04-25-2016, 05:56 PM
Rainy Day
(annoyed god)
Headless client worked nicely although in this mission it wasn't that necessary. One group refused to move, but I can't say if it was HC, ASR or some other issue. Happens but it made me annoyed.
This is a very straight forward mission. This time Lego chose to approach from forest. It was likely a good idea but resistance is tough. You are assaulting fortified positions with MG nests, snipers and one ZU-23 truck. They are however stationary targets and you have AAV-7 Beach Monster to support. That beached whale packs .50 cal and 40mm with truckload of ordnance to both. It can turn the village into a smoking parking lot if need be. I think leader wasn't aware of the firepower potential and wanted to keep it safe. Mission was still possible to complete but now the objective was much tougher cookie. You had one team flanking you and a BRDM-2 in the main village.
The fishing settlement had two technicals, one of them static and a truck as QRF. Truck was blown up before it could unload the troops but the mobile technical surprised you. However you didn't give up and finished it with only one man standing!
Twilight struggle
(Chicken aka engineer)
My team was the golden geese. Maverick was the only medic and I was the only engi. My death would fail the mission so I spent most of my time admiring interior textures of Ridgeback (turning out = bad idea). I did see the map on second attempt as I had to repair the vehicle but it didn't help very long. I have no idea what we were up against but considering the hectic radio traffic and sounds of rounds hitting the hull I missed a nice lightshow. I think it was valiant two efforts and great job from Sphoenix as always. Look forward to try again.
Day Pitch black night on a farm
(A fluffy god)
Well the night was dark and full of..um. Lightning? White phosphor? Tanks?
I honestly have no idea whether this mission is monumentally frustrating, challenging or just dumb. The Thing for the mission is a night battle under artillery battlefield illumination. If it won't work, mission won't work. It isn't a bad experience even on daylight but I've intended it as a night fight.
There is artillery pounding on you on start (it is quite experience with Dynasound) and you have relatively little time to prepare. Alwarren's plan was solid and it made sense. In start you have to locate enemy mortar team firing, deal with recon BTR and later on you have tanks, infantry, enemy amphibious landing, all the fun. It is doable but this likely requires few tries with trial and error to see what works.
Start went quite well. Your TOW gunner eliminated arriving BTR recon team, you took out mortar operator and dealt with first set of tanks. (Un) fortunately tanks didn't follow their waypoints and lead tanks got stuck > all of them got stuck. It gave you few minutes extra until they steamrolled through the farm to crossroads, and eliminated the supply trucks.
Couple of things to help:
- HMVs have 2 M136 launchers/vehicle
- Crates at farm entrance have extra flares, ammo, launchers, AT mines with quadbikes and carryall bags to distribute them. I likely should put a marker so players are aware of this at mission start.
Youth of Nation
(TL Shadow 2)
I liked the mission idea but I didn't like the shield. My team's job was to move in from south to prevent the execution of taking place. Sneak to the site was uneventful although I spotted firefight to our right. I wanted to avoid it and concentrated keeping on the move.
We soon realized Shadow-1 was KIA and upon reaching the execution site there was nothing for us to do. I spotted hostiles at north, close, and got killed by friendly fire (sniper).Â
Hot potato
(SL Alpha)
I too enjoyed the mission setup. We could already see the target area and it was relatively short hike. We had certain loadout issues but considering mission scope it made sense. Not even the Eagle's cell can have it all.
We started pushing to village and Outlawz's team went after optional target. Upon reaching outskirts of town I went to minaret tower to get a better look as I was expecting some sadistic surprise. We had short skirmish with approaching infantry and during our push to airfield I got shot enroute to airfield. Huey managed to take off and even the Eagle got their feathers ruffled.
To do better:
We should have just pushed faster to airfield. My chosen route turned out to be good and there wasn't that much opposition. Just keep it moving, and grab the vehicles. I also forgot to use the assistant cell to south.
Eyes on target
(It is difficult to say you are a god and remain modest)
This time I decided to build the most encounters and detection rules by hand. Premise was that enemy is not expecting the team, and if they stay hidden as recon team should, they won't be magically detected either.
Detection won't occur unless there is clear audible firefight or a visual detection. Recon teams position won't be relayed to 'upper echelon' unless team leader or above receives information of their location, one way or another. In other words, remaining hidden is rewarded but one or two quick firefights with grunt sentries won't make the mission impossible. However if player IS detected, time will work against them. Enemy reinforcements aren't instant, but they are numerous.
Patrols were put to reasonable locations. There is no need for entire infantry platoon to patrol in middle of forest unless there is a reason for it.
Alwarren's recon team moved smartly, and eliminated sentries at FIA hut and chapel silently. Neither of them knew what hit them. It was fun to watch them to recce the motor rifle platoon at very close range, sneak in and out, and remain undetected. Well done!
Team was now ordered to call in artillery to spotted targets. When the shells started falling, enemy assumed there is a spotter somewhere and sent helicopter to reconnoiter the hilltops, aka most logical locations. Team was spotted in open hilltop. Closest unit to respond was the motor rifle platoon. In this case it was just pummeled to pieces by called artillery and Marids were either incapacitated or destroyed. As a result only one fireteam and a sentry pair went to search for the player. Had a Marid survived and went after the team the outcome might have been quite different. Other enemy units further were sent to intercept the recon team and one special forces team was air dropped to nearby hilltop. From now on it was running a gauntlet. More time you take, more the odds stack up against you. There was one patrol boat, armed Ifrit and two full squads approaching. A good move was to use the (bugged, you were supposed to have only few firemissions) artillery support against chasing hostiles.
