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[Sun] 03 October 2010 (MARSOC)

Posted: Sun Oct 03, 2010 10:03 pm
by fer
Missions:
  • Kettles (#1)
  • Kettles (#2)
  • Cacheola (Adversarial)
  • Cacheola (Coop)
Wow. Just wow. Thank you to everyone who came along. Please, please, please write up your experiences! In particular, please indicate whether you'd like to do that again. We'll be swapping AAR threads with the MARSOC folks at the end of this week.

:v:

Edit: Before I forget to record this, we had about 30 players on the server during this session. The majority came from our friends at MARSOC, but there was also a good turnout from folk (at least 10, if not more). We even had a new guest, WolfFlight.

Re: [Sun] 03 October 2010 (MARSOC)

Posted: Sun Oct 03, 2010 11:30 pm
by WolfFlight
This was my first Folk session... the only names that were overly familiar to me from gaming were of course DM, Fer, and Feesh.

I am familiar with TS from his work with BAS and his podcast.

I believe he played with us a few times on TJ's server or the TZW server(s).

That being said. I enjoyed the gaming with the gang from Folk. I believe that overall the session went pretty well. I think the guys from MARSOC were great to play with as well. That last mission where we played coop with the group that stayed... it was interesting to see how they played. I think that they might overthink things a tad bit... but that is my opinion...

It was interesting in that it seemed only the fireteam I was on with Fer and two of the MARSOC guys... (Ernie? and Garziello? I know Ernie's name was much longer... and not sure about the other gentlemen's name exactly...) well, we were the only ones that successfully took out one of the caches... they appeared to appreciate the communication that Fer and I were using in 'addition' to the TS3 comms... they felt it allowed for less overall 'chatter'??

It was a great first session for me... I was a bit distracted in the first two battles... laundry and making stew... but it is purported to be acceptable behavior for folk. LOL

Anyway... I hope LiddleFeesh reposts his opinions (he posted them in a different thread) or that Fer copies and pastes them over...

Re: [Sun] 03 October 2010 (MARSOC)

Posted: Mon Oct 04, 2010 9:28 pm
by Housemaster
Massive thanks to all those involved in organising Sunday's game. It was really nice to play some adversarials for a change and with some fairly decent people (I was glad to see not everyone in MARSOC is like Tigershark).

The highlight of the evening for me was the adversarial with the caches. I was the medic and stayed with our leader Headspace as much as I could, but I was called away quite frequently to help the rest of the team. The firefights were all very intense (a nice contrast to the peace caused by BLUFOR taking ages to enter the city ;) ) and I spent a lot of time prone behind windows as bullets riddled the walls. At one point I was on a roof overlooking the walls of the mosque compound and I saw some BLUs step onto the wall, I tried to shoot them, but it was too dark to aim properly, so all I did was get their attention. I hit the deck and threw a smoke grenade and tried to crawl down the stairs into the building - praying the ArmA animation system wouldn't force me to stand up. At this point Headspace became injured; however he was the far side of mosque. Being a somewhat reckless medic I thought I should take the shortest route - through the mosque. I found an entrance in the outer wall and performed the climb-over-a-fence manoeuvre, unfortunately halfway through the animation I ended up in the sights of the gunner of a hmmv parked in the mosque compound. I took some hits before I could turn around and scamper to safety (I assume I survived as part of God's plan for those weapon caches). I healed myself and then took the long way round to see to Headspace's injuries. Really fun mission, thanks to Fer for making it. One of my favourite moments in OFP/ArmA!

Hope to have another night with the MARSOC guys sometime!

Re: [Sun] 03 October 2010 (MARSOC)

Posted: Tue Oct 05, 2010 3:27 pm
by spirit
First of all a big thanks to all who were part of this event. The goal was quite simple: create a fun gaming night. I think that goal was achieved!

At our Marsoc forums the feedback is also very possitive and with that in mind i would sure welcome more sessions like this. It was a big change for us as a group that is 99% of time playing coop missions against AI. Playing against humans realy adds some extra dimension to the game. Its fun to see this amount of players creating a realy entertaining evening together.

