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Arma 3

Cold War Theatre (1946-1991) XVI

Lynx Offensive II

Sat 6 Sep 2025

Ended

Cold War Theatre (1946-1991) XVI

Operation order

Situation

Background Information

Expected Level of Combat : ☆☆ Expected Level of RP: ☆ Expected Difficulty: ☆☆ Three-star rating: ☆ Little to none expected ☆☆ Decent amount expected ☆☆☆ Heavy emphasis / main focus of Operation NOTE: This operation requires the CDLC Global Mobilization The Cold War never ended. The Soviet Union never fell and maintained a strong grip on its satellite states. Conflict ignited as Soviet forces crossed into West Germany, triggering a NATO response. NATO counterattacks have slowed their advance and stabilized the front West German forces have now successfully counterattacked deep into the territory of East Germany, however our frontline is overstretched and vulnerable. We're now advancing north to straighten the frontline and consolidate positions before Soviet forces can regroup. Friendly forces are conducting an advance to encircle the airport. Enemy QRF elements of significant size have been reported advancing from the east. BULL 2-3 M113A2 PNMK

Friendly Forces

FOX 2 Mechanized Squad 1 x M113A2 PNMK

Supporting Assets

1 x Mechanized squad, callsign FOX 1, advancing west towards the airport.

Enemy Forces

Most East German heavy armor in the area was disabled during the initial push east. Remaining forces consist primarily of infantry supported by a mix of armed and unarmed APCs.

Mission

Tasking

Destroy the QRF and investigate the suspicious activity.

End-state

QRF destroyed and activity dealt with.

Execution

Commander's Intent

The intent is to surprise the enemy in the outskirts of the town of Zemo and once dealt with we will push towards the Town it self and move to check out the Suspicious activity

Tasks and Sequencing

PHASE 0 ALL CALLSIGNS Will be ready for brief , 5 min after start ex. For any updates regarding the operation. Special notes - BULL 2-3 - Vehicle will carry squad resupply.. - FOX 2-2 combat engineer will bring explosivess for remote detonation in the kill zone. - FOX 2-1 combat engineer will bring AP mines To secure their own position and deny the enemy cover. FOX 2 Will mount in to BULL 2-3 and move out following the route on map PHASE 1 ALL CALLSIGNS Dismount at Dismount Alpha And secure their respective positions FOX 2-2 Will move to the shed and take up position on the second floor. Their combat engineer will place the satchels and joins them. FOX 2-1 Will setup in the house and if needed in the house behind it. Their combat engineer will setup AP mines to deny enemy the route towards Bulls position AND denying the enemy cover or concealment. BULL 2-3 Will setup in the shed with the door closed and engine off making sure they are not spotted from the road. ALL CALLSIGNS Will engage on first satchel explosion and take out the enemy PHASE 2 ALL CALLSIGNS will resupply after the ambush and gather any intel there might be. Once this is complete mount up and move to the town getting us as close as possible before dismounting. and clearing the village with FOX 2-2 taking north side and provide security north and BULL 2-3 helping on the MSR and security east. PHASE 3 ALL CALLSIGNS will form a squad line with BULL 2-3 in the center and move towards the last objective. and secure it depending on the information we will organize a clear plan

Administration/Logistics

Resupply

ALL CALLSIGNS will cross the LD fully loaded according to the units SOP. These supplies will come from the staging area. This basic load is expected to sustain the team throughout the mission, without support. BULL 2-3 Will carry resupply as well