Author Topic: Example CIC orders  (Read 3500 times)

Offline daddog

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Re: Example CIC orders
« Reply #15 on: October 26, 2009, 10:09:14 AM »
Thanks Nef. :)
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Offline ghostdancer

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Re: Example CIC orders
« Reply #16 on: October 26, 2009, 10:20:10 AM »
Understood Nef and  :salute.

Just trying to explain to others who hold a negative view point on why and also that yes, we need to clarify where we post these things.
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Offline AKKuya

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Re: Example CIC orders
« Reply #17 on: October 26, 2009, 11:55:37 AM »
Wow, this thread has really got some traction going on CIC orders.  250-300 players are the Rank and File players who just show up and fly the planes the Squad CO's tell them to.  For the rest of the FSO players that steer the event, this will be an illuminating piece of information! :salute 
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Offline Becinhu

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Re: Example CIC orders
« Reply #18 on: October 26, 2009, 01:55:21 PM »
From seeing both sides as a pilot and one-time CiC with the normal accuracy that most targets are hit in FSO why would anyone in their right mind assign one group two targets? The exception is jabo attacks which seem to be the most accurate, but a jabo can hit two fields with any hope of success or survival.
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Offline ghostdancer

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Re: Example CIC orders
« Reply #19 on: October 26, 2009, 02:37:12 PM »
The main reason for "follow on attacks" is to create a large numerical superiority over the defenders. Say you have two targets so normally you assign an escort group and attack group for each. Lets say 15 escorts and 15 attack planes per attack force versus lets lay 15 defenders. By bundling the two attacks together you now have 30 escorts and 30 attack planes versus the 15 defenders.

The hope is that your numerical advantage increases your chances of putting down the defenders at the first target increases while the percentage of losses you suffer decreases. Also with more planes available as an overall escort you can also shift the makeup of your force to have more escorts since you hope more bombers survive to drop on target. Basically you assemble a very large force and defeat an enemy in detail via two engagements instead of one.  60 planes (30 fighters / 30 attack) vs 15 defending fighters then have a second battle with your survivors versus another 15 enemy fighters).

While a valid strategy we have several game play issues though, some of which have been discussed, that can and have resulted in unsatisfactory evenings for participants.

Basically it is the same reason why we come up with side splits to give each side a reasonable chance of winning an FSO frame. Instead of doing some more historical setups where one side has no chance at all do several factors.

So it is very valid strategy it is that it just can result in several game play issues.
« Last Edit: October 26, 2009, 03:14:40 PM by ghostdancer »
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Offline Valkyrie

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Re: Example CIC orders
« Reply #20 on: October 26, 2009, 05:13:34 PM »
For god sakes end the squads running things. Form Command teams and rotate a few people through them. Conduct interviews etc. pick people who will do the right thing and be done with all the petty rules. This same sort of action took place in KOTH and it isn't fun now that you need your lawyer on speed dial to fly the event.


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Offline CHAPPY

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Re: Example CIC orders
« Reply #21 on: October 26, 2009, 06:30:42 PM »
I think is excellent that squad CO's get to do orders.

I happen to think it makes a better CO.



When i did my frirst CiC I learned somethings that I think made me a better CO for my squad.

I hope CO's will keep doing the orders every week, because that is what makes FSO unpredictable.

 :salute

Just my .02



Offline daddog

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Re: Example CIC orders
« Reply #22 on: October 26, 2009, 08:59:09 PM »
No worries Chappy, CM’s will never start doing the orders. The success of FSO falls largely on the C.O.’s stepping up and giving up a couple hours of their personal time every week.

As frustrating as the rules and regulations are, the focus is and always will be to enhance the game play for the players. If someone thinks 80 or 100 aircraft swarming over a squad of 15 and then steam rolling on to the next base with a squad of 10, and the next base with a squad of 12 etc.,  is fun then your sadly mistaken. The Admin CM’s and myself will do what is necessary to avoid that kind of disaster for the squads who would bear the brunt of such a plan. As ghostdancer pointed out, it has been a valid strategy in the past, but it can and has made for a very disappointing evening for some.

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Offline Stoney

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Re: Example CIC orders
« Reply #23 on: October 26, 2009, 09:10:36 PM »
For god sakes end the squads running things. Form Command teams and rotate a few people through them. Conduct interviews etc. pick people who will do the right thing and be done with all the petty rules. This same sort of action took place in KOTH and it isn't fun now that you need your lawyer on speed dial to fly the event.


