06-03-2016, 04:33 PM
Valiant hammer (FHQ)
(Stupid grunt - Charlie)
I really liked Variables chosen approach. We took time to set up the ambush, sneak in undetected, in spirit of the special forces we were supposed to be. All went well until we came under heavy fire from all directions at camp 'Lion' (or Dire Wolf, dont remember). Loss of TFAR comms at critical moment didn't help. With the foliage I simply was unable to locate the threats accurately enough. I suppressed the locations by audio/muzzle sounds only but IAR M27 doesn't really have ammo capacity for it. In end I grabbed PKM and shortly after it I was killed by 40mm barrage.
Good effort, good leading Variable and Doveman. Look forward to try again.
Sky full of stars (FHQ)
(Boom squad TL)
We tried to replicate the plan from the previous effort. Set up mines, charges, and put AT squad up the hill with command squad on opposite side. In this mission there is genuine time pressure and teams have to move swiftly, set up equipment on the fly, and get to safety before the convoy steamrolls to scene. With a bit of hiccups in the machine we got the initial preparations done and just as we reached safe spot up the hill the convoy moved in.
Shilka was destroyed and our gunship was called to fray. I wasn't near to AT team so I don't know what happened there, but several BMPs survived ambush. Unfortunately the BMPs are also very efficient (in-game) AA platforms and they shredded the helicopter.
We spotted reinforcements approaching from Feruz Abad, including one BMP. As we had no AT weapons we just had to take cover and engage only the infantry. Unfortunately the vehicles spotted us. Valar Morghulis.
I think the plan can work, there is just very little margin for error in execution. Every launcher has to hit. There is now 3? BMPs, tanks, Shilka and technical+BMP coming from Feruz as QRF. If launchers misses, there is nothing infantry can do with riflework to stop them and the autocannons shreds the gunship as well as Shilka.
Downtown Train (FHQ)
(SL)
College of heart surgeons recommends only 2 FHQ missions per coop night to avoid excessive blood pressure and related effects. Jesting aside, mission itself was a peach. Everything else, including (especially) my plan,leading was ..lets just say it wasn't the best day on the field.Â
I sent two teams by beach boulevard, and one team by street parallel to it. Unfortunately almost at the mission start my dedicated MG+AT teams were wiped out, and Alpha had troubles engaging T-34 in the streets of
Fault is partially mine. I usually explicitly command equipment check to my team in mission start, and if I lead, I command TLs to report readiness. Now we started moving as soon as the cool intro was finished. Mea culpa. But...
Team leader: YOU are responsible your team is combat effective!
I say again. TL, your job in mission start is to check your team is ready.
Sure, smart AT-gunner checks his launcher is gtg on mission start, but that's your responsibility in the end. This wasn't a guerrilla mission where ragtag people make do with what they have. Equipment check takes < 1 min. At mission start there is usually time to fix wrong/missing ordnance (not uncommon occurrence). Now teams encountered armor completely unprepared. For example Alpha had excellent chance to take a shot at static tank with turret pointing away. No go.
Resistance itself was not that tough. We have decent optics, MGs, and if launchers are set, plenty of tools. We can pretty well take stuff out at a range. I am not sure how to tackle this. I think the plan might have worked had we been prepared. I'm thinking of ditching the multi street approach. Considering we are only 14 people, we push all teams on same street. There are plenty of crevices, porticos, arches, etc to take cover. If we are spread too much, we cannot really support each others.
Never the less the mission is great and look forward to play again.
Hospitalized (FHQ)
(Bravo-TL)
This was cool snack mission. Start close to objective, a bit of urban crawl, close encounters, etc. Mission moment for my team was to run into contact with hostiles without realizing they are hostiles. At 5m distance there was mutual WTF moment. Fortunately our team drew first.
Otherwise it was nice to crawl in dark streets of Kavala with couple of close encounters. Good teamwork, and I got clear orders from my superior (Variable). Fun. More missions like this!
SPX Call of duty
(Grunt)
Ouch.