell makes a ratio of them (attacker/defender) and uses it along with the result of a 2d6 die roll to read the result of each aerial engagement from the Air-Air Combat Table. Whichever side sustains the fewest overall losses is considered to have won local air advantage in that sector.

3.6.4 Air Combat Results Table

- The Air-Air Combat Table is designed to reflect the fact that modern air-air combat engagements are very dangerous affairs with most kills being obtained from far beyond visual range by sophisticated, radar-guided missiles (like AMRAAM). The number given across the top of the results columns represents the ratio of attacker to defender combat values for the engagement while the numbers in the “Die Roll” column are the results of a 2d6 die roll. The

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sets of numbers given in the results cells are the fraction of hits each shooter delivers during the engagement (presented attacker first, then defender). One hit destroys one aircraft. The table’s aircraft loss and munitions consumption results are doubled rather than tripled during 3-day turns to reflect the diminution of combat intensity over time as combat losses mount.

Air-Air Combat Table [2d6]Die Roll

2 .25x .54x .30x .49x .35x .44x .40x .39x .45x .34x .50x .29x .55x .24x .60x .19x .65x .14x3 .24x .55x .29x .50x .34x .45x .39x .40x .44x .35x .49x .30x .54x .25x .59x .20x .64x .15x4 .23x .56x .28x .51x .33x .46x .38x .41x .43x .36x .48x .31x .53x .26x .58x .21x .63x .16x5 .22x .57x .27x .52x .32x .47x .37x .42x .42x .37x .47x .32x .52x .27x .57x .22x .62x .17x6 .21x .58x .26x .53x .31x .48x .36x .43x .41x .38x .46x .33x .51x .28x .56x .23x .61x .18x7 .20x .59x .25x .54x .30x .49x .35x .44x .40x .39x .45x .34x .50x .29x .55x .24x .60x .19x8 .19x .60x .24x .55x .29x .50x .34x .45x .39x .40x .44x .35x .49x .30x .54x .25x .59x .20x9 .18x .61x .23x .56x .28x .51x .33x .46x .38x .41x .43x .36x .48x .31x .53x .26x .58x .21x10 .17x .62x .22x .57x .27x .52x .32x .47x .37x .42x .42x .37x .47x .32x .52x .27x .57x .22x11 .16x .63x .21x .58x .26x .53x .31x .48x .36x .43x .41x .38x .46x .33x .51x .28x .56x .23x12 .15x .64x .20x .59x .25x .54x .30x .49x .35x .44x .40x .39x .45x .34x .50x .29x .55x .24x

- Ratio is the combined CV of the attacker to defender contingents.

1:3 1:2.5 1:2 1:1.5 1:1 1.5:1 2:1 2.5:1 3:1

- EW & C2 sorties are included as non-shooters, their CVs are added but they score no hits.- For 3-day turns, aircraft loss and munitions consumption results are doubled.

- Table results are the attacker : defender hits per sortie employed in the fight for each side.- Table assumes two (2) medium range air-air missiles fired per sortie employed in engagement.- For relative performance advantages (i.e. better training, tactics) shift columns as appropriate.- For relative technical advantages (DRFM jammers, etc.) add or subtract from die roll as appropriate.- If a combatant side is exposed to effective IADS during the fight, add 25% to hits sustained.

- [Air-Air combat example: Assume two mismatched contingents containing 20 aircraft each are pitted against each other. One contingents has more generation 4.5 sorties that the other so the resultant cumulative CV ratio is 1.5:1. On a die roll of 3 the table yields a result of .49x : .30x which means that each attacking aircraft generates .49 kills while the defenders generate .30 kills per aircraft. Thus the attacker would generate 20 x .49 = 9.8 = 10 kills while the defender would generate 6 kills (losses use normal rounding rules, minimum of 1). Since the default firing doctrine for this table is 2 missiles/aircraft, both sides would expend 40 air-air missiles during the engagement.

- It is often the case that a combatant contingent will include a mix of airframe types during a single engagement (i.e. the U.S. could employ F-15C and F-22 sorties together). When this happens care must be taken to ensure that the losses are distributed such that the more capable sorties (i.e. those of the higher generation) suffer a proportionately smaller share of the total kills generated than do less capable sorties. In C-WAM this distribution is achieved by assigning each generation a weighting factor in inverse order to its generation (i.e. the gen 5 weighting factor is 3, gen 4.5 = 4, gen 4 = 5, etc.) and allocating the losses in accordance with the weighted numbers of the sorties involved. [Example: if a force of ten Gen 4.5 and ten Gen 3 aircraft suffered 8 total losses in an engagement then the gen 4.5 aircraft would be assigned {(4x10)/((4x10)+(6x10))} x 8 = .4 x 8 = 3.2 (rounds to 3) losses while the Gen 3 aircraft would be assigned {(6x10)/((4x10)+(6x10))} x 8 = .6 x 8 = 4.8 (rounds to 5 losses).]

- One special rule applies to Gen 5 fighters with advanced, low-observable technology when it comes to adjudicating losses sustained. Losses for these aircraft will be calculated using the general procedure described above as they would for any other sortie type, but will then be reduced by 80% before they are applied to the aircraft involved. This method serves as a gross order approximation of the enhanced survivability of Generation 5 aircraft vs. missiles. The assumption is that sophisticated, integrated aircraft radar systems will be able to track Gen 5

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sorties well enough to yield initial firing solutions and interceptor guidance but once the missiles shift to their internal, terminal-guidance radars 4 of 5 will lose lock and miss their targets. This “radar lock loss” assumption can be refined as desired for individual scenarios.

- Air-Air engagement results: The effects of air-air engagements are immediate. Losses are accounted to each sides’ aircraft and the combatant side that has the highest cumulative combat value remaining at the end of the fight secures local air advantage for the turn. This means that the winner’s AP packages get to fly to their targets unmolested by enemy CAP gates in those regions where local air superiority has been won. The losing side may continue to prosecute deep strike missions with AP packages but will be subjected to DCA CAPs gates as they fly to their targets. Any uncommitted CAPs remaining in an air region belonging to the side that loses the air-air fight are considered to be driven off and must be relocated to the closest controlled air region. The defender retains control on a tie. Once the air superiority fight has been resolved the air commanders may adjust their remaining CAP markers across the designated air regions. Additionally, the influence of the CAP gate extends 60 Km forward of the contested surface frontage. This “CAP Influence Zone” defines the region in which atmospheric penetrators of any kind (manned or UAV) are subject to CAP intercept. If air-ground ordnance is released inside the CAP Influence Zone the delivery platform is subject to the CAP gate. If released outsize the Zone then only the munitions are subject to intercept.

3.6.5) Electronic Warfare and other Air Combat Considerations

- Electronic Warfare (EW): EW aircraft and airborne command and control systems are powerful force multipliers that can impact the air-air fight without actually joining the tactical engagement. The C-WAM accounts for this capability by allowing such aircraft to be accounted for in air-air engagements as non-shooters. Thus, their CV is included in the base ratio calculation but their presence is not included when the quantity of hits achieved is calculated.

- Third Party EW: In addition to EW aircraft, electronic support (jamming or spoofing of airborne radar and comms systems in particular) can come from sources not directly included in the air-air fight such as ground stations or ships. If an air-air battle occurs in the presence of effective, 3rd party EW then the overall CV of the affected combatant side should be reduced by 25%.

- Training and equipment mismatches: Sometimes the air forces pitted against each other in a campaign are severely qualitatively mismatched due to superior training and tactics or a unique technological advantage possessed by one of the combatants. In the case of performance overmatches (i.e. training, tactics, etc.) the disparity should be handled by the White Cell making column shifts (up to 2) in favor of the superior combatant. In the case of specialized technological advantage (i.e. highly effective jamming equipment, etc.) the overmatch should be represented with a modification of the die roll (up to 2 points) in favor of the superior side.

- Air-air combat in IADS environment: Finally, it is sometimes the case that the air-air fight is contested in a region of airspace in which one (or both) sides will have effective IADS coverage. Over the course of a day these IADS would certainly be expected to take a toll on their opponent’s aircraft given that their own sorties could coordinate their presence in the contested airspace with the air defenders while their opponents could not. C-WAM addresses this situation by adding 25% to the number of hits sustained by a combatant side that has to operate in airspace his opponent has covered with effective IADS. This condition will obtain only if the participating SAMs are radiating and have sufficient interceptors remaining in their inventory. It will cost the IADS two (2) SAMs per enemy sortie destroyed to achieve the 25% additional hits.

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3.7) Strategic Deployment

- Most of the strategic scenarios CAA is asked to analyze involve some level of deployment of forces from CONUS or other global location into a distant theater of operations. Such deployment is typically handled in the C-WAM in the form of arrival tables which contain the deployment schedule of units through identified APODs and SPODs. The analysis that builds these tables is normally executed outside of the C-WAM.

3.7.1) Default Strategic Deployment

- Port of Embarkation/Port of Debarkation (POE/POD) Degrade: The strategic lift arrival tables are built on some basic assumptions about the availability and throughput capacity of the various APODs and SPODs used. These facilities can be temporarily degraded through enemy attacks such as TBM strikes, AP strikes, terrorist activity, etc. These attacks will leave ports at some percentage of their normal maximum capacity so the White Cell must extend the arrival timeline in conjunction with the port’s degradation (i.e. if a port is degraded by 50% the offload and staging timeline doubles.) This can lead to significant backlogs of ships at anchor outside of SPODs as well as the diversion of aircraft to secondary APODs or intermediate staging bases (ISB) thus slowing the overall deployment process. The downstream effects on ships and planes delayed in making their return transits must also be accounted for.

- Reception, Staging, Onward movement and Integration (RSOI): Once units arrive in theater they cannot be sent straight into battle unless their mission from the start was to execute a CONUS-based, joint, forced-entry operations (JFEO). Instead, they must go through a reception, staging, onward movement and integration (RSOI) process. The default RSOI times: - Reception = 1 day - Staging = 2 days - Integration = 1 day - Onward movement = time dependent on the unit’s distance to move and travel mode

- The reception and staging times are subject to be extended by the effects of attack on PODs.

3.7.2) Explicit Strategic Deployment

- In some cases it is important to model the strategic movement of forces explicitly either because the work has not been done externally before the C-WAM effort starts or there is a desire to explore the effects of interdicted strategic flow. When explicit deployment modeling is required the various transportation networks will have to be represented on the wargame maps and the following default maximal modal movement rates will be used:

Strategic Deployment Maximum Modal Movement Rates TableMode Rate Mode RateStrat Airlift 24 hours point to point Rail Haul 1600 km/dayFast Sealift 600 Nm/day Standard Sealift 450 Nm/dayWheeled Line Haul 1000 km/day Unit Road March 300 km/day

- When conducting strategic deployment explicitly one must take care to account for preparation /on-loading and off-loading times at each modal change. The default timing for these activities in C-WAM are presented in the Transport Mode On-Load / Off-Load Table.

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Transport Mode On-Load / Off-Load TablePreparation/On-load Off-load/Consolidate

Unit Self Movement 1 day NAWheeled Line Haul 1 day 1 dayRail Haul 1 day 1 dayStrategic Sealift 3 days 1 dayStrategic Airlift 1 day 1 day

- Disrupting Strategic Deployment: When modeling efforts to disrupt strategic deployment the standard C-WAM event rules will apply –

+ In cases of rail or road transport one could attempt to interdict the linear LoC supporting the movement or strike at the deploying unit itself. Both LoC disruption and direct attacks on deploying units will be adjudicated using the Deep Strike or SoF/Terror Strike table depending on the attack mode.

+ Strategic air deployment can be interdicted at the airport of embarkation (APOE), en route or at the airport of debarkation (APOD). Use the strike tables as appropriate for APOE/APOD attacks and the standard CAP and IADS gate rules for attacks when en route (each transport aircraft package endures an individual gate roll of each type as appropriate). If losses occur en route the unit strength will be reduced by the same percentage of losses that the air transport aircraft suffer.

+ Strategic sealift deployment can be interdicted at the seaport of embarkation (SPOE), en route or at the seaport of debarkation (SPOD). Use the strike tables as appropriate for SPOE/SPOD attacks – units at SPOE/SPOD suffer same % loss as port up to 50% of total strength. For en route action attack resolution against deploying sealift should occur on the standard Naval Combat Table. The key to interdicting sealift in the en route phase is, of course, detection in the vastness of the ocean. When sealift ships are within 300 nm of coast on either end of their transit they can be located by ISR systems using the standard C-WAM ISR process. When more than 300 nm from the coast the map representation changes to 200 nm x 200 nm sea boxes and the probability of detection P(d) falls sharply given the much larger search area involved. The detection roll for a ship in mid-ocean is executed with a 1d12. Successful detection occurs on a roll of 10 or greater in calm/clear conditions, 11 or greater in cloudy/rough conditions and is not possible during storm/stormy conditions.

3.8) Logistical Sufficiency Checks

- The purpose of the logistics step of the wargame is to impose some level of realistic logistical constraints and considerations on the campaign to ensure that the simulation process does not produce overly optimistic operational results. The step is also used as a logical point in the process to address the potential need for high level, strategic resupply of munitions or forces during the course of the campaign [for example, the need to dip into strategic air-air missile stocks or the stockpiles assigned to other theaters to keep the engaged force in-supply.] Given that accounting for logistical consumption is a highly data-intensive process that can quickly become unwieldy in a theater-level campaign, the C-WAM’s logistics step attempts to strike a balance between realistic logistical constraints and practical process mechanics.

- There are two major factors at play in accounting for theater-level logistics: consumption and throughput. Tracking both factors in detail from the source (the theater support area – TSA)

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through to the user (BCT) level is infeasible for a manual process but can be made manageable if aggregated at the appropriate level within the battlespace. Accounting for supply consumption class by class for hundreds of units is infeasible but when abstracted a bit becomes tractable and informative. Additionally, the transport of supply and equipment in the theater rear area is not typically a limiting factor since much of this is done in bulk by high-volume methods (rail, line-haul, pipeline, etc.) and occurs in regions with relatively minor supply route (SR) competition. It is, rather, in the forward area (from the Division Support Areas [DSA] forward) where logistical transport must compete intensively for MSR space with unit movements, refugee flows, maintenance backhaul, etc. It is, therefore, consideration of the aggregated transport effects in the forward logistical area that will provide meaningful logistical insights. For these reasons the Logistical Sufficiency Check step of the C-WAM is subdivided into two sub-segments: the Forward Area Logistical Check (focused on throughput constraints) and the Rear Area Logistical Check (focused on strategic resupply requirements).

3.8.1) Forward Area Logistical Check

- The purpose of the Forward Area Logistical Check is to determine the effect (if any) the logistical transport network forward of the DSA has on the activities of the various maneuver units. We do this by determining whether or not the main supply routes (MSRs) used by the units have sufficient throughput capacity to enable their current operational and tactical activities.

- In the C-WAM, capacity sufficiency for an MSR is determined by consideration of five input factors: number of supported units, unit types, MSR type, support distance and weather. These inputs are collected and then used in reference to the Forward Area Logistical Supportability Table (FALST) to determine if given the current set of supply conditions a maneuver unit will be able to operate up to its full potential (combat and movement factors) or some degraded fraction of that potential. For example, consider the case where, in highly restricted terrain, a armored brigade combat team (ABCT) is being supplied via an unimproved surface MSR along with 9 other ABCTs. The ABCT in question is 170 kms forward of the DSA, is conducting defensive operations and the weather is dry. Referring to the table one would note that the HBCT is capable of operating at its full potential because the MSR is supporting only 10 BCTs when it can supply up to 12, the unit is closer than the max full support distance of 180 kms for defensive operations and the weather is dry. If, however, it started to rain the situation would change because traffic along the unimproved MSR would have to slow down due to the mud, thus decreasing the max full-support distance for that MSR type. The ABCT could still operate but now at only 2/3 of its full-potential to reflect the decreased resupply velocity. In addition only 8 of the 10 BCTs depending on the MSR would remain in supply with 2 having to go into a static mode due to lack of supply. If the situation were to further change and the unit were required to go on the offensive it would then be limited to only 1/3 of its full potential due primarily to the difficulty of bringing fuel forward given the demanding conditions.

