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02-03-2009, 01:38 PM #1
Al Basrah 2/1/09
This is my version of the battle we had right before the Superbowl password night. The map was Al Basrah and we had most of the coalition team working together.
This map holds all the cache locations that I can remember.

When the game started out we had me and Johnflenaly (had to leave was replaced by Randy) leading two infantry squads. Then we had Cougar leading a squad with two Warriors. Marine driving the Challenger II and Gunner (was replaced by Cody at some point) leading a scimitar (sorry if I forgot someone).
The Two infantry squads started out by moving out to the western village and moving towards the cache that was in F5k4. When we came to the VCP we were engaged by enemies and we regrouped and brought a truck to the western village and deployed a FOB there. Then we linked up with the armour in the F4 area. We started to push south but were stopped by the enemy so we all loaded up and returned to base to lick our wounds. We then set out again going across the little bridge in E3k5 with our armour column that now contained 2 warriors, 1 scimitar, 1 challenger II, one or two supply truck(s) and 3 Land Rovers we had somewhere between 20 and 25 players working together at this point.
My squad pushed south to the cache in F5k4 where we found and killed it without casualties. But when we were getting ready to move out we came under treatment by an enemy sniper that slowed us down too much so we lost a warrior. This was mostly my fault since I forgot to order smoke to be deployed (didn't think about it).
We were ready to move out again and the warrior had re-spawned our new target was the cache in E7k7. We were going to move on the west side across the land bridges down to the south road and set up in E8 from there the infantry pushed north supported by the armoured vehicles supported squad 2 (john) used their Land Rovers and my squad (6) was given a ride by Cougar. We found and eliminated this cache. When we were about to move back to main a bomb car came around and killed a warrior and some light vehicles.
Next cache was in F5k6. When we had regrouped in the main we moved out to the water and moved across the land bridge in F3. From there we deployed a FOB and the tank moved up onto the G4 bridge to give firesupport as the infantry moved in. when in there we kept encountering small amounts of resistance and kept pushing south where there was a hideout in the north side of the warehouse this was engaged and destroyed and we swept the warehouse for the cache. Squad 2 found this cache in the eastern side of the warehouse. When it was down we picked up our gear and moved back out to the armour that moved us back to the main again to rearm and repair.
The next cache was marked on the island the one marked was in H7k7 but it could have been in the palace. Someone had destroyed the bridge earlier in the game because we didn't know they didn't have a spawn there. We found out that we could not repair the bridge when we were there. While the rest of the convoy was trying to repair the bridge in E8 my squad moved across to check for IEDs and also to check the palace. This was a bad idea since we quickly found out that they had a major presence on the island and we ended up getting wiped out. My squad had only 5 deaths when we went into the palace when we came out we had 20. by now the armour had realised that the bridge was not repairable so we had to find another route onto the island so we moved up in F7k9 where the armour supported my squad as we moved across. By luck I saw some guys spawning in right next to me so we figured they had a cache there this is the marker in G7k8 we eliminated this cache and now squad 6 had moved across the river and were to the north of my squad. My squad moved to the south side of the island and pushed east supported by armor sitting on the bridge in F7 (first Cougar then Marine in the tank). Right between the cachemarkers on the island there was a hideout zaboo killed this and then him and the other medic revived the squadmembers that where dead. We then pushed east because I had an idea that the cache was on the southside because they had an rpg running around down there and also a pkm. We found the caches, destroyed it and moved out. While we were fighting on the island someone (essplode) had found the cache in F6. The cache in B6 had been revealed before we were ready to move out but some of the armoured vehicles had no ammo left and the infantry was also running low. So we moved back to the main instead of engaging the cache.
We moved out to engage the cache in B6 and when we got there there was a hideout in the open and some infantry in B6k5 the armour engaged and destroyed the targets and in the process they also killed a cache. It was not the one revealed so the infantry dismounted and started searching the compounds one by one. And it ended up blowing up form and insurgent proximity IED. Now we where missing one cache and luckily the insurgents decided to kill this themselves so we won the round
At the end of the game the coalition had 38 tickets left and it was a really tough battle and I had a lot of fun. There was some great coordination between the coalition squadeaders. I know that I am only describing the destruction of 9 caches but I think another squad killed that cache or I have just forgotten it.
Lessons Learned
Do not blow the bridges when you are British. It limits your movement and it serves no purpose for your team since the bomb cars spawn by the mosque now.
Need a designated leader. Most of the game Cougar was in charge but still we should have designated someone that was in charge.
Better target designation. When calling in a firemission we needed some better way of designating targets.
Armour should engage with their coaxial MG first to avoid friendly fire. The reason is that I was exposed to 30mm HEAT many times during the round and it got to a point where I ended up yelling at Cougar because his Warriors were killing me/my squad. When you have engaged with your coaxial the infantry can tell you if you can fire.
A commander is not needed. It would have been nice to have him but he would most likely end up relaying targets and not much else. Since its easier to go over TS with our internal coordination.
The insurgent side
There are some things that I think that they could have done better. First of all don't have your RPG guy sitting in one place just waiting. Since he didn't move it narrowed the area we had to search on the island.
Secondly when noticing that the coalition is moving as a big armoured column try figuring out where they are likely to move as a staging area. Prepare these areas with IEDs and also hide an RPG team close (<250 meters). There is usually some undergrowth in the area like rocks and bushes you can hide IEDs in. This would both cause confusion and also have a chance of taking out some coalition vehicles. The RPG team should find a depression or something natural to hide behind. Do not hide in buildings they will most likely be leveled by coalition armour before you get a chance to shoot.
Blow the southern bridges and leave the G6 bridge up. the coalition is not a big fan of moving up to that bridge and also it is easy to put a couple of IEDs on it.
That is all for now thanks for a great game all. Really had a lot of fun. I would also like to hear about this from the insurgents point of view.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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02-03-2009, 03:13 PM #2
Re: Al Basrah 2/1/09
Kat,
Thank you very much for doing this AAR. As a team and as a unit we did very well on this day. I would like to elaberate on your lessons learned.
This is the truth now. It seems to hinder the Britt movement more so than the insurgent.
A designated leader is a must. Though I had no problem taking "lead" for most of it. It would be nice to have one man in control so to say. Someone who could take responsabilty for all squads movements. This person needs to be close enough to see whats going on. I do think the leader of the Fire Support Group (FSG) should be the leader. On Basrah the Skimitar is the perfect vehical for this. As he has no other roles other than fire support.
I think a GLTD or laser marker is a good way to go for the infi leaders. For armor, especailly as close as we were on this round, buildings and points of intrest work best. Giving out Grid and Key refrance points only slow the ammount of fire that the FSG can provide.
"two story building, right of the road. Second story left window."
I can have all the armor engage this target with in seconds.
"G5 K7"
Pull up the map, look for the grid refrance. Find the grid but cant tell what building. Found the building what floor?. Got the floor but what side?
I agree that we were able to go without him. Could a CO have helped? Absolutly
Move markers could have been given a targets ID'd. Would he have been boared out of his mind? absolutly.
This is the one thing we needed to be better at. There were many times where some members spoke out of turn. Understandable, and not crippling though I think we can work out ways to keep Comms Disapline up. Using the same methods as you would use to call the CO over VOIP. A simple "6, Trans" "go for trans" could have worked.
The Insurgents took out the last cashe on their own. According to BF2cc "this is aking too long. game over in 3, 2, 1" thats the last message on cc.
All and All great round and thanks to all who helped us play.
Ohh and on a personal level I had 7000 points and no deaths myslef. Thats alot of Taxi work.Last edited by Portable.Cougar; 02-03-2009 at 03:38 PM.

