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  #1  
Old July 5th, 2005, 04:09 PM
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Default Cross Link Scenarios: Mission type

Cross Link Scenarios: Mission type

Usually the concept will be the following (without the bonus missions deployment � extraction):

In the secondary mission the player will have the choice to modify the parameters of the primary mission by attacking the secondary mission objective or ignore it. This will have as an immediate effect the level of victory and by the level of victory the cross-link will decide the parameters of the primary mission. The mechanism is simple. The player by destroying the very high value objectives will win a decisive victory. If the player doesn�t wish to engage the secondary objectives then he will simply win a minor victory. Anything less than a decisive victory will lead to the default cross-link scenario.

The bottom line of the secondary mission is that by winning the map the player will raise a bit his odds during the primary mission but with the risk of losing strength from the battle (and there is also the risk of other side-effects as well; like for instance, the opposing enemies of the primary battle could be better prepared due to the loss of surprise.

Examples No1.

Hidden Ammo Cache.

Among the various villages on the map there will be hidden ammo depot/bunkers with randomize reinforcement arrival and the player will have to search & destroy these high (modified) value targets in order to win a Decisive victory. At the same time, depending on the player�s skill (adjustable Difficulty), the AI will receive reinforcements (hostile patrol) at random (low percentage reinforcement) from routes located in the edge of the map and some militia as garrison of the village. If the player succeeds to win a decisive (destroying all the ammo depot; the VP flags will value very low) then he will play the primary map against enemies with considerably less ammo (not only infantry but also artillery, bunkers). The only problem will be that his unit will probably suffer casualties from the engagement (battle) of the secondary mission.

Example No2.

Artillery Park

The same as the above with the difference that the random targets are arty plus ammo and that in the primary mission the player will face considerably less artillery (almost none)

Example No3.

Regional/local Leader

The same as the above with the difference that the random targets are a couple of HQ high value units. If the player succeeds to his secondary mission then in the primary mission he will face troops with less training and less morale.

Example No4

AA/installations

By neutralizing these installations additional AIR strikes may be available to the primary mission.

Example No5

Radio installations

By neutralizing these installations the hostile artillery and hostile reinforcements/patrol during the primary mission will delay to enter the map, due to bad com.


Primary missions:

Search Village Operation
http://www.gruntonline.com/TheWar/Tactics/tactics5.htm

Bunker assault

Enemy base assault

Enemy ammo depot assault

Ambush enemy convoy

Defend Firebase

Defend village

Defend Base of operations


Secondary mission:

Search & Destroy hostile ammo cache

Search & Destroy hostile artillery park

Search & Destroy hostile local HQ


Bonus mission:

Ambush

Counter-attack
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Old July 12th, 2005, 05:19 PM
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Default Re: Cross Link Scenarios: Mission type


Player Unit Extraction.

Player will need to move to and secure LZ for extraction by helicopters (reinforcements). Then move to unload onto VP hexes to gain VP's. Hexes should be far enough away that player cannot reach them without loading/unloading on helicopters.


Civilian Evacuation.

Player will need to move/escort civilians out of combat area to either an LZ for extraction by air or to a friendly firebase/village.
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Old July 12th, 2005, 06:13 PM
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Default Re: Cross Link Scenarios: Mission type

Attack on an enemy airfield in Laos (location: Xepon) fictional scenario


Something like a covert operation
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Old July 12th, 2005, 08:41 PM

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Default Re: Cross Link Scenarios: Mission type

New options for the secondary missions:

- capturing of high ranking prisoners (destroying the enemy A0 unit) to get the information needed for anti flak strikes (other uses also possible).

- finding and destroying an ammo dump which contains flak ammo (reducing the ammo available in the primairy mission and giving warning of the presence of flak in the pre-mission briefing).

- intercepting an enemy convoy transporting the flak guns (reducing the flak available in the primairy mission).
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Old July 13th, 2005, 08:21 AM
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Default Re: Cross Link Scenarios: Mission type



SAR (Search and Rescue)
One chopper from the last mission didnt make it out and it crashed. Send a platoon in to look for survivours/secure the crash site?

or

A bombercrew had to eject in your vicinity, link up with them and await extraction?

This will make it possible for a joint mission with the Airforce including Jolly green giants and Sandys (Skyraiders).
(Vietnam SAR movie)
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Old July 13th, 2005, 12:13 PM
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Default Re: Cross Link Scenarios: Mission type

Quote:
Pergite said:


SAR (Search and Rescue)
One chopper from the last mission didnt make it out and it crashed. Send a platoon in to look for survivours/secure the crash site?
[/url]
Alternatively, a Chinook transporting a 105mm Howitzer and ammos with sling crahsed. The crew reports the NVA are closing in to claim their prize, send a company asap and secure the site. (took place during Operation Masher/White Wing
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Old July 13th, 2005, 12:17 PM

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Default Re: Cross Link Scenarios: Mission type

Quote:
Boonierat said:
Alternatively, a Chinook transporting a 105mm Howitzer and ammos with sling crahsed. The crew reports the NVA are closing in to claim their prize, send a company asap and secure the site. (took place during Operation Masher/White Wing
I like that.
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Old July 13th, 2005, 12:54 PM
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Default Re: Cross Link Scenarios: Mission type

A lot of good suggestions!