- There are several features of the FALST that bear special mention. First, it is important to note that MSR traffic is both cumulative and constrained by the most limiting road type in use. This means that if a single MSR has several other MSRs branching off of it, the number of units being supported on each of the branch MSRs must be added to the number being supported by the root MSR directly – a situation which could rapidly drive the root MSR over its supportability limit. Next, one must note that if an MSR traverses several different road types (say improved road to dirt road to highway) the maximum number of units that can be supported will be governed by the carrying capacity of the most limiting road type employed (in this case the dirt road.) Finally it should be noted that the FALST is designed specifically with heavy,

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mechanized or other high-consumption units in mind. Light units such as straight or even truck-borne infantry are considerably less demanding on the supply system. The table contains conversion factors to be used when considering light and light motorized units.

Forward Area Logistical Supportability Table (ABCT, SBCT, FAB, CAB and like units)Full Potential 2/3 Potential 1/3 Potential

Mvmt rate Max BCT Offense Defense Offense Defense Offense DefenseMSR Type (km/hr) Support max km max km max km max km max km max kmHighway 30 24 240 360 360 540 480 720Improved 20 16 160 240 240 360 320 480Dirt (dry) 15 12 120 180 180 270 240 360Dirt (wet) 10 8 80 120 120 180 160 240Trail (dry) 5 4 40 60 60 90 80 120Trail (wet) 1 1 8 12 12 18 16 24- IBCTs count as ¼ of an HBCT- SBCTs and Light Motorized infantry BDEs count as 1/3 of an ABCTSBCT = Stryker BDE Combat Team, FAB = Field Artillery Brigade, CAB = Combat Aviation Brigade

- Once a unit’s supply status is determined it remains in place through the remainder of the current turn (in either the 1 or 3 day time-step mode). Heavy units that are “out of supply” cannot move or attack due to lack of Class III replenishment, but may defend at the potential indicated by their distance from their DSA. This defensive potential is reduced in half after each battle they participate in until they are brought back into supply. Infantry units may both defend and move when they are out of supply but may not attack. Units that are out of supply will have their counters inverted.

3.8.2) Rear Area Logistical Check (Strategic Resupply)

- The purpose of the Rear Area Logistical Check is to address the need for strategic level resupply of the fielded force if needed to complete the mission. This resupply can be focused on munitions or combat forces (or both) with the purpose of replenishing badly depleted theater stockpiles. The source of the resupply can be from strategic stockpiles or from the stocks of other theaters. In extreme cases the resupply could also be made from non-existing stocks if the item in question is critical to campaign continuation (and the study is open to exploring requirements type questions.)

- The Rear Area Logistical Check can be executed implicitly or explicitly. If the method, timing and capacity for strategic resupply is not relevant to the study then it should be executed implicitly with commanders able to instantly increase their theater stockpiles as long as the asset exists someplace in the world wide stocks if the study director elects to make them available. If the timing and availability of lift assets available to execute the resupply is important then the resupply should be explicitly executed using the normal set of C-WAM strategic mobility rules.

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3.9 Naval Combat

- It is typically necessary to represent maritime actions when executing joint campaign analysis. To enable this activity the C-WAM contains a basic naval warfare modeling capability.

- Concept: The central concept behind the C-WAM’s naval model is that in the modern era naval combat is mainly an exchange of long-range fires (missile, aircraft, etc.), with the winner being the one who detects first, shoots first and has the best counter-measures. There are exceptions like small boat swarms but even these events can be considered long-range attacks if one considers the swarm as a single, expendable weapon like an anti-ship cruise missile (ASCM). The naval model compresses complex naval engagements into discrete events and can handle everything from single combat to fleet engagements.

- Subsurface Action: One facet of naval warfare that complicates its modeling is that it features a major stealth component in the form of the subsurface realm. Given that the primary U.S. advantage in modern naval warfare lies with its submarine forces, it is important that this key capability be modeled as accurately as possible. Throughout this rule set special attention will be paid to ensure that the rules cover the unique requirements of subsurface warfare with the detail required.

- Naval Map: Naval combat in the C-WAM will be controlled through the use of a grid layered on top of a representation of the ocean floor developed from nautical sounding charts. After some experimentation (and the recommendation of COMPACFLT experts) we have determined that the grid size for the sea boxes should be 50nm x 50nm. These 2500 square nm boxes provide a good balance between ease of physical manipulation (of the unit counters) and patrol routes/sensor coverage over a 24 hour period.

3.9.1) Naval Detection

- Detection by overhead and coastal ISR systems: Detection of naval assets can occur in three ways in the C-WAM.

+ The primary detection method is through the use of dedicated ISR platforms during the ISR phase. Given the tremendous signals intelligence (SIGINT) collection capability available in most theaters all surface assets are assumed to be identified in general (unless said assets are declared to be operating in EMCON status) which makes their open presence on the main map board acceptable. When a commander then employs a second means of detecting the asset during the ISR phase (say satellite, MPA, UAV, etc.) the asset is assumed to be detected with “track” level precision and is thus able to be attacked. It is vitally important that the combatant commanders array their submarine detection assets (MPA, SURTASS, etc.) during the ISR phase since these assets must be in place before submarine movement begins to keep the process honest. To keep the process manageable, the determination of whether or not “track” level detections are achieved will be done in an as-needed basis. Thus the determination of “track” will only occur if the ship in question is to be engaged.

+ The secondary means of detection occurs as a result of a naval asset moving into a region in which there are extensive and redundant terrestrial based detection systems (i.e. shore based radars, merchant fleets, heliostats, land bases ISR aircraft, etc.) in permanent operation. These regions will typically be in and around the littoral area and choke points of land masses. Enemy surface assets located in these regions are automatically assumed to be detected with track level data.

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+ The third method of detection is through the ISR capabilities of the various naval assets themselves as they patrol sea regions and search for enemy combatants. This last means is the most complex and occurs during the naval phase of the turn rather than the ISR phase and is explained in more detail below.

- Probability of Encounter Determination: Just because two naval assets are operating in the same 50 Nm x 50 Nm sea square, especially if at least one of them is a subsurface asset, does should not automatically mean that a detection will occur. Two thousand five hundred square miles is a lot of area and the chance for a detection opportunity is not assured. The C-WAM takes this into account by executing a probability of encounter P(e) roll to determine if the conditions for a detection event obtain during a given turn. The C-WAM default P(e) for detection between two opponents if at least one of them is a subsurface asset is 0.5 [1d12 roll of 7-12] but that probability can be modified as required for a specific scenario and can even be differentiated by encounter type (i.e sub vs. sub an sub vs. surface could be different). The default P(e) between surface assets entering the same sea box is 1.0.

- Detection by on-board ISR systems: Local detection occurs when assets from opposing sides pass through the detection radius of each other during movement. Given that the location of most surface ships will be revealed during the ISR phase this third method of detection will mostly apply to the situation in which surface assets and undetected subsurface assets enter the same sea box in a given turn. If such physical collocation occurs then the determination of which side detects first (and thus gets to take the critical first shot) will be determined by having both sides roll a 1d12 and comparing the results with the higher roll being the winner. If the modified die roll result is a tie then the two sides roll again until a victor is determined.

- If the rival combatants are merely steaming through the sea box at speed and neither is actively conducting search operations then the combatants will be assumed to have “passed in the night” without detecting each other.

- A naval asset must be actively patrolling in its sea box to make a detection. In order to get credit for patrolling in a destination sea box a naval asset must expend no more than half of its max move potential to get to the box – this means it will get to spend at least half of the turn’s time duration in its destination box actively patrolling. If rival assets occupy the same sea hex at one point and one is patrolling as defined above and the other is just transiting through at high speed then the transiting asset is automatically detected.

- If the rival combatants are conducting routine operations in the same sea box and a detection opportunity occurs, the detection die roll results will be modified as indicated below:> In the case of two rival surface combatants there is no modification to the die rolls.> If a blue sub faces off against any enemy combatant, add 10 to Blue’s die roll.> If a red sub faces off against a blue surface asset, add 6 to Red’s die roll.> If a red sub faces off against a blue sub, add 4 to Red’s die roll.> Green subs should receive the same modifiers as either Blue or Red depending on their level of training and professionalism.

- MPA and SURTASS detection: Given the inherent lethality of submarines, when the location of enemy submarines is unknown the rival side is typically willing to dedicate an enormous number of ASW assets such as Maritime Patrol Aircraft (MPA) and Surveillance Towed Array Sensor Systems (SURTASS) to locate them. MPA aircraft can search a square of four contiguous sea boxes while SURTASS ships cover the sea box in which they operate as well as the 8

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surrounding boxes. This sub hunt will be resolved by the roll of a 1d12 by the commander of the sub hunting assets modified as shown below:> Blue MPA makes a non-cued detection on a roll of 8 and above.> Red MPA makes a non-cued detection on a roll of 12.> Green MPA detection mimics Blue or Red detection rates (or some value between the two) based on assessed proficiency level. > SURTASS ships make non-cued detections on a roll of 4 and above.

- Emissions Control (EMCON) Operations: Given that SIGINT plays such a major role in the detection of naval surface forces it is possible for those forces to radically reduce their risk of detection by executing EMCON operations wherein the ships completely eliminate all electronic emissions (radar, radio, lights, etc.) and become a hole in the water. When surface units are in EMCON they will remain undetected unless an opponent’s assets (air, surface, or subsurface) physically collocate with them in a sea box at which time a competitive detection event will take place. The downside to such a posture is that without search and targeting radars available the EMCON ships will be defenseless (other than in the rare instance of gun battles.) EMCON ships will enter into any naval engagement as non-shooters and each ship will have a combat value of 1 regardless of the defensive systems on board.

- The naval detection rules are presented in tabular fashion in the Naval Detection Table:

Naval Detection Table [1d12]

Blue Red Result

Submarine vs. submarine 1d12 + 10 1d12 + 4 Higher outcome detectsBlue sub vs red surface 1d12 + 10 1d12 Higher outcome detectsRed sub vs. blue surface 1d12 1d12 + 6 Higher outcome detectsSURTASS vs. submarine 1d12 1d12 Detect on 4 or aboveMPA vs. submarine 1d12 1d12 Blue det 8-12, red det 12Choke point vs submarine 1d12 1d12 Detect on 2 or above

- Maintaining track of submarines: Once an enemy submarine is detected the opposing side must dedicate a submarine or a detachment of 4 patrol aircraft to maintain 24 hour track. As the end of each naval turn the tracking commander must roll a 1d12 to determine if the track was successfully maintained.> Blue maintains track on a roll of 3 or above.> Red maintains track on a roll of 8 or above.> Green’s default track maintenance value is 5 or above but it can mimic either Blue or Red depending on assessed proficiency level (NATO green typically mimics Blue).

Submarine Track Maintenance Table [1d12]Combatant Side Loses contact on a roll of: Maintains contact on a roll of:Blue 1-2 3-12Red 1-7 8-12Green 1-4 5-12

3.9.2) Naval Movement

- The side with the initiative moves first. At normal cruising speed surface combatants can move up to 650nm per day while subs can move up to 500nm per day. These rates can be

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increased by 100mn per day for 1 day but at the cost of much greater acoustic noise and fuel consumption (ship detection and tracking roll ranges expand by 1.)

3.9.3) Naval Combat Value

- As stated earlier, the key to winning naval engagements in the C-WAM is shooting first, especially if one’s foe can’t respond. This condition is readily achieved by fleets with submarines, attack aircraft and/or long-range anti-ship cruise missiles (LR-ASCM). The C-WAM is designed to emphasize the advantages of these first-strike capabilities.

- Determining “Fleet” Combat Value: The first step in adjudicating navel engagements is determining the combat value of the opposing “fleets” for a particular battle. In the C-WAM a fleet can mean anything from a single ship to a major surface action group (SAG) or Carrier Strike Group (CSG) composed of dozens of combatants. There is no defined limit to how large a fleet can be and they are not permanent formations. The combat value of a fleet is determined by adding the individual combat values of the fleet’s ships using the appropriate values from the Naval Component System Combat Value Table:

Naval Component System Combat Value Table Surface CV Subsurface CVASCM Def Msl CIWS Def AA ECM Gun LAMPS ASROC Hvy Torp Lt Torp ECM

1st rate 80 40 20 30 20 20 40 20 80 20 202d rate 60 30 15 20 15 10 30 15 60 15 153d rate 40 20 10 10 10 5 20 10 40 10 10- Assumes an ASCM salvo of 4 and defensive missile salvo of 8.- Each naval fighter strike package (2-ship) generates one effective salvo.- An effective salvo of fixed-wing delivered precision munitions (4 non-ASCM munitions) has a CV of 60/45/30.- Ships operating in EMCON have a CV of 1 unless the engagement is close range visual (guns only).

- The key to using the Component System Table is to realize that it is not the ship (or boat) hull that generates combat power but only those combat systems that can be brought to bear in an engagement that matter. Thus one may have an advanced cruiser with the latest ASCMs, defensive missiles and CIWS but if it is operating in EMCON it will have a total CV of only 1 since its electronic posture renders its weapons ineffective. On the other hand you may have a small patrol boat with a 1st rate ASCM launcher (and the means to target that system) and it would have a CV of 80. The CVs of the component systems are additive but also tallied into different offensive and defensive scores. Thus if in a particular engagement a ship could employ its 2nd rate ASCM, defensive missiles, CIWS, and electronic countermeasures/decoy systems it would carry a total offensive CV of 60 (for the ASCM) and a defensive CV of 30 + 15 +15 = 60 into the fight. A SAG comprised of four such ships could have a maximum total offensive/defensive CV of 240-240 for the engagement. In order for a particular component system’s CV to be included it must meet four conditions: there must be at least one salvo worth of munitions on hand (4 for ASCM, 8 for defensive missile), the system must be in range, search/tracking radars must be operating and the shooter must have track-level data on the target. The inclusion of different “rates” in the table allows for differences in skill, technology and training to be taken into account when determining a ship/boat’s relative combat power.

- If an engagement is to be made with torpedoes (on either side) then the CVs should be drawn from the Subsurface CV portion of the table. If not then the Surface CV data should be used.

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- If a particular engagement will include both long-range surface attacks and close in submarine attacks it would be best to break the single engagement down into two smaller engagements, one surface only engagement and one subsurface engagement.

- Shooters and Non-shooters: One thing that the players must keep careful track of is which ships in a fleet are to be “shooters” and which are “non-shooters” in an engagement. In order for a ship to be classified as a shooter it must meet two conditions: 1) its offensive weapon system(s) must be in range and 2) it must have at least one “standard salvo” of its qualifying munitions on board at the time of the battle. While the CV of ALL ships in a fleet are tallied to figure out that fleet’s overall combat powers (offensive and defensive), the number of shooters is not necessarily equal to the total number of ships when using the Naval Combat Table. Any ship that fails to meet the two shooter conditions listed above will enter a battle as a non-shooter. That classification could change for future battles if the battle engagement range changes or if the non-shooter were to receive resupply of the relevant munitions. Any auxiliary, support or transport type ship (i.e. oiler, repair ship, transport, landing ship, etc.) will have a CV of 1 to avoid division by zero errors in the battle tracker.

- Targets and non-targets: It is often the case that ships operating in close proximity (within mutual support range of their defensive missile systems) can provide defensive support to other targeted ships within their group without being targets themselves. In such situation the ships that are the object of an enemy’s attack are designated as targets while those which provide defensive support without being subject to enemy fire are designated as non-targets. The relevant defensive CV of non-targets is added to the total defensive CV of the combatant side for the engagement but as their designation implies they do not take a share of the hits generated.

