Pirate lane
(Autorifleman who dodged Team Blue lead by millisecond)
Simple. Clean 3 islands, and enjoy big paycheck. I was autorifleman for Team Blue under contractor Alwarren's excellent leadership. Landing to small islands gave me Far Cry flashbacks, and we had couple of tough firefights.
I also liked that there were civilians present in islands. You had to obtain PID before spraying the jungle full of lead (which, under certain circumstances, is also perversely fun). Good opener.
This was a nice, although a bit repetitive mission. One island less and mission would have been a peach. Author had invested to LOTS of small details, interior decoration, which is always nice and gives the mission a polished feel.
Flaming dart
(Sniper)
Mission experience for our pilots was apparently short and violent. Sniper team under Variables command had relatively fun mission, which was rendered impossible after losing our air assets.
We set up at slope overlooking the town. We identified MANPADs, infantry, and several armored targets. We were able to eliminate infantry and, most critical, MANPADs, but after our air was lost, there was little we could do. We boarded the beach bug, switched sniper rifles to MGs for aesthetic and artistic effect, and cruised down the slope like bosses. Aimed shots were forbidden, only full auto (sprayed from the hip) was allowed. Our new mission was not to kill the enemy. Our job was to look good in the movie. We cruised around the harbor reaping down the hipsters until T-100 ended the fun.
Co-op between ground spotter and air is great fun when mission is done right. This had nice idea, but requires a bit more polish.
A Dance with dragoons
(The usual)
Start of mission was similar to previous attempt. This time you had random encounter with fireteam relatively quickly but were able to eliminate the ambush.
Encounter with convoy and minefield was more hairy this time. Dragoon-2 missed AT mine by 1.5m. Enemy ambush was again dealt with without friendly casualties.
Mulladost was a bit more tough. Like last time, you had to deal with insurgents in fortified house, and incoming BRDM-2. Truck delivering more troops made through this time. From my point of view this could have gone south pretty quickly, but RPG gunners getting stuck to ruins/defenders clipping through the floor leveled the odds. Couple of militiamen traded shots with you for some time but solid firepower and .50cal/40mms dealt the trash.
Next random encounter of the day was the helicopter. You identified it correctly, and after a dice was rolled, it was deemed as important.Wayward colonists, our US allies, had lost a helicopter to wrong side of FLOT, carrying battalion XO with sensitive documents. My lads saved the day by eliminating militia investigating the wreck, and by destroying the Takistani Army BTR which arrived with more troops (very same BTR which caught your kilts down in last mission)
Next job was to find Grads. Enroute a static MG next spotted you, and opened up with Dshk. Resulting firefight ticked hidden bonus, eliminating enemy officer at command post. The most hairy encounter of the mission was with the Ural ZU-23. It opened up on the other Jackal. It could have turned ugly easily but you took out gunner (with small arms fire?)
You soon located Grads, and called in firemissions. First MLRS salvo missed the site by 700m, but second firemission was spot on. It destroyed launchers, ammo trucks, and guarding Shilka.
Enemy reinforcements from Rasman AB were now enroute. Two trucks arrived to deliver troops, but you were out of effective rifle range. One M47 was fired after you but it missed the target. You did the Smart Move and lifted the clutch. You missed date with T-55 section, and ride back home was uneventful. Mission win.
(Autorifleman who dodged Team Blue lead by millisecond)
Simple. Clean 3 islands, and enjoy big paycheck. I was autorifleman for Team Blue under contractor Alwarren's excellent leadership. Landing to small islands gave me Far Cry flashbacks, and we had couple of tough firefights.
I also liked that there were civilians present in islands. You had to obtain PID before spraying the jungle full of lead (which, under certain circumstances, is also perversely fun). Good opener.
This was a nice, although a bit repetitive mission. One island less and mission would have been a peach. Author had invested to LOTS of small details, interior decoration, which is always nice and gives the mission a polished feel.
Flaming dart
(Sniper)
Mission experience for our pilots was apparently short and violent. Sniper team under Variables command had relatively fun mission, which was rendered impossible after losing our air assets.
We set up at slope overlooking the town. We identified MANPADs, infantry, and several armored targets. We were able to eliminate infantry and, most critical, MANPADs, but after our air was lost, there was little we could do. We boarded the beach bug, switched sniper rifles to MGs for aesthetic and artistic effect, and cruised down the slope like bosses. Aimed shots were forbidden, only full auto (sprayed from the hip) was allowed. Our new mission was not to kill the enemy. Our job was to look good in the movie. We cruised around the harbor reaping down the hipsters until T-100 ended the fun.
Co-op between ground spotter and air is great fun when mission is done right. This had nice idea, but requires a bit more polish.
A Dance with dragoons
(The usual)
Start of mission was similar to previous attempt. This time you had random encounter with fireteam relatively quickly but were able to eliminate the ambush.
Encounter with convoy and minefield was more hairy this time. Dragoon-2 missed AT mine by 1.5m. Enemy ambush was again dealt with without friendly casualties.
Mulladost was a bit more tough. Like last time, you had to deal with insurgents in fortified house, and incoming BRDM-2. Truck delivering more troops made through this time. From my point of view this could have gone south pretty quickly, but RPG gunners getting stuck to ruins/defenders clipping through the floor leveled the odds. Couple of militiamen traded shots with you for some time but solid firepower and .50cal/40mms dealt the trash.
Next random encounter of the day was the helicopter. You identified it correctly, and after a dice was rolled, it was deemed as important.
Next job was to find Grads. Enroute a static MG next spotted you, and opened up with Dshk. Resulting firefight ticked hidden bonus, eliminating enemy officer at command post. The most hairy encounter of the mission was with the Ural ZU-23. It opened up on the other Jackal. It could have turned ugly easily but you took out gunner (with small arms fire?)
You soon located Grads, and called in firemissions. First MLRS salvo missed the site by 700m, but second firemission was spot on. It destroyed launchers, ammo trucks, and guarding Shilka.
Enemy reinforcements from Rasman AB were now enroute. Two trucks arrived to deliver troops, but you were out of effective rifle range. One M47 was fired after you but it missed the target. You did the Smart Move and lifted the clutch. You missed date with T-55 section, and ride back home was uneventful. Mission win.