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Post by caliban on Jan 19, 2013 22:58:36 GMT -5
Had a great time today with my first big OC gig. Overall, everything seemed to go well, aside from the typical hiccups like fussy chronos . Not sure what the final count of attendees was, but it was a lot of people that worked well keeping things moving throughout the day. No major issues during game play. Both teams worked hard and had some great moments. Thanks Dave for another great OP, and thanks to the sponsors for coming and contributing!
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Post by big007crazy on Jan 20, 2013 3:00:33 GMT -5
Well 2 am and just made it home from the op. I would like to thank all involved for making this happen. I get up to Dave's field about four times a year and im always impressed as how it keeps evolving into a better field. I had more fun at this op than Reindeer XI. And a much better field in my opinion. Never seen a bill board with a fields name on it, dont know how you pulled that one off Dave, but hats off for it. Too tired for AAR. But thanks from Refugio and Victoria for all the fun and bb slingin we got to do.
Duke Recon Warriors
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Post by Diamondback on Jan 20, 2013 17:00:53 GMT -5
my video should be up in the next week or two
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DeMoN
Junior Member
Posts: 55
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Post by DeMoN on Jan 20, 2013 18:19:35 GMT -5
Great game guys! Our guys from Houston really enjoyed it. We'll be back again for more later. Game 1: 16th BDE started at the flag behind the city. Once started we rushed east in to town to secure the front facing the Russian boarder as we travel along the grass field line. Doing so we notice Russian team along the edge and made a line along the southern boarder along w/ other NATO forces. Russian had gotten the mortar and started launching them, very distinct sound. As other NATO forces secured the town front we pushed south toward the mortar behind the big tree. NATO took the mortar then the Russian southern most flag. With the town secured we moved in on the Russian trenches, I remember meeting up w/ Mustang Calvary group and broke through the southern fence line. We used the disabled vehicle as cover and muscled our way in. Our LAW was launched and cleared a fox hole where Russian had gather up. Slowly NATO pushed the Russian into a smaller circle as we closed in... the game over. Not sure what was the trigger for it, thought it was time for lunch . Game 2: We where now at the trenches and the Russians had the town. The 16th BDE started at the southern most flag and tried to punch into town via the choke point behind the city where the wood pile made great cover for the Russians. We couldn't break through as we thought they would make a line like we did. We all eventual gotten tag and regrouped along the border to assess the situation for another plan of attacked. We watched our NATO brother sniping from under cover of a decommissioned cannon with his spotter as the city front was littered with Russian and Russian sympathizers. The spotter gotten hit and was sent to re-spawn and it looked tough taking that front as most of the 16th stood and watch the front. Then to our luck we saw over 6 Russians getting sent back to re-spawn.. must been an air strike! To our luck we had a chance. 16th BDE quickly jacked up the barbed wire and secured the front line and pushed all the way into the courtyard area with the help of the local towns people. Other NATO forces pushed in on the north east and I meet some like Mojo at the courtyard before heading toward the Golden Weasel (GW). Didn't want to go in I tossed a Thunder-B into the 1st room before trying to enter. Not, it fell short and deflected off the cum wall and 'bomb'! Oh, well they know where here and coming in hard. NATO broke in the GW and started clearing the rooms. Over the radio I hear other members of the 16th taking the Russian southern flag and informed the ref. Shortly after the game was done. Game 3 Replay of game 2. ... just drew a blank, out of memory space NATO did a good job still. Night Game 1 NATO started at the southern part of town, Russian at the North. Russian troops did a great job pressing the NATO forces, we all stalled at the courtyard. Night Game 2 We switched side, 16th BDE tried to secure the edge along the woods, too dark and we got picked off. We collapsed and held out at the 2nd tower. Russian made use of the darkness and slithered in and securing most of the town from where I was at. THE END
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Post by Foggy (CR4) on Jan 21, 2013 10:21:28 GMT -5
Had a great time today with my first big OC gig. Overall, everything seemed to go well, aside from the typical hiccups like fussy chronos . Not sure what the final count of attendees was, but it was a lot of people that worked well keeping things moving throughout the day. No major issues during game play. Both teams worked hard and had some great moments. Thanks Dave for another great OP, and thanks to the sponsors for coming and contributing! Totally agree Caliban, despite the chronos not wanting to cooperate (S/O to SWAT from Houston for stepping up to help). The day was a total success. Great sportsmanship from both sides, No major issues from an admin point of view. I had just as much fun as an admin, as I would have as a player. To echo my esteemed colleague Caliban, thanks Dave & Family... Despite having the flu, you still kept it together and put on a great event. Special thanks to the sponsors and contributors, to the admin staff, and to the players. Well played ladies & gentlemen ... see you at the next event. ;D
