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Post by ProkAdama on May 25, 2012 14:58:28 GMT
"The economy of Kazakhstan is the largest economy in Central Asia. It possesses enormous oil reserves as well as minerals and metals. It also has considerable agricultural potential with its vast steppe lands accommodating both livestock and grain production, as well as developed space infrastructure, which took over all launches to the International Space Station from the Space Shuttle. The mountains in the south are important for apples and walnuts; both species grow wild there. Kazakhstan's industrial sector rests on the extraction and processing of these natural resources and also on a relatively large machine building sector specializing in construction equipment, tractors, agricultural machinery, and some military items." An old UT territory. It benifited from us for a while, until the first reign fell. It is one of the biggest exporters of uranium, has huge cities along with the biggest fully functional cosmodrome in the world. It also has oil exportation. The second reign has decided that this critical, rich, and strategic point must belong to the UT. Elite forces are sent into the area: [/b][/u] Regulars:[li]50x IC-762 AR Troops [/li][li]100x ICA AR Troops [/li][li]50x (Full Size) IC "Flipswitch" SMG Troops Heavy Troops:[/li][li]10x Victor-22 AMR Sniper [/li][li]10x KS.1982 Sniper PO [/li][li]25x Victor-16 RPG AT Troops [/li][li]25x Polish Weaponry SAM Troops [/li][li]15x Victor-10 LMG Troops [/li][li]15x Z-125 'Coyote' Heavy Assault Weapon Troops Armour:Command:[/li][li]2x ТГК-85 Pawuk-A Command Vehicles (Strike) 1x ТТБ-L Fedya-Zhukov Command APC Heavy Assault:[/li][li]9x Moskva MBT [/li][li]9x Sarancha MBT [/li][li]5x C.1984 MBT PO [/li][li]4x Chernobyl Heavy Tank [/li][li]20x Pyeterburj APC [/li][li]10x ТТБ-C Farel Gatling/SAM APC [/li][li]5x ТТБ-B Flenik ATGM APC Artillery/Long-Range:[/li][li]1x T-83 Suvorov VLS Assault Vehicle [/li][li]6x Gvozdika SPG [/li][li]4x 'Dusha' Anti-Ship Missile Dedicated Anti-Air:[/li][li]5x MWR.1982 SAM PO [/li][li]8x 'Zamalchi' SPAAG w/ SAM Scout Car/Jeeps:RUSIS-35 A-TV: [/li][li]10x MG Scout Cars [/li][li]10x SAM Scout Cars [/li][li]10x AT Scout Cars Air Force:Helicopter Gunships:[/li][li]10x Strelka-2 Light Helo Gunships [/li][li]5x B-1 Belaya Light Helo Gunships [/li][li]6x A-1 Almaz Medium Helo Gunships [/li][li]4x C-3-Lilia Medium Gunships [/li][li]1x Zala Assault Tiltrotor Transport Helicopters:Multirole Aircraft:[/li][li]3x TuMiGil-27 Multirole [/li][li]2x TuMiGil-29 Multirole Interceptor Aircraft:[/li][li]2x TuMiGil-25 Interceptors Ground Attack Aircraft:[/li][li]2x YakSuk-31 Syezov Ground Attack Jet [/li][li]2x SA-23T Ground Attack Jet [/li][li]1x TuMiGil-25 Ground Attack Jet [/li][li]2x Oryol Gunship Navy:Small Ships:[/li][li]1x Нанушка III Class Corvette [/li][li]1x Vorobei Class Patrol Vessel [/li][li]2x Zubr Class Assault Hovercraft [/li][li]1x Uragan Class Missile Hydrofoil [/li][li]1x PP.3 AA Patrol Boat Cruisers:[/li][li]1x Слава Class Missile Cruiser [/li][/ul] INFANTRY: Have Tier 1 Enforcer Suits.Mod can choose battlefield, as close as possible to the Black Sea, please.
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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 25, 2012 18:38:16 GMT
Give me 5 minutes and I'll mod this for you
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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 25, 2012 18:59:44 GMT
but first you must pay the logistics fee for your infantry
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Post by ProkAdama on May 25, 2012 20:00:36 GMT
Oh shi... forgot. I'll take out those extra troops. I was in a hurry at school when I did this, so I couldn't really tie up ends such as the map and extra troops.
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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 25, 2012 20:57:28 GMT
I thought as much haha The Kazaks retaliate with: 150 Riflemen, sporting outdated AK styled assault rifles 50 Battle Rifles 10 High Caliber Sniper rifles 50 MANPADS, infrared & radar tracking 10 MBTs 7 Medium Helicopter Gunships 6 Air superiority fighters The Kazak army is easily pushed back into the Charyn_Canyon and surrounding region. This will be their last stand, be warned that the Kazaks have explosives rigged in the canyon, you could lose a lot of troops if you are not careful. Your enemy has a facility hidden nearby with stores of weapons from the UT's rule. If you do not eliminate your enemy quickly, they will be able to call in devastating strikes. Time is of the essence.
