Jump to content
Zipuli

BRAVE RIFLES -MP COOP Campaign mission 3

Recommended Posts

Introduction to Mission 3. Mission will commence on SUNDAY FEB 6th, 1800GMT!

Helpsen, June 15th 1988, 0910hrs. 1st Squadron CO meets with Apache CO, BANDIT and DRAGON XOs (as the COs are KIA):

"Gentlemen,

It's the calm before the storm. From what we know, it looks like we managed to give Ivan a hell of a bloody nose, and they have stopped trying to attack us on the move. Instead, our intel says they have been massing artillery units east of Stadthagen, and moving fresh units from the BTR Regiments and Tank Regiment to the area around Stadthagen. You have propably heard all that engine noise coming from that direction. We estimate the enemy attack will commence in a few hours time.

From what we know, the enemy will most likely use massive rolling barrages to sweep our suspected and known defence positions, with Hinds attacking first units in depth and then providing close support to the enemy attacking ground troops. Under the cover of this mayhem, they will move the attacking units closer... and once the barrage lifts, it'll be one hell of a steamroller coming our way!

In Crazyhorse's sector south of us the enemy seems to have passified after they took out the battalion size force advancing there. The enemy is expected to hold the river crossings and the area of Bad Eilsen-Buchholz stubbornly. We suspect this is a flank guard force for them, so they won't send in much more units there, but rather our way.

As you know our Squadron needs to be repairing and rearming ferociously, while covering 3rd SQN deployment west of us, around Röcke - Bückeburg -area. "Thunder" should be ready in about an hour, we hope, to take on the attacking enemy - and to hold it back. Our Squadron will delay and fight untill "Thunder" is ready and then we'll wihdraw south covered by your C Troop, who is attacking east to take Krainhagen - Rolfshagen -line! Our border with "Thunder" is Rusbend - Achum -line. The withdraw routes are:

Withdraw route Whiskey: Ahnsen - Bad Eilsen

Withdraw route Bourbon: Obernkirchen - Buchholz

My intent is following:

1. We will hold the right flank at Nienstädt, while the units in the left will withdraw under pressure, preserving force, south towards the withdraw routes. This should effectively canalize the enemy "flow" towards "Thunder's" killzone north of the main rail line.

2. With the enemy between "Thunder's" fire and ours, we will withdraw to Ahnsen - Krainhagen -line, and from those flanking fire positions we will deal as much damage to the enemy we can while keeping casualties at minimum.

3. Supported by a FASCAM strike and C Troop, we will withdraw to Luhden - Heessen - Buchholz area, where we will continue rearming, repairing and evacuation of casualties.

4. We prepare to

1) counter-attack north if "Thunder" cannot hold the line

2) attack east along E30 to penetrate into the enemy main force left flank

Mission to units:

Crazyhorse Troop will attack east along and north of E30, destroy any enemy units encountered, and establish Blocking/Supporting positions Kilo, Romeo and Lima (marked on your tactical map). The attack began 0900hrs. After reaching the BPs, recon east along and north of E30 to find any further enemy units in our AOR.

Apache Troop, you will hold the left flank at Helpsen and withdraw as the first unit to the withdraw route ordered at the time. From there you will support the other units as they pull back. Then prepare to withdraw to Buchholz.

Bandit Troop will hold the right flank at town of Nienstädt untill Apache and Dragon are south of them. Then Bandit will withdraw straight to Luhden.

Dragon Company will hold Südhorsten and join Apache when they withdraw. Stay with Apache untill they move to Buchholz. You will stop at Heessen.

King Battery is relocating to Kleinenbremen as we speak.

Support:

King Battery will support us, Bravo has 1st priority, Apache the 2nd. "Longknife" will support us with "Nomad's" AH-1 Cobras. They will be used mainly to quick recon flights, as the enemy air defences here are very strong, even with all those burning Tunguskas in front of Brave. They will have radio comms with us and also provide vital enemy intel! Other than that a West German MARS -unit (MLRS for us yanks) is ready to fire AT-2 minefields to 1) Nienstädt and 2) Ahnsen - Southern edge of Obernkirchen -line. This should canalize the enemy main forces away from us!

"Muleskinner" is working hard to support the fixing of your damaged callsigns, but as you know, we have so many casualties to take care of, that there is not many people to spare. They will set up repairing facilities in Luhden once Crazyhorse has moved past the area.

