Planning a mission

Planning a mission

--- Terms In This Guide ---

Area of Operations (AO) - The area where the mission takes place.

Objective - The task you are meant to accomplish.

HVT - High Value Target. Typically Lieutenants and Captains.

Loud - Engaging in firefights to complete the mission.

Stealth - A quiet approach that avoids alerting enemies.

Infiltration - The act of entering the AO.

Exfiltration - The act of leaving the AO.

Dismount / Disembark - Leave a vehicle.

SAM - Surface to Air Missile.

--- Types Of Missions ---

There are a lot of missions in Ghost Recon Wildlands that you can play using the information in this guide, although some may be more restrictive than others. Your main choices are the main story missions, rebel-ops, supply missions, and special / black ops (the crossover events).

Once the in-game missions get boring, there are several community-made missions that you can play.

Some high-quality operations include:

Operation Kingfisher Spear by u/Redditcule.

Operation Highway Star by u/Redditcule.

Operation Roughneck Rebellion by u/Redditcule.

Operation Sand Magnet by u/Redditcule.

Operation Honey Badger by u/Redditcule.

Operation Snake Eater by u/Redditcule.

gh0strom's operations[imgur.com]

Operation Vulture Season By u/Redditcule

Operation Nightstalker[imgur.com] By gh0strom

Operation Scythe[imgur.com] By gh0strom

Operation Medusa[imgur.com] By SwampDonk3y

VirtualRain Mission Pack[docs.google.com]

All credit for those missions goes to the original creators.

If you desire something different, you can always create your own custom operations and make them as simple or as complex as you want.

If you would like to see examples of simple custom operations in Ghost Recon Wildlands and Breakpoint, click here.

Custom Missions

You can create your own custom missions if you ever grow tired of the missions available in-game. Although it is always an option, you don't need to think of elaborate plots to make missions. All you need is an area of operations and an objective.

When thinking of objectives to make, consider things that aren't possible using the in-game engine, like destroying radio towers and demolishing buildings. Even though putting all your C4 on a tower's legs won't do anything, you can use your imagination and pretend it does for the sake of the mission.

Possible Objectives:

Eliminate the HVT.

Capture the HVT.

Hack the laptop

Free Rebel prisoners.

Destroy the SAM site.

Gather intel.

Steal the truck / plane / helicopter.

Destroy the truck / plane / helicopter.

Stop the convoy.

Destroy the convoy.

Sabotage generator.

Sabotage drone jammer.

Destroy Santa Blanca / Unidad vehicles.

Destroy fuel tanks.

Destroy weapons cache.

Clear the area.

Recover the crashed pilot (needs to be a player).

Objectives Not Possible in the Game-Engine:

Destroy radio tower.

Demolish building.

Capture the outpost.

Modifiers / Challenges:

Stealth only.

Time limit.

No kills.

On site procurement (get weapons and equipment from enemies).

No helicopters.

Low tech (no drones, lasers, night vision / thermals, heavily armed / armored vehicles, or modern / futuristic technology)

Guerrilla force - (Lightly equipped and perform hit and run attacks. No large scale battles.)

Must extract by...[foot, land vehicle, helicopter, plane, or boat].

No team downs or deaths.

Destroy or extract all friendly assets (vehicles or mortar positions).

Let me know if you have any other ideas for possible objectives or modifiers and I will add them to the list.

Conducting Recon


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Before you start to plan the mission, it is important to fully understand what you are up against. While conducting reconnaissance, you should try to determine:

Possible entrances or exits.

Approximate number of hostiles.

Enemy assets.

Base infrastructure (generators, alarms, drone jammers).

Location of objective

Presence of civilians.

Guard patrol patterns.

Cover and concealment.

Landing zones.Alternatively, you may fire some shots to alert the base and take note of how they respond. This is commonly referred to as reconnaissance by fire. Not recommended for stealth missions.

Take note of any routes reinforcements can arrive from.

