Recce Challenge - Operation Scarecrow

Hey guys

This is the Planning Thread for our next Recce Mission. For the full OPORD please consult the respective announcement post.

You can mess around with the mission locally, the file is attached at the end of this post. Please also download the Recce CBA settings from their Github to experience their server settings locally.

The platoon structure for this mission is as follows:

  • Spectator / Video Recorder (not mandatory)
  • Squad Leader (ASL)
  • Medic (ASL)
  • Pilot (Reaper)
  • FTL (A1)
  • AR (A1)
  • AAR (A1)
  • Rifleman AK (A1)
  • FTL (A2)
  • MAT Gunner (RPG) (A2)
  • MAT Ammo Bearer (A2)
  • Rifleman AK (A2)
  • Mortar Gunner
  • Mortar Ammo Bearer - carries an initial extra salvo of rounds, provides security and helps with the helo resupply

The mortars do not feature an artillery computer, this means the mortar team has to be proficient with the map tool and manual mortar firing.

Luckily the mortars are simply point-and-click, so no range tables or additional altitude settings required.

Detailed gear sheets will follow this week, gotta need more time to balance those out.

The rough plan at the moment is as follows, please comment below and post your own ideas / proposed changes.

My intent is to conduct this as a hit-and-run operation, to not to linger for Russian reinforcements catching us off-guard and ideally not having to deal with our own wounded / body bags.

As stated multiple times by the OPORD our operation should not be linked back to us directly, thus I highly recommend we switch our spawning uniforms to civilian clothing (available at base) to look more like a militia force.

We will infiltrate via Dakota plane static parachute line (this predefined by Recce) in a clearing 2-3 km East of the Base "Crow 1". Thus we circumvent civilian villages which are very sympathetic to the enemy and may alert them of our presence. We have to come in high (to avoid being heard) and very slow (to avoid being spread out or landing in trees). Jumps will be done in rapid succession to avoid a large platoon spread (half second intervals). There are three altimeters and steerable parachutes available at base and they will be given to SL and the two FTLs - they will call on the radio when to pull the chute and will circle around the formation to account for where everyone is landing. This means the very first man out of the plane has to be one of the FTLs to ensure the altimeter reading is accurate. Once landed we gather up and account for any missing or wounded after landing, as the mission states we cannot under any circumstances leave anyone behind: dead or alive. Reaper returns to base and prepares for a Puma mortar resupply airlift, standby till ordered otherwise.

After regrouping we move quickly towards "Crow 1", the mortar team will separate from Alpha around 1km out, ideally in an area where a Puma helicopter can land/drop mortar resupply crates. The rest of the squad continues towards the enemy base. Like last time the terrain is extremely flat, that means we will only go as close as safely can be done - priority will be given to cover and concealment over ideal fire range, if that means we are 500m away from the target so be it. Our attack angle is going to be NE as the majority of their defenses are oriented in a half circle to the south (according to the satellite image).

We will scout relevant targets and mark them as accurately as possible on the map for the mortar team. They will fire an initial salvo of three rounds to guide the following shots if corrections are necessary. The moment mortar opens up I will send Reaper to initiate their resupply flight, no need to delay that and have the mortar run out of ammo. Alpha will hold fire until ordered to engage, however ready the MAT RPG to hammer the base once the order is given.

If the mortar runs out of ammo or runs into a reloading issue Alpha will take over assaulting the base, focus on suppressive fire rather than taking accurate shots. Do not conserve ammo, we will leave this engagement sooner rather than later. Be aware friendly forces may be joining the fight from the SE once they have dealt with "Crow 2". They will begin their assault onto "Crow 2" once we have engaged "Crow 1".

After "Crow 1" has suffered sufficient casualties or if we take any casualties (severely wounded or KIA) we will disengage using smoke and high tail it to the extraction point which is going to be the location of the mortar team.

Keep in mind their medical system is much more punishing and if you get a serious leg injury you won’t be able to run anymore as they did not provide any splints on purpose. Thus is it more important than in our regular operations to not get hit in the first place!

