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A Force Awakens - Company/Platoon Level Tactics
Forum » Training » Guides
Joined: 20th Jan 2013
Rank: Member
Likes 2335
30th Jul 2018

One of the unique points about The Wrecking Crew is that we alternate between Force Types on a weekly basis whilst still striving for that high level of enjoyable teamwork. This in of itself has some inherent difficulties that many other communities don't face, and even military forces in the real world, however we find the challenge rewarding to overcome.

The goal of this post is to give a rather rudimentary look into the Force Type equipment we use and some brief tactics, to aid not only as a refresher for those who have completed the related course, but also to help establish what's what for mission makers and mission players alike.

I will be appending the WW2 related parts when it's been finalised. As of the moment it's still in review of what we can achieve with our WW2 modset as it's expanding at a fast rate.

Motorised
Traditional
Land Rover - Soft Top (x2) - Cold War/90s/Modern
The corner stone of many traditional British deployments has been the Land Rover. Quick, versatile, and most importantly cheap. When your ballistically unprotected vehicle gets shredded by an ambushing spud-gun, you can die with satisfaction knowing you saved your fellow tax-paying countrymen a quid.

In this configuration a section is provided with two Soft Top Land Rovers. This conveniently allows a section to be split up following their fire-teams. Charlie/Rifles in the lead vehicle, with Delta/Gun Group following on in the other. This is done because it allows for the Section Commander to orient the vehicle as needed, and for Delta to follow on (don't forget, no section radios in cold war).

Bedford - MJ (x1) - Cold War/90s/Modern
Another option available for deployment is the use of a Bedford MJ truck per section. This vehicle sits twelve people in the back on its glorious benches under the comforting duvet of the canopy. With an additional seat in the front to accompany the driver in the hellish climate controlled cabin.

Typically speaking the Section Commander should ride in the front with the driver, so he knows where he's going. Forward facing visibility in the back is as equivalent to the forward looking capability of Her Majesty's Government.

Land Rover - Hard Top (x2) - 90s/Modern
From the 90's and up, we also have the option of replacing the bed blanket with some egg cartoons. Whilst this may allow us to keep that bit warmer during the winter, and that bit dryer during the English summertime, it doesn't offer much more ballistic protection.

As with the Soft Top, you are provided two of the same vehicle per section.

Land Rover - Snatch (x2) - 90s/Modern
After a couple of decades fighting in Northern Ireland, someone came up with the idea of adding some kind of armour to the Land Rover. Thus the Snatch was born, and ever since many soldiers have laughed at its name. This vehicle was designed with COIN (Counter Insurgency) in mind, giving any well aimed grenade throw a nice opening in the top to score bonus points. Unfortunately for them, this opening also serves as a great firing position, in addition to the two seats on the rear that can be fired from as well.

In the early days of Operation Telic these were hastily dusted and sent out until much better equipment was conceived of, and delivered. With them being relegated to non-frontline roles such as garrison duties, barring emergency/full-scale deployment.

As with the previous Land Rover configurations, you get two per section. It's worth putting your Gunner/Auto-Rifleman in the top opening to provide reasonable cover for when the others dismount.

Land Rover - rWMIK (x2) - Modern
In a fit of rage one evening following yet another Snatch loss in Telic, an engineer named Ricardo decided to strip off all the non-essential parts of a Land Rover, and attach as much armament as possible. Upon realising its potential, his engineering group went into contract with Land Rover to provide the Weapons Mounted Installation Kit, also known as WMIK for short. Trading armour, doors, a few seats, and even some of the springs in the remaining seats allowed for the quick, versatile and most importantly cheap platform to provide essential fire-power support.

This was later revised, known as the Revised Weapon Mounted Installation Kit, but it's still called WMIK as pronouncing RWMIK makes you sound like a knob. Don't be a knob.

There are four variations of the WMIK in service today. A HMG, GMG, GPMG and Milan variant. As a general infantry platoon our options are two of same armament of HMG, GMG or GPMG per section. The company may be supplemented with a FST attachment, that may utilise the Milan variant.

There are four seats per vehicle, the fire-team leads (aka Section Commander/2iC) should take the backseat and drive from there. With the remaining fire-team infantry taking the seats of Driver, Commander and Gunner. This is because it allows for the fire-team lead to focus on their duties, and for the individuals at the front to act as meat shields to any potential oncoming fire.

Light Protected Mobility Force
Foxhound (x2) - Modern
With IEDs taking out vehicles becoming a significant contributor to losses taken in COIN operations, an urgent operational requirement was put out for a vehicle to help fightback. An engineer from the ninth district of Johannesburg had devised a V-shaped Hull vehicle to help fight their own insurgency problems, which formed the basis for the design of the Foxhound. The shape of the hull redirects blast energy away from the individuals inside the vehicle, to those surrounding it. Keeping the occupants relatively safe.

This vehicle comes equipped with two GPMGs, covering both flanks of the vehicle. Overall, it has the potential to sit up to six individuals. A section is provided with two of these, one for each fire-team.