--- Mission Plan ---

Now that you have an idea of the enemy's strength and positions along with where the objective is, you can create a mission plan. There is not a "one size fits all" for mission planning. Every one is going to be different in some way.

Think about the location of your mission. Are there any geographical or man-made features that you can take advantage of. Can you use any buildings as cover? How about using a cliff as a vantage point? What are the most direct routes into the base? Are there any less-obvious routes? Could you enter through the river?

Consider what assets you have access to and what you can get a hold of. Then, consider how you can utilize them for your mission. If there is a wide open area, maybe you can use a vehicle as mobile cover as your team pushes from that position. Or you can use the nearby hill to rain fire down into the walls of the compound. Perhaps the exterior is well defended and there is a large rooftop. You could have a pilot drop you off on the roof and fly away, giving you a great vantage point as the base is alerted from the helicopter. Perhaps the helicopter could be used as air support.

If you need to capture a HVT, you may not even have to step into the base at all. Sound the alarm and they will come running right into your trap.

With all this in mind, think about what team-roles would be the most beneficial to your success and how you are going to get in and out of the AO.

REMEMBER: Just because you come up with a plan doesn't mean you have to follow it if things get tough. Plans should be flexible and be able to change given different circumstances.

Sample Mission Plan


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Let's say my mission is to attack this place and steal the truck on the left.

The area circled in green is a good vantage point over the area and can be utilized by a sniper to provide overwatch as the rest of the team completes their mission.

My recon tells me that the areas circled in red are known enemy positions.

The blue dot is my objective.

The blue areas mark several directions to attack from.

The two arrows on the right side of the image are good areas to launch a full-frontal assault from if we wanted to do this loud. The rocks can be used as cover as infantry push up. Using a ground vehicle may be a viable option to soften up the enemy defenses and provide an escort for the truck.

Alternatively, a stealthier approach could utilize the three routes on the left side of the picture. Sneaking in through the forest and clearing the areas on the left side of the fence would secure the objective without a firefight. With a ground team and one person on the cliff, they can coordinate an attack on the remaining enemy positions without them knowing what hit them. Then, they could drive the truck out and not have to deal with possible reinforcements.

These red arrows represent where enemy ground-based reinforcements can come from. Mines can be placed along those two roads if you plan on going loud. Just be careful not to drive the target truck over any remaining mines. if your classes don't have access to mines, consider using the buildings as cover to engage the reinforcements.

If I were to do this loud, beneficial class roles may include:

Team Leader

Automatic Rifleman

Rifleman

Demolitions

Grenadier

Sniper / Designated Marksman

A stealthier approach might utilize a:

Team Leader

Rifleman

Sniper / Designated Marksman

You don't have to take pictures and mark them up like I did. I only did it to serve as a visual aid for the guide.

--- Team Composition ---

Now that you have a mission to complete, you need to set up your squad. With a maximum of four squad members, you can only bring a limited amount of equipment (if you set restrictions with those you play with), so plan accordingly.

Think about what you really need for the mission. The Team Leader role is mandatory, so you have three options to chose from. Having a rifleman is usually standard practice.

If it is a demolitions mission, somebody specializing in demolitions is a given. Are there any vantage points nearby? If so, you may benefit from a sniper, designated marksman, or automatic rifleman.

https://steamcommunity.com/sharedfiles/filedetails/?id=2031798103

--- Insertion Techniques ---

Once you have the mission planned out to some degree, you need a way to get into the area of operations.

Land


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There are two main ways of entering the area of operations on land: On foot, or in a vehicle.

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Entering the mission area on foot is the lowest-profile method of insertion. It allows for easy positioning for recon, assault, or defense against a variety of threats.

Advantages:

Very quiet.

Easy positioning.

Access to infantry weapons.Disadvantages:

Very slow.

Cover depends on the mission area.-------------------------------------------------------------------------------------------------------

Ground Vehicles can be used to enter the mission area if there are roads or easy to maneuver terrain. They can provide a tactical advantage in combat as a mobile weapons system or as mobile cover.

Advantages:

Fast insertion.