Vlkyrie1

Its certainly a temptation after a few CICs put some ineffective orders out.  However, I do not believe in the "break enough dishes and soon Momma doesn't want you to wash them" philosophy, which is, in my opinion, what this would be.  Good CICs should not be "rewarded" by having to do the orders more frequently.  The bottom line is that each and every Squadron CO is responsible for assembling orders, and it should stay that way.  The community has the ability to help, assist, coach, mentor, etc. those that are new or need help.  Beyond that, peer pressure should be able to sustain timelines, quality, and effectiveness.
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Offline Saxman

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Re: Example CIC orders
« Reply #24 on: October 26, 2009, 09:48:33 PM »

If someone thinks 80 or 100 aircraft swarming over a squad of 15 and then steam rolling on to the next base with a squad of 10, and the next base with a squad of 12 etc.,  is fun then your sadly mistaken. The Admin CM’s and myself will do what is necessary to avoid that kind of disaster for the squads who would bear the brunt of such a plan. As ghostdancer pointed out, it has been a valid strategy in the past, but it can and has made for a very disappointing evening for some.


QFT. Been on the receiving end of such steamrollers plenty of times.
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Offline WxMan

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Re: Example CIC orders
« Reply #25 on: October 27, 2009, 05:05:01 AM »

As frustrating as the rules and regulations are, the focus is and always will be to enhance the game play for the players. If someone thinks 80 or 100 aircraft swarming over a squad of 15 and then steam rolling on to the next base with a squad of 10, and the next base with a squad of 12 etc.,  is fun then your sadly mistaken. The Admin CM’s and myself will do what is necessary to avoid that kind of disaster for the squads who would bear the brunt of such a plan. As ghostdancer pointed out, it has been a valid strategy in the past, but it can and has made for a very disappointing evening for some.

IMHO what has started out as the intent of the CM's to insure that all participants see action within a reasonable amount of time, is turning into micro management of the event. You are hamstringing the CiC's as to what they can do creatively. I envision that each frame from here on out will be exactly like the previous one, particularly on large maps where travel routes and time restrictions will limit anything but a straight line from A to B within the first 60 minutes.


Swarming or dogpiling as some have called it, can be defend for if the opposing CiC can see the possibility of it occurring. It all depends upon the creativity of the CiC. Also the designer must take some of the responsibility for the necessity of this tactic. Particularly on large maps with targets close to one another, and with one side that is strictly defensive. In such a case defending close targets allows mutual support, which in its own way is dogpiling in reverse.

And finally, this is not your kids T-Ball game. Not everyone gets to hit the ball all the time. We all know that at times things may not go our way, but as adults we should
be able to deal with it.
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Offline Easyscor

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Re: Example CIC orders
« Reply #26 on: October 27, 2009, 09:58:52 AM »
Quote from: WxMan
IMHO what has started out as the intent of the CM's to insure that all participants see action within a reasonable amount of time, is turning into micro management of the event. You are hamstringing the CiC's as to what they can do creatively. I envision that each frame from here on out will be exactly like the previous one, particularly on large maps where travel routes and time restrictions will limit anything but a straight line from A to B within the first 60 minutes.

Actually, larger maps allow the action to be spread out, with more opportunity to avoid going straight from point 'a' to point 'b', and reduce the ability for a CiC to assemble the horde described. Small terrains with too few targets, concentrate all the action into a narrow front that allows assembling a horde in spite of the CM directives.
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Offline ghostdancer

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Re: Example CIC orders
« Reply #27 on: October 27, 2009, 10:44:26 AM »
There are two components to this why CMs have an issue with it. So I will address the one that finally convinced me that some clarification needed to be made.

I don't generally have a problem with Dogpile or swarm attacks. Why? Because yes, the defense force at the first target is out numbered but remember that the attackers are burning fuel at their full rate, probably using up their WEP, using up ammo, possibly losing alt, and becoming disorganized / less cohesive than they were before the engagement. Resulting in the fact that they are less capable of effective combat at the second target. The defense force there will have an easier time of things because they have not used their WEP up, they have no used their ammo, they have not taken damage, etc.

Of course it sucks for the first group of defenders. And yes, an engaged CiC who is actively watching the whole battle and coordinating all of his forces can definitely compensate to an extent in the face of these attacks. I can detach part of a nearby defense force and send it to help. Of course he has to make a decision that because of the size of the attack force that it has been tasked to hit to areas and that the defenders he are rushing in are from the attack forces next target. That is a hard thing to know and is the risk any CiC runs when making battlefield decisions. All part of the game.

However, the defender is still at a bit of a disadvantage here because he has to defend all his targets. He can't really decide to abandon one before it is attacked. So the best he can really do is send some of the defenders from point A to point B. Also remember in most designs CMs try to place targets 50 miles apart (2 sectors). What does this mean? It means that most defending squads take up defensive positions between what they are defending and where they expect an attack would come from but also in a position to react quickly to an attack from an unexpected corner.

