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Discussion: Battlefield 2 / Battlefield 2 - After Action Reports - AAR for Password night, 20 Sept 08 - I originally posted this in the XV forum. They asked me to post it here
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    Masterjack's Avatar

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    AAR for Password night, 20 Sept 08

    I originally posted this in the XV forum. They asked me to post it here as well.

    I have to say I enjoyed having a full squad of XV to play with for a change. One thing that really stands out on what we need to improve on is communication. I'll give you some examples.

    "Holy crap their is a full squad in front of me! I need some help!"

    "Enemy Vodnic to my 12 o'clock"

    Great! I know you need some help. I'm on my way. Ooops, I have no idea where you ARE or who you are!!

    Now we have to ask question to get better information. By the time we get to you either the Vodnick is gone or the enemy has killed you, or both.

    The key to good combat communication is to be concise with brevity. This way the most amount of information get sent in the shortest amount of time. It will also help keep the comms open for other important information. (Like Tralic's K/D ratio)

    To help with that we need to use the compass as much as possible. For the simple reason that, not all of us are as 7eet as you and do not know where everyone is and how they are facing at all times. Once you get that bit of knowledge into your head. Us mere mortals will be able to give you assistance, so you can Cap the map in record time.

    So some better examples based on the fact that your squad is close together would be:

    Masterjack, Full squad bearing 105, really close.

    Masterjack, Vodnick bearing 225 moving right. (We can use right and left with the compass because right and left is the same on all compasses)





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    d1sp0sabl3H3r0's Avatar

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    Re: AAR for Password night, 20 Sept 08

    Masterjack, you raise some excellent points that almost all pr players struggle with.

    Here's my biggest pet peeve in PR: bearings. They are worthless unless it is communicated between driver and gunner in a vehicle. Otherwise it is entirely relative to the player making the report.

    Try this instead: Use the compass directions! So much easier to know exactly what you're talking about.

    Instead of "Full enemy squad to my 225 moving right" try "Full enemy squad, SE of me, 100m, moving east". I have an immensely easier time knowing what you're talking about.

    Also, read the BF2 SOPs. They give an excellent outline on how to provide SITREPS and efficient communications.

    SITREPS
    Contact report
    TG SOPs

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    Re: AAR for Password night, 20 Sept 08

    I hate that too, sometimes I use directions sometimes i use bearings it just depends on whether the bearing is close to an actual marked direction.

    AAR for Fools Road:
    Here we are deploying into 100 degree heat and humid air. Trees surround us all. I am assigned to commander so I happily skip to my air-conditioned command post. Once inside one squad decides to ask for da boat and the rest of the squads get their orders dished out. Squad 1 heads way up to Helicopter and builds a FB out west near the edge of the map. Squad 2 hits Warehouse full force. Squad 3 overlooks Hilltop Estate while 4 assaults it. Squad 6 (there is no 5) heads way over to Train Depot and secures it immediately following the capture of Warehouse. Squad 2 heads up to assist Squad 4 who is encountering heavy heavy heavy contact at Hilltop. Squad 1 at this time moves north of Helicopter and moves in to destroy a bunker, and deploy a FB right on the flag that wouldn't be destroyed for a couple more hours. While Squad 1 sits at helicopter harassing anyone who decides to move there, Squad 6 encounters contact down at Train Depot. Easy work for Charity to fight em' off.
    While 4 and 2 continue assaulting Hilltop reporting its heavily defended and wont be capped anytime soon, Squad 6 out of the blue is hit by a mortar and wiped out. At this time [DRAMA] Charity screams over the comms "COMMAND WE'RE SOL!!!!!!!!![/DRAMA] While I try to figure out what the heck that means, Charity says the bunker went down and his entire squad went down. I immediately retreat 2 from Hilltop to hit Train Depot hard. We never got it back... Then we started to lose Warehouse and I thought to myself "here we go again." I order the squads off of Hilltop and Train to secure Warehouse...
    All of sudden Charity's voice crackles over teamspeak to report that he lost it and was never heard from again... I silently remove my hat and begin to whimper. We lost our best SL that day. I couldnt take it and had to remove myself from the fight...


    I dedicate this post to Charity Case who did a heck of a job keeping Train from them dirty militia. Well done Charity, we will always remember you in our hearts and dreams of becoming a star SL....

