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  • [INFO] Mercury Series - Discussion Thread

    Mercury Progressive Mission Series
    MadSoloSniper

    Theater Operation Designator– Mercury
    Location - Tanoa Island Group
    Operation timeframe - Operations take place over a 2 week (in-game) time frame

    What is the mission series?

    Zeus Lead / Progressive / sort of turn based / mission series

    Zeus Lead – assets will be placed in advance or any operation and Zeus will “manage” the flow and timing of the operation only.
    Progressive – based on the actions of the BluFor Commander the missions will “flow” where the operations take it. There may be an occasional “side” mission based on commander need (request) or mission requirement (USPACOM / Zeus initiated).
    Sort of turn based – when each mission is complete the enemy commander will be informed of any INTEL or update on existing INTEL based on “the actions of the NATO team – if available” and the enemy commander will move his assets accordingly in anticipation of the next BluFor Operation.
    Mission series – this series is slated to run for eight (8) missions. The “game time” will be a two week spread of in-game time and operations can take place at any time of day (commander request) based on gaining as much tactical advantage as possible.

    So what about the missions?
    It’s an open world (within the scope of the Tanoa Islands) and as a team you can plan and go wherever your command wants to go, but be aware, every mission and every action has consequences and the enemy commander (not Zeus) will respond by moving and reinforcing areas and protecting his “Critical Assets” based on what INTEL he gathers from his field commanders.

    This is a thinking man’s mission set. It’s not just about the “trigger time”, this one is also about what happens between the missions and what you guys (command and other SL’s and team members) do and discover BETWEEN missions as well.

    It’s about INTEL, gathered on the ground, gathered via HUMINT and even the support of “Hearts and Minds” as part of the operational mandate. There is the local population that needs to be considered; kill too many and they may turn against the team, support them and their needs and they may help you with additional INTEL to assist you in your campaign to discover what is happening and what TacticalGamer.com Unit must do next.

    Take good notes – Zeus is “Switzerland” in these missions and will not help or advise on actions. Acting as “USPACOM” Zeus will only be considering Theater Level topics and needs. Local operational orders and missions will be up to TacticalGamer.com Commanders. The INTEL as gathered will be forwarded to USPACOM (MadSoloSniper) along with commander mission requests (and asset requests). USPACOM will review and authorize all missions after the initial INTEL mission.

    Operational Forces:

    TacticalGamer.com Unit
    TacticalGamer.com Unit will have limited assets to begin with; you will not have any significant resupply access (logistics) due to the island nature of AO and the lack of air assets or superiority.

    Like the enemy you will have limited information on troop locations or strengths. It is advised to "RECON" before charging in (just a thought) and the enemy will only have INTEL on TacticalGamer.com actions based on how well (or not) you execute your missions (things like firing in the air at the end of a mission – just saying) and how you go about discovering weaknesses and exploit them to your advantage.

    Enemy Units
    The enemy is well established, fairly well trained, and fanatical about what they are building on the island chain (no one knows yet what that is). It should be assumed that they have: Air support, Armor, AA capabilities, transport capabilities (both land and water based). Also it is believed that they are Battalion strength (https://en.wikipedia.org/wiki/Military_organization ). That’s what you are there to find out and report back to USPACCOM (this command). From there what you do is up to you and your men. Consider how to operate and what you think are the best actions (missions) to take to discover more about the situation and what operations will best suit the needs to establish peace on the island and to eliminate any threat to the islands.

    You’re a small team. Command is not even sure what the problem may be. Your first assignment is to assess the enemy threat and report back on troop locations and movement. Based on this initial assessment your command can make some operational decisions and orders based on what you think should happen next.

    You do NOT have air superiority
    You do NOT have strength in numbers
    You do NOT have significant assets
    You DO have the element of stealth and surprise for the moment

    Deep Dive on the enemy command (Behind the curtain)

    I have a friend who is a huge “sand table warfare” player. He has agreed to be the enemy commander and has been given a map of the islands and a specified number of “assets” to protect the islands with. He has also been given a number of “key” high value areas to locate, develop and defend. Between missions he will be given “BluFor INTEL” based on the actions of TG commanders and what can be “reported” up his chain of command in the enemy world (I will not be helping him). From these communications (map markers) he will react and respond to protect his assets and respond to threats at the theater level only.

