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Operation Overlord Scenario
Proposal by Spitboy

May 31, 2001 - Spitboy's Operation Overlord Scenario Begins

Outline: The week of May 31 through June 7, 1944, were very busy for the Axis and Allied forces, what with Operation Overlord, the landings on the Normandy Beaches. While this scenario cannot and does not re-create the years of planning and buildup, the participants step in at the vital moment: decide where to make the landings (and where to defend against landings) and execute (or contain) the invasion. Nor does this scenario attempt to re-create the scope of the Normandy landing. Instead, the Normandy beaches are modelled to include all sectors, but the Allies may land at no more than two separate beaches, chosen by their CO based on recon. The Axis CO must decide where and how to position his forces to repel any attemped large-scale landings. See special rules for more detail.

The goal is to simulate the beach landings and breakout. The Axis commander must determine through recon and intentions which beach the Allied thrust will come on, and defend that beach. He also must be able to react quickly to any breakouts by marshalling reserves and containing the breakout, looking for weak points in the flank and over-stretched units. Further, the Axis commander is faced with the decision of whether he should keep reinforcements farther from the beach to ensure their safety from Allied air power, or marshall them in ready points to speed their entrance into the battle. The Allied commander must determine through recon the best location for massed landings. He will not have enough troops to make more than two massed landings with any hope of achieving a breakout, and he must cautiously dole out reinforcements for securing a breakout, lest he be driven back into the sea. Further, in the limited “Action” hours for Phase Three, he must leave enough time for his forces to achieve substantial breakout and linkup, or the landings will not be fully successful.

The scenario runs 24/7 for one full week, but with limited “Action” hour time frames for major activity each night. These 5-hour windows are situated to guarantee a fluid Action period across time zones, and further complicate the task of the COs by forcing them to rely on subordinates to control aspects of the battle.

Time Frame:
One Week, midnight May 31, 2001 through midnight June 7, 2001

Scenario Time Model:
Fluid Real Time, Eastern Time Zone, offset so that 8 pm EST is 6 am Server Time. Day cycle for server is 24 hours, real time = one day, with regional day/night dusk/dawn settings for realistic day/night time frames.

Terrain:
Special Normandy Coast 1:1 terrain, 200 x 200 miles, modelling Gold, Utah, Omaha, Sword and Juno beaches areas. In the Normandy Special Events Arena.

Phases:

Phase One: Reconnaissance and troop buildup, midnight May 31 through 8 pm EST June 2. No activity other than reconnaisance is permitted beyond the Forward Edge of Battle Area (FEBA), except during “Action” hours, which are 8 pm to 1 AM EST real time, 6 am to 11 am server time. Acceptable combat operations during “Action” hours for Phase One include:

  • Squadron-based offensive air raids of targets, to include no more than 32 planes in the air beyond the FEBA at any one time for either side.
  • Squadron-based air defense patrolling of designated defense perimeters within your side of the FEBA, to include no more than 64 defending aircraft behind the FEBA at any one time. Defenders may pursue any attacking aircraft as far as commanders deem necessary. Losses due to ditches or enemy count toward the final unit tally.
  • No ground activity outside of Platoon-sized light infantry reconnaisance.

Phase One Recon: Both sides may perform reconnaisance at will throughout Phase One. Reconnaisance groups may include no more than 2 aircraft in a group beyond the FEBA, with no more than 6 total aircraft beyond the FEBA at any one time, unless they are part of a raid during “Action” hours, and no more than 1 Platoon of Recon light infantry ground units operating beyond the FEBA at any one time. Defending forces may have up to 24 defensive aircraft inside the FEBA as desired, throughout Phase One. Transport for ground Recon elements may include submarine, cargo vessel or cargo aircraft. Troops left behind the FEBA after “Action” hours may only stay for one 24 hour period, then must be returned safely home, or are considered lost. Casualties during reconnaisance do affect the final scoring tally.

The purpose of Phase One is to do recon of enemy fortifications and positions, and to attack critical targets during the “Action” hours to clear the path for any possible invasion force.

