Leave comments about the mission, faction and shit. thanks-
My biggest issue with this mission was not having a GPS or 343 radio for all elements. While I get the immersion motivation, it seriously impacts the way we normally play and not getting used to it can lead to chaos and chain of command going down.
Since we tend to be more spread out than normal missions because we have to cover more area, even coordination between members of a FT can be hard. But maybe this is because we played this mission the wrong way I couldn’t tell if it would have been better with radios if played properly. Still, I’d like at least someone to get a GPS so we don’t lose elements in convoys in the middle of the desert ![]()
Same goes with general equipment. We did face a serious threat and our resources were limited. It may not be obvious when designing a mission, but not having a tool to range enemy armour can lead to a hard time shooting it down with our ATs. Speaking of which, I’d like to understand if there are issues with the backblast, as both [user avatar=“https://s3.amazonaws.com/files.enjin.com/821401/site_logo/small.png” name=“Mother”]18447842[/user] and [user avatar=“https://s3.amazonaws.com/files.enjin.com/821401/site_logo/small.png” name=“Faysa”]20703659[/user] went unconscious right after shooting a rocket.
A part from this, the suggestion to limit the AO in size and have a better understanding of what we need to do (i.e. be more oriented to hit and run) would definitely result in a properly conducted OP. I’d like to run this kind of mission another time because I agree it has the potential to be a lot of fun. We just need proper tools and mindset as it differs greatly from what we usually play.
Finally, thank you for putting it up and zeusing our hard time staying alive. I appreciate testing new ideas.
I really enjoyed the mission, will post video later, but for me - as an AR - the scattered nature of our forces, meeting different elements along the way, people leaving to defend elsewhere, random people coming by, Shiny in a tower, all good. And, of course, my turban buddy Teddy! … The RPK is a surprisingly powerful-sounding and capable LMG. I didn’t mind the lack of radios or range finding, but basic map tools would have been nice.
However the core of the mission was I think unrealistic - if we were supposed to wait for "flares" and see them from across the 12km map so that we could go and help, … that’s just not gonna happen. We don’t have 12km view distances.
A much better system would be some "informants" in each town (or on nearby hills) with long-range radios (stations) that would inform us 15-20 minutes in advance, so that we could move, as a group, to where the defense would be needed - layer that with not waiting for us to finish an engagement, so that we have to choose whether to continue defending our current location or relocate to a more strategic one. The informants can be some scripting or just you as GM/HQ telling us. You can also inform us of which locations fell to the advancing forces, so we can mark the advancing enemy front and drive around it.
That leads to the second problem - it felt like we were fighting a few leftovers, not an invading Russian army. We saw maybe 2-3 squads overall, scattered amongst trucks, IFVs, etc. Definitely not an overwhelming force. I know you had issues with AI, but maybe practicing against "friendly" AI would help learning some Zeus mechanics (disabling AUTOCOMBAT, using LAMBS modules, etc.). That artillery was nice, but even nicer would have been a creeping barrage, that would be a lot more scary.
If you funnel players to one zone (or two at most) using the first technique of "informants", you shouldn’t need to spread out enemy combatants, enabling you to spawn them in numbers.
Also, we engaged that UAZ because we were there to delay an invasion, not ambush a convoy. For ambushing a convoy, that would have been a good tactic, but engaging that UAZ was probably good for delaying the enemy - also for protecting the civilians.
Finally, we needed more than one medic. And/or some other means of getting medical help - a great tool are ambulances (and they would even fit the civilian middle-eastern vehicle theme!), which allow any regular soldier to become a medic within some radius. You can also designate any/all vehicles as "ambulances" in the editor, so the players always have some way of waking up their unconscious friends.
Overall, really enjoyed this one, a breath of fresh hot air.
I really enjoyed the mission!
The new faction you’ve created Is really nice, I enjoy the idea of having multiple "smaller" DAGGERs working as an element rather than a support vehicle. We had our own RPGs, Trucks, and a bit more autonomy it seemed than an usual DAGGER. I would love to see more of this in the future.
I was with [user avatar=“https://assets-cloud.enjin.com/users/5721247/avatar/small.1400099509.png” name=“Koffer”]5721247[/user] throughout most of the mission and I must admit the performence was on point. We scouted the roads, hauled friendlies/wounded and equipment, performed a really long and swift flanking maneovers, setup ambushes overall had a blast. A very mobile doctrine was a way to go, unfortunately at the beginning of the missions most of us were adopted to our usual style of play that’s a bit more static, and well… we got punished accordingly.
However, after a short adaptation period we managed to zoom around the map destroying enemy BRDMs and even managed to outflank a T-72! We met [user avatar=“https://assets-cloud.enjin.com/users/13633351/avatar/small.1434890353.jpeg” name=“Freghar”]13633351[/user] that helped us defend Alamo 1, helped [user avatar=“https://assets-cloud.enjin.com/users/2509934/avatar/small.1584375752.gif” name=“Baegel”]2509934[/user] and [user avatar=“https://assets-cloud.enjin.com/users/19716424/avatar/small.1540924361.jpeg” name=“Blodos”]19716424[/user] hunt a BMP-2 Koffer hauled the wounded to the medic, there was a lot of stuff to do. It was really dynamic and really something we don’t do that often and I wish we did!
My only complaint would be that small bushes are deadly I am pretty sure they caused us more harm than actual bullets! But it might just be my bad driving…
It was a fast paced, surprisingly well balanced mission (at least from our prespective) and I would like to see more of them in the future.
As said before two things would have made this mission great. A briefing that said "Your objective is to delay the main enemy columns in a series of ambushes. You will be given updates every 30 minutes by a local leader on the current position, progress and composition of the enemy columns. Apart from that I have absolutely no problem with the low tech equipment and weapons. Except that any team that is expected to operate on it’s own should have a leader with a long range. This is perfectly easy to accomplish with our main structure, just add a box of 152s for the Platoon to hand out.
The only navigation problem was due to a poor overworked driver mistaking the map marker for his position. As for other ranging and navigation problems there is nowhere, during the day, on any map we use that anyone should have a problem navigating on if they know where they start and they have a map and compass. We might need a orienteering course on how to navigate and how to range weapons with a map and compass too.
It’s been a while, but I really enjoyed this op due to the very mobile nature of the element me and [user avatar=“https://assets-cloud.enjin.com/users/20142018/avatar/small.1570658998.jpeg” name=“Sagu”]20142018[/user] were part of. I think the autonomy we had really helped in this part.
It’s why for example the drive from ALAMO to the south was a bit weird to me. We were all in a huge convoy, but this was not at all playing tot he strengths of our assets. Instead of the technicals scouting ahead and around (which they could easily do across most mountains), we were going 30 kph at the speed of the slowest truck (not in the video), making every vehicle in the convoy vulnerable to potential ambushes or unexpected convoys ahead or behind us.
Our only advantage over the Russians was our mobility, which especially early and midway through the OP me and Sagu used to great effect multiple times. Extremely satisfying.
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