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Map: North Takistan
Time: 07:30
Weather: Cloudy sky with very light morning mist
Host: @Sindh
DLC Required: None
Joint Op Information
Mod installation instructions
- Download this file: Operation Brass Knuckles.html
- Follow the steps as shown here:
Server Details
- Game Server IP: 82.69.97.243
- Server Password: BlueBerry
- Teamspeak Server : 82.69.97.243
- Teamspeak password : No password required!
The game server will run a test mission for a week before the op starts. Players can log onto the server with these credentials to test their mod setup.
Medical System
Reasonably similar to CNTO, however, fractures may occur in rare cases. Medics carry consumable PAKs for severe injuries such as fractures.
Stamina System
ACE’s advanced stamina system is active during the op. This means one must constantly lower their primary weapon outside of combat to retain stamina. Any loadout heavier than 35kg is severely penalised.
Respawns / Reinserts
After death, you will enter spectator mode for 5-8 minutes. Afterwards, you will automatically respawn at the base, where helicopter pilots continuously reinsert players. An emergency teleporter flag is present in case of bugs or pilots being completely unavailable.
Arsenal Box
An arsenal box is present to allow for minor cosmetic changes and for JIP players to obtain specific gear to fill out disconnected player roles.
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Do not grab gear you don’t need. With the advanced stamina system present, any loadout above 35kg will slow down the entire squad!
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Do not change your intended role. E.g. if you spawn as Rifleman LAT don’t swap your gear to play as Automatic Rifleman or Marksman. The weapons in the Arsenal box are available for Join in Progress (JIP) Players to swap their loadouts as needed in the platoon.
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Do not slow down the platoon. We want to be able to move out into the AO quickly after the briefing and planning have concluded. Don’t make everybody wait because you want to have a milsim Barbie fashion show.
OPORD
I Situation
The civil war in Takistan is entering its second year. The separatist North backed by Russia is no longer making progress in the conflict and the situation is slowly getting entrenched around a few hotspots.
It is within this context that ION has been asked to intervene and try to give the war a shake up and potentially avoid a decade of low intensity conflict.
Mandated by the government of Southern Takistan we have conducted an amphibious assault to seize and hold the regional capital of Kushkak. Held in place by a counter-attack we reached our operational limit sooner than expected. Now a D+1 after landing, we’ve regrouped in the newly seized Tarchi base and are planning to push further in land seizing Kushkak for good.
Friendly Forces
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1-0: 3 Slots (PL/PSGT/PL Medic)
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1-1: 10 Slots (SL/Medic/2xTL/ Autorifleman/Assist Autorifleman/2X LAT Rifleman/Ammo Bearer/Marksman)
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1-2: 10 Slots (SL/Medic/2xTL/ Autorifleman/Assist Autorifleman/2X LAT Rifleman/Ammo Bearer/Marksman)
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1-3: 10 Slots (SL/Medic/2xTL/ Autorifleman/Assist Autorifleman/2X LAT Rifleman/Ammo Bearer/Marksman)
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1-4: 10 Slots (SL/Medic/2xTL/ Autorifleman/Assist Autorifleman/2X LAT Rifleman/Ammo Bearer/Marksman)
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2-1: 3 Slots (Team Leader, Machine Gunner (M240 with MGO scope), MG assist.)
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2-2: 4 Slots (Team Leader, AT Specialist (MAAWS with scope), AT Specialist (MAAWS with scope), AT assist.)
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2-3: 3 Slots (Team Leader, Mortar, Mortar Assist.)
8 Reserve Slots are provided for spontaneous JIP players who did not reserve a role beforehand.
Enemy Forces
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The Northern Takistani army is a capable fighting force. Hardened by a year of combat in a modern environment. Their equipment is uniformed and mostly comprises late Soviet and Russian equipment. Some leftovers of western equipment from the cold war can be found in small quantities and specialist equipment.
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The amount of heavy armour support is limited but rear units and garrisons have BTRs/BMP-1s/ unmodernized BMP-2s as well as a wide array of soft skin vehicles.
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Support elements can range from mortars/Kornet-M ATGM systems/D-30A howitzer/Heavy machine gun emplacements/SPG-9 Recoilless Rifles.
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The AO is home to a small detachment of Soviet Aircraft Rotary and Fixed Wings but AA coverage from the ship should keep it grounded.
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The OPFOR had less than 24 h to prepare their positions but we can expect dug up positions and fortified buildings across the AO.
Civilians
- no intel
II Mission
The mission will be carried out in 2 phases.
Phase 1
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The Assault. We have to break through the initial prepared positions on the newly formed frontline. Seize or destroy their support positions on both sides of the river.
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That includes the Raqol airstrip, the Mortar Base in Yakavlang and the valley checkpoint guarding the pass to Kushkak.
Phase 2
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The Grind. We’ll be pushing inside Kushkak from west to east. We’ll be conducting successive assaults on various positions in and around the City to break their capacity to defend the urban area efficiently. That includes the Warehouses, the industrial area, the hospital and a set of fortified city blocks in the upper city.
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If any infantry squad is done with its tasking within the city itself further positions can be seized East of the City such as the copper processing plant and the valley access village but these are optional and based on remaining operation time.
III Execution
Commander’s Intent
The strategic plan is designed around the platoon moving as a split force between the northern and southern side of the river but ultimately that designation on the leading element on the ground. The platoon leader should strive to rotate the elements at the front depending on strength and previous engagement to make sure to consistently have a strong fighting force at the tip of the spear.
Most objectives do not require outright destruction as any captured equipment will be transferred to the independent government of the South.
Movement Plan
- At the discretion of Platoon Lead.
Field Support
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The losses and damage sustained by our vehicles during the initial amphibious do not allow us to dispatch those for a fight in an urban environment. They’ll be kept in reserve to protect the flanks and the backline of our attacking force.
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Specialist teams have been dispatched. MMG, AT specialist, Mortar/Logi are available for dedicated tasking under direct supervision of the PL element.
Callsigns are 2 - 1, 2 - 2, 2 - 3.
IV Administration / Logistics
Radio Structure
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Every element will be equipped with a 343 SR radio (300m max range) for internal communication. The main Radio net across the platoon will be channel 01 on the 152 LR Radio (5000m Max Range)
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An emergency channel with high Command (ZEUS) is setup on channel 04 on the 152 LR [Mostly for technical stuff/bugs/crash and so on]
Chain of Command
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Platoon chain of command : PL → PSGT → 1 - 1 SL → 1 - 2 SL → Etc
Squad CoC : SL → TL Red → TL Blue -
The platoon Lead is in charge of the entire movement and overall planning. Command of the specialist elements can be delegated to PSGT.
Resupply & Reinsertion
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Squad supplies and medical boxes will be provided and can be transported by Logi team if present for resupply in the field. If not, ressupply drivers will be provided by High Command (AI drivers)
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Re-insert will be handled by the Logi team if present and an emergency re-insert will be available at base using a TP flag to respective Squad Medics in case of bugs.
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If Logi team is absent the teleport system to squad medics will be in place with a longer respawn timer.