We had lots of fun in the "warm up" missions. It was awesome to go around and blow real players up and get blown up. Getting blown up seems to be a mutual speciality that binds us :)

Some feedback on the "get the weapon cache" mission as some comments came in on what and why we did what we did. On our first move we basicly went straight and agressive on the first close cache location with all forces available. We got under rpg fire on basicly straight on but sucessfully blew up one weapon cache. Staying and confronting was from our perspective not acceptable. We moved out basicly to prevent a confrontation on the location we were because the heavy defended positions against our open field would not be within acceptable death limits. So we pulled out and moved in from the north west to get the mosque where the most fortified location of units seemed to hold from our perspective. The reason to move in the mosque was to make it a "base point" from where we would make our moves to the different weapon caches. It went a bit different. We got under extreme fire from basicly all directions. Atleast tahts how it felt. Dealing with that incidents it was close to impossible to move on to the weapon caches. So the whole idea of the fallout location went fubar. Lots of deaths happened and lots of changes on the command happened because of deaths. Chaotic but great fun. So i gues it seemed that we went in for the clear but basicly it can just as easy be turned around. As long as the attacks went on, on our location there must be reason was the thinking. So the fight continued because, hey they dont want us to be here i gues for a weapon cache. So right or wrong is not realy important. It just shows the intend of the moves there. I must say i realy enjoyed all missions but i wanted to show on what the idea was here so you get the total picture. Although our weapon gear was superior the initiave and moves were all ours to make so in that light also the mistakes. Getting into a fortified position is never easy.

We serously screwed up on getting our weapons stolen, our jeep stolen, our lead killed (me), our plan took to long, we got another car stolen, we got raped on all directions. And i give you a promise, we will continue to screw up. I cant wait for next time :mrgreen:

Last but not least big thanks to all at Folk but specificly Fer and Tigershark.

Spirit

-> I will edit my response with a full report but i lack time at the moment. By friday it should be there!

Re: [Sun] 03 October 2010 (MARSOC)

Posted: Wed Oct 06, 2010 3:58 pm
by messiah
Unfortunately I did only two screenshots... i guess was so involved in the process, that completely forgot about them!

Kettles (#1)

Played RPG guy role as a part of great fireteam of Fer. Unfortunately Bit didn't understand the plan and was a driver in our truck, so we stood there for some time, until I understood the situation and directed him on our drop-off point. We've successfully reached it, disembarked, I took RPG, we spread out and began to move forward. We reached first building without casualties, but a bit later enemies started to crawl out from every direction. As far as I remember, Fer killed one inside house, then I killed one outside, but that's when our luck ended. Someone killed (i guess) Headspace, then shot me, but I was only injured and couldn't crawl. Fer asked me if I'm fine, after my answer he quickly ran back to save me and obviously was shot at the same spot... Fer, you should have left me there dying and save your own life :)


Kettles (#2)

Since andriy_a decided to join us, I picked separate fireteam, so that we could form 3-men russian-speaking fireteam, but unfortunately he had some troubles, so we started without him. There were only two of us and our task was to guard south point of the village. Not long after I heard enemy tank, then I saw it riding fast to the eastern hill. He was pretty far, so there was no point shooting RPG. Then I moved a bit more south and saw enemy truck parked just near southernmost house. I've started to take incoming fire from somewhere. Didn't see any enemy infantry myself during all the mission. I was pretty lucky, running like rabbit, but survived. Enemy started to fire at the house nearby, until it collapsed, but they didn't stop shooting. All this time something was blowing up nearby, tanks where exchanging fire also. Later I realized, that enemy was already far away to our north-east (reaching their objective), so that was another victory for them.

Cacheola (Adversarial)

This time andriy_a joined at last, but Bit took sniper role, so there was only two of us again in one group. We expected the enemy to come directly from north by the road, but they were obviously smarter then that and started to come cautiously from north-east villa shooting occasionally in the process. We all shifted east by that time and had some advantage (we were prepared). Somehow we managed to suppress them and they even retreated, but I didn't see all the action.