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Post by ProkAdama on May 25, 2012 21:08:09 GMT
BattlefieldThe UT forces will attack from the Shnozhy.
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Post by ProkAdama on May 25, 2012 21:56:04 GMT
It was a day like any other. Bright, sunny, in the deserts of Kazakhstan. The 51st Enforcer Team, the 76th Air Team, the 22nd Armour Team, a cruiser of the Flot 3 detachment and a division of the 31st Armour Team was the last push to destroy the remnants of the Kazakhs. If anything, this must have been one of the best days of my career. The men were excited, happy to finally be over with the campaign. This was, of course, until we found out about the threat... the day started as we sent out recon units...
The attack starts with 5 MG scout cars units being sent out of the town to scout the area. Upon spotting of enemies, they will report the locations and go back.
UAVs from the Command trucks and nearby ZIL-135C units are launched. They are unarmed, but give intel directly to troops' HUDs and vehicles.
Jets have not been launched yet.
Long Range SAM positions are being set up in the city.
Armoured vehicles (including SPAAGs) are being mobilized.
SPGs are being set up in the city. They will be able to target any target on battlefield.
Suvorov VLS system has been set up far outside of the battlefield, more than 60 miles away. Loaded with ready SAMs and Anti-ground missiles.
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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 25, 2012 22:58:57 GMT
Explosive Blasts from IEDs echo throughout the canyon. 3 Scout Cars are destroyed, and the remaining 2 are disabled by Anti-Materiel Marksmen fire. Your UAVs spot multiple enemies hiding in the rocky cliff faces, and the gunships being fuelled at a makeshift operations base in the south canyon area. The off-road terrain is rocky, meaning an approach from the sides of the canyon will be hard and slow, but not impossible. Alternatively, you could risk taking the road into the north. The latter option will be faster, but more dangerous.
You have 3 turns until the Kazak weapons facility is operational. Eliminate your enemy before then, or face their wrath.
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Post by ProkAdama on May 26, 2012 0:50:07 GMT
... and mobilized our forces. Then, we got a report: all scout cars were eliminated. Our UAV operators were told to be more alert.
We got a report from intel that there was some sort of facility in the area; it had to be neutralized quick. We had no idea what it was, a nuclear silo, a weapons stash, or whatnot. It had to be destroyed. Our armour started chugging gasoline as they rolled out onto the desert road...
The commander decides to take the road.
All armour is now heading towards the road. The mission objective is to locate the facility, and provide coordinates for multiple strikes from the cruiser, Suvorov, and SPGs.
They are very careful, as the Kazakhs have been suspected to place explosives on the road. The lightly armoured vehicles go first. The helo gunships are to stay on the opposite side of the road, farther away from the column. If trouble is seen, fast long-distance strikes are to be made with the helicopters.
SPAAGs and SAM Scout Cars are placed between mech infantry and tanks. (As in, a few anti air followed by a few APCs followed by a few anti air followed by a few tanks, etc) They are spread out, scout cars go way out in front to find out ambushes and hidden explosives.
They move at full speed towards the suspected area of the facility, told by HQ that it is very important to get the POSITION of it for a strategic strike from (see paragraph 1)
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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 26, 2012 3:28:41 GMT
To clarify, the weapons facility is hidden in the area, your troops don't have eyes on it and locals are unlikely to assist you while you occupy their city. ATM, all your troops know is that the force you are fighting will soon be able to call in support from this facility. If you destroy all the Kazaks in the Canyon before your turns are out, you'll not have to worry about it. You can still pursue the facility if you want, but I'll not advance the timer because of any confusion.
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Post by ProkAdama on May 26, 2012 23:52:25 GMT
...and almost immediately our orders were to eliminate enemy forces we see.
We followed our previous orders. We moved in a loose column across the north road, carefully...
To get to the canyon, they will continue taking the North Road utilizing previous tactic. They are to eliminate any hostiles visible; preferably with a precise strike from one of the strategic vehicles/ships.
Jets are at standby; ready to take flight when (I make the order to).
