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Topic: Kitsune's battle guide for newbies (unfinished yet) (Read 173 times) previous topic - next topic

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Kitsune's battle guide for newbies (unfinished yet)
Here I will post my PMC's guide for new members. It specifically explains how to operate Daybreak Legion's style. What I expect to happen is some reasonable critic or suggestions. I can take harsh critic when it is reasonable. Keep in mind Daybreak Legion is multiverse role play clan that runs with the background of multispecies and multiuniverse mercenary legion with it's own set of rules.

What is planed

How to fight battles
Pre mission preparations:
Identifying your targets
Identifying your battlefield
Team preparations

Entering Battlefield:
Know your transport
Know your allied forces

Achieving combat goals

Taking rest on the battlefield:
Resupply
Meditation

Exfiltration:
Securing Leaving Zone
Obtaining escape vehicle


What is done


How to operate
Pre mission preparations
Identifying your mission

Information about target can come from various sources but they all can be devided into two general deviations of sources: reliable and unreliable.
Reliable information sources are the sources that have earned trust, information supplier that benefits from delivering plausible information or have direct clues supporting given information. For example an ally or recon team that was sent to scout the area of operation.
If information is inconclusive or lacks some key aspects our recon team must be sent to investigate site further.
For information dealers if they are involved as sources a short investigation must take place. Following bullet points should assist you:

What is the dealer's identity?
Is dealer honorable in trade?
Previous history of deals with us
Dealer's relations with rivals

Unreliable information sources are the ones who can not confirm or disclose their intentions or have little to no interest in delivering plausible information.
Interests that will lead to good cooperation can be:

Strategic
Economic
Honorable

You must clearly understand that if the operation prevails all of benefitting sides will acquire strategic and economical profits. If profits of allyes will endanger important region, another ally or directly Daybreak Legion they must be clearly warned about it and about consequences that will follow. Operation may be aborted if predicted casualties will be too severe, it will harm another ally or cooperating allies will prove dishonorable.

From information that was received following things must be established:
Main target of operation and ways of approaching it
(First thing to keep in mind when main targets of operation are identified is what will be the consequences of achieving it.)
Factors that will influence the outcome of battle
Character and overall expected behavior of rival and enemy forces
Landscape
Required equipment
Entry and Leaving Zones
Identifying your battlefield
You must clearly understand where is the main target and how can you approach it. Roots of approaching must be chosen depending on terrain and time of day. Remember about:
Main target of operation and ways of approaching it
Factors that will influence the outcome of battle
Character and overall expected behavior of rival and enemy forces
Landscape
Entry and Leaving Zones

Main targets are classified as:
Personnel
Tag and grab - Main target of the operation is valuable enemy combatant(s) or officer(s). Any capturable valuable personnel can be taken along as long as it does not endanger evacuation of main target. Main target's survival is to be considered main mission priority. For each human sized target there must be one operative directly escorting that target. If operatives to targets ratio is lower than 2\1 target(s) must be escorted in a vehicle that can be sealed to prevent target's escape. Demobilization of targets via knockouts, tranquilizers, e.t.c is entirely fireteams' call. If target refuses to cooperate it is highly recommended to incapacitate it to ease the transportation. For any target that is beyond average human size operatives to target ratio is 4\1. Direct escort is to be exercised by 2 operatives per target at the same time. If target is considered dangerous incapacitation is during transportation is extremely recommended.

Flares - Main target of this type of operations is takedown of enemy officers. It is very important to confirm kills for this type of mission. However killing is not the only way to accomplish such mission. If target can be captured with no casualties it is recommended to do so instead of killing it. Also it is very important to keep in mind that officer may be in possession of valuable intel or weaponry.

