08-23-2016, 12:18 PM
(This post was last modified: 08-23-2016, 12:19 PM by Stagwine.
Edit Reason: Mission name
)
Last Thursdays:
FHQ Red Viper
(Grenadier -Bravo (Manuel))
I think the guns blazing approach is possible, but we have to disembark much further and stay silent until both teams have solid footing. The mangrove surrounding the coast is pretty thick and wide. As usual, we have to treat our boats like little fussy princesses so they won't get stuck. I.e torpedo boat assault with full speed doesn't work due terrain restrictions, even if the idea is great.
We have to wade in waist deep water in mid of thick bushes and if we open up early, we are pretty vulnerable until we get solid footing.
How about approaching silently close to objective, hitting the radio tower with brute force at point blank range, and then dealing with the second objective and damn the torpedoes, I mean reinforcements?
FHQ Twilight struggle
(Command)
We have basically tried two approaches.
1) Use road, which is faster, and come under heavier resistance and risk the vehicles making through.
2) Go around, take more time, get vehicles there intact, and risk of stranded team being overran.
I've now tried the option 2) twice. On both runs we got vehicles and engineer to base, we even got the damn thing repaired, but were gangbanged by either BMP or infantry inside the base before we could move. It is a serious race with no margin for loitering.
Problem is, terrain is very rocky, and visibility from that vehicle is abysmal. It -will- take time to get there if we go offroad. Offroad speed is limited, and you -will- eventually hit the rock. There is also sporadic fire, so you have to stay inside.
Last time I left one of the vehicles to nearby hill to provide overwatch with GMG and NLAWs. Apparently AT team eventually destroyed BMP and scored a hit on tank, but infantry in the base was still enough to kill us.
FHQ All Alone
(Boris TL)
My teams plan was to hit boat stash in the start, use the boats to navigate closer to objective, and hit airfield as diversion, and then bug out with very same boats.
Team Boris had minor navigational issues in the start, but eventually we found two vehicles, and started our long march. We found boat stash and navigated few kms in Baltic darkness. Brr. Cold. I sent reports to Alex to keep them up to date of our progress. We made it to our LZ, and shortly we spotted a flare from Alex.
We pushed to airfield hangars, and located several targets. Our job was to be noisy, cause mayhem, and pull reinforcements from Thirsk village so Alex can sneak in and eliminate evil, evil Lt Col Sanders. Apparently things went bad for Alex, and we soon received a call for help. We disengaged, returned to boats, and were crossing the inlet until mission was aborted.
I really like this one. Mood is awesome, and idea of radio silence / use of flares is just great. However the first spotted flare was VERY dim. It was size of a star. We spotted it as we knew what to look for. I doubt it will be visible if team Boris chooses to approach from other direction.
Also Boris cannot really assist if things goes wrong. Now we had at least theoretical chances as my team was intact, we had boats close, but even then it would have taken at least 20 mins, even with very best speed, to make it to help. That's assuming we won't encounter resistance.
Message in bottle
(Rifleman- Bravo (McGregor))
This had a great mood, and very good mission idea. Triggers actually worked! Downside was lag, but that area of map is lag heavy (I used same setting for Flying Dutchman), especially if there is AI with combat mode and urban pathfinding.
I was in McGregor's team and enjoyed tough atmospheric urban crawl with some satisfying firefights. Good fun, good mission Den!
FHQ Red Viper
(Grenadier -Bravo (Manuel))
I think the guns blazing approach is possible, but we have to disembark much further and stay silent until both teams have solid footing. The mangrove surrounding the coast is pretty thick and wide. As usual, we have to treat our boats like little fussy princesses so they won't get stuck. I.e torpedo boat assault with full speed doesn't work due terrain restrictions, even if the idea is great.
We have to wade in waist deep water in mid of thick bushes and if we open up early, we are pretty vulnerable until we get solid footing.
How about approaching silently close to objective, hitting the radio tower with brute force at point blank range, and then dealing with the second objective and damn the torpedoes, I mean reinforcements?
FHQ Twilight struggle
(Command)
We have basically tried two approaches.
1) Use road, which is faster, and come under heavier resistance and risk the vehicles making through.
2) Go around, take more time, get vehicles there intact, and risk of stranded team being overran.
I've now tried the option 2) twice. On both runs we got vehicles and engineer to base, we even got the damn thing repaired, but were gangbanged by either BMP or infantry inside the base before we could move. It is a serious race with no margin for loitering.
Problem is, terrain is very rocky, and visibility from that vehicle is abysmal. It -will- take time to get there if we go offroad. Offroad speed is limited, and you -will- eventually hit the rock. There is also sporadic fire, so you have to stay inside.
Last time I left one of the vehicles to nearby hill to provide overwatch with GMG and NLAWs. Apparently AT team eventually destroyed BMP and scored a hit on tank, but infantry in the base was still enough to kill us.
FHQ All Alone
(Boris TL)
My teams plan was to hit boat stash in the start, use the boats to navigate closer to objective, and hit airfield as diversion, and then bug out with very same boats.
Team Boris had minor navigational issues in the start, but eventually we found two vehicles, and started our long march. We found boat stash and navigated few kms in Baltic darkness. Brr. Cold. I sent reports to Alex to keep them up to date of our progress. We made it to our LZ, and shortly we spotted a flare from Alex.
We pushed to airfield hangars, and located several targets. Our job was to be noisy, cause mayhem, and pull reinforcements from Thirsk village so Alex can sneak in and eliminate evil, evil Lt Col Sanders. Apparently things went bad for Alex, and we soon received a call for help. We disengaged, returned to boats, and were crossing the inlet until mission was aborted.
I really like this one. Mood is awesome, and idea of radio silence / use of flares is just great. However the first spotted flare was VERY dim. It was size of a star. We spotted it as we knew what to look for. I doubt it will be visible if team Boris chooses to approach from other direction.
Also Boris cannot really assist if things goes wrong. Now we had at least theoretical chances as my team was intact, we had boats close, but even then it would have taken at least 20 mins, even with very best speed, to make it to help. That's assuming we won't encounter resistance.
Message in bottle
(Rifleman- Bravo (McGregor))
This had a great mood, and very good mission idea. Triggers actually worked! Downside was lag, but that area of map is lag heavy (I used same setting for Flying Dutchman), especially if there is AI with combat mode and urban pathfinding.
I was in McGregor's team and enjoyed tough atmospheric urban crawl with some satisfying firefights. Good fun, good mission Den!