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  • Locked thread
JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
4) Oberleutnant Hans Müller, OF-1
Accountant

3) Chief Petty Officer Alice Guzman, E-7
Forward Aid Post

2) Sergent Sylvestre Robert Charron, OR-5 Demolitions Instructor

1) Corporal of Horse Abigail O'Brien, OR-6 Sniper Instructor

As a cash-strapped band of armed gently caress-ups, we need all the help we can get keeping financed.

Having a good first aid post would help us during the Golden Hour. And if some goons are laid up for a longer time, it gives others the time to shine, gain experience and light-up a bus full of civies in meth-filled rage.

Doors and other entrances are natural choke points and kill zones. Knowing how to make your own entrance surprises the enemy, lets you feel like a large mouse and gives PIAT an aneurysm while she tries to calculate the trajectory of every piece of shrapnel. Also, we might need to invade Atlantis at some point.

Sniper training lets us shoot them before they have the chance to shoot us, which is what we want.

That said, I want go sign up as Nerimantas "Stug" Pakirkšnutis, grenadier.

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HereticMIND
Nov 4, 2012

Here’s my vote:

4) Müller—We need a bean counter, sure, but I expect us to not be SO starving for cash on the outset that makes hiring him priority one.

3) Al-Balawi—This is slightly less for her skill set and more for the PR spin we could use by hiring her. Before you open up at me with both barrels, hear me out; not every battle we’ll fight will be with boots on the ground, some of the units we might square up against will be more geared towards “hearts-and-minds” campaigns that we would otherwise be caught out flat footed on and lose straight up. Having her might be a good buffer against that.

2) Guzman—We need a doctor. Tiller is too expensive. End of discussion.

1) Charron—He’s French, knows his stuff about things that go boom, worships the Great Sapper Daddy, and obviously had the best spent youth out of all the instructors on offer.

Throw me in, Coach! Lemme at ‘em! Casval Rem Deikun wants to play!

goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
4) Al-Balawi
3) Mueller
2) MacKenzie
1) Guzman

Bacarruda
Mar 30, 2011

Mutiny!?! More like "reinterpreted orders"
4, Muller
3. Su Chen
2. Al-Balawi
1. Guzman

Pharnakes
Aug 14, 2009
1.Guzman
2.Müller
3.Abiodun
4.Su Chen


Medic and procurement are the priorities, and Su Chen and Abiodun seem the best pair for some all round basic training. Plus as international Spec OPs about the only target any one is going to be able to agree to send us after is going to be browns in the middle east, so COIN training seems like a great idea.

Phi230
Feb 2, 2016

by Fluffdaddy
Yes....yes...you could do what I couldn't

Emy
Apr 21, 2009
4. Charron
3. Al-Bawali
2. Guzman
1. Mueller

orcbuster
May 17, 2017

1) Hans Müller
2) Trent Tiller
3) Sylvestre Robert Charron
4) Erika Mackenzie

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!
My votes are as follows:

4th place: Erika Mackenzie, Civilian Contractor
Because that kind of happy enthusiasm is good in a staff officer.

3rd place: Warrant Officer Yejide Abiodun, OR-8
Because our first operation is in the Azores, and that almost certainly means either counter-piracy or counter-insurgency. Which, depending on which face of the COIN she lands on, could help either way.

2nd place: Sānděng Shìguān zhǎng Su Chen, OR-7
Because it's always good to work on the basics.

1st place: Chief Petty Officer Alice Guzman, E-7
Because "MEDIC, MEDIC, MEEEEEDIC!" is annoying.

Cathode Raymond
Dec 30, 2015

My antenna is telling me that you're probably wrong about this.
Soiled Meat
4.Chen
3.Müller
2.Guzman
1. Tiller

Shakey Jake is voting full medic, because he’s got the health to live forever if he receives prompt, high quality trauma care.

orcbuster
May 17, 2017

Just want to add, never pick a medic over a doctor.

One makes you comfortable while you die, the other actually has the capability to save you.

