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Longrock Overview

#1
:: Accessing File ::
:: Data Encryption: High ::
:: Attempting Decryption Protocol 3A5-12-Z759 ::
:: ... ::
::Authenticating...::
:: … ::
::Downloading file from (Sith Sarias)::



Longrock Overview

  [Image: He7kSbA.png]

Situated north of Mos Anek and Two Arch, south of Outpost Salara, Longrock has laid in the hands of the republic for a lenghtly period of time. Tucked away from the open fields of the Rennar Outpost and Ridgeside, it none the less represents a key target for the empire to control - situated at the doorstep of ITEC's minning efforts in the west, and presenting a risk of the republic descending onto Two Arch and south onwards. 

Formerly estimated to hold 300-600 men, evidence shows reinforcing since the battle, and bombing, of Outpost Rennar. It holds a primary entry point from a collasped gateway, spreading into a sizeable ravine before narrowing into a canyon leading straight into Outpost Salara, presently republic held.

(Original document)
https://docs.google.com/document/d/1MgZe...sp=sharing
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#2
Phase I - Initial Scouting Information - Completed


Original Scouting Report (outdated)

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Updated scouting

Wingmaw scouting:  Completed

Scout team: No scavengers noted, Two Arch remains a set of ruins. Southern most arch completely collapsed, will require significant resources to clear out, extending excavation efforts by some days.

Interrogation: Captured during a skirmish with Leviathan, made a panicked guess of a thousand soldiers, with an armoured speeder for each man.

Longrock Recon (Updated post-rennar)
Two Arch rubble is yet to be cleared, with the southernmost arc connecting to Longrock collapsed. Confirmed significant republic presence, a presumed increase from the 300-600 soldiers prior. Republic scout teams noted in Two Arch, primarily in the mid-to-northern sections.

Last scouting operation before Phase III (Operation Denting the Ravine) - completed.
Republic forces with a smaller presence of PDF soldiers armed by the republic army (roughly 20% PDF) found within. No Anti-air noted, though fortified checkpoints with heavy weapon emplacements.

Updated post-Two Arch
Republic presence has been removed from Two Arch, southern Arch cleared.
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#3
Phase II - Small Strikes and Clearing 

[Image: mtRnAgj.png]

Clearing of Two Arches - Completed (Updated to reflect the state of the southernmost arch’s condition)
The reclamation team will function with the Kalkoran engineers, machinery, modified yozusks and laigreks, to clear away rubble and open up the path to Two Arches. Work is expected to take 5 days, with the third clearing the most risky.

Day 1: - Completed
Excavation efforts will establish a basecamp just north of Mos Anek - begins the clearing of Two Arch’s collapsed archway and making a foothold. Basic barricades setup. Mine-recovery efforts begin.

Day 2-4: Completed
Path from Day 1 is smoothed out, and the main section of Two Arc has a semblance of transport routes for tanks to be established - barricades established at the northern archway, securing the chokehold. Laigrek will begin tunneling on Tunnel 1

Trenchlines to be dug during this step.

Day 5: Completed
Smallest stretch but the one most in danger. Will be done at the same time of a strike at Longrock’s defenses . Laigrek will, while hidden, bury into the nook to the side of the chokehold and begin carving their tunnel to the South-west of Longrock’s area, Tunnel 2.

Foxholes will be dug on this day




Laigrek Tunnels - Complete
Person-sized tunnels meant to act as a way for smaller teams to rapidly move past the checkpoints, and strike at exposed angles of the republic.

Tunnel 1 - To be dug during Day 2-4
A tunnel for convenience, designed to be used by flanking teams and act as a way for the strike team during Phase III to move quick and unnoticed. Entry to the tunnel is obscured by camonetting, with a fake natural door and a sensor installed. 

Tunnel 2 - to be dug during Day 5, finalized during Phase III
Dug ¾’s of the way through the cliffside, its entrance in Two Arch will be obscured by rocks. Not to be used until Phase III, where the strike team and Laigrek will swarm out and cause havoc, striking any valuable targets / flanking republic forces. To have a fake natural door and a sensor installed.
Probing Strikes - Complete


Imperial strikes
Leviathan, with an accompanying formation if needed, is being formed to strike at the frontline between Two Arches and Longrock, or at smaller targets to draw out Longrock’s defenses, bleed their resources and probe their defensive capabilities.

