- Recovery
- Internecine
- The First Day
- Bombs Away
That being said ... some of the things I saw tonight were pretty impressive. More in my own AAR post soon-ish, so-
Recovery
Charlie:
Wolfenswan - Harlander - Joe/Sulphur - ?jefke?
It's always fun when it's obvious that the commander's plan is going to lead everyone in the welcoming maws of death but you're just a lousy grunt or fire team lead and thus have no say.
After Alpha hit the initial road block Charlie shifted to the north side of the road and took defensive position at a few car wrecks were we bravely held off enemies from every direction without loosing a single man. Deciding against my better judgement, I didn't lead Charlie to Glory and abandon the other elements who were taking a beating but instead we retreated and tried to help. This basically ended in everyone taking a bullet every odd second. As we realized that this wasn't going anywhere, Unaco captured the SUV and I crawled inside (of course my legs were shot). Together with Harlander and Joe we decided to make a last, glorious run for the objective. On the way we left joe and harlander with carooke. Originally we intended to rescue her but that didn't go so well. What then happened to Unaco and me is documented well enough.
Internecine
Alpha:
Unaco - Drakoon - Cpt Fatbeard - Wolfenswan.
I was the first to spot the attackers through a doorway in the west and managed to down at least one of them with my AK and three others with an extremly lucky grenade.
Then i got under fire and started yelling "blue on blue" and "stop firing ansob you idiot" because that was what my spacebar-scan was telling me. Turns out it wasn't Ansob and i was dead. Still i ended up with MOST KILLS and that's what counts, right?
The First Day
Charlie:
Grizzly - Jefke - Wolfenswan - Harlander
I was really worried at first that the mission wasn't going as intended; as it really seemed to drag. When things got going though, it pretty much turned into the world of fear, paranoia and misery i was hoping for. I loved how Drakoon was making elaborate plans while we were still pinned down at the first compound (i never expected those patrols to wander that far - they spawn quite a bit away).
Charlie mostly stayed in the shadows but ultimately succumbed to enemy fire, pinned down and surrounded at the military compound's wall.
I'll add a few mission maker's notes after the next AR.
Bombs Away
I was commanding a bunch of BLUFOR soldiers, 3 FTs and one Medic, into Zargabad - again. And yet again i decided it was for the best to leave most of the decisions to the FTLs: harvest the honours if it goes right, blame the subordinates if it goes wrong.
Charlie and me were approaching the South West Marker while Alpha and Bravo were supposed to break through the East of Zargabad. Unfortunately Alpha was way ahead of Bravo (who initialy had been following Charlie) and apparently got surrounded and pinned down. At the same time i had spotted the downed heli at the SE marker and ordered everyone to diverge there. While Charlie was taking a defensive position, comrade Joe had started to download the vital data.
Things got very hectic from here as we were still split up and Alpha had taken losses. I ordered the medic to unite with Alpha and then both to unite with Bravo but somehow they missed each other and the medic ended up seperated from the rest of us. Meanwhile Charlie and I got under heavy fire and were even engaged by an armored vehicle. Luckily comrade Joe was able to eliminate it with the wreck's minigun before it was able to do much damage.
A bombing run occured before we had completed the download but for whatever reason - bug or scripting - it didn't kill us and we were able to extract to a designated RV south-east of Zarga. From there we ran towards the villa via the eastern outskirts of Zarga, using the buildings as protection. We ran into a few enemies in open ground but those were no challenge for comrades who had survived the urban hell zargabad. I think we only lost 4 of 14 people.
First Day Notes.
One grave mistake players made repeadetly was to step into the head lights of our vehicles/drivers shining the head lights on friendly infantry. I did some testing with AI and darkness and it turns out that they are effectively as nightblind as the players are. You can walk/run up close enough to hear their voices and footsteps and they won't shoot at you. In the sunday session i found myself about 50m away from OPFOR who where shooting at friendlies on the road, standing in head lights. I was able to tell his position and kill him by his muzzle flash alone.
I probably have to stress this feature in the notes.
In consideration:
- I'm probably going to lower the enemy count, especially in terms of free-roaming patrols ahead of Garmsar.
- Tweak the static/MG inf placement so they aren't engaging from far away - could make it the responsibility of the sniper to dispose of those threats (>>give him more ammo).
- have infantry spawn outside vehicles; reduces head light confusion
- add another M113/replace "soft" vehicles with a M113?
- Maybe replace the CO/Sniper team with a single sniper. Adds another Flare-Unit and a medic to the column. I could let CO keep his NVG but then everyone would wait for CO to die to grab it (or he would just hand it to someone else...)
- More flares; currently FTLs have 3 while CO and DC have 4. maybe make it 5 each or just add some flares to a vehicle's cargo; could also write a small script that increases flares depending on player count.