Andriy and me where guarding road to the east, I heard HMMWV noise directly east, later someone hit Andriy behind the bus on the road, i was watching there trying to see where it came from. Just in a moment someone crossed the road quickly, I've checked my map to make sure no friendlies are around. I was almost sure, that it was an enemy, but it was a bit strange to see him alone. I've asked for medical help and again saw someone quickly run in the opening very close (20 meters from me). I've notified everyone, placed a marker and already moved after him, when I heard gunshots in the house and on the street. I moved a bit closer and saw him in the doorway, opened fire, moved closer, shot again to make sure he is dead. It was pretty dark and I wasn't sure that he was dead already. Picked up NVG :), but unfortunately he killed DM on the road before that :(.

Andriy was still injured for some reason and couldn't walk. I've lurked around that spot for some time, listened to TS chat and it seemed to me, that enemy was concentrated somewhere near our commander position and mosque. During this time Bit managed to kill one guy on villa and stole HMMWV, which I used later. I started to shift west, saw some enemies on the top floor of mosque. Tried to kill at least one, but no luck :)

It was a bit late already, so I basically decided to rush inside mosque on stolen HMMWV. I picked up injured Andriy as a gunner, we managed to kill two guys on the eastern entrance and I drove to western after this. We started to shoot some guys running there and I was ready to move in. It was so unfortunate, that Andriy was out of ammo, but when he told me that it was already too late! I couldn't stop or reverse, just drove forward... I saw a lot of enemies there, didn't expected, that they ALL where there. HMMWVs are pretty well armored and we managed to survive. I went out from eastern exit and made a circle. We agreed to try one more time, but with loaded .50 this time :D. It was obvious, that US had time to prepare and when I entered arch again they blew up our car. The end.

Conclusive comments

It was fun, I really liked these missions, especially considering pvp (adversarial) aspect of the game. Thanks to everyone, especially Fer, Tigershark and I guess Spirit (don't know who is in charge in Marsoc) for organizing this game.

I want to confess, that I'm pretty much not enjoying playing against AI lately. For past two weeks I completely avoid coops, because of that... I don't want to say, that coops are bad, it's just me, I'm playing Arma for the last 3 years or so and I guess time has come. It's completely not fun anymore. It's just a notice for all, that I probably won't show up on folk coop sessions (at least as frequent as before).

Re: [Sun] 03 October 2010 (MARSOC)

Posted: Fri Oct 08, 2010 10:09 am
by fer
Kettles (#1)

- Chief Mechanic: Fer
|- Mechanic: Messiah
|- Mechanic: Bit
|- Mechanic: Headspace

We opened, in true folk style, by playing as brave revolutionaries, armed with little more than our dashing good looks and sophisticated wit. And a tank.

Housemaster, playing the part of our absent friend Lor, concocted a pincer-like plan that called for us to converge on the town of Nur from the northern and eastern approaches. Accordingly, my fireteam drove off towards our designated drop-off point to the east, messiah helpfully guiding our Ukrainian-speaking driver, Bit (who still speaks better English than my Ukrainian).

Abandoning the truck, I asked messiah to grab the RPG-7s, and everyone else to really spread out, so that at times there was up to 20m between us as we ran northward. Meanwhile, over the comms, we could hear the tank crew and Tigershark's fireteam (which contained one or two MARSOC people) engaging the enemy in Nur. It didn't sound like it was going too well.

Scrambling over the main road into Nur, and down into the cover of the valley beyond it, we switched directions and pushed eastward into the village. By now we knew our own tank was in flames, and instead of running for the UNO positions we sought to hunt down the enemy's armour. As we neared the centre of the village we took out a few enemies in frantic room-to-room fighting, but were soon enveloped. I heard messiah call out for medical help and went to his aid; he was prone next to several other bodies, so naturally I forgot everything I've ever been trained to do in game and set about healing him. I was dead in moments!

We opened, in true folk style, by getting wiped out. Everything was going exactly to plan! :v:

Kettles (#2)

- Chief Mechanic: Fer
|- Mechanic: Tigershark
|- Mechanic: WolfFlight

And then we were the enemy. And I found myself in charge. :psyduck:

Taking a cue from Housemaster, we switched to using the Chief Mechanic as the commander, liberating the tank crew to focus on driving and gunning its armour. My plan was simple: Headspace and messiah's fireteams would set up in outlying groups of buildings to the south and south-east respectively, waiting for the enemy to manifest and hiding their RPG gunners in hard cover until the last possible moment. My fireteam and the tank would remain in Nur as a hidden reserve, to be deployed once we understood the enemy's direction of travel, or fall back to the northern crossroads as a final defence.

