Jumpmaster/Loadmaster of the "Stage Left" survives; after some time convalescing the unit can be reintroduced by this man's knowledge alone. You only need to build him a new combat Chinook.
(OOC) Frankly this seems entirely reasonable to me, in the context of our narrative both the pilot and the gunners aboard proved to be shit and should be easily replaceable. It is this man that knows how to use the insertion/extraction equipment that makes the unit Elite.
(Perk: All aboard - by using a combined technology of Fulton surface-to-air recovery system (STARS) and Special Patrol Insertion/Extraction (SPIE) a platoon may be extracted without the helicopter stopping to grab them, it requires the helo once it has hooked the dragline to do a near vertical assent ) and can in extremis by performed under fire with the Chinook providing suppressive fire from its 2 door guns and the ramp gun.)
(would need a judgement call by @Smithsguild ) Is jumpmaster healed enough? can he do what I hope he can?
The plan currently assumes a total fog of war with regards to the position of enemy targets outside of Charleston's walls.Initially @Highwind , I think the best stratagem (highest odds of success w/t minimal casualties) is to dispatch singular jumphawks to drop troops close enough to reasonably engage and to take out standalone targets. (4 infantry units as passengers - using fast rope disembark, & 1 supporting vehicle on cargo pallet - tank, mortar, hawkeye, ALSV's, strykers, etc.) --- 5 units should have numeric superiority compared to small outposts left in the field.
Larger, more entrenched outposts dispatch !2! jumphawks, (8 infantry units as passengers, MLRS on one cargo pallet, SPLL on second pallet)
--- This is a helluva lot of fire power, and with the SPLL the MLRS can wipe multiple grid squares as standard doctrine.
Targets in preferred order: Sensor nodes (not limited to just radar), > entrenched SAM sites, > small camps of raiders/infantry or areas that they resupply from.
I personally would send air support in the form of one of the uncommitted helos (SuperCobras, Killer Shrikes, Blackhawk) assigned to support 1 or 2 (but if needing spread thinner you could go upto 3-4) jumphawk groups in relative proximity. Serving as both close air support (mostly thru guns) and AA thru the missile payloads.
As the targets are cleared, secure a LZ for troops/vehicles to re-embark and then leapfrog to next relevant target.
The most endangered of targets should be held to late in the Bracer rescue stage, actually bloodying Charleston.
Short Term (this engagement alone) - Reassign the Jumpmaster of the Stage Left to a Jumphawk, for the advantage of using their perk.
In this case the chinook is actually the unarmed sister ship aka Jumphawk so no suppressive fire from this ship anyhow... but snatch and grab rescue of 4 infantry and ?maybe? a cargo pallet as well? (would need a judgement call by @Smithsguild ) Is jumpmaster healed enough? can he do what I hope he can?
@Smithsguild does Liberty have a list of potential targets for us? They did promise to deliver us a map of Charleston's sensor network among other Intel.
That progression and general plan sounds reasonable. I know I haven't been super-engaged the last couple of weeks, but looking at this summary, I can't find any glaring issues with the plan. Doing the best we can with what we have, etc.My thoughts on how I had intended to run the battle.
Opening round - engage known (33%) target locations edge of Charleston sphere working inward
As forces are engaging known targets ships with Advanced sensor package will forward data to the Spooky II (the closest thing in your air fleet to an AWACS for purposes of command and control) Spooky will earmark former unknowns as to what their true nature is and assign new fire missions to available airstrike units (Strike Eagles, Longbows, and Grey Eagles) unengaged jumphawks w/t infantry & vehicles will be directed to appropriate ground targets (under the protection of SuperCobras, Killershrikes, & Blackhawk).
Sensor rolls will be conducted from strike eagles, longbows, grey eagles with corroboration provided by Spooky and the Pathfinder whose more advanced sensors will color operational intel. (You will be functional but nowhere as effective as if you possessed actual AWACs style coordination in theater).
I'm guessing somewhere in the midst of that mess there we have the drop of me and my squad into the city?
