02-29-2016, 04:21 PM
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This mission was witched. Current state of NAPA units is without itemRadios/maps/compasses which means headache for our (TFAR) setup. I do custom loadout for every unit manually to address this.
Both chosen ambush spots (x-roads, timber yard) would have likely worked. In fact most places works, as long you manage to stay out of sight until the right convoy. Unfortunately in latter attempt there was a strange incident with vehicles. I had camera elsewhere for a minute and when I returned, lead vehicle crew was dead/bleeding. At that point there were no enemy units within 300m radius. Bug/collision/witchcraft? It led to confusion and BMPs showed up to finish the party.
I adjust the timer a bit to give player a bit more time to set up a proper ambush. We also might consider replaying this after next CUP update just to be sure.
CSI Blufor
That got to be one of tougher objectives out there. Uphill battle (sic) and heavy casualties in mission start and long spectate (for me). There wasn't really that many choices for Bravo. We weren't that effective from long distance so we had to push closer.
Crash site Red [FHQ]
This is turning out to be one of best replay-missions we have. I was Viper Green actual this time with Maverick as Heavy MG, Treendy as marksman and Brad as medic. Solid performance on VG everyone!
VG was to move on north side of road and V(Red) was moving on south. In start we got good overwatch position near windmill. I spotted drone/crash site at the distance. We also spotted Marshall APC and multiple infantry contacts at our chosen route. VRed opened up on the hostiles and my team joined in at a distance. We had three fighters with optics and dedicated marksman and we scored several hits on enemy infantry despite the range. At this point we also lost our helicopter. MANPADs fired from the crash site brought it down. I requested permission to push to crash site, but Viper Black was sent to that duty as my team was needed elsewhere. At that point things were quite tense.
VRed started push and we moved in on our side of road. When VRed started moving up hill my team was ordered to suppress and cover. However we weren't that effective from our position and we got orders to flank enemy on our own according original plan. We later discussed of suppressing enemy by just firing over their heads. That didn't even cross my mind at the moment :o but I think Alwarrens plan to send VG to flank was a after all better move. We got close to crash site and opened up on hostiles at point blank range on the ridge and pulled at least half of the defenders on us, making it easier for Vreds final push. It turned out to be a short but brutal firefight and fortunately we didn't lose anyone permanently. Yet. Brad did good job as a medic and kept us running. We moved to drone, had visual of VRed and also more hostiles to south. At this phase I was killed and Treendy stepped up. Good itiniative there. Death cam revealed my infamous last words '1-2 hostiles, nothing we can't handle' was a modest estimate. There was 5-6 people and they gave remaining team quite a pressure.
Bit of a firefight, long trek and mission was complete.
Prodigal son [FHQ]
Prodigal son returns. Again.
I took lead of Alpha and Varanon commanded Bravo, aka 'Mech infantry'.
This time I wanted to try different setup. In previous missions we had always split up the teams. This time I wanted to keep both teams together, sneak up on the BMP, eliminate crews, have Bravo commandeer it, use the BMP to take on the Hind and systematically steamroll the village with BMPs firepower in support. Plan, on paper, was good. Unfortunately it was good only for 75% of a time.
The good:
Setup/sneaking to target worked just fine. Goob work. Variable came up with idea of using SMAW HE to deal with the BMP crew from a ridge. This turned out to be a good idea (and initiative!). Both teams stacked up behind buildings. Eliminating the BMP crew was critical for the plan to work. Bravo moved on right, Alpha on left. Variable opened up with SMAW, teams opened up with grenades/40mms at point blank range, and it was short but brutal well executed fight and the opposite side had no chances.
Needless to say alarm was raised and what else was in the village now turned up on us. Alpha moved around building to left, BMP under Varanons command remained on right. Lots of fire, smoke, explosions. I didn't want to push until we had blunted the first wave of counterattack and, most critical, I didn't want to move until the Hind would be dealt with. Positions behind the rocks weren't that good, but building didn't have windows to that direction. I felt we could stand our ground for a while. In hind (sic) sight moving faster in start, right after BMP would be secure, might have been better. Like, immediately secure next set of builings 100m away, have BMP crew to secure other building, wait for Hind there.Â
Situation came to a static firefight and Hind showed up. Lots of explosions, smoke, confusion. I got Hind on binocs, and directed fire for BMP. Lots of tracer fire and our BMP scored lots of hits on the helicopter with PKT. Hind turned around, started to return fire. At this point I was sure the BMP was as good as dead but it survived, and scored two hits on Hind with a 2A28 Grom cannon. Splash one Hind. I wish I had gotten screenshot of this. Absolutely fantastic Arma moment and gunnery by Varanon.