So much for plans. The enemy immediately took the high ground to the east, and within minutes buildings in Nur were exploding as the enemy tank enacted its role as an ad hoc artillery piece. Running northward down the main street as upper storeys detonated around us, Tigershark, WolfFlight and I pulled out to set up our hasty roadblock at the final crossroads. It was cinematic.

Meanwhile, our entire formation was wheeling to the left, pivoting on messiah's fireteam as Headspace raced his own across the AO to hit the enemy from the south. Our tank was losing the duel, and soon became a pillbox. Then Tigershark suggested he could get close enough to the enemy's tank to deal it a blow and I told him to go. From then onwards I have to admit I could only listen to the battle unfold over comms, or rather the absence of them. WolfFlight and I were soon pinned down in the buildings by small arms fire. As I hugged a wall all I could hear was the whoosh whoosh whoosh of multiple RPGs being launched at something. I couldn't tell what.

The mission ended abruptly as elements of the enemy formation scrambled into the UNO positions. Well done to the MARSOC boys.

Cacheola (Adversarial)

- AR: Fer
|-- RPG: WolfFlight

Given our inferior equipment and numbers, we opted to focus on ARs and RPGs during the slotting phase, ending up with a handful of 2-man fireteams, an MMG, a sniper and a command element (including Housemaster as medic).

Assuming BLUFOR would approach from the north, Headspace created an ambush. Two fireteams watched the main north-south and east-west roads which formed the western and upper edges of our district, whilst my fireteam went to ground in a building further north. The intent was to sandwhich BLUFOR if it came in from the north. Our remaining elements were dispersed further south, near the lone minuret to the south-east of the mosque complex.

After a period of observation it became clear that the enemy was massing at The Villa, north-east of the district. Knowing they would have to cross open ground to the east in order to reach the built-up areas, Headspace re-arranged our formation. My fireteam moved near the minuret, and soon we all formed a loose line north-south, hiding in upper storeys and rooftops, preparing an RPG volley for the anticipated BLUFOR advance.

When it came, the BLUFOR break-out from The Villa was swift and aggressive: vehicles bursting from the location and driving off in at least in three directions. Our volley of RPGs invited a torrent from the .50 cals, and soon we were all falling back to positions one block west. I have no idea whether the .50 cal fire WolfFlight and I came under in our second position was speculative or directed, but the atmosphere inside our darkened (but by no means bullet-proof) shelter was intense!

Gradually, however, the fire subsided to a more intermittent harrassment, and the dreaded silence descended upon the district once again. Now we entered into a game of cat-and-mouse, as my fireteam was dispatched south-east, beyond the minuret, to hunt down some reported contacts. We didn't engage anyone, but I believe another fireteam did, and after a while we were again on the move - this time towards the main mosque.

During our movement we heard some interesting episodes on comms. Tigershark repeatedly called out to see any of our people were prone, desperate to avoid a blue-on-blue; only at the last moment did the crawler reveal himself to be friendly, and disaster was averted. Meanwhile, out to the far east, one of our number (Bit?) was infiltrating the enemy's old position at The Villa, hoping to find something (or someone) of value.

Rounding the south-west corner of the main mosque, looking north, WoflFlight and I found ourselves in an instant firefight with an enemy fireteam. Squeezing off a few rounds, I called the break and we began sprinting to the east along the mosque's southern edge; enemy M203 rounds fell perilously close behind, but soon we were scrambling into the stairwells by the mosque's eastern entrance. Splitting up, we edged along the outer rooftops to the north and south, and here I made the fatal mistake of lingering too long without cover. Peering into the courtyard to scope out targets for a hand grenade, I saw too late the kneeling soldier who shot me.

As a spectator, I enjoyed watching the theft of a HMMWV by Bit and messiah, and their (eventually suicidal) thunder run through the courtyard of the mosque. I wish I had been able to screenshot their burning vehicle in the archway of the eastern portal.

