fa3_a62_foxhunt

Help make Party-approved missions harder
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Ferrard Carson
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Joined: Sun Aug 12, 2012 6:08 am

fa3_a62_foxhunt

Post by Ferrard Carson »

First played during [Sun] 08 June 2014 (Weatherman).

Heavily inspired by Mike's ArmA 2 classic "Foxhound".

Current Version: V2

V1: playthrough yielded following critique:
  • Slightly darker than ideal for AAF
  • CTRG Marksman (EBR w/ Hamr sight) potentially OP
  • AAF had access to NV through gamey techniques (e.g. using NV on RPG-32s)
  • AAF casualty threshold potentially too low - seems too easy for FIA to get 1:1 kills, netting them the win.
V2: Following changes effected:
  • Mission time moved 15 minutes earlier: AAF has advantage early, FIA gains more advantage as mission progresses and daylight fades
  • CTRG Marksman ammo reduced from 8 to 3 magazines: Pistol ammo increased to compensate for loss in CQC ability
  • All equipment with NV removed from AAF: Rangefinders replaced with Binoculars / RPG-32s removed
  • AAF Riflemen (AT) replaced with Explosive Specialists (Mines): FIA explosive specialists equipped with mine detectors to compensate
  • AAF casualty threshold adjusted to 33% default: 20% and 40% thresholds available through parameters per Wolfenswan's suggestion
Further suggestions, critique or testimony welcome.

:clint: ~ Ferrard
"Take a boat in the air you don't love, she'll shake you off just as sure as the turnin' of the worlds. Love keeps her in the air when she oughta fall down, tells you she's hurtin' before she keels... makes her home."

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wolfenswan
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Re: fa3_a62_foxhunt

Post by wolfenswan »

AAF had access to NV through gamey techniques (e.g. using NV on RPG-32s)
I don't see the rangefinders as gamey. It only makes it slightly easier to spot immobile FIA, while moving FIA can be seen easily with both Rangefinders and Binocs, given adequate light.
CTRG Marksman (EBR w/ Hamr sight) potentially OP
I'd still be interested to see how well the marksman fares without a scope. It's still a very capable rifle but requires better spotting/assistance.
AAF Riflemen (AT) replaced with Explosive Specialists (Mines): FIA explosive specialists equipped with mine detectors to compensate
Will see how well that works but given the sweeping movement of AAF and FIA's interest to maintain distance I'm not sure how much of an asset mines would be for AAF (the other way around might be interesting though). I'd consider grenadiers w. flares.

Adding flares to FTL/CO loadout for AAF would help in general to mark FIA locations.

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Lithion
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Re: fa3_a62_foxhunt

Post by Lithion »

I'd suggest placing the 'early AAF advantage' in the briefing for FIA, in June 10th session we all got butchered before it ever went dark. (making me question if the 15 minutes bump was really necessary)
From what I understand the A2 version had an area a bit smaller to defend as well, while I do think the area is quite large, FIA also has the freedom to concentrate themselves however they like.
On the terrain: AAF sent guys up on the mountains for overwatch, leaving FIA pinned on their slopes because it's easy to spot a moving soldier on a hill. I suggest maybe adding some fog or changing the lighting again. AAF took 20 minutes to whipe out FIA and it was still quite light, if one reverts the time bump, AAF has a speed objective?
wolfenswan wrote: Adding flares to FTL/CO loadout for AAF would help in general to mark FIA locations.
This would work well I think
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-Lithion

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fer
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Re: fa3_a62_foxhunt

Post by fer »

There's been a lot of talk about the level of light, but remember that the original A2 mission was played out in daylight - so I think other factors need to be considered.

The first is that in the A2 mission the terrain was markedly different: the valley was shallower, and all the concealment was in the flat area (green zone); the slopes were barren. For the sweeping force, putting men on the high ground didn't offer a dramatic view of the green zone due to shallower angles, and also tended to skyline personnel (especially risky since rifle fire in A2 was more accurate, even with AKs). In Foxhunt, the wooded slopes, steeper angles and abundance of cover on the high ground makes occupying the ridges both less risky and more rewarding.

The second is that comrade Gaius' plan was really very effective. Not only were forces landed at either ends of the 'corridor', but comrade Gaius quickly took the high ground along one long edge of the corridor and was able to sweep/scan across the width, instead of creeping up the corridor. This contrasts with the way we used to sweep up the corridor in the A2 mission, which gave the defenders plenty of space in which to fall back (even if there was a stationary blocking force at the far end).

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Kefirz
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Re: fa3_a62_foxhunt

Post by Kefirz »

I think it just needs a few more playthroughs, both times when this was played, the contact was mainly in the south, around that big hill. One plan might be better than another, but it doesn't mean that the mission needs improvements.

Also, remember that daylight works both ways, when it was light, it was impossible to see any muzzle flashes.
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