QUESTIONS?

Some instructions...

-When the enemy barrage starts, don't stubbornly hold the positions you are at, try to avoid getting hit by the hammer. Once the enemy barrage moves by, you may be able to regain positions, but watch out, the enemy may move close behind the rolling barrage!

-Don't risk getting into knifefights with the Ruskies, keep your distance and pull back quickly in bounds, inflicting casualties and calling down arty on the enemy.

-Evacuate all immobilized vehicles quickly to Bad Eilsen, from where Muleskinner's M88s will tow them to Luhden..."

----------------------

BRUN. The detailed tactical map pictures with "Tiger's" plan for your planning will arrive later. For now I need you to decide whether your troop will

A) use the damaged vehicles in the mission to boost combat strenght, even if the vehicles are not 100% operational

B) evacuate the damaged vehicles (1x M1A1, 1x M3) ASAP to buy more repair time and make sure the damaged vehicles won't get themselves killed in the upcoming fight...

The Troop condition is now:

CO, XO, 1/A (FO, Humvee): OK

2/A: 3 Bradleys, 1 damaged (FCS)

3/A: 4 Bradleys, 2 lightly damaged

4/A: 4 Abrams, 1 damaged (FCS), 1 lightly damaged

5/A: destroyed

6/A: OK

How shall it be? =)

Bandit has:

10 operational M3s

4 operational M1s, 3 damaged

Dragon has:

3 operational M1s, 9 damaged

Edited by Zipuli

Share this post


Link to post
Share on other sites

Shortly after the last battle, this message traffic was sent over Apache's Troop net from 2/4/A who took over as platoon commander when 4/4/A was recovered to the rear for repairs:

"Apache actual, this is 2/4/A, we had an M1A1 to our front which looked immobilized, so we moved up to them to see if they needed help. Turned out that the tank had been knocked out, but hadn't suffered a catastrophic kill. The crew was dead and the inside was a mess, but we were able to salvage a number of sabot rounds. The remaining 4/A call signs are now at roughly 75% ammo."

Share this post


Link to post
Share on other sites
Introduction to Mission 3. Mission will commence on SUNDAY FEB 6th, 1800GMT!

Helpsen, June 15th 1988, 0910hrs. 1st Squadron CO meets with Apache CO, BANDIT and DRAGON XOs (as the COs are KIA):

"Gentlemen,

It's the calm before the storm. From what we know, it looks like we managed to give Ivan a hell of a bloody nose, and they have stopped trying to attack us on the move. Instead, our intel says they have been massing artillery units east of Stadthagen, and moving fresh units from the BTR Regiments and Tank Regiment to the area around Stadthagen. You have propably heard all that engine noise coming from that direction. We estimate the enemy attack will commence in a few hours time.

From what we know, the enemy will most likely use massive rolling barrages to sweep our suspected and known defence positions, with Hinds attacking first units in depth and then providing close support to the enemy attacking ground troops. Under the cover of this mayhem, they will move the attacking units closer... and once the barrage lifts, it'll be one hell of a steamroller coming our way!

In Crazyhorse's sector south of us the enemy seems to have passified after they took out the battalion size force advancing there. The enemy is expected to hold the river crossings and the area of Bad Eilsen-Buchholz stubbornly. We suspect this is a flank guard force for them, so they won't send in much more units there, but rather our way.

As you know our Squadron needs to be repairing and rearming ferociously, while covering 3rd SQN deployment west of us, around Röcke - Bückeburg -area. "Thunder" should be ready in about an hour, we hope, to take on the attacking enemy - and to hold it back. Our Squadron will delay and fight untill "Thunder" is ready and then we'll wihdraw south covered by your C Troop, who is attacking east to take Krainhagen - Rolfshagen -line! Our border with "Thunder" is Rusbend - Achum -line. The withdraw routes are:

Withdraw route Whiskey: Ahnsen - Bad Eilsen

Withdraw route Bourbon: Obernkirchen - Buchholz

My intent is following:

1. We will hold the right flank at Nienstädt, while the units in the left will withdraw under pressure, preserving force, south towards the withdraw routes. This should effectively canalize the enemy "flow" towards "Thunder's" killzone north of the main rail line.

2. With the enemy between "Thunder's" fire and ours, we will withdraw to Ahnsen - Krainhagen -line, and from those flanking fire positions we will deal as much damage to the enemy we can while keeping casualties at minimum.

