COOP: Savanne Sonsondergang

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Map: Niakala
Time: 08:00
Weather: Clear
Host: Arba
DLC required: None

OPORD

I Situation:

The time of the tense peace seems to be coming to an end in the African wilds. Rumours of a hostile neighbouring state training and arming the militias whose purpose is to destabilize the nation have been proven true by the sudden raid on the village on Kahaki. Origin of the attack seems to be the the town of Pala, just across the border.

Kahaki is ideally situated to be used as a staging ground for further attacks on the city of Shwasana and villages of Chihiti and Bimbi. It must not be allowed to remain in the hands of the enemy. After Kahaki is firmly back in our hands, a cross border raid of our own must be swiftly performed to eliminate the militia presence at Pala.

Our forces at the newly built FOB Kaya are in position to break the enemies offensive even before it truly begins.

However, while the militias may not prove to be a superior opponent, the same can not be said about their masters.

Friendly Forces:

  • Southern African Regulars: Alpha, Bravo, Charlie, DMT, NTB, FLC

Assets:

  • 4x Land Rover HMG
  • 4x Land Rover Open
  • 1x MTVR Truck Open
  • 2x UH-1H Gunship
  • 3x A-29 Super Tucano

Enemy Forces:

  • Militia forces of unknown number and strength
  • Possible regulars of the sponsor state

Civilians:

  • Heavy civilian presence

II Mission:

Take back and hold the village of Kahaki.

Perform a cross border raid on the town of Pala and destroy the enemy forces holding the town.

Investigate the surrounding areas for signs of enemy regular forces.

III Execution:

Commander’s intent

  • Stop the enemies raiding forces and destroy their ability to operate

Movement Plan

  • Assault the enemy held village of Kahaki
  • Assault the enemy held town of Pala

Fire Support

  • None

Optional Tasks

  • None

IV Administration / Logistics:

Resupplying

  • Resupply available at base

Reinforcements

  • Reinsertions will be on the hour every hour and be adhered to strictly, no deviation is allowed.
  • Reinsertions are the same for all, including vehicles teams.
  • Platoon Commander has two reinsertion wild cards at his disposal, call this in through HQ.
  • At predesignated times, reinforcements will be sent out of the base in the smallest transport vehicle which can hold reinforcements.
  • Upon insertion to the AO, reinforcements should stick together until regrouping with the main force in the AO.
2 Likes

Tactical planning: COOP: Savanne Sonsondergang

OCAP: OCAP

The faction was nice, the scenery was also well done imho.

AI difficulty was a bit too high (insta headshots, gave me Koffer’s video flashbacks: https://www.youtube.com/watch?v=JhZG91oFMXQ) but after the live tweaking by @Arba it was a bit better, though still happened.
Rapid reinserts saved the frustration from growing too much.

Info could have been better given to players about hostile capabilities and there could have been better info transfer / cooperation between teams. This would have saved us in some cases, but only so much you can do against insta headshots.

I think the main issue is our AI settings and our medical settings. This needs further review/investigation.

2 Likes

Why do you have to bring up those memories :slight_smile:

For the medical system there are definitely things we can do, but please leave dedicated feedback for that in the medical brainstorming thread. Ideally I find time for some figuring out modding these days to see if I can mitigate my main gripe with the system as is, because that’s not fixable with ingame ACE settings.

1 Like

I was very frustrated this mission. Outside of the instakill headshots and (in hindsight) unlucky squad movement, the classic AI-shooting-through-foliage really got to me. I remember one scenario vividly, where the enemy was behind a large palm leaf and shooting at me and I spent many seconds trying to find them.

After changing my mindset and thinking that we’re not really a superior force, the last half was really enjoyable. Thanks Arba for tweaking the settings and allowing the rapid reinserts.

2 Likes

Alpha walking themselves into an encirclement.

One Alpha fireteam got caught in the open and eliminated.

Crossing the bridge straight into another ambush. Luckily, this time without any casualties due to a fast reaction by the point guard.

@Karl versus T34 v1

@Karl versus T34 v2 (if you fail once, try again, from the exact same position!)

1 Like

Duly noted about the headshots and foliage.

For part two of the mission (to be played in May) I will make sure to find some spare helmets and the battlezones will be mostly devoid of foliage (urban centers and cleared FOB zones).

Thanks everyone for joining, once again.

I understand the start was very rough. I have to admit I was a bit disappointed by the lower then expected turnout so I was reluctant to help out the PLT in the start in any way. That was completely wrong thinking by me since I was just running the risk of antagonising @Mattdogs who was leading, and any other players who got killed in unfair ways.

So I do want to apologise for that.

In the second part of the mission I reduced the enemy skill level which also reduced the number of instant headshots and was taking more care about enemy placement and movement compared to the strength of the PLT.

1 Like

If you fail, try again harder. I believe my attack was still successful on the tank :innocent: