Serpent Rising
There were several points in the mission were things could have gone very different, but everybody kept their cool. The BRDM-2 that came to investigate the EWR site was dispatched before it could use its gun; the BMP-2 didn't spot us and the gunship also never got a fix on us.
This mission didn't have a lot of patrols but it had sentries that could call in reinforcements, we were lucky that we didn't stumble over any of those.
Approaching the AA Site, it was revealed that there was a camp in the fold behind it that was impossible to spot from either the sea-side nor from the way we approached (I wonder who put it there )
Good job, good leading.
Deciding Factor
Major issue at the beginning was trying to fit both teams next to each other without a fixed marching direction. The result was that we kept bumping into each other, and I was really surprised we didn't have any friendly fire incidents. I am not a big fan of "keeping teams together", most of the time it isn't needed or outright counter-productive. In this case it worked, but there was a lot of luck involved.
One thing I noticed, leaders must really speak up when using the radio, it is very hard to understand them sometimes with the noise of the static and combat sounds.
Ambush the Convoy
Simple name for a simple mission which nevertheless proved to be a fun one (as a lot of simple missions do). Next time we shouldn't bother to bring the fixed weapon, it was pretty useless since it only has a limited swivel range. Other than that, the mines could have obviously been played better (mea culpa). Other than that, good execution, good mission.
Headhunters Redux
The highlight of the evening. Wouldn't have thought that a remake of a BIS mission would be so much fun
It kept us busy all the time without overloading us, had its quiet times juxtaposed to the high-intensity action, perfect mission. When we passed that Marid I was sure we were done for
Good games yesterday, in spite of a few workshop weirdnesses.
There were several points in the mission were things could have gone very different, but everybody kept their cool. The BRDM-2 that came to investigate the EWR site was dispatched before it could use its gun; the BMP-2 didn't spot us and the gunship also never got a fix on us.
This mission didn't have a lot of patrols but it had sentries that could call in reinforcements, we were lucky that we didn't stumble over any of those.
Approaching the AA Site, it was revealed that there was a camp in the fold behind it that was impossible to spot from either the sea-side nor from the way we approached (I wonder who put it there )
Good job, good leading.
Deciding Factor
Major issue at the beginning was trying to fit both teams next to each other without a fixed marching direction. The result was that we kept bumping into each other, and I was really surprised we didn't have any friendly fire incidents. I am not a big fan of "keeping teams together", most of the time it isn't needed or outright counter-productive. In this case it worked, but there was a lot of luck involved.
One thing I noticed, leaders must really speak up when using the radio, it is very hard to understand them sometimes with the noise of the static and combat sounds.
Ambush the Convoy
Simple name for a simple mission which nevertheless proved to be a fun one (as a lot of simple missions do). Next time we shouldn't bother to bring the fixed weapon, it was pretty useless since it only has a limited swivel range. Other than that, the mines could have obviously been played better (mea culpa). Other than that, good execution, good mission.
Headhunters Redux
The highlight of the evening. Wouldn't have thought that a remake of a BIS mission would be so much fun
It kept us busy all the time without overloading us, had its quiet times juxtaposed to the high-intensity action, perfect mission. When we passed that Marid I was sure we were done for
Good games yesterday, in spite of a few workshop weirdnesses.
I don't need luck, I have ammo.