3. Supported by a FASCAM strike and C Troop, we will withdraw to Luhden - Heessen - Buchholz area, where we will continue rearming, repairing and evacuation of casualties.

4. We prepare to

1) counter-attack north if "Thunder" cannot hold the line

2) attack east along E30 to penetrate into the enemy main force left flank

Mission to units:

Crazyhorse Troop will attack east along and north of E30, destroy any enemy units encountered, and establish Blocking/Supporting positions Kilo, Romeo and Lima (marked on your tactical map). The attack began 0900hrs. After reaching the BPs, recon east along and north of E30 to find any further enemy units in our AOR.

Apache Troop, you will hold the left flank at Helpsen and withdraw as the first unit to the withdraw route ordered at the time. From there you will support the other units as they pull back. Then prepare to withdraw to Buchholz.

Bandit Troop will hold the right flank at town of Nienstädt untill Apache and Dragon are south of them. Then Bandit will withdraw straight to Luhden.

Dragon Company will hold Südhorsten and join Apache when they withdraw. Stay with Apache untill they move to Buchholz. You will stop at Heessen.

King Battery is relocating to Kleinenbremen as we speak.

Support:

King Battery will support us, Bravo has 1st priority, Apache the 2nd. "Longknife" will support us with "Nomad's" AH-1 Cobras. They will be used mainly to quick recon flights, as the enemy air defences here are very strong, even with all those burning Tunguskas in front of Brave. They will have radio comms with us and also provide vital enemy intel! Other than that a West German MARS -unit (MLRS for us yanks) is ready to fire AT-2 minefields to 1) Nienstädt and 2) Ahnsen - Southern edge of Obernkirchen -line. This should canalize the enemy main forces away from us!

"Muleskinner" is working hard to support the fixing of your damaged callsigns, but as you know, we have so many casualties to take care of, that there is not many people to spare. They will set up repairing facilities in Luhden once Crazyhorse has moved past the area.

QUESTIONS?

Some instructions...

-When the enemy barrage starts, don't stubbornly hold the positions you are at, try to avoid getting hit by the hammer. Once the enemy barrage moves by, you may be able to regain positions, but watch out, the enemy may move close behind the rolling barrage!

-Don't risk getting into knifefights with the Ruskies, keep your distance and pull back quickly in bounds, inflicting casualties and calling down arty on the enemy.

-Evacuate all immobilized vehicles quickly to Bad Eilsen, from where Muleskinner's M88s will tow them to Luhden..."

----------------------

BRUN. The detailed tactical map pictures with "Tiger's" plan for your planning will arrive later. For now I need you to decide whether your troop will

A) use the damaged vehicles in the mission to boost combat strenght, even if the vehicles are not 100% operational

B) evacuate the damaged vehicles (1x M1A1, 1x M3) ASAP to buy more repair time and make sure the damaged vehicles won't get themselves killed in the upcoming fight...

The Troop condition is now:

CO, XO, 1/A (FO, Humvee): OK

2/A: 3 Bradleys, 1 damaged (FCS)

3/A: 4 Bradleys, 2 lightly damaged

4/A: 4 Abrams, 1 damaged (FCS), 1 lightly damaged

5/A: destroyed

6/A: OK

How shall it be? =)

Bandit has:

10 operational M3s

4 operational M1s, 3 damaged

Dragon has:

3 operational M1s, 9 damaged

feel sorry for the maintenance guys they are going to be busy.:gun::Marine:

Share this post


Link to post
Share on other sites

BRUN. The detailed tactical map pictures with "Tiger's" plan for your planning will arrive later. For now I need you to decide whether your troop will

A) use the damaged vehicles in the mission to boost combat strenght, even if the vehicles are not 100% operational

B) evacuate the damaged vehicles (1x M1A1, 1x M3) ASAP to buy more repair time and make sure the damaged vehicles won't get themselves killed in the upcoming fight...