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Post by danarchy on Jan 21, 2013 13:18:35 GMT -5
Yes, thanks to Dave, family and his admins and staff for pulling this off, despite his being so miserably sick. Cormac (Little Igor) and I (Alex Pechov) had a great time. I was going to write this AAR in my Ukrainian - American language, but will save that for the video once it is edited and ready (probably will be mid-February before you get to see that given work schedule). I must say first that great sportsmanship was displayed all the way around and on all sides -- this game was on par with what I saw at RDG XI. The way to "win" at airsoft is not to take an objective or hit the other guy, but to act honorably, even if that means you are the guy hit or you lose that objective. As a player, I always feel having a third team, especially civilian, adds another dimension to the game to make it something beyond a tan versus green skirmish and requires the military leadership to move beyond mere tactics. Done right, as at Broken Home, having civilian police or militia can bring an op to another level. However, two common complaints generally surface with third teams: (1) They end up allying with one team, creating an imbalance in the game (not much fun for either military team or third-team). (2) Inevitably on both sides, the military force members get betrayed by a third-party team member and both sides declare open war on the third team, which is generally smaller and out-gunned (no fun for third team). Under the first situation, the third-party just becomes another band of shooters in the chain of command, with little if no opportunity for role-playing or being sneaky. In the second situation, being a civilian is akin to being an armed criminal facing off against military forces and they get little quality trigger time and much time trekking back to respawn (as they usually don’t have medics). Before Op Market Garden, Dave and I worked out the armband system to distinguish "innocent" civilians from Dutch SS and Dutch Resistance. With a handful of people it worked very well, so we used it again for this op. From the beginning of our planning, I made clear to the players that in the civilian world there is no chain of command (frustrating to some ex-military folks that work with me in the political arena). So while I might be the “Mayor,” I would be dealing with competing factions; thus, they were free to follow me, ignore me, cut their own deals, or shoot or not shoot whoever, but just keep in mind that the repercussions for their actions would come back to them rather than the wider group. My challenge in this was to do my best to keep everyone together and on the same page amidst chaos. Initially, the Ukrainian militia (who were supposed to be pro-Soviet) were not wearing armbands, which would have resulted in greater confusion had they not allied with NATO early on. This did result in an early force imbalance, particularly as the only working vehicles belonged to NATO and the Soviets did not seem to have effective anti-tank weapons. Further, NATO did a better job of understanding the chaotic civilian situation within the city and reached out to and “bribed” the various factions using some custom wooden dog tags (with promises of more), cookies and ostrich legs. That NATO strategy succeeded. For example, at one point the Free Ukrainians had an opportunity to take the NATO CO LT hostage and, because we were bored and the game was somewhat stalemated at the time, were prepared to do just that. However, the purportedly pro-Soviet militia leader Brandon (?) asked me to hold off until later for a ‘better opportunity.” We continued to try to ratchet up our demands on NATO, including payment of taxes and excluding vehicles, all while trying to secure an covertly “open” border crossing for Soviets to sneak across (however, they weren’t playing along and just shot at us) . But, we broke for lunch before we got to far along. During lunch, we Ukrainians cooked up some ideas to make the occupying NATO forces life difficult, but the Soviets started out in charge of the city. We were hard-pressed by Clan Reckonings’ blitzkrieg armor attack in the first afternoon game and had little time to role-play. In the second game, our anti-armor rockets were in place and with Soviet infantry support, we held off the mobile units. Well, that was until some Ukrainians switched over to NATO (again NATO was far better at reaching out to and getting civilian support), betraying Cormac and me with a literal stab in the back. My disappointment with my fellow countrymen [you “traitored” me ] was offset with satisfaction that our armband system worked, allowing their group to put on blue armbands and fight for NATO, while Cormac and I re-spawned with yellow armbands and fought alongside Soviet forces against our turncoat drinking buds from the Golden Weasel. Overall, I think the civilian armband system works, but I think there should be some system to discourage unmarked civilians from engaging in combat. In real combat situations, summary execution would do that (whereas those with distinctive markings are considered partisans and theoretically protected under the Geneva Convention as prisoners of war). In a game with a medic system, they could be simply denied re-spawn, so as to make the risk/reward of being a sneaky spy more grave (same should go with those wearing uniforms of the other team as they would get a summary execution in the real world). On a final note, I’m also glad that they didn’t get us civis on television as all you uniformed characters would have looked real bad shooting at guys in FUBU shirts, Mexican parkas and hoodies .
