Coalition
States Battlefield Operations
The Coalition States is on the verge of launching the largest military
campaign since the Coming of the Rifts, and despite the role that small
unit, covert operations and company sized units will play, the wise commander
must never forget that all of that makes up the battle as a whole.
Lets begin now, with the preperation:
BEFORE MOBILIZATION
CHOOSING SUPPLIES-The
proper choice of supplies is the number one responsibility of the prepared
commander. If you are going to be in an Arctic enviroment, and you
request desert or tropical supplies, you will kill more troops than the
battle you are waiting for. When you order weaponry, try to get weapons
that can use the same ammuntion, such as CR-1 railguns for both your heavy
weapons emplacements, your vehicle ringmounts, and your heavy infantry
troopers. That way, if the weapon is disabled, the ammo can be split
up, and you only have to request one type of ammuntion. Remember
to order the proper ammunition all so. Vehicles are important, and
be sure that you order the correct type. Power armor are infinately
important in todays day and age, since they provide multiple roles:
Air Superiority, infantry, entrenched troops. Remember food, food
preperation equipment, vehicle, armor and weapon repair equipment, extra
clothing and supplies for the troops, and area denial equipment.
ARRANGING SUPPLY LINES-Supply
lines are you own worst enemy. Denied supply lines can wreak more
havoc than enemy troops overrunning your position. Do not arrange
supply lines through canyons, heavy woods, or potential ambush sites.
Airdropping supplies can be your best asset, providing you can provide
proper cover for the aircraft and seize the drop site. Air drops,
underground movement along the clandestine underground railways, fragmented
supply trains to make sure that at least some supplies make it through.
SELECTING THE PROPER
UNITS-Proper units can make the
difference. If you only take 3 regiments of artillery, your going
to get eaten for lunch by the infantry. Mix it up, that what the
combined arms theory is for. Look at your foes. Are you facing
magical opponents? Artillery, heavy armor, psi-stalkers, infantry,
LRPS, SF, supply, maintenance, commo, all must be chosen. Do not
be afraid to choose a green unit, as long as their NCO's and Officers are
hardened vets. Are the officers and NCO's green? Distribute
them through the other units and move some experienced vetrans into the
unit. Prisoner units can be handy. If the battle promises to
be viscous, then put them in front, and promise them a new life in the
military. "What you were is dead, you have been reborn as a soldier.
This is your life, this is your country, we are your family."
SURVEYING INTELLEGENCE-Do
not completly rely on military intellegence(MI), but do not ignore it,
either. As a field grade commander, you should have established your
own network of 'undesirable elements' for information. Check them
also. Check with any troops who have returned from that area recently.
Do not ignore the lower ranks, privates see many things officers do not.
When surveying your intellegence, remember the propaganda factor.
Multiply enemy troops by ten, divide the amount of enemy killed by 8, and
count on any locals being hostile forces who will engage in guerrilla warfare.
Examine the terrian, not only what MI has to show you, but CD-EPROMS from
vehicles, soldiers and robots that have been in the area at any time.
Not just yourself, but have your advisors go over it also. Part of
command is proper deligation of authority and listening to the advice of
the experienced veterans in your command.
SELECTING THE PROPER
TERRAIN-Forest, mountain or jungle
terrain is the worst thing you can fight in. Try to pick hills, grassland
or desert. If the only choice you have is forests or jungle, destroy
the native vegatation with Agent Orange (Author's Note: Yes, I know
of the neurological, physical and chemical dangers of Agent Orange on living
humans, but remember: These guys will be in NBC protection, the CS will
not know about AO long term effects) napalm, fuel-air bombing.
Try to choose terrain that will make the enemy come to you, take the high
ground if possible. Choose troops that have experience in the terrain,
and vice versa. Try to aviod the ruins of achient cities, since the
massive amount metal debris, broken glass and other debris will foul up
your sensors. Try to make it so the enemy will have to take the worst
possible terrain, if they wish to engage in a war of large battles.
SELECTING THE PROPER
WEAPONRY-This sounds like a no-brainer,
but too many field grade officers seem to think one type of weaponry/armor
is the end all be all. Don't be an idiot, the reason the CS supplies
you with so many different options is because there is no "One tool fits
all" in the real world outside the academy. Remember air power, anti-air
weaponry, area denial munitions, artillery and armor. FASCAM artillerty
will keep the enemy from moving through an area without massive casualties.