What happened next:
Both teams were still perfectly operational. My team started push on the left, moving to ditch. We took fire, but I assumed it was coming from frontal arch of us. I got report of hostiles in two story building ahead of us. I had crappy SA and I was still oblivious to fire coming in from behind/left. I wanted wait for BMP to set up, to use BMP's cannon to put some rounds on the building and then move on. As a result we stayed on ditch for too long.
I was using JSRS and incoming fire is very loud. I got hit, by what I thought was a tank cannon or a mortar round. It was really loud! I thought for a moment BMP had misidentified us and it was a hit from our BMPs cannon. But no. Infantry had snuck behind/left of us, and nuked us with 40mms. They executed perfect ambush, and this time we were on receiving end. 30 secs and it was 80% casualties.
What should have happened:
Move faster. Simply put: Move faster and more decisively. Storm the 2-story building, take positions there. Good eyes to every direction and let the BMP deal the ambush on ridge with HE rounds, link up with us, and then just push. We stayed on ditch. It was passable concealment, but not that good cover. During the mission both teams did good, very good. I just made a very bad call in the end which cost my team the mission experience.
With slightly different execution I believe 'southern approach' by both teams is still OK tactic.
The overall mission itself, was still winnable. There wasn't that much opposition left and it seems none of them had RPGs (How do I know this? Because BMP was still alive). BMP would have been perfectly capable of just steamrolling the rest of the compound and getting the trucks. They already had eliminated Bishop. However before they got to finish the mission properly, partial end was triggered.
As the end trigger wasn't intended, I vote we don't tick this as complete (so we get to play this again).
POP VII
The mission is still winnable but currently margin for error is too small. I adjust timer of the escape script to give player a bit more leeway to deal with the detection. Now there is certain trial-and-error factor involved.
This mission was witched. Current state of NAPA units is without itemRadios/maps/compasses which means headache for our (TFAR) setup. I do custom loadout for every unit manually to address this.
Both chosen ambush spots (x-roads, timber yard) would have likely worked. In fact most places works, as long you manage to stay out of sight until the right convoy. Unfortunately in latter attempt there was a strange incident with vehicles. I had camera elsewhere for a minute and when I returned, lead vehicle crew was dead/bleeding. At that point there were no enemy units within 300m radius. Bug/collision/witchcraft? It led to confusion and BMPs showed up to finish the party.
I adjust the timer a bit to give player a bit more time to set up a proper ambush. We also might consider replaying this after next CUP update just to be sure.
CSI Blufor
That got to be one of tougher objectives out there. Uphill battle (sic) and heavy casualties in mission start and long spectate (for me). There wasn't really that many choices for Bravo. We weren't that effective from long distance so we had to push closer.
Crash site Red [FHQ]
This is turning out to be one of best replay-missions we have. I was Viper Green actual this time with Maverick as Heavy MG, Treendy as marksman and Brad as medic. Solid performance on VG everyone!
VG was to move on north side of road and V(Red) was moving on south. In start we got good overwatch position near windmill. I spotted drone/crash site at the distance. We also spotted Marshall APC and multiple infantry contacts at our chosen route. VRed opened up on the hostiles and my team joined in at a distance. We had three fighters with optics and dedicated marksman and we scored several hits on enemy infantry despite the range. At this point we also lost our helicopter. MANPADs fired from the crash site brought it down. I requested permission to push to crash site, but Viper Black was sent to that duty as my team was needed elsewhere. At that point things were quite tense.
