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Tanks Tuesday (but Sunday) - Operation Hohemünde

    

Silberjojo
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Tanks Tuesday (but Sunday)
Once a month - We roll out - Panzer Hurra!

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This will be a zeus mission for 1st main on FK#1 utilizing the standard modset and default template in a series of armoured vehicle only missions. All players will be playing tank or vehicle crews. Slotting will be amended accordingly. 

 

+++ SITUATION +++

After the recent escalation of a long brewing political conflict, the russians have invaded multiple greek islands in response to a NATO incursion into Russia itself. Russia is trying to secure Airfields, FOBs and supply lines to further the war effort. Altis is the first Island that was reinforced by NATO. As such parts of the 1st Armor Division of the Bundeswehr were dispatched to Altis. The Russians landed in the South-West of the Island and have already made some ground. It will be 1st Armour Divisions task to push and kick them back into the water.  

 

+++ BRIEFING +++

1st Company "Hammer", supported by Logistics and Recon elements will make a push South to defeat russian positions and enable friendly infantry to push into the surrounding towns. The enemy is likely entrenched at strategic positions and awaiting your attack. We know at least one of those positions is located across the bay South of Neochori. Expect armoured counter attacks as well. Friendly fast air will be deployed to cover the airspace during your mission. At the friendly airfiled there is also an AA-detachment comprised of a Gepard Platoon. 
Friendly paratroopers have recently dropped into the AO in an effort to reconnoiter the area. However HQ has lost all contact with them and their location is unknown. Keep an eye out for them.

 

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+++ OBJECTIVES +++

1. Take the marked airfield currently held by Russians.
2. Enable Friendly Infantry Units to assault and clear towns along the way to the Airfield
3. Destroy or disable all armoured russian elements you encounter. 

 

+++ SLOTTING +++

This mission has 52 maximum slots.

(TAGS & REGS PRIORITIZED)
(RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS)
(FINAL SAY IS AT EVENT HOSTS DISCRETION)
("On the Day" slots might be opened up if all other slots are filled beforehand)

Quote
  • Company HQ (to be slotted in "PLTHQ")
    • Hammer 6-1 (Leopard 2A6)
    • Hammer 6-2 (Leopard 2A6)
      • Commander: on the day
      • Gunner: on the day
      • Driver: on the day
         
  • 1st Platoon (to be slotted in "Alpha")
    • Hammer 1-1 (Leopard 2A6)
    • Hammer 1-2 (Leopard 2A6)
    • Hammer 1-3 (Leopard 2A6)
    • Hammer 1-4 (Leopard 2A6)
      • Commander: on the day
      • Gunner: on the day
      • Driver: on the day
         
  • 2nd Platoon (to be slotted in "Bravo")
  • AA Platoon (to be slotted in "Raptor")
    • on the day if all other slots are filled
  • Recon (To be slotted in "Prophet" and "Mortar")
    • Blinker 5-1 (Wiesel, no TOW)
    • Blinker 5-2 (Wiesel, no TOW)
      • Commander: on the day
      • Driver: on the day
  • Donkey 1 and 2 (Logistics)
    • Specialist: @LurkerOne 
    • Specialist: on the day

Based on numbers we will fill certain vehicles first. See their priority below: 

 

  1. 1 Coy Cmd Tank, 2 Tank-Platoons à 3 tanks, 1st Specialist (22 people)
  2. 1st Recon Vic (24 people)
  3. 4th tank in 1st platoon (27 people)
  4. 4th tank in 2nd platoon (30 people)
  5. 2nd specialist (31 people)
  6. 2nd Recon Vic (33 people)
  7. 2nd Coy Cmd Tank (36 people)
  8. 1st AA Vic (39 people)
  9. 2nd AA Vic (42 people)
  10. Loaders in all remaining tanks distributed evenly across all elements (52 people)

Any "in betweens" are to be filled by loaders with medic status in the CMD tanks (HMR 6-1, 1-1 and 2-1) [i.e.: we get 32 people playing, meaning all vehicles from stage 1 to 5 get "activated", providing slots for 31 players. The remaining player will then take a loader slot in Coy Cmd Tank].

 

+++ Notes +++

  1. The Company Commander (6-1) will command the two Platoons and their supporting elements.
  2. The Platoonleaders are expected to command the tanks under them to ensure the elements act cohesively and information is relayed between them.
  3. The Specialists will be driving a RRR-Truck each. They will also be medics. 
  4. The Leopards have Loader slots. They will be filled by overflow and have to assign medical status at the statue.
  5. Loaders in Cmd tanks are expected to take off comms pressure and are thus allowed to bring LR-Radios.

 

+++ Suggested Radio Set Up +++

Coy Net: 69 - Coy Cmd, All Plt-Leaders, XROADS, Recon, Logi
1st PLT Net: 68 -  All Tanks from 1st Platoon
2nd PLT Net: 67 - All tanks from 2nd Platoon
Logistics Net: 66 - All Specialists, inner logistics communication
Recon Net: 65 - All Recon vehicles, inner recon communications
AA Net: 64 - All AA Vehicles, inner AA communications

 

+++ Equipment +++

  • Stick to guns the Bundeswehr uses currently. Refer to this link.
  • Uniform: BW Uniform (Tropentarn) or BW Uniform (Tropentarn, Sleeves)
  • Vest: JPC Vest (Tropentarn) - any variant 
  • Any "Tropentarn" backpack
    • Everybody is allowed a Longrange-radio

 

+++ RESTRICTIONS & NOTES+++

  • Equipment is restricted (see section above)
  • GPS Tracking will be enabled on vehicles
  • Units are to be adressed by their respective callsigns
  • Respawns at Zeus discretion, Coy Cmd can ask for reinforcements
  • Commanders can request camo netting be applied to the tanks in their element.
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Recommended Comments



Since Taco decided to bail on us for another commander (no hard feelings), I request a switch to the tank's gunner position:

Hammer 1-3 gunner (no tags), please

  • Thonk 1
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For everyone: Once all Command tanks, so that 6-1, 1-1 and 2-1 are completely filled, I'll open up more tanks to be reserved, I think. So advertise, get people to take slots and take slots yourself :)

 

@Elkano @Sajku I've given that gunner slot to andy, since he got booted by John, so I can't put neither of you in there.

 

  • Upvote 1
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