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#1 User is offline   Col.Anonymous 

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Posted 09 July 2007 - 07:05 AM

Operation:Flashpoint
The Paintball Scenario

In 1985 the Soviet Union took over an island somewhere in the Pacific Ocean. This island was a key point of operations for the USA. The Soviet Union is trying to gain resources and ground in the Cold War, and weíre gonna stop Ďem. Good luck and Godspeed.

Mission over view for Coalition forces.
1.Flashpoint: Press forward into a near by village and seize it as a strategic command station. Resistance should be light but you may encounter some Spetznaz, there is no known armor in the area. You will move in a convoy until you are 2 clicks from the target, there you will link up with the 3rd armor unit. You are to support the tanks and their crews while you all seize the target.

2.Defender: The village you took got the Sovietís attention so hunker down and prepare for an attack. Intel reports that you will encounter armor, air-support, and spetznaz.

3.Combined Arms: Send two 10 man squads to link up with the 4th tank division, then spearhead an attack on a nearby enemy ammo depot.

4.Montignac Must Fall: Send the 1st and 2nd Marines to capture this vital town. This town if captured will provide open route to Moscow, Intel reports that there is no resistance.

*The Russians find out about this from a spy and wipe out most of the Marines. The Marines get an order to withdraw but most donít make it. The Russians should let a few survive but make them scatter to make way for the next mission.

5.After Montignac: No official briefing. Make sure the refs tell the Marines that there is radio interference and jamming in the area so they will be without contact until they are rescued. The Marines are supposed to either find a American search party or find their way back to home base.

6.Hold Malden: Hold Malden until all M.I.A. soldiers have been rescued or are back at base, then fall back to base.

7.Battle at Houdan: This battle takes place at the boarder of the DMZ (therefore anyone going into the DMZ will be automatically sent to the dean manís box). Take over a small Russian outpost at (basically right next to) the DMZ.

*The Americans are not able to take the border outpost because of lack of soldiers and armor, so fight until you receive the order to withdraw.

8.Interdiction: Intel reports that a Russian tank battalion with a squad of RPG soldiers will be passing through a road in the middle of a field in sector (give sector), your objectives are to blow Ďem to hell.

9.Pathfinder: We need to find routes to launch a massive (3/4 of the players on your side) assault on the Russianís main base of operations. All snipers and covert operators (anyone that volunteers) are called forth to aid in the search for our attack route. Tread lightly.@

10.Tank Rally: Recall all armor and units in the field (or wait till everyone finishes their missions) to prepare for the assault.@

11.Spearhead: We will launch our assault on the Russianís main base of operation down the designated routes.@

11A. Beachhead Assault: Same as above, except the base you assaulting is on the bank of a river, beach, or lake.

12.Third Eye: Now we sit back and wait for a little while. But we need to know how much damage we inflicted, so we are sending out recon teams to investigate.@

13.Guardian: After that attack the Russians might try to strike at out ammo dumps. We are sending teams to hold those positions from attack.@

14.Rolling Thunder: We are getting in place to launch the final blow, we are going to push all lines back, then take the whole island. Get ready and coordinate with the assault, hold position and fire until we give the order.@

15.Death Penalty: Destroy everything at all costs, the win is in the bag.@

16.Return to Eden: FOOD, DRINKS, AND REST. GOOD JOB SOLDIERS AND THANKYOU FOR PLAYING!@

@=You only do these mission if your winning in points, if your losing, see below.

9.Unfinished Business: We are to raid a small village where 2 Russian officers are holding a meeting and take them hostage.

10.Killdozer: Raid 3 Russian ammo dumps located near the frontline. If possible take out any tanks you come across.

11.Maverick: There is a Russian Intel post behind enemy lines and it has vital Intel that could help us. We need to take that Intel and that outpost (for 30min) for further investigating.

12.Wake Up Call: If we are going to turn this war around we need to find a weakness, but I donít see that happening unfortunately. So we are going to launch a series of covert raids against the Russians, until we get the order from America we can withdraw.