Property
Data - On any battlefield data is one of most precious things but for now data is going to be defined as information that is currently in hostile or unreliable data storage. Maps and printed documents are also considered data storage. Access to digital target can be acquired through hacking of enemy terminals that have administrator clearance within network where data is stored. If access cannot be gained or is impossible operatives have to infiltrate the server room and connect mobile hacking gear directly to servers. If servers use unknown encryption method or cannot be breached on time data storage blocks must be evacuated with as little damage to them as possible. Usage of specialised transportation containers is highly recommended. Maps and printed documents are extremely fragile and must be photographed or otherwise backed up before transportation.

Vehicles - Vehicles may be captured for reasons such as ease of infiltration, mobilisation of infantry, increasement of firepower or trade. For any of them it is important to do as little damage to vehicle as possible. Before boarding vehicle check for damage, fuel, traps and enemies that will try to destroy the vehicle to prevent you from taking it over.

Supplies - There are various kinds of supplies such as ammunition, food, weapons, fuel and medical supplies. All of them have to be handled with care. All supply crates are to be inspected before transportation. Follow basic instructions of transportation.

Territory
Annihilation - In designated area enemy must be destroyed with maximum collateral damage. Any type of non-dishonorable weaponry can be used. No enemy survivors to be left. All enemy structures and supplies must be destroyed. Very important to look out for friendly fire on and from allies. Do not hesitate to take trophies because when battle is over whatever will remains of the enemy will demolished, burnt or otherwise destroyed. If any kind of infestation may take place all ally remainings must be destroyed as well.
Conquest - Operation or set of operations in which whatever territory, gear or other property Daybreak Legion acquires becomes our property. Conquests usually have specific conditions that affect choice of weaponry and tactics.
Override - Override is a form of conquest which includes taking control of certain area or structure for a limited amount of time. Usually override type operations do not last longer than 10 earthern hours.
Clash - Also known as battle reconnaissance. Is conducted to recon enemy or rival's battle capabilities, gear, unit composition and supply routes. Clashes can also be used to provoke enemy into following his emergency protocols to open a window of possibility for certain actions from our side.

Factors that will influence the outcome of battle

Take anatomic specifics of your species into consideration when choosing gear before operation. Further will be described factors that affect representatives of races that are currently members of Daybreak Legion. (redaction one)

HUMANS

Vision - Vision of the battlefield is very important. It can and will be affected by such things as weather, atmosphere, gravity and lighting.  In any conditions different from Earth's (humanities' birthplanet) mediterranean climate human eyes suffer reduction in vision that is why it is extremely recommended to use vision enhancement devices and protection gear.
Proper utilization of vision reducing factors is very important.
Do not attack against a light source. You will be blinded and enemy will get advantage in concealing his movements and actions. When having a light source behind your back you will be extremely easy to see. Make sure to utilize these two hints when operating.
Special mention deserves an advice not to cross hills and mountains when standing full growth. Silhouettes are the reason to it. They can be seen when  from a valley or any other point  near the mountain's foundation. That is why when taking highground for the advantage you must make sure to blend in with surroundings and not to reach further then inner side of mountain's or hill's contour.
Atmosphere - Any atmosphere except 100% breathable must be entered only in EVA suits, armor with locked breathing cycle or any other protection gear that that provides breathing independent of outer atmosphere. It is also very important to make sure that precipitation (whatever falls from the skies) will not damage gear, vehicles or EVA suits. Make sure to know your armor. Locked breathing cycle means that at certain point you will need to replace air vessels or filter. If you can use filter based air renewal breathing devices. They will provide endless renewal of preloaded air. Potentially such filters need to be replaced less frequently than air vessels.
Replace air supply whenever possible.
Fatigue - Fatigue is condition when flesh weakens after tiring activity. It takes some time for an untrained or untrained body to rebuild lost stamina, but difference is that a trained human body can rebuild stamina much faster a trained body will regenerate more stamina before entering fatigued state as well. This condition must be delayed optimally but do not try to abort it as this condition is inevitable for a human body. Do not fear using stimulators but make sure that effects and aftermaths will take place at appropriate time intervals. DO NOT OVERUSE THE STIMULATORS. We all know those moments in action movies when the protagonist infuses himself with extreme amounts of stimulators and becomes godlike for short duration of time. You will just get severe intoxication and end up cleaning aftermaths of your bodies' emergency detoxification protocols. Conserve your stamina. When awaiting orders take a knee or lay on the ground in a good cover. This will help your muscles relax and will increase your stamina regeneration. For humans it is also highly recommended to reside within battlefield no longer than ten earthern hours. After this time interval humans will need sleep and mental relaxation.
Morale - Unprepared humans are easily demoralised. For all human personal daily drills must take place to increase morale stamina and physical stamina. During those drills humans must be exposed to extreme amounts of stress to train them in dealing with it.

