Arma 3: Mobile Combat Operations in North Zagoria
OP2402-19-2. A task force from 3rd Bn, Chernarus 10th Separate Tank Brigade launches an operation against separatists in North Zagoria
43
views
OP2407-12-6 After Action Report
OP2407-12-6
Transcript:
OP2407-12-6
Intelligence staff for 1st Battalion, Chernarus 9th Separate Light Rifle Brigade, received a flurry of messages from various sources including texts from burner phones issued by brigade intelligence staff, emails, and secure reports from local friendly agents operating in the village of Zichovice in Sumava.
Compiled, those reports said that separatist forces including Chechen militia and Wagner Group operators were going from door to door seeking out individuals, working from a list, detaining those who were on the list. Those individuals were ordered onto a bus. The bus was traveling north when it was stopped by local militia, passengers exited and executed.
Brigade commander ordered 1st Battalion commander and his staff to assemble a task force for the purpose of attacking and clearing the village of separatist forces. Among the tasks assigned was the elimination of the two civilian criminal command operatives who had ordered the pogrom, clearing the village of all separatist forces, and locating the mass grave for the purposes of witnessing the carnage.
The task force assembled included four truck-borne light rifle squads two T-34-borne recon squads, and two BRDM scout cars. Zichoviche is a critical rail Junction which sits a stride a minor river, which runs roughly east to west, south of the village. The approach to the Village from the south is masked by a large woods, south of which the entirety of the task force's infantry contingent dismounted and began their assault north into the village.
The separatists defensive cordon began in that woods, as 2nd Squad and 3rd Squad encountered a mixed patrol of Chechens and local militia. Once those patrols were eliminated or driven back, the assault continued.
In the village, commander ordered the task force to advance block by block securing intersections in the village enabling the task force to move as a solid front to the north. Task force commander encountered the male element of the civilian criminal command operatives group, and stripped him of documents.
Enemy counterattacks and counterfire was very heavy as the task force advanced north. The tactical objective for the operation was to seize the final east-West street of the village, allowing Command Squad to advance passed the rail yard to locate the mass grave.
Task Force commander located and eliminated an armed female, who was carrying some sensitive documents and a cell phone. By the time the task force did reach the tactical objective, operations staff deemed the operation complete and ordered the task force to withdraw.
Command Squad continued its advance north of the railyard and located the bus which was afire, and witnessed the corpses of roughly 20 civilians.
The task force withdrew mostly in good order. An enemy T-34 tank appeared and fired on and eliminated Recon Tank 1 and its passengers. Command squad and 2nd Recon Squad RPG gunners eliminated the threat, enabling the retreat to continue unhindered.
Losses were heavy. 2nd Squad and 3rd Squad each lost four, while 4th Squad lost two. Recon Squad 1 lost two, while Recon Squad 2 was wiped out. One T-34 was destroyed.
Field counts of enemy losses included four technicals and one T-34 tank.
At the conclusion of the operation, operations staff indicated that, while the losses were heavy, the finding of the mass grave, and elimination of the separatists in Zichoviche, will put a definitive crimp and future operations by the separatists, at least for the time being.
16
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RPGs vs Enemy Tank: Chernarus Defense Forces Offensive Combat Operations in Sumava
OP2407-12-6
A task force, formed from parts of 1st Bn, Chernarus 9th Separate Light Rifle Brigade encounters an enemy tank while evacuating the village of Zichovice in Sumava.
Mods used:
Coastal Operations: https://chernarusiannarcowars.blogspot.com/2024/07/arma-3-mods-coastal-operations.htmlMobile Operations: https://rkka.org/ChCOG/mobileWarfare.html
Terrain: Werferlingen
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
https://chernarusiannarcowars.blogspot.com/2024/06/cdf-operations.html
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
208
views
1
comment
Pogrom at Zichovice: Chernarus Defense Forces Offensive Combat Operations in Sumava
OP2407-12-6
Elements of 1st Bn, Cherrnarus 9th Separate Light Rifle Brigade launches a nocturnal assault on the railway village of Zichovice in Sumava.
