A Cause (Maybe) Worth Fighting For! SV Commands A GLA Cell IC Thread

OOC: Aight, @Simpli I thought I posted this already.

I haven't posted this already. And it's incredibly short so like, i don't know why I haven't posted this yet.

Imma post this now. Apologies for the delay.

"Ahhh, Mr Spencers – hobby philosopher are you? All the important questions of life: who are we, where are we coming from and where are we going~. Things seem to take a particular direction when beings of higher power take it upon themselves to change our lives completely from the inside out. Declining their call is most often not the wisest – or most interesting option and if you want me to get some training gear, a few of my squaddies are most likely quite happy to play paint ball against their superiors."

Part of me's idly noting that this really isn't answer my question, like holy shit what happened to the other people why're there new people. I briefly consider opening my mouth to reply but then I decide against it.

Because like.

God.

I needed a drink. Not that shitty rocket fuel those guys down in the other sections of the cave're brewing, some decent alcohol. Ugh.

Fuckin' slavers. And ROB shenanigans and shit.

The words were more or less the only warning the spymaster had as Sarah leaned over his shoulder, smirking lightly as she watched him hit the table, quickly taking a step backwards to evade getting hit by his shoulder as he jumped up from his chair and merely quirking a curious eyebrow as the wood decided that it wasn't worth bothering to stand. As the table collapsed before them in a heap of old wood and a flutter of reports and papers, she crossed her arms and followed her colleague to his computer, waiting patiently as the furry of the moment helped to write down the orders of the next month. With a slight tilt of her head she tapped against his shoulder again and coughed politely:
"Mr. Spencer, if I may note that I do have some small…thoughts to your plan in my role as GLA Operation officer. Aside from military operations generally falling into my portfolio.", pulling out a small slip of paper that read as a bit of brainstorming on their procurement specialists part, she tapped against his ideas for cover operations: "You are both attempting similar operations, even if his are more narrowed down on their income sources. I would recommend cutting down one of them and instead set one Crow on the Slave Train to find out its route and the escort that is being send with it. If we are truly talking of hundreds of slaves here, this is going to be one of their major investments and we might have to expect heavy resistance – I would prefer for you to actually gather intelligence on them first, instead of sending our troops in blindly. I can understand your reaction and I too would love nothing more than to run in gun blazing to safe the kids…but we should be clever about it. Furthermore – maybe have Eugen look into preparing us for the mass of children that could pour in should we attack the train successfully. After all we can hardly cram them all into our tunnel system, no to forget that we need to feed and clothe them, maybe even medical attention. We can't keep all of them either I fear and will have to part those that had been sold from those that were kidnapped – it's quite a lot of work that is coming towards us in either case."


Now see, intellectually I wanted to go "Fuck you, I do what I want, fuck these slavers, fuck everybody, because fuck. Slavery."

But.

Yeah, overreaction's not a good fucking thing. Fuck. Fuuuuu-

"Alright, lemme pencil that in." I grumble. Wouldn't do to take out my anger on my colleagues. That's just an assholish move to do. Fuck. Logic dictates that scouting'd be better. Get fewer boys and girls killed.

But dammit I hated slavery. If we didn't end up hitting this train I was going to walk into the cell commander's office.

Then I was going to scream at him until my lungs gave out or his ear drums did.

One or the other.

Okay maybe I wouldn't do that but I'd be unhappy damn it all.
 
-Social:-Social C: Propaganda! Name of the game, right there. Get the locals on our side, paint us in a bright, ivory, shade of light! What could go wrong?

Assisting.


-Military: Defensive Drills
Assist in the drills.


-Research:None

-Design Rocket Racks
Assist science wench

-Production"TITLE: GUNSHOPS"
Build gunshops to upscale gun production and custom gun parts for a CP bonus and possibly a production bonus


-Covert: Counter espionage (every turn for ever)
 
Production 1: Base defenses. 1x Demo Trap Field to secure the routes to our base, 4x Dushka Nests.

Production 2: Recruit 4x Rebel Squads.

