AgentFawkes
Leader of the DPR
Operative Anton Kyznetsov
Posts: 1,057
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Post by AgentFawkes on May 28, 2012 14:28:12 GMT
Following reports of ex-CDU militant groups obtaining weapons of massive power, the CDU sends in FOXHOUND to investigate, along with a ship to protect the landing craft.
Fennec Operators: 50 MacTavish Anti-Material/Personnel Rifle: 25 Wolverine ISV FH Variants: 10
And the Helmsman Missile Cruiser are being deployed to eliminate this threat, and retake Cuba if the threat proves valid, as such a volatile nation needs to be suppressed.
The primary goal of FOXHOUND is to verify the presence of WMDs and disable/capture them if they are present. Once this is complete, the secondary objective is to sabotage the military infrastructure of the Cuba army, to prepare for a future invasion.
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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 19:31:12 GMT
You will assault the Cuban's centre of military might. The Cuban base is massive. If you alert any of your enemy to your presence, you have 1 turn to silence them before the whole base goes in full alert. Once you full base goes on full alert, you have 1 turn before a WMD strike. As an additional threat, the Cuban administration has enjoyed good relations with the Empire of the Sun, their southern neighbours. Anything less than a clean operation will sour Imperial/CDU relations. The base is guarded by: 125 Victory Rifles 50 P90-esque PDWs 50 DMR marksmen 25 LMGs 25 HMG nests, equipped with spotlights and tasked with surveillance. 45 APCs 15 MBTs 10 Heavy Heli Gunships 5 Interceptor fighters.
Your objectives are: 1. Find evidence of a nuclear weapon. 2. Capture 3 ex-CDU operatives. These targets are of high importance and must be taken alive. Note that they will certainly have armed guards, and will have knowledge of any WMDs in the area. 3. Cripple the island for your invasion. There are a few ways you could do this. Of course, you could simply try to kill everything, but that could prove difficult. You could also plant explosives in key munitions storage points. If you're really feeling evil, you could rig the nuke (if found) to detonate.
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AgentFawkes
Leader of the DPR
Operative Anton Kyznetsov
Posts: 1,057
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Post by AgentFawkes on May 29, 2012 15:07:41 GMT
The Fennecs will form group A, the Snipers will form group B, and the ISVs and Helmsmen will form group C.
Fennec Operators will insert around 4am, kitted with infrared/nightvision equipment and urban camouflage. The MT snipers will have infrared-equipped scopes and will remain far enough that they can engage, but not be spotted easily (Total range of most AM rifles is out of Line of Sight for 4 am).
Group A: The Fennecs will split into 10 teams of 5. The teams will move in pentagon formation (similar to diamond formation in Ghost Recon, but including another person) ensuring they are not accidentally flanked by a clueless guard. Should they spot enemy personnel, they have two options. Take them out with a knife, quick and quiet, or avoid them totally. If an enemy is alerted to them while they move up, a quick draw and shot from their heavily suppressed sidearms is ordered. 4 teams will move along the outside of the base, looking for alternate means of entrance, and if possible, locate large storage areas or silo entrances. 2 more teams will move towards suspected holding areas of the ex-CDU operatives. The final 4 teams will look for ammo dumps, vehicle storages, and any oil/fuel containers large enough to wreak some havoc, which will be wired with plastic explosives. Also, if possible, one team is to sneak off and wire as many helicopters and jets as possible, only doing as many as will allow them to not be spotted.
Group A must follow these directives: -Never engage a target that might alert another, unless it is absolutely necessary to prevent enemy fire from alerting the base. -Stay away from vehicle storages, unless you are tasked with infiltrating them. This will prevent enemy heavy vehicles from spotting your soldiers, which they are not equipped to engage. -The ex-CDU members must be captured alive, so trigger discipline is appreciated. However, there are no rules about "accidental brutality" so you may handle them as your wish, providing they can still speak after. -Once weapons are verified there or not there, the WMD teams will begin sabotage. -DO NOT enter the spotlights, headlights, or searchlights (any lights, really) of the HMGs or vehicles. This lowers the risk of being spotted.
