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Post by asrodrig on May 16, 2012 5:06:39 GMT
Rumor has it that some forces from the African Independence Movement, previously stationed in Algeria, have fled into Tunisia, hoping no doubt to flee across the Mediterranean into Europe. This will not stand. I will flush them out of Tunisia, and lay claim over the territory using: 130 KAR Type 69 Riflemen 20 Turico Mark 2 Snipers 30 KMG mk 2 LMGs 100 KMP mk 1 SMGs 20 KFI Warthog Rocketeers 14 KAC Bushbuck Main Battle Tanks 48 Savage Model 55 MICVs 20 Flycatcher Flak Guns 9 Weaver Model 79 Fighter-Interceptors 10 Stormpetrel SOLHs 10 AH-Hammerkops
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shark
Battle Mod
You can't always do what's right. You can always do what's left.
Posts: 1,167
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Post by shark on May 18, 2012 0:46:33 GMT
Whoops, I forgot about this one. Do you want to do a quick battle, or wait for timeout?
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Post by asrodrig on May 18, 2012 0:59:02 GMT
Still got two days. As long as we make it somewhat quickish.
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shark
Battle Mod
You can't always do what's right. You can always do what's left.
Posts: 1,167
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Post by shark on May 18, 2012 1:29:26 GMT
the Armies of AIM flee through controlled neighbourhoods, they fortify downtown Tunis
100 Rifles, imported from european suppliers. 30 Bolt Action marksmen 30 RPGs 25 Heavily Armed Jeeps 5 MBTs In order to successfully take control of this nation, you must destroy the enemy troops, and eliminate a high ranked AIM operative. The operative has fortified the Theatre Municipal de Tunis, and is able to call in airstrikes from an Aircraft carrier in the Mediterranean. killing the operative or destroying the carrier will stop bomber runs.
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Post by asrodrig on May 18, 2012 2:15:01 GMT
A small task force is assembled, consisting of 2 Assault Rifles, 2 SMGs, a sniper, and a rocketeer. Their main task will be to hunt down and eliminate the operative. They are given a Stormpetrel, and begin scouting the area. The Weavers move to perform a bombing run on the Aircraft carrier, focusing on the artillery emplacements on the deck. Snipers are placed in strategic locations, and are instructed to concentrate on RPG-wielding hostiles. The remaining Stormpetrels are also laiden with troops, and they move to outflank the enemy troops. The rest of the infantry are to board Savages, which will use Autocannon and Machine gun fire to eliminate the Jeeps and any enemy infantry unlucky enough to be caught out of cover. They will also be accompanied by the Bushbuck MBTs, which will protect the lighter-armored APCs from hostile tanks. Hammerkop Attack Helicopters also circle overhead, using Autocannons and Rockets to deal with targets as they present themselves.
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shark
Battle Mod
You can't always do what's right. You can always do what's left.
Posts: 1,167
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Post by shark on May 18, 2012 3:13:35 GMT
The task force notices that the Theatre has about 30 riflemen, 10 marksmen, and 2 RPGs surrounding the operative. If your troops wait until nightfall, they could infiltrate the theatre and take out the operative. Alternatively, you could attack during the daytime. You would likely suffer more losses during a daytime attack, but waiting until night fall would give the operative time to call in additional airstrikes.
Your Weavers disable artillery emplacements on the Carrier, although it still has the ability to send out bombing runs. AA missiles drop 2 Weavers.
Your Marksmen take out 10 RPGs, and your Savages and Hammerkops take out 7 Jeeps. Enemy Tanks take out 2 Bushbucks, but your tanks retaliate and take out 3 of the MBTs. A Hammerkop is hit by RPG fire, and crashes to the ground. Your marksmen follow the smoke trails and kill an additional 5 RPGs.
A light bomber from the carrier in the Mediterranean drops ordinance on your troops, destroying a Savage. It is destroyed by your interceptors on it's way back.
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Post by asrodrig on May 18, 2012 4:47:56 GMT
The strike team will attempt to infiltrate the theatre using the sewer system. All other units are to redouble their efforts. They are, of course, reminded to minimize damage to the surrounding city.
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shark
Battle Mod
You can't always do what's right. You can always do what's left.
Posts: 1,167
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Post by shark on May 19, 2012 0:19:07 GMT
Your strike team eliminates the operative, and naval air strikes are disabled. Your marksmen destroy the rest of the RPG troops, and without this threat your gunships easily destroy the remaining MBTs. Without Heavy Armour support, the enemy jeeps are easily eliminated by your IFVs and MBTs.
The remaining riflemen and marksmen abandon their posts, and most of them are destroyed as your troops secure the city with minimal losses. Congrats, you now own Tunisia, $6,500.
Total losses: 2 Bushbucks 1 Savages 2 Weavers 7 Riflemen 12 SMGs 3 Marksmen 1 Hammerkop
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