Get the proper weaponry. Line of sight only heavy weaponry in canyons
and mountain terrain are next to worthless at best, dangerous to your own
troops at worst. If you are not expecting supplies to get through,
take non-projectile weaponry like lasers, since E-clips and E-canisters
can be recharged off of RPA nuclear power packs. If you expect to
meet up with air mobile foes, make sure you bring plenty of anti-aircraft
weaponry. Even a Balrog demon has a tough time flying after being
hit with a set of Ahab-7 Anti-aircraft missiles. If your expecting
wave attacks, bring weaponry to be put in fixed positions, but is still
man portable, to aviod another Newton Wall incedent.
DURING MOBILIZATION
Mobilization is the most dangerous part
of a battle. Moving from base to field area is when you can get hammered.
Expect smaller forces to slash at you, but at all costs, do not
persue these forces, they will only draw you into an ambush. Larger
forces will try to catch you and demolish you before you can become entrenched.
This is the most damaging section of your battle.
MOVING OUT-When
it comes to moving out, be ready for half of your equipment to not work,
soldiers not show up (personally, I would shoot them, but it's against
the CSUCJ, so hey, just bust them in rank, so the troops see that you mean
business) Once everything is ready to move out, move out. Take
it slow, go no faster than the slowest vehicle, and any vehicle that breaks
down, don't stop to repair it, tow it.
PROTECTING TROOPS DURING
MOBILIZATION-This is one of the
most difficult things you will have to do. The enemy will attempt
to slice you to bits and pieces as you move out. If you are moving
out airmobile, expect enemy forces to use Surface to Air Missiles, Black
Market SAMAS, Juicers on Icarus flight systems, air mobile DB's & whatever
else they can scrape up. Do not allow units to break off to chase
enemy elements when attacked, that is a sure way to get hammered in an
ambush. While moving overland, use patrols on your perimeter to give
you advance warning. Follow the routes chosen, and try not to do
any exploration, that's a good way to find trouble you weren't expecting.
If it appears the enemy is trying to commit a hit and run arrangement to
bleed off your strength, group up and send out flanking units to trap any
attackers between them and the main body.
PROPER ARRANGEMENT OF
UNITS-This
not only applies to when you arrive at your destination, but during the
movement to your site. In an age where teleportation on a massive
scale by a mage corps can drop several hundred magically armed soldiers
into your midst, surrounding the non-combatant units with infantry gives
you a soft underbelly that the enemy may tear out. You must mix your
troops together. Have infantry and armor companies move out and provide
security for supply brigades during the march, veteran SAMAS pilots escorting
intelligence units, and so on. Mixed troops can ensure that the loss
of a company or brigade sized unit does not cripple you in the uncoming
battle.
SELECTING THE PROPER
SITE-This
kills more idiots than snipers. Do not set up in cities, the debris
will foul sensors, and there are too many hidey-holes underground that
you do not know about for guerrilla forces to hide in. Make sure
that there is no enemy forces all ready entrenched in the site you have
selected. Look for defenseable areas, water supplies, good ground,
moderate cover than can be removed, terrain advantages, and areas that
can be utilized against the enemy. Select five possible sites at
best, two at worst, that have as many advantages as you can get, but are
within striking range of one another, that way if your opponent has gotten
there first, you still have a back up site. If you get there, and
your other choices are still untaken, feel free to booby trap them, pound
them into uselessness with your troops, or make retreat plans to take advantage
of the sites you have not chosen.
SELECTING PROPER FORTIFICATION-Having
no overhead cover in an artillery storm will get you just as dead as a
snipers bullet, but having the Newton Wall during the Juicer Uprising appears
to have been next to useless. Wrong! Our troops were outnumbered
five to two, and the majority of them were not even dressed in powered
assault or defense armors, and still the wall took a hideous toll on the
attacking Juicers. The commander fought bravely and intelligently,
dealing with a bad situation and adjusting his fortifications as necessary.