With BLUFOR now hemmed in at the main mosque, and increasingly immobile, Tigershark gave notice that unless they went on the offensive again the mission would be called in favour of the guerrillas. There was a breakout of sorts, but it wasn't fast enough to locate a cache and prolong the mission. We called it, and chalked it up as a narrow victory for the folk side.

Note: I'm biased, because I wrote this mission; but this was for me one of the best ArmA2 experiences I have had in many years. The inventiveness of BLUFOR's plan, and the contrast between the periods of tension and intense fighting meant it truly fulfilled my ambitions for it as a mission designer. What I hope it also demonstrates is that asymetric equipment does not necessarily translate into an advantage for one side when fighting in built-up areas - but it does require different engagement styles to be employed.

Cacheola (Coop)

- A2 FTL: Fer
|-- AR: Erniemater
|-- AAR: garikello
|-- R(AT): WolfFlight

Once again we found ourselves in Zargabad, but this time we would be playing the coop version of Cacheola as a mixed platoon of MARSOC and folk players, under the command of MARSOC's Spirit.

Parking our HMMWV in a courtyard just to the north of the district, my fireteam quickly took up positions near the east-west road which forms the northern edge of the search area. I'd asked Erniemater and garikello to act as combat buddies, leaving WolfFlight to be mine. Though I did not know it at the time, A2 would be acting independently for the rest of the mission, making our two buddy teams an invaluable shorthand for co-ordinating bounding movements or fire-and-maneuver tactics.

Our initial advance was southwards down a road, each buddy team covering its own side of the corridor and bounding past the other. However, Spirit soon tasked us with a search location out to our east, and we switched direction. Through an opening in a wall WolfFlight called out a single contact, but since the guerrilla did not appear to have seen us, and in the interests of speed, I ordered the guys to bypass him and press onwards.

Nearing our search location more contacts were called out. Again, we had managed to approach undetected, and were able to co-ordinate a two-pronged attack. The firefight was almost entirely one-way, and moments later I was searching the target compound whilst Erniemater and garikello covered the open ground to our south-west with their SAW, and WolfFlight was the most easterly-placed man in the platoon.

Erniemater and garikello had spotted a single contact moving in the open ground to our south-west. Maneuvering with WolfFlight to create a second, northerly firing position before we engaged, I realised to my dismay that the single bypassed man was actually part of a group of five. They were all prone in a half-open compound which I'd mentally designated for our second firing position. Hastily, I climbed the roof of the adjacent building and re-arranged the plan. Erniemater and garikello would still concentrate on the moving contact, whilst WolfFlight and I dealt with the prone group at hand. We would all open up together.

This firefight was not as one-sided as the previous encounter: my grenade failed to kill the entire group, and whilst we still triumphed in a matter of seconds, WolfFlight was injured in the process. Descending to the street, I gave aid whilst the other buddy-team quickly consolidated on our position and provided security.

Once more we received orders to check out a specific potential cache location from Spirit, but this time we were to take our HMMWV along. Since time was of the essence (other elements of the platoon were engaged to our south), we made a bee-line for the vehicle, crossing more open ground. Again, the buddy teams worked well, with each movement covered by at least two guns, and very soon we were mounted-up in our vehicle with garikello on the .50 cal and WolfFlight at the wheel.

Setting off at speed, first east and then south, we literally drove into a firefight, and then over the enemy! Cooly, WolfFlight nosed the vehicle into the courtyard of our next search location, and we quickly established it as another blank. The courtyard formed the south-east quadrant of a crossroads, and whilst preparing to cross over to a building on the eastern side of the road, Erniemater spotted a group of enemies on the road to our south. I pulled Erniemater back to the crosswords itself, whilst WolfFlight and garikello reversed the HMMWV and prepared to round the corner, guns blazing.

It went exactly to plan: the enemy group disintegrated under fire from the .50 cal and the SAW (I managed to pop off a few shots from a flanking position, but the automatics did all the damage). Finally, we could cross to the east and get eyes on some EI Spirit had asked us to destroy, so Erniemater and I entered a multi-storey building whilst the others remained in the HMMWV.