Somethng for Everyone
BRRRRAAAAPPP! & Brum, burm, bum
10th Guard - We put the sensual in non-consensual
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02-03-2009, 03:33 PM #3
Re: Al Basrah 2/1/09
As some know I was in the bomb truck, a hell of a ride but successful.
I chose between a tank and an apc later and chose tank in a bomb car. Bah, as it did not get destroyed, an error. Then I was kicked for teamkills till I sorted out punkbuster, after a few attempts at logging in. I had not teamkilled and can only put it down to blowing myself up (ah, I had one but that was a grenade trap layed and he said sorry his mistake).
This was a great fight. A certain un-named player was shot for blowing up the 2nd to last chache. The final one was such a pity as we had played for 2 hours by then and it was close to the nail. I am sure, since the final cache position we were in with a winning chance, and since all our efforts for insurgents to blow it up to end the game for two hours of slog, personally I was disapointed with the end result, especially considering the revealed number of tickets the enemy had at the end. And expressed it so, but of course, the answer from one was that we lost.
A great game in all but that final minute, for one. but hey, I believe you beat us, in the end, on a mind level, well.. some..
But thank you for doing an AAR on what I thought was the best Basrah i had fought for a while, at least. I'll maybe comment more as an opposition later but these are my first thoughts.
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02-03-2009, 03:37 PM #4
Re: Al Basrah 2/1/09
As Big Red Came in my APC had all of KATs squad in it. When I saw that you were going to make it in, I turned tail and ran as far away as a could saving myslef and Kats 6 by inches.

Somethng for Everyone
BRRRRAAAAPPP! & Brum, burm, bum
10th Guard - We put the sensual in non-consensual
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02-03-2009, 03:52 PM #5
Re: Al Basrah 2/1/09
Yeah, the problem was that going around the back I had a chance to nab one. I had seen two but a face on assualt would have meant barriers and guns. It was a no option really. So a nip round the corner, up the hill on shift and perhaps nailing one in the back was the option. The disarray factor. But judging when to strike was hard as I was looking forward and knew not what lay behind or specifically to the side. I just had the element of suprise and disarray as I saw it. It was more like imagining the positions, as I thought one APC would bail out and rightly so, they had seen me. I was looking for ultimate damage at the situation at hand.
Shame I missed ya though
Close but well pulled out.
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02-03-2009, 03:58 PM #6
Re: Al Basrah 2/1/09
The only SS i can find. Im sure there are more around

Somethng for Everyone
BRRRRAAAAPPP! & Brum, burm, bum
10th Guard - We put the sensual in non-consensual
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02-03-2009, 05:17 PM #7
Re: Al Basrah 2/1/09

.50 cal gunner on the tank in the lead. Man that was a great run. The tank got blasted by two bomb cars and survived. Sadly, the explosion took me with it.Former Cutthroat, established Merc.
Pain is Inevitable, Suffering is Optional.
When you can't run anymore, you crawl and when you can't do that, you find someone to carry you.