Possible to drive through security checkpoints if you have the right vehicle.

Can offer mobile protection or weapons.Disadvantages:

Relies on roads or relatively even terrain (unless you are able to not damage your vehicle on hills).

Vehicle armor is weaker than you would expect.-------------------------------------------------------------------------------------------------------

There are three main classes of vehicles.

Civilian vehicles can be found on any road and in towns, cities, and villages across Bolivia. They lack armor, but most of them are fast enough to escape danger.

Advantages:

Most of them are fast.Disadvantages:

Little armor.

No weapons.

Can't sneak past enemies or through checkpoints.

Lightly armed vehicles are commonly found in enemy bases or patrolling Bolivia. They are equipped with a minigun that is used by the gunner.

Advantages:

Most of them are fast.

Medium armor.

High protection (unless you're in a buggy).

High rate of fire gun.Disadvantages:

Requires 2 people to be most effective.

Miniguns aren't that accurate.

Heavily armed vehicles, most notably the APC, are capable of dishing out large amounts of damage while taking a beating (kind of).

Advantages:

High(ish) armor.

Explosive autocannon.

Passengers are protected.Disadvantages:

Slow and bulky.

Low rate of fire.

Horrendous oversteer.

Air


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Most air insertions involve a helicopter that can be quickly flown into the area of operations and dismount troops. There are three main insertion techniques involving a helicopter: Air to ground, air to water, and parachuting.

There are two types of helicopters that can be used for air insertions.

The MD-500 can be quickly flown around obstacles and can dodge SAMs easily. They are the fastest helicopters to take off and land, allowing for quick insertions and exits. It can be equipped with dual miniguns, rocket pods, or nothing.

Advantages:

Small and agile.

Able to easily dodge SAMs.

Fast take-offs and landings.Disadvantages:

Pilot and passengers are exposed to gunfire.

Lower health.

The UH-60 Blackhawk is bulkier than the aforementioned helicopter, but it compensates by having more armor and passenger-operated weapons. Given their slow nature and inability to dodge, they are weak to SAMs and go down in one hit. It can be equipped with pilot-operated dual miniguns, lock on missiles, or nothing.

Advantages:

Strong armor.

Lots of weaponry.

Passengers are protectedDisadvantages:

Slow and bulky.

Very hard to dodge SAMs.

Slow to descend and take off.

Plane insertions are also possible, but I don't find them as viable.

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An air to ground insertion is done by landing or hovering a helicopter and allowing the passengers to disembark on solid ground. The pilot should find a suitable place to land (i.e. a field, cliff, road, or roof} that can either be in line of sight of the enemy or not depending on the mission.

Advantages:

Quick insertion

Easy to leave if insertion is too dangerous.

Disadvantages:

One less team member initially (pilot).

Danger of ground fire.

SAM sites are a threat.-------------------------------------------------------------------------------------------------------

Next is an air to water insertion. This is also known as helocasting. The pilot should take care not to plunge the helicopter into the water as they hover above it and wait for the passengers to leave.

Advantages:

Minimal risk of crashing into trees or other obstacles.

Typically far enough away from a base to avoid detection.

If anything goes wrong, the water will cushion your fall.

Disadvantages:

One less team member initially (pilot).

Takes more time.

Risky due to danger of water.

Dismounted passengers have no way to defend themselves.-------------------------------------------------------------------------------------------------------

Using a parachute to land near your mission area is a quiet method of insertion. To start, your pilot should fly high into the sky to give the passengers ample time to examine the ground from above and deploy their parachutes.

It is advisable to set a landing zone for your team so you can all regroup and stick together.

Advantages:

Quietest approach.

Fast insertion once desired altitude is reached.

Disadvantages:

No protection if spotted.

Takes a long time to reach high altitude

One less team member unless the pilot wants to jump out too. If they do jump, then the crashing helicopter may alert the enemies.

Water


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On-foot water insertions, either through normal swimming or SCUBA diving (stealth swimming and imagination) are a quiet way to enter an enemy-controlled area. This may start from a boat, a helocast, parachuting, or from the shore.

