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senior officer Mikael van Atta

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Posts posted by senior officer Mikael van Atta

  1. 3 hours ago, TigerGuard said:

    Also, based on what has been seen on surveillance, is it better to start the assault on the main room with flash bangs or emp grenades? Obviously this is about whether the guards and usual staff are visibly cybered. 

    j03huwvi84021.jpg

    Approach from the west is as good as the one from the north. So, in 8-Ball's opinion, we can go in from the west as per Fawkes' preference. However, it might be advantageous to enter from the north too, if we can muster enough personnel, adequate coordination, and make sure the room in the north is not going to be a problem. It would save us from the problem of being tied to a single chokepoint at the entrance, wthere we can be rather easily blocked (assuming the Voodoo Boys react quickly enough).

    We have aplenty of explosives available, so I see no reason why not to blow the doors. Angel can prepare adequate breaching / slap charges in advance, assuming we have an idea how tough the outer doors are. Note: if the doors are steel (or anything magnetic enough), it is a handy trick to equip yuor slap charges with magnets, it makes attaching them to the doors a breeze (as in: magnets strong enough to hold the charge in place. It doesn't have to hold for life and death, just stay where we want it for a few moments). Otherwise, good adhesive tape (preferably of the "two sticky sides" variety) is used. 

    Once we have a breach, toss in grenades. EMPs and flashbangs: I'd expect the heavily cybered gangers to have level dampers and anti-dazzle of some sort, but I doubt they are all cybered to exactly the same specs, so it would disorient at least some of them. In fact, should we have enogh free hands doing the grenade throwing, I wouldn't be against dishing out some frags, too, just for good measure. Unless the intel suggests there are some people present there we don't want to harm (is there a chance to have intel in realtime just prior to the assault to confirm that?).

    An interesting trick (and one likely to put the gang really off-guard) would be to equip the entire assault team with echolocation gear (echolocation goggles or equivalent), and just rain in scatter grenades before we enter. We would see in the stuff (IR-blocking warm smoke), they won't (save for those equiped with radar, sonar or echoloction capabilities themselves, but I doubt there would be many). However, we don't have the gear yet, and I assume integrating it into the armors we typically use would be an issue. Angel could probably get it done, but it is a matter of time, cost and skill. The advantage is we have never used such trick, so they aren't likely to expect it.

    Intel suggests 20+ targets? Given our luck (and Murphy's Laws) I'd assume ~30, and be ready for ~40. Meaning, this is going to be a hard one. Pack accordingly, including grenades and ammo. I suggest applying maximum overkill, shock and awe tactics. And keep in mind we're going against dangerous enemies, ones that will be difficult to shock and awe.

    I see a number of containers marked as biohazard and radiation hazard on the plan. What do we know of these? How good are the NBC seals on our armors? Given the shock-and-awe approach (as well as large amounts of high-power rifle bullets I expect to be expended), those likely will get penetrated. The question is what will happen once they do (hmm, in that case, frag grenades might be not a good idea...). Of course, there's a possibility it is just markings on the map, and the stuff is in fact something else, likely chemical components for drug manufacturing (they have a lab here, they are likely to have some reagents). Now, some reagents are poisonous (maybe up to the "biohazard" levels), some may be flammable (or even explosive under the right circumstances), or both. I would honestly not expect them to be actually radioactive to the level where it would be a concern, but that's just common sense talking. And we're dealing with a rather crazy gang here, so, as Coassack could say, chiort znayet'("[only] the devil [himself] knows"). Note: show the drone footage to Angel, his knowledge of chemistry should allow him to tell us what the stuff is and what it can do. Still, breathing in the stuff / fumes of it is strongly advised against.

    Sice we don't want to be linked to the op, especially immediately after it is done, and it would be useful to deter pursuit as we exfiltrate, it would be useful to have demolition charges prepared. It is up to our demolition experts tosay whether explosive, or incendiary charges would be a better choice here. Collapsing the entire AO or burning it to a crisp? Given the chemicals, I have a feeling that high-temperature fire would be better, and a thermite mass is technically pretty easy to manufacture...

