Coop: Crippling Blow

You’re set to ambush a Russian Convoy moving through the town. From Spawn to convoy arrival, there is a window of NINE minutes. Thus I suggest making your ambush plans here ahead of time. It will also be worth remembering that you will need to save explosives to hit bases with after the convoy.

Map:
[spoiler]

[/spoiler]

Loadout:
[spoiler][list]
[] Explosive Satchel x10
[
]Large IED (Dug in) x10
[]Large IED (Urban) x10
[
]Small IED (Dug in) x10
[*]Small IED (Urban) x10
[/list][/spoiler]

OPORD Full:
[spoiler]Map: Fapovo
Time: 12:00
Weather: Clear
Host: [user avatar=“https://assets-cloud.enjin.com/users/14911388/avatar/small.1608554273.png” name=“Skippy”]14911388[/user]

OPORD

I Situation:

Russian Forces are moving a large quantity of troops and equipment to a new FOB located in the recently destroyed town of Jabovo, according to a leaked report. Task Force Noctem has a vested interest in ensuring that Russian control over the island is weakened.

To this end, TFN have been inserted into the town of Biaboj with a number of explosives. After the convoy is ambushed and cleared out, TFN will move north and take out as many Russian bases as possible before exfil at 15:00.

Friendly Forces:

[indent][list]
[*] TFN
[/list][/indent]

Assets:

[indent][list]
[*] N/A
[/list][/indent]

Enemy Forces:

[indent][list]
[*] Russian Forces[/list][/indent]

Civilians:

[indent][list]
[*] N/A
[/list][/indent]

II Mission:

Ambush convoy, destroy all equipment and men before moving north and attacking bases to weaken Russian control.

III Execution:

Commander’s intent

[indent][list]
[] Ambush convoy.
[
] Destroy equipment.
[] Attack bases at Commander’s discretion.
[
] Exfil at 15:00
[/list][/indent]

Movement Plan

[indent][list]
[*] Commanders discretion
[/list][/indent]

Fire Support[indent][list]
[*] N/A[/list][/indent]

Optional Tasks

[indent][list]
[*]N/A
[/list][/indent]

IV Administration / Logistics:

Resupplying

[indent][list]
[*] A set number of supplies and equipment has been placed at the base and can be retrieved whenever needed. [/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
[
] At predesignated times, an air transport will be sent out to pick up reinforcements from the base
[*] At predesignated times, an armed escort vehicle will be sent out to escort reinforcements from the base

[/spoiler]

My plan for the ambush:

Setup

Setup mines along the whole length of the red line with even spacing. Move the rear cutoff into position to act as a recon element to avoid surprises. One person has a trigger to all of the mines. If possible set a group of mines just in front of the main line of mines on a different trigger in case something moves through (trigger goes to forward cutoff) and if possible (more priority than forward cutoff) the same thing at the rear. The vehicles will also be moved closer to the respective elements.

Ambush

The designated detonator will detonate the ied’s at the moment the front vehicles moves over the last ied of the main line. after this the force moves from hiding and attack all the remains. The attack can last no longer than 2 minutes before exfill. If any vehicles make it past or are late they will be dealt with by front and rear cutoff.

Escape

All units will move as fast as they can and without convoy to rally point at the exfill marker where we can regroup, tend to would, rearm and plan our next move.

[user avatar=“https://assets-cloud.enjin.com/users/3749902/avatar/small.1500023987.jpeg” name=“Churizo”]3749902[/user] The Ex satchels can be primed to a detonator but the IED’s are pressure plate only. That may change your plans.

I would save the satchels for the bases we are going to hit after this convoy ambush.
Thus my plan is as follows.
[spoiler=]



[/spoiler]
The red circled IED’s show the main IED’s that will stop the convoy. They will proceed to use the backup route where more IED hell awaits them.
In the meantime Alpha and Bravo deal with the main convoy force while SUP 1 and 2 can cut off the front and back thus not allowing anyone to escape. We all stay hidden until the pressure plate IED goes bye bye and then pop up and shoot. No peaking from anyone in the meantime.

The reason why I choose these buildings is simple. Alpha building has unlimited windows on every floor. Bravo building is a construction site that is completely open and has multiple floors. Sup 1 is a big building with windows on almost every angle and a rooftop and multiple floors. Sup 2 has windows front and back but also a rooftop and multiple floors.
If we do not have SUP 2 we can set up a fire team with some support there.

The IED markers are big hidden IED’s while the S IED markers are smaller IED’s to cut off non roads in case they try and get out the sneaky way.

[spoiler=]


[/spoiler]
Here is a picture that shows the area. We literally played on this like 3 weeks ago so we should still remember the area quite well. The forest that you pointed out as a rear cut off and vehicles hiding spot is actually just 15 trees as you can see. Oh I did the math and we actually have half of our IED’s left after this. We can take them with us as spare or spread some more around. 1 marker does not have to mean 1 IED per-see.

My idea was very similar to Shiny. Only differences really are the concentration of firepower in the kill group and the placement of IED’s with 3 satchel charges placed to the rear and amongst the convoy line for timed precision kills. The right cut satchels controlled by that FT and the main satchels controlled by the kill group.

Right Cut off: Team on this roof would have to remain hidden until the ambush was sprung, no peaking! The last point at which AT can stop them escaping is the yellow ring so this is where the AT in this FT should concentrate if no target located and destroy the rear vehicle if necessary (use gunfire first so any escaping trucks can be targeted by AT don’t waste it). Obviously armored targets are a priority.

Left Cut off: Same as above. Except you have a lot more windows to choose from and are not limited to the roof.

Kill group: This should be the bulk of the Platoon on the night again should remain unseen until the ambush is sprung. Prioritise Armour then have at it, try to designate specific targets in the convoy to teams or buddy pairs within the squad dependant of course on the number of vehicles in the convoy. AT’s and their buddy should be on the roofs others should be using windows etc no need to expose the whole squad on the roof.

Mine placement: The red markers indicate the mines. Purple indicates satchels.

Deploying mines right next a friendly building scares me. If the enemy wanders in the building might collaps entirely killing all inside.

It is an arma risk but it is just to stop vehicles escaping the noose. We could delete the ones right next to our buildings and push them out slightly to reduce the risk.

Like this?

Other than that what do you think of the plan? Worse or better than yours/shiny’s?

It seems quite similar to mine but adjusted to the fact that we have "controllable" exposive so I think if we keep appropriate distancing it would likely work

Yeah I did some cheeky testing with IED’s and Satchels and I know where we can and can not place them now. :geek: