Difference between revisions of "Insurgency"
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− | It's pretty awesome when you walk into an area and you don't see anyone...and then you track some civis walking around and seeing 2 of them walking into the same building shortly after each other. And you start to think "what the fuck is there..." and after keeping watch on that house, suddenly after about 2 minutes a CQB guard takes a look out and walks back in... and you know "oookay.... there it is...!" | + | It's pretty awesome when you walk into an area and you don't see anyone...and then you track some civis walking around and seeing 2 of them walking into the same building shortly after each other. And you start to think "what the fuck is there..." and after keeping watch on that house, suddenly after about 2 minutes a CQB guard takes a look out and walks back in... and you know "oookay.... there it is...!" |
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Revision as of 17:03, 5 March 2015
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- Note: ALiVE Insurgency is not a standalone module and the full insurgency (or counter insurgency) experience is made up from a number of optional settings in existing modules.
Contents
How It Works
Asymmetric Warfare is a command style for the Military AI Commander and differs from Occupation and Invasion in important ways. Insurgency commanders have different objectives, tactics and weapons. Their goal is to disrupt their enemy, destabilise the security situation and generally create havoc without becoming decisively engaged. They will employ tactics such as sabotage, hit and run attacks, roadblocks and IEDs. They will attempt to blend in with the civilian population in order to move weapons, explosives and suicide bombers to strategic locations. Thorough searching and monitoring of civilians can help reduce the threat.
An insurgency will typically start in a high threat or 'hot zone' (loosely equivalent to a military TAOR) and seek to spread out from there to conduct operations across the AO. The location of the AI Commander module will be the the centre of the insurgency zone and they will initially prefer secure unguarded installations nearby.
It's pretty awesome when you walk into an area and you don't see anyone...and then you track some civis walking around and seeing 2 of them walking into the same building shortly after each other. And you start to think "what the fuck is there..." and after keeping watch on that house, suddenly after about 2 minutes a CQB guard takes a look out and walks back in... and you know "oookay.... there it is...!"
Armed Insurgent Cells
Insurgency cells will start to appear as hostility towards the opposing faction increases. The chance of a new cell being established in the area is dependent on enemy and friendly troop strengths, the size of the objective and civilian hostility to the faction. Large towns that are poorly patrolled and have suffered civilian casualties will be very likely to generate new cells.
Once established, the Asymmetric Warfare AI Commander will order his cells to conduct a number of activities in support of the insurgency.
- Roadblocks - establishing roadblocks in controlled zones (the equivalent of a military TAOR) will enable insurgents to dominate the local civilian population and establish rudimentary defences against opposition forces.
- Weapons Depots - insurgents will attempt to cache ammunition and weapons at hidden locations throughout the AO, which will be used to equip newly recruited fighters.
- IED Factories - IED making facilities will be established in hidden locations throughout the AO. IEDs are the insurgent's preferred method of attack on opposition forces.
- Ambushes - Insurgents will attempt to ambush military patrols and convoys in the open, using a combination of IEDs or hit and run attacks.
- Assaults - Raids on military outposts and patrol bases are one way insurgents can acquire new weapons and equipment.
- Recruitment HQ - If the insurgents are allowed to establish a Recruitment HQ near to a civilian objective, they will recruit new armed fighters from amongst the civilian population.
- Coercion - Insurgent cells will coerce disgruntled civilians into becoming suicide bombers, rogue shooters and saboteurs.
Civilian Insurgents
As the armed insurgent cells complete objectives, the security situation will deteriorate and peaceful civilians are turned into hostile civilian insurgents. If there is an IED Factory, Weapons Depot or Recruitment HQ in the area, occasionally civilians will be coerced into to picking up weapons or explosives and sent on missions in support of the insurgency. Security forces can detect these civilian insurgents by monitoring their movements or stop and search.
- Sabotage - insurgents will collect explosives from a Weapons Depot and set out to destroy or damage civilian infrastructure targets such as factories and power stations in order to destabilise the security situation. They will attempt to place 3 to 5 explosive charges near the building before moving to safe distance and detonating. If they are successful, this will have a high impact on the hostility level.
- Rogue Shooters - coerced civilians will collect a gun from a Weapons Depot, then blend into the local civilian population until a security forces patrol shows up.
