Warlords
- CO: Mort
|-- Medic: Fer
Comrades, I must confess that I played almost no role in this mission at all. Our commander granted my wish to set up a medical aid station in a building towards the centre of the village, and after establishing People's Clinic No. 94, I spent the rest of the mission looking out of windows, waiting for a BLUFOR running dog to appear. No capitalist pigs arrived at my medical establishment, so I was unable to render them immobile and deliver a speech about the benefits of public healthcare. So whilst I'm afraid we've lost this year's grant money from the Nancy Pelosi Foundation for Social Progress (and Finger-wagging), I am happy to report that our glorious leader made good his escape. I particularly enjoyed his final order:
"Die well, comrades! I'm off to a safer location!" (or words to that effect).
Swept (adversarial)
Xiathorn was using my computer for this mission, so I got to watch over his shoulder as he demonstrated the shortcomings of the AK-47 in a long-range firefight. After his death, in spectator mode, I enjoyed watching the theft of an enemy UAZ and the confusion it was able to sow amongst the ranks of the sweeping force. Gutsy stuff from the remaining comrades, rewarded with our second victory of the evening!
Operation Shockwave
- CO (nominal): Fer
|-- Terrorist: General Carver
|-- Terrorist: messiah
When I was killed I was facing my attacker, completely unarmed, and standing no more than 5m from the muzzle of his rifle. Once I got beyond my frustration, I remembered that this is
exactly why I like ArmA2: missions can become distinct game-types in themselves, forcing you to learn or create a whole new range of tactics and approaches. In that respect, which makes our gaming so different from the pre-ordained questing of WoW or rail-shooting of CoDx, we are very lucky - I hope we never forget that. There are various aspects of this mission that I'd like to see tweaked, and I urge anyone who's interested to join me in assembling some useful feedback for its creator, Sonsalt, who now has access to the folk forum. In the meantime, here's what happened for me:
After we had translated Sonsalt's co-ordinates for caches into map markers (many thanks to comrades Tigershark and Feesh), and the mission had started (allowing us to see our starting positions), I outlined a very simple plan:
- Tigershark's cell would arm itself from the south-east, then hit the villa
- Mort's cell would arm itself near the oil facility to the north-west, then hit the facility itself
- Headspace's cell would arm itself south of the airport, before striking the market to the south of the city
- My own cell would journey south to the city's northern edge, then hit the central mosque
- If a cell managed to complete its primary target, it was to instantly fall back to Beardface's position and defend him
With regards to comms, after giving this briefing we went to 'radio silence', using only group and direct VON to communicate within our own cells. It made things very atmospheric, because we could hear firefights and explosions in the distance, but had no way of knowing if our comrades' efforts were meeting with success or a hail of .50 cal rounds. Or both.
Initially, Carver, messiah and myself drove south in a car, but abandoned it at our designated cache, where we disappointed to find a single sniper rifle and a pistol. Arming messiah with the rifle and Carver with the pistol, we struck off to the south. Carver then made an excellent suggestion: that I, as an unarmed civilian (kinda), should walk ahead and act as their scout. Accordingly, we made our way into the city thus: me walking slowly down roads and sidestreets, whilst Carver and messiah dashed between enterable buildings behind me. In such a fashion we were soon across the street from the main mosque.
Walking into the mosque I saw no enemy contacts, and directed the others to cross the street and climb the stairs leading to the tops of the outer walls. At this moment we were bounced from the south and almost instantly messiah (our rifleman) was immobilised at the foot of the stairs. The BLUFOR fireteam moved in for the kill, finishing-off messiah and executing me where I stood.
However, comrade Carver was still lurking further up the stairs, with a Makarov in his hand and a powerful need for revenge. Moments later the bodies at the foot of the stairs were clad in ACU as well as shalwar kameezes.
Cacheola (adversarial)
Again, I handed over my PC to comrade Xiathorn for this one, watching over his shoulder as the action unfolded. Xiathorn's own death was superb, as he chanced upon a dismounted Hummer crew from their rear and lit up the dismounts from no more that 10m away. Sadly for comrade Xiathorn, the gunner was either already in his position, or had mounted in a flash, for soon the contest was between 7.62 and .50 cal, and only one outcome was likely thereafter.
From the spectator script we watched in awe as comrade Redkid performed acts of sheer brilliance: blowing the front wheels off a Hummer at almost point blank range (from a rooftop), before killing at least one of the dismounting crew, was impressive enough; but it was what he did next that was truly epic. Mounting up in the turret of the immobile Hummer, Redkid seemed to be enacting the advice of that crazy tank commander in the film
Beast of War:
"Out of commission, become a pillbox. Out of ammo, become a bunker. Out of time, become heroes."
And Redkid certainly became a hero. Lighting up several enemy vehicles, he almost single-handedly reduced the remaining BLUFOR troops (which at the time outnumbered our surviving comrades), until only one remained. We watched with baited breath as the lone Americanski attempted to get the jump on Redkid, at one point nearly succeeding, before our brave turret gunner comrade put a final round through the capitalist lap-dog's body.
Redkid is a hero of the socialist agrarian workers' revolution!
At this point, on behalf of everyone at Folk I thanked the MARSOC players for another fine evening in their company and declared the session over. However, all were welcome for some
Defend the Base insanity.
Defend the Base (inadvertent Chocolate Rain version)
And it
was insane. GBUs fell from the sky like hail, and then everything began to explode. Amazingly, quite a few of us
didn't die, but it was clear that something wasn't quite right with this version of the mission. When we had stopped launghing (because it was very, very funny), we restarted ...
Defend the Base
... in the original(-ish) version of the mission. Folk took the east and north walls, MARSOC the west and south. We bled players through the mission, until (on the 9th level?) there were only a handful of players left. Comrade Xiathorn and I took turns to operate the same character, and to argue about reversing the Y-axis of the mouse. It was epic, and we nearly beat it. Nearly.