Production 3: Produce the Lab upgrade my compatriot put together.

Result: Auto-Success!

The work to improve the defensive capabilities of your main base of operations starts with a network of buried artillery shells and barrels full of home-made explosives, rigged to radio detonators so that any invading forces will be torn apart by the sudden explosions and confuse them for your infantry to finish off.

Speaking of Infantry, four new squads of Rebels are inducted and given training and equipment. Armed with their various new weapons and with the addition of combat medics to help treat injuries in the field, morale and confidence is high.

Finally, you spend some time organising for the delivery of professional laboratory equipment in order to bring the lab in the base to a status where it isn't acting as a part-time school.

All in all, a good week's work.

(Demo Trap Field laid around Main Base)
(New Dushka Nests built.)
(Pitiful Laboratory upgraded to Decent Laboratory.)


Military: One Rebel Squad and one Defender Squad patrol near our base, to respond to Chechen incursions with the intent of slowing them down until our other troops return.

Result: Success

The forces are recalled and put on patrol duty to keep an eye out for Chechen scouts.

(You will have a chance of detecting Chechen scouting parties.)


Social: Advertise and recruit for our PMC.

Result: Neutral

Turns out, with the signing of the Reykjavik Accords last year, PMC's are popping up all over the place. Your group is lost amidst the other groups looking to secure some market share, but you do attract a small increase in new recruits.

(You will gain a free Rebel Squad every 4 turns.)


Covert: "Know your enemy and all that. In this case we need to know how to hurt the Chechens, rather than just hitting supply depots in the local area."
-Investigate the Chechen organization/structure to find what we can do to actually beat them, outside of simple attrition on their income.

Result: Minor Succes

Like with all great terrorist groups, the Chechens are a hydra, a Gordian Knot of cells and cell leaders with the true masterminds who hold real power hidden by a web of proxies, front organizations, and surrogates.

Chechnya and Georgia, no, Easter Europe won't have the clues to find the leaders by raiding their money-making avenues. You need to follow the money, find out which rocks these snakes are hiding under, and that will require agents moving abroad.

Thankfully, you have enough information to start following their trails.

(Send Crows abroad to follow the money trail of the Chechnyan leaders)
 
[X] Covert 1: Make it harder for spies to infiltrate our cell.

Result: Success

You find and reinstate old security measures against infiltration and start some new ones, and you soon get your first traitor who is quickly revealed to be a GRU operative. Turns out this one slipped through the net that revealed the MI6 and CIA agent, but he's dealt with now.

(GLA now strengthened against covert infiltration.)


[X] Covert 2: Detail one Crow Operative to observe the Valley of the Kildar.

Result: Success!

Your operative inserts herself easily and establishes camp in the mountains, watching everything with high-powered binoculars and her radio gear tuned to a frequency that hopefully won't reveal her, and if she does the Crow has orders to withdraw from the area immediately. In order to maintain a cover, she also ensures she's seen in town as the local brothel's newest girl, with the pimp in charge paid handsomely to keep his mouth shut if he knows what's good for him.

Her first report is informative:
1. Michael Jenkins is ordering in huge amounts of tactical gear and AK-Pattern rifles, with your Crow managing to tease a few details out from the multi-national experts he had flown in to train his newly-planned militia in regards to RPG's, mortars and even possibly buying a helicopter.
2. Jenkins has hired various ex-military specialists to train the Keldara in everything from operating radios to using sniper rifles. These people may not be as nearly-superhuman as Jenkins, but they are exceptionally-skilled individuals.
3. Jenkins money reserves truly appear to be significant. The Crow managed to hear about the shipping in of Tractors from the United States and other modern farming equipment along with new seed reserves and other miscellany.
4. Jenkins is into BDSM. The Crow wishes to have the pleasure of putting a bullet in between his eyes for having to suffer through the indignity of learning that little detail.
5. Another one of the whores paid to entertain his foreign advisors, a girl named Katya, is suspicious of the Crow and has proven herself sharp, venom-tongued, and vicious. What little conversation with the girl has revealed that the GLA and others have left a festering wound in her psyche that has made a cruel snake out of Katya. The Crow has promised caution just in case.

