Hello again.
These are the CO and SLs Reports for Battle 2.
COs Briefing Reports for Battle 2
PAC CO
CO Briefing Report
1. Date: 03/23/08
2. CO Name: big-eye101
3. Battle (map): Fall of Berlin
4. Mission & Main Effort:
Our Mission is to capture and hold all flags except the EU base. We try to push once or twice for the cap out but if we fail we stay with the bleed!
Our main effort is to hold 2 more flags.
5. Squads & Objectives:
Squad Name ---
SquadType ---
Objective
SQ 1 --- North --- not specific --- Square ( 3 people )
SQ 2 --- Center --- not specific --- Crossroads and support later on ( 3 people )
SQ 3 --- South --- not specific --- Roadblock ( 3 people )
6. Execution Plan:
SQ 1 moves on the north side directly to square (cap and defend). SQ 2 moves on the main street for crossroads (cap and defend). SQ 3 moves on the south for roadblock (cap and defend).
As soon as we have these flags:
SQ 1 stays with square
SQ 2 moves for the EU base (not more than two attempts) - if that fails ask for new orders
SQ 3 stays with roadblock.
7. Maneuvers (Squad Names & Tasks No.):
SQ1
1. move to the north icewall
2. sneak past the enemy on the north
3. move to square (cap and defend)
SQ2
1. move down the mainstreet
2. cap and defend crossroads
3. wait for commander signal to start the attack on the EU base
SQ3
1. move to the building to the south
2. sneak past the enemy
3. move to roadblock (cap and defend)
8. General Comment
I'm not surprised that the EU picked a map where the bleed is on us at the beginning. That means that we have to act quickly and hit them hard. The enemy APC and walker are far away. Therefore I
recommend SQ 2 to use our walker for the move down the mainstreet.
If we have roadblock and crossroads we have a good bleed on them. PLEASE give me status reports so I can decide if we should switch to a simply defend tactic. Also tell me if you think you could make it for one more flag!
9. Squads
The sign ups for battle 2 show the EU is two men short so I designd the strategy for a 8 men team - if we have to even up the teams again. As there is allmost no time I define the squadlayout too: (sorry for my late Briefing Report , I hope we can work faster next time

)
EU CO
FILING DATE: Thursday, March 20 @ 14:00 EST
BATTLE DATE: Sunday, March 23 @ 16:00 EST
CO Name: Shurikane
MAP: Fall of Berlin - Conquest Mode - 32 Players
At the demand of the team, the next map will focus on conquest defense. This plan is very simple in comparison to the logistics of a Titan match.
MISSION & MAIN EFFORT:
The team is tasked with the protection of Berlin.
The main effort of this mission will be to hold onto the Crossroads flag for as long as possible.
Squads & Objectives:
SQUAD NAME (MAXIMUM NUMBER) --- SQUAD TYPE --- OBJECTIVE
ALPHA --- Infantry/AV --- Northern Interdiction
--SL: Sgt. Vinck
----SM: Kebab-Kastike (Support/IDS)
----SM: Sir-Nerd
----SM: james.curse
----SM:
----SM:
BRAVO --- Infantry/AV --- Southern interdiction
--SL:
----SM: SentReglay
----SM: AstroZombie
----SM: a-poc
----SM:
----SM:
ARMOR (4) --- Armor --- Blockade
--SL:
----SM:
----SM:
----SM:
----Reserve SM: Rasta-GR
NOTE: ARMOR squad layout is as follows: one Walker driver, one APC driver, one APC grenadier, and one APC gunner. Additional gunners on the Walker and APC are considered superfluous.
EXECUTION PLAN- ALPHA is to maintain a blockade on the northern half of the map.
- BRAVO is to main a blockade on the southern half of the map.
- ARMOR is to drive and maintain both the APC and Battlewalker.
MANEUVERS
Alpha
1) Spawn at Crossroads.
2) Lay down a field of motion mines along the main road. Favor a dissuasive over a destructive layout - as in, lay the mines visibly and spread apart from each other, in an attempt to avoid motion mine bait catching them all. Don't bother hiding them - the enemy knows we'll set up mines somewhere. Just be quick.