Group B: The MacTavish AM Snipers will set up on a hillside about 1 KM out, somewhere where most of the base is visible. If necessary, the snipers will split into 5 teams of 5 and surround the base for full lines of sight. All snipers will remain in constant radio with each other, and will use their thermal scopes to spot and relay the positions of enemy soldiers to the Fennec teams, to prevent them from getting lost or spotted by unseen enemies. They will also scout out possible objective locations, looking for people who match the ex-CDU's descriptions, and looking for tell-tale signs of nuclear weapons storage. If possible, and only if necessary, they are to attach suppressors (beeg ones) to their weapons and engage the HMGs when it will not alert the enemy to their presence. If Fennecs are engaged in open combat (IE Alarms are set off), they are to remove suppressors and fire as many aimed shots as they can on enemy light armor, disable it so the Fennecs may extract.
Group C: The ISVs and Helmsman are only present as part of a contingency plan. If the base is alerted to the presence of FOXHOUND, the ISVs are to storm the complex, extracting as many living members of FH as possible. The ISVs will not worry about the snipers, they are out of harms way. They will gun down any infantry and light armor with their 7.62 guns and will avoid larger armor. The Helmsman will activate its MIRV silos, lining up a shower of hellfire on the base. It will adjust strike co-ordinates as the snipers radio them in, and will aim for maximum damage, rather than precise strikes.
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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 29, 2012 18:33:41 GMT
You are in luck, most of the guards are sleeping. The main entrances have moderate truck movement, passing through checkpoints. However, your men find multiple points where trees and sheds block the view of guard towers. They clip the fences and enter the base. The Cubans are not expecting your arrival, about 16 of them are engaged in a game of football (soccer). Your men are able to slip past them unnoticed, but one of your VIP targets is with them. Group A is forced to silence team of 3 soldiers taking a smoke break. You have about an hour until their radio silence if noticed. Another VIP is sound asleep in the barracks. You don't know what room he is in, so you will have to check about 30. These barracks are heavily guarded, and a single slip up will cause an alarm. You will have to outline your plan step by step in your next post. Your teams find 3 large, poorly guarded ammo dumps. Additionally, the base is powered by a nuclear power plant. Cutting the coolant pipes to the main reactor will put the plant in shutdown mode without causing a meltdown, disabling the base. Be warned that the last option will cause an instant alert, and that the base has enough emergency reserves to defend itself, and launch any WMDs it may or may not have. The last VIP is in the command building, in the map room. It has large west facing windows, so your marksmen are able to take a peek. There are 10 PDW toting guards in there, and the VIP is armed with some sort of pistol. Your marksmen could attempt a shot, but the unpredictable coastal winds make such a shot near impossible, even for a pro. You have about an hour before radio silence is noticed and the cubans get spooked. ATM they are clueless about your presence.
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AgentFawkes
Leader of the DPR
Operative Anton Kyznetsov
Posts: 1,057
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Post by AgentFawkes on May 30, 2012 9:56:01 GMT
3 Fennec teams will search possible WMD sites, looking for telltale signs (radiation from their Geiger's, logos and warning signs) and using the pentagon formation to move. They will employ full stealth tactics and will only move when it is safe. They are to radio in the SECOND they find warheads, and relay GPS data to command. If an all clear is given, these 3 teams are to extract immediately. Otherwise, they are to secure the WMD site and hold it for extract. 2 Fennec teams will enter the barracks from opposite sides, moving towards the middle. One Fennec will remain at each entrance to ensure no more guards make it inside. If any do, they will be dispatched and their bodies hidden from the door. Diamond pattern will be used again so ensure every angle is covered, and rifles will be switched to semi-auto for easy stealth take-downs. Rooms will be swept on a close-to-far, right-to-left basis, 1 opening the door while 2 breach quickly and quietly. The final Fennec will watch the hallways. If the VIP is not spotted, the Fennecs are to slash the throats of the occupants and move on. ONE member of the Fennec units will run up and grab the VIP, knocking him out or gagging him quiet, whichever is more convenient, and taking him back to the Wolverines to prepare for extraction. 