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MACV-SOG The Beginning (Scripted Mission)

    

kMaN
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S.O.G. Prairie Fire DLC required!
This is a scripted mission using Malbryn's Framework
Minimal Modset, ie - not big :)
(Mission was built to reflect historical accuracy, as best I could.)

 

MACV-SOG The Beginning (1964)

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  ++MISSION BRIEFING++

Military Assistance Command, Vietnam, Studies and Observations Group (MACV-SOG) was activated, January 24, 1964, to function as a joint special operations task force. Commanded by a U.S. Army Special Forces colonel, MACV-SOG was a subcomponent of MACV, headquartered in Saigon. Born from a need to conduct more effective special operations against North Vietnam, many Central Intelligence Agency programs have been transferred to SOG, which now consisted of personnel from U.S. Army Special Forces, U.S. Navy Sea-Air-Land (SEALs), U.S. Air Force, U.S. Marine Corps, Force Reconnaissance and CIA personnel.

We are here to conduct special operations in North Vietnam, Laos, Cambodia, and South Vietnam. Personnel, infrastructure, assets and missions are ramping-up to support this new mission. SOG has been given the mission under OPLAN 34A to conduct strategic reconnaissance, direct action, sabotage, personnel recovery, Psychological Operations (PSYOP), counter-intelligence, and bomb damage assessments. Maritime operations, under the cover name of the Naval Advisory Detachment (NAD), is staffed by the Navy and their operations being launched from the Tien Sha Peninsula. They will operate along the coastal areas of North and South Vietnam.

The Ho Chi Minh Trail, also called Annamite Range Trail is a logistical network of roads and trails that runs from the Democratic Republic of Vietnam (North Vietnam) to the Republic of Vietnam (South Vietnam) through the kingdoms of Laos and Cambodia. The system provides support, in the form of manpower and materiel, to the National Front for the Liberation of South Vietnam (called the Viet Cong or VC) and the People's Army of Vietnam (PAVN), or North Vietnamese Army (NVA). 

MACV Saigon thinks that the 1st, 3rd and/or 7th NVA Division/s have begun building-up forces and support infrastructure utilizing the Ho Chi Minh trail in preparation for an attack on Khe Sanh. Saigon thinks that the NVA have moved across the border into the Dong Dang Valley area.

 

MISSION SUMMARY: 

Saigon needs some eyes and ears on the ground to ascertain whether any enemy are in that valley and what capabilities they have. We need your team to stealthily reconnoiter AO Whiskey, which borders with Laos. You are not authorized to cross the border into Laos.

Look for any sign of the 1st, 3rd and/or 7th NVA Division/s, as well as any Viet Cong activity. Look for any evidence of way stations, supply areas, ammo caches, NVA trucks or vehicles, etc. Mark the grid coordinates and gather any intel you can collect as evidence of NVA or VC incursion.

1. Find an infil HLZ and insert into the southern part of AO Whiskey.
2. Investigate the villages of Kang, Xi So, Xi No and Palien Khun looking for way stations, supply stores or intel on possible NVA or VC units.
3. Investigate these three areas along road 11: Known Area of Interest (NAI), one, two and three looking for any sign of the enemy.
4. Find an exfil HLZ in the northern part of AO Whiskey and RTB.

** This is a reconnaissance mission and air assets will be scarce. You are to only report any enemy positions, compositions and equipment. You are to avoid contact at all times and stay hidden. If you are compromised the best course of action is to break contact, evade and continue mission.

 

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++SLOTTING++

(TAGS & REGS PRIORITIZED)

(RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS)
(Mission is limited to 18 slots)

(If the TL/s agree, the pilot/s and aircrew can respawn into ground forces if helo assets aren't being used.)

(This is a stealth type mission so if you want to shoot everything that moves then play a different mission of mine.)

