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TWO missions this week for the price of one! Or, none, or... Look, we're manshooting, that's all that matters.
TIME: Saturday, July 12 2014, 2100UTC
Operation Meteor
by Quex
MAP: Chernarus
SITUATION:
Economic sanctions against Russia have failed to stop their annexation of Chernarus. NATO has decided to resort to offensive action, which means we’re going in. However, the Russians have set up coastal anti-ship missile batteries to stop a seaborne invasion. As we have no safe way to get a land route into Chernarus, those batteries have to be destroyed to enable a sea invasion.
MISSION:
These batteries are extremely well guarded by infantry. As such, a covert action is unlikely to succeed. This task thus falls on the Rangers to complete. US SEAD aircraft will clear out enough air defenses to enable a HALO drops near the coastal batteries. 2nd Platoon has been given one such installation to destroy.
As the Marines are handling the landing, they need detailed recon of the terrain and possible landing zones. A 2 man Force Recon detachment has been assigned to 2nd platoon to provide this advanced reconnaissance and lend their skills to help the Rangers in any way they can.
SIGNUPS
Command
CO: Thendash
XO: Striker
Medic: Valnera
Medic: Iron
Alpha Squad
Squad Leader: Usili
Fireteam Leader 1:
Automatic Rifleman 1: SaintKairu
Grenadier 1:
Rifeman(AT) 1:
FTL 2:
AR 2:
GRN 2:
RM(AT) 2:
Bravo Squad
SL: Quex
FTL 1: Quantus
AR 1: Fortune
GRN 1:
RM(AT) 1: Theo
FTL 2: Faxxxxxxxxxxx
AR 2:
GRN 2:
RM(AT) 2:
MMG Team
MMG Lead: Zaldarr
MMG Gunner(M240): Will
MMG Assistant Gunner: Fadi
Reserves:
Rob
ikill4funtoo
Shifty
Fletcher
Soupyc
BBxenon
Bloodknight
Latrine Duty:
Tempasta
Grumpycat
Mission Notes:
The HALO jump starts from the beginning and automatically. Every person has a DAGR for altitude and a scroll wheel option to open your parachute. As the DAGR shows altitude above sea level and not to ground level, it is important to remember the ground level so you know where to pull your chute. Ground level will be in the briefing.
The MMG team will probably be discarded unless all MMG team slots are full. Ammo's real heavy.
Remember to pull the chute, and good luck.
Ratcatchers
by Iron
MAP: Aliabad
SITUATION:
Afghanistan, 1985. Soviet forces have strong control in the Aliabad region and are on generally good terms with the locals. The CIA and ISI have equipped small insurgent teams to disrupt Soviet operations. A mortar team has recently been shelling supply depots and convoys to great effect in this sector. Losses are sufficient that Soviet regional command has dispatched units from the 191st Motorized Rifle Regiment on a search and destroy mission for this clandestine mortar team.
MISSION:
Infantry sections from the 191st Motorized Rifle Regiment will find and eliminate an insurgent mortar team operating in this region. The mortar team is embedded in the region and likely hidden; locating them by chance is considered highly unlikely. As the local population is generally supportive of our presence, the best approach is to speak with local village elders about sightings of suspicious or out-of-place individuals.
Find and destroy the mortar team before they are able to further disrupt our operations. Given their success so far, it likely they have infiltrators mixed in with the civilian population either as scouts or harassment units. Do not engage without positive identification; ruining our positive relationship with the locals will prevent any chance of finding the insurgents.
Mission Notes:
This is the previously unnamed mortartvt that some of you have played. It has a name now! Also it's a tvt that is very much not a force-on-force tvt. People have enjoyed it quite a bit in testing.
The Soviet forces are pretty standard slots. Locate and kill the insurgents. You must speak with village elders to have any hope of locating them in a reasonable time frame. If you take too long by simply wandering the map aimlessly, the insurgents will be considered victorious by escaping your sweep! Only the Squad Leaders and Medics can speak to the Village Elders, the conversations take some time to complete, and they must remain near the Village Elders for the duration.
The odds are heavily stacked against the insurgents. They don't have the numbers or firepower to win a straight engagement; their primary weapon is indirect fire to kill the Soviets before they close to engagement range. This is going to be extremely difficult, and the insurgents will probably fail. The spotters must be able to relay useful information to the main insurgent team members without being detected, and the gun crew must be able to use that information to hit the Soviets. The insurgent TL also has a number of locally recruited militia groups to use with the High Command module, but these are very poorly equipped and trained, and should only be used as a distraction or harassment force at best.
Because this is a tvt with a bit shorter duration and we may run it multiple times, we'll sort out slots at the slot screen. So, no sign-ups in this thread for Ratcatchers.
Soviet Infantry | Insurgents |
---|---|
Infantry section | Security Group |
SL | TL |
AR | RM |
Medic | Medic |
TL | Gun Team |
ATgren | Gun Leader |
AATgren | Assistant |
RM | Assistant |
repeated as necessary | Assistant |
Spotter Team (x2) | |
Spotter (two per team) |
EVEN MORE IMPORTANT NOTES ABOUT THIS MISSION
So, artillery is a thing. I'll restate that: you cannot learn this system on the fly. I'll restate that again: if you want to artillery OR spotter, you must know how to do this before Saturday!
We've done an couple impromptu training sessions already, and it is easy once you've had someone walk you through it. I'll restate that: artillery is not difficult, do not be afraid of it!
So I'll be around on Friday evening and make myself available starting at 9pm EST / 0100 UTC. It'll probably take about an hour. Just beep me in IRC. I will not be teaching people on Saturday.
One last time: the spotter and gun slots are only open to people who have been taught the artillery system. It's the only real weapon the insurgents have in this mission, and we won't waste a round with people in those slots who can't use it.
General CBB Notes:
Everyone is welcome, but you must have filled out the questionnaire to participate in Saturday Operations. Then please join the IRC channel and introduce yourself. We love meeting new people!
Typical rules for signups: if you aren't 100% sure you can make it, choose reserves. If you cannot make it, take latrine duty.
CBB Saturday games are expected to run ~3 hours. Signing up for a slot is a commitment to stay those three hours unless something legitimately unexpected and urgent calls you away. Leaving early on a whim only makes the game more difficult for everyone else and looks pretty bad on you. If you're not 100% sure you can stay the duration, please choose reserves.
- This goes double for any sort of vital or specialty role the mission relies upon. (Leadership slots, medics, pilots, etc.) Signing up for these means you’ll stick around for the duration, even if it runs long.
If you signup and are later unable to attend for whatever reason, please comment and let us know. Nobody will get mad if we have warning, but if you don't show up at all it looks pretty bad on you.
- Large threads are hard to track. If you have a change in status, please make a new reply instead of editing your previous reply.
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