2009-08-15, 23:08 | #1 | |||||||||||||||||||||||||||||||
Join Date: Jul 2006
Posts: 2,189
Denmark
Location: Project Reality Frontline
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THE AOR GAME SYSTEM
The content posted here is part of the Project Reality Commander text, but since i haven't had time to complete the sections positioned before the AOR parts of the text, i now post the bulk of the main AOR part in this separate thread.
AOR Quote:
Area Of Responsibility, in short AOR, is the simple game system I designed for Project Reality Commanders back in 2006. The purpose of the system is to provide the CO function with a simple battle focused tool, dividing wanted parts of the map up into both unit and mission based areas. AOR is a three dimensional system which can be used on all levels of war; tactical, operational and the strategical level. Individual players can use it too, including air and sea players, even in combination with each other. Area Of Responsibility is therefore a simple and flexible tool, providing great potential, to any commander based, organised battle behavior. My motivation for designing the system, was to try to encounter the strongly opportunistic style, which Project Reality players had played the game with, for years. So even though I designed the system as a tool for defensive operations only, it can also be used for offensive operations. With those words, I will now show you the simplicity of both the theory and practice of the AOR zone system. AOR IN THEORY Quote:
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THE SHORT SYSTEM EXPLANATION Below is described a basic example, of how the system work in principle. As you can see, three PR squads, named 1, 2 and 3, has been designated their own Area Of Responsibility, named North, Center and South. Each AOR consist of three specific map grids, used to draw up three differently purpose focused, battle spaces, called zones, the Safe, Shield and Sword zones. All three zones are logical connected, restricted in purpose and organised thereafter. Example 1 start Squad 1 is designated the NORTH AOR, consisting of the following zones: A1, A2 and A3 Squad 2 is designated the CENTER AOR, consisting of the following zones: B1, B2 and B3 Squad 3 is designated the SOUTH AOR, consisting of the following zones: C1, C2 and C3 Example 1 end Purpose of the zones Every AOR zone has a specific battle related purpose, directly interlinked with each other in a logical manner. Those will be described later on in the text. The AOR drawer As mentioned above, AOR works on all levels. So in theory, the commander therefore draw up both the team defined AOR and its sub unit defined AORs too. Otherwise the risk of breaking with his logcis, potentially increase. This is particular important before a battle, during the planning process. At least until the commanders logic, has been firmly established on the team as a whole. In the other end of the process, when the battle is in progress, the XO / 2IC could be the drawer too. In this situation, it is vital that the drawer maintain the commander intent, so the pattern of the team based logic, again based on the commanders logic, is not broken or diverged from. But principle speaking, it should always be the commander who draw up the team based AOR, since this drawing, both display the focus of the strategy, the operational room, the defined sub unit AORs and the line of supply as well. During a campaign, consisting of several battles, the division of labor often develop into a teamwork, where the commander will define a team based AOR, from where the XO / 2IC, draw up the squad AORs, in collaboration with the individual squad leaders, or if you will, AOR leaders. Because that is the name of such a leader. In order to draw up the most logical and useful AOR-zones, it is important that the drawer has as much information available about the battle-map as possible. The AOR Leader is supposed to gather information (Intel) about his AOR. In many cases the AOR Leader (when proficient in AOR thinking) can recommend the areas of the individual zones within an AOR, so the drawer does not need to imagine how the 3D map looks like. For instance, it can be a bit tricky, to understand precisely where the defined borders, between the zones. Quote:
So in most situations, precise information is vital, for the AOR to be defined most effectively. Meaning, in order to benefit maximal from the AOR system, experience is key. The way forward here, consist of in depth analysis and discussions, on all levels of the battle. This supported by related training and when possible battles versus organised teams. Do not expect the system will work perfectly, just because you read this text. Both theory and practice are needed. But lets get back to the zones. before we go in depth here, lets take a look on another setup, of the Safe, Shield and Sword AOR zones. This time only designated for one squad:
The three basic zones are not necessarily essential to ensure the survival of the spawn asset in the Safe zone, however, their presence will make it more simple to keep that vital asset functioning. The zones First a few definitions used in the zone tematics:
And with that, now to the description of the three basic zones: Quote:
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The additional zones are as minimum as follows:
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WHY USE THE AOR SYSTEM? In short to create simplicity out of the complexity in the fluctuating dynamic of the Project Reality battle.
