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31-10-2011, 02:46 PM #981
Cross posting from the folk forum:
Jolly good session all, thanks to the CiA types for joining us and thanks to Fer for organising the joined up nature of the session.
Bravo Fireteam Leader
LeFuz (AR), head (AAR) and Harlander (RPG)
As Unaco placed his map markers on the map during the briefing I realised that something was very, very wrong. Most of the fireteams were arrayed against the blocking force, with only Alpha and Bravo (myself and Bodge's element) positioned to combat the heliborne forces. This is the opposite to how we usually play this mission, and even with most of the team facing the drop zone the black turbans usually at least give us a bloody nose. Nervous but grimly determined I led my fireteam into the house which Unaco had alotted us. Harlander and head asked several times if we were in the right house, and each time I responded in the affirmative. Only the arrival of Bodge's unit in the same house made me realise that I was actually in completely the wrong place.
We decamped across the street to another building and immediately opened fire on a hostile squad which was very bunched up along the road, between my fireteam and Bodge's they were wiped out in seconds. I'd raised concerns about the enemy flanking us to the south in the briefing, but Unaco hadn't seemed very worried (it's almost as if we were a minor, expendable part of his wider plan! Ridiculous, I know.) so I detailed head with watching our flank. Unfortunately the enemy had moved much faster than I anticipated and one squad was already level with us, and another squad was close behind them. Everyone in the fireteam opened up, barraging them with rifle and grenade fire.
I pulled part of the fireteam back to a house with a slightly better view of the southern flank, and we mopped up the last stragglers from this vantage point. Unaco ordered Bodge and I to rejoin the main force which was assaulting the mechanized infantry, so we pulled back in a beautifully executed bounding manoeuvre. When we reached the main force it was apparent that due to the abnormally large size of our platoon there wasn't any cover for my squad available, so I decided to move us forward to an orchard in front of the main force. I noticed that the enemy BMP was not destroyed, so I quickly ordered head to get in the gunner's seat to defend us from the inevitable onslaught from the other BMPs. At this point Harlander was shot by an enemy straggler, but it was smooth sailing from then onwards, with head killing the few remaining infantrymen and taking out the last BMP with a Konkurs missile. We soon reached the end which prompted a salvo of friendly RPGs aimed towards our BMP.
Charlie Squad RPG gunner
Wolfenswan (FTL), Xenu (AR) and head (AAR)
The leader of our Glorious Liberation Cell (Fer) came up with an innovative plan to simultaneously guard the caches whilst also denying the invading capitalist pigs a wider area of Zargabad. Head was designated as camper of the south-eastern cache, whilst myself, wolfeswan and Xenu set up camp in buildings around a crossroads in the north-eastern part of the city. After a few minutes wait we heard humvee engines, and I saw faint outlines of vehicles and men in the dead ground to our west. I fired an RPG at a humvee, disabling it but leaving its crew unharmed. I moved from my first floor balcony position to the ground floor, and saw the rough outline of a US army soldier. I fired a couple of rounds into his back, but waited a split second too long to make sure that he was dead and not incapacitated: a humvee gunner winged me with a .50 calibre bullet, incapacitating me. I was trapped behind a wall, with humvee gunners covering the route to my comrades. I bravely tried to crawl across the road anyway, but was executed in short order.
Whilst I didn't get to show my dominance over Iceraiser yet again, spectating the round was loads of fun. We howled when an enemy squad managed to sneak up on head, laughed when DarkTatka accidentally slipped of a roof, incapacitating himself (how we love Arma 2 physics). We cheered as Kenwort and Ayam ripped the last fully intact enemy squad to shreds and laughed again as DarkTatka painstakingly crawled into the compound Kenwort was defending, whilst the latter was occupied looting corpses.
Eventually David was the last (heavily wounded) Blufor man standing, and after gamely duking it out with the enemy (even managing to wound Unaco) he was cut down by our medic, Draakoon.