     

    Roughly, that's the plan:

    1. approach from the west or west & north,
    2. blow the doors out,
    3. chuck grenades (Flashbang & EMP, optionally scatter and possibly fragmentation) in,
    4. assault in,
    5. shoot down any Voodoo Boyz member we can find in the main room,
    6. sweep the smaller rooms in teams, to save on time
    7. keep an eye on the southern entrance (in case of a possible counterattack)
    8. Set up demolition charges
    9. Exfiltrate and blow things up.

     

     

  2. Wow, Happy Birthday, 'Wolf :)

    I'll make sure to tell the Fire Department, they may definitely want in. As my experience with firefighters (mainly volunteer firefighters, I admit) shows, a real firefighter is not afraid of firewater ;) (also, Red Cross Medical Rescue staff does know a thing or three about dissinfection, too!).

  3. I found the Catspaw (sequel to the Psion) to be the best - and most cyberpunk - of the three novels in the series. With corporate intrigue, street scum, organized crime, and netrunning.

    Actual cybernetics in this setting is pretty looked over - it exists, but isn't really given much attntion by the author.

    That being said, I really like the protagonist, and I still hope Ms. Vinge would write more novels about him.

  4. The only question 8-Ball has is strictly business-related, though whether it is aimed at Suzy, Mitzi or Kronos depends mostly on which one of them cares to answer it:

    "That means we can not consider SOCOM a business partner we can do any business with, do I get that right?"

    He means exactly that: SOCOM has left us out to dry in Peru, we're not going to work with them again - unless the team management / Kronos can assure that the rogue elements in SOCOM (those who compromised that mission) have been purged out.

     

    What he isn't going to mention is that while Suzy's paranoia has saved our butts, he considers her tactical judgement to be suboptimal. We have waited too long in our assault position before contacting the command with recon data.

    Yes, (in hindsight) it would have sprung the trap sooner. And they had our positions pinpointed from the get-go, even before they have opened the window shutters (judging by how they surprised us with an accurate first salvo). But I'd bet on our nightfighting capability being superior to theirs. We would have had better chances pulling out of it. 

    Yes, we managed to pull out. Without anyone dying, and only a few serious wounds - thank you, lucky stars. But still, not good, merely good enough

    If she was afraid of revealing our presence to enemy SIGINT, we shouldn't have been using radios of any kind in the area. A tightbeam satellite uplink had a minimal chance of gettign detected anyway (sure, they likely had a tap into our comms from the beginning - but that is the hindsight. Not something the commander on the ground could have knownand acted upon).

  5. By "pack" I meant - request from the mission organizers. I get we don't bring even our own underwear for this op :) - only what the SOCOM gets issued to us.

    Angel... he's woefully unqualified for this (and as for experience - he hadn't had a chance to gain any weapon skill XP so far: never fired any gun in any combat the team was in). I was under impression we're going all, basically. Sure, he could plug in some Spanish.

  6. For 8-Ball, then, an FN-RAL, smartlinked and supressed, with underbarrel 40mm. And laser-sighted Jaguar with supressor and DP ammo (sorry, DA is from a different game). 2 flashbangs, 2 frags and 2 HEDP rounds for the 40mm, 2 scatter (hot smoke) and 2 flashbang hand grenades.

    Angel will take a smartlinked, supressed FN-FAL, and a smartlinked, supressed Jaguar. DP rounds, as well. No grenades (40mm or hand), as he doesn't know what to do with these. 

    Pack adequate reconaissance equipment (binoculars, I guess the Optitech Magviewers we used back in the day could be adapted to feed data into Suzy's battle mapper, too. 

    I assume Samantha will be doing netrunning support from home. We could pack a drone or two and let them out in the vicinity of the target. Recon is recon. 