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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 27, 2012 15:05:48 GMT
The Enemy clashes with your forces at the northern mouth of the canyon. They will be using the beautiful rock landscape for cover. Normally it would be advisable to not destroy a national treasure, but the clock is ticking on this one. You lose the rest of your squad cars, the Kazaks have their heavy hitting MBTs up front and your lightly armoured vehicles are no match. However, your gunships let loose a barrage of long range missiles, smashing 6 MBTs before they can scramble out of the vicinity. 2 More MBTs are disabled and calling for evac, you can destroy them or let them escape with their lives and the shame of defeat. Manoeuvrable and sneaky, some MANPADS bearing enemies manage to strike down a gunship while it is tearing up Kazakhstan tanks. However, your troops are able to suppress them before they do any more damage, and 25 enemy MANPADS rocketeers are killed. The Kazak Gunships are fuelled and loaded, and heading towards your men. Your UAVs track them coming up from the south, attempting a flank against you. Kazak infantry fires upon your armour, but to little effect. Precision strikes knock ~20% out of commission. You have 2 turns to destroy your enemy before things get ugly.
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Post by ProkAdama on May 27, 2012 15:21:33 GMT
The disabled MBTs are to be eliminated.
Interceptors are to strike fast towards the incoming gunships (and possibly enemy fighters).
Ground attack jets are now in the air. Multiroles will be guarding them once enemy fighters are in the air.
Air search radars are now more alert; SAMs are going to try to eliminate enemy fighters before they reach the battlefield.
One plane gunship is now in the air circling the battlefield, receiving targets from ground troops.
Remaining UT units will now continue their previous tactics. Enforcers will now exit their APCs and stay behind the MBT line. Heavy weapon enforcers will target jets, helos, and armour rather than infantry, while sniper, rifle, and SMG enforcers will target infantry.
(How are all scout cars destroyed if the SAM cars were not in front but rather sandwiched between various units?)
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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 28, 2012 1:39:17 GMT
sorry bout that, I meant to edit and say just the MG and AT's up front but I left the page open and ran to work.
You successfully destroy the disabled MBTs, but this gives some of the Kazak infantry valuable time to dig in.
Your Interceptors easily catch the Kazak gunships due to the information from your UAVs. You take no losses, and destroy 4 of them. The remaining gunships scatter and charge for your troops.
Kazak ASFs scream in from the west. 3 are destroyed before being able to fire on your troops. The remaining enemy fighters destroy a Ground attack fighter before being outclassed by your multiroles.
MANPADS fire is easily deflected by your fixed wing gunship's flare systems, but this will not last forever. All but 10 of the MANPADS teams are destroyed by your gunship and your infantry.
Your Ground Attack Fighters easily dispatch the remaining Kazak armour, and begin tearing through infantry fortifications. Only the dug in infantry remain (~40%), and they are currently being suppressed by your infantry. You lose 4 IC-762s, 6 ICAs, and 3 Flipswitches to enemy fire.
With extremely limited support from surviving gunships and no support from armour, the Kazak army is poised for a devastating defeat. However, rumours of an ace up the proverbial sleeve of the Kazak commander spread throughout the ranks. You must defeat your enemy this turn to disable whatever diabolical defence you could face.
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Post by ProkAdama on May 28, 2012 1:48:48 GMT
UT Gunships will move in quick. Destroying AA first and then using heavy firepower towards dug in positions.
The UT line moves quickly and brutally, firing at any enemy without mercy.
All air force is in the air attacking ground positions. (Includes 2 gunships, multiroles and remaining ground attack jets)
The Suvorov and the cruiser fire multitudes of missiles onto the Kazakh troops and positions.
Any details are in previous posts.
Lets hope this finishes them off.
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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 28, 2012 2:08:51 GMT
The Canyon is lit up in a glorious display of Ukrainian Hellfire. This once majestic natural beauty is swiftly converted into an apocalyptic moonscape. Truly, this will always serve as a reminder of your military might. When the dust clears, your UAVs determine that the Kazak force is completely destroyed. One of your gunships was taken down by the last of the MANPADS salvos. Congratulations, you have conquered Kazakhstan. 7.5k per day.
For many months, the rumours of Kazak strike potential will remain an enigmatic mystery. As your administration sorts through the rubble, however, they will learn that the Kazakhstan government was on the verge of transferring a huge sum of money to a foreign Private Military Company. This huge mercenary force rivals the might of some nations, and would have surely turned the tides in the battle. Without advanced payment, however, the PMC refused to interfere and their assets melt swiftly from your newly claimed territory. Your total losses: 10 MG Scout Cars 10 AT Scout Cars 1 ground attack fighter 2 gunships 7 IC-762s 6 ICAs 9 Flipswitches
Note: This was another different battle Idea I had, where the objective was to move as quickly as possible. The time penalty will differ depending on the battle. As long as nobody objects, I'll be mixing these in with regular and objective battles. In future battles, choices such as taking the time to destroy disabled units and what route your troops take could very well push the battle past the time limit, and things could get ugly. Great Battle Prok!
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Post by ProkAdama on May 28, 2012 2:21:29 GMT
Thanks! Great battle.
Will add losses tommorrow.
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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 28, 2012 2:45:36 GMT
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