Thought
The idea is a fictive late cold war era, where a platoon of soldiers are sent to be the first recon and reaction team against the threat. With little to none intel, the troops are sent out the push the phase. Think of Bad Company, Generation Kill, with little means and what seems like a suicide mission; they go in and take care of what needs to be done.
As the game progress, it will get more hectic as the game is on a timer, and if the players do not meet certain criteria when the game ends; the next mission in the series will have consequences for it. At some stages in the game, there will be tasks and dilemmas thrown in, will the Plt Commander choose to stay on track or deal with whatever happens around them.
Info
The game itself is in a 2 hour window at 5th, 12th and 19th of November.
Time Set is 8pm CEST.
No DLC, just Mods.
TS+ACRE use.
Roles for OP Urgent Eagle
Platoon Command Alfa
- Plt. Commander with M16A1
- Plt. Sergeant with M16A1
- Radio-Telephone Operator with M16A1 and Radio
Squad Bravo 1
- Squad Leader with M16A1
- Forward Observer with M16A1
- FO's Radio-Telephone Operator with M16A1 and Radio
- Medic
Fire Team Charlie 1-1 + 1-2
- Fire Team Leader with M16A1
- Automatic Rifleman with M16A1 fitted with a bipod
- Grenadier with M16A1/M203
- Rifleman with M16A1
- Rifleman with M16A1
Fire Team Delta 1-1 + 1-2
- Fire Team Leader with M16A1
- Automatic Rifleman with M16A1 fitted with a bipod
- Grenadier with M16A1/M203
- Rifleman with M16A1
- Rifleman with M16A1
Anti Tank Team Echo 1-1 + 1-2
- AT Gunner with M16A1 and Dragon ATGM
- Asst. AT Gunner with M16A1 and Dragon missiles
Machine Gun Team Foxtrot 1-1 + 1-2
- Gunner with M60
- Asst. Gunner with M16A1 and ammunition for the M60
1. Situation
We are working with the intel that the island is now overtaken by the enemy to use as a close proximity site for ballistic missile deployment. We have to secure, take out and neutralize the threat. As of 0500 we have taken the airport and stabilized the location. New reports keep coming in on rebels operating close.
a. Enemy Forces
As of arrival both Type A and B are keeping distance, but A is showing more
activity. We estimate that B will show more resistance as we get closer.
Type A: Rebels, small arms fire and few Motorized infantry. Reports about heavy
stationary positions.
Type B: Soldiers, small to heavy arms fire and several Motorized infantry and some
Mechanized infantry. Where B have several strongholds north.
2. Defend, reinforce, attack, withdraw, and delay (DRAW-D)
Their capabilities and limitations is due to the island, some rotary have been reported and an airfield strip is known. This limits the chance of reinforcements, keeping them defending strongholds. We will take over and secure the second airfield to weaken the enemy.
3. Enemy’s most probable course of action.
Intel given shows that Type A will push, hinder and slow our advancement. That's where we need to show force and never step back. Our belief is that Type B is going to fall back and defend as much as possible.
b. Friendly Forces
We at this time only have friendly forces due south and airfield strip as base camp.
b. Civilian
A large amount of civilians live and move in the area. We have reports of students and
people we will need to secure.
4. Execution
Brief concept of the operation is to clear zone with marker Martin to marker Oscar, where marker Oscar will consist of Type B. Make use of LRRP and joint strikes against high value targets such as strongholds.
5. Service Support
Limited to what is given, when cleared the Mech can advance and set up FO. Until that time is given, work with what is given.
6. Command and Signal
Channel 8 : Battalion Command
Channel 7 : Platoon Command
Channel 5 : Xray 1 + 2 Helo
Channel 2 : Whiskey 2 Warthog CAS
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