     

    OK, since we're on this op with Suzy, she'll be taking command. Which allows 8-Ball to take point when we're on the march (and let's face it, he has the best chance of spotting any shit on the road before we step into it).

  7. I'd suggest going with FN-RALs. Are 40mm underbarrels and / or suppressors available?

    Requesting sidearms, too. Something in 12mmCL preferably. Taurus (i.e. Brazilian)-made licensed copies of Armalite 44 (8-Ball used one during our previous time in the Latin America) would be perfect. DA ammo and suppressors, if possible. 

    Also, we need a well-equipped medkit equivalent to first-world combat medic's pack. Including collapsible stretcher. Exact brands of supplies do not really matter (it is understandable these can't be pointing nowhere near our employer), quantity and quality does. 

     

    What is known about the opposition? Nature, equipment, training, morale, level of alertness, support / backup, available reinforcements and their ETA?

     

  8. Practical note: thermographic scan may be having trouble picking up targets against hot background. I have seen it happen on a sunny spring day - people were difficult to see with a thermal imaging sight against sunlit forrest floor. From a couple of meters away, and not really hiding.

    I was under the impression we're in a desert envirnoment here, and middle of the day, so the background may be pretty hot. 

    It is a possibility. Again, I assume a good quality thermal imaging device might be able to overcome such a problem. 

    Just a thought.

  9. Yes, you're right about lack of LoS. This is the reason why initially Rue's RPG team was positioned on the edge of the town - they would have had excellent LoS to the oncoming gun truck from there. Their current position (at the inn) was suggested by Suzy. Who, by the way, is hauling along the other RPG. None of which was used so far, despite the AGL having problems knocking out the first gun truck.

    Given Cossack's track record so far, I agree he should be able to clear the two vehicles. The question remains, however, what he'll be able to do afterwards. 

    RPG-hunting the immobilized vehicles is on the table as a backup option. 

  10. With 750m range bracket, the RPG-A's should be able to pretty easily hit the immobilised vehicles (Humvee and gun truck - large, immobile targets in the open), especially from the cover of town's buildings. If we get rid of the infantry, getting a few turns to aim shouldn't be a problem either. 

    Still, there's about a dozen of Raffen guarding them, and they have ~200m to the edge of the town. I don't expect them to abandon their vehicles, so while it would be nice if Cossack manages to get rid of that group, I'd say they are of limited concern except as a source of support fire (and that applies only as long as they have line of sight on us). Note that the Armadillo needs to be wary not to get into the .50s line of fire - it won't stand it. 

    Depending on where the pursuit group (how much has left of it?) shows up, they may combine with the gun truck, and carry another wave of reinforcements to the town. That would be most unfortunate for us. 

     

    With oncoming trikes & buggies (flanking group), it is going to be way more difficult (they are smaller and they remain mobile). Fawkes - assuming he has enough ammo - should be able to stop these just fine. If he has time and attention to spare on these (and I guess, well, not really). Still, if Samantha manages to engage them with the GL, it should get the job done. 

     

    The blocking group coming from the north will be a problem (that's another ~30 Raffen), unless we manage to get rid of the other groups before they come. Even if we have taken serious casaulties and are short on ammunition by that point, we should be able to repel thme with the support of the bands and tour personnel in the camp. 

     

    The most immediate concern remains the town assault group (dismounted bikers) and their freshly deployed reinforcements. We need to get rid of them ASAP. We've managed to draw them among the buildings - which denies them theri supprot weapons' fire - but if we lose more ground, we'll be in trouble.

     

    Also, keep in mind we don't really have to kill every single Raffen dead. It would be nice, sure, but not necessary for achieving our goal. Some of the bikers are already withdrawing, and the initial assault group has turned tail, too. I wouldn't expect for them to be able to regroup ad come back - I don't think Raffen have that level of morale. 

