08-24-2016, 05:05 PM
FHQ Air Conditioning
(Grenadier (Varanon))
Cool setup for a mission. Most of my mission was spent admiring inside textures of a vehicle, and nice landscape of Aliabad. At the 2nd objective they finally let me out of the car, and I enjoyed short firefight only to have my career ended as a barbecue when enemy Shilka fried our vehicles.
Shortly after this enemy AAA had target practice with Chinook shaped clay pigeons and mission ended. Looks like a fun mission and look forward to try it again.
FHQ Rescue
(Black Bear TL)
We started mission with only two RPGs and one can of MG ammo. I was prepared to take my chances but spoiled kids in my team were demanding more candy. Fortunately we found altar of the Old Ones. After a prayer and a ritual sacrifice, Old Germanic Gods of the forest (3 of them) rewarded us with Blessing of Wotan +1 RPGs.
My AT gunners Den and Etzu did great job in taking out the T-72, but on our way to support White Wolf a BMP-2 barbecued us. Pattern?
Operation Spitfire
(Charlie TL)
While the setup in Kavala, landing to rooftops and carrier take off were cool and the mission had a nice intro script, the actual mission confused me.
As soon as Charlie landed to rooftop, we came under fire and tried to find good overwatch position. We didn't have a real opportunity to support A/B in meaningful manner from up there and shortly after action started we got a message and task about a bomb, and additional new task to return to carrier. All tasks were still active, and no one in my team knew WTF was going on. My last order was to GTFO and enroute to carrier we saw annoying 'X is down' messages, indicating sad end for A/B.
We landed to carrier, and mission ended. It was very difficult to communicate while inside helo. I wish there was a way to adjust engine volume alone in the settings. I won't even try to transmit messages in helicopter anymore. I simply wait until we have landed.
I am not sure if we failed this, or was this working as intended.
Without Banners
(Nordic god)
Two tries. Setup was similar in both times. At first setup you missed the convoy, 2nd one was much better.
From my point of view the execution of ambush looked great (lagging aside). Nothing got away, and biggest threats, BRDM, troop transport, and technical were neutralized. First QRF to react was T-55. It was there from the beginning, only 400m away with headlights on but it wasn't easily visible to your ambush spot. You didn't notice it until it moved your way. Two rockets, one dead tank. Nice shots, and a game saver there.
2nd QRF was a truck which deployed a fireteam from the truck under smoke screen. They caught you just as you were about to depart. This firefight cost you few casualties and one kaboom. Shortly after it a BRDM-2 came to investigate, finishing the job.
What failed the mission was that you took troop transport with nothing valuable in it, and left one of valuable supply trucks with lots of goodies behind. It was recovered by enemy team, and mission failed. Yet it was a good try. 30 sec faster bug out and you would have made it. Good work Etzu and everyone.
Cossack patrol
(Chernobog)
Mission itself is straight forward. What makes it confusing is that you do it with unusual toolset. You have a gunship, SU-25s, few ATGMs and ground team to direct that all. Good work on taking the lead of a daunting mission Phantom!
Like many of my missions, this is rock-paper-ATGM mission. Think who kills what. You have lots of different tools. TL on ground just has to use them on right targets. This can be pulled off in few possible ways and I won't spoil further.
Couple of general tips
- Communicate. A-G-COOP is about comms. Many examples of this in previous posts in debriefing thread somewhere.
Brief recap/example:
- Crow-1 (aircraft), on station X, ready for tasking.
- Crow-1, GRND. Target, T-72, marker T-1, north of crossroads, 100m. (Engage with) LGB. RDY to PAINT.
- (Optional) Approach from south, by the valley. AAA NW of target, 2 click. Bug out SE, return to station X.
CLEAR HOT (GRND turns on laser)
- Crow-1,tgt T-1, coming in HOT
- Crow-1 BOMBS AWAY
- Good hit on target(near miss/no eyes). Return to station.
(GRND shuts down laser)
-Crow-1, on station.