Sniper Team Leader
After giving the commander a quick sitrep on the location and disposition of the enemy column Blake and I started scouring the town with our night vision scopes to locate the enemy vehicles. We marked all three of the Zu-23 trucks, three of the four unarmed trucks and a couple of technicals. When the main unit touched off their satchel charges, initiating the ambush, the enemies in the town became alerted, and infantry groups started to move towards the sound of the explosions, which would cause us a lot of grief later. I was then notified by the commander that my markers were disappearing, and we weren't able to solve this incredibly annoying bug. I resorted to giving grid references for the Zu trucks, figuring that they were the most important things for us to keep tabs on.
As the main force checked that all the enemies were dead and regrouped, I realised that if the entire platoon of around 35 people moved towards the town from their present location they would be packed tighter than sardines, and having been on the receiving end of explosive 23mm Zu shells before I knew that our entire platoon could be wiped out in seconds. I suggested that the Hind be used to move a few fireteams to another angle of attack, and the CO decided to do this.
The part of the force which was not being airlifted began to move towards the town, Blake and I helped to take out a few of the infantry groups who were moving towards the ambush location and gave Foxtrot some information on what hostile forces they could expect ahead of them. At this point more hostiles suddenly shot Blake from close range, incapacitating him. This was another fireteam which had been alerted by the satchels, and which we hadn't spotted as they climbed up the hill towards us. We blazed away at point blank range with our Dragunovs and took them out. As I waited for the medic to come and heal Blake I realised the the western Zu-23 was traversing. I thought that it had spotted the Hind, so I tried to kill the gunner or at least distract it by opening up with my SVD, but I was soon shot in the face by the cannon. Come to think of it the gunner was probably traversing towards the muzzle flashes from our close range engagement rather than the Hind.
Good games all, I hope we can play with CiA again at some point!
31-10-2011, 03:36 PM #982
- Join Date
- Jun 2011
During Cacheola, special mention should go to our amazing flanking maneuver under the enlightened leadership of Liqourish.
We moved around after engaging the enemy, with the intention to flank them. We did but then we spent 3-5 minutes saying 'can you see anything' 'no you?' 'i cant see anything' etc. Finally we opened up and very quickly died.
I blame the PPK. and of course Liqourish for the huge fail! and myself, but only a bit.
Moonless was pretty boring for my squad I think, we didn't really do anything. But we survived and that's what matters, right?
On a more serious note, it was quite noisy on comms last night and I could not make out VON half the time. Might we consider a whisper-like system for the night where there are a lot of people?
31-10-2011, 03:53 PM #983
31-10-2011, 09:37 PM #984
I am soooo behind with my cross-posting. Here's something for Folk session on 16 October 2011:
Sundays that start before 0700, pass entirely in the office or commuting, and end after midnight are not cool. Reading this AAR thread is.
Firstly, thank you to comrade Bodge for stepping in at the last moment and running the session. Judging by what I heard during a brief connection to TeamSpeak, chatter in Skype and Steam, and of course this AAR thread, it sounds like he ran a great session. I'm very grateful that the Folk sessions can call on such a super pool of mission makers and session hosts.
Secondly, this might sound like a formality (because I try to do it at the top of every AAR thread), but thank you to all the comrades who participated. Folk isn't a group and it doesn't have an attendance requirement (nor will it), but I like to think that everyone understands this dynamic: great people attract more great people, so when you make the effort to play you attract others, and healthy player counts give us so many options. Yes, great people also attract malcontents like the traitor Ansob, but revolutions are not supposed to be easy ;)
Lastly, thank you to posters for sharing their experiences here. If you've ever wondered what the point of AAR threads is, here's my perspective: Above all, we're not playing ArmAx to *win*, we're playing it to enjoy the shared experience of tackling some challenges with friends. Win, lose or perish in the fiery embrace of a Grad, I don't really care so long as I'm shooting a rusty AK with good-humoured farmers; frequently, it's our ability to laugh at our epic failures that makes me glad Tigershark, Xiathorn, Headspace and I talked ourselves into making the Folk sessions happen at all. In my professional life I'd probably make a slide about 'constructing a shared narrative', which is absolutely how one has to describe 'telling stories' to executives. Hence the AARs, which are - along with FRAPS footage - a way of swapping stories, both with others who were there (but in a different fireteam / drunk), or absent, or not even a comrade at the time. The stories are as much a part of the session as the missions, and reading about comrade Joseph's antics with a stolen jet is almost as good as getting to be in the mission. And shouting at him.