- Naval Aviation: Air units are an integral part of modern naval combat and as such are fully represented in C-WAM. Air units may attack ships as part of a larger fleet action or alone in the form of an air-only engagement (such as the Battle of Midway). As long as an enemy’s ships (surface or submarine) have been detected during the ISR process, those ships become vulnerable to air attack. If the target ships have effective air defense systems (i.e. SM-2, SA-N-20, etc.) they may establish IADs gates (up to 2 per SAG if both long range and medium range SAMs are available.) The defending naval commander may also establish a dedicated CAP over his surface assets thereby instantiating a CAP gate. Thus an attacking air contingent engaging a SAG may have to pass through as many as 3 gates on the way to their targets if the nature of their weapons forces them to get within intercept range before they can release them. If the attacking aircraft must face intercept gates they suffer losses upon gate failure in the same manner as they do during deep strikes (2 per gate with one taken from the SEAD or escort package if present). Of course if the air package sorties can release their munitions from standoff range then only the AP munitions are subject to the standard AP CAP intercept process before the naval engagement is calculated. In this case the CV of the defensive air-air missiles can be added to the battle to account for the intercept of some of the standoff anti-ship munitions on the way to their targets if the air-air munitions have that capability.

3.9.4) Naval Engagements

- Concept: Naval battles are treated as two simultaneously occurring events: the attack of side A against the defense of side B and the attack of side B against the defenses of side A. This is why the instantaneous offensive and defensive value for each ship/boat in the fight must be calculated for each ship based on the circumstances of each particular engagement. If it turns

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out that one side is unable to generate shooters during an engagement then clearly only one half of the fight need be adjudicated.

- Process: All naval engagements are adjudicated using the Naval Combat Table. The table is used by determining the combat value ratio of the two sides involved in the battle (table columns) and then applying the result of a combat resolution 2d6 die roll (table row) to determine the battle outcome at that CV ratio. The resultant table value is the number of hits on critical systems per shooter inflicted on the other side by the attacker’s ship(s). Thus if a blue fleet with four shooters with a total offensive–defensive CV of 200-100 attacks a red fleet with three shooters and an offensive-defensive CV of 100-100, on a roll of 5 (ratio = 2:1) each blue shooter would inflict four shooters times 2X = 8 hits on the red fleet’s critical systems during the engagement’s first half, then on a red roll of 7 (ratio 1:1) red would inflict only three times 1X = 3 hits on blue’s critical systems during the engagement’s second half. Thus while quality and chance play a role in the engagement, there is a distinct advantage to bringing more shooters to a fight. Each shooter is assumed to have fired a standard salvo of munitions during the battle so inventories should be appropriately decremented. In the case where 3-day time steps are being used the naval engagements are still treated as being single-day events so the same combat table is used. A fleet must contain at least one qualified shooter to attack.

Naval Combat Table [2d6]Hits on critical systems per Effective SalvoDie Roll 1:3 1:2 1:1 2:1 3:1 4:1 5:12 1X 1X 2X 2X 3X 3X 4X3 1X 1X 2X 2X 3X 3X 4X4 1X 1X 2X 2X 3X 3X 4X5 1X 1X 2X 2X 3X 3X 4X6 0X 1X 1X 2X 2X 3X 3X7 0X 1X 1X 2X 2X 3X 3X8 0X 1X 1X 2X 2X 3X 3X9 0X 1X 1X 2X 2X 3X 3X10 0X 0X 1X 1X 2X 4X 3X11 0X 0X 1X 1X 2X 4X 3X12 0X 0X 1X 1X 2X 4X 3X- A fleet must contain at least one shooter to launch an attack- When the sea state is stormy, reduce hits on subs by 1- An Effective Salvo is defined as 4 offensive munitions (i.e. ASCM) or 8 defensive missiles - Attacking air contingent loses 2 a/c to CAP gate loss if vulnerable. 1 is from escort flight if present.*- Attacking air contingent loses 2 a/c to IADs gate loss if vulnerable. 1 is from SEAD flight if present.*- All attacking air contingent losses occur on ingress (before weapons release)- Firing doctrine for all naval SAMs assumed to be shoot-shoot-look so max kills is ½ SAMS inventory- Losses from SAMs are assessed by squadron from lowest to highest generation- Air contingent losses to CAP and IADs are additive- For sub vs. sub engagements, a roll of 12 always yields a miss regardless of CV ratio

* Full functionality pending in the battle tracker.

- Naval Ambush Engagements: The best situation for a naval combatant is to find himself in a position to fire upon his foe before the target even realizes that it is in danger. Such a naval ambush will most commonly be seen in the case of submarines firing upon unwary prey, but could also take the form of an MPA platform suddenly attacking a submarine it had been trailing or a SAG which had been operating in a high EMCON status being successfully located and then targeted. In these cases (and others like them) the key is that in the opening round of the engagement the attacker gets to shoot while the target goes into the engagement as a non-

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shooter. In a one-on-one situation the engagement will likely be decided in the first round with the destruction of the victim. In a situation where an attacker finds himself ambushing a group of enemy forces the engagement can be more complicated.

- The most common situation in which one will find a lone attacker engaging a group of enemy ships is the case of a submarine attacking a surface action group (SAG). In such a situation the engagement could continue for multiple rounds with the hidden attacker facing an increasingly dangerous situation as it progresses. The following description outlines the methodology for prosecuting such engagements:

> Round 1 – The engagement opens with the attacker as a shooter and the victim(s) as non-shooter(s). If the attacker is a submarine the commander gets to choose which of the ships in the target group he attacks (up to a number of targets equal to the number of loaded torpedo tubes available if training, technology and target disposition supports.) Once the attack is complete, the hidden attacker must make a decision: break contact or stay and continue engaging. If the attacker chooses to break contact he rolls a 1d12 and gets away cleanly on a roll of 3 or above. If he rolls a 1 or 2, or decides to stay and reengage, then a modified competitive detection roll occurs before the next round begins

> Round 2 – The engagement’s second round begins with a competitive detection roll. Both sides roll a 1d12 and apply the default roll modifiers with the 1st round victim adding an additional +2 to his roll to reflect the enhanced detection vulnerability of the hidden attacker now that he has fired. Thus in the case of a blue sub attacking a red SAG, a round 2 competitive detection event would feature the blue player adding the standard +10 to his 1d12 detection roll while the red SAG commander would add +2 to his. If the sub wins the detection roll (e.g. detects first) it would get a single unchallenged shot with the victim ship going into the engagement as a non-shooter. Once the shot was taken the attacking sub would get another escape opportunity as in round 1. If, however, the SAG wins the detection roll then the fight becomes a general engagement with all qualifying ships/boats on both sides entering as shooters.

> Round 3 and higher – As long as the attacker continues to press the fight (or fails an escape roll) the sequence continues as described in Round 2 above with the victim side adding an additional +2 to his detection roll per round. Thus for round 3 the attacking blue sub would add the standard+10 to his detection roll while the Round 2 victim would add +4 to his. If the sub wins he gets to fire an additional, single torpedo while detection failure means a general engagement as before. The engagement ends once the submarine either breaks contact or is destroyed.

- Fleet formation and screening: When applying attrition to the fleets we give the commanders credit for using their less valuable ships to screen their most valuable ones. Thus, if a fleet is composed of several PGGs, FFGs and DDGs, the PPGs are hit first, then the FFGs and finally the DDGs.

- Survivability: Once a ship is hit its ability to sustain the damage and stay in the fight is largely a function of the ship’s size and the number of redundant systems it has – the two typically being positively correlated. The Ship Survivability Table is an estimate based mainly on comparative tonnage. Once a ship has sustained its maximum number of hits on critical systems it is considered to be out of action (OOA) and must retire from the combat area.

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Ship Survivability TableShip Type Ship Code Hits to OOA Ship Type Ship Code Hits to OOACarrier CVN/CV 7 Lndg Helo Aslt LHA 4Cruiser CG 3 Lndg Helo Dck LHD 4Destroyer DDG/DD 3 Lndg Pltfm Dck LPD 4Frigate FFG/FF 2 Lndg Shp Dck LSD 4Corvette FS 1 Mine Cntr Msr MCM 1Attack Sub SSN/SS 1 Trp Transport AP 3Missile Sub SSGN/SSBN 1 RORO AKR 3LG PT Boat PGG/PG 1 Auxiliary ARL/AOE 2SM PT Boat PTG/PT 1 Auxiliary AE/AOR 2Small Boat SB 1/boat Other Aux AGOS 1- All other large civilian transports and cargo ships are placed OOA by 2 strikes

- Naval mines: Any ship/boat that enters a minefield will have to roll a 1d12 to determine if it can pass through safely with the probability of striking a mine depending on the ship’s size and class. For large ships (CVN, LHA, RORO, etc.) a hit will be recorded on a roll of 1-4. For medium military ships with magnetic signature management systems (CG, DDG, FFG) a hit will be recorded on a roll of 1-3. For smaller and stealthy vessels (PGG, SSN, etc.) a hit will be recorded on a roll of 1-2 only. These hit ranges can be increased if the minefields are especially dense or comprised of high-tech mines.

- MCM: mine clearing ships can clear 10km of lane through a minefield per day.

3.9.5) Optional Separate Submarine Map Rules

Submarine Warfare: The basic C-WAM game employs a single map methodology in which both sides have general knowledge of the location of all units although they are only able to take action against those specifically located during the ISR process. When a wargame involves significant submarine play it may be necessary to restrict the knowledge of each side concerning the location of each side’s submarines in order to access the true impact of their stealthy operations. To facilitate such a subsurface process the wargame work space should be configured in a manner depicted in Notional Wargame Room Layout diagram.

- The setup consists of a main map board and a smaller submarine map board which is separated from the players with portable dividers (or located in a separate room). Both maps have a grid system to facilitate moving counters from one map to the other and to enable the players to record their desired submarine movements in advance. The intent is to prevent players from knowing the locations of an opposing side’s submarines (unless explicitly detected) as would be the situation in real world naval operations. The only persons who have access to the submarine map board are white cell members whose job it is to interface with the players and monitor both map boards with respect to submarine locations and movements. It will be the duty of the White Cell subsurface umpires to track the location of anti-submarine warfare (ASW) ISR assets (MPA, SURTASS, etc.) on the submarine map and determine how these assets interface with the movement of the submarines as directed by the players.

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- At the beginning of each turn, both sides provide the location and projected movement of every submarine in play to the White Cell. This information consists of a unique identifier for each submarine and the start point, waypoints and end points of each submarines movements. Once both sides’ submarine forces are placed on the submarine map board, the White Cell facilitator identifies which submarines are subject to detection. This could be due to opposing submarines patrolling in the same grid square; a submarine locating in a grid that is within the coverage area of a surface ship which is actively searching for submarines; a submarine in a grid within the coverage area of a maritime patrol aircraft (MPA); or if a submarine is located in (or passing through) a choke point which has some technical means for detecting submarines (such areas must be identified to the White Cell before the start of the game). For all the submarines that are subject to detection a competitive die roll is conducted in accordance with the Naval Detection Table.

- It is possible that during the course of the naval combat phase the combatant commanders may desire to make changes to submarine deployment in reaction to surface movements. These movements must be passed to the white cell for adjudication as early in the turn as possible to keep the process moving smoothly.

- If a submarine is detected, that submarine’s icon is moved by the white cell naval umpire from the submarine map board to the main map board. That submarine is then subject to attack using the normal naval combat rules.

- Once a submarine is detected it must be tracked by some dedicated asset(s) to maintain that track over time. At the end of the naval combat segment of each game turn a 1d12 die roll must be made for each sub being tracked to determine if the track will be maintained. If contact is broken the submarine icon is returned to the submarine map board.

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3.10) Tactical Strike Missions

- Concept: In the interest of keeping the C-WAM streamlined as much as possible, the effects of all weapons systems capable of executing tactical strikes deep behind the front lines (i.e. TBMs, AI, cruise missiles, etc.) are adjudicated at the same time during the Tactical Strike Mission sub phase. The team determined to have the initiative will strike first but all teams will launch their strike missions during this sub-phase. In order for a strike mission to be executed it must potentially pass three mission gates: target detection (during the ISR phase), CAP intercept (if an AP system and the air superiority contest is lost) and strategic air defense intercept (if the defender’s IADS is still operational). The CAP and IADS gates have the ability to reduce the effectiveness of strike missions and cause significant loss to aerial platforms.

- Tactical Strike Mission Representation in C-WAM: In the C-WAM tactical strike missions refer to attacks on ground combat units conducted by TBMs, CMs, FWA or other standoff weapon systems. Tactical strike missions follow all the same rules and use the same Deep Strike Table as used during the strategic strike sub phase of the turn.

- Tactical Air-to-Ground Mission Airspace Limitations: There is a limit of 12 standard 2-sortie strike packages (2 per 4-hour time sub-period) against a particular unit during a 24-hour day. This is an attempt to address the limits of airspace congestion over the target area. Thus a unit can be hit with 12 CAS, 12 AI packages (or some combination of the two mission types) not to exceed 12 total packages on a given turn. The exception to this rule is units making long road movements which may be hit with an additional 12 XBAI packages during their movement. The 12 package limit applies to first-rate air forces which are capable of 24 hour operations. Forces that are limited to daylight operations may generate only 6 packages per target per day.

- Target Detection: The target detection gate is actually passed during the earlier ISR phase. Only those targets deemed to have been detected (by whatever means) during the ISR phase are eligible to receive strike missions. This restriction does not apply to fixed facilities since their location is permanently known (strikes on fixed facilities are automatically real-time events).

- The effects of deep strikes (strategic and tactical) and those of SOF/Terror strikes are additive when executed simultaneously against a target.

3.11) Ground Combat

- The ground combat portion of the C-WAM is the simulation’s most fully developed component and so the ground combat rules subset is lengthier in order to fully explain its methodology in detail. The key to C-WAM ground combat is that every unit involved in a ground fight may only move and/or fight ONCE per turn. There are not exceptions to this fundamental rule.

3.11.1) Counter-SOF and SOF Extractions/Insertions

- The first action of every Ground Combat Turn Step is counter-SOF sweeps by security forces against previously deployed SOF elements. If a deployed SOF element has been used to adjust deep fires it is detected on a 1d12 roll of 1-4 [P(d) = 0.33] otherwise it is detected on a roll of 1-2 [P(d) = 0.167].

- When used for SR missions SOF/Surrogate teams are assumed to be deployed rapidly by highly stealthy means using pre-established SOF support networks. The SOF team can provide

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intelligence only for the square in which it is deployed and can remain in position for a maximum of 9 days. Once extracted the commander must wait 9 days before a particular team can be redeployed. A small subset of the SR teams may be designated as Sensitive Activities (SA) teams. These teams have no duration limit and may train local partisan teams. A maximum of one third of available teams may be deployed at any one time, the two thirds assumed to be in recovery or mission prep status.

SOF Insertion / Extraction Table [1d12]Mission RiskLow Risk Medium Risk High Risk Extreme Risk

Clandestine Insert/Extraction 1-10 (83%) 1-8 (67%) 1-6 (50%) 1-4 (33%)Extraction after DA Strike 1-9 (75%) 1-7 (58%) 1-5 (42%) 1-3 (25%)- Successful on roll within indicated range (inclusive)- SOF insertion into the middle of an enemy position is Extreme Risk- Add 2 to roll if enemy has superiority along aerial insert/extract route.- Add 1 to roll if enemy has superiority along maritime insert/extract route.- If compromised, roll 1d12 again to determine team’s fate:Compromised team roll: Even number = evade capture; Odd number = killed/captured

- SOF & surrogates are highly trained in infiltration, surveillance and camouflage technics, all of which make them hard to find. While the insertion or extraction of a SOF team is a complex process, we represent that activity as a single event and adjudicate the success of the insertion on the SOF Insertion / Extraction Table. Insertion/extraction of SOF teams occurs as the second action of the Ground Combat Turn Step.

- The table’s main determinants are the nature of the mission’s risk level (low, medium, high or extreme) and the circumstances of the extraction. The insertion will always be assumed to be done in a clandestine fashion but the extraction can vary based on the mission events. If the mission has a direct action strike focus then the extraction will not be a clandestine event. Extraction for direct action sabotage and SR missions will be clandestine.

3.11.2) Intra-Theater Lift

- In some scenarios units that deploy into a theater must execute a second, externally supported movement in order to get from their theater entry POD to their final strategic deployment terminus. This movement is a continuation of the unit’s overall strategic deployment and represents the process of getting the unit into the forward area of operations (AO). Such intra-theater lift might take the form of rail, sea, air or truck movement (or some combination of these transport modes) and will be of varying lengths. Regardless of the distance involved, all transit methods will include upload, transit and download phases. For simplicity’s sake the C-WAM will assume that all such intra-theater lift movements require three days to complete. Both player teams will execute their intra-theater lift moves as the first action during their ground combat phase (following SOF activity).