(You have a Crow conducting surveillance outside and inside Jenkin's territory. Local Intelligence on Michael Jenkins is now as detailed as you will get.)


[X] Covert 3: Have two Crow Operatives check up on the Slave Train.

Result: Success

The Slave Train is keeping to it's schedule. The trucks and vans are guarded constantly while the people being moved are always placed away from any routes of escape and chained or roped together to stop them scattering. Anyone who tries to run is gunned down.

They've killed six so far before the rest simply gave up.

Heavy weapons are machineguns and RPG's, nothing you can't handle while the rest of the weaponry consist of assault rifles, shotguns, the occasional hunting rifle and lots of pistols and Uzis.

The only problem are the numbers. 400 potential slaves and nearly 1000 Chechans, this convoy must be the big payday of the year for these people.

(Crows deployed. Chechens will be monitored until you strike.)


[X] Social 1: Lean on our contacts. See if anyone's willing to cough up blueprints of some kind.

Result: Critical Success!

Turns out one of your contacts had something special he was saving for a rainy day. You receive the blueprints and a production model of the Barret M99 Bolt-Action Anti-Material Rifle.

With the blueprints, your gunsmiths are able to make the necessary modifications to allow the gun to fire your Russian-made 12.7mm cartridges, granting your Snipers access to vehicle-killing capability.

(New Unit Unlocked: Heavy Sniper Team)
(New Technology Unlocked: Barrett M99 Anti-Material Rifle)


[X] Production 1: Let's look at making things easier for our Workers. Iunno, get a bunch of carts and put engines on them. Get them better shoes. Something. Anything.

Result: Auto-Success

Another of your compatriots has put together a cheap ATV that can be used to pull a larger cart behind it. With this addition, the Workers' output has skyrocketed.

(Worker Money and SP output has been tripled from base numbers. Workers are as capable as they are going to get in terms of funds and supplies.)


[X] Military 1: Better training methods for the Crows. History lessons to help them blend in better. Get a foreign language class going to help them blend into foreign territory. Have them practice walking quietly around the base. Something. Anything.

Result: Success

It takes rotating call-backs but you manage to set up and practice the new training methods with your current group of Crows. The lesson plan is basic since there is a lack of suitable training and teaching equipment at the Barracks, but the training in English and a few other languages (mostly Slavic and European for now) will be a help to your Crows in the future.

(Crows have a decreased chance of being detected when deployed to a foreign country.)
 

Military: The Great Train Robbery
Mr. Spencers reaction to finding out about the chance to stop hundreds of children from ending up in slavery is more than understandable and truly: we will have to do something about it. Hopefully with their information our right now still rather modest armed forces will be able to raid it, freeing not only hundreds of young boys and girls, but also striking a criminal organization that has already set its sights on us quite deeply in its finances. As our quartermaster is once more taking over the base-bound military duties, I will take the remaining six Squads and 3 Defender Teams with me.
Thanks to the recent equipment introductions their combat worth should have been improved quite a bit and I do think that we will be able to put up quite a fight if it comes down to it – of course I would prefer to have the crows point out which bushes the guards are using to shit and then pick them off piecemeal.
But as we are missing mechanical vehicles for now, we are going to have to try mirroring our ambush on the military police on a greater scope and for this accurate intelligence is going to be crucial. We will have to known which vehicles carry our enemies and which their "ware" – after all it would hardly be appropriate to blow up the slaves with our RPGs, or? Some collateral must be expected, but we should see if we can keep that as small as possible.
Should the Convey Escort proof too large for our teams – in a manner that promises no good chance of victory without wiping out nearly all of our forces- then they are going to fall back to our base again, as bitter as that might be. Most likely Spencer will try slugging me, but I do hope I can work a bit on my CQC skills before that.


Result: A Special Battle Event Will Now Take Place.