- Vulture, GRND. Enemy dismounted infantry, I-5, forest strip. Rocket/gun run..blabla rinse and repeat.
It doesn't have to be exactly in that form, but you get the idea. Tell who shoots what and where it is. Marker, range/bearing from distinct land mark, etc. Additional info, if necessary. GRND, your job is to guide the platforms. So guide. It doesn't have to be perfect. Even rudimentary directions are better than none at all.
-One attack run by one aircraft, guided by one jtac on the ground, at a same time. IF target area is very large with large player count, separate channels/multiple attacks at same time can be ok, but that's another story. In this kind of a mission setup, One jtac controls one aircraft until ordnance is released, and jtac relieves aircraft back to station. Hit or miss, -that run- is now complete. Now another JTAC may call in another aircraft, or you can guide another round if necessary.
-1 laser dot on same area at a time. Multiple dots = confusion to pilots. Also make sure laser is OFF unless you are actively guiding ac.
Ground team:
Use grp only markers if you want to mark a picture of whats on threat area. If you mark it all with globals, it clutters map for air team on small zoom. Put 1-2 SHORT GLOBAL markers at a time to help striking aircraft, and delete after target is destroyed. Marking known worst AD threats is probably a good idea, but does air team really need to have several infantry team markers, at least until it is time to hit them?
Use short markers with unique identifier. Got a tank? Ok, mark it T-1. Another tank elsewhere? That's T-2. Vehicle? V-4? Infantry? (E)I-6 or something. Just an idea. If you have 6 markers with all saying 'tanks', there is confusion. Long marker also clutters map. When it is dealt with, delete it.
- Air team: At start, set up your view distance, before you enter aircraft. Also consider reporting stores to Ground team early. This helps Ground team to choose which platform to use for which target. LGBs? Iron bombs? Guided missiles?
This was the type of mission where 2nd try is likely vastly better when you know what to expect. Also some RHS specific features didn't help. I have made minor changes to AC loadouts, and I have made alternate version with CUP vehicles.
Don't be discouraged folks. One of most fun missions I have been to have been air-ground coops. It just takes a bit of practice.
(Grenadier (Varanon))
Cool setup for a mission. Most of my mission was spent admiring inside textures of a vehicle, and nice landscape of Aliabad. At the 2nd objective they finally let me out of the car, and I enjoyed short firefight only to have my career ended as a barbecue when enemy Shilka fried our vehicles.
Shortly after this enemy AAA had target practice with Chinook shaped clay pigeons and mission ended. Looks like a fun mission and look forward to try it again.
FHQ Rescue
(Black Bear TL)
We started mission with only two RPGs and one can of MG ammo. I was prepared to take my chances but spoiled kids in my team were demanding more candy. Fortunately we found altar of the Old Ones. After a prayer and a ritual sacrifice, Old Germanic Gods of the forest (3 of them) rewarded us with Blessing of Wotan +1 RPGs.
My AT gunners Den and Etzu did great job in taking out the T-72, but on our way to support White Wolf a BMP-2 barbecued us. Pattern?
Operation Spitfire
(Charlie TL)
While the setup in Kavala, landing to rooftops and carrier take off were cool and the mission had a nice intro script, the actual mission confused me.
As soon as Charlie landed to rooftop, we came under fire and tried to find good overwatch position. We didn't have a real opportunity to support A/B in meaningful manner from up there and shortly after action started we got a message and task about a bomb, and additional new task to return to carrier. All tasks were still active, and no one in my team knew WTF was going on. My last order was to GTFO and enroute to carrier we saw annoying 'X is down' messages, indicating sad end for A/B.
We landed to carrier, and mission ended. It was very difficult to communicate while inside helo. I wish there was a way to adjust engine volume alone in the settings. I won't even try to transmit messages in helicopter anymore. I simply wait until we have landed.
I am not sure if we failed this, or was this working as intended.
Without Banners
(Nordic god)
Two tries. Setup was similar in both times. At first setup you missed the convoy, 2nd one was much better.