3.11.3) Reception, Staging, Onward Movement and Integration (RSOI) Operations

- Once a unit has reached its final deployment terminus (either after its original strategic deployment or subsequent intra-theater movement) it must execute the RSOI process. The reception, staging and integration processes will take a blanket three days to execute with the

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only variable RSOI timing coming from the onward movement step. This movement is typically an unopposed transit through the theater rear forward to the unit’s tactical assembly area (TAA). Unopposed Movement Rate Table. A unit may move 150% of its normal unopposed movement rate for a single day but then may only move 50% of the normal rate on the following day. Players will execute their onward movement activities following any intra-theater lift movements.

Maximum Unopposed Movement Rates (km/day)Unit type Mountain Swamp Hills Open Trail Road HighwayLight 10 15 30 40 30 50 50Heavy NA NA 100 150 30 200 250Motorized NA NA 150 200 30 250 300- A unit may move up to only 50% of its allowed distance if it is to attack on the same turn.

3.11.4) Offensive Team Maneuver

- The ground combat phase begins in earnest with the Offensive Team Maneuver sub phase. The offensive team is the one that has the operational initiative as determined by the White Cell each turn. The immediate importance of the initiative during the wargame is that the team which has it gets to execute its ground maneuver and attacks first. The tactical and operational importance of gaining and maintaining the initiative are too numerous to explain here.

A) Maneuver Basics: During the maneuver sub-phase the offensive team may move any (or none) of its unit icons as desired (within the constraints of terrain restrictions, battlefield considerations and movement rate limits) to maneuver its units into positions of advantage vis-à-vis the enemy. Typical tactical goals of such maneuvers are: to bring multiple units to bear against a single enemy unit, to gain position on the flank (or better yet, the rear) of an enemy unit, and to move units to a position from which they can readily execute follow-on operations in future turns. Units may conduct unopposed movement up to the limits contained in the Maximum Unopposed Movement Rate Table. Surge movement is not permitted for units being maneuvered into contact with the enemy.

B) Terrain Limitations: Light units can move through any terrain type and between any two points on the terrain board. Mechanized and other heavy units may move as desired in open and hilly terrain but are restricted to roads and trails when moving in mountainous or marsh/swamp type terrain. Attack aviation units may move up to the limits of their range in any direction (260 Nm/500 km) but must begin and end their turns at an established base or FARP.

C) River Crossing: For the sake of expediency, the C-WAM will condense the myriad river formation into three basic types: streams, rivers and major rivers. If no bridges are present these features must be negotiated using either in-stride or deliberate river crossing methods.

- Streams (indicated by broken or very thin blue lines on the map) are considered to be minor obstacles in the dry and moderate seasons and as such are crossable by all units using in-stride methods (wet fording for light units, armored vehicle launched bridge [AVLB] for motorized and heavy units) with no movement penalty. In the wet season streams are considered to swell considerably and become impediments to normal movement. All units may still cross using in-stride methods but units other than light infantry must stop on the far side to account for fording, mobile bridging and regrouping efforts. A unit may attack across a stream without tactical penalty but in the wet season the attack halts on the far side without pursuit.

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- Rivers are indicated by solid blue lines of medium thickness. They are considered to be moderate obstacles during all seasons fordable by all units through the use of in-stride methods but do impose movement and tactical penalties on crossing units. All units may move or attack across a river during the course of their movement phase but must halt on the far side to regroup and reorganize once across. An attack made across a river incurs a 25% tactical degrade due to canalization of its maneuver.

- Major Rivers are indicated by blue lines of notable width (sometimes indicated by light blue fill between darker blue borders) on the map. These are major obstacles that require a deliberate and significant operation to cross (think the Rhine.) The lead unit of any column that encounters a major river (without a pre-existing bridge in place) must stop for 24 hours before it can move again to account for the time required to prepare for and initiate bridging (or ferrying) operations. If bridges are established, follow-on units can move across without penalty. If only ferrying operations are established units can cross during the turn they reach the river but must stop and remain on the far bank for 24 hours to account for shuttling and reorganization.

D) Defending Behind a Major River:

- A major river acts like a continuous, permanent fortification that forces the attacker to seriously canalize and expose himself at limited bridgeheads. As a result the attacker suffers an adverse (leftward) column shift on the Ground Attack Table when attacking across a major river.

- The attacker will have very limited capability to employ effective supporting fires during a river assault, particularly from direct fire weapon systems. This effect will be accounted for by applying a 25% tactics degrade to the attacker during a cross-river assault.

- Regardless of the table results the attacker cannot overrun the defender during a river crossing when using a one-day time step because the attacker must halt on the far bank to consolidate before advancing. Overrun may occur during three-day time steps if overrun conditions are met.

E) Battlespace Limitations: As noted earlier, the terrain grids are sized to represent the average, doctrinal area a single BCT/BDE would occupy when in a doctrinal defensive disposition regardless of unit type. Because of this construct players are not allowed to stack (co-locate) unit counters in a map grid when they are defending. There are a few exceptions to this rule:

- Up to 4 BCT/BDEs may stack in a single hex if the units are in a rear area assembly area.

- If a defending unit is driven back from its position, it moves back to the rearmost unit in the area behind it and goes into lager to consolidate and reorganize. This is indicated by inverting the unit’s map counter. Such lagering units are vulnerable to joint fires but may not contribute to the ground fight for 1 turn.

- Two BCT/BDE-sized units may stack in a single grid if they are both less that 50% strength.

- Up to 3 ADA batteries may stack together with any BDE-sized unit counter.

- An artillery BDE counter may stack on any BDE-sized unit counter.

- Two artillery BDE counters may share one map square.

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- When a unit counter is occupying defensive positions it must be turned so that its long axis is parallel to the defensive, front line trace.

Attack Density TableTerrain Types

Attack Density Open Rolling MountainHeavy Units 3 2 1*Light Units 4 3 2* One heavy unit may attack if on a road

- When units attack they typically narrow their frontage to concentrate their firepower thus making room for additional units in a given area. This ability to concentrate is subject to the trafficability of the terrain and the types of units attacking. The counter density for attacking units is given by the Attack Density Table.

- When attacking, the unit counter is turned so that the long axis is parallel to its direction of attack. Units that are stacked for an attack may remain so stacked between turns if they are going to continue the attack during the next turn, otherwise they must be un-stacked and repositioned on the map in accordance with the defensive placement rules. An artillery BDE may be included into an attacking stack at no penalty. When moving on a road in restrictive terrain an heavy unit extends two grids in length and so must have an empty grid between it and the next unit counter.

- F) Forward Passage of Lines / Relief in Place: During sustained combat it is often necessary to replace a unit in direct contact with the enemy with a fresh unit in order to maintain forward momentum when attacking or sustain a cohesive defensive line. This is a difficult operation during the best of conditions and even more so when operating in highly restrictive terrain. Only the unit directly behind the lead unit may relieve it in a given turn due to the intense and continuous coordination required to execute the operation.

3.11.5) Offensive Team Attacks

- Once the offensive team completes its maneuver it announces the attacks it intends to make that turn. Other than joint fires units, no unit may initiate a ground attack against a defending unit unless the map grid it occupies is contiguous with the defender’s map grid.

A) Basic Maneuver Unit: The basic maneuver unit employed in the C-WAM is a brigade combat team (BCT) or brigade (BDE). Other smaller (or larger) unit sizes can be employed if required (i.e. a Ranger BN) but these will be the exception rather than the rule.

B) Ground Unit Combat Value (CV): BDEs and BCTs are flexible units that normally contain between two and seven battalions of various types. In the C-WAM, unit strength is determined by summing the CV of a BCT’s component battalions. Once the starting CVs of a team’s units are calculated they must be tracked over time, turn-by-turn, as the units are attrited by combat action. The default set of component battalion CVs are given in the Component Battalion Combat Value Table. The White Cell will have to make a judgment call on the CV for unit types that do not appear in the table.

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Component Battalion Combat Value TableLt Inf Mech Inf Armor LT Art Hv Art LT MRL HV MRL Atk Avn

Blue 40 100 150 40 60 60 80 150Green 36 90 135 36 54 54 72 135Red 32 80 120 32 48 48 64 120Inf = Infantry, LT = Light, HV = Heavy, MRL = Multiple Rocket Launcher, Avn = AviationIn the case of peer/near peer opponents, use Blue/Green values for Red units

C) Ground Combat Basics: The basic concept of C-WAM’s ground combat resolution is simple. Once the offensive team announces the series of attacks it desires to make, it executes the individual battles one at a time. For each battle it adds up the combat value of all elements that are to participate (ground units, supporting artillery, CAS, Atk Avn, minefields, chemical strikes, naval gunfire, etc.) and supplies the totaled CV to the White Cell. Note that the combat value of a maneuver unit (including Atk Avn) is doubled if it attacks on the flank and tripled if it attacks from the rear. The opposing team does the same for the defending units. Once the White Cell has the two combat values it notes the terrain on which the engagement is to be fought (the defenders terrain), the type of defense (hasty, prepared or fortified), the ratio of the attacker-to-defender combat values, and then uses that information along with a 2d6 die roll to determine the battle’s outcome on the Ground Combat Results Table. Once attack success or failure is determined by the die roll result, the White Cell then reads down the appropriate CV ratio column to find the correct loss and movement data for each side. The losses each side suffers in an attack are a dependent only on the CV ratio and defensive force posture – the die roll is only used to determine attack success or failure.

- If an attack is successful and the corresponding movement result reads “A: 5” for example, this means that the attacking unit may advance up to 5 km while the defender must withdraw by that much. If the attack roll fails then no movement would occur as the table only presents the option for the attacker to advance if successful. A “D: 2” result would indicate that the defender may advance up to 2 km if the attack roll fails and the defender elects to exploit the failed attack. If the attack roll is successful in such a D: 2 case the front line will simply not move.

D) Supporting Fires: One special situation of note is the role that supporting units play in ground combat calculations. When a ground BCT/BDE is committed to a battle (attacking or defending) the other BCTs in its division may add their artillery fires to the fight (assumed to be ¼ of the unit’s current CV) if that artillery is in range, not already committed to another fight and the division headquarters (or DIVARTY) is present to coordinate fires across the division area.

E) Continuous Ground Combat Results: The Ground Combat Results Table provides a series of discrete results that are to be used when the C-WAM is executed as a manual process, that is, without the aid of the C-WAM Battle Tracker. When the Battle Tracker is employed the relative force ratio, losses and movement rates are continuous rather than discrete and are calculated in accordance with formulas presented at the end of the Table Annex. The critical difference in the methods is that when using the table the attacker must achieve certain threshold force ratios to have a chance to advance (1:1, 2:1 and 3:1 against hasty, prepared and fortified defenses respectively). With the Battle Tracker’s continuous ground combat results capability, the attacker has the potential to achieve some proportionately reduced movement starting at CV ratios on step lower that the table thresholds at the cost of proportionately greater losses. When the table’s exact CV ratios (i.e. 1:2, 1:1, 2:1, etc.) are input in the continuous formulas they will generate the table results.

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Atk Succeeds on: 2 2 2-3 2-4 2-5 2-6 2-7 2-8 2-9 2-10 2-11 2-12CV Ratio: 1:6 1:5 1:4 1:3 1:2 1:1 2:1 3:1 4:1 5:1 6:1 7:1

Loss % Attacker 49 47 44 41 36 30 26 22 18 14 10 6

Hasty Def 3 5 8 11 16 23 26 29 32 35 38 41Prepared Def 1 3 5 7 10 16 19 22 25 28 31 34Fortified Def 0 1 2 3 6 9 12 15 18 21 24 27

Atk vs H Def D: 4 D: 3 D: 2 D: 1 A: 0 A: 3 A: 5 A: 8 A: 12 A: 17 A: 23 A: 30Atk vs P Def D: 5 D: 4 D: 3 D: 2 D: 1 A: 0 A: 2 A: 4 A: 7 A: 11 A: 16 A: 22Atk vs F Def D: 6 D: 5 D: 4 D: 3 D: 2 D: 1 A: 0 A: 1 A: 3 A: 6 A: 10 A: 15

D) Each unit';s particular CV loss should be based on that unit's original strengthE) The attacker achieves automatica victory when the atttack raio is 7:1 or greaterF) Attrition results are reduced by 50% during joint-fires-only attacks and by 75% if the target is below 50% strengthG) Attacker losses are reduced by 25% if the CV Ratio is 8 or 9:1 and by 50% if the CV Ratio is 10:1 or higher

Ground Combat Results Table (1-Day Time Step) [2d6]

Movement*

* Table provides the movement distance given that the specified side (A or D) wins the die roll.A) For meeting engagements use the attack vs. H Def row to determine movementB) A ground unit's combat value is doubled when conducting a flank attack, tripled for a rear attackC) The loss % should be distributed across all participating above-the-line units in proportion to their current CVs

4. Table results (attrition and movement) are doubled for three-day time steps.3. For flat, open terrain shift one column to the right.2. For mountain/urban terrain shift one column to the left.1. Default terrain for ground combat is rolling with mixed vegetation.

Loss %

F) Unit Overrun Situations: Any unit that is forced to withdraw as a result of combat, but which cannot do so because of the lack of a viable escape route (due to terrain, obstacles or enemy proximity), is considered to be overrun and is removed from the game. The White Cell will specify the general direction of withdrawal that may be used.

- Combatants that possess a large and potent inventory of joint-fires capabilities are often able to generate very high attack ratios on the order of 5:1 and higher. In these instances the attacker, if victorious, will be rewarded by the Ground Combat Table with advanced in excess of 15 km (30 km during three-day time steps.) If such a result obtains then any ground unit participating in the battle and positioned in the attacker’s exploitation path will be considered to be overrun and its unit counter will be removed from the map regardless of its current strength.

- Any attack by a ground maneuver unit against an artillery unit not protected by a defending maneuver unit of some kind results in the immediate overrun and removal of the artillery unit.

- The defender must withdraw from its current defensive grid when it has been pushed back a total of 6 kms from its initial position.

G) Determination of Defensive Preparedness Posture: The Ground Combat Results Table requires identification of the defender’s preparedness posture which can be Hasty, Prepared or Fortified.

- A hasty defense is one in which the defender has little time to prepare the terrain and so must fight from behind natural cover and concealment augmented only by on-hand materials and rudimentary entrenchment.

- A unit’s defense is hasty the first day the unit occupies a hex or when it is pushed out of a prepared position (moved backwards 3km or more).

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- A prepared defense is one that has been carefully planned, augmented with supplemental Class IV, coordinated engineer effort and minefields, and includes overhead protection, alternate and supplemental fighting positions and cleared fields of fire.

- A unit’s defense becomes prepared on the fourth day it occupies a hex.

- A unit’s prepared defense becomes extensively prepared after 30 days in place. Attacking into an extensively prepared position incurs a 25% tactical degrade on the attacker.

- A fortified defense is a series of carefully surveyed and planned positions arrayed in depth and prepared in advance of the outbreak of hostilities. The individual positions include concrete and steel reinforced bunkers with underground C2 links and extensive obstacle systems throughout.

- A unit becomes fortified on the fourth day it occupies a grid square in which pre-existing, concrete and steel fortifications are present.

- A defender executing a relief-in-place assumes the preparedness level of the unit it replaces.

H) Ground Combat Details: Each ground combat engagement is considered to occur in the defender’s single map grid. When a ground commander is preparing his force’s combat value for a particular action he will employ his units in two ways: as above-the-line and below-the-line assets:

- Above-the-line: This phrase refers to units that are fully engaged in the direct fire ground battle. Above-the-line forces contribute the full value of their combat power to the engagement, can take advantage of positional advantage multipliers and receive a proportionate share of any assigned battle attrition. The first separate artillery unit added to a fight is considered to be firing in direct support (DS) to the ground units and as such is added as an above-the-line unit unless the opponent has no ability to execute counterfire missions against it (indirect fires units are not eligible for the flank or rear positional advantage multiplier.)