Heavy Protected Mobility Force
Mastiff (x1) - Modern
Whilst the Foxhound is a very capable vehicle, it is still relatively light opting for speed over heavy punishment withstanding armour. To fill this role, the Mastiff was acquired. Being of American origin, it's a very wide and heavy, coming in at 14t. However, as it's American it's also capable of taking a pounding despite all the moaning it may put out. It features an RPG cage as an added accessory for no additional cost.

It comes in three variants: HMG, GMG, and GPMG. It only has the one though, and is capable of holding an entire section within, thus it's only one per section.

Amphibious
Section Level
Zodiac (x2) - Cold War/90s/Modern
Taking the principle of an inflatable paddling pool and reversing it, the Zodiac is capable of holding up to five soldiers propelled by an outboard motor. With only the great open air, and nothing more than an inflatable armband between you and the enemy, you best hope not to get shot at.

These are split up by two per section, again with fire-teams taking one each. When moving out in the ocean, the Delta/Gun Group boat should follow directly behind that of their Charlie/Rifle boat. Once eyes have been laid upon the designated landing spot, you should get to the side of your lead boat and make landing together in a line. It's very important to not waste time by being a complete section at all times.

RHIB (x1) - Cold War/90s/Modern
The Zodiac lacks speed, so where great distances need to covered in short time, we utilise the Rigid Hull Inflatable Boat. The RHIB uses water cooling to over-clock its motor, which unfortunately makes it far louder and easy to detect. Again, there's nothing more than the gaseous remains of last nights curry between you and the enemy, so avoiding contact in the open-sea would be most recommended.

Capable of sitting eight individuals, you are provided with one per section. I'd personally recommend sticking your grenadier on the front, or if you don't have one, a gunner. The grenadier can lay down 40mm smoke onto the landing spot, should you be seen on approach.

There's two important things to remember about the RHIB; its propeller sticks about a meter below, so landing spots need to keep the water depth in mind, and the driver needs to own Apex to operate it. Godspeed if you have no one alive that can drive following a hasty retreat.

Platoon Level
Landing Craft Mk5/9/10 (x1) - Cold War/90s/Modern
We're currently in the process of sourcing a platoon level landing craft, or something akin. More details will follow in the future.

Mechanised
Armoured Personnel Carrier
FV432 (x1) - Cold War/90s
Getting infantry to key points for overall battlefield control is key. Getting them there alive is even more keyer. This is supposedly what the Armoured Personnel Carrier achieves. Fulfilling this capacity for the British Forces is the FV432. Don't worry though, it's perfectly adequate welded steel hull will not get in the way of you meeting your maker if they use anything bigger than a gnats cock. It's so good, it doesn't deserve a name.

The FV432 is manned by a very close bromance of two. The driver, and the one on top (commander/gunner). They are allocated as the Echo fire-team within the section, but make no qualms about it, when you're riding in them, they're the ones in charge of telling you when to pull out. All eight of you from your section can fit in this death trap, with a little added space for a kettle.

Remember, when they do tell you to pull out, they're doing it for your own protection. You don't want nasty bullet babies getting all up in your junk, ruining any sort of plans of living you may have had.

Bulldog (x1) - Modern
Some 40 odd years later, the MoD realised that whilst the pretty much non-existent armour on an FV432 was cost effective, losing an entire section plus its crew to a mild breeze wasn't. So they decided to up armour the FV432 with SLAT and a casemate for the gunner. During this process, someone bloody well went and gave it a name too.

Infantry Fighting Vehicle
Warrior (x1) - 90s
In the 1980's the MoD looking at the disgustingly horrible Bradley, an abomination of an APC decided “yeah, we want one too” and so the FV510 Warrior project started.

The idea of the Warrior is to give the section a high fire power asset at their level to utilise, whilst also performing all the duties of an APC. However, because it’s an abomination, it’s got a much reduced carrying capacity to make space for the turret, ammo and comfort blankets.

This means in a Warrior mechanised section there are only 6 men, but the vehicle is crewed by three men; those are the driver, gunner and commander -- forming the echo fire-team. There's also a spare seat that can be filled by a member of platoon command to make the infantry feel awkward.

Warrior SLAT (x1) - Modern
Just after the turn of the millennium, scared that the armour of its little brother the Bulldog might out perform their latest play thing, the MoD up armoured the Warrior with an RPG cage, SLAT and some curtains. There was also talk of upgrading the turret and gun, but much like my imaginary girlfriend, it didn't materialise into anything substantial.

Air Mobility
Section-Lift
Puma (x1) - Cold War/90s
A Puma is a large ferocious ambush-predator felid, often found in the Americas. Its diet largely consists of deer, ungulates and livestock. Its habitat is often a dense under-brush with rocky areas for hunting. It prefers to keep few friends. It is reclusive and often avoids people.

A Puma is a medium sized lift helicopter, often found within Europe. Its diet largely consists of aviation fuel. Its habitat is often a dense tarmac with some hangars for protection. It prefers to have as many friends as possible. It is social and can accommodate upwards to 14 people at once. Why it's named after the Puma, I'll never know. Unless they mean the trainers ...shit.