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02-03-2009, 06:15 PM #8
Re: Al Basrah 2/1/09
Yeah Im kind of sad that I didn't take a SS of that explosion. Had a great view out the back of the APC.
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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02-03-2009, 06:37 PM #9
Re: Al Basrah 2/1/09
I disagree with this, if you have a CO on TS with you, he can help:A commander is not needed. It would have been nice to have him but he would most likely end up relaying targets and not much else. Since its easier to go over TS with our internal coordination.
- alleviate MUCH of the comms problems, giving much more specific attack orders in fast succession.
- inform all new squad leaders joining in about what is going on help get them setup on teamspeak ASAP
- indicate which cache will be the next target and create the plan of attack WELL BEFORE the attack actually commences.. OMG who would have thought, making a plan in PR?!?!
- assign player to lynx for fast scouting, maybe assign a sniper (recon) squad for forward observation on the next target area, to figure out if there is enemy activity or not.
plus 10-20 other things, really too many things to list...
CO position in these circumstances is extremely useful and very busy, it all depends if your in the mindset for it. This is when CO role shines the most. He doesnt have to micromanage each squad leaders movement because they are coordinating amougst themselves, but he gets to set the overall tone and strategy for the entire operation, as well as help direct fire for infantry using markers, as well as help new players integrate into the rest of the team so that ALL squads are working together and not seperately.
Anyways this was a fun round for me I came in at the end and my VOIP was bugged so I just tailed behind some vehicles and got an engineer in my squad, helping to dismantle the enormous fields of proximity IED's that the enemy put up (you evil bastards!).
IMO this is the way insurgency is meant to be played, with 1 large team all coordinating together and moving as a large unit. It was a real treat to watch from a "backseat" as I'm usually the one orchestrating operations hehe... there was alot of cinematic moments I wish I was recording.
Hope Al Basrah (and other) Insurgency maps are played like this in the future as its definitely quite a few steps above "regular" insurgency play.
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02-03-2009, 07:00 PM #10
Re: Al Basrah 2/1/09
To be honest Fuzz, you bring up some things that the CO could bring to the game. As proven though, like it or not, CO was not required. I like the idea of basically, a company commander, someone who's in charge and with the troops on the front line.
It was a great round - we never lost the Challenger II and survived two seperate car direct car bombings (one of which was in the rear). Ristin was a great gunner, and I'd like to see this happening alot more often. However, some coordination like this is very circumstantial - it happened that we had almost all of the SLs of the team on TS. I'm not saying it's luck, but it was very fortunate to have everyone do their part and hop on TS to coordinate it.
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02-03-2009, 08:08 PM #11
Re: Al Basrah 2/1/09
Hello all, worlds worst insurgent here, just wanted to apologise if I hastened the end of the round, I was the fool who accidentally blew oursecond to last cache, I stress, second to last! I was under fire from the challenger and 2 apc's and in a panic lost my bearings, sense of direction and to some degree, nerve, balls and common sense. I can assure everyone that the second to last cache being blown was entirely an accident born out my genuine crapness at being an insurgent. Despite humiliating myself and bringing shame on mildly competent insurgents everywhere I enjoyed the game. I am also extremely disappointed that someone took it upon themselves to destroy the final cache deliberately, sorry if my ineptitude led someone to believe I had done it deliberately and copy my actions. If you check CC you can see that it was an accident on my part. Personally the person responsible for the blowing the last cache deliberately should be receiving a talking to from an admin.
TG PR Admins: Fighting for YOU on the frontlines in the War on Stupidity.
|TG-6th|Wickens


Being Ninja and Lone Wolfing FOB's is what PR:BF is all about, right?....
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02-03-2009, 09:40 PM #12
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02-03-2009, 10:01 PM #13
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02-03-2009, 11:21 PM #14
Re: Al Basrah 2/1/09
It happens, Wick.

I blew a cache on Ramiel about a month ago. I had placed an IED on an abandoned Striker that was fairly close to the building a cache was in.
And the explosion made a guy bleed to death, giving me a TK plus a cache destruction. Oi....
I miss Al Basrah. Glad to see it's still a good fight!|TG-AIR| - Gone, but still awesome! **Proud Former Member**

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02-04-2009, 12:14 AM #15
Re: Al Basrah 2/1/09
Though I agree with this 100%
I still think someone on the "ground" should take a leadership position. CO is a great asset for any team.
This is how every round regardless of type should be played. All it takes to get started is the desire and a few friends on TS.
Somethng for Everyone
BRRRRAAAAPPP! & Brum, burm, bum
10th Guard - We put the sensual in non-consensual
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