It was a great game - wish more of you guys could have made it up. Here is my AAR:
Danarchy AAR & Video Link:
RDG XI had to be one of the most professionally run airsoft ops that I have attended. After dropping off Cormac at practices for regional band (which is why he was unable to be there for tan), I arrived shortly before 8, expecting things to be on "airsoft time"; however, that was not the case, as the chrono and registration lines moved quickly.
First AMS standard other organizers should adopt: Unique, serial numbered stickers that go on your weapon, instead of using a zip-tie. Especially after the zip-tie on pistol trigger caused by serpa holster to jam at Op: Old Republic, I've been thinking there has to be a better way. There is; and AMS found it.
The safety briefing was mercifully short and free of b.s., treating us like adults and getting us on to the field just shortly after the published start time.
Second AMS standard other organizers should adopt: Yes, safety briefings are important; yes, I could lose an eye or a tooth or some blood if we're not careful; but yes, my mid-life crisis has lead me to this and if I hadn't spent so much on AEGs and my loadout; I'd have bought a Ducati and wrapped it around a tree by now. So, it's like your saving my life already -- don't sweat the little things.
Objectives were announced during the briefing, but not provided ahead of time.
Positive comment: Both Top and Raptorkat did an excellent job as CO and were assisted by having what amounted to an embedded XO (The JP for our team); Negative comment: however, they were handicapped by not having missions and objectives provided at least a week before. I've seen this repeatedly in other "milsim" events and it bothers me, because it would be a dereliction of duty to drop a unit into a hostile situation with no intelligence or clear mission. At Rebel Yell, AMS did a good job with this and felt that this wasn't quite up to their usual high standards.
Once on the field, BLUFOR Squad One, lead by Jordan of the Texas DoorKickers got us out quickly and protecting the west flank. We held off several assaults by Lil Reaper and his crew [Yes, Reaper, no need to remind me, I know your side won in the end, so I'm 0-3 with you guys - but remember vengeance is a dish best served cold]. In the end, Squad one did so well that we pushed into the courtyard and assisted there. I ended up split off from the squad and eventually killed when I burned through all my ammo and/or gas, leaving me with a knife. Being without my squad was a bummer because our medic Seth kicked butt.
Third AMS innovation other organizers should adopt. The medic system involved a pill bottle with a dice inside and a chart on the outside. When someone was hit, the medic shook the bottle, looked at the number, compared that to the chart, and then used a simple roll of masking tape to bandage the appropriate body part or if you rolled a six (I think) you were just dead. Fun, challenging and didn't slow down the game play.
For the second half, we fought around and, at the very end, even into the manor house. More fun. I learned that with a mingun, I am a great tactical distraction - I don't think that I hit that many people, but when I walked into a fire-fight (and I couldn't crawl or run), green either ducked or aimed every rifle at me and emptied their mags -- giving my team-mates the ability to maneuvuer. Took so many hits that by the end of the game, the medic masking tape had turned me into a mummy.
Overall assessment and what all other organizers should pay attention to. Smoothest airsoft game that I've ever attended. Before this op, some complained about the price - $88 and change with tax - being too high. For any price near $100, I expect some combination of an outstanding A.O. (something like Fort Hood or Fort Gruber), an excellent storyline that puts you in a different world (Op: Ironhorse or Op: Aftermath come to my mind) and flawless administration. AMS shines generally and in particular in this op on the final point. They had the necessary gear to run the op and knew what to do. When disputes broke out, admins responded quickly and resolved the issue. There was no drawn-out drama or debate on the field about hit shrugging or violating engagment distances.If you want airsoft without the drama, that is a fair price for a great day of truly playing airsoft.
youtu.be/V8ZTPMsoUH4