Intelligence, Strategic Points & Command Structure

Faction commanders.

In certain scenario's (notably all-day events or episodic games) each faction must select, by whatever means, a 1IC and 2IC (in command). These two individuals will have the responsibility for co-ordinating the battlefield and the various operations throughout the game scenario for their side.

1IC and 2IC can be captured or killed by the opposing faction.

Elimination of both the 1IC and 2IC results in severe penalties for that faction for a period of 1 hour including double re-spawn times and suspension of all in game bonuses such as ammo dumps and MASH units. 1IC and 2IC respawn after 1 hours.

Capture of either the 1IC or the 2IC requires the rescue of that individual by whatever means available. Captured 1IC and 2IC are automatically released to their faction after a period of 3 hours. If both are captured the same penalties for the faction are applied as though the players had been killed.

1IC and 2IC will be given game sensitive information as well as battlefield maps and radio operators to communicate their orders to the players in the field. Should they be eliminated the flow of information will cease to the troops leaving them unable to communicate with the rest of their faction (chain of command simulation).

Unit Commanders/Captains

It is not mandatory however it is highly advised that factions group players into units with clear chains of command. This will aid in the game process and add to your overall enjoyment of the event.

The structure of “Rules of Engagement” is MilSim. We strive to provide the best action simulations in the Republic of Ireland, as such there may be a few differences from the games you have played in the past.

Overall strategic objectives will be made clear to the 1IC and 2IC of your faction. It will be up to them to decide how to proceed in order to fulfill these objectives. This means that the players “on the ground” will not be in a position to know where they are going or what their objective is until such time as the orders are handed down from the 1IC and 2IC. Staff members and Marshals will have no idea what the precise plans of the 1IC and 2IC are until the same time as the players on the ground. Certain events are scripted into the event and Marshals will be aware of these and the triggers however the timing of said scripted events is up to the actions, successes and failures of the players themselves.

Intelligence on enemy positions, troop movements, strategic points, enemy numbers etc will filter into the 1IC and 2IC from the reports given by players on the ground. Accuracy will play as big a part in the event as it would in reality since the commanders can only plan properly if they are in possession of useful intelligence.

Special Strategic Points

Strategic points may provide in game bonuses to the controlling team. The rules surrounding each of these will be made available to the players via briefing documentation or by informing their chain of command and may include (but not limited to);

Forward Tactical Air-Control Point: wherein players may call in air strikes against specific points on the ground (see “air-strikes”).

MASH point: wherein players of the controlling team may respawn without having to return to the safe zone.

Ammo-Dump/Magazine point: wherein the controlling team is permitted to reload in game without returning to the safe zone.

Radio-Relay station: Required for some distance radio communications and may allow an opposing team to monitor the communications of the owning faction.

Anti-Aircraft batteries: Prevent the use of enemy air strikes in a grid square. Neutralizing AA batteries allows air strikes to be directed into that grid square.

Mortar/Artillery batteries: Allows the use of indirect mortar/artillery strikes against opposing faction within a set range. Neutralizing this strategic point prevents their use.

Fuel Dumps/Motor Pool: Allows armoured and/or APC reinforcements. Neutralizing this point prevents use.