HereticMIND
Nov 4, 2012

orcbuster posted:

Just want to add, never pick a medic over a doctor.

One makes you comfortable while you die, the other actually has the capability to save you.

One is also less expensive and doesn’t require a fully staffed trauma theater that has be be sterilized every goddamn nanosecond to operate in, as well as operate in the field easily and treat patients under fire. The other can only see patients after they’ve been hit and requires the aforementioned trauma theater.

HereticMIND fucked around with this message at 05:14 on Jan 25, 2018

orcbuster
May 17, 2017

HereticMIND posted:

One is also less expensive and doesn’t require a fully staffed trauma theater that has be be sterilized every goddamn nanosecond to operate in. The other can work in the field easily and is trained to be cool under incoming fire.

Yes, but at the end of the day he can't actually save you unless he gets you to a doctor.

HereticMIND
Nov 4, 2012

orcbuster posted:

Yes, but at the end of the day he can't actually save you unless he gets you to a doctor.

You honestly think that the GM of this thread is so evil as to put us in such a situation?

orcbuster
May 17, 2017

HereticMIND posted:

You honestly think that the GM of this thread is so evil as to put us in such a situation?

Infantry combat is extremely nasty business. We *will* have casualties and severely wounded. Medic plain and simply will not save them. To treat them properly we need our own surgeon at minimum.

The process for wounded is this.

-soldier gets wounded
-squad tries to keep wounded alive long enough to be evac'd
-Wounded is transported by any means possible to nearest trauma field unit (doctor)
-Soldier hopefully survives.

A medic is a tool to make this process easier. A doctor with assistants is an integral part of it. Therefore we *need* our own field trauma unit close at hand while a medic is something that is nice to have.

To make a HG comparison: Not having a surgeon is like not having our S100B AWACS. Sure we can make do without it but it make proceedings a LOT more nasty.

orcbuster fucked around with this message at 06:01 on Jan 25, 2018

wedgekree
Feb 20, 2013
4) Muller - that lets us spread our money further. Logistics are important, especially for small units where we have to buy, beg, or steal everything.
3) Guzman - medic. She covers the basics. I think a forward aid post is important as we can get people in and out faster and once they're back at base for long term recovery we.. Don't have to worry as much.
2) Abiodun - Counter-Insurgency. This is going to likely be our bread and butter. Small teams engaging in squad level forces, clearing houses, jungle sweeping. I think we get the best bang for our buck for her given the types of missions that we're generally going to get as a platoon or so levle infantry group doing mercenary ops.
1) Su Chen - General combat instructor. Gives us basic instructio/teaching in most areas, seems to be passionate and well rounded.

Snipers and Demlotions - these are good people to have but they are -specialized-. They can only really teach in one thing. Likely on a mission we're only going to have 1 sniper or 1 demo specialist needed. Forward Air/Artillery Officer - I don't really think that we're goin gto be starting out the scale where we can call for air support or artillery strikes. Trauma surgeon.. if we can get people back to base and they're badly enough hurt that they need a trauama surgeon to survive they're probably not goin gto be back in the field for months if ever and he takes two slots which we could use for other folks. Armoror - thought long and hard on this, but we can probably handle our own gneeral weapons maintenance and we probably won't have vehicles for a bit.

This roster is designed for generality rather than specialists. We have general medical aid, general combat instructors, and a general trainer for what is likely going to be our most ommon mission type. The downside is it has no specialists. but to me the tradeoff is that we have people who can do more things rather than just the 1-2 of a specialist we might need with us on a mission. I'd rather have more broadly skilled troopers than 1-2 very good but specifically focused types. I think this pays off by applying to -most- of the possible mission types we might have with this support crew.

sebmojo
Oct 23, 2010


Legit Cyberpunk









wedgekree posted:

4) Muller - that lets us spread our money further. Logistics are important, especially for small units where we have to buy, beg, or steal everything.
3) Guzman - medic. She covers the basics. I think a forward aid post is important as we can get people in and out faster and once they're back at base for long term recovery we.. Don't have to worry as much.
2) Abiodun - Counter-Insurgency. This is going to likely be our bread and butter. Small teams engaging in squad level forces, clearing houses, jungle sweeping. I think we get the best bang for our buck for her given the types of missions that we're generally going to get as a platoon or so levle infantry group doing mercenary ops.
1) Su Chen - General combat instructor. Gives us basic instructio/teaching in most areas, seems to be passionate and well rounded.

