Earth Invasion : Los Angeles
Rules
Rules
1. Scenario / Turns
EI:LA takes place during a worldwide Alien Invasion. The players are in command of the 1st USMC Division, trying to defend Los Angeles. The game is played in turns. One turn represents 30 minutes.
2. Roles
EI:LA is played by four players, who take on a role as either a Division Commander or one of three Regiment Commanders
Regiment Commander - In command of three battalions (9 companies) infantry. The Regiment Commander decides the position and tactic of his forces during each turn. His decisions cannot be overruled by the Division Commander.
Division Commander - In command of the Divisional Support Troops (one Tank and two Recon Battalions) and the Air Force units assigned to the theater. He decides the position and tactic for these forces for each turn.
3. Sectors
For each turn a frontline is shown on a map. This frontline is divided in sectors (A, B, C...). These sectors are where ground forces and, in some cases, close-air-support missions are assigned to.
4. Units / Arrival on map / Deployment
Infantry - Commanded by Regiments. Have a "strength value" of 100 points, which changes according to casualties /replacements. Get assigned to specific frontline sectors with specific tactics.
Tank / Recon - Support Infantry units, giving a bonus to combat die rolls. They may not be assigned to frontline sectors which contain no Infantry units and they act according to the tactic of the Infantry units in the sector they are assigned to. The bonus effects of Tank / Recon units are not cumulative. They have no strength value, but they might be not available for combat duty for a certain amount of time according to combat results.
Air Force - A number of squadrons of fighter bombers who may either fight enemy air units for air superiority or perform close-air-support missions for friendly ground units. Air units have no strength value, but they might be not available for combat duty for a certain amount of time according to combat results (this applies for both Human and Alien air units).
At the start of the game, both sides start with just few units. Further units will arrive in the following turns. Each unit begins in "Reserve" and may be deployed to any frontline sector in the same turn. If a unit shall be transferred to another sector, it must first be transferred to "Reserve" and may be redeployed in the following turn. The exception to this rule is, when one frontline sector is divided in two sectors. The units in the old sector may be deployed in any of the two new sectors.
5. Tactics
Infantry Units may adopt one of four tactics:
Assault - Attempt to gain territory. May lead to serious gains if successful, but serious casualties in case of a bad roll
Advance - Cautious attempt to gain territory. Lesser gains if sucessful, lesser casualties in case of failure.
Static Defense - Attempt to hold the frontline. In case of bad die roll the unit retreats slowly.
Mobile Defense - Attempt to hold the frontline. The probability of a retreat is higher than with a Static Defense, but the casualties lower.
Please note, that the default tactic for infantry units is "Static Defense" and that they will follow this tactic unless the Regiment Commander orders something else. If neither side in a sector has an Advance / Assault order, no combat will occur, but Air Support will nevertheless cause damage.
Air Units may adopt one of three tactics:
Air Superiority - Unit will attack enemy air units in an attempt to increase control of the Air Space
Interdiction - Support of Ground units. The pilots will independently chose a sector, probably the one with the largest troop concentration
CAS - Support of Ground Units. The pilots will attack targets in a specific sector determined by the Division Commander
Please note, that the default tactic for air units is "Air Superiority" and that they will follow this tactic unless the Division Commander orders something else.
6. Air Superiority
Control of the Air Space over the theater is represented by a number between 0 and 100 (50 at start) respectively a Air Superiority Value between -2 and +2 (0 at start). A value other than 0 influences future Air Combat as well as the efficiency of ground support missions.
7. Strategic Points
There are ten Strategic Points in Los Angeles:
Compton Airport; El Monte Airport; Hawthorne Airport; Long Beach Airport; Long Beach Naval Complex; Los Angeles International Airport; Los Angeles Union Station; Santa Monica Airport; Seal Beach Naval Weapons Station; Torrance Airport
The amount of controlled Strategic Points severely influences the result at the end of the game (both sides) and the amount of replacements of casualties each turn (Humans only).
8. Casualties / Replacements
The human players start with 27 companies with 100 strength points each, resulting in a total of 2700 points. Then there are 900 additional points in a replacement pool in order replace combat casualties.
If a unit suffers casualties, only 25% of the lost strength points are counted as dead and are gone forever. The other 75% get in a "wounded"-pool, from where they return to the "replacement"-pool over time.
At the end of each turn, replacements arrive at the front. These replacement consist of 1 - 50% of all "missing" strength points (1 - 20% according to a die roll with a D20 plus 4% for each controlled Strategic Point) and are distributed equally to all units with a strength value below 100.
(Example: The total strength value of all companies is down to 2580 at the end of a turn. This means, they are 120 points below the maximum. Now the die roll is a 9 and there are seven Strategic Points under human control, so they receive a total of 30% [or 36 points] replacements)
9. Recon
At the beginning of each new turn, the USMC gains data concerning the enemy strength in each sector based on observations during combat. To represent this, the letters designating the sectors on the map (A, B, C...) are color-coded:
Black = No data (if there was no combat in that sector)
Purple = USMC has roughly 2 times the strength of the enemy
Green = USMC has roughly 1.5 times the strength of the enemy
Blue = Friendly / enemy forces have about equal strength
Orange = Enemy has roughly 1.5 times the strength of the USMC
Red = Enemy has rpughly 2 times the strength of the USMC
This data will be mostly correct, but since it derives from observations, there is a 10% chance, that the estimation is wrong (either too low or too high).
Additionally there will be a rough estimation of the enemy casualties compared to those of the USMC.
10. Orders
As soon as a new update is posted, the next turn begins. From then on, all players have 48 hours to PM their orders for all units under their command. Suppose, the CO of the 1st Regiment would like to send his 1st Battalion to sector C with a Mobile Defense tactic, then his order would be:
1-1: C Mobile
Suppose he just wants to send the A Company of said Battalion to sector C and the other two companies to sector D, then the orders would be:
1-1A: C Mobile
1-1BC: D Mobile
The Division Commander gives orders in a similar fashion to his Air Units and Support Units (the latter without tactic).
11. End of game / Result
When the game ends, a score for both sides will be calculated based on the following formula:
Remaining Strength Points in % of the initial amount x Controlled Strategic Points
The ratio between Human and Alien score determines the outcome of the conflict.
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