Announcement

Collapse
No announcement yet.

Introducing fully modeled mechanized combat to TG

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • Introducing fully modeled mechanized combat to TG

    I am about ready to put the first mission of my new campaign on the TG servers. The subject is mechanized combat in a campaign which contests the 90 Heavy Brigade Combat Team (a fictional unit) against the 2 Guards Division of the Russian army in and around Celle. When the campaign starts the 90 HBCT is nearly encircled and destroyed, barely holding on to the ground south of the Aller river, 3 battalion cut off north of the river and being engaged from all sides.



    The players come from 2 platoon, Alpha company ('Panther'), 1st battalion and are equipped with 4 Bradley fighting vehicles. HBCT Battalions are unique in that they include 2 companies of armor and 2 companies of mechanized infantry. Accordingly, the players will on some missions have from a section to a platoon of abrams tanks attached to them.

    The sort of combat you will experience in this campaign is different from what you have become accustomed to. Most missions revolve around infantry firefights, but mechanized combat is a different beast altogether. Players will have to transition fluidly from mounted to dismounted postures, maintaining a high tempo and violence of action. It will not be enough to simply "have the vehicles kill everything" - because if the dismounts do not screen and spot for the vehicles, they are easily defeated.

    Gameplay will involve screening, flanking and encirclement actions, delaying withdrawals and spoils. Maneuver forces are used to pierce enemy defenses and surround them! Together with 1st platoon of Delta company ('Vanguard'), huge long range battles between waves of mechanized vehicles, missiles and canon fire are expected. Properly utilizing the vast range of assets available to the HBCT formations will be essential to win the day against the numerically superior foe. For fans of Combat Mission Shock Force.



    Here are some points to consider:

    1. Commanders: divide your BFVs into two sections (alpha and bravo). The vehicles within a section act as 'wingmen' to eachother, watching opposite sectors and moving as a team in bounds.

    2. The platoon sergeant should act as the leader of the mounted element, the platoon leader should lead the dismount element. Overall leaders are needed for both elements or chaos will result.

    3. The advantage of mechanized vehicles is not a speedy attack but speedy movement to effect an attack. What does this mean? Don't charge enemy defenses with your vehicles, they will just get killed (with the dismount elements inside of them). Take advantage of the Bradleys to quickly move around forces, and when approaching an enemy position, dismount elements should screen their advance as they are then used as fire support assets.

    4. Fear the ATGM (anti-tank guided missile), small portable missile launchers with an effective range of 2000+ meters. These assets are common in a mechanized environment and pose perhaps the greatest threat to your vehicles, even moreso than MBTs. While a T-90 can knock out your Bradleys in a single shot, you normally can see it coming. In order to avoid instantly exploding establish overwatch in order to get eyes on approach into a suspected enemy position. If you spot an ATGM firing line...



    5. Employ fire support assets, both direct and indirect. This seems obvious - but few players are accustomed to calling in fire missions, and the importance of artillery in a high intensity battle. Corporals (fire team leaders) and above can call in fire missions, with or without direct approval of higher. In many instances calling in arty is the only way to defeat an enemy defense without sustaining heavy casualties. Establish OPs!

    6. Take note: each Bradley has a CLU (command launch unit AKA Javelin launcher) and a m240, as well as additional M136s. Expect armor? Have your AT specialist get into overwatch and knock out some tanks from 2000 meters. Being attacked by a platoon of infantry? Assemble a weapons team and deploy the 240 to suppress the enemy. Employing assets fluidly according to conditions of METT-TC 'mission, enemy, terrain and weather, troops and support available, time available, civil considerations' is critical to success in a mechanized environment.

    7. Make proper use of TOW missiles, smoke and canon fire. TOW missiles are effective at up to 3700 meters and can knock out MBTs. Smoke (from the commander's seat) should be popped quickly after being spotting or being engaged by MBTs or ATGMs. Smoke is deployed to the front of the turret in a 180 degree arc. Smoke can also be deployed to provide a means of soft cover for dismount elements deploying into a hot forward area. With canon fire, note that two types of ordnance are available: high explosive and armor piercing. Use HE in short bursts to clear concentrations of infantry, as a means of suppresing potential enemy strongpoints and against motorized vehicles. Use AP, especially to the rear and sides, to destroy mechanized contacts. Use TOW missiles against MBTs, AP canon rounds will not do much.

  • #2
    Re: Introducing fully modeled mechanized combat to TG

    You get this idea from Combat Mission: Shock Force? Sounds cool!

    | |

    Comment


    • #3
      Re: Introducing fully modeled mechanized combat to TG

      Sounds like you are trying to do my campaign on Celle, but in different way. Interesting, looking forward to play it :).

