Operation Hardrada, Part 3 by Vex

Author
Vex
Date/Time
Wednesday 1st May 2024
7:00PM BST
7:00PM BST

Event Countdown
Modset / Map
Standard
Standard (CDLC non-owner)
Mull of Kintyre, Scotland
THE VIKINGS ARE BACK

Overview

Op. Hardrada, named after the Norse King Harald Hardrada, is a multi-session offensive on the Mull of Kintyre. Your objective is to liberate all major urban areas. A multitude of enemy supports are in place, and though they are optional, taking them out will have real benefits to the balance of the mission. The enemy have various capabilities, such as air support, armour and both on- and off-shore naval support.

Part 2 Recap

In the previous mission, you liberated a string of towns on the west coast, as well as a FARP. You also began to liberate the area's airfield, but were unable to make sufficient gains to liberate the area, and are now facing immanent counter-assault.

Unit Composition

Foxhound

  • A reconnaisance unit, primarily there as a forward scout. Your objective is to locate and assess enemy positions, gather intelligence. You are a small unit, so overextention is a surefire way to get yourselves killed.
  • Comprised of a lead, medic and EOD/Engineer.

Longsword, Sabre, Cutlass

  • Main offensive sections, your objective is to be at the forefront of offensive operations.
  • Commanders, utilize the support squads to your advantage when maneuvering!
  • In terms of command structure, priority goes to Longsword, then Sabre, then Cutlass. So, Longsword SL is considered Platoon Lead/Overall Ground Command.

Claymore

  • Maneuver and general Support unit with anti-air capability
  • Supports Longsword and Sabre by (ideally) providing a base of fire

Mission Specific

Gameplay Elements

  1. Multi-op, 2 hour (ish) limit per op. Platoon Leader calls endex when satisfied with progress
  2. Intel is important. Assaulting towns/encampments will give intel on enemy support units. Assaulting HQs will shut down QRF response (which is unlimited) as well as gives locations of enemy installations which are vital to enemy presence in the area
  3. Resupply can be done by air unless enemy AA is present.
  4. Intel can be given by zeus if stuck but will not be done often.
  5. Night/Day cycle is in effect, so bring strobes and NVGs.
  6. Enemy vehicles are free to use if you can get them. Note Ops1 (next item)

Operational stuff

  1. Comms discipline should be adhered to. Don't step on someone when they're talking. Use callsigns to unmderstand unit calling. Keep comms brief and to the point. Think about what you want to say before you say it.
  2. No FFing (obviously) - includes PID targets. Zeus may be able to give unit positions if not sure.
Foxhound
  • Team Leader
  • Combat Medic
    Lucifer Morningstar
  • Engineer
  • Sharpshooter
Longsword
  • Section Commander
    Dr House MD
  • Rifleman AT NLAW
    Graf von Scyth
  • Sharpshooter
    Bear
  • Fire Team Lead (2IC)
    Jaffa
  • Combat Medic
    Patrick
  • Machinegunner
    LuTheArsonist
  • Rifleman
    roorz
Claymore
  • Section Commander
    Toxic
  • Combat Medic
    Rook
  • Asst. Machinegunner
    Petrovka
  • Machinegunner
    turuville
  • AA Specialist
    Skye
Sabre
  • Section Commander
  • Rifleman AT NLAW
  • Sharpshooter
  • Fire Team Leader
  • Combat Medic
  • Machinegunner
  • Rifleman
Cutlass
  • Section Commander
  • Rifleman AT NLAW
  • Sharpshooter
  • Fire Team Leader
  • Combat Medic
  • Machinegunner
  • Rifleman
Keystone
  • Keystone
    Vex

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