Designer | Franze |
Map | Caucasus |
Running time | 12 hours |
Type | PEvPE, continuous |
Slots | ~50+ per side |
Date | 23 March, 1999 |
Start Time | 0745 Local |
Version | vOB27_207v |
DCS Version | 2.8 |
Skill level | Moderate |
Overview
Offensive Posture is a mixed Player-Enemy vs Player-Enemy style scenario that can be played from either the Blue side or the Red side. It pits both sides wrestling for control over the small town of Gali on the Caucasus map. The scenario is persistent, with AI units continually attempting to take the town of Gali without player input; however, victory conditions for either side require player intervention. The mission will last for 12 hours, from 0745 local time to 1945; additional time can be requested at the end of this period in the form of 20 minute extensions.
This mission is ideal for practicing a variety of tactics and techniques from either side, with a large number of airframes available and AI forces that are of moderate technology level as well as skill. Both sides have in-depth defenses for their airspace, starting with low altitude MANPADS and AAA systems, theatre defense SAMs, and roving fighter patrols. Ground forces are approximately equal for both sides, with an equal number of vehicles available for the ground commanders to utilize. AI attack helicopters and light CAS aircraft allow some flexibility in attacking targets, although AI aircraft will make progress outside of Gali difficult.
Objectives
The primary objective for Blue and Red is to destroy all opposing units within the limits of Gali, taking control of the town. Once this is achieved, then the town can be retaken by either side, if ground forces are available (this change was introduced in version 2; previously, the town could only be taken once).
The secondary objectives for Blue after Gali is destruction of the Red GCI network and the Red vehicle depot. The GCI network is located in the areas south of Gali; these are represented by early warning radars spread in various locations. The vehicle depot is somewhere in this area and the two primary structures must be destroyed, which in turn will stop Red forces from flowing into Gali. Destruction of the GCI network will result in Red air defenses activating and fighter sweeps to continuously spawn, so be prepared!
Red’s secondary objectives are destruction of the Blue FARP north of Gali and the command HQ somewhere behind Blue’s lines. Destruction of the FARP which will also stem the flow of Blue ground forces into the town. If the Blue AWACS aircraft is taken down or is not in the air, Blue’s air defenses will activate and fighters will continuously patrol until a replacement AWACS is in the air.
There is an isolated, well-defended munitions dump located deep into both side’s rear areas, which can be destroyed to force an instant victory regardless of primary objective status. This is considered a bonus objective and very difficult to strike, protected by high tech assets and well-trained AI.
Considerations
AI aircraft will launch in response to intrusion in their areas, which vary between the 6 primary airfields. The deeper inside a side’s territory, the more skilled the AI, and the more advanced the aircraft. Once they have launched, they will continually do so on a timed basis, or if there is a hostile presence in their airspace. Outside of 2 deep airfields, operations can be inhibited or denied by destruction of warehousing and fuel tanks at these airfields.
Theatre level ADA systems can be suppressed with anti-radiation missiles: there is a probability that they will shut off their radars in event of an ARM launch; while this is not guaranteed, it is a way to temporarily allow operations unmolested by theatre level defenses. This will not affect low altitude defenses. In addition, these systems are controlled by AWACS and GCI; if one can evade detection by these early warning systems, they can avoid fighters being scrambled and air defenses alerted.
Players can request AI CAP overflights from either side; doing so will arrange for a two ship patrol near Gali, who will then engage aerial threats in the vicinity.
There are three carriers available to Blue players: CVN-71, CV-62 (CV-67), and LHA-4. These ships operate off the coast of the operations area and can get as close as 50nmi from Gali, at a cost of later nearly sailing 100nmi away.
Helicopters at both Red and Blue FARPs can request for infantry and mortar teams. Infantry teams come with a mix of personnel, including one MANPADS. Mortar teams are standardized with four basic infantry; when deployed, the mortar team can be directed to fire using map markers with their group name in the description. If the target is in range, they will fire 20 rounds at the position. Up to four fire missions can be requested from a single group.
Further, infantry teams can be controlled by placing an F10 map marker on the map and using the text “MOVE_” followed by the group name to order them to move to that location. The “EMBARK_” with the group name will make them stand in place and await for pickup by helicopter.
There are AI transport helicopters capable of delivering troops and support units to the field; these can be controlled with the marker commands “TROOPREQ” and “SUPTREQ”. If available, the requested helicopter will deploy troops or support units to the marker position.