3) Monitor both the flag (and the ladder next to it) and the slope at the north, where standoffs normally occur between EU and PAC.
The idea: The enemy must not pass your point by ground.
Bravo
1) Spawn at Crossroads.
2) Lay down a field of motion mines along the main road. Favor a dissuasive over a destructive layout - as in, lay the mines visibly and spread apart from each other, in an attempt to avoid motion mine bait catching them all. Don't bother hiding them - the enemy knows we'll set up mines somewhere. Just be quick.
3) Lay down a second field of motion mines along the southern route. If secure, move on ahead to the corner of the southern building and re-set your mines there.
3) Monitor both the flag (and the ladder next to it) and the southern route.
The idea: The enemy must not pass your point by ground. Beware of an APC rush where its passengers will attempt to pod over the fence that leads to Roadblock!
Armor
1) Spawn at EU Outpost.
2) Rendez-vous at Crossroads.
3) The APC should peek just around the corner of Crossroads and harass the incoming infantry. The Walker should stay a little in retreat and perform damage control should the PAC get through any of the blockades. If a vehicle rush ensues, the Walker and APC should be positioned in such a way that it may flee out of harm and let the Walker do battle.
The idea: You are the team's safety net and the opponent's source of frustration. Do not seek engagement with enemy armor unless you are backed up in a corner and have no other choice.
COs Debriefing Reports for Battle 2
PAC CO
1. Date: 03/23/08
2. CO Name: big-eye101
3. Battle (map): Fall of Berlin
4. Mission & Main Effort:
Our Mission was to capture and hold two more flags. We try once or twice to go for the cap out.
5. Mission Evaluation:
The first attack worked very well. We neutralised the bleed on us very quickly. SQ 1 managed it to get past the enemy on the north and moved to theire main base. It actually was neutral for a second there but was recaputred very quickly. SQ 2 did an great job on defending crossroad so SQ 1 could spawn back in.
SQ 1 pushed for roadblock two more times again and got it neutrale for a split of a second there. We than started to play a little more defensivly and hold our advantage of tickets of 40-50.
After half of the match was over SQ 1 asked me if they could start a distraction. I gave them a rather complex order and they fulfilld it very well. ("Split up your squad! move two men to the north and leave two men for the attack on roadblock! Let them spawn back in later on.") They split up the squad and started a distraction on the north. As the enemy realised what was going on SQ 2 pushed forward and allmost managed it to take roadblock. Sadly after this nice maneuver nothing changed.
With an quick push by SQ 1 with a risky deployed beacon and an oustanding timeing by SQ 2 we manged it to take roadblock and started the attack at the enemy homebase continuously.
Five minutes before the time was over we pushed for the cap out and managed it!
6. Squads Evaluation:
Squad Name ---
Squad Type ---
Objective ---
Result
SQ 1 --- North --- not specific --- sneak past on the north --- success!
SQ 2 --- Center --- Armour --- take and defend roadblock --- success!
7. Self Evaluation:
Good. I was giving updates and spoted the enemy very well. I think I gave my team enought information (hope not too much

) to take this to the victory. I reacted quickly to requests comming form my SLs and fulfilled them. I pointed opportunities out but as the SLs have a better battlefield awareness I left the decision to them. Worked pretty good!
8. Battle Outcome:
Win! Awesome capout! Great timeing and nice attacks!
EU CO
CO DEBRIEFING REPORT
Date: March 23, 2008 @ 19:30 EST
2. CO Name: Shurikane
HIGHLIGHTS OF THE MATCH
To the best of my memory...
---PAC squad quickly penetrates through a breach at the north. Alpha enters pursuit and manages to take enemy squad down after a few firefights.
---EU quickly loses crossroads. CO orders fall back to Roadblock.
---EU holds roadblock for most of the match. PAC manages to neutralize and even capture Square once, but EU manages to eventually keep the flag under control.
---A PAC commando gets lucky and captures Roadblock. Squads are ordered to defend Square.
---Square falls, bringing a premature end to the match.
