Heavy but yet quite effective and sturdy man pack radio. Essential for calling extractions but can also call airstrikes, sit reps, or just keeping in touch with other friendly units and command. It is highly recommended, and currently mandatory, for one of your team members to have one of these radios. Going without a radio would leave your team lost in the jungle with no means of leaving except pre-scheduled extractions. The radio has between 150 and 200 power. Transmission uses up 2 power from the battery and receiving a transmission uses 1 charge. A small flashing light on the radio tells how much power there is still left. In the case of power running out, the only option is to use a spare battery.
- Quantity: 1
- Bulk: 15
The radio has multiple different options and uses which can aid the commander and the Rangers in the field in many ways. When opening the radio panel, the commander will be presented with a number of buttons and switches with varying uses listed below. (Refer to the radio interface image to the right)
Mouse over the power light to know the condition of your battery.
2. Power Band
- 2.a: Low power (default) when selected your radio will transmit at low power which is sufficient for most operations. It also preserves your battery.
- 2.b: High power, used to overcome difficult condition like extreme range, bad weather or simply bad comms. This will allow you to increase the range and the clarity of your messages considerably. This setting doub;es the amount of power spent to send a message and will not improve your ability to receive messages.
The user can change channels by using the knobs beside the channel icon. Selecting a channel will allow you to communicate (send and receive messages) with that specific asset. Keep in mind that if you change channel and that specific asset is still communicating with you, you risk to miss the intended message.
Tactical Operation Center. This is the channel you want to monitor most of the time. TOC is in charge of coordinating all the assets and the movement in the entire AO. Conducting clandestine operations across the border requires a lot of coordination and planning. TOC manage all the moving parts behind the scene while you are out patrolling. They will often update you on which assets are available to you and other crucial info about the mission. TOC can also send queries about the tactical situation in your ops box in order to understand more what is going on the ground. If you reply correctly to those queries in a timely fashion you will be rewarded with 250 xp for proper radio procedures.
- Send Sit Rep: This will send a situation report to your command center. Telling them how much of the AO you have covered and how much of the Op is covert/overt. A sit rep has multiple effects. First, it will register the info (if the sit rep has been received successfully and acknowledged) for scoring purposes. If you extract and haven't done a sitrep in a long time your score will be based on the the last sitrep and some xp related to AO covered post sitrep will be lost. Also it is within the SOP's to send a sitrep every hour or so of Recon time. If your team skips to may hours, TOC will send a search party for you assuming your team ran into some major issues and is unable to communicate properly.
- Request Battle Rep: A battle rep is sent from TOC to you about all the support elements and their status. Very practical to know what kind of support is currently available and most likely to influence the type of tactical decision the commander will make in the short term.
- Send Contact Rep: This will send to TOC the amount of enemies (contacts) your team have encountered and how many of them have been killed. It also gives TOC a status on your ammo state. This is useful for missions where your team has to kill a certain amount of enemies such as Ambush.
- Radio check: This will send a radio check to TOC. They will then answer back with a descriptive of your radio signal. There is 4 different type of answer you can get giving you a rough estimate of how well the communications will flow back and forth.
- Loud and Clear: This mean that the quality of signal in your AO is above 85%.
- weak but readable: Your signal quality is between 85% and 70%.
- faint and distorted: Your signal quality in that AO is between 50% and 70%
- distorted and unreadable: Your signal is under 50% strength and it will be a bad day.
- Answer Query: During your mission many other actors such air force, the main body of infantry or other SOF units are seeking get get details about your AO. These queries are passed down to you thru TOC and are to be answered to the best of your actual tactical awareness. A query that answered correctly will get you 250xp.
Hueys channel put you in communication with the transport helicopter squadron responsible for your AO. Mostly for extraction. The Hueys channel contains the following options:
- Request dust of at the main LZ: This will request a chopper to come to the main lz (the red LZ indicated on your map). The chances for this request to be accepted is relative to the comms skill of the radio operator. When accepted the helicopter will show up in 5 to 40 min of Recon time.
- Request medevac at the main LZ: If accepted this request will send a medevac chopper to the main Lz to recover dead or injured Rangers.