31-10-2011, 09:39 PM #985
And here's something for Folk session on 23 October 2011:
A1 FTL (CO): AstuteCat
|- AR: Suicide Perkies
|- AT: Fer
With three fireteams AstuteCat didn't have the luxury of a grand plan, so he opted for something simple: approach the city from the west and make the mosque the first objective, with one fireteam each dominating the east-west avenues north and south of the compound, and the third (his own, A1) acting as the mobile reserve in the centre.
As it happened, A1 was able to enter the mosque compound unopposed. I was driving the hummer and brought it to a stop in the eastern gate. For a few moments we hovered there, AstuteCat dismounting to find a safe position and co-ordinate the next phase, Suicide Perkies traversing the M2 to cover the street ahead. I heard voices over VON and then spotted a head in an upper storey window across the street. Too late I shouted the warning - the vehicle was hit by something (mercifully not an RPG), and I was running back into the compound before turning to see if I could fire off some shots in return. Near the hummer, Suicide Perkies was dragging AstuteCat, and to our north and south we heard the crackle of rifle fire as the other fireteams engaged targets across the eastern street. Grenades were coming in towards my broken vehicle, but TBH I was grinning at this creation of a frontline (you hope it will happen when writing such a mission).
The initial engagement subsided, though it was deliciously indecisive. We crossed to the next block and continued the fight, trading sporadic shots with unseen aggressors. Encouragingly, over radio we could hear that comrade Sulphur's fireteam had found a cache and there soon followed the reassuring explosion of it being neutralised. We moved across a courtyard and got up high in the far buildings, but in this movement I became separated from my comrades. It was no more than the next rooftop, but instead of returning I mistakenly held station and began to act semi-independently. It was a stupid error because it deprived my comrades of vital situational awareness, and probably led to all our deaths.
Comrade Sulphur's team had shifted again to support the third fireteam, and were engaged. Separated, AstuteCat, Suicide Perkies and myself were attempting to move southwards and regroup, but we were being hunted. AstuteCat died first, alone on the ground. Suicide Perkies was shot and incapacitated on the rooftop above, and as I climbed to the rooftop of a building across the street (to see if I could get the jump on his attacker), I walked into the sights of (enemy) comrade IceRaiser.
Though we had all died in A1, the survivors found a second cache and set to work destroying it. Amusingly, their efforts were less than optimal and the wretched thing wouldn't explode - giving then hunter IceRaiser vital moments to close in on them. Alas for him, there were just too many BLUFOR guns left active, and the mission was won by attrition.
Congratulations to AstuteCat (for a nice, simple plan) and Sulphur for carrying the day. Comrade IceRaiser is a stone cold killer.
|- AR: Headspace
|- AAR: AstuteCat
|- RPG: SvDvorak (sp?)
Comrade Bodge did a lot right with his plan: organising us like some naval squadron in the sand, he created a line of PK technicals to our front, supported by a second line of specialists: the HMG and MAT trucks. Through careful wheeling and dressing of the formation, we methodically brought our full fire to bear on a succession of infantry formations in the open desert, and for the first 10 minutes I think we dominated all comers without any return fires. This would change.
We had stayed out in the desert to the east, pushing southwards to some high ground to the south (about a third of the way down the map). At the foot of the low ridge my fireteam was the westernmost element, and after dismounting I spotted a lone BMP2 weaving its way towards us from the town. Comrade Bodge ordered a MAT team to bring up its SPG-9 truck and soon the enemy IFV was knocked out, its crew cut down mid-escape by our machine-guns. However, the cover afforded us by the ground to our south had worked for the enemy too. As we reached the low summit we realised to our collective horror that the enemy was upon us.
