[OPORD] Cold War Theatre (1946-1991), Operation Blacksmith VII: Enemy Of My Enemy (Part 2) - UNITAF - Arma 3 MILSIM
CONFIDENTIAL / FOR OFFICIAL USE ONLY


OPERATIONS ORDER
Cold War Theatre (1946-1991), Operation Blacksmith VII: Enemy Of My Enemy (Part 2)







TO:
OPERATIONS OFFICER
United Task Force
UNITAF Forces
FROM:
Lt Gen Chad P. Franks
CMDR CJTF USCENTCOM
MacDill Air Force Base Tampa, U.S.





--- OPERATIONS ORDER ---


Situation

Background Information
[[REFORGER OP]] Following the successful supply raid mission at Entre-Deux, Gale Cell has organised a larger scale assault on the Eastern Annexed Military Training Area using the supplies gathered by Sealion. Gale will dispatch a larger force to regroup and organise an attack on several military bases in the area with the aim of crippling Soviet resolve, destroying key Soviet infrastructure and requisitioning additional equipment including Soviet BTR-70 Armored Personnel Carriers.

Friendly Forces
1x 'Undercover special forces black operations SEAL(ion) group' of Everon Defence League, covert behind enemy lines.

Supporting Assets
NATO forces holding around Green Valley to the South.

Enemy Forces
Soviet-supported Everonian National Guard. Training base supporting new recruits in around-the-clock drills to get them battle-ready.


Mission

Tasking
Primary Tasking -Disrupt enemy training facilities and personnel -Attempt to acquire armoured vehicles stored in nearby military base. Secondary Tasking -Acquire further supplies and weaponry through use of captured truck -Acquire intelligence in-field on enemy strategies, force projection and logistics situation. Through utilisation of a surprise raid behind enemy lines, EDL command directs callsign Sealion to disrupt enemy training attempts at a local training facility, gather intel on the enemy, and attempt to requisition supplies and armoured vehicles from the enemy. We expect that through swift and aggressive action we can hit the enemy and take what we need, escaping before significant QRF retaliation.

End-state
Training base decommissioned to the fullest possible extent. Friendly forces extracted to cell HQ WITHOUT tailing forces. Do not reveal the location of HQ. If possible, enemy armour requisitioned and stashed in a hidden position near the cell.


Execution

Commander's Intent
The purpose of this morning's mission is to use our combined strength and acquired Soviet weapons and ammo to strike several key Soviet positions that are actively supporting their war efforts in the South. We will strike hard and fast, destroying as much of the enemy as possible and requisitioning any supplies we can including potential BTR-70 Armoured Personnel Carriers before breaking contact and retreating home.

Tasks and Sequencing
Phase 0: Staging All Callsigns will prepare at the assembly point just SW of the town of Tyrone. Phase 1: Insertion to AO Our Brothers will step off East towards the Soviet Military Annexed Area, bypassing WP/1 towards WP/2 and avoiding contact as best they can. It is plausible that the Reds will still be in the area searching for their missing equipment and us, so proceed with caution and make any attacks swift and deadly. Do not allow the enemy to hunker us down before we can start. Phase 2: Hit And Run From WP/2 Sealion 2 will move East towards the Military Training Camp and prepare an assault on the base. The North Western Forest appears to present a safer assaulting option but this will be up to Sealion 2 Squadleader's discretion. Be advised that there is an active shooting range facing towards the NW. Your approach will be defiladed but it may give the impression of taking fire, you must judge whether the threat is real or not rapidly at the time. Whilst Sealion 2 prepares to assault and destroy the Military Training Camp, Sealion 1 and Sealion 3 shall prepare to assault and defend the Checkpoint to the South of the Camp. Sealion 3 will take up a position on the hillside and utilise their area denial weaponry to suppress and allow Sealion 1 to take control of the Checkpoint. It is VITAL that both objectives are assaulted in sync, as one may attempt to reinforce the other. All Callsigns should be advised that QRF will leave the Mechanised FOB to reinforce these bases, this QRF will most likely consist of BTR APC's and Transport vehicles, possibly even just foot movement. Sealion 1 and Sealion 3 must eliminate any initial threats, preparing to fall back West once Sealion 2 are callsign complete and have fallen back. All Callsigns will then break contact, ideally to the West if possible and manoeuvre around enemy threats towards the Mechanised FOB. It is unlikely by this point that they Soviets will expect an assault on this FOB and will make efforts to reinforce the previously assaulted positions, we can use this to our advantage. Phase 3: Bold Play All Callsigns will converge on the Mechanised FOB from the NW. Sealion 2 will make a play from the direct North, utilising the defilade of the beach if necessary. Sealion 1 will flank around in the forest to the West to make an assault against the main gate. Sealion 3 will move alongside Sealion 1 and utilise the hillside to their advantage, supporting both Sealion elements in their assault. All Callsigns will strike in sync and gain a foothold in the FOB. It is vital that we get boots in as quick as possible, as reinforcements may divert from the North when they realise what is happening. Once we are in, we will cause as much carnage as possible to give time for Sealion 9's Combat Engineer to requisition a BTR-70 APC. Once we have done our damage and acquired any possible Soviet equipment, we will break contact and move South towards Gale Camp. All Callsigns must be ready to make a speedy extraction once our position becomes untenable. Phase 4: Retreat Once we are callsign complete, All Callsigns will break contact and retreat South. It is highly likely that Soviet's will attempt to move from the South Western Towns to attempt to reinforce the base. We will move along the coastline towards Gale Camp, destroying any enemy who attempt to follow and utilising the woods to our advantage. If we have successfully managed to requisition a BTR-70, we will drive it along the coast, using it to cover friendlies retreat and transport any wounded. The vehicle will be hidden at Sealion 9's discretion. Once contact has been successfully avoided, All Callsigns will regroup at Gale Camp.