Additional comments AOR's can be deployed continously throughout the battle-round, thus the restricted area the AOR squad is fighting in, is always situational. However when being on the defense, it can be recomended to use the same AOR set-up as long as possible. Offensive AOR practice normaly require several AOR plans. The reason to draw up a responsibility area for the PR team is both to organize all the squads in a simple way in where they cover vital areas of the battle map collectively and at the same time achieve some freedom of initiative, including potential freedom of movement inside their AOR?s. Furthermore, when a squad is designated an AOR, it will familiarise it self with the terrain inside all the AOR zones, thereby increasing the tactical knowledge of the squad, providing a potential combat-advantage even when the squad in battle is out-gunned, out-numbered and out-manoeuvred. The designated AOR units tactical knowledge about how to use the individual AOR with tactical superiority is key to this entire game system. The best foundation for that tactical knowledge is to a.) Make sure its possible for the squad to do Intel on the AOR before the battle and b.) In situations where option a. is not possible, ensuring you only designate the AOR on common-known-areas on a map, or c.) In situations where option b. is not possible, only designate the AOR on common-unknown-areas, so your enemy know as little about the area as you do. The tactical knowledge obtained by the individual AOR squad will also benefit the other squads on the team. Not only when squads share knowledge at example team evaluations (tournament), but also in situations where other squads are reinforcing an AOR. This fact goes for all AOR squads/units on the team. The AOR system has in specific tactical situations, documented battle-round superiority when the CO due to technical weather is offline. The title for those situations is Static AOR Defense. In battle-cases where the communication between you and the team is lost, due to example tech weather, the AOR system will on the in-game screen, show where the elements of your team is deployed at present moment. So when in example you view the dots from a squad constantly staying/moving in its pre-planned Shield Zone for a longer time, although the planning orders from you, explicit underline that this very squad must stay as much as possible in its sword zone, then you will know that either the squad is sitting down and drinking digital coffee or its simply engaged by the enemy in its shield zone. My main reasons for using the AOR system in the tournament campaigns were many, but in overall they can be listed into three headlines: 1. Tactical team sized overview To provide my team with a simple overview of the initial two battle phases in any round played. Normally those were the movement and deployment/defense phases. 2. The tactical thinking team Encouraging the players to think tactical when they got acquainted with their squad AOR. In situations where the players was able to use time before a battle, they could simply walk around their AOR spotting out useful ambush positions, useful deception positions, useful defense positions, useful retreat routes, useful rally point locations, useful supply zones, useful landing zones, useful ammo positions, useful entry points, possible enemy attack routes and so on. The restricted battle-space of the AOR would simply make them more tactical focused than otherwise. 3. Team sized flexibility To play with a flexible command structure that opened up for individual squad leaders taking command of one or more AOR squads for a certain period of time, however only when granted by the CO or as an agreed trigger order. EXAMPLES OF THE AOR SYSTEM IN USE Map: Kyongan Ni Quote:
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AOR PLANNING EXAMPLES FROM PELA 2 and CATA 2 Operation Ghost Train Quote:
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Qwai River Quote:
Hills Of Hamyong Quote:
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FINAL WORDS The AOR system is the nucleus for both my commander guide and hopefully, my book too. I hope my system will at least inspire you, or perhaps help you, to win that battle ahead of you. Thank you for watching and hopefully listening too. Your comments and criticism are most welcome. Quote:
*** Draft text *** AOR in theory and the system In most battles the three basic zones are what the PR CO needs the most, in order to win the round. That is a documented fact from the PELA and CATA 2 periods. | |||||||||||||||||||||||||||||||
Last edited by Michael_Denmark; 2019-12-09 at 13:45..
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2009-08-16, 16:12 | #2 |
Join Date: Apr 2007
Posts: 2,069
Europe
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Re: THE AOR GAME SYSTEM
I am a fan of the AOR system.
Knowing Safe, Shield and Sword was a huge help to me being SL and also CO later. I often catch myself thinking in those zones during public gameplay and try to enforce this style in my gaming. So this really caught me The other zones I havent read them yet. Will do so later only thing that bothers me a bit is that now NATO also knows this now but I guess it is for a greater good that also public players can experience this... |
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2009-08-16, 16:47 | #3 |
Registered User
Join Date: Apr 2007
Posts: 5,307
Netherlands
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Re: THE AOR GAME SYSTEM
EPIC post! Will read it later when I has more time'ings on my hand!
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2009-08-16, 17:14 | #4 |
Join Date: Jul 2006
Posts: 2,189
Denmark
Location: Project Reality Frontline
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Re: THE AOR GAME SYSTEM
Thx Hunter
We are at least two AOR fans then. It’s really nice to hear that you think in the system from time to time when playing public. Even better to hear that you try and enforce the style in your gaming. Although the system probably isent ready for it yet, i think it would benifit the community as a whole, if it was to be implemented in Project Reality, as a battle-plan-option placed on the CO screen next to Artillery and those support-buttons. A simple real-time drag and drop drawing feature, able to deploy individual as well as combined AOR's on the battle map for all team players to see. Oh well...dreams may also come true :-9 ** NATO, yes absoluty. However they probably have their own system up already? Cheers |
Last edited by Michael_Denmark; 2009-08-16 at 17:27..
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2009-08-16, 17:24 | #5 |
Join Date: Apr 2007
Posts: 1,854
Netherlands
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Re: THE AOR GAME SYSTEM
I dont really understand it, ill try reading it again :$
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2009-08-16, 17:28 | #6 |
Join Date: Jul 2006
Posts: 2,189
Denmark
Location: Project Reality Frontline
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Re: THE AOR GAME SYSTEM
Copy arjan
Hopefully there is something you do understand in it? on note: i will post some/all of the plans having been made out of this system. Requested those in another thread. Hopefully those will clear things. |
Last edited by Michael_Denmark; 2009-08-20 at 20:12..
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