FQH Rescue
(Machine gunner)
I had only one can of ammo in the start, but we're freedom fighters and ammo is expensive. Short controlled bursts ala Cpl Hicks (USCM). Unfortunately things went south, and despite my short controlled bursts I eventually ran low on ammo.
T-72 (t)rolled past us, and boss wanted us to move. I thought the tank was busy engaging the town, but instead it turned upon us on the field. BMP-2 coming from rear finished the catering. Bad guess.
FHQ Fire and blood
(Targaryen pyromancer)
Great mission, my first in Fallujah. Very nice setup and time of day. I was explosive specialist in Valhalians team. We mostly stayed at back in the start, but got to few interesting firefights during our insertion.
We located the pilots compound, found one shellshocked Harrier driver , and had to deal with trash coming in from the south. Soon we got a task to push south, clear spotted guardposts, and locate the jet. Good fun crawl with some juicy action with heavy ammo consumption (M1911 is a gentlemans sidearm)
We located jet, set up charges, and lit it up. At same time our command element and other teams had sustained heavier casualties. We returned to pilot compound, got ready to move, and bugged out after a few hiccups and one terribly ungentlemanly RPG gunner getting on the way.
During the drive back I admired Fallujah from the outside of SUV with few tracers (the green variety) thrown in. Only in the base they told me there was actually room inside the vehicle. Waah. Wrong aftershave or bad puns. Served me right.
Winter's Beach
(Frozen god)
This mission had fair number of technical issues. Worst issue for me was that several friendly / enemy units weren't properly added to my interface. I.e even if I saw the issues on the ground, I had no tools to help. I was as blind as you were. HAD I been smart, and thought clearly, I would have copy-pasted the unit/object add script to debug console and exec'd on server > solved. Well, I am a god. Not a genius.
Another critical issue was that certain unit spawns were not triggered at proper places. As units were not added to my interface, I couldn't observe nor interact with them. This led to unexpected encounter at chapel. It wasn't necessarily bad, but it was not working as author had intended.
Other issues encountered were missing loadouts for AT gunners, which in this case were critical assets.
That all said, first part of the mission worked fine. Under Etzus command Marines landed with bad attitude and linked up with battered and exhausted Army medical platoon. You were informed of situation at the docks, and had to defend it. Quite straightforward. A bit of time to set up, usual artillery preparation, and enemy forces moved in. Good fight, and you dealt the vehicles very efficiently. Good shooting AT! Catch here (on this play run) was to notice a squad flanking you from the coast. I don't know if you noticed it or not, but Sphoenix's team saved you from being flanked. They had already entered the docks when they were dealt with.
Unfortunately couple of AI got stuck, one under a tree, and one for being, well, being AI. As I didn't have them on my interface finding them took some time. Another delay was the helicopter delivering supplies. It circled around for 5 minutes and refused to pick the cargo. These delays were technical faults, and also my errors as a missions maker.
Delay with crate arrival aside, I think setting up to move took too long. Marines had already engaged friendlies on your eastern flank, and you had orders to push south and maintain momentum. Now the shuffle with ammo crates took quite a while. It is ok to send teams to rearm one by one, if you are under fire. Now things had calmed down and the thing was to move on and haul ass.
In general (not related to this mission nor any person in particular), ammo crates tend to easily create unnecessary delays. Grab extra mag for your weapon, extra rocket if you have launcher, maybe smoke or frag or two, step aside, and let next person in. Don't treat ammo crate as a personal shopping mall and spend hours to see if new cool gadgets are available.
You had 3 working vehicles in docks, but moving on foot was justified too. DIstance was relatively short. For some reason certain units were spawned at a wrong phase, leading you being up against stronger than intended enemy force. Again, these were not in my interface so I was as surprised as you were.
BMP on the road was spotted and dealt with. It had deployed troops to the roadside before it was destroyed, and this encounter wiped out one of your fireteams (Variables?). Things escalated rapidly. Apparently you regrouped at a local rustic country church. Soon I got a hasty report of 50% casualties. Mission would have not been winnable at this point and it would have been a long spectate to half of the players. More casualties, and I ordered last remaining Marines to disengage and evacuate to beach. They were spotted by enemy officer, failed a dice roll (1d10) check and the VDV officer on the ground called in mortar fire. First bracketing rounds landed off the mark ,but fire was corrected for effect and it caught you.Â
Tanoa in crisis
(Semi-medic)
Very fun and simple mission with great firefights in the jungle between objectives. 2nd mission where I had to switch to pistol in emergency. We had to locate two ammo caches and a mortar pit and extract by helicopter. We came under fire from almost all sides during the transit. Good fun. Everyone were sharp and on the same page.Â
Good teamwork and leading by Varanon and Variable, and for once a working helicopter extraction. Nice one Teck!