 

 

Recon Team (RT) Raleigh :

  • One-Zero American Team Lead (SL TAGS, 1ic) @Veagance (tags)
  • One-One American 2ic and Medic (Medic TAGS, 2ic) @Root (tags)
  • Zero-One Montagnard Team Lead (TL TAGS, 3ic) @kMaN
  • Zero-Two Montagnard Grenadier @johnb43
  • Zero-Three Montagnard LMG @Malbryn
  • Zero-Four Montagnard Scout @LurkerOne

20220207201647_1.jpg.c566a55f5a28e0949afd5c9518ca4c68.jpg
 

Recon Team (RT) Columbia :

  • One-Zero American Team Lead (SL TAGS, 1ic) OPEN
  • One-One American 2ic and Medic (Medic TAGS, 2ic) OPEN
  • Zero-One Montagnard Team Lead (TL TAGS, 3ic) OPEN
  • Zero-Two Montagnard Grenadier OPEN
  • Zero-Three Montagnard LMG OPEN
  • Zero-Four Montagnard Scout OPEN

20220207201651_1.jpg.61d4191d4828a3e2caa3a297d52371a3.jpg
 

219th KingBee Vietnamese Airforce (Slick) :

  • Pilot (Rotary Wing Flight Lead TAGS, Officer) OPEN
  • Co-Pilot (Rotary Wing Pilot TAGS, Officer) OPEN
  • Crew Chief (Rotary Wing Gunship Gunner TAGS, NCO) OPEN

20220207201625_1.jpg.693b7af0d9cf72bda3445b7ed6d40862.jpg

219th KingBee Vietnamese Airforce (CAS) :

  • Pilot (Rotary Wing Flight Lead TAGS, Officer) @L00_Cyph3r (tags)
  • Co-Pilot (Rotary Wing Pilot TAGS, Officer) OPEN
  • Crew Chief (Rotary Wing Gunship Gunner TAGS, NCO) OPEN

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++RESTRICTIONS/NOTES++

  1. Scripted loadouts
  2. No SR radio
  3. No GPS
  4. No NVG
  5. BFT disabled

++NOTES++

  1. If you get lost, then think of how you can use air assets and smoke grenades to pinpoint your location or learn how to use map tools.
  2. This could be a long mission so progress will be noted/saved and to be continued at another day/time.
  3. The intent for KingBee pilots is that they are to be dual role as insert transport, reinsert transport, resupply and CAS.
  4. If there are no CAS pilots then the TL may use the SOG PF support radio, ie - artillery and CAS.
  5. If no KingBee pilots then ressuply can be called via Malbryn's framework.
  6. This is meant to be a historically accurate mission for a MACV-SOG RT team. That means that breaking contact is the standard SOP vs attack and kill. Your job is to run away, report enemy positions and run away!!!!
  7. I will have Zeus in case something needs fixed or the TL's can convince me that something needs to be sorted. My goal is to not use Zeus.
  8. Ace moveable objects and SOG PF moveable objects are enabled.
  9. This mission tests several SOG PF's custom modules so unexpected gameplay might be experienced.
  10. If one RT is full and the other has players then I'll add a second "slick" helo /w crew.
  11. If the helo crews end up with nothing to do then they are allowed to join a team on the ground.
  12. If you are a TL, pilot or co-pilot then there is a vanilla map at your feet when you spawn. Replace the SOG PF map with the vanilla map so that Ace Map Tools will work. This is a known issue and SOG PF will fix in their next update.
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MISSION REQUIREMENTS: 

SERVER INFO :

  • Name: FK #5 Custom Mission Server
  • IP: arma5.fkservers.eu
  • Port: 2502
  • Password: On Request
  • Modset
  • Mission File

** Link to Malbryn's mission-making framework can be found here.

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Recommended Comments

1 hour ago, Veagance said:

Zero-one TL please

Zero-One Montagnard Team Lead (TL TAGS, 3ic) (in Raleigh)

 

Meant that one as I don't think Columbia will be filled

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I would like to use this as the AAR/Feedback thread. Please give me your good and bad feedback so I can improve my scripted missions. @Veagance @LurkerOne @L00_Cyph3r @Forked @Conga Line of Neckbeards @johnb43 @Malbryn @Root

I think Veagance did an excellent job considering he was thrown into the position at the last minute.
The survival radio might have been used in the way Veagance used it, ie - giving it to his pointman.
Everyone did well, most of the time, not getting bogged down in a gun fight.
I tried to give the helo pilot stuff to do, ie - handle transport, CAS and resupply.