The Troop condition is now:

CO, XO, 1/A (FO, Humvee): OK

2/A: 3 Bradleys, 1 damaged (FCS)

3/A: 4 Bradleys, 2 lightly damaged

4/A: 4 Abrams, 1 damaged (FCS), 1 lightly damaged

5/A: destroyed

6/A: OK

How shall it be? =)

Bandit has:

10 operational M3s

4 operational M1s, 3 damaged

Dragon has:

3 operational M1s, 9 damaged

I go with choice B. WW3 is still young and We need to preserve what we can. We failed to make a proper fighting retreat under good conditions last time. Now we must make one under hard conditions or..... I don't want to think about it. D/co's full attack gained us ground and stopped the enemy attack, I just hope We have not lost to much time. The ground will still be there, but our lost time is gone forever.

Share this post


Link to post
Share on other sites
BRUN. The detailed tactical map pictures with "Tiger's" plan for your planning will arrive later. For now I need you to decide whether your troop will

A) use the damaged vehicles in the mission to boost combat strenght, even if the vehicles are not 100% operational

B) evacuate the damaged vehicles (1x M1A1, 1x M3) ASAP to buy more repair time and make sure the damaged vehicles won't get themselves killed in the upcoming fight...

The Troop condition is now:

CO, XO, 1/A (FO, Humvee): OK

2/A: 3 Bradleys, 1 damaged (FCS)

3/A: 4 Bradleys, 2 lightly damaged

4/A: 4 Abrams, 1 damaged (FCS), 1 lightly damaged

5/A: destroyed

6/A: OK

How shall it be? =)

Bandit has:

10 operational M3s

4 operational M1s, 3 damaged

Dragon has:

3 operational M1s, 9 damaged

I go with choice B. WW3 is still young and We need to preserve what we can. We failed to make a proper fighting retreat under good conditions last time. Now we must make one under hard conditions or..... I don't want to think about it. D/co's full attack gained us ground and stopped the enemy attack, I just hope We have not lost to much time. The ground will still be there, but our lost time is gone forever.

Yeah we might have to combine the companies and just hold our ground until we have more vehicles repaired:gun::Marine:

Share this post


Link to post
Share on other sites
Shortly after the last battle, this message traffic was sent over Apache's Troop net from 2/4/A who took over as platoon commander when 4/4/A was recovered to the rear for repairs:

"Apache actual, this is 2/4/A, we had an M1A1 to our front which looked immobilized, so we moved up to them to see if they needed help. Turned out that the tank had been knocked out, but hadn't suffered a catastrophic kill. The crew was dead and the inside was a mess, but we were able to salvage a number of sabot rounds. The remaining 4/A call signs are now at roughly 75% ammo."

Copy. And good news, the crew of 44/A managed to repair the damaged track with the spares found inside the platoon. So 4/A is 3 tanks, all operational and ~75% ammo.

Somehow I got the feeling those tanks are going to be needed :D

Share this post


Link to post
Share on other sites
I go with choice B. WW3 is still young and We need to preserve what we can. We failed to make a proper fighting retreat under good conditions last time. Now we must make one under hard conditions or..... I don't want to think about it. D/co's full attack gained us ground and stopped the enemy attack, I just hope We have not lost to much time. The ground will still be there, but our lost time is gone forever.

Copy, they are evacuated to Vehlen with the immobilized Dragon callsigns. Dragon will be fielding 9 tanks on your right, but most are damaged and not fully functional.

Dragon's attack last time did stop the enemy right hand side attack dead cold, but the price in damaged vehicles was quite high. It went that way as the tanks got immobilized so far up, that there was no leaving them.

Good news and bad news: Thanks to our success in last mission the enemy knows they have real fighters going against them. And they will act accordingly ;)...

Share this post


Link to post
Share on other sites

Damn...5/A is gone :-(

-"Hey Sgt, where are our IFVs?"

-"Well Sir, we kind of lost them while you where on leave..."

Share this post


Link to post
Share on other sites

5/A was tank callsign, who lost 3 tanks in mission 1. The last vehicle was attached to 4/A who had 3 tanks after mission 1, so there is one 4 tank platoon left (with 14/A in repairs at Vehlen).

German platoon, 3/A, is 4 vehicles, all operational =)

Share this post


Link to post
Share on other sites

The Troop condition is now:

CO, XO, 1/A (FO, Humvee): OK

2/A: 3 Bradleys, 1 damaged (FCS)

3/A: 4 Bradleys, 2 lightly damaged

4/A: 4 Abrams, 1 damaged (FCS), 1 lightly damaged

5/A: destroyed/reassigned

6/A: OK

How shall it be? =)

Bandit has:

10 operational M3s

4 operational M1s, 3 damaged

Dragon has:

3 operational M1s, 9 damaged

I have a feeling 1A's OK status may be needed soon. Especially the radio.