These will mainly be to flush out any republic scouting teams, and see them falling back to Longrock to permit for the excavation teams and tunnels to be dug undisturbed. The strikes will be fast, direct and with different patterns.

Planned imperial strikes:
  • Sending out probes and recon teams to discover any points of interest, patrol patterns, potential supply lines and targets of interest.
  • Ambushing republic vehicles, shuttles - capture supplies or said vehicles if possible. (shall opt for destroying if too risky)
  • Establishing a watchpost alongside scouting efforts, to better coordinate strike targets.

Relevant reports:

After Action Report: Republic Scouts

Trisdanes Draw Report

Capture of Republic Scouts - Operation - Completed
An operation has been established to make the capture of a few republic scouts from Two Arches. The sith will begin infighting with one another, permitting the scout team to escape their bindings conveniently - carrying the infecting virus into Longrock.

Report: Seeds of Deception
Defence on day 5 - completeA team will be send with the excavation team on day 5, to cover their digging and provide a distraction for the forces at Longrock. Should moving over the collapsed Gateway (for phase III) prove impossible, their job will have the additional step of blowing up a section in prep for Phase III.

With the re-taking of Two Arch successful, an overview of the new defences is in place
Sabotage of Longrock infrastructure - in progress
An operation will be launched to see probe droids scout overhead in Longrock, and for modified gizka to be unleashed into the ravine-outpost to see electronics, rations and otherwise struck.
 
[Image: LI4o4Nz.png]
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#4
Phase III - Longrock Assualt

Composed of a three-staged attacks, with two strike forces - Aurek and Besh

Aurek
Main attack force, meant to strike at the front of Longrock and attract attention.


Besh
Assigned strike group composed of a chosen leader in-field. Will hold the responsibility of moving in during Aurek's distractions, to secure Longrock's eastern side by establishing a secondary firing line and Artillery position

A payloadof neurotoxin will be delivered to the mid-section of Longrock to initiate the fight, enough to flood it sufficiently leaving them a chance to flee north while spreading panic in the south. This will be followed by a volley of EMP grenades from the Artillery position, using the scouted positions as rough targets. Aurek will launch its attack 30 seconds later.

Aurek will initiate the first strike against Longrock, initiating with explosives to clear most of the remaining rubble of the collapsed gateway into Longrock. Using the trenchlines and foxholes dug, they will engage the initial republic foxes - drawing them to the chokepoint if the pressure is too much, to permit the snipernests to pick at their numbers from the chokehold, and mortars/artillery to take out anything past the chokehold.

Besh will move in once Aurek is engaged, using the pre-dug tunnels to move into position. They will then dig through the remaining slither of wall into Longrock, and strike at any targets of high importance, cripple their turrets and otherwise make a dent, distracting the republic’s frontline. Their primary targets will be disabling/destroying any of the reinforced checkpoints.

When Besh has secured the area, or created a gap, troops will move in through the same tunnels in groups of 20 at a time. Their goal will be to secure the eastern side of Longrock, establishing it as a secondary firing line and artillery position. A shielding tank will be moved in to cover their position.

The Viza interceptions will be called in as is needed, with both Aurek and Besh ‘s commanders having the ability to call. Their priority will be eliminating the reinforced checkpoints or distractions should a group be pinned down. This may be augmented by airstrikes, potentially replacing the role of deploying the neurotoxin to a bomber instead.

Once the republic’s frontline breaks or a gap is made, Aurek and Besh will push up and through Longrock, moving with speed to establish perimeters along its length, where its possible against Outpost Salara.


[Image: jEgth6y.png]


Should this prove impossible or deemed too high a risk, two backup plans have been devised.

Partial Retreat

Shall the lower half of Longrock successfully be taken, ranged artillery (or the use of 1-2 Viza interceptors), will be called to collapse the northern section of Longrock - cutting off access from Outpost Salara, and securing us a foothold to ensure Two Arch in proper.