A surgeon would be great if these were real people, but frankly dead goons means more goons so roll on the death train.

LatwPIAT
Jun 6, 2011

I will close voting on staff members at 07:00, GMT+0. Then I'll announce the results and we can get to the tactical planning stage for your first deployment.

wedgekree
Feb 20, 2013

sebmojo posted:

A surgeon would be great if these were real people, but frankly dead goons means more goons so roll on the death train.

Why field medic rather than trauma. And in-universe if we get a reputation for 'eh hope you brought your own bandages' we're nto exactly goig to be a hit with the hirees. I think at least having someone in the field to help stabilize injured means we can get a turnaroun dof those moderately hurt but not brutally or those who are at risk of bleeding out attended to that much more quickly, and anyone who is really badly hit is rotated to recovery and a new person takes thier spot as we probably do have at least some sort of low end long term treatment/med center at base if not trauma center.

Edit: Also as much as I enjoy using X-COMto justify anything and everything, it probably does cost more to hire someone completley new to use for the front lines than to have someone moderatley hurt be treated and sent back into the field. Unless we don't have to pay for replacements, in which case I wonder if we can do Rookie style zerg rushes.. But that's not feasible if we an't send a few dozen folks to a combat zone.

wedgekree fucked around with this message at 08:27 on Jan 25, 2018

Roobanguy
May 31, 2011

toss me in reserves as Back Breakin' Bobby.

i was enjoying the last thread, to bad it got to the tournament arc and never recovered.

PenguinSalsa
Nov 10, 2009
1.Su Chen
2.Müller
3.Abiodun
4.Tiller


Sign Sanne Larsen, Norway's bravest daughter, up for the reserves. Preferably as a medic, radio operator or other support position.

PenguinSalsa fucked around with this message at 09:26 on Jan 25, 2018

Ikasuhito
Sep 29, 2013

Haram as Fuck.

4.Guzman
3.Su Chen
2.Abiodun
1.Müller


Ikasuhito fucked around with this message at 13:30 on Jan 30, 2018

LatwPIAT
Jun 6, 2011

Less than two hours remaining on the vote! Some of these are very close, so remember to vote for your preferred staff members!

LatwPIAT
Jun 6, 2011



NEW STAFF

Lieutenant Hans Müller
+Improved Budget
+Discount from Heckler & Koch
+Discount from Swiss Arms AG

Chief Petty Officer Alice Guzman
+Gives Aid Station-level medical aid
+Aid Station is always 5 Minutes from combat zone.
+Can teach Medical skill up to Level 6 (Teaching Bonus: +2)

Sergeant Su Chen
+Can teach Gun Combat skill up to Level 6 (Teaching Bonus: +2)
+Can teach Heavy Weapons (Teaching Bonus: +2)
+Can teach Explosive Weapons (Teaching Bonus: +2)

Warrant Officer Yejide Abiodun
+Can teach Gun Combat skill up to Level 6 (Teaching Bonus: +1)
+Can teach Grenades skill up to Level 4 (Teaching Bonus: +1)
+Can offer Tactical Advice in Counter-Insurgency Operations

code:
Müller: 140
Guzman: 128
Su Chen: 94
Abiodun: 53
----
Mackenzie: 41
Tiller: 40
Charron: 37
Al-Balawi: 28
O'Brien: 9
The first mission of For A Few Euros More will come soon!