How much Arty do we in this one 2 - 4 guns?

That MARS support sounds niiiiiiice.

Shame its not on call though. :(

Share this post


Link to post
Share on other sites
Copy, they are evacuated to Vehlen with the immobilized Dragon callsigns. Dragon will be fielding 9 tanks on your right, but most are damaged and not fully functional.

Dragon's attack last time did stop the enemy right hand side attack dead cold, but the price in damaged vehicles was quite high. It went that way as the tanks got immobilized so far up, that there was no leaving them.

Good news and bad news: Thanks to our success in last mission the enemy knows they have real fighters going against them. And they will act accordingly ;)...

We will still destroy them.:gun::Marine:

Share this post


Link to post
Share on other sites
I have a feeling 1A's OK status may be needed soon. Especially the radio.

How much Arty do we in this one 2 - 4 guns?

That MARS support sounds niiiiiiice.

Shame its not on call though. :(

14 guns (mortars + King, Lion Batteries). MARS has also two planned ICM missions - but under "Tiger's" call.

We are going to need a lot of stuff =)

Edited by Zipuli

Share this post


Link to post
Share on other sites

Be advised, the mission will be heavy on your system, so minimize all non-needed program running in the background. There is a LOT of stuff going on, and it will be the biggest mission in this campaign (in scale). So FPS may be quite low, but in my test games it was still very much playable. We'll see how it manages in multiplay!

BRUN:

Few more tips...

-Choppers are a bitch, but you can hide behind buildings etc. and shoo them away with autocannons.

-Don't get hammered by the arty, it's used very "Sovietly", so you may guess where it hits next...

-Don't get overran by the Soviet steamroller... they attack very "Sovietly" and also have the weight of numbers on their side.

-Visibility is 2500m "only", so you can utilize thermals for long distance firing.

-And remember our mission is not to kill every enemy on map (even IF we had the ammo to do so ;)), but delay him, attrit him, and get the h*** out of there in time!

Share this post


Link to post
Share on other sites
Be advised, the mission will be heavy on your system, so minimize all non-needed program running in the background. There is a LOT of stuff going on, and it will be the biggest mission in this campaign (in scale). So FPS may be quite low, but in my test games it was still very much playable. We'll see how it manages in multiplay!

BRUN:

Few more tips...

-Choppers are a bitch, but you can hide behind buildings etc. and shoo them away with autocannons.

-Don't get hammered by the arty, it's used very "Sovietly", so you may guess where it hits next...

-Don't get overran by the Soviet steamroller... they attack very "Sovietly" and also have the weight of numbers on their side.

-Visibility is 2500m "only", so you can utilize thermals for long distance firing.

-And remember our mission is not to kill every enemy on map (even IF we had the ammo to do so ;)), but delay him, attrit him, and get the h*** out of there in time!

I will keep those tips in mind. Hope to have tactical map and final briefing soon.

Share this post


Link to post
Share on other sites
I will keep those tips in mind. Hope to have tactical map and final briefing soon.

Sorry, but you will get those ~5 hrs before the game start, as I have work tomorrow before the game and there is still some tweaking to be done. But the mission won't need much planning =)

Share this post


Link to post
Share on other sites
See, Zip's thought of everything! Talk about immersion. :)

Oh yes, and you haven't seen the scenario yet :D

Share this post


Link to post
Share on other sites

Here is the tactical map.

Squadron CO plan is simple:

3 lines of delay - SWORD, AXE, SPEAR

We will conduct delay from line to line, starting from the left, keeping our distance to the enemy, attritting him. We will withdraw under pressure to south through Bad Eilsen (Withdraw route "Whiskey"), as "Bourbon" is unavailable. "Nomad" (AH-1 Cobras) from C Troop mission 3 report at least one enemy PC at Krainhagen, so we need to withdraw fighting both ways. Nice, ain't it, eh?

90 minutes playtime, 2500m visibility (thanks to all the smoke created by the burning buildings, vehicles, corpses...)

mission3_1.jpg.3b1e7f35721b19f86847f6931

mission3_2.jpg.f886d568151c2a2d515afd649

mission3_1.jpg.3b1e7f35721b19f86847f6931

mission3_2.jpg.f886d568151c2a2d515afd649

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...