Once the partial retreat is called, the fighting retreat will take out as many republic soldiers, vehicles and other assets before the entrypoint is destroyed. A full clear will then be done of Longrock, to flush out any survivors and establish our hold.

Prisoners should be taken if possible to be interrogated in an attempt to estimate how strong the republic’s hold in the north is.

Bleeding Retreat
Should the fighting never cross much past the gateway into Longrock, or republic reinforcements arrive in bulk, the same method of destruction, killing and falling back will be done. Drawing out what we can of their manpower and machinery, the gateway will be re-collapsed on top of them.
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#5
Sabotage and Weakneses


Completed Sabotage Attempts:



  • Thinning of republic/PDF ranks - Serveral strikes in Two Arch leading up to its imperial takeover saw groups of patrols and squads killed.
  • ILNV deployed 1+ week ago - The Imperial Lymphocyte Neutralisation Virus (ILNV) was deployed over a week ago. Targeting the immune defences it depletes the victims ability to resist and recover from basic illnesses. Having been in Longrock for its required time to take sufficient effect, its exspected to have cut into the morale manpower present. 
  • Laigrek tunnels - Two tunnels leading from Two Arch into Longrock have been dug under cover of escavation efforts and the strike during Day 5's strike. They have not yet been uterlized, entrances kept covered with the last section of Tunnel 2 to be finished during Phase III.
  • Introduction of Gizka - Completed, leaving the modified gizka 24 hours to eat through electronics, metal and otherwise within the camp.




Longrock Weaknesses

Longrock's narrow passageway is a strenght to it, leaving only its north and south as points of entry - and yet its weak points are noteable.
  • PDF Presence - Though only about 20% is pdf soldiers, and they are armed, they are not veterans of a war but refugees handed guns to keep the empire away. Their lack of dedicated training will serve a boon in causing them to panic, or otherwise weaken the republic front. 
  • Chokepoints - Longrock is reliant on its 2 points of entry and checkpoints. The Laigrek tunnel will work around this, as will strikes from the air. 
  • Reinforced checkpoints with heavy weapons - Longrock will rely on its weapon placements to survive an onslaught - these will be struck during the assualt from the air, taking out their vital points. 
[Image: 66iciMH.png]
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#6
Contributed Assets

The assets listed below are now all contributed towards the defence of Two Arch and Longrock

A list of assets presently contributed to the efforts of re-taking Longrock. Ranging from assigned troops from the Envoy of War, to individual contributions of long-standing assets and ones developed during the Anx Minor deployment, it has grown to make any attack plan adaptable. 
They have respectively been divded into 'Aurek', 'Besh' and 'Supplimentary'. Each asset is tailored for the specific group, while the supplimetary can serve a universal purpose. 

Aurek
  • Modified Yozusks and sithhounds.
  • 2 sniper nests
  • Mortars
  • Bombers with neurotoxins
  • Droids modified with smoothed out scrap, to appear specialized/more important targets (under modification))
  • Recovered mines which survived the bombing.
  • Reclamation force (composed of Atrum Logistics’s soldiers, Sith Leive’s troops + engineers, and Kalkoran engineers)
  • x2 companies (300 men each) from the 465th infantry battalion stationed in Mos Anek (total 600)
  • x1 company from the 156th battalion, stationed in Mos Anek (total 300)
  • 8 Hellfire tanks

Besh
  • Modified laigrek (diggers, will follow them through the second follow after they break open the side in Longrock)
  • Smoke grenades
  • Neurotoxin grenades + antidotes (none-lethal neurotoxin variant)
  • Satchel charges (for demolition on any notable target)
  • EMP Grenades/artillery

Supplementary assets
  • x4 Viza interceptors, two equipped with payloads of neurotoxin, two armed normally.
  • Airstrikes available (from Mos Anek’s air field). Smokescreens included.
  • Modified Mailocs (both types)
  • x2 modified IB-CT tanks with the ‘dozer’ attachments for clearing rubble and other debris.
  • x2 modified IB-CT tank, modified to break barricades.
  • x3 Shielding Tanks
  • x2 wedge attachments for IB-CT tanks
  • x4 drop pods, containing 4 gunclaws and 4 modified yozusks
  • Artillery droids
  • E-webs