Support units can deploy FARP pads with the command “FARPREQ” which can be upgraded to a FOB with “FOBBIT”. Up to four levels of FOB can be upgraded; upgrades cost one nearby support unit. The first level allows basic infantry groups to be deployed; the second level generates basic SHORAD; the third level generates advanced SHORAD; and the fourth level generates a medium SAM site and allows full generation of all infantry types.
If an airbase that spawns aircraft falls under the control of the opposite team, any AI aircraft that spawns there will spawn for the controlling team. This makes helicopters highly useful for controlling the battlespace.
Slots
Slot | Count |
---|---|
Blue | |
A-10A | 5 |
A-10C | 5 |
AJS37 | 4 |
AV-8BNA | 6 |
C-101CC | 2 |
F-14A | 6 |
F-14B | 6 |
F-15C | 2 |
F-16C Block 50 (includes wingmen for data linking) | 20 |
F/A-18C Lot 20 | 12 |
Ka-50-3 | 2 |
SA342L, M, Mistral | 1 ea. |
M-2000C | 4 |
Mi-8MTV2 | 2 |
Mi-24P | 3 |
UH-1H | 4 |
AH-64D Block II | 9 |
Tactical Commander | 2 |
JTAC | 1 |
Observer | 10 |
Red | |
Ka-50 | 2 |
Ka-50-3 | 4 |
Mi-8MTV2 | 4 |
Mi-24P | 4 |
MiG-21Bis | 4 |
MiG-29A | 4 |
MiG-29S | 6 |
L-39ZA | 2 |
Su-25 | 2 |
Su-25T | 8 |
Su-27 | 4 |
F1CE | 4 |
Tactical Commander | 2 |
JTAC | 1 |
Observer | 10 |
AI Flights
Blue
KC-135, KC-135MPRS, S-3B, E-3 support assets on a continuous cycle. These will last only the 12 hour duration; past mission timeout, these will no longer provide support. Arco 1 can be requested to speed up or slow down for faster or slower aircraft.
C-101CC and AH-1W will continuously attack targets at/around Gali as found and have unlimited spawns.
M-2000C CAP will only be triggered on incursion to Sukhumi airspace, but afterward will patrol around the clock.
F/A-18C CAP will only be triggered on incursion to Gudauta airspace, then will patrol continuously.
F-15C CAP will only be triggered upon an intrusion to Sochi airspace.
F-15C CAP can be requested by players for security around Gali.
Red
L-39ZA and Mi-24V will attack targets around Gali and will spawn constantly.
MiG-29A CAP will scramble if hostile aircraft are detected near Senaki, then continuously patrol the area.
Su-27 CAP will launch if an incursion is detected near Kutaisi, then will remain on station for the remainder of the scenario.
MiG-31 CAP will be alerted if aircraft approach Nalchik, then cover a large area in the vicinity.
Su-27 CAP can be requested by players for security around Gali.
Weather
Ambient temperature: 12C
Winds: Variable; starts strong and then gradually relaxes later.
Clouds: strong clouds over the objective area, gradually clearing.
Light precipitation at low altitudes, with some snow at higher altitudes.
Signal
Blue
315MHz AM – Tactical default
316-320MHz AM – Alternative tactical frequencies
277MHz AM – AWACS, callsign Overlord
296MHz AM – Refueler, drogue, callsign Texaco
297MHz AM – Refueler, boom, callsign Arco
298MHz AM – Refueler, drogue, callsign Shell
299MHz AM – Refueler, boom, callsign Arco 2
228MHz AM – FARP Warsaw
380MHz AM – CVN-71
380.3MHz AM – CV-67(CV-62)
381MHz AM – LHD-1(LHA-1)
228.5MHz AM – JTAC Eyeball 1-1
PLAYER ONLY JTAC: 228.6MHz AM – Pointer 1-1
32X – CVN-71 TACAN
33X – LHD-1 TACAN
34X – CV-67/CV-62 TACAN
39Y – Texaco TACAN
38Y – Arco TACAN
37Y – Shell TACAN
40Y – Arco 2 TACAN
Channel 11 – CVN-71 ICLS
Channel 12 – CV-67(62) ICLS
Red
314MHz AM – Tactical default
309-313MHz AM – Alternative tactical frequencies
271MHz AM – All GCI stations, callsign Magic
220MHz AM – FARP Kapel
220.5MHz AM – Badger 1-1 JTAC
PLAYER ONLY JTAC: 220.6MHz AM – Mantis 1-1
References
A-10s Over Kosovo, Air University Press (ISBN 1-58566-122-8)