- Request dust off at a secondary LZ: If accepted this request will send a chopper in the AO. This chopper will be looking for your smoke signal to land in a secondary LZ. Secondary LZ must not have any trees that may black the landing huey but the huey can land on rocks, ponds and other low obstacles. This options unlocks when you are a Captain.
Ground surveillance overflight; see Bird Dog for further information. This channel offers you the following options:
- Initiate Low flight: If accepted this request will send the bird dog in a low flight over your AO in order to detect hidden assets or enemy troops from its elevated position. Very useful if the team is looking for something or lost in the AO.
- Prepare to retransmit: This request will task the Bird Dog call sign to retransmit your following communications for the next 30 min in Recon time with a 100% transmit success. Very useful when vital info or a critical message need to be passed on. Due to its advantageous position over the the Team AO, Bird Dog can easily re transmit to a greater range by using its own powerful radio systems. This usually highlight the plane to potential enemy anti air assets or radar and forces Bird Dog to conduct evasive maneuvers shortly after the retransmit.
This is your artillery channel. see artillery for further information. With this asset the team can call devastating indirect fire onto unsuspecting enemies and seriously change the outcome of a fight. As many other aspects of the game, MNB Recon applies real life procedures to its artillery coordination. Being able to call effective fire is a crucial skill to any serious Lurp commanders. Here's the following options and their description.
- Send map update: By being on the ground the Recon team can positively identify landmarks relative to their positions on the map. By communicating triangulation info to the Artillery commander the team increase the precision of the first shot by a % relative to the amount of the AO being covered by the team. Note that this score doesn't stack and spamming the map update is useless unless your team has covered an additional and significant portion of the map.
- Call for fire: This is the first step to a fire mission. Calling for fire will tell the artillery crew that you are looking to hit a target. If the request is accepted a targeting icon will appear. Once you have the targeting icon, You need to click nearby the target you wish to hit. Shortly after you will hear an incoming round. Depending on many factors such as the range between the target and the guns, wind, weather, and map details communicated the round will hit relatively close to the target. If the splash (point of impact of the artillery round) is close enough and you are satisfied, you may then call fire for effect where the guns will now open up with a salvo on the coordinates supplied. If the splash is to far from the intended target it is now on you to send in the appropriate corrections. (see below)
- Adjust north/south/east/west: The following four options are used to bring the point of impact closer to the intended target. As a reference, North is towards the top of the map, South the bottom of the map, West is left and East is obviously right. If the point of impact is too far you can bring it closer to the target by using the appropriate correction. The artillery will adjust their systems and fire another single shot. If you are happy with the point of impact you need to call in fire for effect, if you are not happy you need to repeat this process until you have effective fire on target. It is important to note that you can hit any of these radio options repeatedly. So if for example you are trying to hit a bunker and the initial shot is 40 meters to the East, you can hit quickly Adjust West 4 times and then artillery will fire a single round 40m West for confirmation.
- Fire for effect: When the impact point is effectively on target or close enough, you can now let the gunners to hammer the area with a salvo which hopefully will destroy the target.
- HE: High Explosive. This is the default option. This indicates the ordinance to be delivered to HE. Those rounds pack the most punch and are very effective against exposed infantry, vehicles and hard targets such as bunkers and defensive positions.
- Airburst: Select the ordinance to be delivered to Air burst. An airburst round , as the name suggest, is an artillery round that will explode in the air above the enemy and disperse a curtain of shrapnel to anything unlucky enough to be within range. It does less damage per shot compared to HE but has a much larger blast radius. This is perfect to deal with a concentrated infantry force or to deny an entire area. It has minimal effects on armored or hard targets.
- Smoke: This will indicate the gunners to drop smoke rounds. These are able to disperse a wide smoke screen per round in order to quickly fill up an area. Smokes are also used to correct fire in tight spaces or delicate areas filled with friendlies, and will not cause overt status. If a smoke hits close to a friendly it won't hurt as much as if you are trying to walk some HE in there. Once the place has been marked close to the target , the operator will switch the ordinance to HE and then call a fire for effect.
Most of the pounding done across the border was done with the excellent work of the American air power. The fighters that are circling your AO can deliver a hard hitting and fairly precise punch. Accuracy is reduced greatly at night. See fast air for further information.