Mods used:
Coastal Operations: https://chernarusiannarcowars.blogspot.com/2024/07/arma-3-mods-coastal-operations.htmlMobile Operations: https://rkka.org/ChCOG/mobileWarfare.html
Terrain: Werferlingen
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
https://chernarusiannarcowars.blogspot.com/2024/06/cdf-operations.html
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
241
views
Chernarus Defense Forces Light Infantry Combat Operations in Sumava
A task force from 1st Bn, Chernarus 9th Separate Light Rifle Brigade launches a combat operation against separatist and affiliated forces in Sumava.
4
views
OP2407-12-2 After Action Report
OP2407-12-2 After Action Report.
Transcript:
OP2407-12-2
Operations staff for 3rd Battalion, Chernarus 10th Separate Tank Brigade, ordered the commencement of an attack and clear operation on the village of Berislav in North Zagoria. Only hours before, a brigade launched UAV was fired on by an AA battery, signifying that separatists forces had taken over the village. Reports from local friendly agents confirmed the data.
A task force was assembled consisting of three T-72 tanks, two BMP rifle squads, and two BRDM scout cars. The task force's order was to attack and, if possible, eliminate all enemy forces defending the village. Among the tasks to be performed was the location and elimination of two civilian criminal command operatives, and the destruction of the AAA battery.
In the initial contact, Scout 1 BRDM was fired on by an enemy BRDM, which signified that enemy mobile forces had taken over the village. Damaged, but functional, Scout 1 was ordered back. Owing to the lay of the terrain, the Task Force commander ordered the three tanks to attack from the southwest into the village, with two rifle squads following on closely within a few hundred meters.
Tank 3 was ordered to swing around to the east and take up a position in overwatch of the village, as Command Squad dismounted and advanced into town. 2nd Squad then was ordered to maneuver to the eastern side of the village and attack with support from Tank 3.
Command Squad fought off attacks from both Russian militia, and local militia. In one instance, an RPG Gunner fired on and struck Command Squad's BMP, damaging it and setting it afire, forcing it to withdraw for repairs. Meanwhile, 2nd Squad with support from Tank 3 continued to advance through the eastern areas of the village.
Commander located the male element of the civilian criminal command operatives and stripped him of some intelligence material. Commander pushed his rifle squad further north, eventually locating and eliminating the other civilian criminal command operative, stripping her of intelligence materials and a cell phone.
Command squad then turned their attention into attacking and eliminating the three AA vehicles. In this exchange of gunfire, commander was eliminated, as was his second in command. At this point, Command Squad lost its comms, forcing command of the task force to fall to 2nd Squad commander. After some time, Command Squad comms were reestablished, and command of the task force returned to First Squad.
The attack which eventually eliminated the AA vehicles was costly, One T-72 was destroyed. However, by that time, battalion operations staff had deemed the operation complete and a success, and ordered the task force to return to base.
Losses were moderate. Command Squad lost four, while 2nd Squad lost two. Tank 2 was destroyed, and Scout 1 BRDM was damaged but operational.
Field counts of enemy losses included two technicals, two UAVs, one T-55, one BTR-80A, one BRDM, and one BMP.
From compilations of data taken from intelligence material seized from the separatists by the commander, battalion intelligence staff determined that the separatists would make another attempt to gain territory in North Zagoria. Operations staff, reporting to brigade command, suggested that 3rd Battalion launch a new operation within a week.
355
views
Initial Assault on Berislav: Chernarus Defense Forces Offensive Combat Operations in N. Zagoria
OP2407-12-2
An armored task force, formed from parts of 3rd Bn, Chernarus 10th Separate Tank brigade launches a ground assault on the separatist held village of Berislav in North Zagoria.
Mods used:
Coastal Operations: https://chernarusiannarcowars.blogspot.com/2024/07/arma-3-mods-coastal-operations.html
Terrain: North Zagoria
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
https://chernarusiannarcowars.blogspot.com/2024/06/cdf-operations.html
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
722
views
Clearing an Enemy Armor Block: Chernarus Defense Forces Defensive Combat Operations in Sumava
OP2407-5-6
a truck-borne recon unit, escorting the commander of a task force formed from elements of 1st Bn, Chernarus 9th Separate Light Rifle brigade encounters an enemy BMP blocking the road back to base.
