Tactical Planning: Forward "Party" (Battle for Fallujah Part 3)

[spoiler=Mission brief]Map: Fallujah Time: Two days after "Homecoming", Midday Weather: Clear Host: [user avatar=“https://assets-cloud.enjin.com/users/7849506/avatar/small.1590497467.png” name=“Seb”]7849506[/user] [center]OPORD[/center] [center]I Situation:[/center] Two days after the Fall of Fallujah, Carpe Diem have regrouped and are beginning their massive assault to retake the strategically important city. Ahead of this force will be Carpe Noctem Divsion, who have been tasked with destroying several important implacements that were constructed to aid the defense of the city, detailed in Section IIIl, such as mortar emplacements and field HQs. See Section II for this priority. These objectives will be behind enemy lines, meaning that QRFs will be able upon you relatively quickly after your assault begins on each objective, but it also means that defense of each objective will be lighter as the frontline has not yet reached the emplacements. It is imperative that you land close to the objectives (1-200m), complete them quickly and exfiltrate quickly, to fail in this may result in you being overwhelmed by forces converging on your location from all sides. Explosives, detonators and backpacks are available in the Launchers crate. The city is teeming with enemies - not just on objectives - keep that 360! Players can return to base for a full heal and rearm. Optionally, the infiltration team can be used as a forward element. They were inserted yesterday in enemy uniforms and can be used as a scouting element. In their car there are blufor uniforms if it is decided to regroup them with the main element. At base there are spare uniforms, M4s and ammo. Friendly Forces: [indent][list] [] US Army - Carpe Noctem & Carpe Diem [/list][/indent] Assets: [indent][list] [] ∞ MH-6 Littlebirds (2+7) [] 3x AH-6 Littlebird (2) [] Emergency extraction vehicles if all air assets are destroyed [/list][/indent] Enemy Forces: [indent][list] [] Fallujah Tsaron [/list][/indent] Civilians: [indent][list] [] Minimal civilian presence [/list][/indent] [center]II Mission:[/center] Not all objectives are required to be completed in the time alotted! Use explosives on the objectives to destroy them. To destroy several important sites in quick raids ahead of the main assault force. It is imperative that you land close to the objectives (1-200m), complete them quickly and exfiltrate quickly, to fail in this may result in you being overwhelmed by forces converging on your location from all sides. Optionally, the infiltration team can be used as an infiltrator element dressed in enemy uniforms. Objective Priority List: [list=1] [] Mortar Pits [] Field HQs [] Other Emplacements [/list] [center]III Execution:[/center] Commander’s intent [indent][list] [] Destroy Mortar Pit North [] Destroy Mortar Pit East [] Destroy Mortar Pit West [] Destroy Field HQ East [] Destroy Field HQ West [] Destroy Tank Maintenance Facility [] Destroy Field Hospital [] Destroy Fuel Depo [/list][/indent] Movement Plan [indent][list] [] The order of action and strategy used to attack each objective is up to the Commander. [/list][/indent] Fire Support [indent][list] [] Friendly forces may catch up with you and provide assistance. [/list][/indent] Optional Tasks [indent][list] [] Utilise infiltrators to scout objectives [/list][/indent] [center]IV Administration / Logistics:[/center] Resupplying [indent][list] [] Standard supply crates available at base [] Fuel, Ammo and Repair trucks for vehicles available. [/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 to 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[/spoiler]

This is the overall map of the scenario. I’ve hopped in to the map template and scouted it out with a littlebird from on high.

My overall plan is to take:

Alpha
MMG
Nightbird (3 transport Littlebirds, one armed littlebird)

Any excess are to go into DMT or platoon. This setup allows for a total of 21 soldiers (14 assault plus 7 overwatch) and 4 pilots, for a total of 25. much more than that and I’ll have to rethink how I do this.

Maps and drone images of the mortar pits. More to follow on the others, but these are the first priority according to HQ.

And to strike each location one at a time. This thread is about the specific approach to each site, and what order they are to be targeted ib

I would like to add that MMG is probably good enough to penetrate light armored vehicles, which is the majority of what we face, but I would recommend MAT over DMT since in the briefing for the last missions it was mentioned that there was quite a few tanks around still.

If we don’t have the chance to resupply fast enough we might run out of AT to deal with those. This is of course assuming that this mission does not exist in a vacuum and that factoid is still valid.

Also, if we take an armed little bird, it might be able to destroy the fuel dump from a distance by just chucking a bunch of missiles that way and going for a reload after if want to roll that way. That said, I assume it will be protected by enough AA in the form of ZU-23s to make that a dangerous task.

HQ Maps and drone images

Certainly open to taking MAT over DMT.

Do you think MMG/MAT could destroy fuel dump from range, possibly with support from armed littlebirds?

Depends on how it was setup by the ZEUS, really.
MAT might, but MMG probably not even if it would make sense.

Seb says in person is required

Tertiary objectives images