Coop - Big Bang

Map: Tembelan
Time: 2124
Weather: Clear
Host: [user avatar=“https://assets-cloud.enjin.com/users/12591864/avatar/small.1526326563.jpeg” name=“Dachi”]12591864[/user]

OPORD

I Situation:

Takistan Forces have caught and killed several undercover agents trying to destroy communications and power infrastructure. Now it is time for the Rangers to complete the mission so the AAF can launch a full scale invasion.

Friendly Forces:

[indent][list]
[] US Rangers, RECCE Platoon.
[
] AAF Military.
[/list][/indent]

Assets:

[indent][list]
[] 10 x Assault Boats
[
] 20 x Explosive Satchels
[] 12 x Defusal Kits
[
] 20 x M152 Firing Devices
[/list][/indent]

Enemy Forces:

[indent][list]
[] Takistan Armed Forces have a conventional military structure and although they have budget equipment they have lots of it.
[
] They will defend themselves and reinforce with there QRF.
[/list][/indent]

Civilians:

[indent][list]
[*] No, curfew is in effect.
[/list][/indent]

II Mission:

RECCE Platoon are to DESTROY all marked targets on the map.

III Execution:

Commander’s intent

[indent][list]
[] Infiltrate Takistan territory.
[
] Hit all target’s fast, in and out before you get bogged down against enemy QRF.
[*] Achieve maximum damage against enemy infrastructure.
[/list][/indent]

Movement Plan

[indent][list]
[*] Use you boats to infiltrate and move around the island. There have multiple forces patrolling the land but patrolling of the islands coastline is weak.[/list][/indent]

IV Administration / Logistics:

Resupplying

[indent][list]
[*] Two small crates are located next to your boats for easy loading into your vehicles.[/list][/indent]

Reinforcements:

[indent][list]
[] Reinsertions will be on the hour every hour and be adhered to strictly, no deviation is allowed. Reinsertions are the same for all, including vehicles teams.
[
] Platoon Commander has a one time reinsertion wild card at his disposal call this in through HQ.
[] At predesignated times, reinforcements will be sent out of the base in smallest transport vehicle which can hold reinforcements
[
] Upon insertion to the AO, reinforcements should stick together until regrouping with the main force in the AO[/list][/indent]

Area of Operations:

Enemy Forces:

Takistan Armed Forces

Friendly Forces:

US Army Rangers

Allied Forces:

AAF

Looks tough.
From the get go, I’d have all AARs, FTLs & Leaders to carry 1 satchel, 1 firing device & 1 defuse kit to avoid having to look or even forget explosives at each LZ.
For transport, 1 FT per boat, 1 boat for SL & his Medic, 1 boat for PLT.
Difficult to establish LZs from the map, maybe we could target the central OBJ first as it seems to be the least accessible. Once the QRF is drawn out of the naval base, we might be able to reach the southern end of the island more easily and finish with the power station up North.
RoE are weapons tight.

Rgr cheers Stuka, to help you out a little here is some hints and tips.

Coast line is patrolled weakly and land QRF’s are in all the obvious places, military bases etc.

Blowing up as much as possible is what matters and getting out in one piece, don’t get bogged down in trying to blow it all up if you have major casualties etc.

Stealth is the way to go but engagements are inevitable but you have silencers so make em fast in and out before QRF can come if a racket has been caused.

HQ has supplied multiple satchels and the longer range clackers, also back packs. A suggestion would be due to hit and run tactics you may be able to loose an AT Rifleman and get him to pick up a back pack and be your Explosive Expert as it happens in the Rangers i.e. my faction all AT rifleman are duel trained as Explosive experts :wink:

I marked approximative LZs we could try.
Indeed if we have bakpacks, 1 AT rifleman in each squad could drop his tube & carry as many satchels as possible instead.

I’d start with Hector to take advantage of the surprise effect before we get shot at.
Once on site, travel East to reach the OW marker from NE & leave a security element their.
After recon, send 1 team at Breach 1 & 1 team at Breach 2. Teams would use 1 satchel to breach the wall if needed then deploy a smoke screen beyond the targets to plant 1 satchel on each target without having to clear the whole compound.
Exfil towards OW & trigger the explosives, bounding OW back the way we came.

Next Odysseus to attract the QRFs further North & hopefully leave the airbase & naval base a little less full of enemies.
Upon landing, leave 1 security element at the Security marker with 1 AT in case something comes from the road.
Send 1 team to each breach marker, 1 satchel to breach the wall at Breach 2.
AFTER Breach 2 is open, the team at Breach 1 moves in followed by the team at Breach 2.
Secure the compound, plant the explosives, exfil back the way we came.

Hardest one for last, land at Achilles & send a security element with an AT to the Security marker.
If the area is not too hot, split in 2 teams, 1 team with 2 satchels to plant at Breach 2 with smokes towards the SW, 1 team with 1 satchel to move through the trees towards Breach 1 & plant the explosives.
If area (especially Breach 2) is hot, move both assault team to Breach 2 then head for Breach 1 by bounding OW.
Exfil back the way we came, Security element makes sure the boats don’t get overrun.

Great plan Stuka really good effort.