Unable to sit more than one whole section per frame, we often have as many Pumas as we do sections. However, due to the extra bit of space, we can slot platoon command and attachments alongside a section for ease. The Puma is also capable of carrying a decent load size of equipment, including slung up to medium size. As these things are unarmed, the Platoon Sergeant will co-ordinate their efforts.

As with every helicopter, when you dismount you form an ARD with a good 10-15 meters clearing.

Wildcat - Unarmed (x1) - Modern
Taking over from the Puma, but living up to its name better is the Wildcat. In the Modern era we have the option of being deployed via the unarmed variant. This airframe has no difference compared to the armed variant, except for the armament or rather lack of.

The Wildcat is a medium lift helicopter, but is built more so for agility and manoeuvrability. Therefore whilst it excels at speed for deployment, it lacks in the logistical aid aspect with diminished resupply capability. It sits a section in the back nice and snug like, with the only other seats being pilot and co-pilot.

It does also feature a very nice modern optics package, to which the crew can consume popcorn watching the firefight unfold in relative safe distance. Weather not interrupting, thanks to its NVG and thermal capabilities.

Platoon-Lift
Chinook (x1) - Cold War/90s/Modern
Chin-"The Beast"-ook is a trend bucker in many ways. Not content with its initial order, it asked to be super-sized. As such, the Chinook is a heavy lift helicopter used primarily to reinforce existing battle lines as opposed to inserting infantry to create new ones. But they're certainly not afraid to dive into the hot zone, and have done many notable times.

One of its unusual characteristics is that the pilot will rotate the frame just before touching down, so that the ramp of the vehicle is pointing towards the suspected enemy angle of attack. This is because it has some armament on the rear to assist the infantry as they unload (none to the front), but also allows for the helicopter to push off as quickly as possible.

As such, and this is important, this is the only vehicle where the directions given in relation to it, mean to the rear of the hull. To make this clear: if you're told to dismount and defend left, when you get out, turn left and move. Don't adjust for the fact you're looking backwards.

As it's heavy lift, it holds roughly a platoon of infantry inside. This makes for some logistical challenges, too. When sections mount up, their second in command should state nice and clearly their section when stating last man. The Platoon Sergeant will tell the pilot when they're good to take-off, no one else. The Platoon Sergeant will also stagger the sections out when dismounting, to avoid people being glitched inside each other.

The Chinook also doesn't have an ARD formed on it when the sections have dismounted. Given the section count, the Sergeant will arrange the platoon into one of two defensive formations:



Air Assault
Section-Lift
Wildcat (x1) - Modern
This is where the naming convention flips, and the Wildcat far outperforms its namesake. When armed, not only does this helicopter come and go as quick as I do, but it has a far more potent payload. Keeping the same sized passenger and crew slots, it gains an additional cannon & rocket pod when compared to the air mobile variant.

Air Mobile is likened to the motorised of the sky, where as Air Assault is the mechanised. Keeping around the area of operations, these directly assist the platoon in more ways than just logistical. Due to its requirement for its targets to be designated and co-ordinated with the close friendly infantry, an FAC is required. He'll also manage the airspace in general too, and will be quite chatty with the Sergeant.

As far as everything else goes, it's mostly the same. You'll just get the occasional casing shell drop on your head, as the enemy drop and hit theirs.

Airborne
Platoon Drop
Hercules (x1) - Cold War/90s/Modern
Humans can't fly. Whether this was intentional or accidental is up to you, but the outcome is the same regardless. However, some humans are intelligent enough to augment our ability to overcome this problem. Thus flight was born, and killing people around the globe became a lot easier.

One of the fastest ways of deploying infantry on to the ground is to kick them out of aircraft over it. However, after initial trials, it was realised that you might actually want them to be in fighting condition when they land. Thus, parachutes were crafted and refined to work.

When in the airbase, you'll be assigned a number and a point of interest. Remember this. This information is your ticket to go kick some ass. A short period later, when you go to mount up, you're required to show off your ability to retain an at-most two digit number. State it nice and loudly as you mount up, so the Platoon Sergeant can confirm everything is hunky-dory.

In the air, things get a bit more turbulent. When nearing the landing zone, you'll hear the pilot state "Red Light" and will probably also notice the rear ramp open up. You need to listen in bigly now. When the Sergeant hears "Green Light" he'll show off his ability to count - as impressive as it is, you must remember to ace interact with the aircraft and hit jump out when you hear your number.

You don't need to do anything at this point, it's a static line, so your chute is pulled for you. You can shift your weight a little bit to avoid trees, but don't try to speed up, or you'll probably hurt yourself. When you do land safely on the ground, make your way to that point of interest given earlier. Group up with friendlies along the way, it doesn't matter if they're from another section. Most of time, we've dropped in complete sections together.

The pilot will fly away and become a ground attack support asset at this point. He can also fly the Herc back out to drop off resupply pallets that contain section resupply crates within. This will be co-ordinated with the FAC.


"Jokes on them, I was only pretending to be retarded."



"With the first link, the chain is forged. The first speech censured... the first thought forbidden... the first freedom denied – chains us all irrevocably."

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