(gunclaw description)
Full grown gundarks with all the size and muscle that entails, plus shaclaw dna. Essentially, they have huge bone scythes in place of the hands of their foremost arms and are covered in chitinous bone armour over their skin. When they die they start to give out a potent gas which clots the blood fatally if ingested for the next few hours
[Image: 66iciMH.png]
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#7
Longrock Defences


Longrock once more lays under imperial boots, thus it shall once more bear the brunt of our defenses. As outlined in prior documentation Longrock's primary strenght lays in its limited entrypoints - of which we shall see made use of. The primary defences will reflect those in Two Arch, reinforcing entrypoints, exploiting blind angles and automating some of it. 
[Image: uVWucuq.png]

Sniper Nests
Taking full advantage of known sightlines the republic has to pass through to reach Longrock, serveral sniper nests have been established along the inner walls to optimize their range. A singular has been established to the North-West to make use of the long sightlines towards Salara. 

Firing Lines
Setup with standard barricades, a secondary firing line from the initial takeover has been adapted in the southern Longrock. Much like the sniper nests they take advantage of the area's layout and ensure a full, adaptable offense can be mounted should the republic ever breach the northern section.

Turret Placements
To reduce the risk of unessacary imperial loss, serveral turrets have been established in and around Longrock - concentrated around the northern-mid section.

Trenchlines
Dug in to defend more cruicial defences, most trenches have a secondary line to fall back to, or holds points such as sniper nests or turrets to aid a retreat. 

Anti-Air
In contrast to the republic's prior defences, an AA-gun has been installed in the southern section of Longrock - a place easily defendable, where a prior artillery position was held. 

Reinforced Wall
A wall has been erected with supports in Longrock keeping it up. Able to be taken down from the imperial side within a few minutes, it leaves it a more direct defence to give any republic breach attempts a pause. 

Sensors
Installed along the walls of the canyon they will detect any tremors, movements or digging attempts the republic may attempt. Mirroring our own success with digging efforts is a considerable risk. 

Mines
The North-west approach above the canyon, and the canyon itself, has been trapped with mines to catch any would-be republic conveys moving for Longrock.

Artillery droids
Designed to long-to-medium range artillery - placed in secondary artillery positions.

E-webs
Smaller mounted turrets, used to reinforce checkpoints and provide surepressive fire in select locations.

Vehicles
Vehicle positions, primarily composed of tanks.
[Image: 66iciMH.png]
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#8
Army Units Deployed

[Image: IERSr40.png]

MOSANEK
465th Infantry Battalion  (167th I.Brig) - Mosanek - 1145/1345


TWO-ARCH OUTPOST
156th Infantry Battalion (167th I.Brig) Mosanek - 830/930


LONGROCK
206th Mechanised Infantry Brigade - Longrock - 2460/7200
  • 294th Infantry Battalion - 820/1500
  • 295th Infantry Battalion - 740/1500
  • 296th Infantry Battalion - 300/1500
  • 297th Infantry Battalion - 200/1400
  • 750th Light Armour Battalion - 200/700
  • 272nd Armoured Battalion - 200/700

1st, 2nd, and 3rd Companies from 421st Support Battalion - Longrock - 555/555
205th Support Battalion - Longrock - 1140
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Ongoing Crisis
War in the Northern Territories


The Balance of Power in the Northern Territories!

"The Northern Territories shift under the weight of changing times. With the passage of the ICOT, internal strife amongst Imperial Forces in the North has lessened - though never abated. Although the momentum of the Republic has not yet been met entirely, fortification efforts and victorious naval campaigns have evened the footing at least slightly. Eyes align on systems such as Vykos, Nam'ta and Orsus to see how this proceeds.."



((OOC: The Balance of Power system has begun! Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state at the start of the next war arc will determine how strong the Republic will be in the area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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