At close range, first a BRDM, then a BMP2 with dismounted infantry, inflicted devastating losses on our formation. Our anti-armour trucks were too cumbersome to use quickly, and soon another BMP2 was closing in across the open ground to the south-west, spitting lime green tracers. My fireteam's technical exploded and only Headspace survived with me as we had been dismounted at the time.
What followed was a ragged retreat to the west, as comrade Bodge attempted to rally the survivors near some storage silos. The enemy had closed in behind us as well, and anyone who stayed on the original hill perished there. I made it to the rally point alone, just in time to witness two fireteams (I think including comrade Bodge's command element) prepare to cross the main road in the face of a BRDM-accompanied enemy patrol. I fired the last of my rounds at the patrol as our survivors moved out, then found myself marooned and without ammunition. I turned, thinking to fall back into the desert but instead saw the enemy atop the high ground where my technical burned. I paused for a moment too long in open ground and was shot dead.
From death I watched comrade Bodge's almost solitary progress to the airfield, where the strangest thing happened. A voice claiming to be God contacted him, and advised him to walk, unarmed, up the main road. An enemy soldier executed him.
Congratulations to comrade Bodge, because that was quite easily the furthest we've gone in that mission.
|- AR: Headspace
|- AAR: AstuteCat
|- RPG: Harrakka
It was purple and dark and ultimately quite scary, but comrade Sulphur had boundless confidence in his own plan, and that made the difference. The plan was elegantly simple: the Shilkas would push up the road with a small infantry screen, whilst a fireteam would walk the high ground on each side of the valley. Charlie was tasked with the right flank.
We drove a truck up the first slope, dismounting near the top to begin our long walk. Keeping on line with the heavier units on the valley road, we swept along the axis of advance slowly, methodically identifying and engaging targets, sometimes shooting flares into the night sky to illuminate the battlefield. It was all long-range fire, and we mostly dictated our own pace.
In the town below the rest of the platoon was doing well, and by the time we announced the right flank area completely clear, comrade Sulphur was already forming up the rest of the platoon to attack along the final valley (to the south-east, on the other flank relative to us). Charlie was ordered to occupy high ground overlooking the final assault area, and upon reaching our waypoint immediately spotted a distant techical. We were also able to spot and mark a formation of enemy infantry that was moving quickly to flank our eastern-most units. Comrade Sulphur called for all fire to rain down upon the technical, so my AR and RPG men obliged.
The technical was knocked out and the main force advanced. We thought the enemy had been defeated, but we were mistaken. From the woods below out position, and more on the other side of the valley, rockets flew against the Shilkas. I don't know if any of our crews were killed at this point, just that instantly my fireteam was running down the slope and into the trees.
The enemy was there also, and in scenes like those from a bad Vietnam film, it was chaotic, close-range stuff. I saw the two we killed, but not the one that killed me. I'm told that in the confusion I ram past him and was shot in the back. It didn't matter: comrade Sulphur was victorious. Congratulations to all.
Let's just say the my perfect plan to draw the enemy over the bridge and smash them in a kill zone centred on the road took a blow when Gong-1 was exploded with the first shot of the mission. Thereafter we all died as the wave of enemy tanks crashed over our lines.
01-11-2011, 02:19 PM #986
Tactical tuesday again! I'd like to suggest two missions: Sulphur's Ride of the Valkyries, and Wolfenswan's Highway to Jahannam. We haven't done either of them properly yet. I can volunteer to try commanding in Jahannam, unless I'm dead tired, or someone experienced wants to step up.
01-11-2011, 03:49 PM #987
Leading Charlie Squad along the ridge I was the very first to die, hit by one of those annoingly accurate AK-goons. Nevertheless I enjoyed watching all the others waltzing their way to victory leaving nothing but scorched earth behind.
Leading Charlie yet again, we hit in building on the eastern edge of town and my RPG grunt (Joe) was the first to engage and take out one humvee. But both him and Xenu (AR) were taken out shortly after and i ran into town, trying to outflank the enemy. I think I managed to hit one of them through a window (the building got peppered with bullets shortly after but I was long gone) but then I got taken out by a M2 gunner while misfiring my rifle grenade.
