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  • Random mission

    We played CO24 "The Uprising Ep 1 v2.1" tonight, and here is the AAR.

    We had quite a few players, 13 or so at the beginning and ended with quite a few more JIPs - probably 20 or more. I lead the mission, with Bond, Mik, and Aaron leading our fireteams Alpha 1-2 through 4. We moved a convoy of hunters from the southern tip of the island of Stratis past the lighthouse and assaulted the hilltop base LZ Connor, which we locked down and used as a base to assault Agios Zephas. Bond and Mik had a tough time, but eventually secured the position after which we had continuous contacts and counterattacks from the N/NE.

    A few of our players early on learned that civilian vehicles were all rigged as vehicle-borne IEDs, but MRAP vehicles thankfully provide pretty decent protection. Anyway, we had to bring up a few more vehicles to proceed. After we proceeded further to the north, we put Aaron and his team into overwatch as we bombarded Camp Maxwell with mortar fire (thanks Stache!) and Bond and Mik's teams moved up the hill. At that time I took a break, handing off command to Wilco who oversaw the successful capture of Camp Maxwell.

    The final stage of the mission was the assault on Girna, which was conducted from the south along the MSR. I split the platoon into two groups, with one providing support from an elevated position to the east of the road. Mortar fire killed one or more enemy infantry near the weapons cache, but further fire as ineffective. From that point our assault teams lead by Scout and Bond moved forwards, bolstered by even more troops. Unfortunately, after securing the first several buildings we had a mass casualty event when troops triggered a massive IED near the red truck, resulting in several large blasts over several minutes which decimated our forces.

    Luckily at that point we had already decimated the enemy forces, so we were able to move and consolidate our forces in the center of town, tend to our wounded and get almost everyone back into action. From there we blew the cache and successfully completed the mission.

    I'd like to thank everyone who played, the mission went incredibly smoothly for most of the time which would not have been possible without the excellent leadership from the fireteams and good communication skills. Things got a bit rough at the first objective, but the position at LZ Connor was defensible enough to withstand the counterattack.

    I think that the teams and teamleads did a good job in general communicating with each other, although there were times when they got a little overextended and ended up in trouble. Like Dimitrius has said, each team is its own unit and its success is dependent upon them communicating, moving and working together with the other teams in order to achieve the objectives set by command and the mission.

    As for the mission, I'd like to say that the order of battle/unit organization worked pretty well. Command + multiple fireteams of 4 units each seemed a good amount for a TG mission, as I could assign each move orders and they were small enough to not need further subdivisions. Mission size and pace worked well, without large periods of downtime, instead we had a good rhythm or moving then fighting, reorganizing, then over again. The end town was way too easy to take however.

    I hope that everyone who partook in the mission hopefully learned something as well! Was a lot of fun, will do it again sometime.

    "Anyone who has never made a mistake has never tried anything new."
    -Einstein

  • #2
    Command is a very glamorous job. Here you can see the quality time was spent that I spent with Wilco, when I wasn't staring at the mission map.



    Command really knew how to have fun (while everyone else was out getting shot)! Here pictured ghost riding the HEMTT
    "Anyone who has never made a mistake has never tried anything new."
    -Einstein

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    • #3

      Really wish I would have pressed that record button right when all that chaos of people blowing up happened.

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      • #4
        Last night was a whole series of good missions:

        B's assault on a town in takistan was hectic and i felt like Super Medic with the number of times i had to run between groups reviving, all while stopping in between to pick up B who was escorting me XD. Kinda wish B had hung around long enough to see us complete the mission with only 1 revive left.

        Zil's mission really pushed the command and fire teams to exercise proper communication, and organization (though there was one point where someone was talking over Side chat to JIP',s while someone was talking on LR to them that also double transmitted/feedback over the first person's mic on side channel. just a loud mess where i had to order a full hold on all comm's).

        Then Dimi's assault on "Proving Grounds" was a great fun with a weapons team to draw fire while an assault team , lead by me, pushed in.

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        • #5
          Yeah, that was quite a busy day. I was there for those three missions as well, and it definitely pushed us as a community pretty far. Dimi's mission was almost a flawless execution.
          "Anyone who has never made a mistake has never tried anything new."
          -Einstein

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