Have your units decide at a Battallion level what type of fortifications
they will be using, from berms to mine fields to fox holes to static vehicle
emplacements to crew served weaponry positions. Ensure that all of
the fortifications support and enhance one another, not work against each
other. The very ground provides the most effective protection against
everything, even tactical nuclear weapons, use it.
BEFORE CONTACT WITH THE ENEMY
PUTTING OUT PATROLS-Patrols are
the most important thing you can do, since they will come into contact
with the enemy before anyone else, with any luck. Patrols should
be 5 experienced vets to one green troop, a twelve man team. A good
patrol is: 2 dogboys, 1 psi-stalker, 2 SAMAS, 5 troops. They should
be able to pull back while laying down suppressing fire to cover their
withdrawl.
TERRITORY RECONISANCE-Top
speed SAMAS overflights, ground troop investigations, siesmic charge scanning,
all of it must be used to accurately recon the territory for mission.
Knowledge of the area will enable you to properly secure it. Expect
your recon teams to come under fire, and so create several Quick Reaction
Teams to go and assist any recon forces that come under enemy fire.
SECURING THE AREA-This
is commonly overlooked by field commanders. They secure their own
area, and then get overrun and die, usually without warning. In an
age where one man dressed in black market power armor can decimate a squad
of normal men, we must have advanced knowledge and effective coordination.
FASCAM artillery barrages in an area can give you advanced warning, utilizing
sensors planted about, everything from thermal, to chemical to pheromone
to siesmic sensors. Set up Observation Posts and Forward Observation
Posts. A troop of five skelebots in a foxhole with a fiber-optic
link to computers to watch their obsevation can be invaulable, despite
how stupid it sounds. Securing your own area is important to.
Interlocking fields of fire where 3 weapons can train on one target, foxholes
with overhead protection, automated weapon slaved to fire control computers,
minefields, popup weaponry, all of it, combined, can make a place a tough
nut to crack, but always remember, if they can not get in, you can not
get out.
THE BATTLE
The
battle, what every troop fears and some desire. The ultimate contest
for two prizes, live, and the mystery of what lies beyond. During
this time, your preperation, and the units you have taken responsibility
for will be tested to the ultimate.
PROPER
UTILIZATION OF TROOPS-Many commanders
lose by underestimating the opponent, and putting troops into a meat grinder.
Vampires require specialized troops, and juicers require specialized troops
also. While the enemy is charging through the outside FASCAMed area,
do not drop artillery. That will simply blow big holes in your carefully
crafted mine field. That is a good time to drop more FASCAM munitions,
or perhaps even some chemical weaponry. Use everything at your disposal,
show them the might of the CS, but hold some in reserve for another punch,
just in case your forces are insufficient, but don't hold on to them till
too late. Have your special operatives maintain a link out, because
if there is one thing those boys can do is fight, but don't waste them
in a grinder, use them effectively. Dog-boys combined with psi-stalkers,
backed up by RPA units agress mages, artillerry hammers opponents vehicles
and heavy monsters, strafing runs on command vehicles identified by covert
ops earlier.
KNOWING WHEN TO WITHDRAW-OK,
so you are getting hammered. Most of your command structure has been
decimated, you better be wounded, and most of your men and material are
blown to scraps. It's time to withdraw. Never let the enemy
force the direction of your withdraw. If you've been paying attention,
you should have several ways out planned. The worst I have been,
I could not withdraw, so I advanced, into the teeth of the enemy, broke
through them, siezed thier own supply dmps, and dug in. Did I withdraw?
YES! Withdrawl is many forms of leaving the area, but above all,
discipline and moral must be maintained, pull out before your people have
been decimated. It is better to temporarily give up the objective
with 70% of your troops, wait for them to fortify your old position, and
counterattack on familiar terrain than to retreat to Chi-Town with less
than 15% of your original forces.
