After Action Full Mission Report
Mission: ALIVE Missions
OPS: Take out tower, re-take barracks
SL – Mad Solo Sniper
Alpha 1-1 Squad
One JIP right near the end - sorry I don't have your name as you were not in our squad and I did not get you on my pad of paper before the missions ended
Mission report by:
MadSoloSniper (Solo) – Squad Leader
Let me lead by saying it is always a pleasure to lead you guys. Most have a million more hours playing then I do, and your dedication and professionalism (all of you) is what makes TG what it is and what is such an amazing experience to play and to command.
Next let me say that it is intimidating as “all get out” leading you guys for all of those above reasons. The responsibility is fantastic and taking all of you into the battlefield, well let’s just say I know you all have my back no matter what we run into.
Let’s get on to this week’s missions:
The short version – light, easy, and almost in my mind, a little too easy. I like to run my mission with as little interaction as possible with the mantra of “get in do our mission parameters and get out” if that can be done without any enemy contact then I consider that a good and successful mission. I was able to complete two of our four assigned missions (as well as our storming of the airfield which was mostly an “off page” assault) without firing a single shot, and I think that was perhaps the case for some others in the squad as well. So, I saw it as a success in our mission parameters, but I’d be happy to have some stiffer resistance in the fray, even at the expense of having to have some of us HALO back in to rejoin the scrum.
Mission Commander Comments
Squad assembly – Excellent – Our kit-out was clean and efficient. Everyone stuck to their slots and distributed loadouts in preparation for, well, just about anything.
Squad movement – Very good – Formations and movement was like all TG play in near flawless execution. My only comment would be for all squad members to watch their lead and follow points (Squad members) for effective spacing (again not a bad thing but just to keep us as sharp as we all expect) also when we reach a hold point some movement from the hold point is fine but don’t get too far away from the squad as it makes finding and then retrieving a downed squad member tough if you run into stiff enemy contact while you’re “out there”.
Squad comms – Very good Plus – Excellence as always, the commander could use some practice with command / group / vehicle and side comms and was defaulting to side so everyone could hear what was going on. Also, I would like see us stay tight with comms setup across the board. When in command there is a lot of comms coming in and sometimes contact reports were coming in while command channel conversation was coming in as well. Solution – begin all comms with “Command – <Squad Member>” wait for command to respond to your comms request, usually “<Squad member> Send it”. Keeps from cross chatter and when we’re on side or even in a larger group like this mission it keeps from talking over each other. Didn’t happen often, but as a commander who would have liked the mission to run at half speed (still getting used to this command stuff and it all happens SO DARN FAST) keeping it all straight and making sure I’m getting good intel to help NOT send you guys into an ambush is always on my mind.
Enemy Contact – Excellent – We didn’t have many but what there was, the team handled with excellence and EI was dispatched quickly. Once we got the armor we got a little “gun happy” and there wasn’t enough reason to leave the comfort of our tanks and slow down our RTB to the field (I wanted to get a chopper and get back to get some more explosives for our next mission – which it seems was also canceled)
Side Note – Have mission parameters indicate that missions will be timed and canceled within xx time – I didn’t realize we had limited time to get them done – didn’t even realize that one had been canceled and that meant we couldn’t do it (did it actually mean that??) Just helps with mission commander planning and loadout planning not to mention movement and if we move from one to another without an RTB.
Back to Enemy Contact – when I command I like to make sure all members of the team have something to do (as much as possible) even if it means changing what might just “work” to something that will “work with more contribution from more members” so I’m always looking to move people to point, move them around in the formation, spread the marksman and scout out for some overwatch and intel gathering. I even wanted to get the heilo pilot back into the action with some attack littlebird work, but when he crashed (again – lol) we needed to get him back to the Base first before he could really contribute that way. Except for the medic (sorry there wasn’t more business for you this mission) and the demo expert (like HE needs any more action (LOL . . . JK Rudlolf)) who I like to see protected just in case we run into heavy contacts I thought everyone got to spread around for this quick 2 hour mission set.
In all guys it was amazing, just as it always is, but I have to say at the end of a mission of commanding I don’t have much detail to share as it all still happens so fast for me that it’s hard to remember specifics, it’s more like one big blur. A good blur but a blur never the less
Full Mission After Action Report
Respectfully submitted by Squad Leader – MadSoloSniper (Solo)