As per title. Is an insertion into a hostile zone, say an overrun friendly base for an eliminate and secure mission. What gear would be needed to make it possible? There are meatbags (asyncs) along for the ride.
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Drop pod insertion into combat - possible?
Sun, 2011-10-23 11:37
#1
Drop pod insertion into combat - possible?
Sun, 2011-10-23 12:51
#2
Re: Drop pod insertion into combat - possible?
Unless the asynchs are front line combatants, you probably don't want to drop directly over the base. If the base has air defenses, you might well get shot down before you ever get there, and you will be looking at being in combat within moments of exiting your drop pod on someone else's turf with them having the numerical advantage. Ideally, you'd get dropped somewhere nearby, but that's far less likely to draw immediate enemy notice, then sneak your way into position to launch your attack.
For that kind of scenario, you're looking at primarily stealth gear -- your actual drop method is pretty irrelevant, so long as it gets you in undetected and isn't going to be found by the enemy before you complete your mission. A hacker who can get you past the base security systems is pretty important, too.
So, gear/personnel essentials:
1. Good hacker, backed up by a KAOS AI or three, preferably. You either want no alarms whatsoever going off, or want them going off in all the wrong places to draw enemy troops away from your entry site and the places you need to be. If you don't already know it, you also need them to find where your enemy leadership is going to be -- killing or capturing them is key.
2. Chameleon cloaks for everyone.
3. Covert Operations Tools are very likely to be useful as well.
4. Plenty of heavy weapons. Few plans survive first contact with the enemy. If you can't make it as a ninja, you've got to be ready to be Rambo (which it sounds like won't be a problem, based on your post.)
Sun, 2011-10-23 13:07
#3
Re: Drop pod insertion into combat - possible?
Thanks for the suggestions, especially Covert Operations Tool.
Mon, 2011-10-24 07:50
#4
Re: Drop pod insertion into combat - possible?
For a stealth insertion, a plane-like stealth vehicle is the best option. If you want a more... well, "massacre" way, look at Warhammer 40.000's Space Marines (they tend to be iconic in this regard XD). Their drop pods have some propulsion systems to stabilize the pod, some aerodinamic wings to direct the fall, and a lacryma-like shape. And of course, an ablative shield in the base to survive the reentry (kinda like a Soyuz module with battle armor XD). Oh, and they go down en masse, so some pods lost during the insertion won't be a problem.
In a more EP way, use tons of decoys. And several teams to ensure that at least one reaches the floor. In fact, if you wanna be so wasteful, use alpha-level forks of everyone, so you only need one drop pod to touch down to have the full group in bussiness XD.
Mon, 2011-10-24 15:02
#5
Re: Drop pod insertion into combat - possible?
I'd look into actual airborne operations. WWII is the big one.
(Factual)
Battle of Crete (Maleme airfield)
D-Day at Normandy
Arnheim
Weserubung (Sola Air station)
Chindit ops in Burma
(Fictional)
Where Eagles Dare by Alistair McLean (film is good, but the novel talks about this, IIRC)
Vortex by Larry Bond (Modern Fiction involving an Airborne insertion of a Ranger Battalion)
Basically you need air superiority and to supress defending anti air capabillty.
There will be a lot of confusion on the ground. Maybe losses of up to 1/3 due to separation or injury.
Also, are we talking large scale or small scale?
The entire goal of airborne ops is to act as a blocking force (anvil) for a conventional forces hammer, or to seize an objective and hold until reinforced. What you will need is a powerful backup force as well. Airborne ops units don't carry much heavy equipment. Even the glider forces in WWII were "light infantry."
One piece of advice, it is terribly easy for an airborne op to go bad. Don't let it happen to you.
Mon, 2011-10-24 18:38
#6
Re: Drop pod insertion into combat - possible?
I would also look at something along the lines of
Starship Troopers by Heinlein or MDK the game (original PS system)
Both of these are more realistic in terms of airborne insertion about the time of 10 AF, unless you're going to be dropping walkers and other forms of mechanized cavalry.
—
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Mon, 2011-10-24 21:54
#7
Re: Drop pod insertion into combat - possible?
Yeah, I'd do this Starship Troopers style. In the book, IIRC, every MI trooper (encased in his military powered exoskeleton) was lobbed in an individual pod which broke up like half-way down into four or more pieces as decoys while the soldier landed the rest of the way on his own (I'm guessing the big chunks of pod are probably bigger sensor targets than the guy in armor).
Decoy functions, like chaff, active ECM if you can do that from a falling drop pod, all good routes, and other than, like, making sure everyone lands in the same spot, the only reason why you'd use a pod for orbital entry. In EP, people can go from orbit to surface in just High Dive suits.
If this has to be stealthy, though? You'd definitely want to stealth up a plane, and just have the guys drop in using High Dive suits (Which are already Thermal Dampened for a -30, which applies when they aren't screaming though the atmosphere) and do this the old fashioned way.
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Mon, 2011-10-24 23:58
#8
Re: Drop pod insertion into combat - possible?