Clarke, I’ve just had a look: ace has an airdrop mechanic from air vehicles. We can drop a crate with reasonable accuracy from the dekota (name in game).

Quick maths: at 200 km/h -> 55.56 m/s -(15s)-> 833m

If we drop the crate 833m before the DZ we can get it to less than 100 m (depending on the height)
This would give you guys an immediate resupply.

[quote user_id=“3749902” avatar=“https://assets-cloud.enjin.com/users/3749902/avatar/medium.1500023987.jpeg” name=“Churizo”]Clarke, I’ve just had a look: ace has an airdrop mechanic from air vehicles. We can drop a crate with reasonable accuracy from the dekota (name in game).

Quick maths: at 200 km/h -> 55.56 m/s -(15s)-> 833m

If we drop the crate 833m before the DZ we can get it to less than 100 m (depending on the height)
This would give you guys an immediate resupply.[/quote]

That sounds awesome, can you make it on Thursday for a few test drops? I had to move the training mission due to some RL stuff getting in the way last minute. We will insert about 2km away from the target but the mortar team has to get within 1km before being able to fire. Thus ideally the crate should be dropped at a second run once mortar team is in position.

Inherently that will make it harder to hit the target as ground forces won’t have access to GPS thus accurately marking their position is going to be difficult once we’re in the bush. I’ll try to locate a spot that can be easily found on the ground in the next few days.

Thanks to [user avatar=“https://assets-cloud.enjin.com/users/19716424/avatar/small.1540924361.jpeg” name=“Blodos”]19716424[/user] [user avatar=“https://assets-cloud.enjin.com/users/5721247/avatar/small.1400099509.png” name=“Koffer”]5721247[/user] [user avatar=“https://assets-cloud.enjin.com/users/19944121/avatar/small.1626508277.png” name=“Shadisica”]19944121[/user] [user avatar=“https://assets-cloud.enjin.com/users/13750996/avatar/small.1434401605.png” name=“Shails”]13750996[/user] and [user avatar=“https://assets-cloud.enjin.com/users/9240990/avatar/small.1579262273.jpeg” name=“Teddy”]9240990[/user] for helping me out test some more last night. We found that the night is really bright so we can start the mission at 00:00 o’clock and leave the base around 00:30. Yesterday we also experimented with chem lights and while both are decent due to the high chance of injury and unconsciousness I’ve decided to equip everybody with a single hi-red chem light which will be attached to one’s arm before boarding the plane. These lights make it easy to spot unconscious and dead bodies after the drop thus quickly recovering them.

Yesterday night before going to bed I took some screens of the map and created a plan drawing. I made sure to include a couple of landmarks so we can orient ourselves at the ground since we do not have any GPS equipment.

I’ve also included approach directions for the airplane as a first draft. In order to complete the mission as stealthy as possible, we will have to be flying fairly high during the infil and the resupply drop (800ish meters).

Also, I updated the screenshots from the base which include all relevant gear markers to speed up our base time.

Flying high will be an issue I think. At 800 m the people with non steerable chutes will drift very far. Possible more than 500m or more. Furthermore there is no telling where the crate will land.

Edit: if anything I can advise a low (100 m or lower possibly) and slow drop. For both the resupply and normal drops

Regarding the supply crate I agree, this will be a problem at this altitude. But we can do some testing on Thursday to time it right. Normally I wouldn’t be inclined to a high insert but stealth was really heavily emphasized in the OPORD and as I marked on the map there is a secondary FOB. Both FOBs are suspected to have AA missiles and at least one ZSU canon. If we can fly very high and not trigger any alerts that be a great boon to our surprise attack.

Regarding the storyline as well we can’t really fly in at 100-meter altitude and still claim the local militia did it. :wink:

With regards to people, we tested this Sunday and yesterday. If you fly slow (at around 130-150 km/h) and we jump out in rapid intervals we can stay very grouped together. Once the first jumper calls the pull (he will have an altimeter) everyone can open their shoots at roughly 120m ensuring low probability of crashing into the ground or being drifted into trees or further away from the dropzone.