- Request Air Strike: This will request a bomb drop to a designed location.
Cobras were the bread and butter of Lurp SOPs during the Vietnam conflict. With unique capabilities at engaging evasive or entrenched infantry the attack helicopter proved that it was there to stay. see the Cobra for further information.
- Request Gunship support: If the gunships are vectored this will clear the attack helicopters to descend and engage any targets of opportunity. The AO is fairly large and the team can drop a smoke in or around the area they want the cobra to start his run. If no smoke is tossed, the Cobra will circle the AO and engage the first target it sees.
The spectre was the trade mark of special operation. Its ridiculous ability at delivering a payload was a game changer in many tense situations. see Spectre for further information.
- Define kill box: This is the first step to call in a Spectre strike. When you define a kill box, open your Recon:map (press m) and determine the location of where you want the strike to happen in reference to your location. Use the different option to coordinate longitude and latitude. A confirmatory message will be sent if the kill box has been registered. If not this process needs to be redone.
- Request strike package: Once your kill box has been registered you may order a strike package. The plane will line up and drop a significant amount of payload with the grid you specified. It is not advised to call for a strike on your own position.
Logistics and Support
This channel is all about external help that can come handy when your team is facing odds that were not anticipated.
- Request Supply Drop: If this request is granted, a c-130 will do a high altitude drop of a supply box within your AO. The location of the drop can be anywhere in your AO so be prepared to make a run for it. The supply box will replenish ammo and items. Be aware that VCs can and will tamper with your supplies if they get there and no one is protecting it. This will hamper your scoring. Some commanders advise to destroy the remaining of the supplies once the team has been refilled.
- Request tunnel rat: If the team finds a tunnel they can call a team of specialized soldiers to come and clear it. If so the team will be dropped at the main LZ and will need to be escorted to the tunnel. Once at the tunnel they will conduct their business. Once the TRs are done they will share any vital int they found and proceed to the main LZ for extraction. Be advised that the team is responsible for the safety of the TRs while they are operating in their AO. A successfully cleared tunnel will give a substantial xp reward if no TRs are killed during the whole process. (Not implemented yet)
- Request blues: Blues is the nickname for QRF infantry from the first air cav. When the team is in a pickle they can call for a section of one of the finest mobile infantry element in theater. A chopper will land at the main Lz with a full section of infantry (including squad leader, gunner, grenadier and riflemen) . This option can only be used if you have the "Blues" kill card.
- Request Marine Det: When it gets really serious you can call for a marine det to come and help you. The Marines will roll in the AO in a M113 with a mounted .50, once on location they will dismount and engage any targets they see. They will stick around for as long as there is enemies to kill. Once their job is done they will remount and leave the AO. This option can only be used if you have the "Marines" kill card.
- Request light armor: If the your team is lucky enough to have one of these in the area (aka if they have a "Duster" kill card) they can call for a M42 Duster to come in the AO and help. Armed with twin 40mm cannons this AA vehicle converted into an anti infantry role was very effective against dense formations.
- Request heavy armor: Request a M48 Patton main battle tank to roll in the AO and punish the enemy. Must have a "Patton" kill card in order to call this bad boy in.
4. Radio Log
Sometime in the heat of battle it is easy to miss an important message. you can hit the log in order to see all your previous communications. You can scroll the log by placing your mouse cursor over the page and using your mouse wheel.
5. Radio settings
- 5.a Power off: This turns off your radio. This is the default value of the radio when you deploy. Most new commanders forget to power on their radios once on the ground which lead to undesirable events.
- 5.b Power on: This turns on the radio. At this point you can receive and transmit message to the channel you have selected if the signal is good enough.
- 5.c Squelch: This option is primarily the same as turning your radio on (5.b) but with it will also filter game tips out.
- 5.d Retransmit: Also called RTX. retransmit is used during Relay missions or when you are close to enemy relay stations. It puts your radio in a listen mode for other signal and automatically re send them away to your TOC. Note that when you are on retransmit you can recieve messages but you cannot message anyone (like ask for an evac or call artillery for example) and must put you radio at on (5.b) or squelch 5.c in order to transmit.