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Looking to be infantry Rifleman specializing in breaching/CQC. I will be dubbed 'Redshirt Lad' and be forced to wear a large red bullseye on the front of my kevlar. (Yes I've been playing lot sof old X-COM, why do you ask)
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# ¿ May 18, 2024 18:46 |
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4) Muller - that lets us spread our money further. Logistics are important, especially for small units where we have to buy, beg, or steal everything. 3) Guzman - medic. She covers the basics. I think a forward aid post is important as we can get people in and out faster and once they're back at base for long term recovery we.. Don't have to worry as much. 2) Abiodun - Counter-Insurgency. This is going to likely be our bread and butter. Small teams engaging in squad level forces, clearing houses, jungle sweeping. I think we get the best bang for our buck for her given the types of missions that we're generally going to get as a platoon or so levle infantry group doing mercenary ops. 1) Su Chen - General combat instructor. Gives us basic instructio/teaching in most areas, seems to be passionate and well rounded. Snipers and Demlotions - these are good people to have but they are -specialized-. They can only really teach in one thing. Likely on a mission we're only going to have 1 sniper or 1 demo specialist needed. Forward Air/Artillery Officer - I don't really think that we're goin gto be starting out the scale where we can call for air support or artillery strikes. Trauma surgeon.. if we can get people back to base and they're badly enough hurt that they need a trauama surgeon to survive they're probably not goin gto be back in the field for months if ever and he takes two slots which we could use for other folks. Armoror - thought long and hard on this, but we can probably handle our own gneeral weapons maintenance and we probably won't have vehicles for a bit. This roster is designed for generality rather than specialists. We have general medical aid, general combat instructors, and a general trainer for what is likely going to be our most ommon mission type. The downside is it has no specialists. but to me the tradeoff is that we have people who can do more things rather than just the 1-2 of a specialist we might need with us on a mission. I'd rather have more broadly skilled troopers than 1-2 very good but specifically focused types. I think this pays off by applying to -most- of the possible mission types we might have with this support crew.
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sebmojo posted:A surgeon would be great if these were real people, but frankly dead goons means more goons so roll on the death train. Why field medic rather than trauma. And in-universe if we get a reputation for 'eh hope you brought your own bandages' we're nto exactly goig to be a hit with the hirees. I think at least having someone in the field to help stabilize injured means we can get a turnaroun dof those moderately hurt but not brutally or those who are at risk of bleeding out attended to that much more quickly, and anyone who is really badly hit is rotated to recovery and a new person takes thier spot as we probably do have at least some sort of low end long term treatment/med center at base if not trauma center. Edit: Also as much as I enjoy using X-COMto justify anything and everything, it probably does cost more to hire someone completley new to use for the front lines than to have someone moderatley hurt be treated and sent back into the field. Unless we don't have to pay for replacements, in which case I wonder if we can do Rookie style zerg rushes.. But that's not feasible if we an't send a few dozen folks to a combat zone. wedgekree fucked around with this message at 08:27 on Jan 25, 2018 |
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Veryslightlymad posted:
Looks reasonable. If we have one along on the mission a sniper/spotter pair up there would be perfect. If we had some light heavy weapons (mortar, etc) thatd be a great place. Lookslike it has good field of fire, nice cover.. How many folks do we reasonably get to send on the op and what sort of loadouts do people think are good possibilities?
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Screamin eagle looks good. No reason not to go by the numbers on something like this. do we presume that opposition will be roughly equal numbers?
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JcDent posted:
Also remember, throw grenade, not throw pin and keep grenade. (Among my more embarrassing character deaths)
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Still for Screaming Eagle. We have at best equal numbes to the enemy, andthey are in a semi fortified position as far as our presumptions go. Agreeing we don't want to bite off more than we can chew.
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FrangibleCover posted:
From all my X-COM experiences barns are doom. You engage them with autocannons loaded up with incendinaries and let the cowpens BURN. (But the maps are usually flat an barns have nasty fields of fire for snipers and of course the aliens wtih laspistols can hit you from halfway across the map and your Squaddie with the Rcket launcher probably can't hit the -ground- with a missile, much less the broadside of a barn).
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From a purely mathematical standpoint, in an engagement with roughly equal numbers (they had 13, you had 10) where neither side had heavy weapons and you were sweeping thorugh a partially fortified area the enemy was dug in? You had two dead, two injured, and neutralized the entire enemy gruop? So that's not the wrost casualty ratio for mission completion under those circumstances. Mission plan was good given intel available and what equipment the team had going in.