I've been sick and mostly out of action for the past week. The abstracted approach is more than satisfactory and I'll be trying to finish the plan in the next couple days.@Highwind , you've never responded if my abstracted approach would be satisfactory? it's slightly over a week now since the thread has had ANY activity.
Got anything you think it would be good for us to hit with a cruise missile? Or should we just hit the docks and hope we get lucky?OPERATION KNOCKER
For this operation, our standing military will separate into three groups, each with a different mission. These are the Suppression of Enemy Air Defenses (SEAD) group, the Offensive group and the Rescue Group.
Each group has their own set of mission objectives and orders, but the following applies to everyone:
- All units that can make use of colored smoke or flares are to be equipped with them, to use for battlefield communication in case of radio jamming. These include colors for marking targets, requesting backup, signaling a retreat, etc.
The SEAD Group:
- Objectives:
- Unit Composition: Three Apaches, Six Grey Eagles, four F-15E Strike Eagles.
- Destroy as much of Charleston's Sensor and Air Defense network as possible.
- Open a hole in the Wall for civilians and Spec Ops to escape.
- Destroy targets of opportunity.
- Aircraft Loadouts:
Apache (4 hardpoints):
3 Grey Eagles (4 Hardpoints)
- AGM-122 Sidearm (4 shots)
- Hellfire Missiles (4 shots)
- Hellfire Missiles (4 shots)
- AGM-122 Sidearm (4 shots)
Other 3 Grey Eagles (4 Hardpoints):
- ADM-160C MALD-J (1 shot)
- AGM-122 Sidearm (4 shots)
- AGM-122 Sidearm (4 shots)
- ADM-160C MALD-J (1 shot)
F-15E Strike Eagle (6 Hardpoints):
- AGM-122 Sidearm (4 shots)
- AIM-92 Stinger (4 shots)
- AIM-92 Stinger (4 shots)
- AGM-122 Sidearm (4 shots)
- Strategy:
- CBU-87 Combined Effects Munition
- CBU-87 Combined Effects Munition
- CBU-87 Combined Effects Munition
- AGM-65 Maverick Missile
- AGM-65 Maverick Missile
- BLU-91/B (anti-tank mine)
- The SEAD group will advance towards Charleston with the Offensive Group's column. Once the units approach the edge of Charleston's Sensor network, the first MALD-J will be released, with waypoints set to make it orbit the area for the approximate time it will take for the ground troops to disembark before following the next set of waypoints towards Charleston territory.
- Once the ground troops disembark, the SEAD team will begin targetting enemy Radio sources and AA sites on their way towards Charleston's wall.
- MALD-Js are to be used as deemed necessary to prevent casualties for the SEAD Group.
The Offensive Group
- Objectives:
- Unit Composition: All of our Ground and Air troops not part of another Group.
- Seek and destroy Charleston assets outside the walls.
- Destroy targets of opportunity.
- Destroy, disable or distract as many of Charleston's military forces as possible.
- Strategy:
- All ground units will board Jumphawks and fly in a column towards Charleston.
- Upon approaching the edge of Charleston's sensor envelope, all units will disembark from the Jumphawks and separate into strike groups to hit the targets on Liberty's Hit List.
- Strike groups must contain at least one aerial unit to provide CAS and their precise number and composition will depend on how strong the opposition is expected to be.
- Target priority is: Sensor nodes > Raider camps > Anti-air and defensive emplacements.
- Infantry units that are no longer combat-capable, for whatever reason, are to disengage and send request extraction from the nearest Jumphawk via colored flare or smoke. Jumphawks are authorized to use STARS to retrieve units still under threat.
The Rescue Group:
- Objectives:
- Unit Composition:
- Rescue Bracer Phoenix and his Rangers from their hiding spot in the Argus USA cement plant.
Elite Engineer units (Ground Dragons, Silent Sappers); Elite Pathfinder Crew (Outriders); One Jumphawk squadron; Two Strike Eagles; One Apache and pair of Grey Eagle UAVs.