- Below-the-line: This phrase refers to units who only contribute indirect fires to an engagement. These are typically artillery units out of direct fire range, CAS squadrons, naval gunfire, and the organic fires battalions of out-of-contact maneuver brigades. Artillery units contribute their full combat power to the engagement while maneuver units with organic artillery contribute ¼ of their combat value. Below-the-line units do not share in the assigned attrition.

- If a defending unit has an air defense unit counter with it (or has robust organic AD systems), then any attack aviation present as part of the attacking force automatically gets counted with the above-the-line portion of the attack force and must share in the engagement’s losses.

- Ground combat losses incurred are shared by the above-the-line units in proportion to their current CVs while the particular CV losses each unit suffers are taken based on the unit’s original CV.

- When employing a three-day time step the number of units that can participate in the direct-fire portion of an engagement can increase. In these instances any uncommitted ground units in the grids that share a border with the unit that is in contact with an enemy unit counter may also be added to the engagement as above-the-line forces. This is true for both the attacker and the defender. This represents the ability to bring additional units forward and feed them into the fight over time. The attrition that occurs during these engagements is distributed proportionally

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over all the above-the-line units based on their current CV. This process gives a determined attacker the ability to grind down defensive units in depth if he is willing to pay the price.

- If a unit executes an attack successfully (achieves a successful die roll) it can advance up to the distance awarded by the Ground Combat Results Table until it makes contact with the first defensive unit that did not participate in the battle.

- Urban combat recovery: A unit involved in urban combat must wait 24 hours to consolidate and reorganize before launching into an attack against a new unit. The only exception to this is the case in which a unit already in contact with an enemy continues that engagement through urbanized terrain. In such a case the attacking unit can delay its 24 hour reorganization pause until its enemy is destroyed or otherwise breaks contact.

I) Fires-only Attacks: Any joint-fires unit (artillery, rocket, missile, naval, CAS, etc.) may initiate fires-only attacks on defending unit counters that they do not physically touch as long as the target is in range of the shooter’s organic systems and the target is under real-time observation when the strike goes in (such as that provided by SR teams or counterfire radar – standard ISR system detection does not count.) Like all ground attacks, the results of fires-only attacks are determined using the Ground Combat Results Table but the attrition effects are reduced by 50% to represent the loss of combined arms synergy due to the exclusion of maneuver effects. The attrition effects are reduced by an additional 25% (75% total) if the target unit starts the engagement under 50% strength to reflect the paucity of good aim points remaining. If the target unit has organic artillery and counter-fire (CF) radar (as, for example is the case for a U.S. BCT) and the shooter is in range then the target’s artillery may fire back (if a suitable ground target is available) with 1/4 of the unit’s combat value. If the shooting unit is out of range of the target’s artillery assets or the target has no CF radar then the attacker fires with impunity. Target units that are below 50% strength generate only 25% of the table results during their CF segment. Several joint fires units (arty, CAS etc.) may combine fires against a single target but the targeted unit may respond with its organic artillery only, the assumption being that the attackers execute their raid and move before the targeted unit could coordinate return fires across several units. Once an artillery unit fires it is considered to be real-time detected by its enemy, and is thus vulnerable to a fires-only attack during that turn. Units that fire during the offensive team’s attack sub-phase may NOT fire during the defensive team’s attack sub-phase. CAS and naval squadrons may execute or be added to such fires-only attacks as long as the offensive shooter has some ground unit (SOF or line unit) in contact with the target to directly control the joint fires. Artillery units which are below 50% strength cannot initiate fires-only attacks but may respond to attacks they receive.

- When using the C-WAM automated battle tracking tool, fires-only engagements are split into two segments: the fire and the counter fire segment.

- Any unit that is driven below 30% strength as a result of a fires-only attack is not removed from play until the unit is engaged by maneuver forces. Such shattered units may neither attack nor even defend but they can direct CAS against units with which they are in contact.

J) Fires Effects on Stacked Units: When unit markers are stacked on top of each other the forces involved are effectively concentrated on the terrain rather than dispersed. In this configuration they become more susceptible to joint-fires attack because their concentration makes them easier to locate and target. For one-day moves, in cases where stacked counters are subjected to fires-only attack missions, the attacking side will select one unit in the stack to target for each attack and this targeted unit will take the full damage effects. For three-day

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moves, the attack hits all units in the stack with the full loss percentage. When determining the force ratio for joint fires attacks on stacked units use the mean CV of the units in the stack.

Force Multiplier Combat Values Table [Tier 1/Tier 2/Tier 3]Multiplier Type Combat Value Multiplier Type Combat ValueCAS-only Package 36/33/30 Multi-role Package 30/27/24Naval Gunfire 30/25/20 per ship Minefield 60/60/60Massive Arty Prep 240/216/192 Extensive Eng effort 180/162/144- Maximum of 12 CAS packages per engagement if no AI missions already flown against unit.- CAS package loses 2 a/c to CAP gate failure. 1 comes from escort flight if present.- CAS package loses 2 a/c to IADs gate failure. 1 comes from SEAD flight if present.- Minefields are considered to be breached after their effects are added to an engagement.- Firing unit must be in place for 6 days to build stocks for and plan a massive arty prep.

K) Force Multipliers: As noted earlier, when determining the combat value of units participating in an engagement one must include the effects of force multipliers like CAS, tactical minefields, etc. that contribute to the units’ effective combat value even though they are not ground combat units. The combat value of the standard force multipliers is given in the Force Multiplier Combat Values Table. U.S. and NATO forces are Tier 1, other forces should be assigned a relative tier.

L) Chemical Attacks: Chemical weapons are powerful weapons of mass destruction that can have profound effects on unit operations in terms of both casualty generation and degraded performance. In recognition of this lethal potential the C-WAM imposes both types of impacts on the targets of a chemical attack. If chemical weapons are employed in an engagement all above-the-line ground maneuver units in the targeted map grid are considered to have been hit. To account for the chemical specific casualties, any battle that includes chemical weapons will have an additional 1% added to the overall percentage loss result for the effected side. The performance degradation will be accounted for with a temporary modification of the target unit’s current CV. If they are moving or in hasty defensive positions, the target units will have their CVs reduced by 50% as long as they remain contaminated. If in prepared or fortified positions (i.e. with overhead cover), the target units’ CVs are reduced by 25%. If the attack is made with non-persistent agents then the chemical degrade is applied for only one turn. If a persistent agent is used then the degrade remains in place until the unit undergoes a deliberate decontamination. Chemical weapon effects will be considered to be nullified in stormy weather.

- Chemical delivery: Chemical weapons are delivered in one of three ways in the C-WAM: artillery, TBMs and aerial bombs. When delivered by an artillery unit that unit will be considered to be dedicating all of its capacity to firing chemical rounds and thus will be unavailable to contribute conventional fires to the engagement. When delivered by TBMs or bombs the default number required to achieve a tactically significant effect will be 20/strike and 40/strike for high precision and non-precision delivery systems respectively.

- Chemical decontamination: Chemical decontamination from a persistent agent strike is a time consuming, resource intensive and arduous process. To simplify things in C-WAM we will skip the details of the process and assume that in order to decon a unit must be moved into an area with an abundant water supply unoccupied by other units and stay there until the decontamination is complete. It will take 24 hours to decon each brigade-sized unit and each site will have the capacity to decon one such unit at a time.

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- When it comes to the terrain occupied by a unit that was hit with a persistent chemical agent, we will assume that the chemical attack was focused on the unit(s) that had occupied the grid rather than on the terrain so significant portions of the grid square remain uncontaminated. Thus a unit that conducts a relief of the contaminated unit is able to find uncontaminated ground within the grid and does not itself become contaminated.

- Nuclear Weapons: Although unlikely, the use of nuclear weapons is possible and so the C-WAM must have rules to govern their employment. The weapons in consideration here are tactical nuclear weapons rather than multi-megaton strategic devices. If a tactical nuclear weapon is deployed against a ground unit any units in the particular strike square take a 50% strength reduction (from their original value). If the unit falls below 30% strength it is considered destroyed and removed from the board. If it remains above 30% the remnants are considered contaminated and must go through the deliberate decontamination process outlined above. Additionally, any units in the first downwind square take a 10% loss and must also be decontaminated. The affected square will be off limits for 72 hours.

M) XAI vs Road Marching Ground Units: Ground units (heavy mechanized units in particular) are most vulnerable to air attack when they are moving, especially along roads. In order to exploit this vulnerability a commander may withhold some (or all) of his CAS and AI packages and use them as XAI to go after enemy units that move during his opponent’s maneuver phase. Units hit during road movement may be reduced below 50% strength by air attack. Additionally, any unit that sustains losses in excess of 30% may not attack during that turn to reflect the chaos that such a devastating air attack would impose on the unit’s morale and C2. Finally, a unit that road marches is vulnerable to air attack even if it has already been hit during the turn’s regular AI phase. A maximum of 12 air packages may be applied to the XAI mission and as always Deep Strike Table results are doubled during 3-day timesteps.

- Tactical repositioning in an AI/XAI environment: While road marching exposes ground units to maximized XAI threat, well trained units can use terrain to make short, tactical repositioning moves with reduced risk. To account for this dynamic, units may move tactically up to 10 km (30 km during a three-day turn) without being subject to XAI. Units moving tactically cross country more than 10 km per 24 hours are subject to the full effects of XAI adjudicated in the terrain type in which they are operating and may take up to 100% damage. - During 3-day time steps units may increase their tactical repositioning move length in exchange for increasing, partial exposure to XAI. Movement of an additional 10Km (40 Km total) exposes the moving unit to 4 XAI packages while a movement of an additional 20KM (50km total) increases the XAI exposure to 8 XAI packages. Any additional movement exposes the unit to the full XAI penalty.

- Irregular force ambush of moving ground units: The low tech equivalent of AI attack on moving ground units is ambush of those moving units by irregular forces employing improvised explosive devices (IEDs). Such attacks will typically be conducted by red militia or stay-behind regular forces. The overall concept is the same as with XAI – any militia or irregular force may attack a ground unit that road marches past its position during the opponent’s ground movement phase as long as the attacking unit has not already participated in another attack that turn. Such irregular force attacks will suffer a 75% tactics degrade off of the Ground Combat Table results to reflect the limited lethality of such units.

N) Unit Strength Limitations and Reconstitution: A unit must be above 50% strength to participate in an attack. A unit must be above 30% strength to participate in defensive operations. A unit that falls to or below 30% strength is deemed combat ineffective and must be

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removed from the board (except if the reduction is the result of a fires-only type attack.) The study director may desire to create units with differing culmination points depending on the scenario being modeled. For armies that rely on reserve units to fill out their order of battle (OB) the minimum strength for offensive and defensive operations should be 70% and 50% respectively. Even higher culmination point minimums should be established for militia forces.

- Units that remain above 30% strength may be combined to enable them to continue to fight effectively. Such combination represents deliberate reorganization of units and as such must be done in a safe area in the rear area.

> Only like unit types may be consolidated and reorganized

> Any number of unit may be reorganized into a single, higher % strength unit counter – the other, donor-unit counters are removed from play

> The resultant CV of the reorganized units can be no more that 90% of the starting CV of the surviving unit counter to represent the loss in cohesion due to melding units.

- If a combatant side has a unit reconstitution capability then units that are depleted but remain above 30% strength may be reconstituted according to the reconstitution scheme. Reconstituted units return to action at a maximum of 90 % strength since their leadership and shared cohesive core cannot be fully re-established in such a short time.

- Ground units can slowly recover strength over time as they receive medical and maintenance returns. The default recovery rates are 2%/day for Blue and 1%/day for all others until the unit has returned to a maximum of 90% strength for light units and 80% for all others. Only units which have an available LOC to the rear area and are in supply may recover strength.

O) Irregular and Urban Combat: Everything that goes on in the C-WAM is necessarily an abstraction of reality but nothing in the construct is more abstracted than urban combat. Engagements in urban terrain are executed using the same basic ground rules as any other ground combat situation but with three important exceptions. First, unit stacking limitations are doubled in urban terrain to reflect the compression of units as line of sight and thus the effective range of weapons drops dramatically in the concrete canyons. Second, militia and irregular units may remain “hidden’ in an urban area and thus avoid engagement if so desired. This represents the ability of these units to blend into the population. There is no stacking limit for irregular units. Finally, units that lose an engagement in urban terrain do not have to withdraw as directed by the Ground Combat Results Table. The urban environment is a meat grinder so a unit may stay in place (with the attacker collocated in the same square) as long as it wants to continue the fight.

P) Tactics Degrade Multiplier: One of the limitations of C-WAM (there are many) is the difficulty the combat tables have in dealing with the outcome of severely mismatched fights such as a red militia unit attacking a U.S. ABCT. Because the table assumes some minimum level of parity between the combatants it will assign far too much attrition to the opponent of a very weak force. To compensate for this we have developed the concept of tactics degrades (25-75%). When a very small or poorly trained unit is in combat with a far superior foe a 75% tactics degrade is applied and the superior force’s losses are modified to be ¼ of the table value.

Q) Short Range Air Defense (SHORAD) vs Helicopters: In maneuver battles, SHORAD effects against attack aviation are accounted for by placing the attack units above-the-line. There are

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instances, particularly during deep air assault operations, in which SHORAD could have a major impact on the tactical outcome. Before a deep operation, the defensive player will have to indicate where he has placed separate SHORAD units in his rear area (these should be separate, battery-sized counters, and should be deployed when all other ground units are. The offensive player will have to indicate the specific route that his helicopters will take into and the back from the LZ grid square. For every SHORAD battery the mission route passes over the attacker will have to pass an SHORAD gate roll. Both the lift and ground unit will suffer a 30% airframe and unit strength reduction for every failed gate attempt (2d6 roll of 6 or above.)

R) Joint Forced Entry Operations (JFEOs): Current USMC doctrine states that the Marines will not conduct opposed amphibious operations. Likewise, it is hard to imagine the circumstances under which the Army would purposely execute an air drop or air assault into an actively defended drop or landing zone. Given the above, we will typically operate under the assumption that the initial entry portion of a JFEO is unopposed and needs no special rules to support it. Once the entry units are on the ground they must stay in their entry grid square to consolidate and reorganize for 24 hours before executing follow on offensive missions (they can defend at full strength on the turn in which they land).

- Opposed JFEOs: There are scenarios in which opposed JFEOs are included so we must have procedures in place to handle this unlikely but possible situation.

> JFEO Step 1 – The entry force gets to employ prep fires using the fires-only rule set. In addition to the normal attrition these fires exact from the defender, the attacker rolls for target suppression with a 1d6. On a roll of 1-3 the defending ground unit is suppressed and may not participate in the beachhead control fight.

> JFEO Step 2 – Next, the defender gets to attempt to repel the JFEO while it is conducting its landings. The defender gets one 1d6 to roll per attack means it has (non-suppressed air, land and sea units within range) that the White Cell judges could reasonably be brought to bear without advanced movement (the operation is assumed to be a surprise). The defender also gets two additional, non-suppressible 2d6 die rolls to represent approach and landing area obstacles/minefields. The invaders will suffer attrition equal to the cumulative die roll results times 5%. (i.e. if 3 die rolls generate a total of 10 “points”, the total landing force attrition would be 50 percentage points distributed over the entry units.)

> Once all units have landed the survivors fight a battle for control of the air/beachhead using the normal ground combat rules.

- Defender reaction to JFEO: History has demonstrated that even when they are expected, JFEOs generate levels of surprise and uncertainty that prevent defenders from responding immediately in force. To capture this phenomenon the C-WAM includes a default, tiered defender reaction sequence to JFEO events:

> Day 1 – no reaction by reinforcing units as the defender develops the situation.

> Day 2 – defender may counterattack with local forces in the landing area.

> Day 3 – defender may attack with operational reserves in the region.

> Day 4 – defender may attack with any forces available.

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- Vertical Envelopment: The ability to deliver light units into the enemy’s rear area is a significant tactical capability that can be modeled in the C-WAM. Such operations can be executed as a direct or offset attack. If conducted as a direct attack then the ground unit involved can attack its intended target on the same turn as it is inserted but it must go through the JFEO process during its entry in to the target’s grid. If the operation is executed as an offset in which the DZ/LZ is an undefended grid in the vicinity of the target grid, the unit can bypass the JFEO process but must spend the insertion day in the DZ/LZ getting organized before it moves out to conduct any attacks. It may, however, defend itself if attacked while consolidating. There are some specific rules for different types of entry units:

> Ranger battalions can be air dropped in a single day since they are so light.

