[Sat] 03 Jun 2017 (Nearly legal / Kefirz gets his map case)

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fer
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[Sat] 03 Jun 2017 (Nearly legal / Kefirz gets his map case)

Post by fer » Sat Jun 03, 2017 7:10 pm

Missions:
  • Outpost Kamenka
  • Pridorozhnyy I
  • Cholo 2017
  • Metla II
  • Net Inventory
  • Net Inventory
  • EZPZ
Great session with a new record: 14 players in our second mission; but in truth, the turnout was even better, with 16 people across the session including newcomers Pobiega and Jordan (welcome!). So many thanks also to Boberro, Bodge, Bormanov, Commander Teizan, Costno, egg651, Halop, Head, kalel, Kefirz, Thirith, Tigershark and Toppometer.

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!

:hist101:

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.

:v:

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.

:owned:

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:

sergeant-mapcase.jpg
sergeant-mapcase.jpg (39.75 KiB) Viewed 5803 times

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.

:clint:

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.

:v:

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Costno
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Re: [Sat] 03 Jun 2017 (Nearly legal / Kefirz gets his map case)

Post by Costno » Sun Jun 04, 2017 1:00 am

I was the first to die in Swept Zero last week, and the first in today's Metla II.

I really hope I'm not starting a trend here. I'll keep my head down next time I'm a bear going over a mountain...

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Teizan
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Re: [Sat] 03 Jun 2017 (Nearly legal / Kefirz gets his map case)

Post by Teizan » Sun Jun 04, 2017 7:06 am

All accusations of purposeful executions of victims Kalelovil (Kamenka) and Tigershark (Metla) are completely and utterly false.
I mean, it kind of looked like :commissar: both times, but it's not what it looks like, I swear!

(Edit: I'm almost certain I also executed Boberro while he was playing as a bot...)

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Thirith
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Re: [Sat] 03 Jun 2017 (Nearly legal / Kefirz gets his map case)

Post by Thirith » Sun Jun 04, 2017 8:14 am

My first game with the good people of the Republic of Folk was hampered at the beginning by technical problems of my own making; I launched TS3 before Arma, which meant that my TS3 plugin wasn't updated properly - which in turn resulted in a big red message box popping up in the middle of my screen in Outpost Kamenka, making it very difficult to see anything. This was compounded by some weird reason by my Tobii 4c acting up and not reacting to the key I'd assigned to deactivating it. (In general I'm finding the 4c to be very good with Arma, but I prefer it for helicopter and other vehicle sections; I'm still on the fence with respect to whether I like headtracking or not.) If that wasn't enough, I also stupidly managed to mix up the C and V keys, which meant that instead of stabilising my gun so I could better shoot the bad guys in the distance... I ended up outside the sandbags, with no obvious way of getting back in.

And then I got killed, possibly by a mine, possibly by one of our own guys. To be honest, it put me out of my misery.

Anyway, I then exited both Arma and TS3 and got Swifty to update the TS3 plugin, so I was ready for mission 2, Pridorozhnyy I - which very much reminded me of the missions I played with Folk ARPS a few years ago. Great atmosphere, great banter, beautiful shiny lake (... sooo beautifullll...). I'm perhaps weird in that my favourite part of most missions is the setup and anticipation, making our way to where we need to get to, and that was great (even if we did forget the bag of RPGs at the starting point and I had to go back and get it). Arma is truly one of the more gorgeous walking simulators there is, especially on this very Zone-like map. And then we encountered enemies, I got shot (I think most of us did) and I lay there on my back admiring the red-tinted sky for five minutes before bleeding out.

Still: back in the Folk ARPS days I tended to get shot without inflicting any damage myself. This time round I actually killed two bad guys. And I got to see the pretty shiny lake... sooo beautifullll...

Anyway, that was already it, because my gaming PC is in our bedroom and my wife was pretty tired, so I thought I'd not continue for now. However, I'm hoping to get our office PC Arma-ready: it's an i7-950, and if I put a somewhat better graphics card in it I think I might get absolutely playable framerates. Can't guarantee that I'll be there every week, but I'm definitely hoping to join every now and then for a mission or two. Not least because I'm finally hoping to get better at the shooting part of this game and not just at the walking part. Thanks again for bobbero for the invite!

P.S.: My greatest regret of yesterday's session: that the ciggy in my backpack remained unsmoked. I think I may have got some blood on it when I died...
"Until now we scraped along the ground like rats, but from now on, we soar. Like eagles. Yeah. LIKE EAGLES... ON... POGO STICKS." - Grim Fandango

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boberro
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Re: [Sat] 03 Jun 2017 (Nearly legal / Kefirz gets his map case)

Post by boberro » Sun Jun 04, 2017 8:51 am

Commander Teizan wrote:
Sun Jun 04, 2017 7:06 am
(Edit: I'm almost certain I also executed Boberro while he was playing as a bot...)
Speaking of false accusations
Delete this marker please. You're scaring the tank.