Watching the action unfold was a joy though. Grand game everyone.
I was the CO Medic and shadowed Zwobot for most of the mission. The initial ambush was fun, especially with the Hind illuminating the night with MG tracers. After being redeployed to the West of the village I we kept pushing Westwards, I spotted the guys that got the Sniper Team (who promptly were disposed of) and fixed some people up. Though I hardly fired a shot during the mission I really enjoyed the epic and grand scale feeling of it made possible by the high player count.
01-11-2011, 10:46 PM #988
- Join Date
- Jun 2011
Apologies for the uselessness tonight! I realised half-way through that I didn't even listen to Mumble while playing (as usual). To be honest I didn't find the role very fun, too many things to be worried about, so I would prefer to stay out of it, unless the usual people are fed up of leading. In that case I will try again and be more concentrated.
01-11-2011, 11:04 PM #989
01-11-2011, 11:45 PM #990
Feedback from tonight's missions:
Wolf, how did you intend for this to be played? Rushing down the road non-stop doesn't work well, if that's what we're supposed to do then maybe lower the enemy count? If we have time to dismount and send infantry ahead of the vehicles, then it might work better remove some of the technicals and put in unarmed transport.
Ride of the Valkyries
1. Think of a better name. Puns preferred.
2. I was honestly quite bored that time around. We did have a couple of decent firefights in alpha, but we also spent a lot of time waiting around for air support. When we finally moved in on Nur we mopped up a few stragglers the Hinds had missed, then the end triggered. I'd like to play it with less air support (1 Hind and limited ammo + Huey for transport?), and some small infantry patrols to liven things up for the ground forces.
02-11-2011, 12:04 AM #991
AAR on TacTues Ride of the Valkyries:
The mission was to clear Anar and Nur of USMC. We had a command element, two fireteams, a sniper and two Hinds providing transport and close fire support. I was Alpha FTL with Qazi, Kelron and Fatbeard under me.
Alpha and Bravo landed east of Anar at the end of a small road, with orders to proceed into town. We took down the first defenders easily, blew up an armed Humvee with a MAAWS recently taken from the enemy, and then provided support to Bravo who were getting fired upon from a hill due north. CAS was called in and the Hinds cleared most of the hill, and after taking care of the stragglers Alpha was ordered to clear out the western part of town.
This is where it got hairy. Alpha was pinned down by fire from somewhere west, and an enemy squad turned up very close to south. There was a lot of hectic fighting, firing at random directions and smoke throwing, but when we finally managed to get our team back up and do a flanking maneuver from south-west, most of the area had already been cleared up.
After CO declared the town clear, Hinds returned to pick us up again and we headed for an LZ southwest of Nur, our squad reinforced with one StrangLove. The LZ was clear, and we proceeded on foot toward the town, marking infantry and vehicle sightings. There was an armed Humvee with some infantry support parked on the southern side of Nur, with potential field of fire covering our approach route, so I told the team to go low and called CAS on it.
Apparently the Hinds either didn't see it or had better stuff to do, because air support never arrived despite multiple requests. However someone called out an enemy Blackhawk heading our way, and Alpha promptly took it down by heavy plinking. It crashed nicely between us and the Humvee.
CO Draakon died around here, so I took overall command. Empowered by my newly gained rank I tried to call CAS again, but both Hinds were heading to rearm. Slightly frustrated, I ordered Alpha to advance using the Blackhawk wreck as cover. From slightly closer distance Alpha machinegunner sent the opposing gunner on the Humvee to a journey towards afterlife, and we provided same care to the infantry nearby, including some dudes at an unarmed bunker.
At this point Bravo had already been shooting at things in Nur proper for a while, and we were mostly doing mopping up. After a few close engagements a Hind rocket run was called in by Bravo, which apparently took out the last enemy hiding in the woods somewhere. And so Nur was won.
02-11-2011, 10:30 AM #992Wolf, how did you intend for this to be played? Rushing down the road non-stop doesn't work well, if that's what we're supposed to do then maybe lower the enemy count? If we have time to dismount and send infantry ahead of the vehicles, then it might work better remove some of the technicals and put in unarmed transport.