1. Would everyone have liked personal radios vs talking?
2. Would you want an arsenal to adjust your loadouts?
3. Did the helo have enough to do?
4. Was the AI challenging enough?
5. Was the mission too long at 3 hours?
6. Were there too many enemy AI?
7. Was there too much in the briefing?
8. Did you like driven tasks or would you rather have all the tasks at once, except for the hidden ones (Way Station & Convoy)?


This was the first village you investigated, Kang. You broke contact and escaped vie helo right before the enemy swarmed you.

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This was the enemy Way Station where we took roughly 50% casualties and got surrounded.

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When we were "Clover Leafing" or "Blooming" the road and we successfully avoided almost all of these enemy.

bloomcloverleaf.thumb.jpg.d7041b26039295d90cec87a56c9d8373.jpg

 

This was when we were on the run on the road after weaving our way through the enemy.

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  • Upvote 1
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23 minutes ago, kMaN said:

1. Would everyone have liked personal radios vs talking?
2. Would you want an arsenal to adjust your loadouts?
3. Did the helo have enough to do?
4. Was the AI challenging enough?
5. Was the mission too long at 3 hours?
6. Were there too many enemy AI?
7. Was there too much in the briefing?
8. Did you like driven tasks or would you rather have all the tasks at once, except for the hidden ones (Way Station & Convoy)?

  1. I had a radio as a grenadier - not sure why, but it didn't provide a benefit, as comms were quite decent.
  2. Yes, although the loadout was pretty good. I would like to have tweaked it though (mostly grenade types).
  3. Idk
  4. Yes
  5. No
  6. No
  7. Not going to lie: I didn't really read the background part, as I felt it was too long. I read the rest though. Maybe remove some of the pictures to make the tabs shorter?
  8. I felt the way it was done was ok. However, if given the option and if I were the lead element, I would have probably done all the stuff to the west first, then headed to the east for the last objective instead of bounding to the east, then back again to the west.
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  • Upvote 1
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1. Nice to have comms with Scout, and possibly TL.

2. Yes, but very restricted, mostly just letting us shift weights and prioritize ammo.

3. I tried to keep him busy, so i sure hope so.

4. Yes, they employed some decent strategies for Vietnamese peasants, and had strength trough numbers.

5. No it was fine, id just cut down the objectives a bit or start it half an hour earlier to make space between end and main.

6. No, with their skill it was fair, and forced us to employ realistic methods (break contact and "clover leafing")

7. For a last minute read yes, if i  had time to go over it properly no.

8. Driven tasks are a nice way to make sure that the mission progresses in order, but it restricts tactical freedom in terms of movement and bypassing to come back to later.

 

Overall a very fun mission, with good people to play with. Would play again, also i wonder if we could do something like this but more modern era, such as the invasion of Afghanistan, or the behind the lines work during the start of operation Iraqi freedom.

 

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  • Upvote 1
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1. I prefer what we had earlier (TL and Pointman/Scout having Radios) and everyone else just shouting.

2. A heavily restricted arsenal would be nice to choose between mixture of different ammunition/weapon/grenade types and prioritize weights.

3. N/A

4. The AI was challenging when we were confronting it, however, I expected more mines/traps to catch us off-guard. It was also a nice addition in enabling the AI to hear us and move in on our position.

5. Nope

6. Nope

7. I didn't fully read the briefing - For me personally, I saw it as: Investigate 3x sites, investigate couple of roads.

8. I'd personally prefer all tasks at once so we can plan better and coordinate in terms of completing objectives either as the whole ground like a sweep or split into teams (or even squads).