Administration/Logistics

Resupply
Due to our success in recovering Soviet Weapons, Equipment and Mortars last night, we will have access to these weapons. Additionally, due to an exceptionally bold play by PFC Roy Callaghan, we have access to a Soviet URAL Truck capable of transporting some ammunition on our journey. In the case that the truck is destroyed or must be abandoned, LOGPAKs will be conducted by at the discretion of respective Sealion Leaders. Ammunition should be plentiful if able to recover from the enemy.

Medical
All fielded medics must have the following equipment: - bandages - saline - morphine - epinephrine - medkit the medkit, while supplies are available, dispenses consumables. it also heals injuries up to 50%. Medevac will not be possible. medics must make use of Soviet Aid Posts in the field for severe medical patients and medical resupply.

Rules of Engagement
Do not fire unless fired upon on movement through WP/1 to WP/2 It is vital to remain quiet until we are in the Military Annexed Training Area. Make any attacks needed swift. We do not have the facilities to take prisoners.

Fire Support Plan
Mortar Support will be available. Fire Missions run through either Sealion 9 or Sealion 8.

Close Air Support
Not Available.


Command/Signal


Communications Plan
Callsign Primary Frequency Superior Frequency ACTUAL
SEALION 9 40mHz 37mHz SP1 Minipily Platoon Commander (≤32)
SEALION 1 250mHz 40mHz SFC Jenkins Squad Leader (≤15)
SEALION 2 260mHz 40mHz Cpl Jeb Saur Squad Leader (≤15)
SEALION 3 270mHz 40mHz Infantry Team Leader (≤8)
Considerations
Radios limited to Platoon, Squad and Teamleaders. VHF 48.0 := Platoon Tactical Net > Sealion 9 >> Sealion 8 >> Sealion 1 > Sealion 2 > Sealion 3 VHF 41.0 := Sealion 1 VHF 42.0 := Sealion 2 VHF 43.0 := Sealion 3 VHF 50.0 := Gale H



CONNECTION INSTRUCTIONS

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

TIMINGS

SERVER OPENS: 1830hrs UTC
FORM UP: 1900hrs UTC
ANNOUNCEMENTS/BRIEFING: 1915hrs UTC
STEP OFF: 1925hrs UTC
END-EX: 2100-2200hrs UTC APPROX
All are GMT/UTC


CONFIDENTIAL / FOR OFFICIAL USE ONLY

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


Qty Item Weight
4x cwr3_b_uniform_m81_woodland_rolled Warning 0kg
6x cwr3_b_backpack_radio Warning 0kg
3x cwr3_b_vest_pasgt_alice_woodland_officer Warning 0kg
4x cwr3_b_backpack_alice_medic Warning 0kg
6x cwr3_b_vest_pasgt_alice_woodland_etool Warning 0kg
6x cwr3_b_backpack_alice Warning 0kg
3x cwr3_b_vest_pasgt_alice_woodland_medic Warning 0kg
3x cwr3_b_vest_pasgt_alice_woodland_mg Warning 0kg
2x cwr3_b_vest_pasgt_alice_woodland Warning 0kg
2x cwr3_b_vest_pasgt_alice_woodland_gl Warning 0kg
2x cwr3_b_vest_pasgt_alice_woodland_light Warning 0kg
2x B_AssaultPack_rgr Warning 0kg
1x cwr3_b_backpack_m5_medic Warning 0kg

Other equipment
4x Earplugs 0kg
4x ALICE Belt (Officer) 3kg
30x Map 3kg
11x Radio 4kg
30x Compass 3kg
30x Watch 3kg
26x US BDU (M81) 24kg
1x PASGT Vest ALICE AWS Chest Rig (M81) 2kg
4x PASGT Vest LBV-88 ALICE (M81) 10kg
12x Bandage (Packing) 1kg
2x Map Tools 0kg

Primary weapons
15x M16A1 44kg
6x M16A1 M203 26kg
2x M249E1 15kg
2x M21 SWS 12kg
1x M60 10kg

Ammunition
21x 5.56mm 30Rnd STANAG Mag 8kg
26x .45 ACP 7Rnd M1911 Mag 7kg
5x M83 Smoke Grenade (White) 1kg
2x M18 Smoke Grenade (Blue) 0kg
12x 5.56mm 30Rnd STANAG (Red tracer) Mag 4kg
16x Ammonium Carbonate 1kg
1x 40mm M441 (HE) Grenade 0kg
16x Painkillers 1kg
5x 40mm M443 (HEDP) Grenade 1kg
3x Smoke Round (Blue) 1kg
3x AN-M14 Incendiary Grenade 1kg
2x PMR-3 Anti-Personnel Tripwire Mine 2kg
11x M67 Fragmentation Grenade 5kg
24x 5.56mm 200Rnd M249 (Red TE4) Box 44kg
4x M18 Smoke Grenade (Red) 1kg
16x 40mm M714 (White smoke) Grenade 3kg
14x M67 Recoilless Rifle HEAT 43kg
2x 7.62 mm 20Rnd Mag (M993 AP) 1kg
6x 7.62 mm 20Rnd Mag (Tracer) 3kg
7x 7.62mm 100Rnd M240 (Red TE4) Box 14kg
1x Spare barrel 3kg

Secondary weapons
10x M1911 11kg

Optics
14x Binoculars 0kg

Launchers
2x M67 Recoiless Rifle 18kg

Weapon optics
2x Redfield AR-TEL 1kg

Total Equipment: 334kg

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