SQUAD EVALUATION
Alpha --- Defend Northern Route --- Non-Applicable
---Alpha --- Defend Roadblock --- Success
------Alpha --- Defend Square --- Failed
Bravo --- Defend Southern Route --- Unknown (I wasn't paying attention at the time)
---Bravo --- Defend Roadblock --- Success
------Bravo --- Defend Square --- Failed
OBSERVATIONS
---I was told by Squad Alpha that they had some disconnection/crash issues during the match, which explains why some soldiers seemed to vanish for a few minutes.
---The CO estimates the defense at roadblock was a success because the situation was a lock in which both teams took away an equal number of tickets from each other and defense remained solid. The CO expected, however, for the square to be held at least until the EU's 50-ticket mark.
-There has been several instances of soldiers running off alone without any backup. With no exception, those soldiers have all gotten themselves uselessly killed by PAC squads who held a much tighter formation, and thus were able to revive each other unless the entire squad was taken out in one fell swoop.
-This is a very hard map to defend on 16 players since the EU does not have access to a vehicle, thereby relieving the PAC from taking people away from assault-medic duty to become engineers.
-The CO estimates that, unless majority decides otherwise, that a rematch is not necessary, as both teams have remained toe to toe for such a large portion of the battle that the end result of a proper rematch would most likely be a loss with a 20-ticket advantage to the PAC - which is the advantage they had at the beginning of the game.
CO SELF-EVALUTATION
---The CO has been caught off-guard three times with PAC soldiers sneaking behind the defense line. This is unacceptable.
---The CO has attempted to the best of his ability to orbital-combo the enemy battlewalker. The task was difficult, as the battlewalker pilot was very sensitive to the EMP burst's warmup.
BATTLE OUTCOME
Loss.
THE FINAL WORD
The EU team has agreed to attempt another defense map: Cerbere Landing.
SLs Debriefing Reports for Battle 2
PAC SLs
SL Debriefing Report
1. Date: 03/23/08
2. Squad Name: Alpha
3. Squad Type: Infantry
4. SL Name: Smachin007
5. Battle (map): Fall of Berlin
6. Squad Members:
lordmeatwad
fredgwynne
Rob
7. Execution Plan Evaluation:
Objective: Cap and Defend Square
Narrative: We took the north route, myself and one of my squad
members went under cloak on a full sprint in order to "sneak"
past the enemy. The other two squad members went as assault medic
in order to cause a differssion and cover our backs. Once up to
square I deployed a beacon to the East while my squad moved in on
the flag.
Enemy Reaction:The Enemy was ready for us. We were able to spawn
on the beacon for a second attemp but that one failed also.
8. Squad Initiatives:
Initiative: Once we failed to cap square on the second attempt we
fell back to support those who were defending crossroads and
attacking roadblock. Throughout the battle we made attempts to sneak
past and cap square.
Narrative: We joined squad 2 between crossroads and roadblock, when we gained a 45 point ticket lead, my squad and I attempted to sneak
past and cap square. This time while my squad covered me I went all
the way to the far North of the map and deployed a beacon. While the
enemy hunted down our beacon we were able to cap square. The enemy,
after seeing this rushed back to retake, while we lost square this allowed
squad 2 to capture roadblock. From there the slugfest began. We defended
roadblock for a time, then the commander decided to push all out on square.
While this took alot, we managed to capture square, one of the enemy slipped
by in order to turn roadblock to neutral before he died. Thus we capped the
enemy out with around 30 seconds left on the clock.
9. Squad Evaluation:
My squad was great. They stuck together, kept the revives up when
possible. They were great at giving suggestions. This teamwork and
communication led to us having the highest squad score and the highest
teamwork squad score. Great Job Guys!!!
10. CO Evaluation:
Our CO was very good at giving us notice of where the enemy was. If
not for him we would have never been able to break through and cap
square like we did. Great Job!!!!!!!