Mods used:
Coastal Operations: https://chernarusiannarcowars.blogspot.com/2024/07/arma-3-mods-coastal-operations.htmlMobile Operations: https://rkka.org/ChCOG/mobileWarfare.html
Terrain: Werferlingen
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
https://chernarusiannarcowars.blogspot.com/2024/06/cdf-operations.html
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
12
views
Arma 3 : OP2407-12-2 Mobile Combat Operations in North Zagoria
4th Bn, Chernarus 10th Separate Tank Brigade launches a mobile combat operation against separatist affiliated mobile forces in the North Zagoria region,
9
views
OP2407-5-6 After Action Report
OP2407-5-6
Transcript:
OP2407-5-6
Intelligence staff for 1st Battalion, Chernarus 9th Separate Light Rifle Brigade, received information from burner phones and reports from local agents, that the separatists were planning an attack on the village of Budetice in Sumava.
Local agents in Budetice encountered several enemy agents who were meeting with some villagers, and who were demanding tribute, food, water, and recruits, and that their forces would be entering the village in a matter of a few hours. Tapped phone conversations revealed that a separatist force of approximately reinforced company size would attack the village from the march.
Operations staff for 1st Battalion issued a warning order and assembled a task force consisting of two tank mounted recon squads, three light rifle squads, two BRDM scout cars, and one BRDM antitank vehicle. The road march to Budetice took nearly 45 minutes.
The tactical plan for the defense of the village was for four rifle squads to deploy on a straight line running east to west just north of the village. 4th Squad would stay in the southern section of the village as a tactical reserve.
Initial attacks by Spanish militia hit the deployment points of 1st Recon Squad and 2nd Squad hard in the west. In addition, the separatists sent several technicals to attack those positions, to cut off the task force from retreat.
On the eastern section of the line, attacks were initiated by Wagner operators and by Russian militia, hitting the deployment point of 2nd Recon Squad particularly hard. During both attacks task Force commander fired numerous artillery missions north of the fire safety line. The effect these attacks had were unknown.
Enemy infantry and vehicle attacks continued, with one enemy squad infiltratig to the position of 4th Squad. Meantime, 2nd Squad, having suffered heavy losses, was ordered to pull back. At the same time, Spanish militia had mounted an attack on the position of 2nd Recon Squad.
Commander mounted a counterattack against the Spanish militia, driving them back, while ordering the remainder of the task force to withdraw south.
Commander ordered an artillery strike on positions of Spanish militia. Not realizing that his second in command had taken the squad directly adjacent to the fire safety line. One stray 122mm round hit, killing Command Squad, except for the commander.
2nd Recon Squad had suffered heavy casualties, so the commander took over command, then proceeded to go through the village wrecking as many enemy technicals as possible.
The remnants of the task force withdrew in good order well south of Budetice.
While on the way back to the forward Zone, the newly formed Command Squad encountered an enemy BMP. In their efforts to eliminate the BMP, half the squad was eliminated.
Casualties were nearly catastrophic. 1st Recon Squad with wiped out. 2nd Squad lost three, 3rd Squad lost four, 4th Squad lost three, and Command Squad was wiped out by friendly artillery. One BRDM and 2nd Recon Squad T-34 were destroyed.
Field counts of enemy losses included five technicals, two UAVs, two BRDMs, and one BMP.
Heavy losses were inflicted on separatist forces, both Battalion and Brigade intelligence staffs agree, but losses in the task force were unacceptable, many of them due to mistakes by the command element. Both intelligence staffs agreed a new operation must be mounted within a week, expecting that the separatist will be launching a new operation as well.
20
views
Daylight Assault on Gross Steinum: Chernarus Defense Forces Mobile Combat Operations
OP2407-5-2
Parts of 1st Bn, Chernarus 13th Separate Mountain Motorized Rifle Brigade launches a ground assault on the enemy held village of Gross Steinum.
Mods used:
Coastal Operations: https://chernarusiannarcowars.blogspot.com/2024/07/arma-3-mods-coastal-operations.htmlMobile Operations: https://rkka.org/ChCOG/mobileWarfare.html
Terrain: Werferlingen
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
https://chernarusiannarcowars.blogspot.com/2024/06/cdf-operations.html
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
15
views
Arma 3: Chernarus Defense Forces Light Infantry Combat Operations in Sumava
OP2407-5-6
A task force from 1st Bn, Chernarus 9th Separate Light Rifle Brigade launches a combat operation against separatist and affiliated forces in Sumava.
