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11
CBB Saturday: Operation Legal Technicality
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SUPER IMPORTANT: ANYONE WHO USES PLAYWITHSIX, YOU MUST READ THIS ASAP THANKS


TIME: Saturday, December 19, 2015, 2100 UTC

Assorted (reminder) announcements:

  • Our 3rd Anniversary Shindig is happening on January 9. Schedule it, plan for it, get hype, etc. You do not want to miss it. More details coming soon!

  • The modset is now available via Arma3Sync in addition to PWS. For many of us, it is a vast improvement over PWS. If you'd like to switch, details are here. PWS will still be supported at least through the anniversary, though sometime after that it will be dropped in favor of Arma3Sync or Swifty. We'll make sure to give plenty of advance notice though, so no need to worry or rush to switch right now if you are happy with PWS.


Slightly meta note. I planned out and started building this mission not long after the first run of Operation Overcall. It was heavily inspired by the sidemission of the Strike team from that mission. It never occurred to me that we'd run Overcall and then immediately run this mission. At least it's a different time of day.


OPERATION LEGAL TECHNICALITY

by Hoozin

Situation:

A relatively small terrorist force supported by breakaway elements of the Takistani military have captured the country's premier that we've put so much effort into propping up for the last several years. Unfortunately, that's most of the information that we have at this time and we desperately need more of it.

We already have Special Operations Forces (SOF) in the area since we were supporting the Takistani military up until recently. Those units will be tasked with intelligence collection and rescuing the Takistani Premier.

Mission:

3rd CBB Special Forces Group have been training in the area and were able to position themselves not far from the Zargabad city center. Under the cover of darkness, they've maneuvered to about a klick from the Villa where the Takistani Premier is being held. They'll perform a coordinated assault, get the hostage out, collect intelligence, and make a mess of the place.

Notes:

  • Mission takes place entirely in the dark.
  • Hostage - Players will be able to "Take Prisoner" using the the cableties they will have in inventory. ACE Interact on their hands to cuff them. You'll then be able to move them at will via "Escort Prisoner" on the ACE Interact menu.
  • In an effort to experiment and maybe get out of our comfort zones, I've planned the player-side of this mission using the template of a US Special Forces Operational Detachment Alpha, a.k.a. an ODA or Alpha Team. That means that there's a lot of stuff going on. Essentially, an ODA despite being the size of a large squad is treated a bit more like a platoon. Each ODA has a leader and a 2iC - if deemed necessary, the ODA (12-people) can be split into two half-ODAs of six each. I don't really intend for that to happen, but that's why they're two of just about everything. Similarly, I've tried to make sure that each member of the team has some role to play, esp. related to its title.
    • Detachment Leaders and 2iCs are geared essentially as Squad Leaders.
    • Commo Sgts will have the big radios. I don't see them being absolutely necessary on this mission, Zargabad is pretty small. They may have more of a role in intelligence collection during the mission, but that's only if I manage to include it (and it will be a bit of a gimmick, frankly).
    • Med Sgts are the medics. That's right, we have two medics per detachment. At no point should somebody be whining on the radio about needing a medic. (I love jinxing myself.)
    • Ops Sgts are relatively analagous to an FTL in this organization (that may not correlate to RL, it's just what I'm going with here). The only neat thing for them is that they've got the sidearm version of the M320.
    • Weapons Sgts have a slightly improved Mk 18 with bipod and lots of ammo. These units would be analagous to an AR in most other missions. We used something similar in Op Dragonar.
    • Engineer Sgts will always be close to my heart! You've got explosives and, dun dun dun, wirecutters. Wirecutters will be vital if you want to quietly enter the villa compound. Make sure you know how to use them. Also, objectives will include the use of explosives, know how to use them. (Also, if we have 3-4 engineers, we'll have more explosives than we need an Leaders can use them liberally.)
    • Yes, I know how grognardy and computer nerd this whole thing makes me.

ODB - Callsign BULLET (minus about 30 or 40 support staff)

  ODB Commander: MoldyTowel
    ODB Medic: Hoozin

ODA 1 (ALPHA)

  Alpha Detachment Leader: Quex
    A1 Ops Sgt: Striker
    A1 Weapons Sgt: Iron
    A1 Med Sgt: GB7
    A1 Commo Sgt: Ling
    A1 Engineer Sgt: Garro

  Alpha Detachment 2iC:
    A2 Ops Sgt: OwlMan
    A2 Weapons Sgt: Ajax
    A2 Med Sgt: nuShifty
    A2 Commo Sgt:
    A2 Engineer Sgt: Valnera

ODA 2 (BRAVO)

  Bravo Detachment Leader: Rage
    B1 Ops Sgt: J23
    B1 Weapons Sgt: Senbar
    B1 Med Sgt: Theo
    B1 Commo Sgt:
    B1 Engineer Sgt: Spacebadguy

  Bravo Detachment 2iC: Supwer
    B2 Ops Sgt:
    B2 Weapons Sgt: banman
    B2 Med Sgt: Zim
    B2 Commo Sgt: Loken
    B2 Engineer Sgt: Shortstuff

ODA 3 (CHARLIE)

Will be opened when Alpha and Bravo get full-ish.

Reserves

  Retro
  Rob
  Sky
  Lukos
  Fadi
  Sem
  Parratt
  Lordhughes

Latrines

  Loen
  Lake
  Cawrlton IV
  Diet
  Erin
  OldeShifty
  Dancin
  Otter
  Shrike

Sorry, no pilots or anything neat and lottery-y this week.



As usual, if you have a change in status, please make a new post and don't just edit your prior post (replying to yourself is fine). Large threads are hard to track.

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