USBRooks wrote:Battle of Taiwan
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Map Description: The PLA has started attacking strategic targets in Taiwan in an effort to soften the enemy before a likely invasion. The ROCAF has scrambled to respond to the threat and eliminate the PLA in the skies. Most of the fighting will take place in the skies of Taiwan, with Taiwanese anti-air on the ground and PLA special forces trying to knock them out.
Good setting. May indeed happen one day.
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Here is a differnt take on Al Basrah that can be a bonus map for us to play on
Map: Al Basrah
Code name: Siege at Al Basrah Airport
64 player map
PR .6
Description: After the set-up for the siege, the second part of the battle will be very close quaters gun battles that take place inside the Airport itself.
Unpolished mission Briefing:
In a daring and brazen raid on a Iraqi Police controlled airport, the insurgents have taken control and have uncharacteristically dug in and are defending their ground. A Company size Marine (or EU) unit is preparing to send a Reaction Force from the city of Al Basrah to regain control of the airport. Due to the fact that civilian personnel are in the Airport, the Reaction Force will lack heavy air and artillery support. The first intelligence reports show civilian collaborators aided the insurgents in this assault. All Civilians must be detained and not targeted. Furthermore, the insurgents are using the civilians as human shields as they move about the compound. Lastly, ever sence the raid, insurgant activity in the streets of Al Basrah have increased.
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Vehicles:
Tango
Lots of trucks and cars with 50 cals.
Spawn cars that respawn inside the city, but does not inside the airport.
Reason: Due to the fact that there is no arty and air support to take down the tangos spawn points from a far, if the Corp does take them out they did it up close and personnel and honest. The spawn cars that can respawn in the city can be the reinforcements for the them if they lose enough spawn cars in the Airport. Furthermore, the spawn cars in the city will allow the tangos to set-up ambushes for the land vehicles leaving the Corp CPs. Should have assault vehicles for the tangos to use from the city to counter assault.
Weapons:
Mounted machine guns can be set up in numerous locations for the tangos to put down a lot of fire on the approaching siege machine.
Ammo dumps will be in well placed positions for the tangos to have plenty of ammo and set-up a ferocious defense. Particularly in roofed positions.
Pick-up kits in good secure spots.
Corp:
Two lil birds
Two lil birds with the minigun.
Two tanks
Three APCs
One repair truck.
Three heavy jeeps
Three boats
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UCBs
The Corp has their main UCB at the Palace, and out back is a Chopper pad. There is a large bubble of death that surrounds the base.
Reason: The Palace is the H.Q. for a major Corp battalion. They have plenty of snipers, guards and inner security to protect this base. Also the city itself is relatively secure dispite the increase in activity after the raid, thus why the bubble of death is so large.
The death timer should be fast enough to kill any jihad car before it gets close enough to destroy the two closes bridges.
At this UCB, nearly all of the Corp’s vehicles will spawn.
They also have a UCB at North VCP. The bubble of death is in tact here but much smaller.
Reason, to protect the spawn site of the Corp and the APC. This is the control post of the bad asses who do not get along with the REMFs back at the Palace. Hehe.
The tangos will not have any UCBs.
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CPs
There are actually 6 different types of CPs that must be taken in order to progress to the “rear base” of the tangos.
It is assumed through intell that the Tangos have set-up their main base at the Airport Terminal itself where a fair amount of civilians are. For this reason, the six and final CPs is this location.
CPs number 1.
There are three locations the Corp must cap before progressing to the next level.
Description: These flags will be all grey.
Basically the reason we have these is to allow the tangos to set-up a defense while the Corp prepares for the siege. Do not worry tangos, you will not lose bleed if the Corp gets these. This is just to keep them honest and not to directly assault your AO before a minute has gone by in the match.
Tangos, you can try to get these flags if you wish, however, most are out in the open and do not provide any tactical advantage, it would be best to try to set-up an ambush for the Corp at these locations.