  11. I was under impression we had no radio contact with GevHog due to jamming.

    Under that assumption, it is really Cossack's call. 

    I'd say - just make sure everyone in the gun truck is out of action. Capturing it would give us a lot of potential loot, but that's unimportant untill we win the fight. And manning it would negate your usefulness as a mobile asset (you'd have to leave at least Rusty there to man the .50cal, leaving you with no gunner). 

    I'd point out that truck as a possible command vehicle. It going out with a bang might be the thing the Raffen Shiv need to reconsider their position.  If they turn tail, well, that's definitely a faster and less dangerous way of winning the fight than if we had to kill every single one of them. 

  12. OK, so to keep it in mind next time:

    • 8-Ball's BOD is 13, +2 on Death Saves due to Bodyweight Vein Clips.
    • his biomonitor was set up to fire up a dose of Trauma 1 (a TraumaTeam drug providing +3 to Death Saves) if he hit Mortal4 or worse - which had certainly happened.

    So, yes, he's hanging to life by the skin of his teeth. But he is likely to hang there for a little longer than Joe Average.

     

  13. 10 hours ago, Allen1 said:

    This presents a unique problem for Cossack and Rusty in the GevHog.  Rusty's radio is also jammed.  He and Cossack will have to shout to communicate.  This will be an annoying, but not crippling problem.

    Quite a few modern motorcycle helmets have provisions for an intercomm / plug-in for a radio. 

    Let Angel know about the problem, and he'll bring this up. I'd expect the M88 combat helmet to have a socket for external comm system, too. 

    It will take him a moment to identify the plugs needed - with luck, they're some popular, commercial standard (like 3-zone minijack) - and he's almost certain to have an appropriate cable in his toolkit, or have seen one laying around in Samantha's electronic / computer supplies. Grab it, plug it, secure the plugs with some electrician's tape (so they don't unplug in a fight), done. 

    If we're out of luck, then the sockets are there, but one of them (likely on the M88) uses a different plug standard (likely something mil-spec, damn you Militech!). Nothing Angel couldn't sort out... if you gave him 5 minutes and a length of cable (proper plugs in store being optional! And yes, he could sort it out here in the middle of nowhere, he has a tool hand on his cyberarm, including a soldering iron and a small cache of soldering supplies). Being out of luck, however, translates into "we don't have the 5 minutes to sort it out".

  14. 21 hours ago, Allen1 said:

    The Team is in for the fight of their lives!

              

    You mean, the last one, yes...? 

    ;)

    OK, now to the practical stuff - we do have radio within the team (and, I assume, with Suzy's van).

    Do we have any comms with the rest of the defenders? Could Samantha patch us through to the buses audio systems, and the big rig's CB radio...? Personal comlinks would be preferred (bah, iRL there are apps that basically turn your smartphone into a walkie-talkie!), but any method of being able to contact these folks would do. 

    Of course, that's also likely mean a literal clusterfuck on air: too many people talking on the radio, on generally unimportant things, and blocking the waves from being used for important stuff. And trust me, I know that one from a RL experience: it hurts.

    As I tell the folks: You should have a radio on you. You should not use it (unless you absolutely have to).

  15. I have assumed the default orientation: top of the map is North. You're saying the first wave of Raffen are coming in from East-South-East. So - something doesn't add up here. I'd guess the map is not aligned to the compass north, and this is what throws the situation off for me.

    Still, I assume that, given the situation, 8-Ball has used his tactical expertise, and determined that Rue's battle position in the Cyber Revolutionaries bus does make sense. If it does, he's OK with it - if it doesn't, then he'll tell her to relocate. 

    Rusty taking his GL (and spare ammo) with him) - seems the best choice. He can try affecting vehicles with it 9or fire frags into groups of bikers/ dismounted infantry). I'm afraid he and Cossack won't be able to outfight a swarm of Raffen if the GevHog gets disabled. So, for heavens' sake, Cossack, don't get disabled!