If you really want to do this, you can even launch a small shuttle with infrared chaff and full of sensor decoys right at the target. Have a section of the ship reinforced, say the individual pods, and let the AA countermeasures take the shuttle down. As it breaks up it creates a cloud of infrared and smoky debris basically acting as a giant chaff cover for the pods themselves to deploy and land safely.
—
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Thu, 2013-02-28 05:22
#9
Reentry and Atmospheric Heating
How much frictional heating do you experience while aerobraking in terms of damage points per turn?
The high-dive suit is listed with 10 points of energy armor. What planetary atmospheres is this good for? Earth? Mars? Venus?
Fri, 2013-03-01 05:28
#10
If you dont mind at all about
If you dont mind at all about being noticed by all the solar system, you can always drop a nuke at 80km of altitude or so to obtain a blackout from radar and radio as described in this document http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA044561&Location=U2&doc=GetTRD...
I supose that the altitude will be diferent for diferents planets, and in 10AF there will be much much better optical tracking systems but at least you get all wireless mesh systems offline for a while.....if you are about to make an orbital asault with combat exoskeletons over a militarized base, I dont think you mind about being subtle anymore. And a nuke maybe will give you the edge you need to run over a military base.
Then just insert yourself through the blackout zone...across the nuclear debriss right to your target lauching all the chaff and decoys you can using some kind of one use drop capsules.
Once in the ground if you want to extract a person, for me at least the better option will be carry some portable healingbats and kidnap the poor fucker, force- intall him/her an emergency farcaster while the rest of the team hold the defenders, and then just kill the target and let it farcast to a secure location....the same proccess could be aplicable to all the team; no physical extraction for anyone, and last but not least as much as possible disasemblers preprogramed to destroy all the remaining corpses and equiment as soon as the team farcast away form the place....or if you dont mind the consecuences at all just nuke the place behind you....again.
And last but not least this a very extreme way of inserting yourself into the target zone....probably only allowed for the most important target ever; I dont see Firewall proxies approving this kind of thing weekly XD....at least I hope it!
I found that document linked here....its an interesting article about how a modern ICBM works, unfortunatelly its only in spanish
http://lapizarradeyuri.blogspot.com.es/2010/04/asi-ataca-un-misil-balist...
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Fri, 2013-03-01 15:14
#11
I like the nuke idea
but would the EMP interference cause trouble with farcasting out of there? I guess my question is more hinged on if the electromagnetic interference is residual or if it only affects what was exposed during the time of detonation.
Fri, 2013-03-01 17:02
#12
I suggest a very hard way for
I suggest a very hard way for drop, a 3 wave strategy with brute force.
All pods are of same size and signature.
Waves:
1- pods contain a mix of 50% of explosive scattering pods and automated attack pods
2- 30% attack, 30% ex scatter, 40% syntmorp pod
3- 80% synth, 20% attack
Explosive scattering pods: after land fire granades around for about 2 minutes at random intervals, the tipes of granades is based on expected resistence
Automated Attack: after landing deploy a rugged 2 weapons sentry with limited AI (no wireles connection for security)
Syntmorph pod: contain a syntmorph totally immersed in a gel with same density of the morph (a trick , if bath and occupant are of equal density there is less deceleration shock), it hard crash on surface then open
The pod are a god method for stealth insertion, can be put on interception cruise and don't need propulsion, can be covered with radar invisibility metamaterial and are shielded for reentry so good at absorbing damage... the limiting factor is that you can land but can't take off so it's a one way ticket.
Obviously this is a resource intensive method for an assault but can be an option for assault something like a Jovian habitat.
Sat, 2013-03-02 05:28
#13
lets adapt wrote:but would
The emergency fascarter use a neutrino burst powered by antimater so it will not be affected at all.
For the rest...the blackout effect will mute all radar and radio transmision for a while, no matter if your your radio was exposed or not, so yes its residual, maybe some really unprotected devices will fry after the detonation, but I supose in 10AF all devices will have really good protections against EMP. The blackout is some kind of residual effect of the explosion that will interfere so hard on all transmissions using radio that make the useless, its not directly affecting the devices.
Athanasius.....I like you aproach....but with the nuke opening the party if you are asaulting a planet
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Sat, 2013-03-02 08:21
#14
I'v thinked about the nuke...
I'v thinked about the nuke.... i suggest a more pratical version using antimatter!
The EMP flux is based on gamma ray bounching electrons so amat bombing that generate very hi energy gamma is better, the problem is that you can use nuclear for EMP only if you have a magnetic field for deflect the photoelectrons (http://en.wikipedia.org/wiki/Electromagnetic_pulse).
The other problem is that going nuklear you shine like a flare in thermal and hard radiation, no way to hide!
Is possible to take advantage abouth the lather effect:
1 wave of very small nuke (amat if possible) mixed with conventional explosive (or scatter pod)
2-3-4 waves as before but mixed with some decoy that emit with the same signature ad nukes
mixing the things is possible to saturate the point defence sistems of the enemy, the priority of defencers is to block incoming nukes so it open a window for landing others troops...
Can work but is expensive and is risky if some nukes land between your troop, i forgot no way for stealth!