    Zeus will move assets (enemy) between missions (with an allowance for some real time capabilities) which will affect future missions and will define the location and nature of some specific assets.

    Initial Mission

    Mercury One – Sleeping dogs
    Small INTEL recon mission. We’ll run the initial one on Tactical Tuesday (late) to get things started. There will be some time between that mission and the first event mission for the recon team to report back to their CO so plans can be made.

    ALSO – After the initial mission COs must file mission plan (rough idea at least) to this command (USPACOM / MadSoloSniper) so that Zeus can be prepared (the world is your oyster so to speak, but ya gotta give me time to get it ready). Enemy assets will be placed based on your planning and to keep server frames as high as possible (not that that is a hint or anything).

    I recommend good “out of game” notes and INTEL mapping and posting to the Mission Discussion thread on the boards to keep future COs, SLs, and teams informed of what has gone before (AARs will be helpful as well and “Notes on Steroids” might be a good idea). The enemy commander is NOT TG and does not have access to any TG assets (he’s kind of old school actually) so information shared in the forums will be yours only.

    From there it will be up to you guys what you talk about, what you do and how the mission unfolds. I’ll only be USPACOM at that point able to support you in limited ways with spotty satellite INTEL and possible assets based on availability in the theater of operations and as allowed by other operations taking place in USPACOM at that time (read – limited friendly assets as well just like the real world).

    Final Words from Solo (if you made it this far):

    “Trigger time” there should be plenty, but not all the time and not “finger on the trigger for hours”, it will be a touch more realistic and there will be “decision points” that will need to be considered based on their long term implications (consequences). . . and that’s all I’ll say on THAT topic . . . wink.

    “Walking” – well ya, it’s battle, there is a certain amount of that always, but I’ll keep it “in context” and make sure it’s not about “one end of the map to other end of map” . . . just because.

    “But Solo I want THIS optic” – save it for the wife, the SO, or for in the bar after the OP, these will be mostly “Drop and play” missions where you’ll have pre-configured loadouts and run the OP with what you have. We're going for good quick team play, not a lot of time in loading out or in getting "arranged".

    “Can this one be at dusk, at night, can it rain . . not rain, sun but not tooooo much sun” – Again save it for some other conversation in some other context. Commanders will have the ability to ask (well in advance) for “assets” to help with operations as well as time of day for a particular OP. Some stuff you’ll get, some you won’t, but unless there is a major break in ArmA there won’t be any “game day crates” that will be deployed so you can have your favorite hat or scarf or optic or to change it to a light breeze on a sunny fall day. This is war gentlemen, now let's Get Some!!

    Thanks guys, this one has been brewing for some time, let's see how it unfolds.

    Respectfully,

    MadSoloSniper

  • #2
    I was walking through Kavala the other day and picked up a copy of the Tanoa Free Press from the local news stand.

    Made for an interesting read.

    I linked to their online copy for you guys here.

    Online copy

    Solo

    Comment


    • #3
      Mercury Two – October 29th
      OPORD

      Based on the intel your team collected along with information from CIA Operatives in the region TactcialGamer.com Unit is to meet a local sympathizer in the village to the west of Blerick and secure the information that he has. You are then authorized to secure and clear the town of Blerick and collect any further intel and forward it to command.

      Team counts have remained the same, but some operators have changed based on INTEL gathered. Operations are authorized up to 21 personnel for this operation and will begin at 0530 (Local) as the local informant will be home at that time.

      No Civilian operative will be available for operations.

      Command Element
      PTL
      Med
      Med

      Assault squad
      SL
      FTL
      AR
      AAR
      GL
      FTL
      AR
      AAR
      GL

      Recon squad
      SL
      FTL
      Scout
      JTAC
      DEMO
      FTL
      Scout
      JTAC
      DEMO


      Operations must be complete by 0700 (Local).

      Comment


      • #4
        As the 'el-tee' of the first op. May I recommend that the following PTL request in advance. The precise type and number of weapons, ammo, equipment. As per discussion after the mission on TS.

        Just as an example. Assault Squad
        Uniform: U_IG_leader or NATO
        Vest: V_PlateCarrier3_rgr
        Helmet: H_HelmetB_light_snakeskin
        Weapons: NATO or AK variants.
        Ammo: 2100 rounds of 556 for rifles. 1200x556 tracer rounds yellow for AR. 24 HEDP 40mms for grenadiers, 16 white smoke shells, 3 colour smokes-Yellow. 18 frag grenades.
        Equipment: 6x FirstAidKits, 2x Explosive Charge, 6x AN/PRC-152 , 1x AN/ARC-210, 2 x binocular, 1x rangefinder, 6x GPS, 3x Compass, 6x RCO, 6x Suppressor attachments, 6x NVGoggles, 6x IR Pointer, etc.