    (plays mournful music quietly)

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    Re: AAR for Password night, 20 Sept 08

    Quote Originally Posted by Mr_Fighter_99 View Post
    I hate that too, sometimes I use directions sometimes i use bearings it just depends on whether the bearing is close to an actual marked direction.

    AAR for Fools Road:
    Here we are deploying into 100 degree heat and humid air. Trees surround us all. I am assigned to commander so I happily skip to my air-conditioned command post. Once inside one squad decides to ask for da boat and the rest of the squads get their orders dished out. Squad 1 heads way up to Helicopter and builds a FB out west near the edge of the map. Squad 2 hits Warehouse full force. Squad 3 overlooks Hilltop Estate while 4 assaults it. Squad 6 (there is no 5) heads way over to Train Depot and secures it immediately following the capture of Warehouse. Squad 2 heads up to assist Squad 4 who is encountering heavy heavy heavy contact at Hilltop. Squad 1 at this time moves north of Helicopter and moves in to destroy a bunker, and deploy a FB right on the flag that wouldn't be destroyed for a couple more hours. While Squad 1 sits at helicopter harassing anyone who decides to move there, Squad 6 encounters contact down at Train Depot. Easy work for Charity to fight em' off.
    While 4 and 2 continue assaulting Hilltop reporting its heavily defended and wont be capped anytime soon, Squad 6 out of the blue is hit by a mortar and wiped out. At this time [DRAMA] Charity screams over the comms "COMMAND WE'RE SOL!!!!!!!!![/DRAMA] While I try to figure out what the heck that means, Charity says the bunker went down and his entire squad went down. I immediately retreat 2 from Hilltop to hit Train Depot hard. We never got it back... Then we started to lose Warehouse and I thought to myself "here we go again." I order the squads off of Hilltop and Train to secure Warehouse...
    All of sudden Charity's voice crackles over teamspeak to report that he lost it and was never heard from again... I silently remove my hat and begin to whimper. We lost our best SL that day. I couldnt take it and had to remove myself from the fight...


    I dedicate this post to Charity Case who did a heck of a job keeping Train from them dirty militia. Well done Charity, we will always remember you in our hearts and dreams of becoming a star SL....

    (plays mournful music quietly)
    now how was that relevant to this thread about compass bearings?

    k back on topic
    good point there disposable the SITREPS give lots of good info on communication in a squad

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    Re: AAR for Password night, 20 Sept 08

    It is a AAR for password night and not a thread about compass bearings, read the thread title

    I had a great night but the most fun was commanding the militia on fools road rollout was great got hilltop and heli fast and got them fortified. Had a couple of squads hitting train to no success so when we had mortarstrike available i got three squad in position to attack at the same time with one giving firesupport and two moving to the flag. it was capped with almost no resistance
    Then it was on to warehouse where the initial attempt to use our momentum failed (lack of transport) so set up two squads for attacking warehouse and and it went okay and we got it capped then a quick cap of village and we had them back to main. by then supplies were streched a little thin so we ended up getting pushed back to train and hilltop
    We won the round by 2x some tickets. I would like to thank the team for doing a great job and all my SLs for doing as I told them. It was a real pleasure being your commander, I hope I wasnt micromanaging too much.

    Quote Originally Posted by Mr_Fighter_99
    Squad 1 at this time moves north of Helicopter and moves in to destroy a bunker, and deploy a FB right on the flag that wouldn't be destroyed for a couple more hours. While Squad 1 sits at helicopter harassing anyone who decides to move there, Squad 6 encounters contact down at Train Depot.
    We didnt have anyone moving to that area after it was initially captured meaning you had a whole squad out of the action doing nothing useful. they would have been better used down by warehouse since we were able to move freely (with a minimum of resistance) through the middle of the map once your bunker at warehouse was down.
    If people are becoming so bored when playing that they have to resort to this immature behaviour I will give them something to do, call it a project. The project is "appeal a ban". - Wicks




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    Re: AAR for Password night, 20 Sept 08

    Quote Originally Posted by Katanama View Post
    It is a AAR for password night and not a thread about compass bearings, read the thread title

    I had a great night but the most fun was commanding the militia on fools road rollout was great got hilltop and heli fast and got them fortified. Had a couple of squads hitting train to no success so when we had mortarstrike available i got three squad in position to attack at the same time with one giving firesupport and two moving to the flag. it was capped with almost no resistance
    Then it was on to warehouse where the initial attempt to use our momentum failed (lack of transport) so set up two squads for attacking warehouse and and it went okay and we got it capped then a quick cap of village and we had them back to main. by then supplies were streched a little thin so we ended up getting pushed back to train and hilltop
    We won the round by 2x some tickets. I would like to thank the team for doing a great job and all my SLs for doing as I told them. It was a real pleasure being your commander, I hope I wasnt micromanaging too much.