Now lets say a whole squad leaves and goes to help another defense force 50 miles away. At a speed of 300mph it will take them 10 minutes to get there. Now lets say the enemy is actually picked up farther out so that the original defending force picks them, falls back and calls for help. Depending on where they pick them up the help would probably arrive either say 10 - 15 miles forward of the base being attacked or over the base being attacked.

So they are 10 - 13 minute now out of position for depending their own base. The time back can be even greater depending on what time period, plane set, and the fact that the defenders could have given up alt and or energy (they are low and slow). Meaning they are gambling heavily that the attack they are helping to defend against is targeting them next and their is not a separate attack on the way to their base.

I would say that the defender is at a disadvantage since his forces are chained to defense targets and can't completely abandon them. But there are still things he can do (send in reinforcements from two bases in distance, resulting in only weaking those two areas slightly .. send in 2 planes from 2 bases for a total of 4 more pilots can help .. or 3 and 3 for 6 more pilots).

So a dogpile or swarm attack can be mitigated to some extent by the defending CiC's actions but do realize that the defending force is limited to an extent, per above.

Now where I convinced this was an issue was not by the swarming attack but by the follow on portion. Simply put a follow on attack only guarantees an attempted attack at the first target. As stated the issue that final caused all this about happened in the July FSO. Here is the map from the frame that final caused the CMs to decide that clarification of the credible attack rules as needed.



As you see there is plenty of distance between two targets, they were not placed to close together. Also you will see that there were much closer launch bases to some targets so routes that had to traverse 10+ sectors were unnecessary.

Here are the orders for one of the strike groups:

Quote
follow white line at 3000ft.Target 1 and 2. hit one and rearm at 29 if needed,if you have load left proceed to 2
you get a second life in plane of choice so if your targets are dead up a a6m loaded and regroup as defense or watch for text of valid targets,otherwise regroup and keep hitting your targets

The CiC in this case, also in cases previous to July, did not understand that target 2 was not optional. It had to be attacked in the T+60 window. Also it is just common sense, or we assumed it was, that an attack plan would be constructed that would enable an attack force to hit a target within the T+60 window. As said this was the latest example that were wrong on that account.

Even if things went fine again you are stuck in a position where the attack on target 2 might not happen. Since they are going into battle at target 1 and could be destroyed, use all their ordinance there, etc., etc. What does this means? It means as a judge I can't say that a credible attack was done on 2. I can't judge that attack was attempted on 2 since the force was instructed to attack one and then continue on. They could be stopped cold 50 miles away from target 2. Does this count as being intercepted or does not .. after all they actively attacked a target. They were not intercepted going to target 2.

In my opinion this is what concerns me more than the concentration of forces. A follow on attack does not guarantee an attack on a the second target no matter what a CiC instructs to his troops. It also muddies the picture to an extent that for the second target all you can go by is whether the target 2 took damage or not? Then of course you are stuck with the question how much damage? Is it a credible attack if the bundled attack force spend all their ordinance at target 1 except for maybe 10%? Is it a valid attack on target 2 if only 1 bomber or 1 formation holds back bombs from hitting target 1 to attack target 2? How do CMs know how much ordinance is reserved for each target? Realistically we can only tell by bomb hits so lets say the attack force kept back 30% of their bomb load to hit target 2 but completely missed (remember in BoB frame 1 the LW bomb effectiveness was like 30% overall .. so it can happen). So if they miss how does the CM know if they just missed or if say instead they ran out of bombs at frame 1 or only let loose maybe 1 bombers worth of bombs?

On a non follow through attack I can tell from a CiCs orders what was assigned and intended. Force A with an escort squad of Y and a bomber squad Z was tasked to hit target 1. If they miss I still know they were carrying xxxx amount of ordinance soley intended for target 1. If they got intercepted I can go they were intercepted and destroyed while trying to get to target. Follow on attacks muddy the picture to much for me to make anything but Draconian calls on target 2.

Can we compensate for this via design? To some extent yes. If targets are within 25 miles of each other we can and I believe have (will have to dig up some of my old designs) designate both fields as a single target .. allowing for the bundling of attacks and defenders. However, when bases are spread out farther than that we run into the disadvantage issue to the defender (which they can partially compensate for) but then have issues determine and judging an attack on target 2.