Landscapes and Terrains

Landscapes and terrains may differ from universe to universe but there are some main patterns that are universal for landscapes across all universes. Before describing the patterns it is worth to mention that landscapes depend on type of world they are expected to be found in. Types of worlds can be devided into three archetypes:
Natural - "Natural" is a world that formed according to univers' laws of physics Artificial - Worlds that were designed and created by sentient beings
Reformed - Worlds were affected after creation by terraformation or other external manipulations that changed the world from what it was to what it is

Following definitions will be used for references later on

Mountains
Mountains are known to contain big amounts of minerals and water thus they present interest for resource acquisition but that is not the only use of a mountain. Mountains can also be used for construction of landing pads, scanner arrays, anti orbital weapons sites or subterrain base entrance\exit points.

Seismically Active Mountains [M1] - Seismically active mountains also known as active volcanos are a great source of minerals and thermal energy. M1 environment is famous for little amounts of passable ground and high air pollution. During eruptions M1 terrain becomes a quickly changing battleground that may trap ground units for long period or result in severe casualties. To prevent eruptions it is recommended to restrict usage of artillery, bombs and any explosive or thermal weaponry. However eruptions can be used to stagger enemy forces'. Air with ash pollution and magma restricts deployment of vehicles and aerial support. For humans engaging in combat on seismically active mountains is important to have breathing protection, heat protection and instant mobilisation devices or an active fleet of dropships in proportion 8 humans per 1 dropship.
Seismically Passive Mountains [M2] - Seismically passive mountains are a dangerous terrain for invading forces due to specific and poorly predictable uneven terrain, strong winds, avalanches, snow and low temperatures evacuation, insertion and movement of ground forces is slowed. Deployment of ground technical units such as tanks is unrecommended.

Mountain Urban [MU] - Mountain Urban terrain is rare due to it's complex artificial nature. MU includes any urban environment from a mining facility to a city built on or inside a mountain. Unified, most likely metallic structures, power and water supply lines. Stabile and even landscape.

Mountain Forest [MF] - Mountain Forests have average tree density and may have small swamps or lakes. In addition to that they have weaker winds and higher temperatures in comparison with M2. Heavy vehicles can not be deployed in MF environments outside roads.

Mountain Jungle [MJ ] - Mountain jungles have dense tree formation due to which ground vehicles can't be used in this environment. Climate is humid and hot. Ground is uneven and filled with obstacles from roots of trees to naturally masked sinkholes. Aerial vehicles will have no direct fire support options and are best to be used as infiltration option. Aerial reconnaissance is highly recommended.


Hills

Hills are defined as uplands near 200 meters of relative height or lower. Hills can give a great advantage in combat by giving high ground, cover and ability to conceal forces.

Hills Seismically Active [H1] - Seismically active hills are a tricky and dangerous terrain. Usually they can be found on seismically unstable planets. H1 erupts various liquids, gases and magma that share one thing - high temperature. Unlike any kind of hills H1 is dangerous to use as cover or high ground during active eruptions. However unlike mountains H1 allows deployment of not only aerial machinery and infantry but also light ground vehicles. Due to risks of eruption it is recommended to restrict artillery fire, thermal weaponry or any explosive weaponry usage. Eruption on H1 can also trap or damage deployed units like M1 to reduce possible damage it is recommended to use filters on vehicle air intake and closed breathing cycle breathing gear for all human infantry.