Military: Leadership begins at the roots
A soldier needs leadership – to feel its effect to believe in his chance to fight and win, the quality of the leadership only comes secondary in most situations, because bad leadership is still better than no leadership at all. As we are currently specialising our squads and equipping them with weapons that will hopefully enable them to mirror modern military units, we will also have to run a training regime that will give us dedicated squad leaders and future officers to lead the different formations. As such my assistants and I will work out a small curriculum on basic infantry tactics and leadership to teach those that seem to be quick enough with their minds to be suited for the job. With the amount of field manuals and guides floating around from various national armies of the world, we should find something that will suit our own needs and tastes.


Result: Success

You manage to find suitable candidates and put them through your new leadership training course, using what resources you have available and as a private joke, you name it the 'Sparta Program' with the new graduates quickly gaining the nickname 'Spartans' for their comparative discipline, particularly when compared to the regular troops.

As field officers and future commanders, these troops are given something valuable. Body Armour.

(All Units will be upgraded with Spartan Leaders)
(New Technology unlocked: Sparta Program. This will be key to more elite infantry types.)


Military: Defensive Drills
While our Tunnel Defenders are the experts in fighting in and from the tunnel network around our Headquarters, the rest of our troops and workers need to be drilled on it too and while the wishes of our workers to get their hands on weapons are understandable, I'm not sure if that is wise – not that it falls into my operations. But to add my own little contribution to raising morale and defensiveness at our base, I will a series of drills that will simulate various attack patterns and goals to teach our men when to fight, when to hide and when to quickly press themselves against the wall of the Tunnel to let the people with the explosives through.


Result: Minor Success

While most of the tactics are easily taught, the troops are still somewhat over-eager. But at least their discipline has mostly improved and they now move with more organisation through the tunnels, which is not really that hard since GLA tunnels are made to transport vehicles after all. Ever seen a SCUD missile launcher move through one of these? Clockwork precision.

(Troops drilled in tactics and proper tunnel movement. Discipline improved slightly.)


While using the crows to observe and infiltrate enemies might be a solution for now, we are most likely going to specialize further as our cell grows and designing pairs of troopers as scouts sounds sensible. Arming them with good communication and observation equipment, as well as some carabines or other rifles we have lying around, might be a good way to keep them light and concealable, while also giving them the means to defend themselves. Of course the most important part of their equipment: a set of wheels to get from A to B, is something we still have to procure and as such…


Result: Success

While you would have equipped the scouts with rifles, the piles of submachineguns lying around are in fact what is necessary to allow the Scouts to be able to defend themselves while lugging around the necessary observation equipment.

Since they are lightly armed and carrying this equipment, Scouts rely on stealth, speed and good senses and reflexes to do their job. Once in position, Scouts are trained to map out areas, studying for areas of weakness and possible entry points to locations as well as locating enemy officers and other valuable targets using their array of observation gear before sending back via radio or secure email.

(New Unit Unlocked: Scout Team)


Production: Do you have 50 $ for an ATV?
Part of the Scout Design Plan – and maybe a nice basis for our currently non-existent motor pool- would be some Quad Bikes/ATVs, which can easily be used in our operations, as well as being nothing that would caught the eye as they see extensive civilian use in agriculture and hunting. That they are off-road capable also features in quite nicely and should allow us to deploy our scouts quickly and easily where we need them.


Result: Success!

You have what industrial assembly equipment available put to work developing a cheap ATV for the Workers to use, and thanks to one of your compatriots designing an expanded Cart for the ATV to tow, the productivity of the cell's workforce has sky-rocketed. Plus, those maggots have finally stopped whining!

(Workers upgraded with ATVs and Carts. Money and SP output tripled from base values. Workers are at the limit of their resource-generation capability.)

For all of a day it seems...

(The workers don't want to sweep for mines using shovels on their knees. They would like proper Minesweeping equipment.)


