[OPORD] Operation Everglade (1984), Breakthrough: Hammer - UNITAF - Arma 3 MILSIM

Operation Everglade (1984), Breakthrough: Hammer

United Task Force
UNITAF Forces Norway
Lt Gen Chad P. Franks
MacDill Air Force Base Tampa, U.S.



Background Information
Operation Hammer comprises the British contribution to our American counterpart's Operation Breakthrough. A combined arms, coordinated assault to encircle the enemy positions in the area of Moltzen, our mission is to take the town of Oetzen from Soviet forces.

Friendly Forces
British mechanized Platoon consisting of : 1x Command FV432 with attached FAC 2x Squads supported by FV432s 2x Challenger 1 main battle tank Air Asset: Lynx Equipped with TOW missiles Logistical element: 3x FV620 Stalwart 1x Land Rover Combat medic team 2x Medical FV432

Supporting Assets
Friendly force attacking from the south to complete the pincer

Enemy Forces
-Dug in enemy battalion in the town of Oetzen. Possible enemy assets include: -BTRs -MBTs -BMPs Including the likelyhood of hostile Sappers having fortified key points in our sector of attack Expected QRF coming from the east mostly infantry with some tank support


- Ambush the enemy counter offensive - Clear the forrest between Oetzendorf and Oetzen of enemy presence. - Take the town of Oetzen to complete the pincer maneuver. - Hold the town of Oetzen.

Enemy counter offensive stopped and the town of Oetzen secured.


Commander's Intent
The purpose of this mission is to ambush the enemy counter push and close the pincer maneuver.

Tasks and Sequencing
Phase 1 Badger 9 will move in to position marked on the map and prepare to execute a L- Shaped ambush. Hammer 1 and Hammer 2 will take up positions and dig in to be obscured from the road but have good vantage points towards the kill zone Badge2 will be the blocking element Badger 1 will be the flanking element Command to execute will be given by Badger 9 Phase 2 After Destroying the enemy counter push Badger 9 will reform clear the forest south of any enemy flanking assets Hammer will move to protect the flanks Phase 3 Badger will take out any static positions that might oppose a threat to the assault. All element leaders should try to gather intel on which way best to approach. Phase 4 In this phase we assault the town. Plan of attack will be formulated according to intel and best use of assault points gathered in phase 3. Phase 5 Take the town and hold it against any enemy push they might throw at us to stop the encirclement of happending.


Replacement FV432 should be provide when required. which are at staging point. Plan for Vehicle resupply (Refuel, Rearm, Repair). Standard squad log packs should require additional items: Designated marksman ammo, Medium Machine gun ammo.

Castle will have 2 Medical FV432 to use. Extracting from frontline toward safer backline is paramount. Reinserting is part of Castles responsibilities, If unable direct towards bunker if possible.

Rules of Engagement
In accordance with SOP

Fire Support Plan
In accordance with SOP

Close Air Support
Guardian's Main tasking is to provide aerial reconnaissance, as well as fast Anti vehicle platform, if Hammer is unable or otherwise tasked.


Communications Plan
Callsign Primary Frequency Superior Frequency ACTUAL
BADGER 9 40mHz 37mHz SSG Kevin Platoon Leader
BADGER 1 250mHz 40mHz Maj James Squad Leader
BADGER 1-1 251mHz 250mHz SP3 Shahid-e-Gomnam Fireteam Leader
BADGER 1-2 252mHz 250mHz SP2 C.Angels Junior Team Leader
BADGER 1-3 253mHz 250mHz SPC Fowlds APC/IFV Section Commander
BADGER 2 260mHz 40mHz MSG Crossy Squad Leader
BADGER 2-1 261mHz 260mHz Sgt Johnson Fireteam Leader
BADGER 2-2 262mHz 260mHz SP2 Milk Man Junior Team Leader
BADGER 2-3 263mHz 260mHz 1Lt WhiteWolf APC/IFV Section Commander
HAMMER 1 362mHz 361mHz SP3 Jeb Saur MBT Crewman (Commander)
HAMMER 2 290mHz 361mHz SPC Johannes MBT Crewman (Commander)
BUNKER 4-1 71mHz 70mHz SP2 mtb Logistics Support Chief
CASTLE 4-2 72mHz 70mHz SP1 Yoi Blackkit CMT Leader
WATCHMAN H 87mHz 37mHz SP1 Tony Senior Game Master
Succession of Command Communication plan Badger 9 ---- RTO Badger 1, Badger 2. ----- LR 40 Badger 8 ---- Hammer 1, Hammer 2. ----- LR 45 Hammer 1 ---- Hammer 2. ----- LR 50 Badger 1 ---- Badger 1-1, Badger 1-2, Badger 1-3 . ----- SR 250 Badger 2 ---- Badger 2-1, Badger, 2-2 Badger 2-3 . ----- SR 250 Smoke Signals Green/Blue ----- Friendly position Orange ----- Downed vehicle Purple ----- Mass casualties Red ----- Enemy position


TEAMSPEAK IP: ops.unitedtaskforce.net
GAME SERVER IP (Direct Connect): ops.unitedtaskforce.net
GAME SERVER PASSWORD: issued on Discord


FORM UP: 1700hrs UTC
STEP OFF: 1725hrs UTC
END-EX: 1900-2000hrs UTC APPROX
All are GMT/UTC


Equipment Checklist
The following combined equipment list is issued as part of approved kit lists and across relevant personnel.

Qty Item Weight
32x 68 Pat. Windproof DPM 58kg
4x Crewman Coveralls RTR [BAF] 9kg

16x UK3CB_BAF_B_Bergen_DPMW_SL_A Warning 0kg
14x SP_Backpack_LargePack Warning 0kg
4x SP_Backpack_RucksackGS Warning 0kg
3x cwr3_b_uk_uniform_dpm_gloves Warning 0kg

Other equipment
140x Tourniquet (CAT) 6kg
39x Map 4kg
39x Compass 4kg
39x Watch 4kg
6x Radio 2kg
4x Splint 0kg

Body armor
1x 58 Pat Webbing Belt 1kg
32x 58 Pat Webbing Fighting Order 22kg
2x 58 Pat Webbing Fighting Order (Extra Poncho) 1kg
4x 58 Pat Webbing Belt Order 3kg

38x Binoculars 0kg
1x AN/PEQ-1 SOFLAM 0kg

Primary weapons
21x L1A1 SLR 82kg
15x Sterling Mk.4 Submachine Gun 34kg
2x L7A2 GPMG 22kg

189x 7.62mm 20rnd Mag 137kg
60x Mk4B Smoke Grenade 11kg
155x 9mm 30rnd Sterling Mag (Ball) 49kg
10x No.83A Coloured Smoke (Yellow) 2kg
1x Designator Batteries 0kg
4x No.83A Coloured Smoke (Red) 1kg
7x LAW 66 Rocket 13kg
10x 7.62mm 100rnd Belt 15kg
3x L69 Orange Smoke Grenade 1kg

7x L1A1 66mm Rocket HEAT 16kg

Weapon optics
2x SUIT L2A2 1kg

Total Equipment: 498kg

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