C3 AR (effective FTL): Fer
|- RPG: Grizzly
Comrade Draakon's Charlie squad was to hide in the green zone itself, away from the road, until after the punishing RPG fire of Alpha and Bravo (up on the western ridge) had halted the enemy convoy. Then we were to leap out and murderise the enemy troops as they fled from their burning vehicles.
It didn't work out that way for Charlie 3.
I began by hiding in the wrong building, so that we were with Charlie 1 to the south when we should have been with Charlie 2, then the most northerly fireteam in the green zone. When the ambush kicked off, comrade Grizzly and I ran northward, keeping as much distance between ourselves and the road as practicable, until finally we reached Charlie 2 and the cover of a low wall.
Almost immediately, I saw enemy infantry up ahead of us. Charlie 2 was focused on the road so we called out the contact and began to engage. Unfortunately, something engaged me back. Much more accurately.
was the very first mission written for the Folk sessions. It was inspired by some of the AARs in the excellent book about Soviet Afghanistan, The Bear Went Over The Mountain
, and the Gillian Welch song, I dream a highway
Juliet FTL: Fer
|- AR: Waffly
|- AAR: AI / Skadoo (???)
|- RPG: Cheese
I knew we were going to beat Finale
Obviously, this was largely down to my faith in our extra revolutionary fervour on this anniversary, but the fact that we were throwing more than twice the usual number of comrades at the mission was going to help. Also, in the mission test earlier that day I'd witnessed comrade Sulphur's new plan for deploying our oft-exploded BMP-2, Gong-1, and it was brilliant.
Comrade CO Bodge split our 10 fireteams into two platoons, with the second coming under comrade DC Wolfenswan. Whilst first platoon, Gong-1, the HAT team and a hastily improvised SPG-9 crew prepared to hold the bridge, second platoon made a rapid dash across the river to the village of Shabaz.
Juliet, my fireteam, was given the task of being the most southern element, peeping out of a gap in the wall of a compound to the south-west of the village. Leaving my AI AAR in the safety of an inner compound (to await a JIP player), I had comrade Waffly deploy his M60 so that it covered the fields to our south, with comrade Cheese acting as his personal security. Leading a fireteam called Juliet meant I could call out things like "Enemy infantry 100m south of Juliet!", which made me smile. And when half a dozen enemy T-55s and several squads of infantry breeze past you (and your singular RPG-7 launcher) at close range, anything that makes you smile is a good thing.
When the first wave of attackers was fully engaged by first platoon, we emerged, taking up positions on the western side of the village and slamming our rounds (rocket and rifle) into the enemy's flank. Darkness and long ranges meant it was no cake-walk, and we took casualties. Comrade Cheese fell a split second before he could launch an RPG into the front of the tank that killed him, but another nearby fireteam eventually avenged his death. After what seemed like a very long time, we had dealt with the enemy's armour, and now turned our attention to the infantry, which remained numerous and was still advancing.
Spotting for comrade Waffly with my binoculars, we spent the next few minutes engaging distant infantry contacts to our south-west. The enemy was attempting to send in black turbans - elite AI infantry - but the relatively open ground left them dangerously exposed to our M60 fire, even at relatively long range. Other fireteams joined us at our position and soon my AI AAR had been replaced by a human player (and new face) Skadoo (???). I didn't recognise the name, but this new comrade certainly knew how to slot right into our way of playing, so I left him and Waffly to continue their important work with the M60.
I had been listening to the chatter on CC: first platoon had taken a hammering and comrade DC Wolfenswan had inherited overall command. Instinctively - but in retrospect quite inappropriately for an FTL, for which I apologise - I dropped back 10-20m to get eyes on the bridge positions, as I was concerned that enemy infantry might slip through our lines and end the mission prematurely. Clearly, some were still operating in the vicinity, and my reward for moving about alone was to die instantly, shot by an unseen enemy.
From death I watched with no small amount of pride as comrade DC Wolfenswan managed to rally our remaining troops, deal with the remnants of the enemy' assaulting forces and finally oversee the capture of the opposition's field HQ. The final objective being taken by the brave - some might say foolhardy - comrade Tigershark, whom everyone had expected to die long ago.
