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Muttrah INF - 19.2.12

 Post subject: Muttrah INF - 19.2.12
PostPosted: 05 Feb 2012, 20:26 
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I need me some battleplanning.

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 Post subject: Re: Muttrah INF - 19.2.12
PostPosted: 05 Feb 2012, 21:49 
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ill start this tomorrow

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 Post subject: Re: Muttrah INF - 19.2.12
PostPosted: 08 Feb 2012, 07:43 
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For this battle I want:

8 Lions
4 Griffons
4 Reapers
3 Outlaws/Panthers
2 Titans


IF US:

Griffons go to docks and caps it.
Lions go to NC and caps it.
Outlaws/Panthers go and disrupt enemy cap/mine stuff
Reapers disrupt enemy cap
Titans do transport then mortars if needed

IF MEC:

Lions go to East City or West City (Haven't decided yet)
Griffons caps South City then moves on.
Reapers caps south then moves on, takes logi and builds shit.
Outlaws/Panthers rush NC with HAT
Titans rush NC with HAT




General idea that flew into my mind. Will elaborate a bit during the week. Talk about it nao.

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 Post subject: Re: Muttrah INF - 19.2.12
PostPosted: 08 Feb 2012, 07:43 
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And yes, I am requesting numbers. So it is your jobs to fill those spots.

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 Post subject: Re: Muttrah INF - 19.2.12
PostPosted: 10 Feb 2012, 02:11 
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my spots are set and filled

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 Post subject: Re: Muttrah INF - 19.2.12
PostPosted: 12 Feb 2012, 12:54 
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Outlaws can provide 3.

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"Killing is negotiation."--Black Hawk Down, Abdullah 'Firimbi' Hassan


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 Post subject: Re: Muttrah INF - 19.2.12
PostPosted: 12 Feb 2012, 14:59 
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I am sure 4th Li will be in full lineup

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 Post subject: Re: Muttrah INF - 19.2.12
PostPosted: 14 Feb 2012, 20:12 
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Griffons - 4Gets in a helicopter and flies to Docks. Captures Docks while in heli. Moves to NC does the same. Goes to last place and builds FOB. Then attacks East. All kits except sniper/engi/HAT.

Lions - 8 (1pilot in beginning)Gets into two helicopters. 3/4 per helicopter. Goes directly to West City. One squad builds FOB, one mans the T-Shapes. Holds the cap. All kits except sniper/engi/HAT.

Reapers - 4 Boat to East City. Gets in cap and holds/attacks. All kits except sniper/engi/HAT.

Outlaws - 3Goes to their marked positions and shuts down the supplies. Hunts for FOBs, helps other squads and fucks stuff up. Builds sneaky FOBs. All kits and HAT/engi.

Titans - 2 Mans 2 helicopters in the beginning. One all the time. The other guy helps where needed.

If you want sniper/HAT/engie you request it from CO, unless it is stated you can take it.
-----------


That is the deployment. It is simple and a bit daring. Hopefully it works, otherwise we work around that. I will be CO and SL in Lions. We'll stick defensive, man some mortars if needed and coordinate the battle. Discuss.

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 Post subject: Re: Muttrah INF - 19.2.12
PostPosted: 14 Feb 2012, 21:02 
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If you set up the fob in a relatively defensive position on the flag (see my fob locations map for decent locations, c6kpd1 might be good) you could have the mortars like in a courtyard with two men manning that while 6 others basically cover and defend the mortars from a defensive position with foxholes and stuff

it is going to be key that we have a lot of fobs, if US have fewer than like three fobs on this map we will probably fall off balance which will result in a flag or two loss

In addition agemman, keep platoons together as best as you can, if griffons and reapers are split up like you have them at the round start for the whole round, our attacking force will be worthless because they will pick us off squad by squad

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 Post subject: Re: Muttrah INF - 19.2.12
PostPosted: 14 Feb 2012, 23:35 
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Idea is for you to link up at east and go as a platoon. Helicopters will drop crates at a bunch of places (getting map for that tomorrow) and all squads can build if they are relatively near and safe. Lions will ensure backup fob at nc, and titans secures that at docks

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