    Restaurant owners and their car - if they can get their vehicle to our compund in time and plug the hole in our perimeter, that would be an excellent idea. Not going to put them in more danger if that seems too risky, though.

    I honestly don't place much hope in the snipers' effectiveness. Not against this kind of opponent, not in this situation. In a normal situation, sniper / marksman's role is to take out leaders, comms, heavy weapons operators and then perhaps other targets of opportunity - and thus supress and demoralise the opposing force. Here, we have a horde without easily determinable leadership andvancing on our position in what well resembles a cavalry charge. Precise, point fire doesn't stop such charges - supressive fire with automatic weapons does (we have to do with a few automatic rifles, our only machinegun has been detached to handle the oncoming 2nd wave), if we are to apply historical take on things. Artillery surely can help (and we're lucky to have a 40mmAGL, capable of direct and indirect fire. Question is how long before it runs out of ammo, these beasts are pretty voracious - and I don't expect Samantha & Suzy to have too many belts of 40mm AGL ammo available). So, the snipers are told to prioritize the largest vehicles (and their  drivers) they think they can reliably take out (for Stepan and his SVD - unless he's packing API - this likely means trikes, as thir drivers are likely to be protected at most with body armors. .50BMG should do fine against jury-rigged armors on things like cars, vans and the like. And if not, these are already priority targets for Rue's RPG). 

  16. If the scale is true, then it is about 3 meters gap left after GevHog leaves. 

    It is in the rear for the inital assault, and it is acceptably well-covered from the rear of Heartthrobs and Dath Merchants' buses. 

    The best we could do is to block it with the news crew van, it is the only mobile piece we can get there. I'm not a fan however, I'm more concerned about the open space under the big rig's trailer the news van is currently blocking with its body. 

    Now, somehow I was convinced the main attack is coming from the direction blocked by the big rig (south-east), but @Allen1placing Rue in the roof hatch of the Cyber Revolutionaries' bus implies otherwise (I assume she choose her station based on its sensibility). 

    If we're going to be hit from direct east, or north-east, I need our 4 available characters to be deployed in pairs, covering far corners, respectively:

    • between big rig and Suzy's van, & big rig and Death Merchants bus if it is from south-east,
    • between Hearthrobs' bus and Cyber Revolutionaries & Suzy's van if it is north-east,
    • big rig and Death Merchants & Hearthrobs' bus and Cyber Revolutionaries, if direct east (I'd love to have two more people near Suzy's van, but I lack men for that. The only hope is the van can hold on its own for long eonugh to have someone get rid of any Raffen bothering it).

    I'm doing it that way to have our 4 characters - all capable combatants - have cross-fire on the attackers. Also, I expect the Raffen to be less than enthusiastic about engaging the Armadillo's AutoGL at point-blank range, so they'll likely veer off to try other gaps in our line.

    I'd pair:

    • Mitzi & Hollow
    • 8-Ball & Jamal

    Though i don't remember who has a 40mm, and I'd like every pair to have at least one.

  17. OK, the Arasaka Rapid goes to Celestine. With the caveat we have no idea what it is loaded with (unless 8-Ball had a chance to take a peek. He's been using shotguns for a good part of his early career, I find it likely that he can recognize different shotgun loads at a glance), and that we don't have any spare magazines for it. Use it wisely, sora.

    Cossack's call as to who rides on his GevHog as a gunner. Rusty is definitely more effective on this gun than 8-Ball.

    8-Ball being the security chief of the tour won't matter a bit once SHTF. I can't command in 3,2s turns, especially people who don't have set Standard Operating Procedures. So what I can do is set up a defence and then try thinning the attackers with it. When things go down, it will be too packed to execute any complex maneuvers, even if I could issue a command - and I expect there will be too much noise (inc. gunfire) for people to actually hear me. 