Advantages:

Very quiet.Disadvantages:

Can be hard to get out of the water undetected.

No defense in water.-------------------------------------------------------------------------------------------------------

Small boats are an underlooked method of inserting via water. Most of them are highly agile and have space for the whole squad.

Advantages:

Fast.Disadvantages:

Everybody is unprotected.

There are four types of boats that are viable for use.

The wooden civilian boat leaves everybody very exposed and doesn't have the speed to compensate for it.

Advantages:

Can carry full squad.Disadvantages:

Everybody is unprotected.

The dinghy is a fast craft with space for several passengers, but it lacks protection or weaponry. Their primary use should be stealthy insertions or fast exfiltrations.

Advantages:

Fast.

Can carry full squad.Disadvantages:

Passengers are unprotected.

No weapons.

A small river-patrol boat requires the squad to split up, as there is only a driver and a gunner seat. Two of these boats can be combined to secure a beach or a stationary barge.

Advantages:

Fast.

Armed.Disadvantages:

Passengers are unprotected.

Cannot fit full squad.

A larger gunboat is ideal for situations where there are many enemies near a river or a lake. There are 2 side-mounted miniguns and one front-facing minigun, leaving all directions covered except for behind.

Advantages:

Fast.

Heavily armed.

Medium armor.

Can carry full squad.Disadvantages:

Passengers are unprotected.

Back is unprotected.

Can only be found at the Northern outpost in Caimanes and is a pain to get out.

--- Picking A Landing Zone (LZ) ---


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Landing zones are necessary for troop insertion and extraction via helicopter. They are where the helicopter lands or hovers slightly above the ground.

When picking a landing zone, consider...

The rotorspan of the helicopter.

Hostile contacts in the area.

Enemy air defenses (SAMs).

The mission objective.

Helicopters with a larger rotor radius like the Blackhawk require a larger LZ than helicopters with a smaller rotor radius like the MD-500.

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Types of landing zones:

Open landing zones:

Open landing zones are typically farm fields, salt flats, and air strips. There are minimal or no obstacles to keep an eye out for when landing. Pilots can either land or hover just above the ground. All kinds of helicopters can land on this terrain easily.

Advantages:

Little to no obstacles.Disadvantages:

Little to no cover for infantry and helicopter.

Obvious landing zone, enemies may spot you.

Landing on low hills:

Hills with a slight elevation are simple to land on as long as you watch out for trees and rocks. You can either land or slightly hover on the side of low hills. All kinds of helicopters can land on this terrain easily.

Advantages:

Few obstacles.Disadvantages:

Height variations may be difficult to land on.

Landing on steep hills / mountains:

Steep hills and mountains can be tricky for inexperienced pilots. Try to find an area with no trees or rocks. When dropping troops off on this kind of terrain, make sure you don't actually land the helicopter. The MD-500 helicopter is best suited for this kind of LZ due to its smaller rotorspan.

Instead of landing, push the front of the helicopter close to the side of the hill without hitting it. The side rails should be close enough to the ground for your troops to dismount without taking damage.

Advantages:

Doesn't rely on flat, level ground.Disadvantages:

Easy to crash into mountain.

If done wrong, infantry might get hurt from falling.

Landing on ridges:

Ridges and tops of hills are mostly easy, but there is still a risk of falling off. When landing or hovering, aim for long stretches of relatively even terrain to land on.

Advantages:

No major obstacles to deal with.Disadvantages:

Slight risk of hitting rocks.

Obvious landing zone, enemies may spot you.

Hovering over water:

Choosing to hover over water is a great way of avoiding terrain obstacles, but it has the risk of sending your team into the water. This is the landing zone used for helocasts.

Advantages:

No obstacles to deal with.

Level terrain.Disadvantages:

Very easy to crash into the water.-------------------------------------------------------------------------------------------------------

Landing in cities:

Cities offer more landing options than other places, but they also have more risks. There are usually high concentrations of enemy forces in cities, so they aren't as valid for stealthy approaches. The number of buildings and other obstacles make landing with the Blackhawk much more difficult, so I prefer to use the MD-500.