From my point of view the execution of ambush looked great (lagging aside). Nothing got away, and biggest threats, BRDM, troop transport, and technical were neutralized. First QRF to react was T-55. It was there from the beginning, only 400m away with headlights on but it wasn't easily visible to your ambush spot. You didn't notice it until it moved your way. Two rockets, one dead tank. Nice shots, and a game saver there.
2nd QRF was a truck which deployed a fireteam from the truck under smoke screen. They caught you just as you were about to depart. This firefight cost you few casualties and one kaboom. Shortly after it a BRDM-2 came to investigate, finishing the job.
What failed the mission was that you took troop transport with nothing valuable in it, and left one of valuable supply trucks with lots of goodies behind. It was recovered by enemy team, and mission failed. Yet it was a good try. 30 sec faster bug out and you would have made it. Good work Etzu and everyone.
Cossack patrol
(Chernobog)
Mission itself is straight forward. What makes it confusing is that you do it with unusual toolset. You have a gunship, SU-25s, few ATGMs and ground team to direct that all. Good work on taking the lead of a daunting mission Phantom!
Like many of my missions, this is rock-paper-ATGM mission. Think who kills what. You have lots of different tools. TL on ground just has to use them on right targets. This can be pulled off in few possible ways and I won't spoil further.
Couple of general tips
- Communicate. A-G-COOP is about comms. Many examples of this in previous posts in debriefing thread somewhere.
Brief recap/example:
- Crow-1 (aircraft), on station X, ready for tasking.
- Crow-1, GRND. Target, T-72, marker T-1, north of crossroads, 100m. (Engage with) LGB. RDY to PAINT.
- (Optional) Approach from south, by the valley. AAA NW of target, 2 click. Bug out SE, return to station X.
CLEAR HOT (GRND turns on laser)
- Crow-1,tgt T-1, coming in HOT
- Crow-1 BOMBS AWAY
- Good hit on target(near miss/no eyes). Return to station.
(GRND shuts down laser)
-Crow-1, on station.
- Vulture, GRND. Enemy dismounted infantry, I-5, forest strip. Rocket/gun run..blabla rinse and repeat.
It doesn't have to be exactly in that form, but you get the idea. Tell who shoots what and where it is. Marker, range/bearing from distinct land mark, etc. Additional info, if necessary. GRND, your job is to guide the platforms. So guide. It doesn't have to be perfect. Even rudimentary directions are better than none at all.
-One attack run by one aircraft, guided by one jtac on the ground, at a same time. IF target area is very large with large player count, separate channels/multiple attacks at same time can be ok, but that's another story. In this kind of a mission setup, One jtac controls one aircraft until ordnance is released, and jtac relieves aircraft back to station. Hit or miss, -that run- is now complete. Now another JTAC may call in another aircraft, or you can guide another round if necessary.
-1 laser dot on same area at a time. Multiple dots = confusion to pilots. Also make sure laser is OFF unless you are actively guiding ac.
Ground team:
Use grp only markers if you want to mark a picture of whats on threat area. If you mark it all with globals, it clutters map for air team on small zoom. Put 1-2 SHORT GLOBAL markers at a time to help striking aircraft, and delete after target is destroyed. Marking known worst AD threats is probably a good idea, but does air team really need to have several infantry team markers, at least until it is time to hit them?
Use short markers with unique identifier. Got a tank? Ok, mark it T-1. Another tank elsewhere? That's T-2. Vehicle? V-4? Infantry? (E)I-6 or something. Just an idea. If you have 6 markers with all saying 'tanks', there is confusion. Long marker also clutters map. When it is dealt with, delete it.
- Air team: At start, set up your view distance, before you enter aircraft. Also consider reporting stores to Ground team early. This helps Ground team to choose which platform to use for which target. LGBs? Iron bombs? Guided missiles?
This was the type of mission where 2nd try is likely vastly better when you know what to expect. Also some RHS specific features didn't help. I have made minor changes to AC loadouts, and I have made alternate version with CUP vehicles.
Don't be discouraged folks. One of most fun missions I have been to have been air-ground coops. It just takes a bit of practice.