LatwPIAT
Jun 6, 2011



FOR A FEW EUROS MORE

The Azores, 24:00


"Listen up! Seventy-two hours ago, an unknown group of terrorists began a wide-scale attack on the police and government buildings of the Azores, an autonomous region of Portugal. They have taken over the government headquarters in Horta on Faial Island, and are holding 57 members of the legislative authority and over 100 bureaucrats hostage. They have declared the Azores the People's Republic of the Azores and demanded self-rule for the islands. Portuguese military intelligence has no records of any separatist movements on the island; we believe with about 80% certainty that this is a cover for a takeover of the military airport on Terceira island... <click>"



"The airport is the biggest airport in Europe and has since the early days of the days been an important resupply point for US forces in Europe and Africa. In recent years American activity has decreased and China - that's communist China - has shown interest in using the island. Here's a photo of the airport in use during the early days of Iraqi Freedom.. <click>"



"The Americans have declared their commitment to sending a force to secure the islands, but are unwilling to risk landing while the situation is still unknown. While the Portuguese airborne forces are recovering from an unfortunate round of a stomach bug, FACCT has been called upon to reconnoiter the islands and secure the airport for the US arrival. Satellite photos have revealed what we believe are pits dug for surface-to-air missiles on São Jorge - that's the long, thin island there - but according to satellite intelligence the missiles themselves have not arrived yet. Which brings us to this photo... <click>"



"This was taken at twelve hundred hours yesterday. That trench and machine gun position is new, and looking at the density of track marks we believe there's a lot of trucks passing along the southern road. Your mission will be to clear out any and all enemy activity until we can send a demolition unit to take out the bridge. This way the terrorists won't be able to move any missiles through the area, for which the Americans will very grateful. I repeat, your mission will be to clear out and and all enemy activity in this region and hold the area until the south-western bridge can be demolished. We expect there to be about one over-strength squad in the area, maybe as many as fifteen terrorists. For obvious reasons we don't recommend attacking from the north-east, so you'll have to approach from the west, north of the river. Start planning!"

PLANNING TIME
You have a satellite photo of the area, the ten soldiers on the active team, an armoury, and a mission objective. Discuss amongst yourselves how you want to perform this mission, what the loadouts will be, and so forth. Anyone among you can submit proposals or modified proposals, and then you'll vote on each other's plans to decide how you end up performing this mission. The only real rule is that you have to enter along the western edge of the map north of the river. It'd be good if you completed the objective, though!

QUICK GUIDE TO YOUR ARMOURY
Thanks to some generous kickbacks from Fabrique Nationale you've been equipped with the best the Belgian arms industry had to offer in 1990. It came with a fresh coat of paint and a complementary box of US hand grenades - the paint on the box is too faded to tell the exact date of manufacture, but you think you can make out a "97" on one of the sides. That should be fine, ammunition is like fine wine; it gets better with age.

Fabrique Nationale FNC


This is for one FN FNC with 1 magazine loaded.

Fabrique Nationale Minimi


This is for one FN Minimi with one 200-round belt loaded. The Minimi has a bipod, which can be deployed and braced against a flat surface to increase accuracy.

Fabrique Nationale MAG


This is for one FN MAG with one 100-round belt loaded. Like the Minimi, the MAG has a bipod. It also has a selector switch for choosing between two rates of fire; 600 rounds per minute and 1000 rounds per minute. Higher rate of fire decreases accuracy.

Browning Hi-Power


This is for one FN-produced Browning Hi-Power with a 13-round magazine loaded.

M26 and M67 Grenades


M18 Smoke Grenade


Other Equipment
Fatigues + MOLLE: 8.5 lbs. (Required)
FNC Reload: 1 lbs.
Minimi Reload: 6.9 lbs.
MAG Reload: 6.7 lbs.
Hi-Power Reload: 0.2 lbs.

Notes on the MOLLE
In very simple terms, the MOLLE can hold 12 magazines of any type and has pouches for up to three grenades. You can also strap on two large bags; each can hold 100 rounds of 7.62 NATO or 200 rounds of 5.56 NATO, in linked belts.

How Much Can We Carry?


The numbers are the maximum weight you can carry, in pounds, at the listed running speed.

LatwPIAT fucked around with this message at 02:21 on Jan 26, 2018

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Still getting explosive and heavy weapon training, which means light mortars

What impact does the staff have on the mission?