Hills Seismically Passive [H2] - Seismically Passive hills provide great cover and good dominant height to direct fire units deployed on top of them. H2 can also become a good hiding place for them or indirect fire units by becoming an obstacle in direct observation. Seismically passive hills also can become a good deployment position for anti-air or anti-orbital defences.

Hills Jungle [HJ] - Hills covered by jungle have hot climate and dense tree formations. Deployment of ground vehicles is obstructed. Aerial vehicles will have no direct firesupport options and are most useful as infiltration vehicles. Careful movement is to be considered by infiltrating forces to minimize damage from terrain.

HF Hills Forest - Hills that are covered with forest allow passage of only light ground vehicles. Trees also prevent direct firesupport from air. Uneven ground gives advantage to defending side. Aerial reconnaissance is recommended. HF may contain water sources such as lakes and springs.

Fields

Fields are expanses of opened and relatively plain land with possible small pits. All of land vehicles and aviation is deployable. No terrain specific rules of engagement.

Seismically Active Fields [F1] - F1 eruptions do include various gases and\or molten minerals. Deployment without protective gear is highly unrecommended. No heavy ground vehicles can be deployed.

Seismically Passive [F2] - F2 is stable and good for any type of wargear deployment. Potential fortification position for FOB deployment.

Fields Hills [FH] - FH is terrain that has ground elevations not higher than 50 meters and spacing between those elevations of no less than 10 meters.

Jungle

Jungles are abundant with various vegetable life such as plants, trees, grases and etc. Research of flora is highly recommended before commencing any operations. Depending on each specific case flora may present various dangers to warriors deployed in the jungle. Jungles have dence tree formations that prevent deployment of ground vehicles. In case of need for deployment of ground vehicles fire can be used to quickly clear the ground of trees. Ground of jungle has many dangers such as sinkholes, tiny cliffs and other ground deformations.

Seismically Active Jungles [J1] - J1 is a jungle terrain from the ground of which erupts gases and minerals. Magma may be coming out craters within the jungle that are not elevated beyond 100 meters

Seismically Passive Jungles [J2] - J2 terrain is described above

Swamps

A swamp is a wetland that is forested. Many swamps occur along large rivers where they are critically dependent upon natural water level fluctuations. Other swamps occur on the shores of large lakes. Some swamps have hammocks, or dry-land protrusions, covered by aquatic vegetation, or vegetation that tolerates periodic inundation. The water of a swamp may be fresh water, brackish water or seawater. Aquatic, hovering and aerial vehicles are recommended for deployment. Swamps can be found in any climate. Swamps grant good ambush capabilities and provide rare opportunity to attack from below.

Swamp Seismically Active [S1] - In seismically active regions swamps may become places of eruption of various gases and rarely magma. Under such conditions water within the swamp is to be considered extremely hot. Fog is to be anticipated. Infantry deployment in S1 environment is highly unrecommended.

Swamp Seismically Passive [S2] - S2 is described above

Caves

Natural emptinesses in any stone or ground natural formation that can acommodate a human. Under certain curcumstances caves may contain vacuum. They have natural echo effect that is why silenced weaponry and lifesupport equipment with closed breathing cycle is recommended. Infrared signals and any other signals can echo too which may result in gear malfunctions. Ricochet is one of main problems in caves for projectile weaponry. In case of seismical activity of nearby land entering caves is prohibited.

Urban

Urban environment unlike any other previously described is artificial. As a result of this depending on purpose and style of arcitecture urban environment may be abundant with wide spaces suitable for deployment of heavy vehicles as much as with small spaces fit only for infantry. The most important thing about urban environment that it is most likely to contain civilians.

Aquatic

Aquatic terrain is literally water with no or insufficient land. Only aerial vehicles deployment is advised.


Opened Space

Opened space has literally no covers or obstacles except ships and shards of destroyed planets.