Overall I actually liked the mission a lot and will play again :)

PS: Starting intro was good, please teach :D

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  • Upvote 1
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1 hour ago, Veagance said:

Overall a very fun mission, with good people to play with. Would play again, also i wonder if we could do something like this but more modern era, such as the invasion of Afghanistan, or the behind the lines work during the start of operation Iraqi freedom.

1. Any parts of the invasion of Afghan specifically?
2. Behind the lines work in OP Iraqi Freedom, ie - Special Operations stuff?

 

 

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  • Administrator
L00_Cyph3r

Posted

  1. Would everyone have liked personal radios vs talking?
    Had one as a pilot, didn't use it, so nothing to comment on that.
  2. Would you want an arsenal to adjust your loadouts?
    As a pilot, I was missing map tools, being able to have some limited freedom would be nice (change glasses or something)
  3. Did the helo have enough to do?
    Yes, the added part about having rides in between to not have to walk made me not just standing by for 90% of the mission. This was a well made decision by Veagance and I hope the infantry didn't feel like it was forced on them to give me something to do. As CAS I did some strikes, was pretty cool, just a shame that it didn't stop 4 of our men from dying.
  4. Was the AI challenging enough?
    No real comment, they shot in my general direction a few times, kept me above 300-500 meters most of the time, but nothing prohibiting me from doing an actual gun-run without getting domed out of nowhere.
  5. Was the mission too long at 3 hours?
    3 hours is fine, it was just a bit close to first main.
  6. Were there too many enemy AI?
    Hard to judge from the air, there maybe could've been more forces following/hunting our guys, just so our mines are not just nice, but actually a good procedure to warn about upcoming enemies from behind.
  7. Was there too much in the briefing?
    I was in a hurry, and was hard for me to get a TLDR in my head. I would say, put an extended briefing and a TLDR in there, or split them up in backstory/briefing parts, where the briefing is just the who/where/what/how.
  8. Did you like driven tasks or would you rather have all the tasks at once, except for the hidden ones (Way Station & Convoy)?
    I think freedom in choosing the order of execution is nice, but also might make it harder to incorporate all the flexibility into a scripted mission. You could give more than 1 order of execution if you want to control it, but still give some sense of choice.

Overall, I enjoyed the mission, this definitely makes me more interested in making something this myself soon:tm:, especially since people opted for the Iraqi stuff which I kinda need to continue one day. I'll be on touch with you probably when it comes to that ;)

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6 hours ago, L00_Cyph3r said:

2. Would you want an arsenal to adjust your loadouts?
As a pilot, I was missing map tools, being able to have some limited freedom would be nice (change glasses or something)

The pilot and co-pilot for the slick & CAS helo used the same gear script. Map Tools was in your inventory and a vanilla map was left on the floor in front of both so you could swap it out for the SOG PF map. Map Tools doesn't work on the SOG PF maps yet, but should be fixed on the next update. You might have missed that part of the briefing when I updated Veagance. It was also in the briefing, albeit I know you didn't read it because you were rushing home because you forgot about my mission!!  🤣 😭

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6 hours ago, L00_Cyph3r said:

Overall, I enjoyed the mission, this definitely makes me more interested in making something this myself soon:tm:, especially since people opted for the Iraqi stuff which I kinda need to continue one day. I'll be on touch with you probably when it comes to that ;)

Once you have built your first mission using Malbryn's MalFramework, it's easy to put out missions quickly. Especially, if you are sticking to a similar genre, like an Iraq campaign. We can also collaborate on such projects! 

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During the verbal AAR/Feedback immediately after the mission, someone asked about not encountering any traps/punji spikes, etc. I tried implementing JohnnyBoy's Punji Mace Trap, but it doesn't work in a dedicated environment.
 

 

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14 hours ago, kMaN said:

 

For afghanistan its quite a long time period, im not really sure what stretches recon was the most practical for, maybe during the early invasion or during offensives into new taliban controlled areas?

As for iraq id imagine the SOF thing, as these missions will have more of an SOF oriented playstyle (small units with organic air support doing precision stuff)

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