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Diorama building in 1/300

 

1/2400 Ships  

 

How to make bases

 

1/300 scale aircraft

 

1/300 scale vehicles

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Basic Rules of the game...

Command Operations Center uses a simple system during the conduct of the simulations used to bring the participants in our decision-making simulations to the point of a decision.  These rules are proprietary to Command Operations Center, LLC.  They may not be published by anyone other than Command Operations Center, LLC.

Military Participants will need their Weapons Qualification scores, their latest Physical Fitness Test score, and will be required to take a written test to determine how much they know about the simulation to be completed prior to the simulation.  Those scores will be used to determine which size (d4, d6, d8, d10, d12, or d20) dice they will use during the simulation.

Using these tests of the basic skills of each participant allows COC to establish a group of dice which represents four basic skills necessary to survive in the Command Operations Center world.

These four basic areas are Dexterity/Accuracy, Strength/Mobility, Intelligence/Reason, and Body Structure.  Again, these areas are represented by four colored dice in varying sizes from four (4) sided up through twenty (20) sided.  The use of different sized (facets) dice allows more variations in the totals achieved every time a roll of two or more of these dice is used to make a decision or resolve a conflict.  The objective of the exercise is decision-making, not how many times a bolt action rifle can be fired in a minute, or how many rounds of 105mm HEAT will find their target in combat.  Our objective is to force participants to make decisions, not test their ability to read rules.  The more things go wrong, the better prepared participants will be to make decisions under stress.

COMMUNICATION / COMMUNICATION / COMMUNICATION

Command Operations Center will test all participants prior to each simulation.  These tests will not be fair, but then again neither is life.

In most COC simulations luck and stamina are also represented using dice.  Every participant will have some of each that they can expend during the simulation.  When these factors are used up, as in life, they will be gone for the remainder of the event.  Use both wisely.

BLUE DICE represent Dexterity/Accuracy

RED DICE represent Strength/Mobility

GREEN DICE represent Intelligence/Reason

PINK DICE represent Body/Structure

At various points in a simulation all of these dice will be rolled together and compared to the roll of another participant or a member of the COC staff.  The larger (greater number of facets) your die, the better your chance of victory.  Any time two multi-sided dice are rolled you can roll a minimum total.  Such is luck... such is life.

Any time a participant rolls a MAXIMUM on any die, that die is rolled again and added to the total of the roll in progress.  Every roll has the potential to be very high, perhaps over 30 or greater with a few maximum rolls at any given time.  Those totals allow greater flexibility and freedom of action or the greater application of force during a combat phase.

Command Operations Center simulations normally run "real time", meaning just that.  We operate using the standard 24 hour clock with operations beginning when the simulation starts at whatever time of day that is... which also means we may work long hours since a military exercise does not begin at 9:00am and end at 5:00pm.  We expect to operate this way... do you?

TERRORISTS DO NOT OPERATE BY THE CLOCK:     

...WHY DO YOU?

United States Marines during the simulation of events in the Balkans.  Notice the pink and green dice in the lower right hand corner of the picture.  The participant pointing his finger at the piece of paper in front of him just tested his ability to communicate with his higher command, and failed.  His gunship just come under heavy machinegun fire as it was about to land at the airfield.  He was not able to tell his commander he was under fire from the hill to his left-front.  He would try again during the next phase of the operation, eventually relaying the message through another commander on the ground.  Communication/Communication/Communication, the three most important words to remember in combat.

Examples of Maps from the Afrika Campaign


 

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Last modified: March 18, 2008