I like how the above screenshots are a typical contruction yard - 1 person working and 5 are just watching.
Okay onto the AAR
Arudy Adversarial: Commander of BLUFOR
Disclaimer
I actually had no idea we were supposed to kill AI's. I saw the briefing for a few seconds before we kicked it and looked at the tasks and it said "seize Arudy"
AAR
So we started SW on the road in a truck, I saw that the village was really close so going on foot was the most optimal way to attack. Spotted good valley/ditch terrain that wrapped into the village from the north. As soon as we started clearing houses we came into contact with the enemy, and I was really weirded out by how easy it was to kill them. After clearing a few houses onto the center of town we came under heavy and accurate machine-gun fire from the hills to the NW.
I tried to return fire and get some fire superiority but the real enemy was too far away. At that point in the mission we were still all up, but the MG burst killed 3 people instantly including me.
After that exchange everyone was dead except for two people. OPFOR moved in, sweeped the area - found our remaining guys and took the victory.
Mission commentary
I know it's my bad I didn't read the briefing properly but I agree with a few points raised earlier - there must be some kind of incentive for both parties to attack the village. As it stands one side can just wait it out and let attrition do it's work.
My suggestion is some kind of object or VIP that needs to be retrieved or held for some time. We had a arps/folk adv. symmetrical mission where as soon as one side entered an objective building a timer started and after successfully defending that side won the match. Maybe something along the same line here?
Navarone I: Alpha 1 FTL
AAR
The setup was like a WW2 paratrooper scenario - we had to clear an area that consisted mostly of farmsteads and mostly flat terrain during the early morning hours. It was really dark the first 30 minutes, but as FTL I had access to a NVG-equipped rangefinder.
Commander Costno gave the fireteams mostly seperate objectives but still being close enough to each other to mutually support the advances.
There were some strange things happening with the respawns and dead parachutes, so I had trouble keeping up what people I had available in my fireteam. I'm pretty sure I ordered around the ghost of Bormanov for a good 15 minutes .
But still - bounding overwatch with the sister fireteam and internally did it's job and we were really never pinned down.
Mission commentary
Great terrain, it's a wide area to sweep and felt very WW2/Normandy. My suggestion would be to maybe consider adding some enemy vehicles (2-3) patrolling the roads to spice things up, nothing that small arms cannot handle though. It would add a bigger factor of stealth to the mission.
Hostage I (adversarial): Bandit AR
AAR
My commander's intent was for the players to hold firm and hide and wait for the enemy to get inside the village. As soon as they engaged the AI we would have sprung out of our houses and opened fire.
Now it didn't go exactly according to plan - we did spot the players approaching the village. One of our guys was spotted and got taken out immediately. The CO wasn't too happy about that but we still held firm.
Now onto my position - I was sitting in a house and I had a very narrow view towards the east where the enemy was advancing from. I held my fire but I had a shot on like 3-4 players. I couldn't resist and let loose single fire and short bursts at them. Now I assumed the enemy would immediately find my position and suppress me - but it never happened. I later learned from harakka (one of the players I killed) that they could not spot my tracers so surprisingly my position stayed hidden.
I held the same angle for the rest of the mission until we killed them all.
Mission commentary
In these situations where there are players and AI on the same side, and none on the other side I feel like the attackers need to have some kind of advantage in either equipment or numbers. My suggestion is to either give the attacking team a tripod dshkm or maybe an APC - because the element of disguise is too strong. It was a massacre.
Medivac: Bad Egg AR / Humvee barrel roller
AAR
We had a convoy of 2 vehicles - a sexy m113 up front, and a humvee behind. Now I don't know much about inertia but you would think an m113 driving at full speed cannot come to a full stop in like 2 meters. But it did, and I learned that the humvee's brakes are made out of butter. I drove full speed into the m113's back - the car flew UP and into the left- did a few flips and landed on it's wheels in a courtyard.
For some reason I was the only person who was not incapped from the whole accident.
Egg transfered the command of the fireteam to me and we were a whopping 2 men strong fireteam. I followed our CO Zitrons intent of storming the objective as soon as possible to get our medivac system working (more on that later). Since my FTL was sitting motionless in the m113 the marker was not updating and when I informed my CO of our current position (at that point the base of the tower) he was very surprised and ordered a full charge to the objective.
Me and my buddy crested the tower hill and became Most Effective Unit(tm) when we killed 2 statics, and countless infantry. Alas I was shot in the process and I had to join the rest of the fireteam in the meatwagon awating our fate.
I was extremely confused about what was happening while I was in the m113, and then the mission just ended so IDK.
Mission commentary
Ditch the "we must take the hill to heal our wounded" system. If we have a medivac m113 it should be fully functional to get a soldier into the fight again. It's a risk to bring this tin can to the front because of the AT threat so it might be an actually fun role - like a cavalry medic. I don't know about the part that we cannot die, we should keep the old death system - just upgrade the m113 to act like a medic. my .50$
Also, unmarked minefields is a threat for first time only. Any replay of the mission and the surprise is gone, it should be an area denial tool not a "surprise you are dead" tool.
Overall the assault was interesting and the terrain pretty great, I feel like we don't use the "3IFB" gear enough.
Alright that's it for me, I might embed some screenshots but after the last mission I called it a night. Great times, and good numbers!