> Airborne BCT/BDEs take two days to fully insert and the DZ hex must include an airfield to support air landing operations for its heavier equipment.

> Any infantry BCT/BDE may execute an air assault. It takes a minimum of two days to fully insert such a unit if sufficient lift is available.

> For air assaults deeper than 100 km, the commander will have to establish a secure FAARP to support the operation. Such FAARPs may be in enemy territory but must be defended.

> If the deep vertical envelopment is to pass through contested airspace the commander must dedicated 6 escort and 6 SEAD flights (12 total sorties each) to the operation.

S) Strongpoint Operations: There are times when one or more unit may be required to establish a defensive strongpoint that is not tied into a continuous defensive line. A single BCT/BDE may establish a strongpoint in urban terrain but it takes two or more such units in adjoining grids to do so in other terrain. The advantage of a strongpoint is that it has no flank or rear and all attacks on it are considered frontal. The disadvantage is that if a unit is pushed out of its strongpoint it is considered destroyed and is removed from play.

T) Engineer Effort Markers: Certain terrain grids that feature extremely limited trafficability due to dense forests or marshy terrain may be prepared by engineers to limit mobility. It will take 72 hours per grid to create such an obstacle system. It takes 24 hours to clear each grid and the clearing unit is stuck in the grid square it is cleared.

3.11.6) Defensive Team Maneuver

- Once the offensive team has completed its maneuver and attacks, the defensive team has its opportunity to execute its maneuver. All of the rules that applied to the offensive team’s maneuver apply equally to the defensive. The defensive team may not maneuver (or further move) any unit that moved during the offensive team attack sub-phase.

- Defensive Screening Operations: While defensive ground operations are usually focused on retaining terrain, it is sometime advantageous to the defender to trade ground for time (such as in the case of a defending force trying to buy time while waiting for reinforcements to arrive.) Such screening operations can be executed by BCT/BDE/REG sized units in C-WAM as long as certain conditions are met:

a) The screening unit must be large enough to generate at least three (3) battalion sized subunits.

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b) The screening unit must be at least as mobile as the unit that is attacking it (i.e. a dismounted, infantry force can’t screen against a more mobile armored force)

c) The screening force must be at or above 30% strength.

When a unit executes a screen it has a “3” marker placed on it and is considered to be occupying the unit marker’s square and one square to its right and left. A screening force will not allow itself to be outflanked and automatically falls back as it is attacked as long as it has a clear path behind it. The mechanics of screen operations are as follows:

a) An attacker may advance only 10km per day against a screening unit.b) A screening unit loses 5% of its CV for every 10km it is pushed. The attacking unit

suffers no losses as it drives the screen back.c) Since the attacker and the screening unit are in contact, they may call in CAS and

other joint fires against each other.d) A screening unit must break contact with all attacking forces before it can condense

from the screen into a concentrated force defending a single grid square.e) A screening force may move forward if unopposed but may not conduct an attack.f) A screening force may only screen in one direction, to its front.

3.11.7) Defensive Team Attacks

- Once the defensive team has completed its maneuver it can engage in attacks of its choice according to the same basic rules employed by the offensive team. Any unit which fired during the offensive sub-phase may not attack during the defensive sub-phase.

3.11.8) Administrative Unit Counter Adjustments

- The final action during the movement phase is the administrative adjustment of unit counters on the map. During combat operations counters often get shifted accidentally and changes may be required to the counter disposition of the offensive team’s icons as the result of defensive team actions. During this administrative adjustment sub-phase the two sides may make minor adjustments to their counter positions, under supervision of the White Cell, to keep the map orderly.

3.12) Post Combat

- As a campaign rolls through an AO it generates effects beyond the scope of the tactical action of the various engagements. The destructive energies unleashed will have profound effects on the combatants, civilian population and the region’s infrastructure. These effects typically manifest as refugee flows, infrastructure destruction and prisoner of war requirements.

3.12.1) Refugee Flow

- The massed flow of refugees along critical LOCs can cripple an army’s efforts to maneuver and sustain itself if such flows are not managed. As a campaign move through an AO, especially through urban centers, the authorities have a decision to make regarding the civilian population: to manage that population and its movements or to ignore them and just deal with the fallout of any refugee actions. If the decision is taken to ignore the populace then they will act in accordance with White Cell decisions to either stay in place, flow to some perceived safe haven or some combination of the two. The direction and magnitude of any refugee flows will be based on available theater estimates. Refugee columns will move 10 km per day. The

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effect of an unmanaged refugee column is severe with effects based on the nature of the populace.

- Refugee flows from large, relatively affluent cities with an abundance of privately owned vehicles will shut down the main LoCs leading from it toward safety. This will cut off the movement of logistical support along the LoC and will limit unit movement along it to just 10 km per day. Such LoCs can be cleared and controlled by dedicating one brigade-sized element to the LoC control mission for each 100 km of LoC length.

3.12.2) Stabilization Operations

- As the offensive portion of a campaign develops the offensive team will typically find itself in control of increasing amounts of enemy territory. The territory will include not only the civilian population discussed above, but captured weapons caches, weapons of mass destruction (WMD) sites and culturally and historically sensitive areas. These things must be secured and controlled in order to set the conditions for successful Phase IV operations. Recent history provides ample examples of the consequences of failing to begin stability operations during Phase III.

- In the C-WAM stabilization operations will be represented by a requirement to secure the types of critical areas mentioned above with troops as these things are captured. While the amount of force required to secure any given facility or site will be dependent on its size and layout, the C-WAM makes the assumption that a single battalion can secure 3 such sites. This gives the battalion the ability to place one company on the three sites full time with one company in reserve to provide a quick reaction forces as needed. For ease of execution these sites should be identified symbolically on the map but also in a separate tabular format that could be included on the map surface as an inset. Unit counters could then be removed from the map’s tactical region to the tabular chart next to the feature they are protecting to 1) provide quick reference as to the current state of coverage and 2) to prevent these units from being used for combat or other actions while they are supposed to be dedicated to security operations.

3.12.3) Strategic Target Recovery

- The effects of strategic attacks are considered to be reversed incrementally over time. This is done to account for the regenerative capacity of the targeted facilities (especially things like APODs and SPODs). Airfields, with their dedicated repair assets, recover at the rate of 33% capacity per day (to accommodate 3-day game turns) while other facilities recover at 10% per day. This recovery process does not apply to point targets which are destroyed outright – these things do not regenerate and must be replaced. Strategic target recovery effects are applied as the last action of the game turn during the post combat phase.

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4) Optional Rules

4.1) Expanded SOF Rules

- In situations where a more detailed representation of SOF activities is required, especially offensive capabilities, the following expanded SOF rules are available.

4.1.1) - Direct Action (DA) Missions: In the DA mode the teams are inserted to conduct high-risk missions involving specific high-value targets (i.e. VBSS, strikes on IADS nodes or TBM sites, unconventional rescue operations, etc.) and are immediately extracted once the mission is executed. SOF DA missions are evaluated on the SOF / Terror Strike Table.

- Terror/Fifth Column Attacks: Terror attacks reflect the ability of enemy entities to employ attacks by terror cells to support their war aims. Terror attacks are used mainly against critical fixed infrastructure (i.e. APODs and SPODs, etc.) but could also be used to disrupt operations at logistical nodes or along critical LOCs. Attacks against critical infrastructure, LOCs and other high-value targets are adjudicated on the SOF / Terror Strike Table.

SOF / Terror Strike Table (2d6) – [add 2 to roll if target is protected by dedicated security forces]Open LOC Lg Area Sm Area PointHills LOC Lg Area Sm Area PointMnt/Urb LOC Lg Area Sm Area Point2 3X 3X 3X 2X 2X 2X 1X 1X3 3X 3X 2X 2X 2X 1X 1X 1X4 3X 2X 2X 2X 1X 1X 1X5 2X 2X 2X 1X 1X 1X6 2X 2X 1X 1X 1X7 2X 1X 1X 1X8 1X 1X 1X9 1X 1X10 1X1112- 1X means one strike against the target. Table determines number of strikes per team per attack.- Maneuver units are small area targets and 1 strike destroys 5% of remaining strength.- For area targets, 10 strikes shuts target down. Fewer strikes degrade operations proportionally.- Airfields are Lg Area targets. Each strike destroys 1 aircraft per squadron on the airfield.- For ground LOCs, three strikes stops unit movement and LOG flow for 24 hours.- Point Targets (TEL, AD Radar, CP, etc.) are destroyed with a single strike.- SPOD & APOD = Lg Area Tgt / Log Support Area (DSA, Fuel Farm, FAARP, etc) = Sm Area Tgt

- Terrain effects: the SOF / Terror Strike Table factors the effects of terrain and the presence of dedicated security forces into the efficacy of stealthy, surprise-based, small unit attacks. Targets located in mountainous or urban terrain are much easier to approach in a clandestine fashion than those positioned out in the open. It also recognizes that long, linear targets such as LOCs are easier to disrupt than small, self-protecting point targets. Large area targets refer to fixed facilities such as ports or airfields. Small area targets refer to moderately mobile, self-protecting entities such as logistics bases, forward air arming and refueling points (FAARPs) and tactical assembly areas.

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- SOF Mission Execution: Direct Action SOF missions will take 3 rolls to adjudicate. The player will roll first for the insertion, then once using the SOF / Terror Table to execute the DA mission itself and then one final time for the extraction. - Target recovery: The effects of SOF / Terror and other deep attacks are considered to be reversed incrementally over time. This is done to account for the regenerative capacity of the targeted facilities (especially things like APODs and SPODs). Airfields, with their dedicated repair assets, recover at the rate of 33% capacity per day (to accommodate 3-day game turns) while other facilities recover at 10% per day. This recovery process does not apply to point targets which are destroyed outright – these things do not regenerate and must be replaced.

4.1.2) Visit, Boarding, Search and Seizure (VBSS) Operations:

- One special type of operation conducted by SOF is the VBSS Op. In these maritime operations SOF will move to and board enemy or neutral shipping to gather intelligence, impound cargo or personnel or seize vessels. VBSS operations are adjudicated using the VBSS 4 Execution Table:

VBSS 4 Execution Table [1d12]Target Type Success Range Success Pct.Non Combatant 1-10 83%Heavily Damaged Small Combatant (PTG, PGG) 1-9 75%Military Support Ship (AO, AGI) 1-8 67%Small Combatant 1-7 58%Damaged Submarine 1-6 50%Heavily Damaged Major Combatant (DDG, FFG) 1-5 42%- Successful on roll within the indicated range (inclusive).- Assumes subs, DDGs & FFGs severely damaged w/ heavy casualties.

4.1.3) Training of Partisans:

- One key function of SOF is to train local forces to conduct active resistance functions. This functionality is represented in C-WAM through the creation of partisans. A SOF Sensitive Activities (SA) team operating in an uncontested area may train 1 partisan team every 15 days. These partisans are represented on the game map with a “P” marker. Partisan teams may be accumulated. A partisan team may be used only in the country in which it was trained and then only for 1 DA mission. Each partisan marker allows one role on the SOF / Terror Strike Table.

4.2) Cover, Concealment and Deception (CCD) Measures at Airbases

- Given the criticality of airbases to joint campaign operations it is sometimes desirable to explore enhanced resiliency measures for these key assets. The C-WAM system has the ability to model and account for such protective CCD measures.

4.2.1) Critical Airbase CCD Assumptions:

- All decoys and concealment measures are 100% effective.- Decoys are available for fighter aircraft, aircraft shelters, fuel systems, and ammo facilities.- Big wing aircraft do not use shelters or cammo systems.- If cammo systems are available, they are deployed whether or not they are occupied.

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4.2.2) Decoy Systems Functionality:

- The purpose of decoy systems at airbases is to complicate the targeting and attack decisions of one’s enemy. The practical goal is to present the enemy with enticing but false targets in hopes of getting him to waste his limited availability, high cost munitions thus preserving one’s high value assets. Decoys are not automatically deployed if they are on hand but if they are deployed they are always presented in the open so that they may be readily observed. Both operative and inoperative aircraft decoys are available to support the deception story being told. Operational aircraft decoys consume MOG space at an airbase while inoperative aircraft decoys do not as they are deployed in fringe areas away from airbase ramps and taxiways. Decoys may be recovered and stored for future use after initial deployment. Decoys are not repairable and so are removed from the system when struck.

4.2.3) Concealment System Functionality:

- The purpose of cammo and concealment systems is to foil an enemy’s ability to gather accurate intelligence on an airbase, thus complicating his targeting decisions. Concealment systems may be either camouflage nets, multispectral tarps, temporary structures or any other means that foil an enemy’s ability to observe objects positioned below them. If concealment systems are present at an airbase they are filled to the maximum extent before aircraft or airbase infrastructure are positioned in the open. Unoccupied concealment systems may be present on an airbase but that will only happen if there are more concealment systems than assets stationed there. Some temporary concealment systems may have protective capacity – in such cases the concealment system will be counted as a shelter. Like decoys, concealment systems are removed from the system when they are hit.

4.2.4) CCD Measure Effects on ISR Collection:

- The ISR system generates detailed airbase reports that include information on runways (number and condition), aircraft (numbers by type), shelters (number), and airbase criticals (number, type and condition). These reports are generated during the regular Turn-Step 3 ISR process, are subject to the same weather and C/S/EW modifications as the rest of the ISR process and are available for view or printout as desired. Given that the ISR collection is based on a stochastic process a combatant will never have a 100% read on his opponent’s airbases. A second ISR battle damage assessment (BDA) collection is available for airbases after the execution of strategic deep strikes. Given that this collection covers only part of the turn’s time period (occurring as it does after the strikes have gone in) and that the target is partially obscured by smoke and other destructive effects of the strike, the detection probability for airbase assets is reduced by 30% from the turn’s base conditions. [Example: On a cloudy day the P(d) for the ISR process is 0.6. The P(d) for airbase BDA collection on such a day would by (0.6) x (0.7) = 0.42 absent any further cyber, space or electronic warfare effects.]

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5) Extended Day Turns (EDT)

- For long-duration campaigns it is often necessary to execute turns that are longer than C-WAM’s standard 3-day maximum length to efficiently move through a campaign simulation in the time available. This is usually accomplished with ad hoc time jumps that push the campaign rapidly through periods of relative inactivity (such as during strategic deployment of U.S. forces to theater) in a single step. The problem with this method is that activity in the various joint domains (air, ground, sea, space, cyber, etc.) is rarely all fallow at the same time and the basic C-WAM rules contain no method to determine accurate restart positions and conditions for those domains that remained active during the jump. The Extended Day Turn (EDT) rules are designed to provide a regular and repeatable method for generating useful restart condition estimates for the joint force after a long duration time jump.

5.1) EDT Concept

- The EDT methodology enables rapid temporal advances through the introduction of two additional standard turn lengths: 9-day and 27-day. The enabling principle behind EDT is upward aggregation of actions wherein the forces involved in various campaign activities are represented at higher command echelons for example, brigades aggregated upward into divisions. The resulting reduced granularity of the forces allows a greater degree of abstraction of specific campaign events and thus longer time steps. EDT turns are appropriate only during long, steady-state activity periods which do not include critical campaign events.

- EDT turns can only be executed when the C-WAM battle tracker is being employed. This is because a 9-day turn is really 3 x 3-day sub-turns iterated automatically in the battle tracker. Similarly a 27-day turn is really 9 x 3-day automatically iterated sub-turns. This iteration is not practical when conducting C-WAM completely manually.

- In order to ensure that auto-iterated procedures do not produce outlier results (i.e. complete destruction of engaged forces or exhaustion of munitions, etc.) commanders will have to establish consumption and attrition limits for engagements before adjudication begins.

- Use of the EDT methodology contains an implicit decision to sacrifice modeling detail for speed. For this reason consistent midrange results rather than randomly determined results (i.e. an automatic 7 rather than a 1d12 roll) will be used to drive all regularly stochastic adjudications.