2 more teams are to enter the command room, waiting for any lull in the security, or making their own door if possible (opening windows, using hatches, etc.) and will enter, using any possible means of stealth to move through the building. If it is not possible, they are to move as quickly as they can, killing any guards they come across quickly and efficiently. Once they reach the map room, they are to set up a breach, 1 team flashing the room, and entering kneeling, and the other immediately behind them standing. Once the non-VIP guards are dispatched, another one-gag-out-extract. The team will exit through the western window mentioned in the previous post, providing its ground level, otherwise, they will leave the way they came. Three Fennec teams (15 total) are to stack up near the game of Soccer from different areas (15 guys in one spot is rather hard to hide ) and will fire on a single codeword, each confirming a different target that is non-VIP. If any enemy soldiers survive the synchronized shot, they can be eliminated by a quick follow-up shot. One-gag-out-extract will also occur once the VIP is secured. This VIP will be taken last, as 16 bodies lying in the courtyard will surely alert SOMEONE. All extracts and attacks will occur during pauses in truck movement and guard patrols, balancing time left with the worth of moving. If time becomes short, IE maybe 5 minutes left before alert, the Fennecs are to switch to assault mode, using less stealth and more blitzkrieg. They will employ flashbangs more often, and will use frags against light vehicles and groups of enemies. Once their objectives are complete, the Wolverines will storm in and extract all members of FH, detonating the fuel and ammo dumps to cause enough chaos for them to leave. Several cargo trucks will also join the Wolverines, they are for carrying out any nuke warheads they can load before their safety is compromised. If nukes are not there, the Helmsman will fire MIRVs at select areas showering the base in flames. If nukes are confirmed, the MIRVs will be targeted at OTHER important areas only, the warheads being aimed away to prevent an accidental detonation. More orders pending results of VIP extractions.
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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 Jun 1, 2012 3:13:40 GMT
Geiger counters reveal no radiation, and the base is clean as far as warning stickers go. That being said, there are 3 large warehouses that the Fennec teams did not get to, as they are lit up by spotlights and heavily patrolled. Your teams extract the VIP from the barracks without a hitch. The VIP may be able to direct your troops to the WMD if he is persuaded properly. The teams assaulting the command room flash the room, and easily take out the VIP's disorientated guards. However, the flash has alerted a nearby MG nest. Your team is still in the building with the VIP, but Cuban troops will move in to rescue him. The base is immediately put on high alert, and the VIP playing soccer is whisked into cover. The Fennec teams set up to capture the soccer playing VIP are gunned down by surrounding troops. All lights are on, and the vehicles are revved to go. The VIP in your custody claims he will help you in exchange for full amnesty for his crimes against the CDU. Given the WMD capacity of the now active base, you may want to take him up on this offer.
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AgentFawkes
Leader of the DPR
Operative Anton Kyznetsov
Posts: 1,057
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Post by AgentFawkes on Jun 3, 2012 8:12:08 GMT
The deal will be made with the VIP, what is his offer? (Sorry this is taking so long, life is getting in the way -.-)
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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 Jun 5, 2012 6:41:19 GMT
lol, me too. don't worry aboot it. The VIP demands passage to Rio de Janeiro, $10,000 (in game money), and total amnesty for his crimes. In return, he will give you the location of the nuke and abort codes (you must be in the command building to abort the nuke if it is post-launch).
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AgentFawkes
Leader of the DPR
Operative Anton Kyznetsov
Posts: 1,057
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Post by AgentFawkes on Jun 10, 2012 3:25:18 GMT
Look what I found :L
The FOXHOUND team in charge of the VIP will extract him, another 2 will fight their way back to the Command building, covered by the marksmen. The rest will hide momentarily, allowing the Helmsman to strike non-WMD areas with MIRV warheads to eliminate enemy armour and reinforcements. The Fennecs will then storm the WMD storage, along with the Wolverines who will provide cover for the Fennecs. The marksmen are to shift focus as soon as the command center is in control, firing on enemies outside the storage and shooting through the windows and engine blocks of light vehicles. Once the Fennecs are inside, the AMP snipers are to pull out, returning to the landing craft and securing the LZ, leaving behind two teams, one to watch each Fennec-occupied building.
The teams inside the storage will remove keep their silencers on to reduce muzzle flash, the reduced distance of their bullets not being an issue. They will conduct searches using the diamond formation, one member of each squad in the middle of the diamond, scanning with a Geiger counter. Once the nuclear munitions are found, they are to be rendered inert, either by disabling the warheads, or locking down the silos.
