02-19-2016, 03:48 AM
First throwback thursday complete. I am tired as heck, but still adrenalined from Game of Drones so some quick recaps from memory.
Flycatcher FHQ
If the mission is legendary even before it is played (by me), expectations are huge. This was certified FHQer and despite some minor technical issues and fashion statements we got the mission on road. We had to do several transits on open with several long range firefights. We eliminated at least two high threat vehicles but in final transit Alpha got pinned down in the open. In the end it was only me and Oukej left with infantry at 300m and vehicle with GMG pinning us down. I don't have to write how it ended.
I loved this and can't wait to try this again on a next TT night (with minor technical fixes).
Winter's ground
This was relatively recently completed but TT night was a success with high player count and this was only one available on the list for the numbers.
Again it is easy to provide AAR / feedback from the sky : )
McGregor did good job in a tough mission. The mission really doesn't let you prepare. Leader has to adjust and cook the plan on the fly. It is relatively straight forward and it isn't that difficult, but the overall chaos/mood puts certain pressure to leader.
Certain units got stuck (surprise) and approach was careful at the start. Skirmish at the beach took longer than I expected but you eliminated the vehicles, aka biggest threats well. Rest was clearing few stragglers, and one BTR which wasn't so dead after all 8)
At point Yankee you located and eliminated enemy mortar team which was about to correct fire for effect. At the Combat Logistics you pondered a bit of a mystery, found some tactical bacon, delivered ammo trucks for artillery and got caught pants down by two T-72s steamrolling to camp. The only thing that saved you was certain RHS armor issue. Tank got to take a shot at the command truck, for somehow it barely survived. However it was left crippled which in end contributed to mission failure.
After that the artillery opened. Earlier as a curator I gave option for leader to pinpoint origins of enemy Grad battery. Estimate was a bit off, and simulated counter battery mission failed to destroy the Grads (thats why you play Winters Pack ^^ but thats besides the point). As a result incoming artillery was a bit spiced, and it cost you casualties.
In the end you were clustered up, and enemy forces managed to flank you and surprised you from behind, eventually leading to decimation of the already weakened command truck and thus failing the mission.Â
This was, like certain other Winter mission, a tough one and I think people did well in stressing situation as night was dark and full of terrors.
People reported of FPS issues, and I will take a look of it for next iteration. Thanks all, especially our visitor Oukej for professional feedback.
Some shots:
Startling discovery...
Taking cover from artillery fire...
Situation in the end:
Had that truck blown up, where you were, due artillery shrapnel, etc, it would have killed entire squad. If you know arty is inbound, bigger spacings. I know, there wasn't that much cover, but something to ponder.
Oh, and McGregor, send me a PM where to ship the beer. I am not joking.Â
Game of Drones FHQ
'The best overcame their flaws, did their duty and died with Tavor carbines in their guerrilla hands. The others..the others played the Game of Drones'
-Ser Stag the dead.
In moment of insanity I promised to lead this and was also in command of team Lion. Valhalian, my trusty partner in crime, was in command of other team, 'Dire Wolf'. Find a way to shoot down 2 drones. How hard can it be? I loved this mission. Great setting, milieu, a bit of fog and for once something different than 'clear village, defeat counterattack'.Â
If FHQ mission is called Game of Drones, and it has a castle, it is something you just have to try. I didn't expect to win, but I had to call out that card. Result was slaughter at the castle walls. Anyone surprised?Â
Mission started relatively well. My team spotted drones on the sky with sharp eyes. For a brief moment I considered attempting to take one of them out with small arms fire, but they were too fast for that.
We gathered up, caught our breath, and then moved to final ruined hilltip to line up on a castle. My team heard of strange noise to west. I was hoping it would be drone command vehicle. Team Dire Wolf held the high ground as my team investigated. Single AAF soldier was trying to fall a tree with a quadbike. He was aware of us by now as we got to point blank range, and I had to eliminate the wretch.
Upon returning to hill fire was opened from the castle. Team Dire Wolf was to provide covering fire, draw enemy fire, as my team would flank the enemy. We moved by hillside in column and managed to stay in cover but took fire upon final approach to castle wall. We didn't have time to stack up properly as I saw a .50 cal at the corner. We managed to eliminate it and some infantry, but I was likely killed with a friendly grenade in chaos. Lesson here, do your best to watch friendly fire. It could have bounced or just bad luck and situation was just damn hectic. Happens but something to note.Â
My team had 50% casualties, but the biggest threat was eliminated. Dire Wolf started assault, but was decimated from enemies flanking them from the sides.
I still think castle approach is viable tactic. With bit better execution my team would have been able to breach it. We likely take casualties, but I believe it is at least theoretically winnable and can be done.
One thing about comms folks:
When leader speaks, others stop. Period.
Especially if leader tells you to 'Clear comms', you stop talking.
Especially if leader tells you TWICE to 'Clear comms', you STFU, pardon my ancient Valyrian.
We had bit of a this already on previous mission where Varanon was talking to helicopter as others were talking. I could have been culprit there myself, but if you notice boss talking, stop, unless it is absolute critical emergency.
I was explaining my plan to Valhalian on local when I heard constant talk on either SR or local. It was tough mission, I really had to concentrate and it is annoying when you hear blablabla on other ear same time. Critical information could be lost.
Yeah, it is easy to overlook, I sometimes accidentally do it myself, but pay attention to it. If leader tells CLEAR COMMS, and you are talking, it means you. It isn't personal. The man is just trying to lead. One day it could be you.
Overall my team did good in tough mission, and I definetely want to try this again!