SL Debriefing Report
1. Date: 03/23/08
2. Squad Name: Armour
3. Squad Type: Infantry/Walker
4. SL Name: FYAH29
5. Battle (map): Fall of Berlin
6. Squad Members:
jazy2
Jakaleel
7. Execution Plan Evaluation:
Objective: Keep Walker alive / defend back end
Narrative: Incorrectly thinking we had a Walker and APC, the SL grabbed the walker and moved solo on the south route instructing the 2 SM's to man the APC up the middle with caution. Reality was SL moving solo up the south side and losing the Walker early on to enemy engineers ready for my advance, while my SM's moved on foot toward the flag. We still managed to take Crossroads fairly quick due to the distraction squad 1 gave us. The majority of the round was spent with the SM's as assault/medics staying either with me or supporting squad 1 up ahead. Crossroads was touchy a couple of times, but stayed turned for us. Jazy2 did an outstanding job "driving" the Walker during the standoff between Crossroads and Roadblock, staying alive with help from Jak and I for a great 10 minute run until our side took Roadblock. We were primarily a defensive squad focused on keeping what we had.
Enemy Reaction: Probably that a 3 man squad would be easy picking, but thanks to quick thinking (and a shotgun), my squad held them off.
9. Squad Evaluation:
Great job reacting to the situation and following the sometimes confusing orders of their SL. With only 3 total we didn't have the option of staying together as much as we would have liked. When we were at the same flag as squad 1 we were tight, when we needed to spread out, they gave great coverage. Whoever was engy sacrificed to keep the Walker up, the assault kept the engy alive, and the Walker driver kept the enemy pinned down. Overall we managed our K/D's and did what was need for the team win.
10. CO Evaluation:
Excellent job of communication with the CO, notice of single or grouped breakthroughs enabling us to be where we were needed. Also great use of supply the Walker when needed, and giving us the heads up when it spawned.
EU SLs
1. Date: 23/03/08
2. Squad Name: ALPHA
3. Squad Type: Infantry
4. SL Name: Kebab-Kastike
5. Battle (map): Berlin
6
. Squad Members:
Sir.Nerd ?james.curse? Reader*numbers* (I trusted I can get this information from my FRAPS video so I didnt type it down, crash corrupted the video.)
7. Execution Plan Evaluation:
Objective: Defend Crossroads as long as you can on the northern side.
I crashed out 15 seconds before the battle started, I asked if the battle could be halted till I got back with no reply. By the time I got back we had enemy through nothern side and had Square flag neutralized. FAILURE.
Objective: Defend Roadblock and Square when needed.
We couldnt push in to northern side due our lack in numbers, we had to keep enemy from entering and rocketing us from the 2nd floor of the house between Roadblock and Crossroads. Enemy got through north and got in square few times but we could repel them back. We started to kill more than they and pushing to lead. Once again I crashed.
Objective: Defend Roadblock and Square when needed.
By the time I got back we were once again losing more lives than we could kill. It took nearly 5minutes for me to get my old squad back in line. Few guys started to go solo-attacking the enemy even I didnt order them to and chaingeing kits. (Reader was suppose to be our engineer when needed tho)
Soon after some events at Square we lost that flag and we needed to pull back and defend it with all of our squads.
Objective: Defend Square
We couldnt attack them due enemies good defence and still some of our squads had solo-attackers attacking them. Once again I crashed out and by the time I got back we had lost all the flags and lost.
9. Squad Evaluation:
Squad had one guy ?james.curse? (Im not sure of his nick) who kept solo-attacking the enemy even we were suppose to defend. Reader and SirNerd did what they were asked to and sticked closeby the squadleader.
I tried to do my best at squadleading, which I havent done in a while, and giving CO information about enemy movements.
10. CO Evaluation:
CO did great job. With the little information he could gather and squadleaders could give him we could repel enemy movements to square till the last moment. He also did great job spotting enemy beacons for us to destroy.
11. Summary:
All in all our team did well, however I feel that my crashes should be the one to blame for our loss. We could have made massive ticket bleed if I could have been there. My support kit was needed for us to keep enemy at bay.
I learnt from this game that I should never be SL or CO because of this kind of stuff.
It seems like we had two losses due bugs and crashes. What next? Plague hits every EU member? I havent heard no or yes, from others than Sir-Nerd from my squad, for the re-mach I requested.