Features of the Combat Simulations.

Features of Combat Simulations

Combat Simulations have most of the features of WW2 tactical events. They will still consist primarily of platoon and squad sized infantry units maneuvering and firing upon each other. The usual conventions regarding taking hits, authenticity and safety will still apply. But Combat Simulations have the following additional features:

A scoring system of points and penalties--Many actions in Combat Simulations will score points or be assessed a penalty. Actions ranging from achieving mission main objectives to small actions, such as killing an officer or removing a mine can score points. Certain undesirable actions, such as ignoring machine-gun fire, crossing an uncleared minefield or arguing over hits will be penalized in the form of negative points. The cumulative points and penalties for both sides will be added up at the end of scenarios. The side with the most points will be declared the victor.

Referees--There will be several referees detailed to each side in a Combat Simulation. The referees are evaluators, judges and scorekeepers. They will watch the activities of both sides, and evaluate how they react to fire. They will accompany the sappers/Pioniers on their special missions, and record their point-scoring actions. Most importantly, referees will help insure that everyone plays by the rules and does not get an unfair advantage over an opponent.

Minefields--Simulated minefields are employed in Combat Simulations. These minefields block enemy progress, and are designed to be difficult to remove under the rules. Minefields will help sustain combat action over a longer period time as well as adding a new element.

Sappers and Pioniers--These special troops are employed in placing and removing mines and other ordnance. They will play an important role in Combat Simulations.

Snipers--There is a system by which snipers can score points, and restrict enemy action in open areas.

The following pages contain further details on these features.