    We didnt have anyone moving to that area after it was initially captured meaning you had a whole squad out of the action doing nothing useful. they would have been better used down by warehouse since we were able to move freely (with a minimum of resistance) through the middle of the map once your bunker at warehouse was down.
    That was at the beginning of the map FYI. I sent them to Hilltop after I decided they were bored enough. Warehouse didnt come till like 1 hour after I did that.

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    Re: AAR for Password night, 20 Sept 08

    Quote Originally Posted by d1sp0sabl3H3r0 View Post
    Masterjack, you raise some excellent points that almost all pr players struggle with.

    Here's my biggest pet peeve in PR: bearings. They are worthless unless it is communicated between driver and gunner in a vehicle. Otherwise it is entirely relative to the player making the report.

    Try this instead: Use the compass directions! So much easier to know exactly what you're talking about.

    Instead of "Full enemy squad to my 225 moving right" try "Full enemy squad, SE of me, 100m, moving east". I have an immensely easier time knowing what you're talking about.

    Also, read the BF2 SOPs. They give an excellent outline on how to provide SITREPS and efficient communications.

    SITREPS
    Contact report
    TG SOPs
    Great points and thanks for pointing out the SOP's. I've been here over a year and that is the first time I ever seen them.

    I disagree with you about bearings and direction though. To me using bearings is easier and more accurate. What's the difference between "Full enemy squad, SE of me, 100m, moving east" and "Full enemy squad, bearing 140, 100m, moving east" I just find the bearing to be more accurate, even more so over greater distances.
    Really in the grand scheme of things if a squad member did either. I would be overjoyed, because it definitely beats what I'm getting now.





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    A good leader requires both character and strategy. If he is to be with out one, let it be strategy. - General Rick Hilliar, Former Canadian Chief of Defence

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    d1sp0sabl3H3r0's Avatar

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    Re: AAR for Password night, 20 Sept 08

    Quote Originally Posted by Masterjack View Post
    Great points and thanks for pointing out the SOP's. I've been here over a year and that is the first time I ever seen them.

    I disagree with you about bearings and direction though. To me using bearings is easier and more accurate. What's the difference between "Full enemy squad, SE of me, 100m, moving east" and "Full enemy squad, bearing 140, 100m, moving east" I just find the bearing to be more accurate, even more so over greater distances.
    Really in the grand scheme of things if a squad member did either. I would be overjoyed, because it definitely beats what I'm getting now.

    This illustrates why bearing don't work unless you are in the same location:



    You call contact, 45 degrees, 100m your location, squad member looks 45 degrees his location, which is in the wrong place.

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    Re: AAR for Password night, 20 Sept 08

    Quote Originally Posted by d1sp0sabl3H3r0 View Post
    This illustrates why bearing don't work unless you are in the same location:



    You call contact, 45 degrees, 100m your location, squad member looks 45 degrees his location, which is in the wrong place.

    Your right and your diagram illustrates the problem perfectly and emphasis es the need to call distance as well. I guess I'm weird in that I can usually adjust where I look based on where the SM is who is calling it out. I say usually because I usually try to keep my squad close together. The best way is to have the SL place a maker on it or have a machine gunner call out follow my tracer as he is engaging.

    Now if you look at your diagram and substitute the bearing and place it with a direction you get the same problem, do you not? From the way I look at it, it is the same problem. The the bearing gives you 360 places to look and direction only gives you 8 at the most. Hence my reasoning that calling out a bearing is more accurate then calling out a direction.

    You know what I'm going to copy some of this and place it in the regular PR forums for more discussion and general knowledge for other people. Really this part is not a AAR any more.





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    A good leader requires both character and strategy. If he is to be with out one, let it be strategy. - General Rick Hilliar, Former Canadian Chief of Defence

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