[Sun] 31 July 2011 (Joint Joint: ARPS + Tier 1)

How we died
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fer
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[Sun] 31 July 2011 (Joint Joint: ARPS + Tier 1)

Post by fer »

Missions:
  • Scud Hunt #1
  • Scud Hunt #2
  • Swept
  • The Dogs of War
Thank you to everyone who came along tonight, and thank you especially for your patience at various moments. Having 35-40 players on the server is a fine thing to behold. It's not often that many of us get the chance to participate in large-scale events, so I am grateful to everyone who made the effort to show up and be part of tonight. Special thanks to Tier 1's mission maker and testers, and to comrade Tigershark for co-ordinating. A lot of effort goes into joint events, so we owe those individuals our thanks. If you have stories or feedback on any aspect of the session, please share here and I'll ensure things get cross-posted.

:hist101:

FYI Folk/ARPS comrades: My apologies for having a sense of humour failure about the BLUFOR pilots in Scud Hunt #2. As CO on that mission I should take responsibility for not paying more attention to who was in those roles (and ensuring that they could be communicated with clearly). So my apologies to all the BLUFOR players who waited around, only to die, and to the pilots for putting the blame on them. My bad. I shall arrange my own show-trial this week.

:commissar:

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Xiathorn
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Re: [Sun] 31 July 2011 (Joint Joint: ARPS + Tier 1)

Post by Xiathorn »

Scud Hunt #1
Assuming we ignore the aborted start, I'll focus on the first mission we actually got to play.

Tiger and I were in the same team, and were basically autonomous for most of this. It was enjoyable for the most part - although certain aspects really aggravated me.

We were tasked by command to provide intel, which we failed to do at the first outpost, but did rather well at the second. There was some minor engagements, but for the most part Tiger and I provided information for command to make informed decisions. This aspect, in my opinion, went well, as we located the SCUD and ultimately vectored in our comrades to destroy it. Working with Tiger is, as always, a lesson in hilarity, and we managed to get what we needed to do done with funsies along the way.

During this, I engaged only one actual other player, the bloke in the UAZ (Who I shot in the face, and it was glorious.) There were some fun ArmA LOD bugs, as usual, but all told this was fine.

Scud Hunt #2
I don't really understand what happened here. Command blazed off before confirming that my squad was mounted, and ultimately we had to find alternative transport for a section. This too far too long, because there was a lot of comms chatter and no real decisions being made. Too much talking, IMO.

We eventually came across a compound, the BDRM I was in got nuked, so I got out and proceeded to eliminate half of the compound on my own, before dragging my SL out of the BDRM and healing him. When the medics actually arrived there was basically nothing left for them to do.

We then mounted up in a Hind, due to us taking sniper fire, and I spent the rest of the mission either in the back while stuff got blown up by the chopper, or waiting for a ride.

Swept
Performance issues at the start, eventually fixed them and proceeded to charge the town. Zero co-ordination, despite me asking my FTMs to keep up with me. Eventually got shot the fuck up.

This entire session was, for me, frustrating. I know how much work went into it, but I honestly can't help but feel that it got over complicated.

1) The first mission is, in my opinion, flawed dramatically. An adversarial where you don't really encounter the other players makes me feel like we're playing an MMO and doing totally different things. What? Throw in the fact that there is a 20% chance that it'll end in an instant win for either side, and you've got some bad design there.

2) It took far, FAR too long to sort out slotting and then briefing.

3) Tier1 seem very enthusiastic, but there were some issues at certain points. At the end of the first mission, I got annihilated because somebody decided the very best place to fire an AT4 from was right on top of me, giving away my position as a recon team to the entire world. The transport debacle at the start of the 2nd mission was really bizarre. Finally, after an abortive chopper insertion the first time around (our pilot landed just slightly too hard and we blew up - it happens, ArmA is fun like that), the next pilot opted for a tactilol insertion. This took far too long, and was far far too dangerous. Yes, he was an excellent pilot and we didn't blow up, but jesus christ. I did not like this ride _at all_.

