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Tactical Scenario: Recon Rescue
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Nov 5 2010, 12:12 AM EDT by
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Thread started: Nov 21 2009, 8:52 PM EST
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Ironhand had an interesting alternative to my original tactic. I have posted that below the original (& Possumblasters' take) I've also started another unrelated one below that; under construction
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RE: Recon vehicles
By: ,
Nov 5 2010, 12:12 AM EDT
I only come back to here after a year because I was asked. Just to avoid any wondering on that.. :-)
I was an EOD guy. Tannerite is great stuff; but in that application it would likely be most effective if it were set up in a pre-planned area. A Bug out area for lack of a better term coming to mind. Then everyone is on the same page about where NOT to shoot until it is a tactical advantage to do so. It's not very damaging in terms of being percussive, but it makes a lot of noise, and a lot of light. If it's sealed right it can be used to cause structural damage, but none of these things should be a plan on the fly. Just an opinion, not a critique.
Awesome extraction plan! Only question I have,(and it could be information I missed, if so I apologize in advance) is: How would this be coordinated with those being extracted? Assuming there is no real "god's eye" set-up, and they have low to no signal strength. I understand the plan can be established by the SQs en route, and with the use of topos, but if they (from the building) run north when they should be running east, or any other number of variables if the zeds aren't distracted, how would they be aware?
At best the approaching teams would only have a vague idea of the real "force" of zeds approaching, and their location based on the limited field of view from their initial approach (ie. there could be several, or several hundred more behind the northern, or even the western treeline.) If the plan needs to be modified on the fly, that may be a problem for those being rescued I think. Maybe a signal flag set-up for loss of communications?
Maybe it's covered and I missed it, maybe it's midnight and I'm being stupid...hahaha.
It's well thought out, and applied very well from other proven extraction scenarios, without the benefit of commonly used intel when that scenario would be ideally used. Good stuff.
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Hell yeah man.
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Dec 13 2009, 4:41 PM EST by
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Thread started: Nov 24 2009, 1:36 AM EST
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Helluva stategy man. I like that it involves drawing off zeds to open a window instead of having to slog through God knows how many z's on the south end of the objective. In this case, I'd probably attach a designated sharpshooter to each recon element, 'cause like you said, the only force able to respond to an unexpected shift in zeds might be a just a recon team. That way, recon elements can leapfrog to and from the objective, and still move under dedicated sniper cover.
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RE: Hell yeah man.
By: ,
Dec 13 2009, 4:41 PM EST
Although it will depend strongly on the size and make-up of your group/colony/town, those sent on recon missions will have to have certain qualities:
how to gather intelligence- take good notes follow directions well and sense of direction self-sufficient and ability to think on the fly marksmanship medical knowledge mechanical knowledge responsible dependable/reliable
what you don't want is to send out 2 or 3 teams and then never hear from them again. Since you don't know w\hat happened (stupidity, up and left, super-threat/danger) you won't get many volunteers for any other missions plus you can't expend resources for no return at all.
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Communications
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Nov 24 2009, 6:41 PM EST by
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Thread started: Nov 19 2009, 5:55 PM EST
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I'm going to further explain some aspects of distance communications that is mentioned in this page.
I'm exploring multiple alternatives to provide the best possible listing of ways for survivors to enable contact.
One of these is relay stations in a series to extend range as well as forward operating locations (FOL) a certain distance from the colony HQ.
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RE: Communications
By: ,
Nov 24 2009, 6:41 PM EST
I might make a page for it, but out of basic materials you can build a basic laser communication suite. My friend and I build this kind of stuff and have found it to actually be pretty damn reliable despite it's crude construction. Best part is that it dosn't require any direct line cables, so you don't have to worry about the lines getting cut or tapped. We just need to find a way to boost the range, I'm thinking about converging multiple lines on the same band. Pros: Reliable if built well, compact, simple to build, not easy to intercept the signal (at least without a broad range scanner and portable reciever dish.) Cons: Tempermental, requires line of sight, somewhat sensitive to weather. Assessment, this is best kept to communicating between fixed positions ie. bases, listening posts, forts. I've been looking for an easy way to boost the signal strength/range, but it's hard to do when you take environmental features into consideration. So far, there isn't any easy way to make this into a squad-to-squad communication device, as it requires accurate alignment to work, not an easy thing to do quickly. Now I think on it, I will make a page on this.
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MD Scenario
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Nov 21 2009, 8:19 PM EST by
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Thread started: Nov 18 2009, 9:00 PM EST
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Looks pretty detailed and well thought out. I give you two thumbs up. !!! Now what is the basic loadout per squad if I may ask that?
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RE: MD Scenario
By: ,
Nov 21 2009, 8:19 PM EST
For that i would have the smaller vehichles rigged with an improvised SPIE system for quick rescue. A length of chain link fence with a 4x4 post attached at the botton would work just fine. Now it would be a very bumpy ride for those jumping on the rig it would only be for a short distance. the team needing rescue would need only to jump onto the chain link being dragged behind the truck and put thier feet on the post to aviod falling off. the truck would not have to slow past 5 mph to safley grab people on the run, drive a 100 yds or so then the recued can pile into the truck bed itself. Be much simpler if no sweep and clear team is around, and still accomplish mission.
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