Open landing zones in and around a city include sports fields, open dirt patches, main roads, airstrips, and outskirts. All helicopters are able to land in these zones if you keep an eye out for obstacles.

Advantages:

Few direct obstacles.Disadvantages:

Hard to find in cities.

Landing on roofs is a dangerous move if you aren't careful. Don't try to land on the roof itself unless you can find one with no obstacles. Instead, try to hover the helicopter on the side of the roof and load or unload your troops one side at a time. I find the MD-500 helicopters to be the best at this because of their smaller rotor span.

Advantages:

Good vantage point for troops.Disadvantages:

Little to no cover for helicopter if spotted.

Obvious landing zone, enemies may spot you.

Easy to crash into side of building or hit building with rotors.

Courtyards:

Most courtyards in-game are big enough to fit the MD-500 style helicopters. The walls of the courtyard provide excellent cover for both the helicopter and the infantry who are boarding or unloading. Just be careful about hitting the walls or other small obstacles in the courtyard.

Advantages:

Lots of cover for infantry and helicopter.Disadvantages:

Easy to hit walls.

--- Utilization Of Air Support ---


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If you get dropped off by a pilot and have a 1-3 person ground-team, consider having the pilot find a place to stay until they are needed. Preferably have them go far enough away to require a few minutes of travel time. If you are facing heavy enemy presence and need them cleared, consider calling in air support.

The two helicopters that are best at close air support are an armed MD-500, or an AH-1Z Viper. The former can use rocket pods to soften an area or concentrate on single targets with the minguns. The Viper is best at dealing with vehicles and large groups of infantry.

While the Viper can be operated solo, it has a gunner seat that can fire a machine gun at softer targets. This is especially useful if you are unable to use rockets due to possible collateral damage. Keep in mind that this requires a second player, so you would only have two people on the ground.

As an infantryman, you can fire a flare on the ground where you want the helicopter to attack. This makes it easier to see the target from the sky.

Later, the flare can be used to mark an extraction point, so make sure to communicate the meaning of the flare to your pilot beforehand to avoid friendly fire incidents.

--- Exfiltration Techniques ---

Now that the mission is complete, you need a way out of the AO. The techniques used will be the same as the insertion techniques.

Land

Escaping on foot requires the least amount of preparation, but it is also one of the most dangerous if you poked the hornet's nest.

Advantages:

No preparation needed.

QuietDisadvantages:

Slow

Good luck escaping a high UNIDAD level on foot.-------------------------------------------------------------------------------------------------------

Vehicles on the other hand are a much better option. They offer enough speed and protection to help you escape with ease.

Advantages

Usually very fast.

Protects the passengers.

Allows for easy HVT extraction.

Very common.Disadvantages:

Takes time to find and get into.

Air

Helicopters are the easy way out. Just hop in and your extraction will be easy. If you have a designated pilot who needs to travel to the LZ, consider firing a flare on the ground to alert them to where you want to be picked up.

Advantages

Very fast.

Usually has defensive weapons.

Room for HVTs.Disadvantages:

Very loud.

Weak to SAMs.-------------------------------------------------------------------------------------------------------

Planes weren't mentioned as an insertion option, but they work well for extraction if you need a fast exit.

Advantages:

Very fast.Disadvantages:

No defensive weapons.

No room for HVTs.

Very loud.

Water

Swimming out of the hot zone is good for a stealth approach, but isn't viable if you go loud.

Advantages:

Very quiet.Disadvantages:

No way to defend yourself.

Slow-------------------------------------------------------------------------------------------------------

Most boats offer a faster method of escape and are good if you need to leave fast and are under fire.

Advantages:

Very fast.

Common near water.Disadvantages:

Everybody is exposed.

No room for HVT extraction.

If You Have Anything To Add Or Any Corrections To Make, Please Let Me Know In The Comments.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2217703464					

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