- Suicide Bombers - similar to rogue shooters but spread themselves over a wider area.
Setting up ALiVE Asymmetric Warfare Environment
Setting up ALiVE to run in Asymmetric mode has slightly different requirements to conventional ops. Insurgency relies on both the Civ Pop and CQB modules. As with all Military Placement modules though, the AI Commander still requires Objectives, ideally within a predefined TAOR. The minimum module requirements are in the table below.
Module |
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Remarks | Synced: | Synced: | Synced:
Place Both Civ Modules |
Synced:
All settings OFF | ||||||||
Module |
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Remarks | Synced:
Insurgency Faction |
Synced:
Asymmetric |
Synced:
Insurgency Faction |
Additional Module Effects
Some more details of the different effect modules can have when used alongside an AI Commander in Asymmretic mode.
Module | Synced | Impact | ||
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Just the same as a conventional Military AI Commander, the Asymmetric Commander requires objectives and some initial forces placed to start and can be constrained by the use of TAOR and Blacklists in the same way. Either Military Placement (Military Objectives) or Military Placement (Civilian Objectives) may be used (using both us recommended). Civilian Objectives are required to provide targets for Civilian Saboteurs. | |||
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Syncing Military CQB module to the AI Commander in Asymmetric mode will change the behaviour of the module. Existing CQB locations will be cached and only activated once that objective has been captured by insurgents. Additionally, the integrated Threat Risk And Control Enhancement (TRACE) system can be used to help Players assess likely locations where insurgents may operate and track areas that have already been checked. CQB faction should be the same as the Mil Placement and AI Commander faction. | |||
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Syncing Military Logistics with the Military AI Commander is not strictly necessary, as new forces are recruited form the civilian population. However, editors may choose to provide additional Battle Casualty Replacements via the Logistics System to simulate hybrid military insurgent forces. | |||
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C2ISTAR can be used alongside an Asymmetric AI Commander. Unlike TRACE, which is a risk assessment and tracking tool, C2ISTAR will provide actual intelligence of insurgency activity. |
Hints for Security Forces
Counter Insurgency is challenging and requires a different approach to regular operations. Intelligence is vital to Counter Insurgency and understanding how they work is important to start building up a picture of where, when and what they are doing.
Know The Enemy: Unlike conventional forces, insurgents will try to avoid becoming decisively engaged with security forces and will conduct sabotage and hit and run attacks whilst attempting to recruit new fighters. They will however occupy installations that are unguarded and set up factories, weapons depots and recruiting HQs. They will prefer to attack unguarded military and civilian installations that are close to the Insurgency AI Commander's HQ at first, but if they succeed and hostility remains high they will will start to conduct ambushes and raids on occupied installations. Tracking insurgency movements and identifying likely targets early will help Security Forces target their limited resources effectively.
Hearts & Minds: Security forces must maintain a patrol presence in towns to reduce hostility levels and ensure critical civilian infrastructure such as power stations, factories and fuel depots are guarded. Damage to civilians and their property must be avoided at all costs to prevent hostility increasing and the situation spiralling out of control, even when those same civilians may be harbouring insurgents!
Intelligence: Setting up road blocks and conducting stop and search of civilians will help to interdict insurgents blending in with the population. Security forces should make extensive used of Advanced Markers, SPOTREPs and C2ISTAR reports to build up an intelligence picture of insurgency activity and locations of possible bomb making facilities, weapons caches and recruitment HQs.
Editor Notes
The Military IED Threat module is used by Asymmetric Warfare to generate IEDs but should have all options turned OFF, otherwise you will get a random IED threat as well as those placed by insurgents. This will confuse the intelligence picture and make it harder for players to work out where the insurgents are operating.
The Military CQB TRACE system is a risk assessment and tracking tool. It does not provide accurate intelligence of insurgency activity! Use the Military Intelligence Module for Sectors Display to give an indication of where insurgents are currently operating.
Military Logistics module can be used with Asymmetric but should be used with care if you want to prevent Insurgents magically acquiring advanced equipment such as tanks and helicopters or many more battle casualty replacements than they could realistically recruit from the civilian population.
Both modules of ALiVE Civilian must be placed with a recognised civilian faction name.