This is going to be good. Let's clean up some PLAN terrists.

mcclay
Jul 8, 2013

Oh dear oh gosh oh darn
Soiled Meat
Put me in as Johnny Red! This is the only way I'll be able to shoot the capitalist menace and the gently caress ups in China legally.

Veryslightlymad
Jun 3, 2007

I fight with
my brain
and with an
underlying
hatred of the
Erebonian
Noble Faction
Proposing as, simply an alternative plan in case only one good plan gets developed, Operation gently caress it, YOLO.

Basically, at the stroke of midnight, we needlessly detonate two of our grenades and then run screaming out of the woods to the Northwest, first firing into the air, then at will, once we see actual hostiles. Our path should be a straight line directly for the machine gun position. If we can take it, we've got this mission in the bag.

~~~~

On a more serious note, am I missing something, or should we focus on taking that big-rear end rock that overlooks the bridge? It's high ground that has some trees on it for additional cover, and it also conveniently overlooks both the objective and what appears to be the actual main staging area for our opposition.

wedgekree
Feb 20, 2013

Veryslightlymad posted:



~~~~

On a more serious note, am I missing something, or should we focus on taking that big-rear end rock that overlooks the bridge? It's high ground that has some trees on it for additional cover, and it also conveniently overlooks both the objective and what appears to be the actual main staging area for our opposition.

Looks reasonable. If we have one along on the mission a sniper/spotter pair up there would be perfect. If we had some light heavy weapons (mortar, etc) thatd be a great place. Lookslike it has good field of fire, nice cover..

How many folks do we reasonably get to send on the op and what sort of loadouts do people think are good possibilities?

Davin Valkri
Apr 8, 2011

Maybe you're weighing the moral pros and cons but let me assure you that OH MY GOD
SHOOT ME IN THE GODDAMNED FACE
WHAT ARE YOU WAITING FOR?!
What's the scale on the satellite map? For example, what's the distance between the 3 story building and the rocky outcrop near the SW bridge?

Also I'm assuming Carwash is going to end up taking a Minimi with 2 reloads, for a weight of 8.5 + 22 + 6.9 + 6.9 = 44.3, run speed 4.

orcbuster
May 17, 2017

OPERATION SQUEALING EAGLE

Ok folks, first op. We'll be doing this by the book. Fire and manouver is the order of the day like any other day. So I've divided you up into 3 fireteams. Beyond the basic outline I will leave equipment details up to each of you after the vote.

ORBATT

Team 1:

Rifle team. led by Honorè Tatam.

1x Team leader
2x Riflemen
1x MG gunner (minimi)

Team 2:

Rifle team. led by Steamy Hams.

1x Team leader
2x Riflemen
1x MG gunner (minimi)

Team 3:

MG team. led by Kongelf Fyksen.

1x Team leader (also acting as ammo carrier)
1x MG-gunner (MAG) Sanaki "Carwash" Shinano

Simple Enough, Rifle teams assault, MG provide base of fire.


ROE:
-If its armed in any manner it is a valid target. Do not wait to be fired upon.
-Weapons free, No restrictions on equipment use to achieve our objectives.
-if we suffer 40% casualties before assaulting the buildings we are to be considered combat ineffective and retreat.

EXECUTION:

FIG 1:


Our first objective is to clear the houses in the middle of the map. We will deploy in the woods to the northeast, using it as cover as we move up to the houses. The question marks denotes areas that should be clear of enemies before we assault the compound.

FIG 2:


Teams deploy in the following manner: Team 1 on the right, Team 2 on the left and team 3 in the middle. Team 3 move up to establish a base of fire on the houses as team 1 and 2 move in to assault the compound, each squad making sure that their flanks are clear before assaulting.

FIG 3:


Once in position both teams will breach and clear into the 2 larger structures. Team 1 will clear the larger southern house while team 2 will take the smaller northern house. Team 3 will shift their field of fire east as team 2 assaults to avoid friendly fire.