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Re: [Sat] 03 Jun 2017 (Nearly legal / Kefirz gets his map case)

Post by Bodge » Sun Jun 04, 2017 9:30 am

Outpost Kamenka
This was a pretty great mission to start with, just sat on the Eastern side with toppo and bormanov and plinked away. Ended up taking down ~50 of the bastards before running to the chopper.

Pridorozhnyy I
Seemed to have some comms issues in this one, wasn't clear how the FTs were doing until it was a bit late. It appears the enemy expected an approach along that axis of advance as they had stuck patrols in pretty decent spots to counter them. By the time I had worked out where the enemies were most of the squad had perished leaving myself, medic, the mortar guys and possibly kefirz. Seeing as the trees were deadly, decided to push in quickly which worked rather well, getting to the building after taking down three guys. I popped into the building to take out people engaging the other guys and then back out again to kill a straggler to the rear of the building. Turns out garbage piles are pretty resistant to bullets as I put a bunch of rounds into that rather than the guy i was aiming at before he hit me. Kudos to Pob for being a great pocket medic and getting me up twice. There was no one left for the third time.

Cholo 2017
I drove to the buildings East of the police station and then quickly realised one of the coppers was in the buildings we parked up by. I didn't have a shot into the building so spent the next two minutes trying to work out the best way to assault a man with a shotgun at the end of a long corridor. I eventually realised i could probably get to him via the roof but the mission ended when i opened the roof access.

Metla II
Everything was on the line with this one, never had such a prestigious prize been up for grabs. Everything was fine up until contact with the enemy. We set up on the ridge ready to crest and engage the enemy but we suffered from a case of "only having part of the picture". We were warned about enemies at our first set of hard cover just over the rise, so I focused our efforts on securing that fast, little did I know there was an enemy FT on our immediate right that were hidden from the spotters and other FT. Credit to Egg for clearing them out before they murdered all of us but unfortunately was not enough to save Jordan from an early grave. I wanted to avoid getting too far ahead of the other FT as our push into town was a fair bit more direct, so we took a compound, swept it and then held for a little bit. When the other team was secure in the village we went into building clearance mode and swept the rest of the compounds.

By the time we had cleared the village it became clear that the other team had taken a fair few losses so we holed up in the Southern most set of structures on the orders of Kefirz and got ready to defend. I have no idea what happened to Bob, but he was on a roof top, this is often the kinda thing that leads to death. Halop shortly came to join us and then the enemies started pouring in. After a bit of respite we thought it was time to move on at which point I realised we had lost Egg and Halop as well leaving us with just three. A short jog towards the next target was cut short with an abrupt about turn and legging it back into cover as a large group started pushing towards us. Cue more shooting doods as they popped their heads over the rise as fer and I dropped guys with a few rounds and Teisun suppressed and cut down a few more with the static MG. Kefirz gave us the all clear and we moved off again hiding in the bushes and stone walls to get close, some bastard took potshots at me as I moved in so dumped a blind GL in that direction and sent Fer over there instead. A bit more building clearance left one lone EI running away from us to be gunned down by Fer and myself for a well fought victory.

Net Inventory
BOOM!

Net Inventory
The restart of this proved a bit of a blessing as it meant we had a different assault for the first target instead of the same ones as the last time we played the mission. The first assault went pretty smoothly, with a bit of an engage and flank with A1 on a rise to initiate the contact and A2 in the low ground to close in, and the compound was clear just a few moments after the first rounds were fired. Tiger came in, the cargo went out and it was on to the next. A short drive later and we were ready for the next one, A1 had good vision on the target and we waited for A2 to get close again but this time someone got rumbled and the enemy took a distinct dislike to us and our trees. We managed to take down a few and the technical gunner before most of us were pinned or incapped. Thankfully A2 was now on line to take some of the heat and a couple of rezzes later we were back up with only the loss of costno. Then it was a case of mopping up and bringing in Tiger to grab the shipment before wrapping up.

EDIT: Lets get a few more people into FTL and SL roles, it is nice having a mixture of command and lead styles. Makes the missions even more different.

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Re: [Sat] 03 Jun 2017 (Nearly legal / Kefirz gets his map case)

Post by Bormanov » Sun Jun 04, 2017 10:33 am

And I was a commander in outpost kamenka, ya bastard TT_TT

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boberro
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Re: [Sat] 03 Jun 2017 (Nearly legal / Kefirz gets his map case)

Post by boberro » Mon Jun 05, 2017 10:31 am

Who'd think logistics can be fun without the Spintires engine?

Image
Image

Bonus: fitting hats for FT elements
Image
Delete this marker please. You're scaring the tank.

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fer
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Re: [Sat] 03 Jun 2017 (Nearly legal / Kefirz gets his map case)

Post by fer » Mon Jun 05, 2017 11:53 am

Bormanov wrote:
Sun Jun 04, 2017 10:33 am
And I was a commander in outpost kamenka, ya bastard TT_TT


:siiigh:

Late posting by me. Fixed now!

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Re: [Sat] 03 Jun 2017 (Nearly legal / Kefirz gets his map case)

Post by Bormanov » Tue Jun 06, 2017 1:52 pm

:clint:
Hell yeah.

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