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Hoping to be in the reserves as Expendable Lad. If possible want a bullseye painted on my kevlar. Edit: Gah, already was enlisted. Ignore. wedgekree fucked around with this message at 10:24 on Jan 31, 2018 |
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It going to be worth it to keep the salvaged weapons or just sell them? Or having them on inventory for use/training worth more than the few hundred bucks to be made from putting them on the international arms market?
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Well, we have some backup weapons now that we can as tactically necessary rotate in. Also I suppose we can sell the damaged AK for like.. Twenty bucks maybe if it's not worth it to fix it. Thanks for th eanalysis!
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JcDent posted:Damaged AK goes onto our HQ's (second hand trailer from Bavaria) wall as a trophy. Funding will be raised for a plaque commemorating the two dead goons. Think we could get the Stanley Cup? It's the Olympics, no one will notice it's missing and that thing gets mauled each year anyways..
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bibliosabreur posted:
Supporting. A nice sniper rifle and some RPG's should help. And do we have to buy grenades/magazines in batches in resupply and are limite dto what we have in store for missions or do we get some free 'refills' for basic supplies (Ie, enough frag grenades for each squad member to have X amount or hae toprocure them separately and parcel them out)?
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Phi230 posted:The artillery rules could all be on-board if you have a big enough board How big? Few dozen square feet?
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gradenko_2000 posted:a single hex is 2 yards across. Assuming 53 mm per hex, you're looking at 4,650 hexes, ranging 246 meters across, in order to represent the effective range of something like 75mm artillery. That's more than two football fields in length. Awesome. Is it possible for us to find a couple of footballfields to cover in grid paper and work out a hexadecimal chart to keep track of where rounds land presuming the rules system can handle that?
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Voting for plan Holy Grail Atm. And if we can capture them, great. Even if we can't use them they can be sold, used for base security, or mobile support. And they'll probably provide useful intel or alternatively impress our superiors, which menas for next requisitions phase we can ask for things which aren't 1980's Soviet/NATO surplus. Capturing should be secondary priority mind.
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So is it possible that any of the vehicles will be recovered semi-intact or disabled/captured at the rate things are going? At the very least, we've located them!
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So, these things are pretty useless for field use given we took them out with mostly regular rifle and machine gun fire. On the other hand, they're all repairable, we cmopleted our mission and captured all three vehicles, took several prisoners in the operation, and had no KIA of our own men. I'd call this a successful mission! And no raeson we can't repair the vehicles to have on standby for use or just give them up the equipment chain to trade in. Also we got some new guns!
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orcbuster posted:Regarding the BRDMs they are by far our best options available as general transports. Its a much better vehicle to be ambushed or shelled in than a truck. Presuming all three of them are salvagable/repairable/we get to keep them, it worth it to put some more armor on them and a machine gun to use them to ferry folks to combat zones and insert them? They could probably haul bit more supplies (if within the game setup) so we could possibly use them to justify alternate loadouts depending on what we run into in the operational zone.
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By all means seems like they're semi useful to us and we should definitely keep them unless we can trade them for something better. And in general do we want to sell weapons, keep them to give us some additional options to use presuming selling a 1970's SMG with two clips of ammunition isn't going to get us much more than beer money?
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Rockopolis posted:So...it sort of seems like these guys are our underfunded predecessors, salvaging and selling whatever loot they could find to make up for budget shortfalls, until things spiralled out of control and they're trying to take over an island to make ends meet. Soo at some point there will be a reverse campaign where we play the mercenaries taking over the island and procuring 1970's Warsaw Pact weapons to do so?
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[b]1) Digital Camo 2) Humvee/Truck Thing 3) M2 (Heavy Machin Gun on Truck) 4) M4A1 (Battle Rifle w/dot) 5) C4 (Demo Charges) 6) Armor? I don't really see much use for the grenades or mortar - the grenades are limited in number and we have.. Well, one volley from the mortar. We already have armor so getting higher end stuff doesn't really seem worth the payoff for minimal improvements in limited numbers. This gives us a Humvee wtih machine gun which will shred anything we've normally run into so far, a lightly better rifle to equip our forces with, and some explosives (which we have someone who can train us in how to use). And very, very nice stealth camo (for us at least). It means we can pick and choose when to fight and wehre to engage a bit better, which increases our survivability. This seems the best payoff. So the Humvee is lovely for most of the missions we've had so far, we get stuff great for sneaking, we get a somewhat better main rifle, and some demo charges. I think this gives us the most versatility and things which areregularly useful. Things which are one off weapons or very limited use are less than viable. The grenades are situation specific, the mortar has one volley, and we already have armor. The Humvee and Machine Gun also let us put the captured (presuming they can be repaired) Stela's on base defense duty or if we need a cheapo armored car in a mission we don't want to risk the Humvee on. wedgekree fucked around with this message at 06:21 on Feb 17, 2018 |
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Kommando posted:A HMMWV is not stealthy. It's a semi armored vehicle we can mount a full machine gun turret on. the stealth comes in after everyone else is dead!
