[Sat] 18 Nov 2017 (Bad Field Trip)

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fer
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[Sat] 18 Nov 2017 (Bad Field Trip)

Post by fer » Sun Nov 19, 2017 12:21 am

Missions:
  • Dusters
  • Abu I
  • Altis Greens
  • Siniy I
  • Hasty
  • Busted
Many thanks to the 14-15 brave souls (many from the Republic, but also some valued 'military advisers' from Charlie Foxtrot) who came along to the session. Our numbers helped us take on some of our larger missions, including 3 brand-new creations from Teizan, Boberro and myself. Interesting side-note: since Folk moved to the Island at the start of 2017 and embraced mods, we have written over 90 new missions! Truly, this prodigious level of output is a thing to be marvelled at given our modest resources - but once again, it proves the Island's ability to punch far above its weight, thanks to the dedication, hard work and - let's face it - handsomeness of its officials.

:v:

Anyway, on to the missions: and we started with a new one from Teizan, Dusters, which saw our mixed platoon of players and AIs (controlled via High Command) lead an assault on a Takistani town infested with rebels. The mission began with a lot of artillery shells flying through the air. Some of that was good: the shells that landed in the town and vapourised some of its rebel captors; some bad: the rounds that Kefirz called in on himself, vapourising our entire SL element (including medic). So that was a good start! I was in BrightCandle's fireteam, along with Shock and Tigershark. We lost Tiger early on, before completing our mad dash across the open ground to the town. There is a picture floating about of me supposedly 'looting' Tiger's body - but the truth is, our SOP is to recover ARs if their operators die (carelessly). Once we entered the town, it was building clearing with a twist: not everyone was armed - we had to carefully avoid shooting unarmed men in the town, even if we didn't care for their fashion tastes. It got even more confusing when some were armed with pistols - a type of adversary that we're not used to dealing with (as Shock remarked). I had particular trouble with one adversary towards the end, who didn't seem to want to die despite me putting 2 RPGs into his hut - I think eventually BrightCandle finished him off with a GL? Eventually we cleared the town and victory was declared. Nice work by Teizan - I really loved the use of civilians in the buildings, and would like to know how you did that.

:hist101:

Next up was a new mission I had written especially for Kefirz: Abu I (about Abu 'Special' K, who is a humble shcool teacher by day, and ruthless incompetent Mujahedeen leader in his spare time). Unfortunately, I had fucked up the radio frequency assignments in ACRE radio cosplay dress up settings, so we had to do some Boberro magic involving shooting Kefirz and making him take his clothes off before the mission really got going. However, once that was all sorted, Kefirz was able to get back to walking (riding?) down the convoy and picking out targets for us. Soon enough, the order came for us to deploy to the green-zone north-west of the convoy and mount the high ground. Kefirz planned for us to take the bunkers first, and then rain fire down on the convoy. MAT team managed to illegally teleport almost directly onto an enemy position, but I'm not sure how much that influenced what happened next. What I do know is that as we climbed the hillside enemy helicopters began to arrive. My SAM gunner, wolfenswan, tried to attack a helicopter that was coming in to land very close to us, but lost his lock the moment after he fired and his missle slammed into the ground. Then we came under fire from helibourne forces on the western slopes, and were forced to take cover. Eventually, most of us found ourselves in the big bunker on the corner where the two valleys meet at a sort of 'T' junction. The enemy still had armour from the convoy, and plenty of troops from the helibourne QRF. We had ... a lot of bolt-action rifles. It didn't end well for us.

:suicide:

Siniy I was very successfully commanded by 'military adviser' Shock, who was also in his first session with us. The start of this mission is rather 'on rails', and true to the briefing most of us went to the BOF position on the hill-top whilst the mortar team set up some way behind. Since the mortar team had been in my fireteam, I was effectively left leading a 3-man element with ARs Halop and Tigershark. We put up a reasonable level of fire on the open ground to our north-west and west, but both Tiger and myself were wounded and had to be saved by Kefirz. After that, we displaced a little downslope to the cover of some rocks, and looked for targets of opportunity to out west and north-west. When the intensity of the enemy fire died down, Shock ordered us forward to a position mid-way to the Blue House. From there, we supported the other fireteam's advance onto the Blue House's compound, before joining them ourselves for the final sweep. The defenders had all been killed by mortar, GL and rifle fire, and I think we accomplished the victory with no player losses! The fates of our friendly AI, however, were less rosy: I believe they experienced a 50% KIA rate.