VRed started push and we moved in on our side of road. When VRed started moving up hill my team was ordered to suppress and cover. However we weren't that effective from our position and we got orders to flank enemy on our own according original plan. We later discussed of suppressing enemy by just firing over their heads. That didn't even cross my mind at the moment :o but I think Alwarrens plan to send VG to flank was a after all better move. We got close to crash site and opened up on hostiles at point blank range on the ridge and pulled at least half of the defenders on us, making it easier for Vreds final push. It turned out to be a short but brutal firefight and fortunately we didn't lose anyone permanently. Yet. Brad did good job as a medic and kept us running. We moved to drone, had visual of VRed and also more hostiles to south. At this phase I was killed and Treendy stepped up. Good itiniative there. Death cam revealed my infamous last words '1-2 hostiles, nothing we can't handle' was a modest estimate. There was 5-6 people and they gave remaining team quite a pressure.
Bit of a firefight, long trek and mission was complete.
Prodigal son [FHQ]
Prodigal son returns. Again.
I took lead of Alpha and Varanon commanded Bravo, aka 'Mech infantry'.
This time I wanted to try different setup. In previous missions we had always split up the teams. This time I wanted to keep both teams together, sneak up on the BMP, eliminate crews, have Bravo commandeer it, use the BMP to take on the Hind and systematically steamroll the village with BMPs firepower in support. Plan, on paper, was good. Unfortunately it was good only for 75% of a time.
The good:
Setup/sneaking to target worked just fine. Goob work. Variable came up with idea of using SMAW HE to deal with the BMP crew from a ridge. This turned out to be a good idea (and initiative!). Both teams stacked up behind buildings. Eliminating the BMP crew was critical for the plan to work. Bravo moved on right, Alpha on left. Variable opened up with SMAW, teams opened up with grenades/40mms at point blank range, and it was short but brutal well executed fight and the opposite side had no chances.
Needless to say alarm was raised and what else was in the village now turned up on us. Alpha moved around building to left, BMP under Varanons command remained on right. Lots of fire, smoke, explosions. I didn't want to push until we had blunted the first wave of counterattack and, most critical, I didn't want to move until the Hind would be dealt with. Positions behind the rocks weren't that good, but building didn't have windows to that direction. I felt we could stand our ground for a while. In hind (sic) sight moving faster in start, right after BMP would be secure, might have been better. Like, immediately secure next set of builings 100m away, have BMP crew to secure other building, wait for Hind there.Â
Situation came to a static firefight and Hind showed up. Lots of explosions, smoke, confusion. I got Hind on binocs, and directed fire for BMP. Lots of tracer fire and our BMP scored lots of hits on the helicopter with PKT. Hind turned around, started to return fire. At this point I was sure the BMP was as good as dead but it survived, and scored two hits on Hind with a 2A28 Grom cannon. Splash one Hind. I wish I had gotten screenshot of this. Absolutely fantastic Arma moment and gunnery by Varanon.
What happened next:
Both teams were still perfectly operational. My team started push on the left, moving to ditch. We took fire, but I assumed it was coming from frontal arch of us. I got report of hostiles in two story building ahead of us. I had crappy SA and I was still oblivious to fire coming in from behind/left. I wanted wait for BMP to set up, to use BMP's cannon to put some rounds on the building and then move on. As a result we stayed on ditch for too long.
I was using JSRS and incoming fire is very loud. I got hit, by what I thought was a tank cannon or a mortar round. It was really loud! I thought for a moment BMP had misidentified us and it was a hit from our BMPs cannon. But no. Infantry had snuck behind/left of us, and nuked us with 40mms. They executed perfect ambush, and this time we were on receiving end. 30 secs and it was 80% casualties.
What should have happened:
Move faster. Simply put: Move faster and more decisively. Storm the 2-story building, take positions there. Good eyes to every direction and let the BMP deal the ambush on ridge with HE rounds, link up with us, and then just push. We stayed on ditch. It was passable concealment, but not that good cover. During the mission both teams did good, very good. I just made a very bad call in the end which cost my team the mission experience.
With slightly different execution I believe 'southern approach' by both teams is still OK tactic.
The overall mission itself, was still winnable. There wasn't that much opposition left and it seems none of them had RPGs (How do I know this? Because BMP was still alive). BMP would have been perfectly capable of just steamrolling the rest of the compound and getting the trucks. They already had eliminated Bishop. However before they got to finish the mission properly, partial end was triggered.
As the end trigger wasn't intended, I vote we don't tick this as complete (so we get to play this again).
POP VII
The mission is still winnable but currently margin for error is too small. I adjust timer of the escape script to give player a bit more leeway to deal with the detection. Now there is certain trial-and-error factor involved.