8
views
OP2406-28-6B After Action Report
OP2406-28-6B
Transcript:
OP2406-28-6B
Acting on intelligence gathered from documents and cell phones seized from the two civilian criminal command operatives in a prior operation in the village of Nadbor, operations staff from 2nd Battalion, Chernarus 24th Separate Light Mountain Rifle Brigade assembled a light infantry task force consisting of three light rifle squads, two T-72 tanks, and one BRDM scout car. Receiving reports from friendly local agents, intelligence staff were told that the criminal command element in the village of Olzsanka had brought in a Russian mercenary unit, to round up political enemies and anyone who protested their requisitions of supplies and recruits.
The village of Olzsanka sits north of crop fields with no cover, an advance through which would expose advancing infantry to defending enemy fire. However, this was a nocturnal operation, where the task force would depend upon darkness to cover its advance.
The tactical plan for the attack was for the three rifle squads to advance in parallel from the southeast and converge on the suspected location of the civilian criminal command element. The two tanks also would advance and provide heavy gunfire support.
The rifle squads encountered heavy counterfire from Wagner group operators, Russian militia, and local levies. The rifle elements managed to penetrate the defensive cordon of the village, as 3rd Squad was ordered to advance and clear out any enemies it encountered. Command Squad located and eliminated the two civilian criminal command operatives, seizing intelligence matter from their persons.
The bulk of defending enemy forces still were in the northern sections of the village. All three rifle squads pressed on these positions and slowly eliminated enemy resistance. Commander wheeled his rifle squad 90° to the west and began to search for the four Russian mercenaries. Their rifle counterfire was very heavy, and in addition to that, enemy Infantry and vehicle counter attacks were pressed in to the southern sections of the village.
Once the Russian mercenaries were eliminated, commander issued the order to pull back. 2nd Squad had suffered severe casualties defending against the counterattack of Spanish militia, so severe in fact, the remnants of this squad were folded into Command Squad.
Command Squad engaged in a pitched firefight to stop the Spanish militia unit from advancing further, giving the remainder of his task force time to rally and pull back.
Losses were nearly catastrophic. Second Squad lost eight. 3rd Squad also lost eight.
Field counts of enemy losses included seven technicals.
Intelligence staff concluded at the end of the operation that the village of Olzsanka would be safe once again from the depredations of separatists. They were unable to determine the extent of civilian casualties caused by the separatists and the mercenaries in their employ, only guessing they must have been very heavy.
In the intelligence matter seized from the female operative, intelligence staff discovered that the separatist were planning a new operation in the Sumava region. That assessment was forwarded to brigade command.
279
views
Arma 3: Chernarus Defense Forces Combat Operation in Werferlingen
OP2407-5-2 Elements of 3rd Bn, Chernarus 13th Separate Mountain Motorized Rifle Brigade launches an operation against separatists in the Werferlingen region.
4
views
Noctural Assault on Olszanka: Chernarus Defense Forces Offensive Combat Operations in Livonia
OP2406-28-6B
Parts of 2nd Bn, Chernarus 24th Separate Light Mountain Rifle Brigade launches a nocturnal assault on the village of Olszanka in Livonia
399
views
OP2406-28-6A After Action Report
OP2406-28-6A After Action Report
Transcript:
OP2406-28-6A
Intelligence staff for 2nd Battalion, Chernarus 24th Separate Light Mountain Rifle Brigade, discovered that the separatists had occupied the town of Nadbor in Livonia, and had brought with them an aircraft gun battery. A brigade drone was fired on by the antiaircraft gun battery and was nearly shot down, before returning to base.
Battalion operations staff organized a task force consisting of three light rifle squads, two T-72 tanks, and one BRDM scout car. The tactical plan for the attack was for the task force to advance on a broad front from the southeast, with Scout 1 and the two tanks advancing through the roads. 3rd Squad was assigned the eastern section of the village, while 2nd Squad was assigned the West.
Command Squad, advancing up the middle, encountered local levies and Wagner group operators defending the location where two civilian criminal command operatives were staying. Enemy counter fire was very heavy, but with the help of Scout 1, Command Squad drove the defenders back.