:colbert:

Hasty is a mission I wrote, so have never before led, and we have never beaten. I wanted to try out a defence that I had in mind when I wrote the mission: infantry staying south of the riverbed, IFV well back on high ground, making shoot-and-scoot runs from behind the trees. Teizan and Boberro led Alphas 1 and 2 in the town, Kefirz commanded Alpha Vic on the hill-top. Halop - brave Halop - was sent forward of the riverbed to be our one scout (at FP Baltimore). When the first enemy vehicle came in we scored our first success: the infantry in the town managed to destroy it before it got over the bridge. Thereafter, our IFV was able to pop up and strafe the enemy infantry on the far treeline (north-east of the village), severely denting their numbers and blunting that attack. It seemed to be going well, but then I got reports of enemy movement behind our positions in the town. Alpha Vic was sent hunting but to little avail and returned to a high-ground position that they had picked out for themselves. A second enemy vic appeared but our IFV was able to kill it with a missile. So far, so ALB. Then BrightCandle appeared next to me on the hill-top (I had stayed on the high ground to observe) and I wondered why Alpha Vic's driver was standing next to me and not sitting in his vehicle. Apparently something had exploded our IFV - what, we'll never know - and thrown BrightCandle clear (presumably Kefirz had been toasted). We thought about joining the others in the town and then noticed an enemy soldier on the road south of the village (and directly west of us, downslope). After dealing with this enemy we were forced back to the hill-top (and its low stone walls) by some enemy shots. We didn't know where the enemy was, but we knew we wanted to get to the rest of the force. Faced with the choice of running down the hillside, or driving down it in a big metal target ... we opted for the big metal target. Like some 80s movie we jumped into the vic, me asking BrightCandle to call in our movement on the 343. Of course when we rolled up on Boberro's fireteam we realised that frequency issues meant they never got our warning that friendlies were coming in (and fast). Still, nobody died. By now the enemy assault had petered out, so I sent Teizan's men north to check that end of the village, and Boberro's men south to clear-out any remaning flankers. Victory!

:clint:

Final mission, Busted, took us comfortably past midnight UK but our numbers were still great. In this new one from Boberro we had to steal some documents from a jungle hideout and then liberate some 'product' from a seaside warehouse before escaping in fast ribs (and on jet skis). Teizan was in command, and gave orders that one man from each fireteam would walk ahead of his comrades with a 1950s era flashlight as we navigated a jungle path at night. It was super atmospheric, but probably not wonderful for poor Bormanov (my nominated torch-bearer). We took the hideout without losses: Egg's Alpha 2 as main attackers whilst my Alpha 1 acted as BOF from higher ground to the left of the advance. Then we resumed our jungle conga until we reached the little seaside town. At first we were successfull in infiltrating: my fireteam made it to the nearest building and Egg's bounded past into a hotel. Then it all went noisy and violent. Teizan wanted Alpha 1 to shift north to where he was on the dockside, but I'd managed to get injured - so I sent Wolfenswan with the rump of my fireteam and joined them a little later. After a short delay, Egg's team joined us and we all pushed up the seafront towards the warehouse. Unfortunately, some enemies had got in behind us and Zitron and Teizan were soon laying injured in the open. Egg's guys had the warehouse complex so I took Alpha 1 back to recover my AR and SL, jinking a block inland to try and flank the enemy. I shot our AI medic by mistake (I totally didn't expect to find him when I rounded the corner), but we did recover our two downed men. We returned to the warehouse but almosty immediately heard the sounds of enemy vics coming in towards us. Thankfully, Teizan didn't want to stay and fight: Egg's men loaded the 'product' into boats whilst we covered, and then we all headed out to the open sea in fast ribs and jet skis. In hindsight, we should have asked Boberro to play this over TS:



See you all next week!

:v:

Halop
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Re: [Sat] 18 Nov 2017 (Bad Field Trip)

Post by Halop » Sun Nov 19, 2017 12:33 am

Screenshots for now, main AAR when i'm not sleepy

Victory fire
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Execution of Kefirz
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Kefirz's Wolfenswan's trusty Jawa and not so trusty Stinger
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SL and FTL conversing
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Really liked the lighting that mission
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Party bus and Doom3 flashlight
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Any mission is made better with jetskis
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Teizan
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Re: [Sat] 18 Nov 2017 (Bad Field Trip)

Post by Teizan » Sun Nov 19, 2017 9:36 am

Halop's picture of me makes me look responsible for the deathification of the corpse at my feet.
I would like it known that I was AFK the entire time and am not accountable for anything my character might have done. :v:

Anyway.

I was late to the session, and missed Dusters entirely. Being one of mine and (so I'm told) a good mission all around, I was sad about that.

In Abu I, I was a MAT assistant.
We were teleported directly next to a Russian bunker setup - immediately followed by slow-crouch-not-quite-running-away. When the Russians spotted us (and focused fire on me exclusively), I zigzag sprinted into cover behind a nearby rock while the other two shot them back.
The four Bunker people were shortly dead, and then we got into the bunkers ourselves.
Thirty or sixty seconds later and all our /friends/ who had not been teleported in the wrong place spotted us and shot us in the back. :siiigh:

Next, Hasty, the Goisse Defence mission which we had never succeeded at before. I was an FTL.