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fer
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Re: [Sun] 31 July 2011 (Joint Joint: ARPS + Tier 1)

Post by fer »

Scud Hunt #1

PltCo - Fer
|- Alpha FTL - Bodge
|- Bravo FTL - Unaco
|- Charlie FTL - Liq
|- Snipers - Wolfenswan + Harlander
|- RPG Gunners - Jefke + Sulphur

My plan assumed two distinct phases, with a possible third phase:

Phase 1: Recon / Dispersal / Planning
The two snipers were each given the fastest vehicles and sent out to the two furthest possible launch sites, with orders to observe but avoid contact at all costs. The rest of the platoon (including the RPG and command elements) was split across all of the remaining vehicles and ordered to move out to a nearby town. Once at the town I asked FTLs to hide their vehicles as best they could and get their men distributed in buildings away from windows. A single RPG gunner (Sulphur) was sent forward to recon the middle launch site. As we waited to get reports from our scouts, I assigned each FTL a site and asked them to plan an attack (they could lay map markers if necessary); when we knew the site, that FTL would be leading the assault.

Phase 2: Assault / Security
Once we knew the launcher was at the south-west site, we listened to Bodge brief us on his assault plan, which was for Alpha and Bravo to move directly up the valley floor, with Charlie (split across two technicals) providing overwatch from the south-eastern ridgeline. Sniper Wolfenswan, already in place to the north, would mark hard targets and engage if required. Meanwhile our RPG gunners would string out to the south and act as pickets. During phase 1 we had been overflown by a BLUFOR helicopter, which had activated the AI troops in the town; we understood that our window of opportunity would be small, so we advanced at speed. Possibly to much speed. Bodge's plan was sound, but we never managed to break through in numbers, and in a catastrophic moment an AI re-mounted a technical to our rear and decimated our main force (including me).

Phase 3: Encirclement / Death
Inevitably, BLUFOR joined the fight, falling behind us to the south. From death, I watched comrades Tigershark and Xiathorn sneak in and set up a sniper OP that overlooked the launch site. Our few remaining fighters (barely a fireteam) were up the valley road to the north-east, their advance having stalled. What I believe were 1-2 survivors from Charlie were actually at the base: at least one was killed by a BLUFOR sniper round. At this point - with a sniper team able to dominate the area - I thought the mission was over, but the AI had a surprise in store. When a BLUFOR infantry team arrived and fired a rocket from Tigershark and Xiathorn's position, the surviving AI in the compound retaliated with two accurate GP-25 rounds, killing the sniper team and AT specialist. However, this was a last gasp - within minutes BLUFOR had secured the launcher and the mission was over.

Well done to BLUFOR, but also to all on the guerrilla side - especially the FTLs, who were kept busy planning when not moving. On reflection, I still don't regret going balls-out for the launcher, because the guerrillas' best hope of victory lies in completing their mission before BLUFOR can get sufficient numbers to the launch site. It's a race against time, making it hard for the assaulting elements not to incur risks - but it's not unlike the block-and-sweep missions where we play the swept element.

Scud Hunt #2

PltCo - Fer
|- SF Team 1 FTL - Headspace
|- SF Team 2 FTL - Uncao
|- SF Team 3 FTL - Liq
|- Snipers: Jefke + Sulphur

My plan here was super-simple: snipers (with personal MH-6s) would once again recon the two furthest sites (a process of elimination would tell us if the third site was the target); meanwhile the rest of the main force was loaded - QRF-style - into two Blackhawks.

Although the snipers moved speedily, the main force had to wait patiently in the birds. From the command perspective time seemed to pass quickly enough, but I appreciate the same was probably not true for those strapped into cargo seats. Then, as so often happens in QRF-style scenarios, the tempo changed dramatically.

Sulphur, at the eastern-most site, was pretty sure he had located the launcher (it later transpired that he hadn't, which is tribute to great unit placement by the mission maker). That would have been enough for us to spin-up the rotors and move out, but it appeared that the guerrillas were already on the scene, and from Sulphur's excited reports it sounded as if they overran the AI defenders very quickly. Quick reaction force became Super Panic Go Go Go force. And that's where I got it wrong.

During slotting I had opted not to have dedicated pilots, instead drawing from within the SF Teams. I had devolved the decison downwards, but not checked we had people in place. So when everyone (mostly me) started shouting: GO GO GO, it seems our flyers were not 100% co-ordinated. It didn't help that I was frantically re-marking LZs whilst we were in flight. Ultimately, both birds went way off course, and crashed or were shot down.

Comrade Admiral Nullkigan is organising my show trial as I type (from this cell).