Technically the mission should work fine with the convoy moving at a steady speed but staying together and dispersing of enemies/ambushes when they appear.
Ride of the Valkyries
I agree with Kelron on the waiting part (though I had been gunning the Hind). There should be something to make it a bit more interesting for the grunts. Why not border off certain areas of the map as danger zone (otherwise they'd spot the Black Hawks) and in between them mark a few small pockets of AA vehicles that need to be taken out before the Hinds/Hueys can fly to Nur.
02-11-2011, 11:02 AM #993
- Join Date
- Aug 2011
A great adventure last night. My deepest and most heartfelt thanks to my co-pilot, Wolfenswan, for all his help guiding us towards targets and calling out the bearing for our destination, I couldn't have done it without you.
Also, huge apologies for my heavy landing (picture below), I'm very glad we were able to repair the Hind and get going again.
The old problem of too many voices again for me. With people on Mumble talking, I struggled to hear Wolfenswan's VOIP guidance so we could rocket the bunkers and other targets. To avoid going into the 'hardcore milsim radio discipline' area, I'll just say sometimes there's rather a lot of chatter.
Anyway, some pictures from our adventures last night!
Just actual normal, pretend he's not there.
People are starting to notice...
Ayatollah Inhumanei is sitting across from me, and he does NOT like me!
02-11-2011, 11:08 AM #994
02-11-2011, 11:31 AM #995
Cross-posting from the Folk forum (this is my AAR post from the [Sun] 30 October session):
DC Medic: Fer
Comrade Unaco didn't hesitate to outline a plan that called for Alpha and Bravo fireteams to lay down their lives so that the rest of the platoon might be bought enough time to punch through the blocking force and drive onwards to freedom. And that's why comrade Unaco would get a medal if we handed those out here, because if it's one thing we adore in the Folk sessions, it's a plan that features certain death.
The second thing we adore is plans that go wrong, and in their abject failure to die heroically under the onslaught of the enemy helibourne forces, Alpha and Bravo ensured that the plan went awry. But in a good way.
Whilst CO, Charlie, Delta, Echo and Fox, plus the MAT and MMG elements formed up in a line to advance on the blocking forces, Alpha and Bravo headed 100m west and prepared an ambush for the sweeping force. As expected, our two westward fireteams were the first to be engaged, and soon I was hurrying away from the safety of the platoon to patch up wounded amongst those elements. Comrade Unaco even wished me a pointed 'goodbye' over TeamSpeak, having earlier promised to visit the wives of every 'hero' in Alpha and Bravo. Individually.
It was intense with the ambushers, but they were holding their own, and little by little they stalled and then rendered ineffective the helibourne troops. Under cover of smoke we all pulled out, rejoining the rest of the platoon, which by now had begun to engage the blocking force.
I can't tell you much about what happened in the advance, only that I was soon up on the left flank, high on the side of the valley, tending to what I think may have been the last survivor of a fireteam (Charlie?). Then I was scrambling down the slope, having collected an RPG-7 and some rockets from a fallen comrade. On the road, an enemy BMP-2 had been disabled, and soon it had fallen into our hands, whereupon it was pressed into service for the cause of building a socialist agrarian utopia.
As the clanking beast moved up the road I met up with our MAT team and handed over the RPG gear I'd saved, and watched from cover as at least two further enemy BMP-2s were destroyed or captured. From being the cornered, ill-equipped force of farmers that OPFOR sought to crush, we had become a mechanised contingent with no small amount of firepower. From here on in it was almost a cake-walk as we rolled up the remaining enemy and entered the town, not as fugitives, but as liberators.
Congratulations to comrade Unaco and all other comrades.
There are many ways to defend in this mission, and with 15 brave comrades at my disposal I decided to try two. At the same time.