The team inside the control room, once re-secured, will wait by the console. 4 of 5 men from each squad will watch the door, guarding the two inside who will check the status. If the WMDs are launched, they are to be aborted a safe distance away over the ocean. If possible, the WMDs are to be disabled and the silos are to be locked down immediately, smashing the console to prevent re-arming. Then they will wire the control building to explode, and will regroup with the main force.
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AgentFawkes
Leader of the DPR
Operative Anton Kyznetsov
Posts: 1,057
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Post by AgentFawkes on Jun 10, 2012 22:02:06 GMT
Bump because I updated the strategy to include some stuff I missed.
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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 Jun 11, 2012 0:39:30 GMT
what's this? *shakes the dust off of Cuba* lol, give me a sec, man.
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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 Jun 11, 2012 3:25:10 GMT
As MIRV warheads light the compound with the glow of hellfire, your men storm the command building. They use the chaos to their advantage, and cut their way to the control room. no losses are incurred during this assault. However, Canadian admin overestimates the ability of the MIRV warheads to destroy the enemy armour. 10 MBTs remain, and they quickly move to the warehouse identified by the VIP as the one holding the WMD. Your Fennec operators storming the WMD building are hit with heavy fire, 13 are killed by tank fire and rifle fire. Despite this they manage to get inside the warehouse just in time to see 2 huge nuclear missiles blast out of makeshift silos. Fortunately, your men are already in the command building. They send abort codes as soon as the missiles are over the Carribean. As the Nukes were in the upper atmosphere, premature detonation has caused an EMP blast. All electronics are down in the area. Your men destroy the command consoles, they will be unusable to the Cubans. Defeat the rest of the Cubans to win this battle.
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AgentFawkes
Leader of the DPR
Operative Anton Kyznetsov
Posts: 1,057
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Post by AgentFawkes on Jun 11, 2012 13:57:58 GMT
Assuming that the EMPs also affected the FOXHOUND members, they will ditch any electronic gear in the Wolverines, and use them as cover. It is also assumed that the MBTs and Wolverines are mostly electronically operated, and therefore offline.. The Fennecs will move from tank to tank, killing the crews and avoiding fire from any remaining infantry. If needed, they will simply stay in cover to improve survivability.
The AMP riles are to move up, compensating for their lack of spotting equipment by moving to self-calculable ranges (IE able to fire somewhat accurately without much help) and are to target the crippled tanks as well. Once the tank crews are gone, they will systematically eliminate any remaining infantry with center-mass shots (head-shots are too mainstream).
Once all opposition is eliminated, the CDU will send in a recovery crew. They will retrieve all surviving members of FH as well as the defunct Wolverines (and if the mod will allow, maybe the tanks for scrap, since they are still intact) and will return to their base in the Haimaican territory.
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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 Jun 11, 2012 20:11:49 GMT
Without the aid of spotlights, the Cuban MGs lose effectiveness and are quickly eliminated. As your Marksmen move closer, they fall into the range of enemy DMRs. 10 are taken out, but the DMRs are pushed back as your men clear out the base. Tank crews generally surrender after the EMP detonation, your men secure them and move along. Your men are able to use the chaos to their advantage, and as the long night slowly fades to morning they pick clean the corpse of the Cuban base. With their major military base disabled, and huge sections of the island without power, your armies easily secure the Island nation following this surgical strike. Congrats, Cuba will net you 7.5k per day. Total CDU losses: 30 Fennecs 10 AMP rifles 2 Wolverines (totally fried by EMP, the rest were salvageable at no cost) Great battle, even if it went on for a bit long I think this proves the Surgical Strike as a legit option for conquest? From now on I'll mod anybody who wants one. be warned that i'll mod them at a slightly higher standard.
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AgentFawkes
Leader of the DPR
Operative Anton Kyznetsov
Posts: 1,057
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Post by AgentFawkes on Jun 12, 2012 2:43:34 GMT
I think Surgical Strikes work, but I sort of feel like all it did was string out the battle and minimize my loses. But I will say, if these are modded harshly, and I mean HARSHLY, I could see it working out.
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