FIG 4:


Once both houses are clear, All teams will reposition to fire on the trench in preparation to clear it

FIG 5:


Once in position, team 3 will provide cover towards the northeast and the MG nest, while team 2 provide cover fire towards the trench. Team 1 is to storm and take the trench.

FIG 6:


Once the trench is taken, team 1 will remain there, covering towards the south and north. Team 2 will move to the southern building to provide cover to the east and south while team 3 will move into the northern house to provide cover north. We are to hold this position until the demolitions team can arrive and blow the bridge. Upon demolition we are to pull back immediately.

orcbuster fucked around with this message at 02:52 on Jan 29, 2018

wedgekree
Feb 20, 2013
Screamin eagle looks good. No reason not to go by the numbers on something like this. do we presume that opposition will be roughly equal numbers?

orcbuster
May 17, 2017

wedgekree posted:

Screamin eagle looks good. No reason not to go by the numbers on something like this. do we presume that opposition will be roughly equal numbers?

1 section by the looks of it. 15 enemies max.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Squeling Eagle looks very professionally done.

Goons who get to storm the buildings, remember that grenade goes first, you follow!

wedgekree
Feb 20, 2013

JcDent posted:


Goons who get to storm the buildings, remember that grenade goes first, you follow!

Also remember, throw grenade, not throw pin and keep grenade.

(Among my more embarrassing character deaths)

orcbuster
May 17, 2017

JcDent posted:

Squeling Eagle looks very professionally done.

Goons who get to storm the buildings, remember that grenade goes first, you follow!

Lets just say its not living up to NATO standards.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!

orcbuster posted:

Lets just say its not living up to NATO standards.

Look, it has NATO symbols on the map, it's good enough for me. I mean, I'd love to learn small unit tactics, but I'm also easily distracted.

FrangibleCover
Jan 23, 2018

Nothing going on in my quiet corner of the Pacific.

This is the life. I'm just lying here in my hammock in Townsville, sipping a G&T.
Alright then, it's time to brief you on

OPERATION RUN OR GUN

Which has been carefully planned using the standard US Army acronym for planning operations with is... uh, something beginning with M. MOPP-4? Sounds about right.

Mission
Kill all the bad guys. Maybe defend the area until the Engineers arrive but it shouldn't need defended if we kill all of the bad guys.

Other blokes

The main enemy line of resistance is probably centred on the trenches and main farm and may include smaller detachments covering the rear around the bridge, the western flank at the west farm and the north-eastern approach at the outcrop or the two-story farm (but not all of the above, otherwise they'll have no force concentration). An MG in the MG nest can be fairly safely assumed and if they have any mines they're likely to be deployed in the streambeds running up towards the position since they provide possible infiltration routes and cover.

Place
I've done some of the analysis in the Other blokes section but I'd draw attention to the three-story farm in the centre. It seems to have arcs of fire onto nearly every important position on the map and is very definitely the critical terrain.

People
We already have a list of our forces, but I would point out that there are those of us who are capable of moving quickly with equipment and those of us who are not. Another major consideration is that among the many things we don't have, we don't have any radios. Therefore any plan must not rely on communication between spread apart groups except by means of signals that are sure to be seen.

-4 (Time)
We don't have any particular time constraints except those created by the plan and equipment chosen. Fundamentally you want to be moving the people with heavy equipment as little as you can, otherwise you'll end up waiting around for them and your enemy will have time to react.

The Team
Assault Group (Base movement speed 6)
Tatham - Squad Leader. FNC + 3 reloads, 2x M67 Frag, 1x M18 Smoke
Hams - Rifleman. FNC + 3 reloads, 2x M67 Frag, 1x M18 Smoke
Radec - Rifleman. FNC + 3 reloads, 1x M67 Frag
Hams - Rifleman/Pack Mule. FNC + 8 reloads, 1x M67 Frag, 2x M18 Smoke - To share ammo if anyone seems low
Anderson - Rifleman. FNC + 3 reloads, 2x M67 Frag, 1x M18 Smoke
Frankenstein - Rifleman. FNC + 3 reloads, 2x M67 Frag, 1x M18 Smoke