Firstly, I adopted an area defence. The district was divided into quadrants, with Alpha in the north-west, Bravo south-west and Charlie south-east. The north-east quadrant contains too much open ground, so I just ceded it. The brief to each fireteam was simple: spread out, wait for the enemy to get close, then use hit and run tactics. It's about knowing your escape route before you pull the trigger, firing from deep inside buildings, and being gone when the return volley arrives. MAT and the medic roamed freely in the centre, whilst I took up residence on a rooftop to the south.
The second tactic was to leave a solitary camper at each cache. Ideally hidden in a nearby building, the camper's role is to wait for BLUFOR to cluster around a cache, then ventilate them with AK fire. Those crazy Finns from LDDK used this against a combined Tier 1 / Folk platoon last year, and to great effect. I'm sorry for the campers, as it was very dull for them, and for that reason I probably wouldn't select this tactic again.
BLUFOR came in from the north- east, and it was Charlie that first engaged the enemy. I couldn't see the action, but the unmistakable light of burning vehicles soon illuminated the sides of buildings to my north. One hummer had been destroyed, but our other rockets had not found targets. Having traded blows, the platoons circled each other like wary boxers. Alpha attempted to flank the enemy and attack from the north, whilst Charlie hunted in the east. The next 5 minutes felt indecisive, as BLUFOR appeared to cluster in the centre of our triangle of fireteams, not quite breaking out but still managing to wear us down until only Bravo and the MAT team were still at full strength. I opted to consolidate my own forces.
All three of our caches were near our southern edge, so I collapsed the platoon back onto the bottom edge of the triangle: Bravo to the west, MAT team in the centre, myself on the east. Further east still, in an isolated compound, one of our caches was about to be found by a flanking BLUFOR patrol. However, it was Bravo, back in the heart of the city, that was engaged next. I sent MAT to their aid as we lurched west, only to spot a hummer parked near the eastern-most cache. I lurched east now, bringing the MAT team up to rocket the hummer. The turret gunner was quicker in the draw and I watched my RPG man crumple to the ground (by now I was on a rooftop). The hummer drove into my line of fire, entering the built up area again from the east, but the traversing turret was almost staring at me, so I froze. I should have run down the stairs and out, but I thought it might be possible to fire on a tire and render them immobile. As I prepared to do this, an enemy automatic rifleman mounted the stairs and shot me to death.
From death I watched as the surviving insurgents won a mini-war of attrition with BLUFOR, the enemy eventually down to one man. Not a crushing victory for my side, but at least BLUFOR won't be eating our stockpile of Haribos (because that was what was in the caches).
|- Medic: Suicide Perkies
Comrade Zwobot is a brave man. Within less than 2 hours of meeting the majority of players on the server, he stepped up to command a full platoon of six fireteams, three attachments and a helicopter gunship. I take my hat off to him, because it can be daunting enough doing that when you know 99% of the comrades involved.
We opened with a classic ambush: satchels on the road and the platoon split across high ground to the north and south. CO took Alpha through Charlie and the MAT team to the north, leaving me with Delta through Fox and the MMG team to the south (although in the darkness, Echo wound up on the north side and it was simpler to leave them there for the ambush). Off to the north-east, the sniper team was busy marking targets in the search area, and the gunship was circling around to loiter somewhere to our south. The enemy column played its part almost to perfection, walking into the kill zone in an orderly fashion. A negligent discharge from one of our comrades gave the enemy a fleeting moment of awareness before our FTLs detonated their satchels and everyone else opened up. I don't think we lost anyone in the exchange, but the valley floor was littered with enemy bodies.
My half of the platoon was charged with the mop-up, and we scrambled down the hillside to finish off any survivors and recover useful assets (such as RPGs). Just before this, our gunship had raked the road with chain gun fire, killing any remaining enemy stragglers. It was brutally effective. When we were sure we'd completed our task, I formed us up in a line: Delta up the slope to my left, Echo with me on the road, Fox up the slope to the right, and MMG team a little way back. We were ready to advance on the town.
Comrade Sulphur had a suggestion, and normally this would be enough for me to have him detained, but it was actually a good suggestion and resulted in some neat stuff. Comrade Zwobot liked the suggest too, and so it was that the gunship touched down at the ambush site and began ferrying the CO's half of the platoon to landing sites west of the search area. This was not without incident, because enemy patrols appeared on high ground in front of my formation and opened up. We exchanged fire and were victorious. The platoon was soon ready for a two-pronged advance on the search area, with my formation setting off first.