Thanks guys, good games on first but hopefully not last CiA Throwback Thursday!
Flycatcher FHQ
If the mission is legendary even before it is played (by me), expectations are huge. This was certified FHQer and despite some minor technical issues and fashion statements we got the mission on road. We had to do several transits on open with several long range firefights. We eliminated at least two high threat vehicles but in final transit Alpha got pinned down in the open. In the end it was only me and Oukej left with infantry at 300m and vehicle with GMG pinning us down. I don't have to write how it ended.
I loved this and can't wait to try this again on a next TT night (with minor technical fixes).
Winter's ground
This was relatively recently completed but TT night was a success with high player count and this was only one available on the list for the numbers.
Again it is easy to provide AAR / feedback from the sky : )
McGregor did good job in a tough mission. The mission really doesn't let you prepare. Leader has to adjust and cook the plan on the fly. It is relatively straight forward and it isn't that difficult, but the overall chaos/mood puts certain pressure to leader.
Certain units got stuck (surprise) and approach was careful at the start. Skirmish at the beach took longer than I expected but you eliminated the vehicles, aka biggest threats well. Rest was clearing few stragglers, and one BTR which wasn't so dead after all 8)
At point Yankee you located and eliminated enemy mortar team which was about to correct fire for effect. At the Combat Logistics you pondered a bit of a mystery, found some tactical bacon, delivered ammo trucks for artillery and got caught pants down by two T-72s steamrolling to camp. The only thing that saved you was certain RHS armor issue. Tank got to take a shot at the command truck, for somehow it barely survived. However it was left crippled which in end contributed to mission failure.
After that the artillery opened. Earlier as a curator I gave option for leader to pinpoint origins of enemy Grad battery. Estimate was a bit off, and simulated counter battery mission failed to destroy the Grads (thats why you play Winters Pack ^^ but thats besides the point). As a result incoming artillery was a bit spiced, and it cost you casualties.
In the end you were clustered up, and enemy forces managed to flank you and surprised you from behind, eventually leading to decimation of the already weakened command truck and thus failing the mission.Â
This was, like certain other Winter mission, a tough one and I think people did well in stressing situation as night was dark and full of terrors.
People reported of FPS issues, and I will take a look of it for next iteration. Thanks all, especially our visitor Oukej for professional feedback.
Some shots:
Startling discovery...
Taking cover from artillery fire...
Situation in the end:
Had that truck blown up, where you were, due artillery shrapnel, etc, it would have killed entire squad. If you know arty is inbound, bigger spacings. I know, there wasn't that much cover, but something to ponder.
Oh, and McGregor, send me a PM where to ship the beer. I am not joking.Â
Game of Drones FHQ
'The best overcame their flaws, did their duty and died with Tavor carbines in their guerrilla hands. The others..the others played the Game of Drones'
-Ser Stag the dead.
In moment of insanity I promised to lead this and was also in command of team Lion. Valhalian, my trusty partner in crime, was in command of other team, 'Dire Wolf'. Find a way to shoot down 2 drones. How hard can it be? I loved this mission. Great setting, milieu, a bit of fog and for once something different than 'clear village, defeat counterattack'.Â
If FHQ mission is called Game of Drones, and it has a castle, it is something you just have to try. I didn't expect to win, but I had to call out that card. Result was slaughter at the castle walls. Anyone surprised?Â
Mission started relatively well. My team spotted drones on the sky with sharp eyes. For a brief moment I considered attempting to take one of them out with small arms fire, but they were too fast for that.
We gathered up, caught our breath, and then moved to final ruined hilltip to line up on a castle. My team heard of strange noise to west. I was hoping it would be drone command vehicle. Team Dire Wolf held the high ground as my team investigated. Single AAF soldier was trying to fall a tree with a quadbike. He was aware of us by now as we got to point blank range, and I had to eliminate the wretch.
Upon returning to hill fire was opened from the castle. Team Dire Wolf was to provide covering fire, draw enemy fire, as my team would flank the enemy. We moved by hillside in column and managed to stay in cover but took fire upon final approach to castle wall. We didn't have time to stack up properly as I saw a .50 cal at the corner. We managed to eliminate it and some infantry, but I was likely killed with a friendly grenade in chaos. Lesson here, do your best to watch friendly fire. It could have bounced or just bad luck and situation was just damn hectic. Happens but something to note.Â
My team had 50% casualties, but the biggest threat was eliminated. Dire Wolf started assault, but was decimated from enemies flanking them from the sides.
I still think castle approach is viable tactic. With bit better execution my team would have been able to breach it. We likely take casualties, but I believe it is at least theoretically winnable and can be done.
One thing about comms folks:
When leader speaks, others stop. Period.
Especially if leader tells you to 'Clear comms', you stop talking.
Especially if leader tells you TWICE to 'Clear comms', you STFU, pardon my ancient Valyrian.
We had bit of a this already on previous mission where Varanon was talking to helicopter as others were talking. I could have been culprit there myself, but if you notice boss talking, stop, unless it is absolute critical emergency.
I was explaining my plan to Valhalian on local when I heard constant talk on either SR or local. It was tough mission, I really had to concentrate and it is annoying when you hear blablabla on other ear same time. Critical information could be lost.
Yeah, it is easy to overlook, I sometimes accidentally do it myself, but pay attention to it. If leader tells CLEAR COMMS, and you are talking, it means you. It isn't personal. The man is just trying to lead. One day it could be you.
Overall my team did good in tough mission, and I definetely want to try this again!
Thanks guys, good games on first but hopefully not last CiA Throwback Thursday!