      Comment


      • #4
        Re: Introducing fully modeled mechanized combat to TG

        I hope everyone's up for this! Looks great! Although I am envisioning roasting infantry squads in the back of Bradleys in the near future...

        Comment


        • #5
          Re: Introducing fully modeled mechanized combat to TG

          Originally posted by Falcon_262 View Post
          I hope everyone's up for this! Looks great! Although I am envisioning roasting infantry squads in the back of Bradleys in the near future...
          Seeing that it appears that most ArmA players have the misconception that "turret=MBT", I would not be surprised of this outcome, but as long as any potential CO/Bradley crew reads the OP and keeps in mind Krause's points, it should be ok. Also it's nice to know that we will have squads with "proper" HBCT loadouts (i.e: Javelins avaiable for the RFLM/JAV operators inside the Bradley), and that it's based on CM: Shock Force.
          Can't wait to have a chance to play this campaign.
          sigpic

          Now with 200% more content!

          Comment


          • #6
            Re: Introducing fully modeled mechanized combat to TG

            I think i just dribbled on my keyboard!! Cant wait to play this.............



            sigpic

            Comment


            • #7
              Re: Introducing fully modeled mechanized combat to TG

              Originally posted by MarineSeaknight View Post
              You get this idea from Combat Mission: Shock Force? Sounds cool!
              Not quite - but if you like that sort of stimulatory "tactical vignette" gameplay, you will like my missions.

              Comment


              • #8
                Re: Introducing fully modeled mechanized combat to TG

                Well I just had a taste of mechanized combat and I loved it. Reminded me of my service time! Krause well done....loved the immersion the radio chatter etc etc! Ok we got lit up like the bejeesus but I guess as the mission plan was thrown together in under 10 mins u cant expect success all the time.



                sigpic

                Comment


                • #9
                  Re: Introducing fully modeled mechanized combat to TG

                  We played my first mission in the mechanized campaign today, we failed the mission but i think it was still pretty fun, even with a team of mic spammers joining the server and disrupting the game for 20 minutes.

                  I am trying to introduce a new style of gameplay, it's more demanding of individual players, but if we learn the "rules", it will eventually become really satisfying.

                  I think I would post a little guide on how to get a game like this going, and I hope it is played again more successfully:

                  Gameplay works like this:

                  1. Two LR comnets: one monitored by all vehicle commanders and the platoon sergeant, one monitored by all squad leaders and the plt leader

                  2. A short range for each squad: the vehicle commander, fireteam leaders and squad leader are on.

                  3. Commands go between the vehicle commanders and dismount leaders on short range.

                  4. PLT sgt is in command of all the vehicles, plt leader (CO) is in command of the dismounts.

                  5. Vehicles should be divided into two sections (groups): alpha and bravo. Alpha is comprised of vehicles 1-2, bravo of 3-4. The platoon sergeant sets a bearing and controls the mounted element as he would a regular squad, including formations. So the plt sgt might say "PLATOON LINE, BEARING 201, ALPHA LEFT, BRAVO RIGHT"

                  6. Each Section of vehicles can have a leader - i.e. vehicle 1 and 3. However, for simplicity sake, all vehicle coms should stay on the same net. You should be hearing the section leaders saying things like "2'4, form up on my right." "2'4, withdraw on line!"

                  *** respawns ***
                  You will attempt to spawn into the back of a bradley when you die, if the bradley is dead or if there is no room, you will spawn at base. There is a platoon truck (MTVR) for moving respawns to the front. It is the plt leader's job to plan on how this truck is used.

                  You have 25 tickets. if you die, a ticket is reduced. If the platoon truck dies, 5 tickets are reduced. If tickets reach 0, you fail the mission.

                  The platoon truck respawns, the other vehicles do not.


                  *** major command tips ***

                  1. Slot a competent plt sgt... this will make or break the game.

                  2. If you expect enemy contact, make sure the plt sgt is informed, and dismount all elements forward to meet the contact. The bradleys should be used for fire support to destroy armored contacts.

                  3. Each bradley has x2 PRC119 packs, a javelin, m240.
                  Last edited by tyrspawn; 04-11-2010, 09:35 PM.

                  Comment


                  • #10
                    Re: Introducing fully modeled mechanized combat to TG

                    After some discussion I have changed the schema of gameplay a little bit...

                    the senior FTL of a squad will lead the dismount element and the SL will remain the BC, will remain mounted unless the entire squad dismounts

                    Comment

                    Connect

                    Collapse

                    TeamSpeak 3 Server

                    Collapse

                    Advertisement

                    Collapse

                    Twitter Feed

                    Collapse

                    Working...
                    X