- Aircraft Loadouts:
Apache (4 hardpoints):
First Grey Eagle (4 Hardpoints)
- Thermite Rockets (7 shots)
- Hellfire Missiles (4 shots)
- Hellfire Missiles (4 shots)
- Thermite Rockets (7 shots)
Second Grey Eagle (4 Hardpoints):
- ADM-160C MALD-J (1 shot)
- Hellfire Missiles (4 shots)
- Hellfire Missiles (4 shots)
- ADM-160C MALD-J (1 shot)
F-15E Strike Eagle (6 Hardpoints):
- Hellfire Missiles (4 shots)
- AIM-92 Stinger (4 shots)
- AIM-92 Stinger (4 shots)
- Hellfire Missiles (4 shots)
- Strategy:
- BLU-91/B (anti-tank mine)
- AGM-65 Maverick Missile
- CBU-87 Combined Effects Munition
- CBU-87 Combined Effects Munition
- AGM-65 Maverick Missile
- BLU-91/B (anti-tank mine)
- The Rescue Group will move with the rest of the column until near Charleston's Sensor envelope. Once there, the Pathfinder, carrying the Silent Sappers will fly NOE towards the Bracer's position while the other units stay behind.
- Once they arrive at Bracer's position, the Sappers will begin preliminary work to remove Braacer from the rubble and fortify the position however they can until the others arrive.
- Once enough time has passed for the Offensive Group to draw Charleston's attention, the rest of the Rescue Group will make a beeline to join the Pathfinders and the Silent Sappers. The Strike Eagles will intercept any threat approaching the group while the Apache and Grey Eagles will provide closer support. MALD-Js are to be used as necessary, but try to save the other one for the return trip.
- Once everyone is on Bracer's position, the Strike Eagles are to use their BLU-91/Bs to create a minefield to further defend the area and everyone is guard the Sappers and Dragons as they extract Bracer from the rubble.
- Once Bracer is loaded onto the Jumphawks, Everyone is to make a beeline back to Savannah.
The pIan is pretty much complete. If I forgot or overlooked anything, do remind me and I'll edit it in.
Also, there's some BBcode fuckery going on with the formatting.
The docks and the rest of the are already a deathtrap for ships that don't know the right route thanks to artificial sandbars and shipwrecks. We might as well make it a deathtrap for all kinds of ships.Got anything you think it would be good for us to hit with a cruise missile? Or should we just hit the docks and hope we get lucky?
Fair enough. Was mostly wondering if there was anywhere on the land side of things where a few missiles would be appreciated.The docks and the rest of the are already a deathtrap for ships that don't know the right route thanks to artificial sandbars and shipwrecks. We might as well make it a deathtrap for all kinds of ships.
Edit: to elaborate, we can shoot to dislodge or further destroy the shipwrecks and to mess with the sandbars so navigating becomes as dangerous for them as it is to us. Disrupting their naval operations in the short term is a valuable objective in and of itself, and also buys us time to hit the port infrastructure.
I assume our starting point is too far from the shore for the Navy to make a difference. Mostly due to the location of the highways. If you have any suggestions I'm all ears!Fair enough. Was mostly wondering if there was anywhere on the land side of things where a few missiles would be appreciated.
BGM-109 Tomahawk Cruise Missiles (890 km/h = 37 mv turn) Nap of the earth flight (30-50m AGL) for use with the SSGN submarine
Range: with current technology in these atmospheric conditions, limited to about 300 km under perfect conditions. (Provided jet propulsion problem solved). Edit 3/21/2020: It was!
Design Flaw: Expensive - Each such missile fired costs 50 R (350 R per MAC Tube / or a total SSGN [154 Tomahawks] rearm takes 7,700 R)
Must choose HE or Combined Effects Bomb payload per MAC tube.
Perk: Accurate Weapon - allows called shot [PP]
Edit: Yes, these are grossly expensive but an over the horizon, local spotter friendly, standoff weapon that can deliver burst damage should be. After all it was never meant to be SNS Staurolite vs the World.