    Yes, Angel is to go and assist Rue by loading the RPG. Once the RPGs are no longer usable (we don't have that much ammo for them anyway), he may try going back to the Armadillo, if situation permits. Also, keep Rue safe once the things get close and personal. We'll need her (and Jamal) to pick up what's left of us once this is over. Given Angel's view on stuff, it might be necessary to remind him that this may as well include picking up what's left of his sorry ass.

    The revolver-fed 40mm... Fawkes, Jamal, or Rue? Taking 40mm standoff distance into account, I believe Rue is out of question - she's going to be busy shooting the RPG, she can't be shooting the 40mm at the same time.

    Stepan - make good use of your SVD while the range is right. Prioritizing multi-people vehicles you can actually stop is advisable (open cars if there are any, and trikes). If we have a rifle, SMG or shotgun to spare, drop it to the man (if there's time), unless he has one of his own. Once the Raffen close, his "oar" (SVD) will be useless. He needs something that'd work up close.

     

    Oh, and also: Bambi, keep your head down, girl. Hell is coming to dinner, and we can spare nobody to watch specifically over you, sorry (note: 8-Ball kinda likes Bambi. Sure, she's a culture vulture, and one needs to watch their mouth around her - but she didn't do us wrong. And he remebers that she had, effectively, put things into motion to get us out of the LawDiv's clutch back in NY).

  18. Since 8-Ball specifically ordered 6rds of 40mm HEDP, I was pretty convinced he has a 40mm underbarrel GL.

    Stepan & his SVD - there are no official stats for the good ol' SVD, but it is a marksman rifle in 7,62x54R Mosin. It can be shot at 1200m, but the army practice target at 1200m is 1,2x1,2 meter concrete block, and keep in mind it is done with marksman-grade ammo, not the standard one (which you feed a squad machinegun, the PK/PKM, with). If you ask me, I'd ballpark the gun's range bracket in between 600 and 900m. Hitting a human sized target at 1200m is... going to be a challenge. Though perhaps Stepan had his SVD converted for electrothermal ammunition, that would have given him some extra reach. I wouldn't rate it aginst a .50BMG rifle in terms of range myself.

    Damn, I hoped the Armadillo would be up for the task (sure, bikes would have it easy outrunning it, but IMO that wouldn't matter. Armadillo is on the resilient side - they shouldn't be able to harm it with small arms, and it could just ram any bike in its way). Still, with Cossack driving, and 8-Ball spraying (praying could make a difference here, the problem is he's a non-believer) the MG at the bikers, we might have a chance to disorganize the attack a bit. GevHog can outrun anything around here, though I have a feeling it'll require all Cossack has to remain maneuverable in this envinronment (and if we stop, we're toast). Hovers ain't nimble... And 8-Ball is definitely more competent with his rifle, than with the MG (note: he'll bring his rifle along anyways. Good to have it in case the MG jams or gets damaged). But beggars can't be choosers. Still, the role for GevHog is harrassment and disorganization of the enemy force. 

    Angel is to assist Rue as a loader. Knocking out as many big vehicles as possible is of utmost importance: I expect each of the vans to be carrying 10+ Raffen. I don't really think they'll be in any shape to do anything if a reinforced van they're riding in takes a direct hit from a proper anti-tank launcher. Even if they manage to survive.

    We have the elderly restaurant owners going with the Hearthrobs. They are old, but they are crusty - and they pack shotguns. They'll be useful, teaming up with the band. 