:commissar:

Swept

Charlie FTL: Fer
|- Car00ke
|- ralph(?)
|- (???)

So this is the (very orginal) version in which the blocking force has BMPs, not armed UAZs; which adds 150% more death. Comrade Tigershark's plan was to let the helibourne forces (black turbans) walk into a killzone surrounded by our fireteams. However, despite getting things off to a fine start by dying in the first contact with helibourne troops (Charlie was the western-most element), I enjoyed watching the platoon successfully contain the black turbans before grinding through the blocking force and eventually using a captured BMP to finish the job. Very well done to all.

The Dogs of War

Yes, I accidentally set off a satchel whilst I was planting it.

:siiigh:

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Tigershark
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Re: [Sun] 31 July 2011 (Joint Joint: ARPS + Tier 1)

Post by Tigershark »

Yes, I accidentally set off a satchel whilst I was planting it.
LOL. Awesome. I didn't know that.
Image
Sticking feathers up your ass does not make you a chicken.

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fer
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Re: [Sun] 31 July 2011 (Joint Joint: ARPS + Tier 1)

Post by fer »

As promised to Tigershark, some mission design feedback (read: personal opinion only):

Scud Hunt
  • Bonus vehicles - The bonus vehicles don't work for me and feel gamey; as objectives they are not attractive to guerrilla because the risk of losing men and time is too great; better to just find and capture the launcher before BLUFOR has a chance to get into the mission and do it with enough men to provide both assaulting and security elements. If you really want to make the guerrilla threat unpredicable (for BLUFOR), simply spawn very different armed vehicles with the guerrilla infantry. Either way, I'd ditch the Hind and let BLUFOR retain its air superiority.
  • Rockets - The imbalance of objectives (destroy for BLUFOR, capture/activate for guerrilla) makes rockets a bit of an issue; I know BLUFOR doesn't start with any, but there are plenty of AI-held RPGs to obtain and once done, provides BLUFOR with a stand-off option. I'd be inclined to either remove all rockets from the mission or, better still, alter BLUFOR's objective so they have to get up to the launcher before destroying it (maybe the in-game justification is the recovery of launch codes).
  • Snipers - I'm really not a fan of snipers in TvT. It's no fun being killed by a human sniper who was sitting 400m away, and being able to deploy scoped rifles of any sort lessens the likelihood of close(er) combat between co-ordinated elements. More bluntly: if you're looking to increase the chances of a TvT mission being enjoyable for most players, avoiding snipers and very powerful toys (e.g. attack helicopters) can help. That can make it challenging if you want to use BLUFOR - particularly American forces - but you always have the option of using a different faction such as CDF or TK Army, for which less HS/LD equipment is acceptable.
The Dogs of War
  • Group IDs - we need to fix the group IDs element in that mission, so that chat messages are prefixed with the correct fireteam names; during the run through last night people became confused due to the default 1-1-C, 1-1-D prefixes appearing (and these do not match our FT names).
  • Loadouts - Rather than ask people to worship at ammo crates, it might be faster to just add satchels to the scripted loadouts and the cargo of all vehicles. I wasn't sure if there was another purpose for having those boxes, which might make this a non-option
  • Fisher-Price Satchels - For use by me; because I can't be trusted with the real thing. :suicide: (j/k)

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Headspace
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Re: [Sun] 31 July 2011 (Joint Joint: ARPS + Tier 1)

Post by Headspace »

Unfortunately I couldn't make it to the first two missions except to die in one of the helicopters. In fact we were killed so quickly that my ArmA did not even have a chance to play my death animation and explosion before booting me into spectator.

I can't believe that we won Swept. I would like to have survived longer, but I was killed by some of the armor.

I think for me the last mission was the most fun, with the mercenary team dealing with oil rigs. It didn't seem that plausible from a real life perspective but then again most ArmA missions aren't. I ended up doing way too much shooting as a commander, including trying to gun down a UH-1 by myself. It was probably my fault for straying too far from the other teams. But it looks as if we completed the mission with relatively fewer casualties than could have been taken.
Tigershark wrote:
Yes, I accidentally set off a satchel whilst I was planting it.
LOL. Awesome. I didn't know that.
I was wondering what happened during that mission. All of a sudden Fer was gone, and yet no one quite knew where he had gone to.

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