The task force commander, after seizing intelligence materials from the bodies of the two civilian criminal command operatives, was killed by a heavy machine gun technical. The second in command ordered the clearing operation to continue, ordering Tank 1 forward to locate, engage, and destroy the enemy antiaircraft battery. Instead, it was destroyed by anti-aircraft fire.
2nd Squad closed on the location of the anti-aircraft battery and eliminated the last gun. Commander destroyed the remainder of the vehicles with an RPG 18. Battalion command Staff deemed the operation complete, and ordered the task force to return to base.
Losses were moderate. 2nd Squad lost six, 3rd Squad lost four, and Command Squad two including the commander. Tank 1 was destroyed.
Field counts of enemy losses included four technicals.
In reviewing intelligence matter seized from the two civilian criminal command operatives, it was discovered that the separatists had taken over Nadbor with the intention of setting up an anti-aircraft battery to protect their position much further north in Olzhanka. Intelligence staff and command Staff issued a warning order for a new operation to immediately begin.
419
views
Versus Heavy Machine Gun: Chernarus Defense Forces Offensiv e Combat Operations in Livonia
OP2406-28-6A
A task force formed from parts of 2nd Bn, Chernarus 24th Separate Light Mountain Rifle Brigade launches a ground assault into the village of Nadbor in Livonia.
Mods used:
Coastal Operations: https://rkka.org/ChCOG/coastalOperations.html
Mobile Operations: https://rkka.org/ChCOG/mobileWarfare.html
Terrain: Werferlingen
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
https://chernarusiannarcowars.blogspot.com/2024/06/cdf-operations.html
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
17
views
Arma 3: Chernarus Defense Forces Light Infantry Combat Operation in Livonia
OP2406-28-6
2nd Bn, Chernarus 24th Separate Light Mountain Rifle Brigade launches countering operations against separatists in the Livonia region.
14
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OP2406-28-2: After Action Report
OP2406-28-2
In the Werferlingen region, intelligence staff of 3rd Battalion, Chernarus 13th Separate Mountain Motorized Rifle Brigade received reports from agents in the village of Ribbensdorf, that separatist agents were in town, going door to door and inquiring about requisitions of supplies including food and water, as well as recruits.
Intelligence staff determined that the separatists were preparing to move in to the village and take over. Operations staff for 3rd Battalion put together a task force consisting of three BTR rifle squads, two T-72 tanks, and one BRDM scout car. The task force was dispatched by road to Ribbensdorf with strict orders to prevent separatist forces from entering the town.
The task force commander deployed his BTR Infantry in a straight line facing north, with 3rd squad on the east side and 2nd Squad on the west. The two tanks were similarly deployed, with Tank 1 on the west side and Tank 2 on the east side.
Enemy infantry attacks started first on the east side with Tank 2 and 3rd Squad fighting off infiltrating and probing attacks from Russian militia and from Spanish militia. Wagner Group operators attempted to close on the position of Command Squad, but were driven back by a combination of rifle fire and artillery fire.
2nd Squad and Tank 1 bore the brunt of enemy vehicle attacks, including two T-72 tanks, which destroyed Tank 1 and 2nd Squad's BTR. Reinforcements arrived at this point which included one T-72 tank and one BTR rifle Squad. Originally, they were deployed to the south of the village in a reserve position but were suddenly needed when enemy vehicle and infantry attacks intensified.
One enemy tank was destroyed, the other was disabled mostly by RPG fire. Commander attempted to destroy the T-72 with artillery fire, ordering a total of 96 each 122mm high explosive rounds on top of the tank, but failing to destroy it. Commander ordered an artillery smoke mission, to cover the advance of Reinforcing Tank 1, which eventually destroyed the enemy T-72. An enemy BMP also was destroyed by the tank.
3rd Battalion operations staff deemed the operation complete, and ordered the task force to retreat. 3rd Battalion command staff ordered 2nd Squad to remain in town as a rear guard as the remainder of the task force retreated.
Losses were heavy. Tank 2, Scout 1 BRDM, AA one truck, and 2nd Squad's and 3rd Squad's BTRs were destroyed. Infantry losses were surprisingly light with 2nd Squad and 3rd Squad each losing one.
Field counts of enemy losses included two drones, two T-72 tanks, two BTR-80A, one BMP, one T-34, one BRDM, and one Mi-8 gunship.
