THe chute was not the problem
It was jumping straight ontop the enemy forces which was.
Jolly Cooperation -
This mission is... rather hard from a command perspective, for this reason:
Friendly
ME < > DRAAKON
Opponent
|
Squads
Two lines of communication to the enemy CO, one of which may know what you are doing, the other one who does not.
THere were lots of friendly fire incidents as a result.
My plan from the outset was to hide a decoy team from Draakon and tell him that those had died in the assault on the first compound, something which, IIRC, he never found out about (untill now
). This team later got into the target compound ending the mission.
The first objective did not trigger, for which I blame draakon
, as we were assaulted from the east side from teh compound as we were advancing away from it. There is actually a neat way to trick your opposing commander into losing extra men there.
The communication via intermeadiaries was actually very interesting, albeit rather confusing, as I had to simultaniously listen to my adviser, Draakon's adviser, and my own squad, ocasionally simultaniously. I do wonder how the mission would have played out if the rather enormous bug that was discovered at the end was fixed. A very interesting concept which I do wnat to see explored further
The Back Foot:
This mission went suprsiingly well, in that we made multiple attempts at the compound and actually managed to hold it just fine. The only reason we died is because we lost 80% of our men
. Alpha 1 and Alpha 2 worked very well, and since Alpha 1 actually manged to hold the compound for a while (which I consider a victory in itself
), I would like to make a suggestion:
Either shorten the time CSAT needs to stay inside the HQ or
Remove the 80% casualties limit entirely. BLUFOR is already at an advantage by being the defenders, after all.
I'd also like to apologize to AudioX for starting and continue to participate in global chat which took place during the mission, I do get quite sily when I am tired.