We should put them in categories by the size of the operation in order to use them in the appropriate ToO (core force size).
For example a S&R mission should be placed in the 4-5 first ToOs (core force size = company) and on the other hand a protect the base or assault the NVA bunkers type of mission should take place in the later ToOs (core size = several companies/Battalion)

cheers,
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Old July 13th, 2005, 02:48 PM

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Default Re: Cross Link Scenarios: Mission type

I'll post a 'mission tree' later today where we can plug in the different mission concepts for the different stages of the campaign and get a visual overview of how it will look.
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Old July 13th, 2005, 05:19 PM
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Default Re: Cross Link Scenarios: Mission type

MISSION TYPES

The Troop invariably undertook missions which can be categorized as follows:

INTELLIGENCE - visual reconnaissance of roads, areas, targets; bomb damage assessment (BDA); LZ reconnaissance and selection; target acquisition; Ranger/LRRP support.

SECURITY - providing early warning of impending attack; screening ops; first/last light reconnaissance; convoy protection; downed aircrew and aircraft recovery.

ECONOMY OF FORCE - artillery raids; combat assaults and ambushes; delaying actions; sustained security for construction of Fire Support Bases (FSB); base defence reaction force ops.

'TEAMS'

In order to carry out the various missions assigned to the Troop, the combat elements of the troop would, where necessary, be mixed, as appropriate, into teams as below.

RED TEAM
Two Gunships assigned to offensive operations.

WHITE TEAM
Two OH-6 assigned to recon

PINK TEAM
Combination Gunship and OH-6 ('Hunter Killer')

BLUE TEAM
Blue's embarked to carry out ground recon and security.

TACTICS

Standard tactics for the aviation elements was to fly HIGH/LOW, that is, one aircraft would fly very low looking for targets or reconning the area (possibly attempting quite literally to 'draw' enemy fire in order for the enemy to reveal their positions) while the second aircraft flew at altitude providing cover, acting as the radio relay ship and giving the low flying aircraft navigational instructions. In operations involving OH-6's an OH-6 would always fly low.
The OH-6 would be in constant communication with the high flying AH-1G Gunship, feeding back data which would be annotated by the crew of the Gunship. If necessary the Gunship was always ready to 'roll in hot' in order to provide suppressive fire if the OH-6 came under attack. If the scout observed targets it would drop smoke marking rounds and the Gunship would roll in.

TYPICAL EMPLOYMENT OF THE TROOP

The following is an example of the way the Troop worked :

PINK TEAM makes contact with elements of the enemy; smoke used to mark contact; contact co-ordinates are relayed to Troop HQ; Gunship engages marked targets or targets of opportunity while OH-6 keeps enemy under observation, looking in particular for route of egress or re-inforcement and making attempts to establish the composition and size of enemy force as well as their deployment and the extent of their defenses.
Once Troop HQ receives contact information the decision is made as to whether to deploy BLUE team; second PINK team and/or RED team is redirected to contact in order to support and/or relieve team on station. BLUE team is scrambled..

BLUE team inserted near contact and deploys to engage the enemy; OH-6 guides BLUE team to contact, reconning forward and to the flanks of the BLUE team; BLUE team engages the enemy supported by all ships on station.
Once enemy starts to withdraw RED and PINK teams continue to interdict their routes of egress; BLUE team secures area of contact and polices battlefield.
BLUE team is extracted, enemy is pursued by RED and PINK teams. Occasionally the ARP's ( the Aero Rifle Platoon) would be re-inserted ahead of the retreating enemy as a blocking force.
Occasionally the Blues would be inserted and then find themselves on the receiving end of determined enemy forces and usually outnumbered. In preparation for this it was common to have a regular Infantry Company on stand-by to reinforce the Blues or to be inserted as a blocking force behind the enemy which the Blues were assaulting.

COMPOSITION OF AERO RIFLE PLATOON

I strongly recommend using an Aero Rifle Platoon in your Vietnam games. The Air Cav Troop supporting an ARP platoon gives you great versatility and many options. Although technically under strength compared to a platoon from a Line Infantry Company, the ARP's made up for a lack in numbers by sheer volume of firepower. The ARP's pack a punch but they are always on the verge of being outmaneuvered and overrun since they are such a small combat element.
Nonetheless, with the aerial support which they always have on station, they can engage targets which a standard infantry platoon would avoid. Having an organic lift section of UH-1's also opens up many gaming possibilities - hot insertions, hot extractions, pilot rescue, search & destroy etc. The Air Cav Troop employed as an offensive unit against company sized enemy elements or smaller leads to some great games.

Other advantages which the ARP's 'enjoyed' as a consequence of their role, apart from being led by a captain, was extra communications equipment and a disproportionate number of NCO's. This results in greater command and control of the unit.
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