    Speaking of shotguns - 8-Ball has picked an Arasaka Rapid Assault autoshotgun off a Raffen in the diner:

    • Any takers? He won't need the gun on the GevHog. I guess nobody on the Team - we're well-equipped with automatic weapons - but maybe someone on the CyberRevolutionaries bus? It is a potent weapon and simple to operate up close (Hearthrobs seem to be well-equipped in the longarms department, and Death Merchants I wouldn't trust with anything more dangerous than a toy water pistol. And one loaded with pure water at that!). Can Celestine use it with any effectiveness...?
    • I assume our captured Raffen has been patched up (enogh to extend his expected expiry date beyond the next couple of minutes), cuffed and placed under guard (we don't need a particularly powerful guard there, the man is in Mortal 0 state if memory serves me, and zip-tied. So merely have someone who would keep him from trying anything funny, should the fella wake up before we get through his buddies). Now, 8-Ball brought him over primarily due to this own moral code, but having a prisoner to interrogate opens up a chance of nailing the contracting party (well, not much of a chance, as I expect this to be a rank-and-file member of the tribe. One that doesn't know jack shit. Still, it is worth a try. No direct gain here for us, but Universal Records may win a couple points in the kicking contest agaisnt whoever their cometition is). Besides, if we overcome, we'll have someone to turn over ot the cops, once they show up to mop up the fray. Makes us look better than having just a whole lot of dead bodies to show for it. Whether they'll want him to stand trial, or they'll just hang him / shot him on the spot, that is the matter between local law enforcement and the Raffen. Given the local lawman is missing, and he's a member of the Nye Sheriff's Office we're on pretty good terms since the last episode, I'm sure they'd prefer to have some Raffen alive, if there is such an option.

    BTW, we'll have to scout the battlefield for survivors / stragglers once it is over. If we can, that is.

     

  19. Guys, I have checked my schedule at work. Seems I gave you wrong dates, sorry.

    I'm not available on October 9th nor October 23rd.

    October 2nd, 16th and 30th should be fine.

     

    Now, regarding our defensive plans:

    Are the buses (and the big rig) bulletproof enough to provide sesible protection to the people inside? And on their rooftops (like Fawkes)?

    What does 8-Ball's tactical expertise tell him?

     

    Since the Raffen will be on top of us in minutes, I see no point in trying to run. They'll get us before we can form a convoy, and even if we do, they are likely to be experienced in raiding convoys. We have no real experience in defending one. 

    Standing and fighting allows us to avoid problems with firing from a moving vehicle, and allows us to put all out able-bodied combatants to work, rather than relegating a good portion of them to driving. 

    • 8-Ball wants Rue in a good firing position (perhaps on a bus' rooftop) with an RPG. Priority targets for her are the improvised APCs / vans. She could absolutely use a #2 man to handle the ammo and speed up reloads. Angel is a passable proposition here: he can't work an RPG himself, but being a skilled weapons tech (and having played around with the RPG) he should be able ot reload it quickly. 
    • All the Team members equipped with 40mm GL and HEDP grenades should use these to target large enemy vehicles. Taking out vans / APCs early gives us the best resources / effect compromise in terms of potential Raffen taken out of the fight (if you knock their ride from under them, there's a good chance the Raffen riding it will be out of combat).
    • The bands are to keep an eye on our sides and rear (especially the corner entrances to the west of the camp). Engage the Raffen from the safe positions inside of their buses. Alarm us if Raffen get close and we are at risk of getting infiltrated.
    • We have only one automatic weapon capable of sustained autofire (the GevHog-mounted machinegun). It is to engage Raffen bikers and supress them if possible. As many as possible.
    • It would be useful to have the Armadillo get out of the camp and play the mobile / cavalry role on the flanks. We'll be able to support it with gunfire from the camp, and vice versa.  It'll also force Raffen to split their forces somewhat. Naturally, this is going to make sense only if there is spare ammo for the AutoGL. Armadillo should be relatively safe from attack, given the Raffen would need a dedicated anti-vehicle system to deal with it. I don't expect them to have such weapons (and even if they do, a moving Armadillo is likely to present a more difficult target than a stationary one).
    • Unless we elliminate enough Raffen to break their morale on the approach (no idea on how tough these guys are) to make them disengge, 8-Ball fully expects to see the camp overran. And then, well, it will be a chaotic brawl. Can't plan that up.
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