Phase Two: Preparatory phase, 8:01 pm EST June 2 through 8 pm June 5. No activity other than reconnaisance is permitted beyond the Forward Edge of Battle Area (FEBA), except during “Action” hours, which are 8 pm EST to 1 AM EST. Acceptable combat operations during “Action” hours time frames for Phase Two include:

  • Squadron-based air raids of targets, to include no more than 64 offensive planes beyond the FEBA at any one time for either side.
  • Squadron-based air defense patrolling of designated defense perimeters within your side of the FEBA, to include no more than 128 defenders in the air behind the FEBA at any time. Defenders may pursue any attacking aircraft as far as commanders deem necessary. Losses due to ditches or enemy count toward the final tally.
  • Ground-level special mission teams, light infantry only, for sabotage missions. No more than one company beyond the FEBA at any time. Transport for ground Recon elements and special mission teams may include submarine, cargo vessel or cargo aircraft. Troops left behind the FEBA after “Action” hours may only stay for one 24 hour period, then must be returned safely home, or are considered lost.

Phase Two Recon: Both sides may perform reconnaisance at will throughout Phase One. Reconnaisance groups may include no more than 4 aircraft in a group beyond the FEBA, with no more than 12 total aircraft beyond the FEBA at any one time, unless they are part of a raid during “Action” hours, and no more than 2 Platoon of Recon ground units operating beyond the FEBA at any one time. Casualties during reconnaisance do affect the final scoring tally.

Phase Three: Final phase, 8:01 pm EST June 5 through midnight EST June 7. Squadron-sized attacks are permitted throughout Phase Three, but larger actions may take place only during “Action” hours, which are 6 pm EST to 1 AM EST. Acceptable combat operations during NON “Action” hour time frames for Phase Three include:

  • Squadron-based offensive air raids of targets, to include no more than 32 planes in the air beyond the FEBA at any one time for either side.
  • Squadron-based air defense patrolling of designated defense perimeters within your side of the FEBA, to include no more than 64 defending aircraft behind the FEBA at any one time. Defenders may pursue any attacking aircraft as far as commanders deem necessary. Losses due to ditches or enemy count toward the final tally.
  • No ground activity outside of Platoon-sized light infantry reconnaisance. Recon teams may stay beyond the FEBA for 24 hours. IIf they stay behind the FEBA for more than 24 hours, they are considered lost.
  • Defending units placed beyond the FEBA in a previous “Action” hour time frame are committed to 24/7 defense. Support for these units is accomplished by NON “Action” hour air raids, but largely it depends on the depth and strength of their beachhead.

Acceptable combat operations during “Action” hour time frames for Phase Three include:

  • Group-level offensive air raids of targets, full commitment of forces allowed.
  • Group-level defense air patrolling of designated defense perimeters within your side of the FEBA, full commitment of forces allowed.
  • Group-level commitment of all available ground elements, via air and sea landings.

Ground forces left behind the FEBA after an “Action” hour period in Phase Three are on their own, and must be supported through NON “Action: hour air offensive ops and their own defensive means.

Victory Conditions:

Total Axis Victory: Allied forces fail to secure a beach head.

Marginal Axis Victory: No beach head is held for more than 24 hours; All breakout points under Axis control, and Allies confined to beaches (Phase Line Alpha) without reinforcements at end.

Draw: Caen still in Axis hands, breakouts contained within Phase Line Bravo (3 km inland), at least three beaches under Axis control at end.

Marginal Allied victory: Caen in Allied hands, breakouts secured from at least two beaches to Phase Line Charlie (7 km inland).

Total Allied Victory: Phase Line Charlie secured from at least four beach heads.

Special Rules:

  • The Allied Overall CO and Axis Overall CO are responsible for planning the defensive and offensive actions for all phases. “Action” hours are merely windows in which either commander may choose to launch a raid, up to the prescribed limits. Neither side is committed to launching raids during “Action” hours, however.
  • A Phase Line is secured when their is no appreciable enemy activity inside the arc of the Phase Line to the coast. This will be denoted on the CM map when one side has an 75% majority of forces inside the arc. Phase Lines may be moved back or forward depending on activity in the sector.
  • Person dying or lost to enemy action may replane if cleared from higher headquarters, but only if there is a slot available.
  • Equipment, planes, personnel or vehicles lost to enemy or abaonded are lost for the duration of the event and subtracted from the available pool.

Order of Battle:
1,200 players max at any one time, with a rough 65/35 split in forces, Allies to Axis. Official breakdown of units TBD.

 


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