5.2) EDT Weather, Cyber/Space/Electronic Warfare and ISR Operations

- Weather: a midrange result produces automatic clear weather in dry climates and cloudy weather in moderate and wed climates.

- Cyber/Space/EW: The effects of a midrange result of 50 will be determined by the specific success probabilities used in the scenario. In the case of the C-WAM default values (.1/.75/.5) such a midpoint result would generate a -2 outcome for both sides for non-competitive actions and a no advantage outcome for competitive actions.

- ISR: In order to provide a realistic intelligence collection pattern over the course of an EDT, the Battle Tracker will internally execute a new ISR collection every three days throughout the turn to support strategic and tactical deep strikes. Executing a fresh ISR collection every three days will ensure that units are not consistently targeted or ignored over the EDT. In accordance with

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the EDT weather paradigm the default P(d) for the iterated ISR operations will be 0.9 in dry climates and 0.7 in all others. The option will remain to use differentiated, manually set P(d)s across the various operational domains.

5.3) EDT Strategic Deep Strikes

- The fundamental concept for the EDT Deep Strike process is that the Battle Tracker will automatically execute a series of iterative strategic deep strikes in accordance with targeting priorities, strike package design and munitions/strike platform expenditure and loss limits preset by the attacker at the beginning of the extended turn. Similarly, the defender will establish predetermined CAP coverage (to augment that already established IADS coverage tasking order) and then set munitions and materiel expenditure and loss limits for the period to counter the planned strikes. The Battle Tracker will then automatically execute the strike series until the attackers expenditure/loss limits are reached.

5.3.1) Attacker Pre-execution Actions:

- Establish 1-N target list in priority order from the set IADs by type, units by HQ, selected airbases and key fixed-targets.

- Establish standard strike packages (default maximum of 5.)

- Assign standard packages to prioritized target list.

- Establish munitions expenditure limits by type (total and daily limits)

- Establish airframe loss limits by type.

5.3.2) Defender Pre-execution Actions:

- Determine CAP coverage (yes/no) for targeted items.

- Establish munitions expenditure limits by type.

- Establish re-seed rate and quantity for air defense radars.

- Establish airframe loss limits by type.

5.3.3) EDT Deep Strike Adjudication:

- Target availability is based on automated, iteration ISR collection results.

- If defender ATO includes any CAP sorties, execute an automatic 2-ship intercept for all cruise missile based strikes.

- All LR/MR SAM targets in attack list are prosecuted first.

- IADs coverage is executed IAW pre-set IADS CTO.

- Designated CAP gates occur as long as AD munitions limits have not been violated.

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- Battle Tracker automatically adjudicates (and records) strikes on detected targets IAW targeting priority list each iteration.

5.4) EDT Air Superiority

- The purpose of the EDT Air superiority turn step is to determine which side gets to establish CAPs over its tactical ground formations under contested air space. Given the upward aggregation principle of EDT procedures, the air superiority struggle scope changes from local to theater-wide control over two large air sub-regions: the airspace over the land and the sea. The outcome of the struggle governs which side must face CAP gates during tactical deep strike, CAS and XAI operations. The air-air fight is executed iteratively over the length of the EDT with each result determining the air control status for the next sub-period’s activities.

- Air superiority adjudication only occurs if the sides wish to dispute control of either air region.

- Each side designates the number of CAP sorties it wishes to dedicate to the theater air superiority fight in each contested air region. The limit for participation is 2 sorties per 10 Km of surface frontage to be contested. It is important to recall that in C-WAM the purpose of establishing air superiority is to provide CAP coverage for surface assets (ground and naval). The umpire must establish the dimensions of the contested ground coverage before the air superiority fights can be formulated.

- Each side must establish an air-air munitions expenditure limit for the air engagements. The limit will be stated as a percentage of the theater stockpile quantity.

- Each side must designate a maximum acceptable loss limit (percentage loss) of its ATO established CAP sorties by airframe generation [Example: 50% of Gen 5, 90 % of Gen 4.5, etc.]

- The air-air fight will occur each 3-day sub-period until one or both sides exceed either their munitions or sortie loss limit. A side which exceeds either of its limits stops challenging the airspace and so airspace control goes to its opponent by default.

- The result of each sub-period air-air fight determines air region control for the next sub-period’s CAP gates (only the winning side gets to establish CAP gates against tactical deep strikes, CAS and XAI sorties).

5.5) EDT Naval Combat

- Given that naval operations typically manifest as long periods of operational level maneuver punctuated by relatively brief spasms of intense tactical level actions, they do not comport well with EDT’s fundamental “upward aggregation” premise. As a result naval operations must serve as a main limiting factor for the determination of EDT length. The White cell must select a turn length that does not encompass more than one major naval action within its span.

5.5.1) EDT Naval Surface Combat

- The main problem with using extended day turns in the maritime domain is that it is difficult to determine where extremely mobile entities such as ships and boats are located in relation to each other since the short duration maneuver action-reaction paradigm is broken.

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- The EDT process addresses the naval maneuver issue by modifying the move portion of the regular C-WAM move-shoot sequence.

- The move part of the sequence will be broken into 3 equal duration demi-moves (regardless of EDT length).

- During the first two naval demi-moves the competing sides will take turns conducting maneuver only with NO combat.

- The third demi-move will be executed using the regular C-WAM move-shoot, move-shoot methodology as required (tactical engagements are not mandatory).

5.5.2) EDT Naval Subsurface Combat

- EDT submarine operations will follow the same modified move-move-move-shoot paradigm used for surface operations.

- The probability of encounter for collocated naval assets actively patrolling increases to 0.67 (1d12, 4-12) for 9-day EDT and to 1.0 for 27-day EDT.

- For SURTASS ships, the detection window increases by 1 for 9-day EDT [P(d) = 0.83, success on 1d12 roll of 3-12] and by 2 for 27-day EDT [P(d) = 0.92, success on 1d12 roll of 2-12].

- For Blue MPA, the detection window increases by 2 for 9-day EDT [P(d) = 0.5, success on 1d12 roll of 7-12] and by 4 for 27-day EDT [P(d) = 0.75, success on 1d12 roll of 4-12].

- For Red MPA, the detection window increases by 2 for 9-day EDT [P(d) = 0.25, success on 1d12 roll of 10-12] and by 4 for 27-day EDT [P(d) = 0.33, success on 1d12 roll of 9-12].

- All other naval rules are as per the basic C-WAM rule set.

5.6) EDT Tactical Deep Strikes

- The basic EDT Tactical Deep Strikes procedure mirrors that used for strategic deep strikes under EDT with the exception that the targets are tactical rather than strategic in nature.

- The maximum sorties available to conduct tactical deep strikes are the remainder of ATO designated AI mission sorties left over after the execution of strategic strikes.

- Surviving LR and MR AD systems are considered to have reloaded and get a second chance to engage during the tactical strikes process.

5.7) EDT Ground Combat

- Concept: The continuous nature of ground combat lends itself well to EDT operations. Upward echelon aggregation combined with iteration of the normal 3-day time step process (governed by external limits) will readily enable extended time steps. EDT results for ground combat should be understood to be VERY rough estimates and the EDT process should be avoided if at all possible.

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5.7.1) EDT Ground Combat Special Rules

- For 9-day and 27-day EDT engagements will be fought at the division and corps level respectively. Thus if EDT are to be used in a simulation all ground units in pay MUST be assigned to a particular division and corps. Dynamic change of headquarters affiliation during the course of the simulation is allowed.

- EDT ground combat turns are comprised of 3 equal-duration demi-turns.

- In non-battle areas the competitive sides make three alternating move/counter-move iterations with maximum movement allowance determined by demi-turn length and out-of-contact unit movement rates.

- In battle areas (that is where competitive sides make contact) the competitive sides make 0, 1 or 3 move/countermove iterations until the forces make contact. Once the units make contact alternating free movement ends.

- Counter-SOF success occurs on 1d12 rolls of 1-5 and 1-10 for 9-day and 27-day time steps respectively.

- Intra theater lift activity will be executed between each movement demi-turn.

- There are no Joint Fires Only attacks during EDT.

5.7.2) EDT Ground Combat Battle Formulation

- The umpire determines the number of battle iterations will be involved per engagement. The determination derives from the point in the demi-turn process that the forces make contact [number of battle iterations = 3 – number of movement only demi-turns]. An engagement will have three battle iterations (and no movement only demi-turns) if the forces begin the EDT in contact.

- Each side identifies the ground units to participate in the engagement (attacker may concentrate 2 units per like-echelon defending unit per available approach avenue (front and flanks only).

- The attacker must establish a minimum strength percentage for component BCTs/BDEs at which they will break contact and withdraw from the engagement. The default is 50%. The defender does not get to choose to break contact and defending BCTs/BDEs are eliminated if they fall below 30% strength.

- Corps level units (arty and atk avn) may be committed to only one division-level fight per EDT.

- All standard C-WAM force multipliers are available for inclusion in engagements.

- Attack geometry during EDT ground engagements is limited to frontal and flank only. The geometry does not change over the course of the battle iterations.

- The umpire must establish the maximum allowable ground gain (distance) during battle as part of battle formulation.

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- Nuclear weapon use is not appropriate (too critical) for EDT engagements.

5.7.3) EDT Ground Combat Battle Adjudication

- EDT ground engagements will last from 1-3 iterations depending on the demi-turns required for the forces to close for battle.

- EDT ground engagements are adjudicated as iterated 3-day time step battles (three and nine for 9-day and 27-day EDTs respectively).

- As units on each side fall to their minimum strength % limit they are dropped from the engagement.

- Ground combat table movement results are reduced by 25% to reflect the difficulties in advancing division (+) sized units along with their entire logistical and C2 support elements.

- Overrun rules do not apply during EDT ground engagements due to low granularity of tactical simulation.

- When chemical weapons are used, 1/3 of ground units are effected (random draw on a uniform distribution). If persistent chemicals then effected units must be removed from the battle to decontaminate for the following iteration.

- Minefields, engineer effort and massive artillery preps are only used during the first battle iteration of any ground engagement.

- The umpire determines the depth of any prepared defenses (default = 6km). The Battle Tracker will automatically change defender posture to “hasty” once units listed as “prepared” have been displaced more than 6Km.

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TABLE ANNEX

1. Weather Effects Table:

Weather Effects Table (roll 1d12)Dry Climate Moderate Climate Wet Climate Weather EffectsRoll 1-8 Roll 1-6 Roll 1-4 Clear /Calm NoneRoll 9-11 Roll 7-10 Roll 5-8 Cloudy / Rough - 25% AI/CAS reduction

- 25% ISR reduction- 25% naval strike reduc.- 25% ship speed reduc.

Roll 12 Roll 11-12 Roll 9-12 Storm / Stormy - CAS grounded- 75% AI reduction- 50% ISR reduction- Chem. Effects Neutralized- 50% mvmt off road- 50% naval strike reduction- 50% ship speed reduction- ATK AVN grounded- MPA/LAMPS grounded

2. Wind Direction Table:

Operation Type Cyber Space Electronic WarfareProbability of Success .10 .75 .50

3. Cyber/Space/EW Attack Probability Table:

Operation Type Cyber Space Electronic WarfareProbability of Success .10 .75 .50

4. Cyber/Space/EW Effects Table:

Cyber/Space/EW Effects Table (1d100) – Success on a roll below probability % valueOp System 0 degrades 1 degrade 2 degrades 3 degradesC2 No effect 1 adverse die shift 1 adverse column shift 2 adverse column shiftsISR No effect .05 Pd reduction .1 Pd reduction .15 Pd reductionStrat logistics No effect 1-day delay 2-day delay 3-day delay

5. ISR Detection Table:

ISR Detection Table (1d12)Weather Condition Roll required to Detect TargetClear (Calm Seas) 2 or greaterCloudy (Rough Seas) 4 or greaterStorm (Stormy Seas) 7 or greater

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6. Deep Strike Table:

Deep Strike Table (2d6) – [Double number of strikes achieved for 3-day turns]Open Point Lt INF FA / AD Armored Infrastr.Hills Point Lt INF FA / AD Armored Infrastr.Mnt/Urb Point Lt INF FA / AD Armored Infrastr.2 1X 2X 2X 2X 3X 3X 3X 4X3 1X 1X 2X 2X 2X 3X 3X 3X4 1X 1X 1X 2X 2X 2X 3X 3X5 1X 1X 1X 2X 2X 2X 3X6 1X 1X 1X 2X 2X 2X7 1X 1X 1X 2X 2X8 1X 1X 1X 2X9 1X 1X 1X10 1X 1X11 1X12- 1X means one strike against the target. Table determines number of strikes per effective salvo.- For “real-time” targeting, 1 effective salvo = 4 precision or 16 non-precision munitions.- For “lag-time” targeting, 1 effective salvo = 8 precision or 32 non-precision munitions.- For all maneuver units 1X = 5% loss.- Max AI reductions for stationary units: 50% in the open, 30% in rolling, 15% in Mnt/Urb.- Use FA/AD, Armored, Infrastr, columns for airfields with shelters, revetments and nothing respectively- AI is 75% effective during cloudy periods and 25% effective during stormy periods.- For infra, 10 strikes destroys a target (port = 20). Infrastructure capacity is tied to remaining fraction.- Point targets (TEL, AD radar, CP, aircraft, etc.) are destroyed with a single strike (1X).- Max of 12 2-ship FW strike packages per target

7. SOF / Terror Strike Table:

SOF / Terror Strike Table (2d6) – [add 2 to roll if target is protected by dedicated security forces]Open LOC Lg Area Sm Area PointHills LOC Lg Area Sm Area PointMnt/Urb LOC Lg Area Sm Area Point2 3X 3X 3X 2X 2X 2X 1X 1X3 3X 3X 2X 2X 2X 1X 1X 1X4 3X 2X 2X 2X 1X 1X 1X5 2X 2X 2X 1X 1X 1X6 2X 2X 1X 1X 1X7 2X 1X 1X 1X8 1X 1X 1X9 1X 1X10 1X1112- 1X means one strike against the target. Table determines number of strikes per team per attack..- Maneuver units are small area targets and 1 strike destroys 5% of remaining strength.- For area targets, 10 strikes shuts target down. Fewer strikes degrade operations proportionally.- Airfields are Lg Area targets. Each strike destroys 1 aircraft per squadron on the airfield.- For LOCs, three strikes closes unit movement and LOG flow for 24 hours.- Point Targets (TEL, AD Radar, CP, etc.) are destroyed with a single strike.- SPOD & APOD = Lg Area Tgt / Log Support Area (DSA, Fuel Farm, FAARP, etc) = Sm Area Tgt

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8. SOF Insertion / Extraction Table:

SOF Insertion / Extraction Table [1d12]Mission RiskLow Risk Medium Risk High Risk Extreme Risk

Clandestine Insert/Extraction 1-10 (83%) 1-8 (67%) 1-6 (50%) 1-4 (33%)Extraction after DA Strike 1-9 (75%) 1-7 (58%) 1-5 (42%) 1-3 (25%)- Successful on roll within indicated range (inclusive)- SOF insertion into the middle of an enemy position is Extreme Risk- Add 2 to roll if enemy has superiority along aerial insert/extract route.- Add 1 to roll if enemy has superiority along maritime insert/extract route.- If compromised, roll 1d12 again to determine team’s fate:Compromised team roll: Even number = evade capture; Odd number = killed/captured

9. VBSS 4 Execution Table:

VBSS 4 Execution Table [1d12]Target Type Success Range Success Pct.Non Combatant 1-10 83%Heavily Damaged Small Combatant (PTG, PGG) 1-9 75%Military Support Ship (AO, AGI) 1-8 67%Small Combatant 1-7 58%Damaged Submarine 1-6 50%Heavily Damaged Major Combatant (DDG, FFG) 1-5 42%- Successful on roll within the indicated range (inclusive).- Assumes subs, DDGs & FFGs severely damaged w/ heavy casualties.