Intrigue: A Military Who is Who
With the Critical Success of our Propaganda Officers efforts in building up networks through the region, we now have more or less infiltrated the whole country in some way or another. As Georgia has shared the fate of many former soviet states, with at least one civil war, a demising of central authority, together with two separatist territories and a quite constant pressure and need to modernize, we might be able to find allies or targets in the military. Using our network to gather information on the current mood of the military, it's units, commanders and rivalries sounds like a good way to know potential dangers or opportunities.

Result: Success

You put together a dossier of various Georgian military units and their commanders based on the intelligence your contacts are able to provide you. While these forces all have their rivalries, many of them should be open to judicious bribes that will accordingly increase based on your needs and the amount of secrecy that has to be done.

The military is confident; its funding is largely intact and with the United States and Russia both using the country as a proxy against terrorism, they have access to a number of sophisticated pieces of military hardware that are beyond your reach to bribe into your service. Not only that, the US support for the recently-elected leader of Georgia means that the bureaucracy will not be as corrupt as you would like beyond basic info-brokering since the Americans will want to keep him in power.

Several military units stand out in the Dossier:
-The 2nd Quick Reaction Force is a Russian-trained airmobile battalion, loyal to the government and incorruptible. When they've come down on the Chechens and other targets, they are ruthless.
-The 14th Mountain Infantry may be corrupt, but they have recently been bolstered by joint-training programs with the Americans, so their new commander is unlikely to be willing to deal with the GLA unless you have some exceptionally large bribes. Millions of dollars at a minimum.
-The 1st Armor Brigade are essentially mercenaries within the Georgian military, there are constant rumors and unconfirmed reports of them selling their services on the sly since T-80 tanks and other Soviet-era combat vehicles are quite common in this region.

(You have created a new Intelligence Dossier for Georgia. It will be recorded as a Special Asset.)
 
Social a.k.a Is I Can't Tell If This Is Covert or Social Anymore (HALP!)
-Social A: Continue offering services/manpower to nearby settlements and villages in exchange for supplies and funds.

Result: Minor Success

The people are willing to trade, but as long as Chechnya remains a problem they must remain outwardly cooperative with them to avoid having their homes raided or destroyed. Out here in the sticks, 'arson' is a codeword for Chechan death squad.

(You must continue to damage the Chechans and enforce your control over Georgia's hinterlands.)

-Social B: Discover and attempt how to "improve" our standing with the local leaders/law enforcement, hopefully making cooperation all the easier. (Bribes? Favors? A Fruit Basket?)

Result: Success

You want to improve your standing? Hand over money. Bribery is a way of life in Eastern Europe.

(Start budgeting money to pay out bribes and gifts. Maybe it will make your life easier.)

-Social C: Propaganda! Name of the game, right there. Get the locals on our side, paint us in a bright, ivory, shade of light! What could go wrong?

Result: Neutral

The locals are already on your side. They just want you to deal with the Chechens.

Don't You Love An Assistant?
-Research: Help another guy!
-Design: Help another guy!
-Production:Help another guy!

Result: Auto-Success.
 
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Shiva, in the middle of a frenzy of lab-work, drops off her planned actions on the Cell Commander's desk.

Research: Heavy Weapon Kits
Heavy weaponry is good, yes?

Result: Critical Success!

It's quickly apparent that the GLA needs to be independent of arms dealers who could also be selling information back to the West, so your scientific research staff happens upon a rather ingenious solution of just building new heavy weapons to be carried by infantry!

The Heavy Weapon Kits barely take any time at all to develop and with the provision of the M99 blueprints, you develop three unique weapons with the groundwork laid for more advanced equipment.

The first is a Heavy Shotgun developed from broken down Dushka heavy machineguns, rebored and retooled to accept 23mm shotgun shells. These belt-fed monsters are semi-automatic, but the science teams promise that with further study they should be able to restore full-auto fire.

The second is ever movie action film's favourite cliche; a man-portable minigun. Since the GLA makes as much as purchases mountains of 12.7mm shells, the weapon developed is design to use that as ammunition, using it's weight and a rather clever harness system to handle the recoil of the ammunition, and while it does use a tension-wound spring to spin the barrels when the trigger is held down, there is potential to fit a small motor to replace this function, ensuring that the weapon does not have to rely on using the gases from the ammunition to maintain a steady firing speed.