The crate, however, will be very tricky indeed.

I forgot that chutes aren’t pulled immediately, We could ofcourse have someone jump with the crate wearing a steerable chute… Would allow him to mark the location and help you guys find it. We can run some extra test on thursday/ I will do some testing myself tonight.

Regarding the exfil: I don’t think leaving the base would be a good idea, depending on how the situation is I would try to exfil from the enemy base when all are dead and keep the far one as a reserve exfil if things go south.

Correct me if I’m wrong, but I thought the whole point of dropping 2-3 km away was that there would be no way our infiltration was detected. If we then follow this up with a supply drop only 1 km away, doesn’t this defeat the point?

Additionally (if we didn’t yesterday) we might want to test the visibility of the chem lights from the ground while people are dropping in the distance/above us, just to be sure we aren’t bright flares in the sky for our enemies to see.

Just reminder there can be the AA - ZSU "Shilka" 30mm and the SAM missiles.

[quote user_id=“5721247” avatar=“https://assets-cloud.enjin.com/users/5721247/avatar/medium.1400099509.png” name=“Koffer”]Correct me if I’m wrong, but I thought the whole point of dropping 2-3 km away was that there would be no way our infiltration was detected. If we then follow this up with a supply drop only 1 km away, doesn’t this defeat the point?

Additionally (if we didn’t yesterday) we might want to test the visibility of the chem lights from the ground while people are dropping in the distance/above us, just to be sure we aren’t bright flares in the sky for our enemies to see.[/quote]

I agree it’s not optimal, however, there are severe limitations that factor into the resupply being much closer. The mortar has limited ammunition from the start, we will give it a bit more via the ammo bearer but even then it will run out of ammo after two large salvos. Thus to have sustained fire we will call in the airdrop resupply right after the first shells hit the base. hopefully, the explosions and surprise attack will prevent the enemy from noticing an approaching airplane as they will be ducking for cover from the mortar shells. While the mortar gunner keeps up the effective fire the ammo bearer will look to the skies and try to find the dropped crate asap to drag it back to the launcher or if it is more than 100m off course then run back and forth with an empty backpack. The goal is to keep our fire sustained till we run out of ammo for maximum casualties in the shortest amount of time.

Alternatively one could drop the crate at the infil drop zone but then it has to be dragged backwards for at least 1.5 clicks which will slow us down a lot.

Regarding the chem lights: I kept an eye on it during our several jumps from various angles. as long as they don’t have a ground to bounce the light off they are fairly hard to see in the air. only once you hit the ground it lights up the area which is what we need to find potentially unconscious people quickly.

EDIT: I just realized something while looking at the gear sheet I started yesterday. For speed and low profile sake, I created several slots without backpacks. those could carry another M224 mortar ammo bag with them and drop it at the mortar setup location, thus giving us at least two more bags to work with. We can stretch it further to four bags but two of those would be over 40kilos which is really heavy. With that much extra mortar ammo, we could scratch the resupply drop.

This will be the preliminary gear list: Recce Challenge Gear List - Google Kalkylark

Feel free to comment and make suggestions here.

Another bit of optimisation I noticed, if we first empty the entire mortar at base (unload, don’t fire it) then we can reload it only with HE-1 shells, giving us five boxes à six shots from the start in the barrel, plus four additional boxes in each bag carried by someone into the field.

Thank you [user avatar=“https://assets-cloud.enjin.com/users/3749902/avatar/small.1500023987.jpeg” name=“Churizo”]3749902[/user] and [user avatar=“https://assets-cloud.enjin.com/users/5721247/avatar/small.1400099509.png” name=“Koffer”]5721247[/user] for challenging the supply drop. With this mid-maxing approach, we now have 102 shells from the get-go without any resupply runs. That should be more than enough to deal with that pesky FOB.