        We know the topography of the area, we have good intel on the target area. If the enemy (Syndikat) movements and numbers are unchanged. This should be relatively a straight forward assault, clear, and gather intel mission.




        TGU Instructor· Irregulars · TG Pathfinder

        Former TGU Dean · Former ARMA Admin · Former Irregulars Officer

        "Do not seek death. Death will find you. But seek the road which makes death a fulfillment." - Dag Hammarskjold

        Comment


        • #5
          Look to standard loadouts for NATO Operators types in each class for weapon and loadout. Also note, all are "Pacific" uniforms and equipment.

          Contact this command with any other or additional requests.

          USPACOM . . . .out . . . .

          Comment


          • #6
            I must say, this is dejavu circa my youth. :)


            TGU Instructor· Irregulars · TG Pathfinder

            Former TGU Dean · Former ARMA Admin · Former Irregulars Officer

            "Do not seek death. Death will find you. But seek the road which makes death a fulfillment." - Dag Hammarskjold

            Comment


            • #7
              Mercury Two - – October 29th

              FRAGO


              SPECIAL INSTRUCTIONS – Squads are not authorized to engage civilians (weapons yellow) and are not to destroy public infrastructure.

              COMMANDERS INTENT – Secure the INTEL, clear the town. In and out without a trace.

              OPERATIONS - Squads are requested to report on how drag and revive is working. Additionally, how "operational wounding" is working as well.

              NOTE - Operations must be complete by 0700 (Local).

              Comment


              • #8
                Mercury Three - November 12th
                FRAGO

                Based on the intel your team collected from the local villagers and from the enemy at the tower USPACOM has learned of supplies being delivered to the Blue Pearl Port. Information on the nature of these supplies is not as clear but their critical nature to the activities taking place on the island are a priority for TacicalGamer Unit now.

                MISSION - Meet the Sub as instructed, find and eliminate the supplies as ordered. ADDITIONALLY TacticalGamer Unit is further instructed to rig Diversionary charges on exit to create a sense of assault front at the port. Civilians casualties are still to be avoided at all costs but the destruction of civilian local assets is authorized for this operation.



                Comment


                • #9
                  Mission status and operational planning

                  USPACOM

                  The past 24 hours have seen an increased activity by NATO troops on the island chain.

                  INTEL gathered by the RECON team showed significant Syndakit presence on one of the outer islands, and while no further intel was gathered on the other nearby islands Command can assume the similar presence exists on the other neighboring islands.

                  Contact was made with locals and further RECON team penetration into the near island was able to blind the enemy comms to the island and in the collection of intel it was discovered that this is much more than a simple “gang of thugs” on the island. Development of “the device” is taking place somewhere on the main island and the delivery of supplies for its development and construction are being delivered to the Pearl Port.

                  While the securing of a local base and the associated INTEL has been to this point unsuccessful; from the INTEL gathered we were able to deploy a Black OPS team into the Port and disrupt their supplies flow for the time being. Further “diversion” by destroying local assets at the port was not accomplished and additional INTEL believed to be at the location of the supplies were not gathered, but the elimination of the forces at the Port should be adequate diversion to lead the forces on the island to believe that our main assault will take place from that direction.

                  In short; we’re still flying a little blind gentlemen, regarding the composition of the troops on the island chain and the nature and status of “The Device”.

                  With that said Command believes there is a “Credible Threat” on the island and Senior Command has approved increased intelligence gathering, increased activity, along with continued SPEC OPS on the island for HUMINT and other INTEL operations.

                  TacticalGamer Unit is advised to stand by and build forces in the theater of operations as further missions to follow will be significant and coordinated. Prepare Squads, assemble the necessary command structure for a significant “Daylight” operations to secure an FOB for supporting assets and logistics operations to sustain continued operations on the island for the foreseeable future.

                  It's go time gentlemen, time to get our game faces on.

                  USPACOM
                  Last edited by Unkl; 11-14-2016, 09:48 AM. Reason: a little sp and flow in last paragraph

                  Comment

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