Although 3rd Battalion intelligence staff was unable to tap into the separatists comms, local agents suggested by observing enemy movements, that the separatists were damaged, but were not heavily damaged enough to stop their offensive operations. Intelligence staff also suggested, based on data supplied through drone overflights and reports from local agents, that the separatists were planning to shift operations to the western side of Werferlingen region, and would commence offensive operations in about a week.
386
views
1
comment
96 Rounds of 122mm: Chernarus Defense Forces Defensive Combat Operations in Werferlingen
Mods used:
Coastal Operations: https://rkka.org/ChCOG/coastalOperations.html
Mobile Operations: https://rkka.org/ChCOG/mobileWarfare.html
Terrain: Werferlingen
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
https://chernarusiannarcowars.blogspot.com/2024/06/cdf-operations.html
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
404
views
Arma 3: Chernarus Defense Forces Combat Operation in Werferlingen
OP2406-28-2
Elements of 3rd Bn, Chernarus 13th Separate Mountain Motorized Rifle Brigade launches an operation against separatists in the Werferlingen region.
9
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OP2406-21-6 After Action Report
OP2406-21-6 After Action report
OP2406-21-6
In Bekatov, 1st Battalion Chernarus 17th Separate Light Rifle Brigade command staff issued a warning order and put together a task force after receiving information that separatist forces were planning to occupy and fortify the village of Khuzhadon.
Relying on reports from local agents, and tapped cell phone calls, battalion intelligence staff concluded that the separatists were planning a large operation, warning that the attempt to occupy Khuzhadon may be a diversionary operation.
This region of Bekatov is bisected by a small river, the Treshka River, running east to west, the northern part of which is well patrolled by the separatists and the southern edge by patrols from 1st Battalion. Bekatov is primarily steppe with very little cover such as wooded areas, except for the river regions.
Battalion operations staff ordered two of three patrols to shift their area of operation to the planned river crossing in order to cover the crossing from enemy activity.
The task force consisted of three truck-borne rifle squads, two BRDM scout cars, and two BRDM-AT vehicles. The task force made the river crossing without incident and began to deploy into the village.
The tactical plan to defend the village was for the scout cars to be positioned on the east and west sides of the village, with a BRDM-AT vehicle positioned where they could keep a clear watch on avenues of approach to the Village. 3rd Squad took up positions on the west side of the village, while 2nd Squad took up a position on the east side of the village. A reinforcing 4th Rifle Squad arrived in the village, as a reserve. Command Squad with Scout 1 BRDM took up positions in the center of the village, which allowed incoming enemy vehicles and infantry to be channeled into their field of Fire.
Command Squad made first contact, fighting off attacks from Russian naval infantry special operations forces and Wagner Group operators. Scout 2, and 3rd Squad, fought off attacks from Russian militia.
Meantime, our patrols on the southern edge of the river began to be engaged by enemy patrols. Task Force commander launched artillery strikes against suspected inbound enemy infantry on the north edge of the village. In addition to these two artillery strikes, commander ordered two more artillery strikes against suspected enemy positions fighting our patrols at the river crossing.
Vehicle attacks came from the northeast and the northwest, arriving in Command Squad's area of operation. Another enemy technical was fought off by 2nd Squad to the east. 3rd Squad fought off enemy infantry attacks from the northwest.
2nd Squad fought hard against enemy attempts to infiltrate to the south, but suffered heavy casualties. 2nd Squad was ordered to withdraw. Their losses were so heavy that the remnants were folded into 4th Squad, which then was ordered to occupy 2nd Squad's area of operation.
At this point task force commander decided to begin pulling back his task force from town, starting first with the two scout cars, and the two AT vehicles. Suspecting the likelihood of enemy patrols active at the river crossing commander marched to the river crossing to reconnoiter the situation. It was clear at that point that the river crossing was clear and the retreat back to base could continue.
Losses were moderate. 2nd Squad was wiped out, 3rd squad lost six and 4th Squad lost two.
Field counts of enemy losses included seven technicals, with that count likely much higher due to aircraft patrols by Su-25 ground interdiction aircraft assigned to the area.
Battalion intelligence staff determined that, while the losses of the separatists were high, they likely didn't send their best, and that the push to occupy or capture Khuzhadon was anemic at best. Battalion operation staff suggested that a new operation into the area be launched as soon as possible.