Finally, using the M-99 as a basis, the research teams unveil a monster of a sniper rifle, with a 6-shell magazine of 23mm anti-aircraft shells for anti-vehicle and extreme anti-personnel work.

(New Technology Unlocked: Home-Made Heavy Weapons)
(New Technology Unlocked: Spring-powered 12.7mm Minigun)
(New Technology Unlocked: Heavy 23mm Shotgun)
(New Technology Unlocked: Bolt-Action Sniper Cannon)


Research: Remote Controlled Vehicles
VBIEDs are all well and good but what if we could make RCVBIEDS?!

Result: Success

With the upgrades done to the lab, the research teams are able to begin working on developing a suitable remote-controlled delivery package for some explosive surprises.

Naturally, they start ordering remote-controlled trucks and other expensive toys over the internet.

(Research Started: 100/500)


Design: Hellcannon Carrier
By using some of our errant Abrams frames as platforms to mount Hellcannons on, we can make these super-heavy mortars easily mobile!

Result: Major Success

The Hellbringer Mortar Carrier is the name you give to the mating of the Hellcannon super-heavy mortars and the piles of Abrams frames you have lying around under tarps. These mobile artillery pieces require a crew of six; a driver, a machinegunner, and 4 Rebels to load the Mortar, turn the gun in it's motorized mounting and of course fire the Hellcannon.

This vehicle still requires facilities suitable for assembling vehicles but at this current moment the prototype is fully ready for active duty in order to act as a proof of concept.

(New Unit Unlocked: Hellbringer Mortar Carrier)
(Free Unit Received: 1x Hellbringer)


Design: Rocket Racks
Wouldn't it be grand if we could mount a couple of dozen decent sized rockets on a rack and then put that rack on a vehicle? Super-mobile rocket artillery get!

Result: Neutral

Turns out the GLA does have a Rocket Buggy design, but that would require researching one of the Legacies to unlock.


Production: Djinn Hellcannon
Now that we've got them, let's use them! Gotta make them first though.

Result: Auto-Success

Covert: Counter-Espionage!

Result: Success

No infiltration of the GLA found.
 
-Social:-Social C: Propaganda! Name of the game, right there. Get the locals on our side, paint us in a bright, ivory, shade of light! What could go wrong?

-Military: Defensive Drills
Assist in the drills.

-Research:None

-Design Rocket Racks
Assist science wench

-Covert: Counter espionage (every turn for ever)


*Shrugs*

Result: Auto-Success

-Production"TITLE: GUNSHOPS"
Build gunshops to upscale gun production and custom gun parts for a CP bonus and possibly a production bonus

Result: Success

You manage to secure a line on gunsmithing tools and equipment, establishing a proper facility for the creation of new weapons and equipment, as well as modifying them to suit their wielders or as the cell's technology advances.
 
Major Battle: The Slave Train - Opening Phase
Location: A lonely valley in Georgia
Time: Midnight.

The first sign that the Chechans receive that they are under attack is not when the forward patrols are silently murdered with knives, nor is it when the snipers opened fire. It was the moment the molotovs landed in the midst of the tents that the Chechans had set up for their sleeping quarters, causing chaos to erupt as men ran out missing various items of clothing as they clutched rifles while camp whores ran for safety.

The cracking of sniper rifles, followed by the cries of 'Rise Up!' and 'For The GLA!' soon start the battle proper over the chattering of assault rifles as the Rebel Squads move in to secure positions in the camp and block off the Chechens from their vehicles.

Meanwhile, more Rebels move in to secure the slaves as Tunnel Defenders ready their weapons in case the Chechens have other vehicles stored out of reach of the attacking GLA forces.

Meanwhile, overlooking the battlefield, the call is made to headquarters to report back on the situation.