On the top floor a ladder led out onto the roof, and as I followed Erniemater upwards I knew I had made a mistake. The enemy, hidden in the fields to our east, opened up in moments and soon we were trapped on the roof. Prone, we edged away from the incoming rounds, whilst I frantically called on the guys in the HMMWV to drive out and supress the enemy gunmen. WolfFlight and garikello performed admirably, but my decision had cost us Erniemater, who lay dead next to me. With regret, I picked up his SAW and scrambled down to board the vehicle.

Once more we headed south, this time to a search location that proved both undefended and fruitful: leaving the vehicle alone, I spotted a guerrilla cache and placed some satchel charges. It was at this time that we mistakenly engaged the sniper team, which had taken up a position in a tower to the south-east. This was another mistake on my part, for not warning the others of friendlies in the vicinity. As we reversed away I detonated the charges. WolfFlight then put his foot to the floor, and we raced to see if we could render any aid to the sniper. No joy.

Finally, after a platoon-wide SitRep, we found ourselves driving west to the main north-south road which forms the western edge of the search area. Turning, we pushed gingerly up this main strip until the mission ended.

Note: Leading my mixed fireteam felt like the event in microcosm. I had never spoken to Erniemater and garikello until the moment we loaded up into the HMMWV, nor played with WolfFlight since the OFP1 era. Yet, only minutes into the mission, it was as if we'd been playing together for a long time.

Lessons learned

Two observations about the adversarial missions:

1. Give commanders time - We weren't playing capture the flag, AAS or other such match-style balanced adversarials, where the overall plan is effectively locked-in. Neither was respawn available, which makes players' in-game lives all the more valuable. Both factors mean that commanders' plans need to be sophisticated, and might take a while to devise. My recommendation is that we all accept that 3-5 minutes of extra thinking and briefing will pay handsome dividends when it comes to playing the mission.

2. Innovation is not cheesedicking - That final, rather colourful, word is sometimes used as a pejorative term for when a human commander devises a strategy that is 'not in the spirit of the mission'. In some communities, Spirit's plan in the urban adversarial might have fallen foul of that unwritten rule, because BLUFOR did not immediately begin a methodical sweep of the search area. Excluding actual cheating, I reject that view: most of the value of playing against humans is their ability to innovate. Whilst I agree with the decision to call the mission as a victory for the guerrillas when BLUFOR's efforts stalled at the mosque, I salute Spirit for his ambitious plan, and the way in which his platoon managed its quiet infiltration.

Closing thoughts

It's difficult to convey just how tricky it is to set up and run a joint session: there are many show-stopping risks to manage; but ultimately, all are mere logistical challenges, to be solved with patient application. The one factor you cannot manage or manufacture is chemistry. Luckily, on Sunday it was there in ample supply, and that's why everything went so smoothly.

I salute and thank Tigershark for one of his best ideas. To Spirit and everyone at MARSOC, I thank you all for being such good sports, and entering into the session with exactly the right mindset. It was a pleasure to shoot, be shot by, and shoot with you guys. To all the guests who came from folk, thank you for helping our little project chalk up a significant win for friendly, relaxed gaming with like-minded grown-ups (and DM).

Hasta la victoria (or, equally, all of us getting killed) siempre! :v:

Re: [Sun] 03 October 2010 (MARSOC)

Posted: Fri Oct 08, 2010 1:10 pm
by fer
LiddleFeesh wrote:Well, wasn't that a little different to normal?

I joined at my usual time (an hour or so into the session) which didn't seem an issue as the session overran somewhat and many of us stayed to play a final mission together to end. I particularly enjoyed this as it was a good opportunity to see how MARSOC players run their squad. A little more tightly controlled than ours (for better or worse), it was a fun way to end the night.

However the highlight for me had to be the earlier "destroy the caches" adversarial.

It's just a shame the BLUFOR team never went for any of the caches and instead opted for a picnic at the Villa, followed by a light BBQ and festivities in the nearby town where we were waiting for them. Calling them out and the anticipation of the attack was particularly fun (bear in mind this is an FPS where you do more thinking than shooting). I suspect that they weren't used to playing against irregular OPFOR and this made things all the more interesting, since Bit managed to steal a Humvee and we managed to successfully defend the caches. Playing as the guerilla force was highly entertaining as we all found ourselves engaging and retreating repeatedly throughout the mission.