Entry and Leaving Zones

Insertion points

Types of insertion points

Insertion points can be generally devided by metaphorical temperature:
Hot insertion zones are located in the frontlines or within close proximity to them. First thing to expect from a hot insertion point is incoming enemy fire. Second thing is departure of insertion vehicles as soon as it is possible unless they are going to be a part of operation.
If aerial transports are used during insertion their safety must be ensured by establishing aerial superiority for the time that it will take to drop in troops and machines. In order to establish aerial superiority any hostile forces that have anti-air capabilities must be pinned down or destroyed. This responsibility goes to friendly ground and aerial forces deployed in the area of operation.
If land transports are used for insertion into a hot entry zone they must move quickly scout units must be moving ahead right and left of transports within range of 400 meters to 1 kilometer aiming for the highest ground to enable proper observation of incoming threats. Entering clifflike terrain is strongly unrecommended.
For space transports tactics of approaching are alike aerial.
For hot zones there is a special concept: Window of opportunity.
Window of opportunity has many interpretations depending on context. In context of insertion zones it is a situation on the battlefield when enemy forces have temporarily withdrawn from certain area or have been pinned down by friendly forces thereby new insertion points have been opened for the duration of time that it will take enemy forces to regain strength and concentration of units required to lock those zones.
Cold insertion zones are located in a presumably safe zone away from known enemy forces. Despite being relatively safer than in a hot zone don't let your guard down and keep eyes opened for enemy scouts traps and sensors. Cold insertion zones allow insertion vehicles to stay and act as extraction vehicles when operation is complete. It is highly unrecommended to treat cold insertion points as safe if enemy uses guerilla warfare.

Rules of approaching
During a hot zone insertion:
For aerial transports it is important to keep minimal profile and maximum speed while approaching a hot zone. To do that the transport must fly as close to the ground as possible and have optimal usage of power grid. Optimisation of powergrid's usage is achieved by directing power to the most important systems such as engine, thrusters, communications system and shields. Any other systems must be unpowered until reduction of profile will be irrelevant for example in case of pursuit by enemy aerial forces.
For land transports speed and situational awareness are the most important. Unlike aerial transports land transports are highly dependent on landscape and have to move in accordance to it's specific. Deployment of land transports is recommended only for MU, H2, HF, F1, F2, FH, seismically passive swamp and urban environments. During enroot time scouting teams must observe and report: enemy movement, suspicious land formations and objects and condition of road ahead of transports.
For space transports hot insertion zones in space are usually hangars, hull breaches and docking gates. Because of lack of covers for transport during approach it must be escorted by friendly fighters to ensure it's safety. Sometimes it may be required for transport to drop infantry units amidst space to allow them perform their target such as ambush or storm of a disabled small ship.

During a cold zone insertion:
For aerial transports' crew is important to stay alert in case of enemy ambush or interception. Transport should keep a safe altitude of 25-40 kilometers. At distance of 15 kilometers from insertion zone transport must descend to altitude of 10 kilometers and gain maximal speed. To reduce detectability of transports they should not be escorted unless enemy interception enroot is highly anticipated. If insertion aerial vehicle is going to be used as an exfiltration vehicle landing zone must be secured and cleared of any non friendly personal. Transports' crews may be prohibited to leave.
For land transports escort is still a necessity. Escorting scouts must keep a distance of 1-2 kilometers with the transport. If no enemy contacts were detected during arrival to insertion zone the transports may stay and act as an extraction vehicle. 80% of scouts must leave in order to be used elsewhere 20% will stay to ensure transport's safety. Transports' crews may be prohibited to leave.
For space transports no escort is going to be provided unless insertion point is situated in a hostile area. Unlike planetary vehicles space transports can not remain idle because space does not provide any type of cover therefore ships must depart after delivering troops unless it is landed inside a friendly hangar. Crews may be prohibited to leave the ship.

For space and aerial transports in case of escort there must be 1-3 escort fighters depending on importance of cargo. For land transports there must be 3 scout escort units by default and 2 extra units for each transport.
  • Last Edit: Yesterday at 02:45:13 PM by Kitsune