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Drug Lord Takedown; SPECIAL forces vs a drug cartel
Topic Started: Oct 15 2009, 10:07 PM (18 Views)
DAWGIE
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Merc
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A drug lord operating out of and protected by the government officials of a third world country needs to be eliminated. your government has determined that strikes with stand-off weaponry are not practical, due to the HQ location in the center of a small town, so a small team of special forces soldiers has been tasked with the mission.

(the drug lord could be operating out of a small town in any real or imaginary third world country for the purposes of this scenario. i went with the US of A's neighbor to the south, MEXICO, based the drug lord out of a small town near the US-MEXICAN border with easy river crossing points for vehicles as well as a small local airfield).

the target of the mission is the walled compound and buildings that serves as residence, operational HQ, warehousing and transportation hub for EL GUAPO's operation. the compound is near the center of the small town of (FILL IN THE BLANK WITH A LOCATION NAME) and is heavily guarded by EL GUAPO's men. the local police are also on EL GUAPO's payroll, so they can be considered to be part of the problem.

1.DRUG LORD HQ COMPOUND (placed in the center of what ever size table y'all are using).

a. EL GUAPO's HQ/home is a large, flat roofed, sturdy house, with three floors above ground and a basement below ground. there are rooftop guards, interior guards, and entrance guards - all hand picked men from EL GUAPO's organization, with the best weapons, wearing body armor, and with small portable radios for comms. these guardposts are manned 24/7/365. EL GUAPO is linked to the local police HQ and his airfield by landline telephone, cellphone, and finally an official police radio. EL GUAPO is always armed with a pair of handguns, with a SMG near at hand. all visitors to EL GUAPO are thoroughly searched without respect to age or sex or position within the community.

b. attached to the house is a large, flat roofed, sturdy, building with two floors above ground, and two large, sliding metal doorways. this is the warehouse for any of EL GUAPO's drugs awaiting shipment to the US of A. guards are on the rooftop and outside of each sliding doorway 24/7/365.

c. another sturdy, flat roofed, single storey building faces the warehouse; this is EL GUAPO's motorpool (1D6-2 vehicles, including EL GUAPOs' HUMMER live here at any given time; there will always be an escort vehicle and EL GUAPO's HUMMER here when he is present, in addition to drug runner vehicles): on site POL, maintenance and repairs for his vehicles.

d. the "barracks" for EL GUAPO's thugs is another sturdy, flat roofed, one floor L-shaped building.

e. domestic servants live inside the HQ/RESIDENCE BLDG.

f. the HQ/RESIDENCE complex is surrounded by a 12 ft tall, 1 ft thick stone wall with one wide, metal swinging gateway in it. the gateway is flanked by obviously fortified guardposts and manned 24/7/365. the wall is flat topped, and has a walkway all around on the inside for patrolling guards.

2. CUIDAD (FILL IN THE NAME)'s other buildings, streets, etc, completely cover the tabletop around EL GUAPO's HQ/RESIDENCE compound. the majority of the civvies living here are innocent bystanders, which is why strikes with stand off weaponry has been ruled out for this mission. EL GUAPO's spends _lots_ money on the poor locals, which means he is very popular with them, and they cannot be trusted remain neutral!

3. POLICE HQ is located off of one table edge, and while this is not a target of the mission, local police in the pay of EL GUAPO can be expected to respond to any attack on his HQ, or sound the alarm if they spot the soldiers.

4. CUIDAD (FILL IN THE BLANK)'s small airfield is not involved in this scenario, and is located of table several miles away from town.

5. INSERTION/EXTRACTION POINTS for the raiders is located off of DIFFERENT table edges. soldiers enter from the table edge nearest to the IP, and must successfully exit from the table edge closest to the EP to disengage (ie, they can no longer be attacked by EL GUAPO's men, police, or supporting civvies).

6. MISSION OBJECTIVES.

a. recon immediate neighborhood, find and eliminate any of EL GUAPO's patrols BEFORE the assault on the compound.

b. locate and clear any rooftop enemy positions or wall patrols, BEFORE moving up to the compound for assault.

c. clear the compound gateway of any hostiles, disable any motor vehicles inside the compound, and clear the compound grounds of any hostiles.

d. enter and clear HQ/RESIDENCE of any hostiles. EL GUAPO and his lieutenants (see photos) will be terminated with extreme preduice!

e. clear/secure warehouse barracks, and motorpool of any hostiles.

f. destroy any drugs present.

g. move to extraction point with any dead/wound personnel and blow this burg! NO MAN WILL BE LEFT BEHIND!

7. RULES OF ENGAGEMENT.

a. keep civvie bystander casualties to a minimum! shoot only in defense of self or other soldiers.

b. terminate with extreme preduice any/all police that shoot at you!

8. RAIDER FORCE.

a. single platoon sized unit consisting of HQ element and normal number of squads.

b. everyone has night vision gear, personal comms, medi-kit, helmets/body armor, combat knife, individual primary weapon, and an individual secondary weapon (NOTE: all handguns, SMG assault carbines, and sniper rifles are silenced. all LMG/SAW/shotguns are not silenced!).

c. every soldier has the following hand grenades: flash bang, smoke, and fragmentation, as well as one command detonated AP mine (claymore), C-4, det cord, and firing device.

d. all officers, and NCOs have global positioning navigation equipment.

e. REP/ATTRIBUTES. one raider (officer or NCO) can be a REP-6; all other NCOS and other ranks are REP-5s; attributes are optional.

9. EL GUAPO AND HIS MERRY MEN (EL GUAPO, four lieutenants, two dozen thugs inside the compound).

a. all are assumed to have body armor, on duty guards have small portable radios linking them to a security center inside the HQ/RESIDENCE. all have a knife of some sort, otherwise all personal weaponry is as depicted on the miniatures used!

b. one of the maingate guardposts has a LMG and ammo. the rooftop postions in the compound all have one LMG post each.

c. EL GUAPO is a REP-5, his lieutenants (4 of them) are REP-4s, half of his mean are REP-4s, half are REP-3s. attributes are optional.

d. EL GUAPO's street patrols are limited to the tabletop (neighborhood around his HQ), number four (4) foot patrols consisting of 1D3+1 thugs randonly generated REP-4s or REP-3s. patrols are randomly encountered on a 1D6 score of 1 or 6: otherwise they are goofing off somewhere. patrols will respond to any sounds of combat at HQ/RESIDENCE!

10. LOCAL POLICE.

a. typical, corrupt third world policemen. money talks, bull poop walks. handguns, no armor, might also have a SMG or assault rifle. riding around in "jeeps" without any radios. three cops per vehicle. REP-3s.

b. there is a random chance that 1D3 patrol vehicles will arrive on scene to protect EL GUAPO. police will arrive at randomly determined table edge.

c. to determine random police arrival on table dice for patrol each turn with 1D6. on first turn that gunfire is heard, cops
on score of "1". on turn two, a "2", on turn three, a "3", etc. all three patrols will arrive on tabletop automatically on turn six!

11. INNOCENT BYSTANDERS. these civvies appear in random numbers at the scene of the battle on a 1D6 score of "1" and only "1". all are REP-3s or REP-2s, armed with . randomly determined civvie firearms (1D6 score 1-3: bolt action rifles, carbines, shotguns) or improvised civvie edged weaponry on 1D6 4-6; machetes, knives, axes). if firearmed equipped they will shoot from inside of buildings; if melee weaponry equipped, they will fall upon any disabled or solitary raider!

12. VICTORY OR DEFEAT.

this battle lasts until one side is dead or incapacitated, or has runaway from the fight.

DAWGIE
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