Scud Hunt #1
PltCo - Fer
|- Alpha FTL - Bodge
|- Bravo FTL - Unaco
|- Charlie FTL - Liq
|- Snipers - Wolfenswan + Harlander
|- RPG Gunners - Jefke + Sulphur
My plan assumed two distinct phases, with a possible third phase:
Phase 1: Recon / Dispersal / Planning
The two snipers were each given the fastest vehicles and sent out to the two furthest possible launch sites, with orders to observe but avoid contact at all costs. The rest of the platoon (including the RPG and command elements) was split across all of the remaining vehicles and ordered to move out to a nearby town. Once at the town I asked FTLs to hide their vehicles as best they could and get their men distributed in buildings away from windows. A single RPG gunner (Sulphur) was sent forward to recon the middle launch site. As we waited to get reports from our scouts, I assigned each FTL a site and asked them to plan an attack (they could lay map markers if necessary); when we knew the site, that FTL would be leading the assault.
Phase 2: Assault / Security
Once we knew the launcher was at the south-west site, we listened to Bodge brief us on his assault plan, which was for Alpha and Bravo to move directly up the valley floor, with Charlie (split across two technicals) providing overwatch from the south-eastern ridgeline. Sniper Wolfenswan, already in place to the north, would mark hard targets and engage if required. Meanwhile our RPG gunners would string out to the south and act as pickets. During phase 1 we had been overflown by a BLUFOR helicopter, which had activated the AI troops in the town; we understood that our window of opportunity would be small, so we advanced at speed. Possibly to much speed. Bodge's plan was sound, but we never managed to break through in numbers, and in a catastrophic moment an AI re-mounted a technical to our rear and decimated our main force (including me).
Phase 3: Encirclement / Death
Inevitably, BLUFOR joined the fight, falling behind us to the south. From death, I watched comrades Tigershark and Xiathorn sneak in and set up a sniper OP that overlooked the launch site. Our few remaining fighters (barely a fireteam) were up the valley road to the north-east, their advance having stalled. What I believe were 1-2 survivors from Charlie were actually at the base: at least one was killed by a BLUFOR sniper round. At this point - with a sniper team able to dominate the area - I thought the mission was over, but the AI had a surprise in store. When a BLUFOR infantry team arrived and fired a rocket from Tigershark and Xiathorn's position, the surviving AI in the compound retaliated with two accurate GP-25 rounds, killing the sniper team and AT specialist. However, this was a last gasp - within minutes BLUFOR had secured the launcher and the mission was over.
Well done to BLUFOR, but also to all on the guerrilla side - especially the FTLs, who were kept busy planning when not moving. On reflection, I still don't regret going balls-out for the launcher, because the guerrillas' best hope of victory lies in completing their mission before BLUFOR can get sufficient numbers to the launch site. It's a race against time, making it hard for the assaulting elements not to incur risks - but it's not unlike the block-and-sweep missions where we play the swept element.
Scud Hunt #2
PltCo - Fer
|- SF Team 1 FTL - Headspace
|- SF Team 2 FTL - Uncao
|- SF Team 3 FTL - Liq
|- Snipers: Jefke + Sulphur
My plan here was super-simple: snipers (with personal MH-6s) would once again recon the two furthest sites (a process of elimination would tell us if the third site was the target); meanwhile the rest of the main force was loaded - QRF-style - into two Blackhawks.
Although the snipers moved speedily, the main force had to wait patiently in the birds. From the command perspective time seemed to pass quickly enough, but I appreciate the same was probably not true for those strapped into cargo seats. Then, as so often happens in QRF-style scenarios, the tempo changed dramatically.
Sulphur, at the eastern-most site, was pretty sure he had located the launcher (it later transpired that he hadn't, which is tribute to great unit placement by the mission maker). That would have been enough for us to spin-up the rotors and move out, but it appeared that the guerrillas were already on the scene, and from Sulphur's excited reports it sounded as if they overran the AI defenders very quickly.
Quick reaction force became
Super Panic Go Go Go force. And that's where I got it wrong.
During slotting I had opted not to have dedicated pilots, instead drawing from within the SF Teams. I had devolved the decison downwards, but not checked we had people in place. So when everyone (mostly me) started shouting: GO GO GO, it seems our flyers were not 100% co-ordinated. It didn't help that I was frantically re-marking LZs whilst we were in flight. Ultimately, both birds went way off course, and crashed or were shot down.
Comrade Admiral Nullkigan is organising my show trial as I type (from this cell).
Swept
Charlie FTL: Fer
|- Car00ke
|- ralph(?)
|- (???)
So this is the (very orginal) version in which the blocking force has BMPs, not armed UAZs; which adds 150% more death. Comrade Tigershark's plan was to let the helibourne forces (black turbans) walk into a killzone surrounded by our fireteams. However, despite getting things off to a fine start by dying in the first contact with helibourne troops (Charlie was the western-most element), I enjoyed watching the platoon successfully contain the black turbans before grinding through the blocking force and eventually using a captured BMP to finish the job. Very well done to all.
The Dogs of War
Yes, I accidentally set off a satchel whilst I was planting it.