Countersweep
BLU C1 FTL
Charlie got the flanking route. This is gonna be an interesting missi-HOW THE HELL AM I ALREADY DEAD?!?
Cratesistance
BLU ASL
We were a fireteam short. At the very least, a fireteam short. Not for combat, simply to cover the area we were defending! The far (and i mean FAR) north and south caches were written off fight off the bat among other reasons for being dumped smack in the middle of a road. INDFOR could've won just by driving into them. 6 and 2 on the hill towards the coast were with A2 and A3, A1 and SL set up in the storage yard, hoping to overlook 5 and 3, but failing on both, 5 due to geometry and 3 due to a huge rock completely blocking the view of everything except the camo roof. Seriously, if i didn't know better I't think it was a prank or something.
The plan was simple (like my brother-in-law Phil, etc.) The hope was INDFOR would either take 1 or 4 first, and then try to plow through us to get to 3 or 5. Either way, the cache guards would warn us and we'd redeploy. Gunfire from 5 sunk that idea
. A3 moved on the overlook on cache 2, A2 was moved north, and CO and A1 took the hill over 5, hoping to skirmish with enemies en route to 1 or at least figure out what exactly is there. Two trucks moving on 4, and a subsequent guy shot on 5 gave us the info we needed. A2 was sent back south, and opened up with a truly dazzling storm of lead on the dismounting trucks. A1, meanwhile, raced off into the town, to either flank or support. In the end, A3 and half of A2 died valiantly defending cache 2, while A1 stormed the compound the enemy had just vacated. I got to the top of the hill just in time to lay a burst on whoever was lying next to the cache when the charges detonated.
THIS close!
Surfin
IND B3 FTL
It was all going fine (except for that one dead guy) until BSL sent us to take a house on the salient hill towards the city. I rushed over first, chased down by and overeager GMG. Barely hitting the walls, I told my guys to stay down, as the GMG hit again. Right as we patched up, a lone EI ran up from the north, of all places, and A3, bunched up as we were, moved to take him. Bad move, GMG killed everyone but me. The EI now dead, I consulted command, who sent off what was left of A1, with Wolfenswan directing me to join on him (something about him 'still having his fireteam' ). As they came in, I warned them to keep their heads down, and a GMG burst later, I was FTL again (
). Directed to assault the town, we ran into the reeds, losing the next batch of people (GMG again?), among them BSL, leaving the medic, and a single fireteam under audiox, and me as BSL. I somehow got a hold of an RPG and a Zafir, which went a long way in keeping everything else run relatively smooth from there (except for that time I killed audiox
). We killed whatever officer was in the town, ran into the AA technicals but had no satchels to take them out (I just popped the wheels and sunk a burst into the engine block) and charged headlong into the Mora that had, erm,
pinned down Alpha. Two HE rockets (and one kamikaze RAT), the IFV wasn't even disabled. It was however, panicked enough to turn tail and run north out of the AO. Good enough, I guess. We pressed on, exited the AO and declared victory.
During this session it dawned on me that had I taken Dabbo's (?) MG when I whacked him near the windmill I might've killed the guy I was shooting at on cache 2. What i'm trying to say is I'm looting MGs from now
.
Some mussings regarding Cacheola:
Here's the thing: in the current setup, INDFOR is the guerillas.
The formula is as follows: defenders have an inherent upper hand, and conventional wisdom requires a numerical advantage
(1) for a succesful attack. Cacheola balances that by giving the initiative to the attacking side, making the defenders reactionary at best
(2) and succeptible to defeat in detail
(3).
The advantage given to the attackers
(1) (since this is modern warfare, after all) falls under the Lanchester square law (bluntly, number ratio: x:y, firepower ratio x^2:y^2). For INDFOR to attack frontally, they need a force superiority, either local or total. A problem (especially with larger player counts) is that a striaght 2:1 advantage turns the tactical blob into a full-on echelon attack that you just can't fight off. The reactionary nature of BLUFOR
(2) here is dependant on the distance between the caches. In yesterday's game, even though we knew what IND were doing well in advance and were able to observe and engage from a significant distance, A1 was still unable to reach A2 in time to help. The defeat in detail
(3) is helped not so much by the ratio of BLUFOR to caches, but rather BLUFOR to caches it can't afford to lose. Simply, having to destroy 2/2 caches is not that different from destroying 1/1. 2/2 vs 1/2, however, is twice as easy.
The thing is, at least one of these factors needs to either be diminished or missing completely for a possible defence:
(1)When the numbers are about even, INDFOR are the guerillas, exploiting the reaction time of BLUFOR to destroy fringe caches and pull back. (This would've happened yesterday, except INDFOR had the manpower to just steamroll A2 and A3 outright).
(2)When the caches are close together, the game forces one big confrontation (or, realisticaly, INDFOR trying some fancy flanking move while BLUFOR hunkers down and covers eachother). This is highly dependant on terrain (ie. the luck of the draw). (This was last Sunday. BLUFOR won a firefight at the hill, but then did not pin down INDFOR's flanking move.)
(3)When there are a lot of disposable targets, INDFOR (probably superior in numbers) blobs up and goes 'house-to-house'. BLUFOR here play the guerillas, because the number of caches they don't have to defend lets them see INDFOR coming and (more importantly) choose the battleground and retreat if needed. (This was the way it usually went in Zargabad) (of note, however, is that defenders lost here quite often, mainly due to M2 Humvees.)
Or, you know, I may be talking out of my ass