Special Operations and Support Unit (SOSU)
Ghosts of the Revolution SOP
Rev 3.3
Forward
From experience, this is a proven and useful division of the Ghosts. There have been nights where if the base wasn't there, we'd have been hurting. This does not mean that MOBs are necessary all of the time. MOBs are very nice, but only if the team running the MOB has practiced deploying many times, and are used to one another. Once 3-4 people have mastered deploying/packing up, and re-deploying, the MOB will be quite useful – but if the team is hodge-podge, thrown together, and inexperienced, it will actually be detrimental for the outfit to use it.
There have been several times that 3-4 people have held a position for 4-6 hours straight, with NC and TR both attempting to take out the MOB, and it kept the other empires so busy that the rest of VS could circle around and claim bases from another route. Another time, a day-long stalemate between VS and NC was broken after 2 hours of a MOB being up and eventually VS started pushing NC into their base, and capturing it. Another time, we used a MOB as a distraction (and then an offensive point) to break an NC siege that had managed to almost break the base several times. In terms of manpower used, 3-4 people maintaining the MOB and laying down suppression fire, this was very efficient and effective.
There have been other times where MOBs have been detrimental. They are very situational in use. A few times we just set the thing up wrong. There are other times where people camped it, and didn't push forward from it. There have also been times that I've tried to keep a MOB up when I shouldn't have. Time shouldn't be wasted on MOBs – if it doesn't work on the 3rd attempt at deploying, hang it up for a while and do other things to help.
If we use MOBs too much then the enemy will learn to deal with it and it will not be an effective tool any longer. Also, the enemy will learn our tactics and emulate them, which would be bad news as their turrets are more useful than the Orion in many respects!
Purpose and Benefits
SOSU is to provide a support role by creating and maintaining a Mobile Operations Base (MOB) for the other Units in the outfit. The MOB will give the other divisions a safe place to regroup, repair, and re-arm. It will also double as a kill-box for units retreating into the zone controlled by the MOB, as well as denial of enemy troop, armor, and air movement.
The requirements to meet these objectives are as follows:
- Lodestar Pilot(s): These pilots will provide transportation for SOSU AMS and Router drivers, as well as providing a mobile repair and re-arming platform for the Phantom Guard and Wind Wraith divisions.
- AMS Driver(s): AMS drivers will provide equipment terminal access for quick MOB deployment, as well as a valid dedicated spawn point for the Death Angel assault.
- Engineers: These members are the bread and butter of the MOB. Engineers will provide the turrets, Orion Manned turrets, Aegis Shields, and mines.
SOSU will use these procedures to complete our objective:
- Members will meet at Hart B, as is standard for Outfit Raids. Pull AMS, Lodestars, or other vehicles, and load them up in preparation for the raid.
- Leadership will determine targets, and assess best location for MOB(s), preferably with intel from scouts.
- Once a target has been determined, Lodestar pilots will move out to the location provided. If there are multiple Lodestar/AMS teams, remember that they will have to be slightly spread out so as to not interfere with one another. AMS, Orion turrets, and AEGIS Shields do not deploy too near one another – keep this into account when deploying.
- When arriving at the MOB position, the AMS will bail from the Lodestar, deploy as soon as possible, deploy an AEGIS for the Lodestar to hide with, then begin MOB deployment. The Lodestar pilot will hide the Lodestar, and assist in MOB deployment.
- Orion turrets must be manned at all times possible, because they are key to the survival of the MOB. Crossing fire from 2-3 Orion turrets can waste heavy armor fairly quickly.
- Upon destruction of the MOB, or completion of a base capture, SOSU will immediately load up for re-deployment. All CE should then be destroyed if needed, especially the Orion Turrets. Engineering deployables have a set max, and you do not want to have to waste time de-spawning things from the map.
- Repeat from step 2.
Organization
GotR has a policy that real life comes first, and therefore we know that there will not always be a set amount of Unit members available at each Raid. Therefore, GotR Unit will be organized into 4-person teams. Each team will require 1 Lodestar and 1 AMS driver, 2 full engineers, and 2 people with AV. A sniper or two is advised. You can fit all of these into 3 or 4 actual people, if their BR is sufficient.
Primary Certifications (Requirements)
- Lodestar Pilot:
- Air Support 3 CP
[*]AMS Pilot:
- Ground Support 2 CP
[*]Engineer:
- Engineering
- Combat Engineering
- Assault/Advanced Engineering 8-10 CP
- Air Support 3 CP
Secondary Certifications (highly recommended)
- Medical (3 CP)
- Lets you regain health and help allied troops. Especially important for snipers.
[*]Medium Assault (2 CP)
- Allows access to weapons that you don't want to live without.
[*]Anti-Vehicular Assault (2 CP)
- Allows the use of the Lancer, which can be highly useful when the Orion turret can't quite reach a target. Tanks have further reach than Orions.
[*]Sniping (2 CP)
- Allows you to use the Bolt Driver, which is handy against AV infantry, and provides suppression fire against enemy bases.
- Lets you regain health and help allied troops. Especially important for snipers.
Tertiary Certifications (recommended)
- Advanced Medical (2 CP)
- Allows you to revive fallen comrades.
Communication – Team Speak
To facilitate effective communication, without generating confusion, the following recommendations are suggested:
Each MOB Team should have whispers set up to organize their respective Team. One person in each Team should have Channel Commander or whispers set up to the other Teams.
These whispers are to be the main communication. In such a case that the whole team should know about a specific event, such as being spotted and having incoming air or some other problem that the whole unit will need to deal with, such as an incoming BFR unit or heavy tank, then and only then is a whole-room transmission to be sent.
This will eliminate cross-chatter and make the Squad much more effective. The head of the team will have another whisper set to the heads of the other tactical units (DA, PG, WW), and to the other team leader(s) to inform them of important intelligence on the battlefield that they should know about, such as an enemy gal-drop, a unit slipping into the base, a cloaker compromising of the MOB, etc.
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