Sustained Fire Group (Base movement speed 3)
Carwash - Assistant Squad Leader. Minimi + 2 reloads, 2x MAG reloads, 1x M26 Frag
Fyksen - Machine Gunner. MAG + 1 reload
Sticky - Automatic Rifleman. Minimi + 2 reloads, 1x MAG reloads, 1x M26 Frag
Shakey - Automatic Rifleman. Minimi + 2 reloads, 2x MAG reloads, 1x M26 Frag

This leaves some weight on some people, feel free to suggest customisation options!

The Plan
Phase 1

The SF Group deploys around the west farm, clears it and sets up to cover the three-story farm and the rocks above the river. The Assault Group deploys in shaded defilade next to the river, clears the bridge and works quietly around to assault positions short of the central farm. Weapons Tight, don't fire unless the teams can't get into position without being spotted. When the Assault Group is in position they begin Phase 2.

Phase 2

The Assault Group lays smoke between the trench line and the central farm. When the SF Group begins to see smoke they are Weapons Free and shall begin firing on the central farm. When the smoke has built up sufficiently to block sight between the buildings and the trenches the Assault Group are Weapons Free will assault each building in turn with grenades and rifles, clearing them. The SF Group will continue to fire on each of the buildings of the central farm until no enemy contacts are visible in the building being fired upon and a grenade has detonated inside it, or until friendly forces have been observed entering it. Once the SF group have no further buildings to fire on they will proceed to Phase 3.

Phase 3

Once the Assault Group has cleared all of the building they will hold the position until the SF Group moves up, refreshing the smoke if needed. The SF group will move at best speed up to the buildings and occupy the upper floors of the three-story building facing the trenches, either by the route marked or by direct movement if it seems safe. Once the SF Group is in position the Assault Group will withdraw back into the forested area to the south under the cover of smoke and work around to assault positions on the trenches, ideally without being spotted making this movement.

Phase 4

When the smoke clears the SF Group will lay fire down the length of the trenches while the Assault Group clears them with grenades and rifles. If the Assault Group is by this point too attrited to fight effectively (more than 50% down) the Automatic Riflemen of the SF Group may also make the assault from their position among the buildings and be folded into the Assault Group henceforth. If the Automatic Riflemen do this they shoudl leave any remaining 7.62mm belts with the SF Group

Phase 5 - Optional

After Phase 4 is completed and if there are any signs of enemy activity at the north-east farm the SF Group will realign to place fire upon it and the Assault Group will use all remaining smoke to cover their assault onto the position.

Pros:
- Doesn't require fancy communication
- Keeps hitting the enemy from an unexpected angle
- Designed to free the Assault Team up and keep their mobility high

Cons:
- Assault Team is short on staying power with no integral MGs and light ammunition loads.
- Wide separation of teams, if one gets in trouble from an unexpected direction then there's little the other can do.
- Planned by someone too lazy to use NATO symbols, what else didn't I bother to check?

Clarifications gotten:
- We can carry three or four MG belts in extremis by looping them around ourselves. Definitely a good idea, you look really badass if you do this.
- Minimis can feed from FNC magazines. Latw hates me because now she has to stat up a Minimi with a 30 round magazine. Remember that the gun is now slightly unbalanced to the left!

FrangibleCover fucked around with this message at 17:34 on Jan 26, 2018

LatwPIAT
Jun 6, 2011

orcbuster posted:

Lets just say its not living up to NATO standards.

NATO standard being "don't attack a 15-man strong position fortified in buildings and trenches with just one squad"? :v:

e:

LatwPIAT fucked around with this message at 18:38 on Jan 26, 2018

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goatface
Dec 5, 2007

I had a video of that when I was about 6.

I remember it being shit.


Grimey Drawer
I remember seeing some show a decade or so where a special forces guy claimed the ideal number of people to storm a medium sized house was 16-20 and ideally it took under 5 seconds to clear the whole building.

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