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Dance Officer posted:An HMMWV is not armored. More armored than a body, sure. Point conceded.
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Redshirt Lad will focus on Gun Combat. Putting all rolls into it. Also, where are the stats for the current squad members up if they're on a page? wedgekree fucked around with this message at 07:23 on Feb 19, 2018 |
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Do we get to add friendly fire to our kill totals?
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We have to take on an understrength platoon that has vehicle support!? So that means between three and five squads (including the vehicle operators I suppose). So lowest end we're probably outnumbered by 2:1. We do -not- want to stick out for a firefight- we want to locate the objective, cap it, and get out of dodge. wedgekree fucked around with this message at 06:09 on Feb 26, 2018 |
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Maybe we can do both? Presuming we don't know 'which' town setting the command vehicle is in/if it's in the fields. Use vehicles for quick recee, drop off an infantry group. Have vehicles do quick drive by. Vehicles will draw attention of any emplaced tangos. If command vehicle present, vehicles draw fire, infantry group moves in to demo command vehicle/disable. If just tangos present, vehicles disengage, circle around and pickup infantry, move to next section. This lets us keep mobility and recon as most tangos will be focusing on the vehicles, and if we do hit the target the infantry will have a clearer path to take it out. Issues iwth this are the enemy has possible vehicles and heavy weapons, and our vehicles are not exactly setup for a straight engagement. But we also can't hit this entire area on foot - not with a full enemy platoon present and us just having a section. I think this is a broad compromise in fact we can't cover this much area on foot, but concentrated fire on our vehicles will kill them so we -have- to cover chunks on foot. But this maximizes our speed and hopefully the chance of our infantry getting to the target. I'm presuming the command vehicle will be in one of the hamlets and they'll have a squad embedded with it for command and control so hopefully the command vehicle will either stay in position while we do hit and fade or if it does roll out, bonus as it's away from it's escorts.
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Dance Officer posted:Nah, not make the map smaller, just cut the mission up into several plans like "secure the first town, then back to mission planning for our next move". Or give us more than a squad? There's a full platoon here, even if understrength they outnumber us by a minimum of 2:1 and also have vehicles and heavy weapons. So this is still going to be a messy slog particularly when we have a lto of area to spread out and sweep. Giong to be danged hard (and gloriously fun mind). Kudos for running! Edit: Also can we possibly use vehicles as supply mules? For a big map if we can take reloads/etc in them might be useful! wedgekree fucked around with this message at 08:18 on Feb 26, 2018 |
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Bacarruda posted:Questions? I see that I'm being a solo rifle team. Can I request to have a Rambo styled bandana with 'badass' written on it for the irony of when I get headshotted as soon as I go to deploy?
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[quote="Pea" post="481908701"] 1) Amended Operation Dakka. Operation More Dakka, if you will 2) Operation Crap I Need To Think Of A Good Name That People Will Vote For 3) Friendship is Magic Voting in this priority
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Yay! I've been in a couple rounds of combat and haven't died yet! Also gah on chaos. We do -not- have enough people for this..
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Yay for full autofire (or close to it) leading to headshots by me!
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Craaaaappp..
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Soooo what are the chances of us actually completing the objectives here so far? And yayyy KIA!
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So we hpoe that we can slow the car down wtih guns long enough to get guns that can actually damage it!
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Well, I could get out a piece of paper and start sketching.. Anyone have some pencils or pens? My handwriting is probably really bad so I'd probably just end up writing 'FIRE BAD' but wtih misspellings if left to my own devices.
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Bacarruda posted:We've been doing well enough, so far. We've killed the Dushka crew and have inflicted at least 2:1 losses. Personally I think us going on this sort of op with only ten men when we were guessing there were at -least- an understrength platoon present + the crew of the command vehicle even for a hit and run is a 'this can't end well under best circumstances' thing. Not when they had at least light vehicles and heavy weapons support. We're -going- to take losses when our intel is only moderate and we're outnumbered and outgunned. Planning only gets us so far!
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# ¿ May 18, 2024 18:46 |
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Ow medic plz! So, who do we have left that's combat capable? Including walking wounded. And is it worth it to try and have folks gather up the injured or secure the area first? Congrats on taking otu the worst of it! And can someone please patch me up? If anyone is alive.
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