279
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Arma 3: Chernarus Defense Forces Light Infantry Operations in Beketov
OP2406-21-6 Elements of 1st Bn, Chernarus 17th Separate Light Rifle Brigade launches a combat operation against separatist forces in western Beketov
268
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OP2406-21-2 After Action Report
OP2406-21-2 After Action report
OP2406-21-2
Intelligence staff for 4th Battalion, Chernarus 7th Separate Motorized Rifle Brigade, detected strong indications of separatist activity north of the village of Salash in the Leskovets region. Some of that activity reported included visits by local separatist militia groups seeking to requisition food, cash, and recruits from the village.
The data was provided by wiretapped communications, including calls from burner phones provided by Chernarus intelligence groups, and electronic media intercepts. Those data did not indicate that a separatist had occupied The village, but were very likely to attempt to take over the village.
Salash is nestled into a thickly wooded area in central Leskovets. Because of this, mobile operations are difficult at best, although the battalion intelligence staff indicated that the terrain would not stop separatists from driving into, and through the area to the south.
Operations staff for 4th Battalion assembled a task force consisting of three T-72 tanks, which comprised the task force's strike element, and two BMP rifle squads. The recon element consisted of two BRDM scout cars.
The tactical plan called for a probe of the area immediately to the south of Salash, using scout cars, bolstered by the strike element. The plan called for 2nd Squad, supported by Tank 3 to launch probing attacks via the main east-west highway from the West, while Command Squad, supported by Tank 1 and Tank 2 would probe north along the main north-south road.
Command Squad was ambushed by an enemy technical which killed the Task Force commander, which also cut off all comms of the Command Squad. Battalion operations staff ordered commander 2nd Squad to take over task force, to locate Command Squad and reestablish comms.
All the while this regrouping was taking place, enemy armor was attacking through Salash, and attempting to overrun positions of 2nd Squad and Tank 3. Additionally, Tank 3 was destroyed while enemy armor supported by infantry groups attempted to overrun Command Squad.
Operations staff ordered all friendly forces to stand fast as the operations staff assembled reinforcements, and an entirely new command element to conduct operations.
Once the regrouping was complete several minutes later, the new commander for the task force ordered 1st Squad (formerly Command Squad) to probe north to the eastern side of the village, as Command Squad with its BMP ifv probed up the middle. What the task force commander discovered during his probe, was that during the regrouping, Tank 1 and Tank 2 both, in conjunction with an Su-25 ground interdiction fighter, had caught and eliminated a large number of enemy forces including their armor in the woods immediately to the south of the village.
The new Command Squad and 2nd Squad were ordered to probe into the southernmost row of buildings in Salash and to clear them out of enemy infantry. These room clearing activities took several minutes, as enemy infantry, including Wagner group operators, Spanish militia, and Russian militia, continued to pour in from the north. Task Force commander also ordered Tank 1 and Tank 2 to close on the main crossroads, where they engaged enemy heavy armor, including two enemy T-55 tanks.
Apparently satisfied that Salash was not to be taken over by separatist forces, operations staff ordered the operation to end, and the task force to retreat south to a rally point in Damyanovo village.
Losses were heavy. Tank 1 and Tank 3 were both destroyed. 1st Squad lost eight, while 2nd Squad lost five. Reinforcing Rifle Squad 1 lost one.
Field counts of enemy losses included five BMPs, three BRDMs, two T-55 tanks, one BTR-80A, one technical, and one Wagner operated Mi-8 gunship.
A post operation analysis by battalion intelligence staff concluded that separatist forces were severely damaged in their attempt to take over the village of Salash, despite all the problems with comms and command that took place early on in the operation.
A similar post-operation analysis by battalion operations staff enumerated several problems with the task force which included a lack of personal equipment for use in night operations, and no anti-aircraft protection.
Command staff will seek to correct these deficiencies for the next operation.
4
views
Second Assault into Salash: Chernarus Defense Forces Defensive Combat Operations in Leskovets
OP2406-21-2
A new assault/command squad, assembled to augment a task force formed from elements of 4th Bn, Chernarus 7th Separate Motorized Rifle Brigade launches an assault into Salash, with orders to clear the village of separatist forces.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Leskovets
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
https://chernarusiannarcowars.blogspot.com/2024/06/cdf-operations.html
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
9
views