Note: Some comrades have expressed concern at finally beating this classic Folk mission, but I'm not at all sad. Finale
was written at a time when, despite the best efforts of the hosts, I feared the Folk sessions might be coming to an end. The original had only 10 playable slots and was designed to be nearly impossible. If Folk was a cheesy war film, Finale
would be the closing scene, our slow-motion deaths interspersed with flashbacks to smiling, cheery earlier scenes, all set to the soaring synthetic strings of Para One's wonderful track, Finale
(which is from the soundtrack of a French film about lesbians and synchronised swimming, but that's a whole other story). Having to spend the afternoon re-editing the mission to more than quintuple the original number of slots? That didn't make me sad at all. Eras end - the trick, comrades, is finding our next
Bravo 3 FTL: Tigershark
|- AR: Toppometer
|- AAR: Grizzly
|- RAT: Fer
We're not very good at convoys, so it took BLUFOR a little while to get itself organised and on the move. Comrade CO Unaco's plan called for a long drive down the riverbed to jumping-off points south of the city. On the way, in our vehicle comrade Grizzly shared his view that this type of moment - the lulls before and between action, when you get to soak up the atmosphere of the environments - are part of what makes the ArmAx games so enjoyable. Looking out from the cupola of our up-armoured HMMWV, it was hard to disagree. Whether it was the moment when we RV'd with Alpha's column, pausing in the sand as they crossed in front of us then seamlessly dropping in behind, or the view down the riverbed as the whole platoon's convoy snaked around the bends, not
shooting people in this game can still be hugely enjoyable.
And sometimes funny too. Somewhere just short of our jumping-off point our vehicle got snagged on a low wall, so we were treated to a scene with comrade Tigershark standing outside shouting directions at the driver, comrade Grizzly.
"Forward a bit. No, back a bit. Now hard left. No, left. Left!"
Sadly, once we entered the city itself, things became entirely less joyous. We had abandoned our HMMWV at the jumping-off point as ordered and crossed the open ground with the pipeline on foot, sticking to the right of the main road (where Bravo 1 was rolling forward in two of the vehicles), whilst Bravo 2 moved in parallel to us further west. Darting between buildings, stacking up on doorways and clearing huts as we swept the first line of possible cache locations was tense, even without (and perhaps because of the absence of) enemy contacts.
At one stage we were told to take up positions on the roof of a large multi-story building. I was looking north when the enemy opened up on us - small arms fire at close range, coming in from behind our line of advance. Comrade Tigershark was killed and comrade Toppometer found himself promoted to FTL. Frantically, we scanned in al directions and I was fortunate enough to spot an enemy fighter crawling on the floor of a building to our south-west. I shot him until he was writhing around in agony, then continued until he had stopped moving entirely. A rocket had also managed hit one of Bravo 1's HMMWVs, but thankfully no further RPGs fell near us.
We held that position for a few more minutes, then moved further north to hold buildings around an important intersection. The rest of Bravo was now in the courtyard next to the building which Bravo 3 had occupied, and as we exited through a back door someone in our squad mistook us for enemies and opened up. I saw the muzzle flash in front of me as I neared the doorway, but by the time I shouted 'BLUE ON BLUE' over TeamSpeak comrades Grizzly and Toppometer (ahead of me) were on the floor, hit. Comrade Grizzly had been killed, though I was able to patch up comrade Toppometer.
The rest of the mission was largely in uneventful for me, as I stuck with comrade Toppometer, darting between buildings and supporting the rest of Bravo's sweep east and then west. It ended in a BLUFOR victory as the last INDFOR fighter was eliminated, though I understand we had destroyed at least 2 caches.
was written for Folk's first joint session, with MARSOC (now Tier 1), which is why the ORBAT on BLUFOR is markedly different from that on INDFOR, since traditionally Folk guests have taken on the defending roles. This mission was also the basis of our larger joint sessions in year 1, when we'd combine with MARSOC to take on the might of LDDK.
Pure Benny Hill, what I remember of it. Which isn't much because I was again high as a kite on PCP. Ah, PCP and fully automatic hand guns. A winning combination. Well, not a winning
combination, because the cops won, but you know what I mean, right?
As ever, thank you to all the comrades who made it to the session.
Originally Posted by wolfenswan
This. Please, please, please. Or the Party will have to continue its policy of extra-judicial detentions.