Raid on Kismayo 2013
Posted: Fri Sep 25, 2020 10:39 am
This small scenario covers an attempt by US special forces to capture an al-Shabab courier and other terrorist leaders at a safe house near Kismayo in Somalia. You can only play the American side. Under your command are the helicopter carrier Kearsarge and the 'littoral combat ship' Independence. These carry a Fire Scout unmanned chopper, a Seahawk, 2 Viper attack helicopters, 2 Harriers and 4 Osprey aircraft, the latter loaded with Marines.
It had been reported that an al-Shabab courier was due to land in a Cessna aircraft at Jilib airfield, near Kismayo, before being taken to a nearby safe house. The Cessna was duly spotted by a team of SEALs posted near Jilib and the Fire Scout (which I'd already launched, as it has enough endurance for the whole 5-hour scenario), was sent-in to track the courier as he transferred to a convoy of vehicles. If the terrorists spotted the Fire Scout, they gave no sign. The UAV followed them to a rural location NE of a prominent lake and detected 4 infantry platoons, 2 ZU-23 AA guns, 2 quad 14.5mm AA guns and a truck-mounted 12.7mm MG guarding the location.
Clearly, taking-out the AA guns was the first priority, so I left the Fire Scout to loiter out of their range and sent-in the two Vipers. These dismantled all of the AA guns and did some execution amongst the infantry, despite three of their Hellfire missiles malfunctioning.
I then launched the two Harriers, followed by the four Ospreys. All four of the Harriers' Paveways malfunctioned against the surviving infantry, leaving me with no weapons apart from the 25mm cannon on the fighters and the 12.7mm MGs carried by the Ospreys. I needed to fight the Doctrine rules in order to use these guns against ground targets, the control being 'A/G Strafing' on the main Doctrine window. With this problem overcome, I was able to wipe-out the rest of the al-Shabab infantry.
That left the Safe House, which was just a 300 DP Medium Building. Orders were to capture the courier (who had made no attempt to flee after the attack started), so even if I'd had any Hellfires or Paveways left, just blasting the place didn't seem to be an option (though the game gives you no clue either way). Orders were to land the Marines from the Ospreys. Here, however, I fell foul of the apparent lack of any game mechanic for unloading 'Cargo' (I noted that the Marines were, in any case, classified as 'Weapons'). I tried setting-up a Cargo Mission, using Reference Points around the Safe House, only for the game to instantly declare the Mission over and RTB the Ospreys with the Marines still on-board. Experimenting with deleting the Mission and creating another one for a landing zone that I hadn't previously reached led to similar frustration. As the game was a clear, bloodless win in any sane terms, I quit at this point.
I still have the save game and would be happy to try any solutions anyone can offer to this problem - if only to avoid tripping over it again in future games where it might be more important.
It had been reported that an al-Shabab courier was due to land in a Cessna aircraft at Jilib airfield, near Kismayo, before being taken to a nearby safe house. The Cessna was duly spotted by a team of SEALs posted near Jilib and the Fire Scout (which I'd already launched, as it has enough endurance for the whole 5-hour scenario), was sent-in to track the courier as he transferred to a convoy of vehicles. If the terrorists spotted the Fire Scout, they gave no sign. The UAV followed them to a rural location NE of a prominent lake and detected 4 infantry platoons, 2 ZU-23 AA guns, 2 quad 14.5mm AA guns and a truck-mounted 12.7mm MG guarding the location.
Clearly, taking-out the AA guns was the first priority, so I left the Fire Scout to loiter out of their range and sent-in the two Vipers. These dismantled all of the AA guns and did some execution amongst the infantry, despite three of their Hellfire missiles malfunctioning.
I then launched the two Harriers, followed by the four Ospreys. All four of the Harriers' Paveways malfunctioned against the surviving infantry, leaving me with no weapons apart from the 25mm cannon on the fighters and the 12.7mm MGs carried by the Ospreys. I needed to fight the Doctrine rules in order to use these guns against ground targets, the control being 'A/G Strafing' on the main Doctrine window. With this problem overcome, I was able to wipe-out the rest of the al-Shabab infantry.
That left the Safe House, which was just a 300 DP Medium Building. Orders were to capture the courier (who had made no attempt to flee after the attack started), so even if I'd had any Hellfires or Paveways left, just blasting the place didn't seem to be an option (though the game gives you no clue either way). Orders were to land the Marines from the Ospreys. Here, however, I fell foul of the apparent lack of any game mechanic for unloading 'Cargo' (I noted that the Marines were, in any case, classified as 'Weapons'). I tried setting-up a Cargo Mission, using Reference Points around the Safe House, only for the game to instantly declare the Mission over and RTB the Ospreys with the Marines still on-board. Experimenting with deleting the Mission and creating another one for a landing zone that I hadn't previously reached led to similar frustration. As the game was a clear, bloodless win in any sane terms, I quit at this point.
I still have the save game and would be happy to try any solutions anyone can offer to this problem - if only to avoid tripping over it again in future games where it might be more important.