We moved in rushes of 20-50m, and engaged the enemy several times during our progress to the town. On our right, Fox (later joined by MMG) had to contend with several vehicles. To our left, Delta had to cover a lot of open ground, and so it was perhaps unsurprising that it was first to reach the cover of the outer buildings. The advance was not without cost - a truck-mounted ZU-23 had moved towards us and I understand that it knocked out the sniper team (so poor comrade Sulphur never got to see his suggestion fully implemented). We also lost Delta FTL, comrade Tigershark.
With the CO's formation moving in from the west, our formation was now holding the southern end of the town. Resistance from the centre was light, but Delta was coming under fire - the enemy had managed to get a large patrol onto the hillside behind us, near the last location of our sniper team. Everyone reacted quickly: once we'd located the targets, half the platoon was firing. I watched a single straggler running down the hillside towards the town, where I was safely ensconced with Echo and Delta. I put a few rounds downrange at him and saw him fall (though it was most likely to a shot from someone else - my shooting was lamentable that night).
The rest of the mission was essentially a exercise in mopping up the remaining target vehicles, a task accomplished by infantry and gunship. We had been victorious. Congratulations to all involved, but especially to comrade Zwobot for stepping up to take CO.
I'd like to offer a few further reflections on the session:
1. From my perspective, the CiA comrades seemed to fit right into the style of the session from the very beginning, and from 5 minutes into the first mission it felt like we were playing with regular guests.
2. On a related point, I'd like to say thanks to all our regular Folk and ARPS comrades for making the CiA contingent feel welcomed. It's easy to take good people for granted, but we should be proud of ourselves for being able to invite an established group into the session and mix in together so well.
3. I really hope that the session demonstrated just how interesting our options become once we have a player count of around 30. It's not just about being able to play adversarial missions - it's just as much about larger coops and even ones where combined arms make sense. We don't have the luxury of 10 guests from CiA every Sunday (they have their own session), so if you enjoyed this session I hope you'll think about ways in which you might help us get to those numbers on a regular basis.
4. The comms were a bit noisy last night, but never terrible; perhaps more importantly, I thought people were very good about keeping the banter in chat when it was important to clear TeamSpeak, and the traffic was down to numbers more than anything. We have a documented approach for using channel commander to cope with larger platoons, and if our numbers are this high again I'll ask that we employ it.
02-11-2011, 11:52 AM #996
- Join Date
- Jun 2011
That photo with all the dead men in the truck is creepy. I suggest we use it as our logo from now on!
For Wolf's mission, it is apparent run and gun doesn't work, the turrets cannot turn quick or wide enough to kill all enemies on the road. I think it just needs more calm from the drivers, and maybe a good spotter on the front? Yesterday us and the first car we panicked, run ahead at full speed without realizing other cars had stopped behind us, so we were on our own and when we eventually stopped, we got slaughtered... I think generally a spotter would be good? Maybe an unarmed helicopter? or just a unit of 2 snipers with orders not to engage, just spot?
02-11-2011, 02:06 PM #997
I was driving the lead car and it's really hard to know what do when we run into a squad of enemies in pissing range. Stopping would be suicide, racing on like I did doesn't really help either. We really need a plan that involves infantry dismounting before likely ambush locations, rather than everyone either gunning or driving. Technicals behind infantry are great, technicals by themselves at the front are not.
02-11-2011, 02:17 PM #998
- Join Date
- Jun 2011
02-11-2011, 04:54 PM #999
- Join Date
- Aug 2011
There wasn't much of a plan in the first mission apart from 'drive to the checkpoint'. This came to a head when Joe noticed quite how long things were taking in the second half. Once we'd taken the base, we were all gathering equipment and the next thing I knew everyone had driven off to the next village to destroy the armour.
02-11-2011, 11:57 PM #1000Originally Posted by kataras