It got very very close in the end but you made it. Awesome.
(annoyed god)
Headless client worked nicely although in this mission it wasn't that necessary. One group refused to move, but I can't say if it was HC, ASR or some other issue. Happens but it made me annoyed.
This is a very straight forward mission. This time Lego chose to approach from forest. It was likely a good idea but resistance is tough. You are assaulting fortified positions with MG nests, snipers and one ZU-23 truck. They are however stationary targets and you have AAV-7 Beach Monster to support. That beached whale packs .50 cal and 40mm with truckload of ordnance to both. It can turn the village into a smoking parking lot if need be. I think leader wasn't aware of the firepower potential and wanted to keep it safe. Mission was still possible to complete but now the objective was much tougher cookie. You had one team flanking you and a BRDM-2 in the main village.
The fishing settlement had two technicals, one of them static and a truck as QRF. Truck was blown up before it could unload the troops but the mobile technical surprised you. However you didn't give up and finished it with only one man standing!
Twilight struggle
(Chicken aka engineer)
My team was the golden geese. Maverick was the only medic and I was the only engi. My death would fail the mission so I spent most of my time admiring interior textures of Ridgeback (turning out = bad idea). I did see the map on second attempt as I had to repair the vehicle but it didn't help very long. I have no idea what we were up against but considering the hectic radio traffic and sounds of rounds hitting the hull I missed a nice lightshow. I think it was valiant two efforts and great job from Sphoenix as always. Look forward to try again.
(A fluffy god)
Well the night was dark and full of..um. Lightning? White phosphor? Tanks?
I honestly have no idea whether this mission is monumentally frustrating, challenging or just dumb. The Thing for the mission is a night battle under artillery battlefield illumination. If it won't work, mission won't work. It isn't a bad experience even on daylight but I've intended it as a night fight.
There is artillery pounding on you on start (it is quite experience with Dynasound) and you have relatively little time to prepare. Alwarren's plan was solid and it made sense. In start you have to locate enemy mortar team firing, deal with recon BTR and later on you have tanks, infantry, enemy amphibious landing, all the fun. It is doable but this likely requires few tries with trial and error to see what works.
Start went quite well. Your TOW gunner eliminated arriving BTR recon team, you took out mortar operator and dealt with first set of tanks. (Un) fortunately tanks didn't follow their waypoints and lead tanks got stuck > all of them got stuck. It gave you few minutes extra until they steamrolled through the farm to crossroads, and eliminated the supply trucks.
Couple of things to help:
- HMVs have 2 M136 launchers/vehicle
- Crates at farm entrance have extra flares, ammo, launchers, AT mines with quadbikes and carryall bags to distribute them. I likely should put a marker so players are aware of this at mission start.
Youth of Nation
(TL Shadow 2)
I liked the mission idea but I didn't like the shield. My team's job was to move in from south to prevent the execution of taking place. Sneak to the site was uneventful although I spotted firefight to our right. I wanted to avoid it and concentrated keeping on the move.
We soon realized Shadow-1 was KIA and upon reaching the execution site there was nothing for us to do. I spotted hostiles at north, close, and got killed by friendly fire (sniper).Â
Hot potato
(SL Alpha)
I too enjoyed the mission setup. We could already see the target area and it was relatively short hike. We had certain loadout issues but considering mission scope it made sense. Not even the Eagle's cell can have it all.
We started pushing to village and Outlawz's team went after optional target. Upon reaching outskirts of town I went to minaret tower to get a better look as I was expecting some sadistic surprise. We had short skirmish with approaching infantry and during our push to airfield I got shot enroute to airfield. Huey managed to take off and even the Eagle got their feathers ruffled.
To do better:
We should have just pushed faster to airfield. My chosen route turned out to be good and there wasn't that much opposition. Just keep it moving, and grab the vehicles. I also forgot to use the assistant cell to south.
Eyes on target
(It is difficult to say you are a god and remain modest)
This time I decided to build the most encounters and detection rules by hand. Premise was that enemy is not expecting the team, and if they stay hidden as recon team should, they won't be magically detected either.
Detection won't occur unless there is clear audible firefight or a visual detection. Recon teams position won't be relayed to 'upper echelon' unless team leader or above receives information of their location, one way or another. In other words, remaining hidden is rewarded but one or two quick firefights with grunt sentries won't make the mission impossible. However if player IS detected, time will work against them. Enemy reinforcements aren't instant, but they are numerous.
Patrols were put to reasonable locations. There is no need for entire infantry platoon to patrol in middle of forest unless there is a reason for it.
Alwarren's recon team moved smartly, and eliminated sentries at FIA hut and chapel silently. Neither of them knew what hit them. It was fun to watch them to recce the motor rifle platoon at very close range, sneak in and out, and remain undetected. Well done!
Team was now ordered to call in artillery to spotted targets. When the shells started falling, enemy assumed there is a spotter somewhere and sent helicopter to reconnoiter the hilltops, aka most logical locations. Team was spotted in open hilltop. Closest unit to respond was the motor rifle platoon. In this case it was just pummeled to pieces by called artillery and Marids were either incapacitated or destroyed. As a result only one fireteam and a sentry pair went to search for the player. Had a Marid survived and went after the team the outcome might have been quite different. Other enemy units further were sent to intercept the recon team and one special forces team was air dropped to nearby hilltop. From now on it was running a gauntlet. More time you take, more the odds stack up against you. There was one patrol boat, armed Ifrit and two full squads approaching. A good move was to use the (bugged, you were supposed to have only few firemissions) artillery support against chasing hostiles.
It got very very close in the end but you made it. Awesome.