We (A1) sat in a couple of buildings (with full-length glass windows exposing our escape routes to the enemy, ensuring we would never retreat :hist101: :v: :v: :v: ), and waited. I occupied myself with a rear window covering our flanks.

The mission continuing on (for me) was (surprisingly, considering how many times we'd failed it) a bit of a snoozefest as everyone else depleted the Russian numbers until all were dead while I kept a lookout of that rear window as people kept reporting EI in that direction. I only ever saw one of them. There was then some clearing action of which all but one of the houses was completely empty and then Victory fire.

Busted was dark. I was the Squad Leader.
At the start, Fer and Boberro instantly CTD'd and the game started, so we milled around a bit waiting for them. Once that was done I immediately ordered the picking-out of Flashlight People (to take point and get shot first), and we set out moving to recover some Sekrit Documnets. A very dark and flashlight lit walk and a short firefight later, we had them, so we went back to dark and flashlight lit walking to town to get some Cocaine and take a night-ride on our Jet Skis.

The calm and orderly mission up to then went a bit to crap at that point, there was much shooting, much running about or being pinned down, then we found the Cocaine, and made a mad-dash to said Jet Skis, and stole some RHIBs for good measure. Victory Fire at ?50kph.

There was another mission, Siniy, but it went pretty much exactly the same as all the other times we'd played it (except MAT was much more effective this time).
Last edited by Teizan on Mon Nov 20, 2017 10:13 am, edited 1 time in total.

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Kefirz
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Re: [Sat] 18 Nov 2017 (Bad Field Trip)

Post by Kefirz » Sun Nov 19, 2017 6:32 pm

I took the ASL slot in Dusters and I gave some initial orders to my elements and proceeded to OP1. I saw machine gun fire, so I tried to call in some arty on it. In a true HSLD fashion, I tried to call in pinpoint arty by pointing at it and calling it in.... needless to say I executed myself and Halop with 5 mortar shells :commissar: But at least they were pinpoint accurate :D

About HC and Arty modules, I really like the concept of this, because it enables us to delegate some slots (arty) to AI, so in the end we would get more riflemen in the teams, which is nice. And with our experiments of missions where the Folk platoon is just a sideshow in the bigger battle, the HC module would enable us more communication between the AI and the players. So I would suggest to experiment with a ''Liaison Officer'' slot. Who is commanding the hordes of AI cannonfodder allies through the HC, but the Liaison Officer would still be acting under the commands of the ASL or whatever. In this way we could try to do some larger scale battles, whilst not losing the communication about what the AI is doing.

Abu I The special needs schoolteacher was truly special in this one. Once the initial difficulties were done with, I got teleported, mounted my rusty-but-trusty Jawa and set off in the sunset rode about furiously. Too bad that the MAT teleported right inside the enemy bunker line, so it became a clusterfuck pretty soon. Then the helicopters came.... and not a single one was downed, so yeah.. things were looking pretty bleak, and we were getting surrounded. By trying to stay in cover near one of the bunkers,it meant that I would be chilling with friendly combatants, I didn't mind that, but the Mi-8 that swooped in and shot around us and got me. Which was not very nice. I mean come on... who would expect that Russians would shoot unarmed civilians?
And if that wasn't bad enough, Wolfenswan stole my superbike, aka Jawa 350 and crashed it.

In Siniy I I was the mortar assistant and I was calling in targets for Egg to obliterate by furious mapclicking. The mission went pretty ok for me, I shot some dudes, revived some dudes and called in mortar fire on some dudes. In the end it was a great success! :jihad:

Hasty, me and BrightCandle were in the IFV together, and I wanted to do some dry runs of peeking out - shooting - pulling back. It went pretty horribly :siiigh: :D
Anyway, soon we were tasked to deal with some infantry contacts, we did that and pulled back in safety. The next order was to go to the western part of the town and repel the attackers there. We tripped over our shoelaces there, the visibility was so horrible there, that I ordered BrightCandle to pull back. On our way out, I saw some IR signatures though, so I gave them a few blasts from the good ol' bushmaster. We set up in a valley with a good overview of the whole battlefield and I was told to deal with an incoming vehicle. It turned out to be a BMD, so I put one TOW missile in it and I got the call that it was neutralized and that I should shoot some infantry. And there I was, sitting on a hill, feeling superior over them because of that vehicle kill and the fact that we were too far away to be in effective range for their RPG's. So I plinked a bit and then exploded, it turned out that the BMD was smoking, but not down.... so he fucked us up with his ATGM :D

I still think that not slotting the vic commander was a bad thing.

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