13.Red Dawn: The Russians are planning, and setting up for their final attack. We have received the orders from America to withdraw from Russia, seems they have other plans for Russia now. Anyways we are recalling all tanks, APCs and troops to withdraw.

14.The Alamo: Tanks and APCs will be carrying troops from our main base to the evac zone. The Guardians (anyone willing to fight to the end) will hold the base and be the very last ones out.

*The General radios in and says the tanks cannot make it to the Guardians in time, and he orders the Guardians to run the ďRussian MileĒ (God Bless out Soldiers!) to the evac zone.

15. Status Quo: Well even though you lost you all played hard. If your wondering what the deal is after you left Russia, well Russia and America have more tension between them now. Oh Well itís time for FOOD, DRINKS, AND REST. THANKS FOR PLAYING!

Mission overview for the Russian Forces
1.Alert Status: Protect the village, a withdraw order may or may not be issued.

2.Red Hammer: Take back the village that the Americans took from us, use all assets.

3.Saboture: We need to send in a spy into their forces to gain vital Intel on American movements.

*Even if you donít get the spy in there you still learn about Montignac from satellite.

4.Counter Strike: Set up an ambush at Montignac and inflict as much damage as possible, but do not chase after any enemies.

5.Search and Destroy: Find any enemy soldiers that escaped the last battle and kill them.

6.Reckoning: We need to divide our forces, we need to defend Houdan and launch our own attack. We are going to attack a small American outpost near the frontline to push the frontline back while defending Houdan. (only defend Houdan until the Americans retreat)

7.Contraband: The Americans have a new type of technology that they are using to gain Intel about us. Find the outpost or base that has it and take it from them.

8.Incursion: We need to strike at their armor, search the villages and outposts and destroy any armor that you come across. Do not get bogged down into a firefight your main concern is that armor.

9.Turning the Tide: We need to secure 3 main outposts along the frontline (any the general chooses) to start our advance to drive out the Americans.@

10.The Hunt: There are 2 large rank repair and refueling bays behind enemy lines we need a few teams to take them out, and any armor in those area.@

11.Ammo Low: Recall all personnel and tanks in the field for re-supply for our final assault.@

12.Contact: Send out recon teams and covert ops units to set up for the final assault.@

13.Fireworks: All squads, teams, ect. Have permission to call for broken arrow(calls for all available aircraft for assistance) to utilize air strikes. Bomb the hell out of Ďem.@

14.Repulsion: The enemy is held up in one base. We are re-grouping and re-supplying(tanks, apcs, ect mainly) for our final attack, send in 2-5(depending on size) platoons to hold em there!@

15.The Motherland: Congrats you pushed the Americans out of the islands for The Motherland, no kick back and have some beer!@

9.The Calm Before the Storm: We are going to lose the islands. Beef up security on all routes suitable for tanks.

10.Zero Hour: So far the Americans have been silent. The attack it coming. Send out black op units to strike their armor.

11.The Storm: Send all troops to the main attack. Keep troops in reserve in case of flaking or other attacks!

12.Aftershock: Bring up all reserves, re-build your army ASAP. Re-supply everything! Send out recon.

13.Race for Time: We need to buy time to pull out. Send out squads to hit ammo dumps and any other targets of opportunity.

14.Surface Tension: Continue pulling out some personnel to a designated Safe Base. Build defenses around the main base.

15.Hour of Execution: Fight until there is ľ of the men you had to begin the battle with, then pull out to the safe base.

16.Status Quo: Even though you lost you fought hard and had fun right? Thanks for playing.

Credits.

leeroy
Operation:Flashpoint

Special Thanks:
Our Soldiers that fight for our freedom.
Operation:Flashpoint and the guys that made it!
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#2 User is offline   Col.Anonymous 

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Posted 09 July 2007 - 03:15 PM

don't tell me y'all to sissy to play huh?
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#3 User is offline   Col.Anonymous 

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Posted 10 July 2007 - 06:56 AM

bumpo, come'on peoples reads it and let me know what you think.
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