1. The village
2. Cement bridge north of the north VCP
3. Cement bridge on Grid F3.
CPs number two
Description: The Corp will need to secure the back door and front door before the siege truly begins. These flags start out as Insurgent, but once they go Corp, they cannot be switched back.
1. Area just west of the front and main guard house in grid C-3. Very little cover here for the Corp, but essential.
2. Buildings in D2 grid. These are located in the far east of the compound. Very open area and little cover for the tangos to defend.
3. The large two story building in C1. This is an impressively made building. Classic Assault and room clearing will happen here.
CPs number three
Description: The last flags were skirmishes compared to what is next. Now the action gets really hot and more crucial. The rest of the flags can be switched based upon who is in the flag orb. (Like Facility is now).
1. The buildings west of the guard house. This is very close to the flag east of the guardhouse.
2. The giant airplane in the back of the airport.
CPs number four
Description: Similar toward the last. However, it is clear the Corp is advancing on two fronts and means to surround the Airport terminal and assault the main building. Again, these flags can switch back and forth.
1. Second floor of the Parking garage. (Note parking garage has three levels and two stairwells, should be fun stuff.) Close quarters action indeed.
2. Hanger at B2 or A2. Southwest of the giant Airplane.
CPs number five
Description: Getting closer to the last CP. Again, these flags can switch back and forth.
1. Hanger at western C2. Just north and west of the Parking garage.
2. In-between the buildings in the south of B2. (Near where the Amour spawns for the Corp on the regular map).
Cp number six (tango “rear base”

Description: Once the Corp is able to hit this main Airport terminal, the insurgents will be bleeding. Both of the Corp assaulting elements come together here. They can take a breath while the bleed the tangos for a while. Tangos, set-up your counter assault to take pressure off your main base.
This flag orb will be small. Also, the Corp needs to work to get this.
1. Small flag orb somewhere on the second floor.
Notes:
Tangos will have numerous spawn cars in the City and throughout the map in order to ambush the Corp as they leave the Palace and head to the Airport.
There will not be any flags inside the city itself that can be captured.
The tangos strength is using the civilians as human shields. If the Corp is too gung-hoo they should lose every time. Only APC/ Tank/ lil birds rounds show up as collateral damage.
Also, the Corp must be mechanized to have their assault element into two teams. Not doing so will allow the tangos to hold on to the separated flags in the given CPs bleeding the Corp more and more. Furthmore, this seperates the Corp and prevents their team from being too consentrated.
As stated, the action is going to be close quaters, and suppresive fire will need to be established from builing to building.
The tangos will need to keep good care of their spawn cars in the compound, when they die, they are done fore.
Even though there are two large assaulting forces, the Corp should set-up various positions to keep tango reinforcements honest, the spawn cars coming form the city.
The Corps biggest ace in the hole is the APCs and Tanks. They can punish the blank out of the tangos with suppressive and harassing fire and not get any penalties for killing civis. Clearly the tangos will need to destroy them before they get to the Airport. A good Armored team should take the long way in and not a B line.
The lil bird transports will be crucial to the Corp when assaulting the initial set of CPs and later the Parking Garage and Main terminal. However, the tangos should have plenty of heavy guns to keep the pilots honest and daring.
I believe things are balanced, however, it most likely is not. I took away the air from the Corp, but have the tangos fight in conditions the Corp feels pretty good about. The deciding factor will be how well each side handles the civilians. Just like how it is in real life.
This map is really for a Special teams outfit because these are pretty hardcore tangos if they assault an Airport defended with Iraqi police forces AND stay there instead of leaving quickly when a Jarhead base is just down the round a little ways.
I would not have a problem with Delta Force or SEAL team having jurisdiction over the situation. Can very well have them wear Marine uniforms to be somewhat clandestine. Hehe.
The biggest flaw in this plot is, the tangos would want to negogiate and assaulting the Airport out right would be dangerous because of all the Hostages.