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wraven
Full Member
Clan Reckoning (CR)
Posts: 198
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Post by wraven on Jan 21, 2013 14:40:13 GMT -5
Further, NATO did a better job of understanding the chaotic civilian situation within the city and reached out to and “bribed” the various factions using some custom wooden dog tags (with promises of more), cookies and ostrich legs. Delivered in full at index of the day!
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Post by LT on Jan 21, 2013 15:57:46 GMT -5
"...The spotter gotten hit and was sent to re-spawn and it looked tough taking that front as most of the 16th stood and watch the front. Then to our luck we saw over 6 Russians getting sent back to re-spawn.. must been an air strike!..." Guilty as charged
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aztec
New Member
Posts: 6
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Post by aztec on Jan 21, 2013 17:12:59 GMT -5
Feels awesome to have actually sent a request for a CAS mission!
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Post by Meisnerd on Jan 21, 2013 23:07:36 GMT -5
One suggestion I have for future games that would make taking out a commander more impactful - give the commanders a timed respawn. This came out of the realization that although my Spetz had ample opportunity to assassinate LT, they chose not to because all he would have to do is walk back to the respawn and back again, maybe a 5 minute trip total, but their cover would have been blown. Not worth it.
Similarly, I was killed twice (Well done, Kraut) and within minutes I was back as if nothing had happened. It would also give the commanders a very good reason to keep out of the line of fire, lol. Not that that was a problem this game (the reason I got safetied was that quick blitz with the CR APC at the start of game two) but it might add an interesting tactical element to future games.
Just a thought. There are probably some solid reasons for not doing so, too.
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Post by leitchinator on Jan 23, 2013 18:53:43 GMT -5
Only the great russian commander remembers spetzs sadly.
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Post by Rabit TFS on Jan 23, 2013 19:37:34 GMT -5
We were supossed to be able to take commanders hostage if they got killed but that never happened. Everyone kinda forgot.
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wraven
Full Member
Clan Reckoning (CR)
Posts: 198
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Post by wraven on Jan 23, 2013 19:44:01 GMT -5
We were supossed to be able to take commanders hostage if they got killed but that never happened. Everyone kinda forgot. Incorrect - We tried to take Russian CO after we shot him, but he refused to comply. Reason stated "I'm dead already."
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Post by Rabit TFS on Jan 23, 2013 20:04:06 GMT -5
We were supossed to be able to take commanders hostage if they got killed but that never happened. Everyone kinda forgot. Incorrect - We tried to take Russian CO after we shot him, but he refused to comply. Reason stated "I'm dead already." Well that's kinda lame...
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Post by Meisnerd on Jan 23, 2013 21:39:49 GMT -5
To capture someone you have to take them alive.... you aren't going to get much from holding a corpse. That's kinda how capturing works, otherwise you're just retrieving a body. And yes, I did refuse to comply, because of that stated reason.
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Post by Rabit TFS on Jan 23, 2013 22:02:36 GMT -5
To capture someone you have to take them alive.... you aren't going to get much from holding a corpse. That's kinda how capturing works, otherwise you're just retrieving a body. And yes, I did refuse to comply, because of that stated reason. But due to Daves rules and what he said during the briefing if we killed one of you we could have taken you hostage. It prevents physical contact and people trying to run off and being grabbed, etc.
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Post by Meisnerd on Jan 24, 2013 16:27:32 GMT -5
Hm, that's news to me - downside, I guess, to have to get the truck jump started pre-game and missing the briefing.
My bad, apparently.
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Post by Rabit TFS on Jan 24, 2013 18:24:43 GMT -5
Hm, that's news to me - downside, I guess, to have to get the truck jump started pre-game and missing the briefing. My bad, apparently. It happens. And it wasn't listed in the rules on the forum so I think it was one of those last minute things to add a little more to the game. I honestly don't even think it would have ended up hurting or benefiting anyone anyways.
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Post by dave OC-6 on Jan 24, 2013 20:24:29 GMT -5
I told you, I think you had info overload tho.
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