Post
by thekev506 » Fri Apr 11, 2014 9:48 am
Scopes - I didn't really have a problem with them, though I'm not quite sure there was enough long-range fighting to warrant them. Because the AT assets of the fireteams seem to have a pretty limited range the CO's hand is forced to close the distance down once the Ifrit has been destroyed, and the scopes aren't really of any use once you're within the airbase.
Threat - I'm not sure I saw any CSAT regulars in the mission, only the specops guys. A few more extra squads of regulars and maybe another Ifrit in the airbase would help increase the level of engagement. Alternatively, bringing in a second helo of specops guys for that trigger would work well too (and look even cooler)
Also, the house at 025055 really could do with being more heavily defended. If you flip the scenario around and imagine you're defending the airbase that house holds the highest point in the vicinity and has very good eyes on the airbase. It's very strategically important, maybe even a little more so than the 'real' outpost to its north as it can also provide some defilade to an attacker.
Triggers - Having 'kill everyone in the airbase' might not be the best criteria for mission success considering there are so many buildings for CSAT to hide in. I think you're right in saying that having NATO holding the ATC tower would work better, but I'd also consider adding the destruction of the Tigris tanks - they're too dangerous to imagine them being left for the after-mission mop-up operation.
Music - Had my own music on so can't comment, sorry!
AOB - These may already have been present in the mission and I've just been in a world of my own, but considering the ranges involved and possible vantage points an MMG team would be a very tactically useful toy.
Considering the amount of armour-busting at hand, and the way RPG guys only carry the one rocket with them in A3, setting up an ammo crate full of rockets at the outpost (024057) might be worth trying out - we had a lot of RPG fire missing after all.
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