Saturday, January 6, 2018

Briefing: Spy Craft in Altis

Spycraft in Altis:
Strategic Situation: A Chernarus naval spetsnaz team was sent to a location near Liminchori to locate and extract a small group of Russians who want to defect to the Americans.
The team was caught by rebel patrols and were forced to hole the defectors up in an abandoned building and call for help.
Command sent in two naval infantry squads to take over security, but they were ambushed. We lost one assault boat, and eight infantry.
The other boat was damaged beyond field repair. At the moment we have 12 marines unable to fight and without weapons, and we have to get them out.
Situation: Nearly every boat in our inventory is either under repair or currently in use in other operations, along with replacement naval infantry units. Your unit is the only one left, and you have one boat left to extract our forces and the Russian defectors.
The boat will make several runs to evacuate every one, and it will take time.
At the moment, the leader of the group is in cell phone contact with our commander and with the rebel commander trying to get the best deal.
Our performance so far is getting close to breaking the deal.
Intelligence is light. Naval intelligence seems to think that the enemy is facing much the same problems we have with losses and shifting of forces to the north in Molos.
What we do not know is if the enemy decides to shift forces enough to overrun our positons.
Expect attacks by rebel infantry and by local militia units, as well as lightly armed technicals. We do not know how many, but we do know they will keep hitting us until they, or we are done.
The naval spetsnaz team is currently dealing with rebel attacks on the defectors location. We have 12 friendly wounded which are unable to fight if the enemy decides to overrun our evacuation zone. One four man naval shore security detachment is at the landing site along with a lone beachmaster.
Operational Order: The wounded go first and in two trips. Next, the defectors along with the naval spetsnaz team.
Your squad will be last to go along with the beachmaster and the naval shore security team. How to stall and delay/deal with attacks are your problem. Command says that if negotiations are not concluded in our favor in 90 minutes, you are ordered to eliminate the defectors and evacuate.

Armored Infantry Campaign in Altis

The beginning of a campaign near the mountains of Altis, showing two nighttime battles and one daytime. Random time start and random weather, Chernarusian motorized rifle/tank detachment is assigned any number of initial missions, then two possible subsequent missions. All set piece, all stand up fights. 

As the player you don't know where enemy patrols will pop up, but you do know when they do they have teeth sharp enough to ruin your operation. Air support includes two SU-25 ground interdiction aircraft on a free hunt. Rebel forces have tank/infantry rapid reaction forces, and forces in towns are garrisoned there.

Night time encounter at Koroni. While preparing for a subsequent attack on another town further north,an enemy foot patrol was spotted approaching from the south. All other forces, two motorized rifle squads and a tank platoon had been moved north to prepare for the attack. 

My squad I deployed south to deal with the patrol, when an enemy T-55 tank platoon started making for Koroni. Afraid of losing my battle taxi, I moved the BTR into the village and recalled the tank platoon. The tank unit made short work of the T-55s before they could come into contact with the BTR.



Two burning enemy T-55s. I programmed the game to have a three tank platoon, so somewhere on the map was a third tank. It was either destroyed by airstrike or was simply a straggler.




Continued south to deal with the enemy foot patrol, which ran off after dispatching one rifleman.

Continued