Post by dwergar on Nov 13, 2014 19:00:56 GMT
For air baloon: In might be transported by the scout group - without or (More likely) with mount. Let's say, we're transporting it with horse on some kind of scraper (or sleigh). On the sleigh we're transporting air baloon (Made of some lightweight material, like paper, and big enough to lift up about 200+ kilo's), up to one hundred and half meters long rope and some other thing needed among other group supplies.
So, they stop, assemble system and fill baloon with light gas (Hot smoke). One of scouts lifts up on it, makes his observation (And draws all he had found in radius of ~40 kilometers) and then pits (defiates) gas from baloon accurately. After his landing - they dissasemble system (And do it fast, 'cos they could have been seen) and move (Due to the same reason). Later any found object can be drowned on the map.
It could be good to provide group with radio - then they could be used to get intel's about enemies movements - and to brush baloon into sky-blue color, to reduce chances of being noticed.
Jammers... Simplified radio. It should fill frequencies used by Minerva with garbage, and signal should be strong enough to not let Minervan troops use radiocommunication nearby. So, simplified radio with capacitors being able to work up to 6 hours - after that time our troops should be already in safe shelter. If we're staying at crime site - then we should be able to connect it to some captured capacitors.
(Trick: At start of attack on settlement connect it to Minervan solar power plant, attack, if we're won - dismotle anything and go out, leaving jammer there connected to the last solar panel remaining.)
So, they stop, assemble system and fill baloon with light gas (Hot smoke). One of scouts lifts up on it, makes his observation (And draws all he had found in radius of ~40 kilometers) and then pits (defiates) gas from baloon accurately. After his landing - they dissasemble system (And do it fast, 'cos they could have been seen) and move (Due to the same reason). Later any found object can be drowned on the map.
It could be good to provide group with radio - then they could be used to get intel's about enemies movements - and to brush baloon into sky-blue color, to reduce chances of being noticed.
Jammers... Simplified radio. It should fill frequencies used by Minerva with garbage, and signal should be strong enough to not let Minervan troops use radiocommunication nearby. So, simplified radio with capacitors being able to work up to 6 hours - after that time our troops should be already in safe shelter. If we're staying at crime site - then we should be able to connect it to some captured capacitors.
(Trick: At start of attack on settlement connect it to Minervan solar power plant, attack, if we're won - dismotle anything and go out, leaving jammer there connected to the last solar panel remaining.)