(Machine gunner)
I had only one can of ammo in the start, but we're freedom fighters and ammo is expensive. Short controlled bursts ala Cpl Hicks (USCM). Unfortunately things went south, and despite my short controlled bursts I eventually ran low on ammo.
T-72 (t)rolled past us, and boss wanted us to move. I thought the tank was busy engaging the town, but instead it turned upon us on the field. BMP-2 coming from rear finished the catering. Bad guess.
FHQ Fire and blood
(Targaryen pyromancer)
Great mission, my first in Fallujah. Very nice setup and time of day. I was explosive specialist in Valhalians team. We mostly stayed at back in the start, but got to few interesting firefights during our insertion.
We located the pilots compound, found one shellshocked Harrier driver , and had to deal with trash coming in from the south. Soon we got a task to push south, clear spotted guardposts, and locate the jet. Good fun crawl with some juicy action with heavy ammo consumption (M1911 is a gentlemans sidearm)
We located jet, set up charges, and lit it up. At same time our command element and other teams had sustained heavier casualties. We returned to pilot compound, got ready to move, and bugged out after a few hiccups and one terribly ungentlemanly RPG gunner getting on the way.
During the drive back I admired Fallujah from the outside of SUV with few tracers (the green variety) thrown in. Only in the base they told me there was actually room inside the vehicle. Waah. Wrong aftershave or bad puns. Served me right.
Winter's Beach
(Frozen god)
This mission had fair number of technical issues. Worst issue for me was that several friendly / enemy units weren't properly added to my interface. I.e even if I saw the issues on the ground, I had no tools to help. I was as blind as you were. HAD I been smart, and thought clearly, I would have copy-pasted the unit/object add script to debug console and exec'd on server > solved. Well, I am a god. Not a genius.
Another critical issue was that certain unit spawns were not triggered at proper places. As units were not added to my interface, I couldn't observe nor interact with them. This led to unexpected encounter at chapel. It wasn't necessarily bad, but it was not working as author had intended.
Other issues encountered were missing loadouts for AT gunners, which in this case were critical assets.
That all said, first part of the mission worked fine. Under Etzus command Marines landed with bad attitude and linked up with battered and exhausted Army medical platoon. You were informed of situation at the docks, and had to defend it. Quite straightforward. A bit of time to set up, usual artillery preparation, and enemy forces moved in. Good fight, and you dealt the vehicles very efficiently. Good shooting AT! Catch here (on this play run) was to notice a squad flanking you from the coast. I don't know if you noticed it or not, but Sphoenix's team saved you from being flanked. They had already entered the docks when they were dealt with.
Unfortunately couple of AI got stuck, one under a tree, and one for being, well, being AI. As I didn't have them on my interface finding them took some time. Another delay was the helicopter delivering supplies. It circled around for 5 minutes and refused to pick the cargo. These delays were technical faults, and also my errors as a missions maker.
Delay with crate arrival aside, I think setting up to move took too long. Marines had already engaged friendlies on your eastern flank, and you had orders to push south and maintain momentum. Now the shuffle with ammo crates took quite a while. It is ok to send teams to rearm one by one, if you are under fire. Now things had calmed down and the thing was to move on and haul ass.
In general (not related to this mission nor any person in particular), ammo crates tend to easily create unnecessary delays. Grab extra mag for your weapon, extra rocket if you have launcher, maybe smoke or frag or two, step aside, and let next person in. Don't treat ammo crate as a personal shopping mall and spend hours to see if new cool gadgets are available.
You had 3 working vehicles in docks, but moving on foot was justified too. DIstance was relatively short. For some reason certain units were spawned at a wrong phase, leading you being up against stronger than intended enemy force. Again, these were not in my interface so I was as surprised as you were.
BMP on the road was spotted and dealt with. It had deployed troops to the roadside before it was destroyed, and this encounter wiped out one of your fireteams (Variables?). Things escalated rapidly. Apparently you regrouped at a local rustic country church. Soon I got a hasty report of 50% casualties. Mission would have not been winnable at this point and it would have been a long spectate to half of the players. More casualties, and I ordered last remaining Marines to disengage and evacuate to beach. They were spotted by enemy officer, failed a dice roll (1d10) check and the VDV officer on the ground called in mortar fire. First bracketing rounds landed off the mark ,but fire was corrected for effect and it caught you.Â
Tanoa in crisis
(Semi-medic)
Very fun and simple mission with great firefights in the jungle between objectives. 2nd mission where I had to switch to pistol in emergency. We had to locate two ammo caches and a mortar pit and extract by helicopter. We came under fire from almost all sides during the transit. Good fun. Everyone were sharp and on the same page.Â
Good teamwork and leading by Varanon and Variable, and for once a working helicopter extraction. Nice one Teck!