KNOWING WHEN TO PRESS
THE ATTACK-Knowing when to press
the attack is just as important as knowing when to withdraw. When
the enemy has reeled back, stumbling back through your FASCAM fields, pound
them with artillery and air strikes, punish them for their insolence, have
stealth modified SAMAS follow them back to their deployment points, have
SF and Commando borgs trail them, listening to their commo. If they
flinch back from your artillery, back into your live fire zones, hammer
them more, never let up the pressure. This war is not to break them,
but ahnillate them. Pressing the attack can come if you see a weakness,
a chance to go for the leaders, or their mage corps. A chance lost
may spell a loss in these battles. Remember, you are no longer a
commander that only controls several hundred troops, you now control several
thousand, and must know who should press the attack and who should withdraw.
Ideally, you could press the attack on the foe, while another unit withdraws
into the attacking units position.
WHEN YOU HAVE NO CHOICE-Sooner
or later you will have no choice, and in the immortal words of a commander
who had just been handed his unit's death sentence: "STAND AND DELIVER!"
Make them buy your lives dearly. Let your troops know that for every
one that they kill, that is one less that will assault the very walls of
Chi-Town to assault thier loved ones, loot their homes, smash the brains
from their infants, elderly and spouses, and destroy humanity. When
it is nearly over, you have been overrun, and you are out of everything
but the enemy, call in airstrikes on your own position. Better to
be a martyr than a failure.
AFTER THE BATTLE
REQUESTING THE PROPER
REINFORCEMENTS-Don't just get on
the radio and scream for backup. You'll get what you do not need.
Take accurate stock, your command vehicles should have the exact numbers
of your casualties, including gear, and request replacement for the losses
you take, and 10-30% in addition. Request ammunition replacement
+10%, so that you can resupply and build your ammo stocks. Send out
teams to recover enemy munitions, officers, any possible survivors, and
equipment. If you have lost, and have withdrawn to a holdable position,
fortify while awaiting supplies and reenforcements.
KEEPING UP TROOP MORAL-Troops
moral will make or break a victory. Morale must be kept by maintaining
discipline, and rewarding victories. Appear as a stern father figure,
rewarding the just, and punishing the guilty. If you command has
been hammered, your units decimated, do not berate and blame, the fortunes
of war strike us all. The only escaping officers from the Newton
Wall fiasco were executed by thier commander. Stupidity, had he kept
them alive, they would have been better prepared to handle the juicer threat
thanks to the officers information and knowledge of the terrain.
Executions lower moral, but do not hesitate to kill those who murder, rape
or commit atrocities. It is not an atrocity to kill a DB child, since
nits make lice, but it is an atrocity to soak it in liquid fuel and light
it on fire. Execute that man as a sicko, this is a war, not a private
torture chamber. Promote from within units to fill slots emptied
by combat losses, ensure wounded troops quick and excellent medical, without
regard to rank, and make sure you have good tasting food, even if you yourself
have to physically punish the officer of the mess, do not make the officer
mess better than the enlisted. If you must, make it so that all troops
eat from the same mess, lowering sapper and sniper problems.
CLEANING UP THE BATTLEFIELD-Many
commanders feel it is beneath their troops to clean up the battlefield.
Never make that mistake. As soon as you are able, send out teams
to dispose of destroyed equipment and dead bodies, gather up weapons and
material, and clear away wreckage, mine shell holes, and in general, turn
the battlefield into a fire zone for anyone stupid enough to come at you
again, and believe it, they will. Not only will you be removing a
chance of disease killing your troops, but by disposing of destroyed vehicles,
you remove cover for approaching enemies. While cleaning up the battlefield,
redeploy your sensors, and lay down your booby traps once again.
REPOSITIONING AVAILABLE
FORCES-Many commanders simply leave
their surviving troops where they are. That's cute, but it's wrong
and will get you killed. Now, the enemy knows your approximate troop
strength and location. Put your heavy infantry where the non-combatants
who were engaged are. Take the non-combatants and mix them in with
the combat units. Move around vehicles. If possible, pull back
to your secondary location and begin to set up. Staying mobile can
save you.
Writers note: Most of this may not seem
like it is any help, but when you the GM, are positioning CS forces, remember,
they will have better battle doctrine than this little manual, and have
the CS troops acts like the professionals they are, not like a group of
ragamuffin adventurers. If you really want to know, I included some deadly
mistakes that arrogance breeds, good players will find and exploit these
doctrine errors, and DM's will have hot shit commanders aviod those mistakes,
while by the commanders will make them every time. Good luck.
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