Situation Report:
-GLA: No Casualties
-Chechens: 170/1000 casualties

Battlefield Priorities:
-Prevent Chechens calling for help.
-Prevent Chechens killing slaves.
-Stop any escaping Chechen vehicles.

Reinforcements Available:
GLA: Hellbringer Mortar Carrier, Hellcannon Battery
Chechens: Unknown

Support Options Available:
GLA: None
Chechens: Unknown




Tutorial:

Each Major Battle proceeds through as many Phases as possible until the opposition or your forces are wiped out or retreat.

To do this, you must fulfill as many Battlefield Priorities as possible during each phase in order to cause as much carnage as possible to the opposing side.

The Operations Director is the one responsible for forming the plan and is the only one who can post those plans. Make sure to discuss in OOC what the plan should be.

If you require it, call in reinforcements to bring to bear additional firepower, as well as any support options if they are available. Support Options are only available in limited amounts and either run out for the duration of the Major Battle, or have a cooldown once depleted.
 
Chechen Slave Train attack - Battleplan
Available Units:
6 x Rebel Squads (13 men, 500 Firepower. AK-model Assault Rifles, Molotov Cocktails, AK w/ ACOG Sight, Scoped J-14 Sniper Rifle, Combat Medic.)
3 x Defender Teams (6 Men, 730 Firepower. 'Hornet' Stinger Missile Launchers, Scoped J-14 Sniper Rifle, Combat Medic. Doubles Firepower against Aircraft and Vehicle opposition.)
2 x Crow Operatives (1 Person, 100 Firepower. Pistol, Knife, Radio, Laptop)

Battlefield Priorities:
-Prevent Chechens calling for help / Prevent the Chechens from organising themselves once more
-Prevent Chechens killing slaves.
-Stop any escaping Chechen vehicles.

The first thing we should do is to call in our Mortars, mostly because we are still outnumbered more than 8 to 1 – even if the Chechans seem to be slightly worse off when it comes to weapons as they might have a few MGs we lack, but are also fielding quite a lot of pistols and other small arms that we could outrange (not that the inside of the camp is the best position for that). As such our first priority should be to keep our enemy in Chaos, so they don't notice just how few of us there are. The fire has been a good start, throwing of our enemy's vision, blocking their paths and together with the time of the attack it should take some time for someone responsible over there to work out just what is going on – which means that would be a nice moment to blow up each and every group of enemies we find that seems to be pulling together once more. Nothing is going to be more destructive to moral than to lie under artillery fire without the ability to hit back or know where it is coming from. Together with some marksman taking shots at everyone who looks important, this should keep them unable to fight back – hopefully also keep them from calling for help if we can target radio carriers.
I think we sadly can't send more than 1 Rebel Squad towards the slaves for now, but the other should keep their guards busy and if possible the two Crow operatives should following the squad. 15 of our man and 400 slaves does not sound like the best idea, but thankfully the Chechans have left us the right tools to evacuate them: their vehicles. As we already secured those, we "only" need to get the slaves to follow us (hopefully the crows can be charismatic) and then into the vehicles – we should ask them to give us drivers, before they fear that we are just like their current captors. Then our troops only need to cover the vehicles as the drive to safety.
The three defender teams are our reserve
either for the worst case scenario against infantry -time to use their anti-personal rockets- or more likely in the case that there are other vehicles of the Chechans that were on patrol or parked somewhere else. I seriously don't want to hear of a MG on a truck ruining our day. They are responsible for taking care that none of the Chechens vehicle escape and maybe we can put some rebels up to sabotaging all vehicles we can't take ourselves or need to transport the slaves with.

In short:
  • Call in our Mortar
  • Keep the Enemy in Chaos - Use our mortars for that, as well as stopping the enemies from forming up again
  • 1 Rebel Squad + 2 Crows go to safe the slaves and bring them to the vehicles to drive them away
  • Other 5 Rebel Squads cover the other operatives and Slaves and then pull back with them
  • Defender Teams stay in reserve
  • Defender Teams make sure that no Chechen vehicle escapes
  • All vehicles we don't need get sabotaged
 
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