COOP: Omnipresent

Map: Distrikt 41, Ruegen
Time: Up to PLT discretion
Weather: Overcast
Host: Arba
DLC required: None

OPORD

I Situation:

Republic of Ruegen has faced a large amount of internal strife in the past few years due to worsening relations between the different ethnicities that it is comprised of. While the fluctuations in the internal stability are nothing new for this small Northern European republic, the current crisis dwarfs all others.

After months of protests and increasingly violent demonstrations by the minority Eastean population, a leader of the more diplomatic and moderate wing of the Eastean Democratic Party (EDP) was killed in a car accident while returning home from a protest in the nations capital city. Immediately, the war hawks of the extremist EDP wing capitalized on the tragedy and succeeded in convincing the Eastean minority that the leaders death was orchestrated by the current Republic leadership in an attempt to supress the demonstrations.

Eastean part of the Republics army partially declared their separation from the Republic and the birth of the new Republic of Eeastean people in the North Eastern corner of Reugen. While that in itself could be commendable, their following persecution of all non-Eastean ethnicites and shelling of the surrounding towns is most certainly not.

Due to the collapse of the Republic of Reugen Army, Task Force Noctem has been asked to move in and bring order to chaos. The newly former Eastean Army is highly trained, superbly equiped, and immensely motivated.

Friendly Forces:

  • Task Force Noctem: Alpha, Bravo, Charlie, MMG, DGR, NTB, FAL, DMT, ENG

Assets:
*
*
*

Enemy Forces:

  • Eastan Army
  • Mix of old Soviet and modern NATO equipment, small but effective fighting force

Civilians:

  • Light civilian presence

II Mission:

Main objective is to capture and hold the old submarine base on the Western edge of Eastan territory. Eeastan Army is using this base as a staging point from where they are planning to capture the only Reugen oil refinery, thus severely impacting the Republics ability to defend itself.

Main objective is heavily fortified and defended by the majority of the Eeastan Army. That leaves the other parts of Eastan territory susceptible for strikes of small special forces. Additionally, Eeastan Army will have to divert a part of its forces to investigate the attacks and patrol its back lines, leaving the main objective more vulnerable.

TFN HQ has identified several vulnerable positions in the Eeastan territory. Hitting any of them will severely impact the Eastan ability to wage war and will affect their behaviour when it comes to defending the submarine base.

III Execution:

Commander’s intent

  • Destroy the Eeastan Army ability to wage war by hitting their logistics and communication centers, and by seizing the submarine base currently used as a staging point.

Movement Plan

  • At PLTs discretion.
  • Boats provided at the following ports: Gross Banzelvitz, Bergen, Ostseebad Binz

Fire Support

  • None

Optional Tasks

  • Oil storage facility in Sassnitz industrial area - impact on Eastan ability to field vehicles
  • City of Sassnitz harbour used as a logistics center to receive and distribute weaponry - impact on Eastan ability to use modern and advanced equipment
  • City of Sassnitz vehicle depot - impact on Eastan ability to field armoured vehicles
  • City of Sassnitz castle used as a POW camp - impact on Eastan ability to use propaganda in recruiting among the Eastan populace
  • Jasmund Sattelite Communications station - impact on Eastan ability to effectively coordinate their troops
  • Jasmund TV station - impact on Eastan ability to use propaganda in recruiting among the Eastan populace
  • Hagen artillery camp - impact on Eastan ability to provide fire support
  • Sagard rocket artillery camp - impact on Eastan ability to provide rocket artillery support

IV Administration / Logistics:

Resupplying

  • Resupply available at base

Reinforcements:

  • 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 the 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.
  • Upon insertion to the AO, reinforcements should stick together until regrouping with the main force in the AO.

PLT can choose their own vehicles (within reason), method of insertion, and time of attack.










Images from recon done in the area:

Western approach to the submarine base.

Southern bridges:



Southern marshes, view on the oil storage facility:

Harbour view from the sea:

Request for vehicles:

  • Dagger - autocannon of some sort
  • 2 HMG Striders
  • 2 GMG Striders (swap 1 for lock-on TOW vehicle if available)
  • 1 Unarmed Strider

Plan of action:

  1. Hit Rocket Arty site
  2. Hit Arty site
  3. Hit Comms sites
  4. Head for the submarine base
    Ignore the rest (if possible)

Time of insertion:

If vehicles have night / thermal vision, start leaving Gross Banzelvitz at sunset

Rough plan:

Move quick, act fast: cross the westernmost bridge, drive near the Rocket Arty position; attempt push through leveraging high fire power from vehicles. Be ready to go stealth: disperse and hide vehicles if needed. Hit Arty site second. Quickly reform and proceed to destroy comms sites. Form around hill 143 to deploy mortars if possible and soften the Submarine Base defences, then assault.

If we destroy the comms site earlier within 1.5 hours from insertion in the AO, prioritise Oil Storage and / or Logistics and Vehicle Repair site.

If enemy armour presence is heavy, prioritise Oil Storage over comms facilities but possibly leave out Logistics and Vehicle Repair.

Preferred elements:

  • Dagger
  • Alpha
  • PLT Medic + UAV
  • MAT / HAT (we do expect enemy heavy armour + light helicopters)
  • Mortars
  • MMG
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