I was also rather hoping to try Tigershark's mission, perhaps we can play this during another session (with or without the MARSOC players) as the premise is good and the mission gives a lot of scope for different strategies.

I hope in the future we can do a few more such encounters, particularly the adversarials... :psyboom:

My hearty thanks go out to Fer, Tigershark and Spirit and all those involved in making the last few hours happen.

Re: [Sun] 03 October 2010 (MARSOC)

Posted: Sat Oct 09, 2010 3:07 pm
by Headspace
Cacheola (ADV)

I have to concur with what everyone is saying--this was the most fun I've had in a folk session to date and definitely the most fun I've had in an ArmA mission for quite some time. I have to hand it to MARSOC because they very nearly had us at the very beginning of that initial push.

The plan was as follows. Because we were outnumbered we would stay in the urban terrain where cover was plentiful. Not knowing which direction the push would come from, I organized an ambush against a potential threat from the north. If, for whatever reason, the push did not come from the North, we would rotate around the center point just east of the mosque. I directed Alpha fireteam to conceal themselves inside a walled-in courtyard in anticipation that they would be the ambush element. Bravo would take up the job of roping in the BLUFOR vehicles and DM, our machinegunner, would hang out in the minaret and provide cover. Bit, as the sniper, was backup duty on target acquisition and providing direct fire from a distance.

When the mission started it was obvious that BLUFOR wanted to take a methodical and calculated approach. As the minutes rolled on, DM reported seeing vehicles going to the villa to the northeast. Housemaster and I holed up in a building and I watched from a rooftop as the BLUFOR troops readied themselves.

When the push came, BLUFOR utilized their 50s and it showed. I was very impressed that they had apparently had my and housemaster's positions under observation because rounds immediately started impacting our building and we had to leave. This would be a recurring theme throughout this mission; whenever I observed enemy there would be shots incoming almost immediately after sticking my head up. Good situational awareness from BLUFOR. This initial attack had us moving backwards by a block. Our two squads were able to defend against it very effectively, though, and eventually reports started coming in that the HMMWVs were moving out, ostensibly back toward the villa. Bit went out to gather more intel and I moved back to consolidate.

After this point, BLUFOR came back to harass us using the 50s a couple of times. While all this was happening, Bit was threading his way to the villa to gather intel up close. I ended up toward the northwest quadrant of the AO just north of the mosque. Rounds that were coming from what seemed like over 1km away were landing in the building windows above me, which really added to the atmosphere. With Housmaster treating wounded, I found myself alone. Thinking I was completely safe from enemy, I was surprised to see a HMMWV parked next to a building just a block away! I frantically requested that Fer and the rest of Alpha come immediately to deal with the threat. I dropped a GP next to it, but it started moving, so I engaged it with my AK. Several rounds against the driver side window did nothing--the uparmored HMMWVs of AO are way different than the ArmA 1 release HMMWVs. Eventually the vehicle stopped and I saw a muzzle flash and accompanying impact in my arm--so I got out of there and sought Housemaster for treatment.

While all this was happening, Bit courageously stole one of the enemy HMMWVs from their base area and brought it down to support our defense. It was then that we found out that BLUFOR had fallen in on the Mosque and were holing up in there. Alpha got wiped out since they had been moving through the area trying to make contact with the HMMWV that I'd engaged earlier. The rest of the mission had us engaging forces on the roof area of the mosque and trading shots back and forth, trying to whittle down what they had left. I ended up being hit pretty badly after climbing up into a building and engaging the guys on the roof, but Housemaster saved me. Eventually Tigershark called it with only a small number of BLUFOR remaining.

I think that if BLUFOR had succeeded with their first push, they would have beaten us pretty badly. As it was, it was difficult for us to anticipate where the HMMWVs would be, which only goes to show that when you have vehicles you are at a pretty big movement advantage vs. infantry in this game. Overall it was a pretty badass experience and a lot of fun to play.

Re: [Sun] 03 October 2010 (MARSOC)

Posted: Sat Oct 09, 2010 7:53 pm
by spirit
And here in return as agreed with Fer you get the feedback as it is in the MARSOC forums (Word Document):
http://www.going4.com/teamwork/MARSOCFeedback.doc

Edit (Fer): And also in PDF format