If you increase things to 75 miles the issue remains. If you increase to 100 miles then you start to have an issue of flight times where after the attack on the target the defenders might as well land since it is a 20 minute flight to the next defensive target. Meaning they say engage in battle at T+50, by T+60 things are done, refueled and reup say by T+70, now it would take them to T+90 to get to another base to help with the defense, probably longer since they have to add in time to get to altitude (assuming they were flying at 300 mph the whole time). So you start to see that at 100 mile spread between bases it basically means defend your target and when the fight is done basically you don't have time for anything else.

This is why we usually go with around 50 miles between bases and have done so for many, many, many FSOs.

The other issue is of course that now a dedicated attack was not in place for 2. Just hit 1 and continue onto 2 but quite a few things might develop during the battle that prevents this. Meaning that defenders at 2 might end up flying 120 minutes and have no action. People tend to get upset over this and we CMs do get email over it on a fairly consistent basis. When we can say, hey an attack was planned but your allied squads stopped it they accept that and understand these things happen.

When you get one force of defenders swarmed and a second group flying with no action at all you start to see where the problem is. As stated this is not because of an isolate event or anything from just one FSO. This discussion about multiple incidents has been going on probably for over a year now with us finally agreeing we need to clarify things in July.

Then do to a web update mixup one page was updated but the other was not.







« Last Edit: October 27, 2009, 11:10:22 AM by ghostdancer »
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Offline ghostdancer

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Re: Example CIC orders
« Reply #28 on: October 27, 2009, 10:50:38 AM »
Large maps make sure, generally, that we can get a 50 mile spacing between targets and also have a good selection of launch bases for the attackers not to far from their targets.

Remember every setup takes these things into account. Some setups are built so that they only allow for one strike on a target. Others are built to allow a strike, return to base, and second strike if needed. The difference usually comes from trying to balance other factors. For instance if only one strike can reasonable be done it is probably done to make sure that one sides greater numbers (especially in ordinance capability) is now balance that they need to be accurate in their drops and only get one shot at it.

Spreading out the targets usually makes sure that no more than two forces can be bundled together on the way to two targets separated by 50 miles. The clarification makes sure that the defenders at target 1 only will be facing at the most 2 escort groups and one attack group. Instead of 2 escort groups and 2 attack groups.

The combination of the two .. distance of 50 miles or more spread and making sure every target has an attack / bomber force assigned to hit it as a primary target (not a follow on / secondary) puts a limiter on how large a swarm attack can become.

For example:

15 defenders versus 30 escort and 30 attackers. 15 vs 60.

Now with 15 of the attackers having a different target as their primary you probably would end up with this:

15 defenders versus 23 escort and 15 attackers. 15 vs 38

The other 15 attackers would most likely either be holding away from the battle so that they don't run the risk of battle damage or losses or skirting around the battle toward the next target. Most CiCs would hold back some escorts for this force just in case other defenders vector in after dealing with battles in their areas or some other unexpected event where their bombers run into fighters.

Also realize that in most cases the escort to bomber ratio is not 1 to 1 50/50 but usually 60/40 or 70/30. So in that case the number 27 escorts and 12 attackers on target 1, while 9 escorts and 12 escorts proceed to target 2 with maybe the surviving escorts from the battle at target 1 instructed to link back up with them before hitting target 2.

So I believe the flexibility is still there. 



« Last Edit: October 27, 2009, 11:28:53 AM by ghostdancer »
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Offline ghostdancer

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Re: Example CIC orders
« Reply #29 on: October 27, 2009, 11:18:10 AM »
Final word is that all this clarification / rules says is:

Force A attack target A.

Force B attack target B.


It does not really addressing routing. The examples show that you can bundle your planes together to waypoint X. Heck you could bundle them together to the target A and just say bomber force B and escort B push on past and hit target 2. Of course routing them right through a battle runs the risk of losing some of your bombers and disrupting the cohesion of the group to hit base 2, which is why I tend to like skirt around the battle and send escorts in first to pin down an enemy defenders to a certain location so that I can then try to route people past them to where ever they are going.

What we don't want have to have the CiCs do is to say:

Escort A, Escort B, Bomber A, Bomber B attack target 1. However, only have 10 bombers (formations) drop on target 1. No more than 10 bombers period. The other 10 bombers are only allowed to drop on target 2.

Even then we could have an issue since lets say instead of 20 bombers you lose 9. You now have 11 and 10 drop on target 1 leaving 1 bomber to drop on target 2 because they all entered the battle space together.

So a CiC might then would have to write:

Escort A, Escort B, Bomber A, Bomber B attack target 1. Bombers only drop half of your available ordinance of the surviving bombers on target 1. Then proceed to target 2 and drop the other half of your available ordinance of the surviving bombers from the battle at target 1 on target 2.



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