10. Aircraft Squadron Air-Air Type Combat Value Table:

Aircraft Type CV: 1st Tier CV: 2nd Tier CV: 3rd TierGen 5 (F-22, F-35, PAK-FA, J-20) 15 14 13Gen 4.5 (F-15C/E, F-18E/F, Su-30, J-11) 12 11 10Gen 4 (F-15A/B, F-18A/C, Su-27, J-10) 9 8 7Gen 3 (F-4, MiG-25, J-7E) 6 5 4Gen 2 (F-104, MiG-21, Su-7, J-6, J-7) 3 2 1EW, AWACS 20 18 16

Aircraft Squadron Air-Air Type Combat Value Table

EW - Elecronic Warfare; AWACS = Airborne early Warning and Control System

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11. Air-Air Combat Table:

Air-Air Combat Table [2d6]Die Roll

2 .25x .54x .30x .49x .35x .44x .40x .39x .45x .34x .50x .29x .55x .24x .60x .19x .65x .14x3 .24x .55x .29x .50x .34x .45x .39x .40x .44x .35x .49x .30x .54x .25x .59x .20x .64x .15x4 .23x .56x .28x .51x .33x .46x .38x .41x .43x .36x .48x .31x .53x .26x .58x .21x .63x .16x5 .22x .57x .27x .52x .32x .47x .37x .42x .42x .37x .47x .32x .52x .27x .57x .22x .62x .17x6 .21x .58x .26x .53x .31x .48x .36x .43x .41x .38x .46x .33x .51x .28x .56x .23x .61x .18x7 .20x .59x .25x .54x .30x .49x .35x .44x .40x .39x .45x .34x .50x .29x .55x .24x .60x .19x8 .19x .60x .24x .55x .29x .50x .34x .45x .39x .40x .44x .35x .49x .30x .54x .25x .59x .20x9 .18x .61x .23x .56x .28x .51x .33x .46x .38x .41x .43x .36x .48x .31x .53x .26x .58x .21x10 .17x .62x .22x .57x .27x .52x .32x .47x .37x .42x .42x .37x .47x .32x .52x .27x .57x .22x11 .16x .63x .21x .58x .26x .53x .31x .48x .36x .43x .41x .38x .46x .33x .51x .28x .56x .23x12 .15x .64x .20x .59x .25x .54x .30x .49x .35x .44x .40x .39x .45x .34x .50x .29x .55x .24x

- Ratio is the combined CV of the attacker to defender contingents.

1:3 1:2.5 1:2 1:1.5 1:1 1.5:1 2:1 2.5:1 3:1

- EW & C2 sorties are included as non-shooters, their CVs are added but they score no hits.- For 3-day turns, aircraft loss and munitions consumption results are doubled.

- Table results are the attacker : defender hits per sortie employed in the fight for each side.- Table assumes two (2) medium range air-air missiles fired per sortie employed in engagement.- For relative performance advantages (i.e. better training, tactics) shift columns as appropriate.- For relative technical advantages (DRFM jammers, etc.) add or subtract from die roll as appropriate.- If a combatant side is exposed to effective IADS during the fight, add 25% to hits sustained.

12. Atmospheric Penetrator DCA Gate Table:

Die Roll kill/sort Hi kill/sort Lo2 0.55 0.85 Comments:3 0.52 0.82 - Use "kill/sortie Hi" column in peer/near-peer scenarios.4 0.49 0.79 - DCA gate must account for every CAP orbit through which CMs must fly.5 0.46 0.76 - Penetrators are assumed to have been launched as a single wave.6 0.43 0.73 - Table assumes each DCA sortie fires all LRAAMs as the CM wave passes by.7 0.40 0.7 - White cell should adjust die roll to account for enhanced CM technology.8 0.37 0.67 - Shot doctrine is assumed to be 6 LR missiles fired per sortie.9 0.34 0.6410 0.31 0.6111 0.28 0.5812 0.25 0.55

Atmospheric Penetrator DCA Gate Table [2d6]

13. Strategic Deployment Maximum Modal Movement Rates Table:

Strategic Deployment Maximum Modal Movement Rates TableMode Rate Mode RateStrat Airlift 24 hours point to point Rail Haul 1600 km/dayFast Sealift 600 Nm/day Standard Sealift 450 Nm/dayWheeled Line Haul 1000 km/day Unit Road March 300 km/day

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14. Fixed Wing CAP/IADS Gate Table:

Fixed Wing CAP/IADS Gate Passage Table (1d12)DCA CAP Gate IADS Gate

Penetrator type:

Gen 5 w/EW a/c

Gen 5 Non-Gen5 w/EW

Non-Gen5 Gen 5 w/EW a/c

Gen 5 Non-Gen5 w/EW

Non-Gen5

Pass on roll of: 1-10 1-9 1.5 1.4 1-10 1-9 1-5 1-41. When facing low quality IADS, subtract 3 from roll.2. CAP gate failure causes loss of 2 a/c. If escort present lose 1 mission and 1 escort sortie.3. Passing CAP gate causes the defending CAP orbit to lose 1 a/c (except when CAP is Gen 5).4. IADS gate failure causes loss of 2 a/c. if SEAD sortie present lose 1 mission and 1 SEAD sortie.5. If Escort or SEAD sortie is include in strike package subtract 1 from gate passage roll (2 if 5th Gen).6. If CAP gate is 5th Gen then shrink gate passage window by 3.7. Prosecuting CAP gate costs each side 6 LR and 2 SR air-air missiles8. Prosecuting IADs gate costs attacker 6 ARMS and defender 2 SAMS per mission and SEAD aircraft.9. Failing either gate with escort or SEAD sortie present results in 50% loss of effects on target.10. Failing either gate without escort or SEAD sortie present results in 100% loss of effects on target.

15. Line of Sight (LOS) Radar Horizon Height Table:

The Radar Horizon (RH) Line of Sight (LoS) Range Table Mission Alt-AGL (ft) Radar ht (ft) LoS-Range (NM) LoS-Range (Km) 10 Km SqrsHA CAS 30,000 10 217 401 40CAP 10,000 10 127 235 23LA CAS 3000 10 71 132 13CM 500 10 31 58 6Helo 100 10 16 30 3

16. Transport Mode On-Load / Off-Load Table:

Transport Mode On-Load / Off-Load TablePreparation/On-load Off-load/Consolidate

Unit Self Movement 1 day NAWheeled Line Haul 1 day 1 dayRail Haul 1 day 1 dayStrategic Sealift 3 days 1 dayStrategic Airlift 1 day 1 day

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17. Forward Area Logistical Supportability Table:

Forward Area Logistical Supportability Table (ABCT, SBCT, FAB, CAB and like units)Full Potential 2/3 Potential 1/3 Potential

Mvmt rate Max BCT Offense Defense Offense Defense Offense DefenseMSR Type (km/hr) Support max km max km max km max km max km max kmHighway 30 24 240 360 360 540 480 720Improved 20 16 160 240 240 360 320 480Dirt (dry) 15 12 120 180 180 270 240 360Dirt (wet) 10 8 80 120 120 180 160 240Trail (dry) 5 4 40 60 60 90 80 120Trail (wet) 1 1 8 12 12 18 16 24- IBCTs count as ¼ of an ABCT- SBCTs and Light Motorized infantry BDEs count as 1/3 of an ABCTSBCT = Stryker BDE Combat Team, FAB = Field Artillery Brigade, CAB = Combat Aviation Brigade

18. Naval Detection Table:

Naval Detection Table [1d12]

Blue Red Result

Submarine vs. submarine 1d12 + 10 1d12 + 4 Higher outcome detectsBlue sub vs red surface 1d12 + 10 1d12 Higher outcome detectsRed sub vs. blue surface 1d12 1d12 + 6 Higher outcome detectsSURTASS vs. submarine 1d12 1d12 Detect on 4 or aboveMPA vs. submarine 1d12 1d12 Blue det 8-12, red det 12Choke point vs submarine 1d12 1d12 Detect on 2 or above

19. Submarine Track Maintenance Table:

Submarine Track Maintenance Table [1d12]Combatant Side Loses contact on a roll of: Maintains contact on a roll of:Blue 1-2 3-12Red 1-7 8-12Green 1-4 5-12

20. Naval Component Systems Combat Value Table:

Naval Component System Combat Value Table Surface CV Subsurface CVASCM Def Msl CIWS Def AA ECM Gun LAMPS ASROC Hvy Torp Lt Torp ECM

1st rate 80 40 20 30 20 20 40 20 80 20 202d rate 60 30 15 20 15 10 30 15 60 15 153d rate 40 20 10 10 10 5 20 10 40 10 10- Assumes an ASCM salvo of 4 and defensive missile salvo of 8.- Each naval fighter strike package (2-ship) generates one effective salvo.- An effective salvo of fixed-wing delivered precision munitions (4 non-ASCM munitions) has a CV of 60/45/30.- Ships operating in EMCON have a CV of 1 unless the engagement is close range visual (guns only).

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21. Naval Combat Table:

Naval Combat Table [2d6]Hits on critical systems per Effective SalvoDie Roll 1:3 1:2 1:1 2:1 3:1 4:1 5:12 1X 1X 2X 2X 3X 3X 4X3 1X 1X 2X 2X 3X 3X 4X4 1X 1X 2X 2X 3X 3X 4X5 1X 1X 2X 2X 3X 3X 4X6 0X 1X 1X 2X 2X 3X 3X7 0X 1X 1X 2X 2X 3X 3X8 0X 1X 1X 2X 2X 3X 3X9 0X 1X 1X 2X 2X 3X 3X10 0X 0X 1X 1X 2X 4X 3X11 0X 0X 1X 1X 2X 4X 3X12 0X 0X 1X 1X 2X 4X 3X- A fleet must contain at least one shooter to launch an attack- When the sea state is stormy, reduce hits on subs by 1- An Effective Salvo is defined as 4 offensive munitions (i.e. ASCM) or 8 defensive missiles - Attacking air contingent loses 2 a/c to CAP gate loss if vulnerable. 1 is from escort flight if present.*- Attacking air contingent loses 2 a/c to IADs gate loss if vulnerable. 1 is from SEAD flight if present.*- All attacking air contingent losses occur on ingress (before weapons release)- Firing doctrine for all naval SAMs assumed to be shoot-shoot-look so max kills is ½ SAMS inventory- Losses from SAMs are assessed by squadron from lowest to highest generation- Air contingent losses to CAP and IADs are additive- For sub vs. sub engagements, a roll of 12 always yields a miss regardless of CV ratio

22. Ship Survivability Table:

Ship Survivability TableShip Type Ship Code Hits to OOA Ship Type Ship Code Hits to OOACarrier CVN/CV 7 Lndg Helo Aslt LHA 4Cruiser CG 3 Lndg Helo Dck LHD 4Destroyer DDG/DD 3 Lndg Pltfm Dck LPD 4Frigate FFG/FF 2 Lndg Shp Dck LSD 4Corvette FS 1 Mine Cntr Msr MCM 1Attack Sub SSN/SS 1 Trp Transport AP 3Missile Sub SSGN/SSBN 1 RORO AKR 3LG PT Boat PGG/PG 1 Auxiliary ARL/AOE 2SM PT Boat PTG/PT 1 Auxiliary AE/AOR 2Small Boat SB 1/boat Other Aux AGOS 1- All other large civilian transports and cargo ships are placed OOA by 2 strikes

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23. Maximum Unopposed Movement Rates:

Maximum Unopposed Movement Rates (km/day)Unit type Mountain Swamp Hills Open Trail Road HighwayLight 10 15 30 40 30 50 50Heavy NA NA 100 150 30 200 250Motorized NA NA 150 200 30 250 300- A unit may move up to only 50% of its allowed distance if it is to attack on the same turn.

24. Attack Density Table:

Attack Density TableTerrain Types

Attack Density Open Rolling MountainHeavy Units 3 2 1*Light Units 4 3 2* One heavy unit may attack if on a road

25. Component Battalion Combat Value Table:

Component Battalion Combat Value TableLt Inf Mech Inf Armor LT Art Hv Art LT MRL HV MRL Atk Avn

Blue 40 100 150 40 60 60 80 150Green 36 90 135 36 54 54 72 135Red 32 80 120 32 48 48 64 120Inf = Infantry, LT = Light, HV = Heavy, MRL = Multiple Rocket Launcher, Avn = AviationIn the case of peer/near peer opponents, use Blue/Green values for Red units

26. Force Multiplier Combat Values Table:

Force Multiplier Combat Values Table [Tier 1/Tier 2/Tier 3]Multiplier Type Combat Value Multiplier Type Combat ValueCAS-only Package 36/33/30 Multi-role Package 30/27/24Naval Gunfire 30/25/20 per ship Minefield 60/60/60Massive Arty Prep 240/216/192 Extensive Eng effort 180/162/144- Maximum of 12 CAS packages per engagement if no AI missions already flown against unit.- CAS package loses 2 a/c to CAP gate failure. 1 comes from escort flight if present.- CAS package loses 2 a/c to IADs gate failure. 1 comes from SEAD flight if present.- Minefields are considered to be breached after their effects are added to an engagement.- Firing unit must be in place for 6 days to build stocks for and plan a massive arty prep.

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27. Ground Combat Results Table:

Atk Succeeds on: 2 2 2-3 2-4 2-5 2-6 2-7 2-8 2-9 2-10 2-11 2-12CV Ratio: 1:6 1:5 1:4 1:3 1:2 1:1 2:1 3:1 4:1 5:1 6:1 7:1

Loss % Attacker 49 47 44 41 36 30 26 22 18 14 10 6

Hasty Def 3 5 8 11 16 23 26 29 32 35 38 41Prepared Def 1 3 5 7 10 16 19 22 25 28 31 34Fortified Def 0 1 2 3 6 9 12 15 18 21 24 27

Atk vs H Def D: 4 D: 3 D: 2 D: 1 A: 0 A: 3 A: 5 A: 8 A: 12 A: 17 A: 23 A: 30Atk vs P Def D: 5 D: 4 D: 3 D: 2 D: 1 A: 0 A: 2 A: 4 A: 7 A: 11 A: 16 A: 22Atk vs F Def D: 6 D: 5 D: 4 D: 3 D: 2 D: 1 A: 0 A: 1 A: 3 A: 6 A: 10 A: 15

D) Each unit';s particular CV loss should be based on that unit's original strengthE) The attacker achieves automatica victory when the atttack raio is 7:1 or greaterF) Attrition results are reduced by 50% during joint-fires-only attacks and by 75% if the target is below 50% strengthG) Attacker losses are reduced by 25% if the CV Ratio is 8 or 9:1 and by 50% if the CV Ratio is 10:1 or higher

Ground Combat Results Table (1-Day Time Step) [2d6]

Movement*

* Table provides the movement distance given that the specified side (A or D) wins the die roll.A) For meeting engagements use the attack vs. H Def row to determine movementB) A ground unit's combat value is doubled when conducting a flank attack, tripled for a rear attackC) The loss % should be distributed across all participating above-the-line units in proportion to their current CVs

4. Table results (attrition and movement) are doubled for three-day time steps.3. For flat, open terrain shift one column to the right.2. For mountain/urban terrain shift one column to the left.1. Default terrain for ground combat is rolling with mixed vegetation.

Loss %

28. Continuous Ground Combat Equations:

- Current continuous ground combat functions:(use non-linear for A:D CV ratio < 1, use linear for A:D CV ratio >= 1)

- Attacker Losses:Non-linear: Y = 28.885X^(-0.283) + 1.115Linear part: Y = -4X + 34

- Hasty Defense Losses:Non-linear: Y = 11.5ln(X) + 23.49Linear Part: Y = 3X + 20

- Prepared Defense Losses:Non-linear: Y = 8.1ln(X) + 16Linear Part: Y = 3X + 13

- Fortified Defense Losses:Non-linear: Y = 5.55ln(X) + 9.49Linear Part: Y = 3X + 13

- Movement vs. Hasty Def: Y = 5.4X^4 – 34.8X^3 + 80.6X^2 – 87.1X + 41 for A:D CV ratio > 1:2

- Movement vs. Prep Def: Y = 4.26X^4 – 25.6X^3 + 58.7X^2 – 65X + 31.8 for A:D ratio > 1:1

- Movement vs. Fort Def: Y = 2.72X^4 – 16.49X^3 + 39X^2 – 45.62X + 23.4 for A:D ratio > 2:1

69UNCLASSIFIED