- Outpost Kamenka
- Pridorozhnyy I
- Cholo 2017
- Metla II
- Net Inventory
- Net Inventory
- EZPZ
We kicked off with a dramatic (and almost entirely lossless) defence of Outpost Kamenka, during which a well oiled mining and logistics operation meant that our ARs were able to keep pouring fire on the swarming attackers. AFAIK, just two (perhaps three) of our number were killed before the helo arrived and extracted the garrison to safety. Nicely done, commander Bormanov!

Next, we swapped the hot and sandy environs of Outpost Kamenka for the STALKER-esque Proving Grounds, and took another shot at Pridorozhnyy I. Bodge was in command again, this time with the luxury of a full squad at his disposal. After some quick logistics (A2 was given the mortar to transport), we set off for the crater and the blinding anomaly at its centre. Egg (a master of the map-click) was let in the pit to operate the mortar, with Costno perched on the rim as his radio link man, whilst the rest of the squad struck out south to the road. We then pivoted west and began to advance across rough ground until we were quite close to the enemy concentration. Tasun's FT (which I was in) went 'over the top' first, and immediately took heavy casualties. Meanwhile, Head's FT had managed to flank around to the high ground on the south of the compound, only to be engaged by an enemy fireteam in effective cover just below them. For a while, it looked very desperate; but bit by bit, Bodge was able to get Tasun's element moving again, and eventually to the abandoned supermarket. Sadly, this was to be the high water mark of our assault, and soon everyone was incapacitated (the remains of Head's FT were all bleeding out where he had fallen minutes earlier). So once again, we couldn't quite crack this mission, but it's easily the closest we have come.

Cholo 2017 was quick and brutal, and a complete reverse of last week's run: this time the 4-strong contingent of cops (lead by Head) was wiped out almost immediately. Tasun is some kind of elite pistol sniper, taking out several of the cops at carbine range! In the end, only egg remained, but he was outside the police station and got Arma'd.

Afterwards, Kefirz got his opportunity to break his rank lock and earn himself a map case in the Takistani corridor shooter Metla II. Following a safe landing to the east of (AI) Bravo squad, we set off down the road towards the low rise east of of the first enemy-held hamlet. I was in Bodge's FT, which had been tasked with staying to the left (south) side of the road. When the assault began - and as we crossed the open ground - it felt like we might just make it to cover intact. However the enemy had managed to get an element in between our FTs and a momentary delay in recognising them meant we lost poor Jordan and Boberro was injured enough to require help from egg. Following that, Bodge led us on a methodical counter-clockwise clearing of the hamlet's buildings, during which engage contacts both within the hamlet and out to the south and west. Eventually, we found ourselves very much on the defensive as large numbers of enemy fighters approached from the west and south-west. Despite some hard work by everyone (esp. Bodge, who positioned us well), our numbers began to dwindle until less than a full FT remained. However, Kefirz has made the right call - choosing to let the enemy run onto our fire across open ground, whilst we used the compound for cover. Finally, when the counter-attack appeared to have petered out, we sallied forth again and took out the stragglers in the next hamlet. Kefirz, this is for you:
It totally has the blood of the dozen or so men you lost getting it, but don't feel guilty or anything.
Then it was off to sunny Tanoa for another run at washington's excellent Net Inventory. After a false start involving an exploding helicopter, we set off towards a gas station for a pincer attack under the command of Bodge. My FT (Cowboy 2) approached the main entrance whilst Bodge's Cowboy 1 came in from our left. The firefight was brutal but short, and I'm not sure we lost anyone. Things were also very fast on the logistics front - I'm not even sure my red team (Kefirz and Jordan) had finished sweeping the far end of the installation before Tigershark was overhead in his LB, ready to carry away the drugs. Anyway, we liberated some police trucks and headed off to the nearby town and prepared to attack the next location. Again, the plan involved L-shaped attack, this time with Cowboy 2 as the main assault element - moving south to the shore and then east along the beach until we were level with the enemy. As it happened, things went loud before we were in perfect position, and Cowboy 1 was rendered immobile for a little while; but we soon got into the enemy's patch and secured the cocaine. Aside from losing poor Costno, it was a job very well done. Mr Escobar would have been proud of us.

We rounded out the session with EZPZ, this time under the leadership of egg. As has almost become tradition, we began by sneaking through alleyways, across roads and into dark patches, whilst avoiding enemy sentries and generally being stealth. And it worked, too, since the majority of the squad reached the hotel safely and began ransacking it for cocaine packages. Outside, Tasun and myself were positioned on a roof, hoping to provide additional security during the extraction. Sadly, at this point Arma ... well ... Arma'd. Tasun fell off the roof and was incapacitated, and shortly after calling out that a BRDM had appeared I was ... well, I don't actually know what happened to me - I just died. Thereafter helicopters and M113s rubber-banded around and things got very weird. Needless to say, none of us made it out alive. But it was a lot of fun, all the same.
Thanks again to everyone who came along. I hope we'll see many of you again next Sunday. Also, please don't forget to post your mission ideas / requests here in this AAR. We have well over 40 missions already, but a high proportion of those will struggle to cope with more than 14 players; so I plan to write some new ones and I'm sure other mission makers will be as well. We have our own ideas, of course, but it's nice to hear what others would like to see in sessions.
