For those interested, here is the plan that was sent out to those who had expressed an interest in Leadership roles. I'll post an AAR from the CO's perspective tomorrow evening most likely.
OK. Here is the basic and general plan for ARPS/FOLK/CiA in defense of Rasman in Greenola, versus the LDDK infidels. This is not going to be exhaustive... this is just going to be enough so those who have volunteered for, or are likely to assume, command roles (Element and Fire Team Leads) know how we're going to be organised, and the general plan(s). I'll give a more comprehensive plan when we know what our numbers are going to be and how many mens, what assets we'll have, etc... and that plan will likely change depending on how LDDK decide to play it.
Basic organisation will be...
High Command Element
CO = Unaco
DC =
Able Element - The Northern Horde
Able Element Lead (Alpha FTL) = Wolfenswan
Bravo FTL = Joe (?)
Charlie FTL =
Dog Element - The Southron Troupe
Dog Element Lead (Delta FTL) = Draakon
Echo FTL = Mr Weed
Foxtrot FTL = Toppo (?)
Hit & Run Squads - Damnatio ad Bestias
HR 1 FTL = Head(?)
HR 2 FTL =
Support Elements
Sniper
MMG
Basically then, we'll have Able and Dog elements, each made up of 3 Fireteams, with 1 H&R Fireteam, and some other support elements (subject to my whims and our numbers). Each Element will have responsibility for the North (Able) or South (Dog) sections of the Operation Area (see fig 1).
http://i.imgur.com/a1R2j.jpg
Fig 1. Basic Initial Positions for Plan A.
This Plan (Plan A) will assume that the enemy will land to the North and South, and come into the City from those two directions, and that we get a layout for the caches with 1 North, 1 Central and 1 South. Should this change, or not turn out as we hoped, the plan will be modified but the basic structure will stay the same - We'll still split into 2 Elements and the plan for engagements will still be the same or similar.
What I want from each Element is this... Each Element will have 3 Fireteams and 1 H&R squad (if our numbers pan out). I want the Hit&Run squads to function largely autonomously, ahead of the main Element, harrying the enemy. By harrying, I mean working alone or in pairs, setting up very short engagements... Shooting 1 burst, not bothering to check if you hit/kill, and then pulling out. Use interesting tactics... Fire from a window 200 meters away then disappear, plant an IED in a building then leave it on a timer or set it off as they pass it... and scare them. Hold them up and occupy them, get in or behind their lines and cause a nuisance. Hit&Run squads should be aware, however, that they are 99% expendable. No help will be coming to them, no medics, no support. They'll be on their own.
This will initially give us time if we need to reorganise in a major fashion, and also give us time for the rest of the Element to do their thing. I want the main elements to work largely together, with an escalating engagement pattern. See fig 2 for a general idea of where and how I want that pattern to occur. This is entirely general, and it'll be up to the Element lead to get specifics... don't take the positions as gospel, they are just a suggestion. And this pattern/structure applies to Dog Element aswell, just rotated.
http://i.imgur.com/1gFMY.jpg
Figure 2. Hit & Run operating in the Red Area, Main Element in Black.
So... H&R element operating in advance of the main element. Then, I want the main Element to begin engaging (around the L1 area, or further North perhaps), sporadically and quickly, with Fireteams working autonomously at first. Again, I want very short, very quick engagements (15- 30 seconds), before pulling back to safety. Try to keep all of us alive, at least at first. Then, as LDDK advance into the area, and the Main Elements pull back, I want them to start working more together, under the Element lead, bringing more guns into the engagements, and start ramping them up (60 seconds). Try using the Fireteams together... pin with one, flank with another that sort of thing. But always remembering to pull back before they can get coordinated and get multiple bullets flying in your direction. As this continues, build up the engagements, but still hit them and fall back. You don't need to fall back far, just out of their sight, back 1 wall or 1 street or 1 compound. Just so they start advancing again, only to get engaged 10 meters down the road.
As LDDK advance, and our Elements fall back, I'll eventually make the decision to abandon the North and South for Elements to withdraw, and group together in the central area, for the final defensive actions. Although that plan will likely be done on the fly, or closer to the time.
Again, this plan is assuming LDDK will come from those two directions... If they don't and they come from only 1 direction, we'll keep the A & D Elements, and the engagement plan, but the two elements will work in parallel (in the East/West sections of that Northern area in Fig 2 for example). We should be OK with this structure and plan, as long as LDDK choose the North and/or South of the area to begin the engagement. Problems will likely come if they land to the East and make a push into the centre... although, if they do that Able Element will rotate 180 degrees to protect the North from the South and vice versa for Dog.