Poldavian C&C AAR

Feedback and debriefings from Berget 10
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Tiger_1
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Poldavian C&C AAR

Post by Tiger_1 » 12 Jul 2012, 14:47

This ended up as a very long thread ;)

The following is a summary of the Poldavian C&C unit during the game. I will try to keep this structured, and not too long.
First off I would like to thank all the poldavian players, from all units. Without great airsofters, being a commander is no fun at all. To all the players on the “other side”, great getting to fight you.
The men who decided to take on the job of leading a unit, it takes a lot to step up and lead a unit of airsofters, and all who decide to do it deserve all of our respect.
Then I would like to thank the guys who took their time to help me run and organise the “brigade HQ”.

Freno: as promised provided guys from psyops to the rear main HQ, that helped us out a lot, as we where only 10 guys.

Darkangel, and female companion (who I have unfortunately forgotten the nick/name of), you two really where the HQ information hub. You both put a lot of hours into getting us in HQ as much info as possible, and sending it out over the net to the units. Great to have dedicated people doing a great job.

Genetberg, your laptop com log solution worked great, I am looking forward to seeing the log. You spent a lot of hours helping us build our situation picture.

Lanzo, by taking on the main HQ “battlecaptain” job, you gave us all a person to give information to, and whom we could ask when we needed an update, an important job in any HQ.

Hell-Viking, your energy level running around the HQ helps all of us stay sharp.

Stone[no] as always, a pleasure to have you along, no matter what we are doing, great to have someone to bounce ideas off.

Buckmaster: Been a few years since we work together last, great to see you work, and solving all problems given to you and your men. Thanks for also taking care of the platoon from mec that had no cars, we all seemed to forget them.

Kokken, duxducis, Kvickern and on the ground, as my fellow misim.no guys I know I can always trust you to help me out. Unfortunately, that does sometimes lead to some really boring times. So I hope we can get some more action together next time we play. But thanks for all the good times we had during the game.

SierraSierra (Sgt Major), just great to have you with us year after year, see you next time 

Kris, you never stop helping out. Providing whatever we ask for. Programming radios, internet service, it just happens, thank you.

RRR Taksi, I played with you before, and your airsoft spirit goes above most I have seen. The way you worked keeping morale up for the guys on guard duty, taking on the off game jobs I asked you to do, it just says a lot about you as a person and a player. Thank you!

I will start of the second part of the story by going back to the beginning. When the units for B10 was announced some of you will probably remember a discussion around the role and purpose of the C&C unit. As a commander previous years, I had worked to try and get this system in both at B8 (worked good) and at B9 (worked bad, mostly due to lack of comms and people). I contacted berget, and asked what the role of C&C unit was, and if it would include a overall commander, as the unit without a overall commander would have no role in the game. Berget said I was close to the truth, and a few days later I was contacted and asked if I would be overall commander Poldavian side for B10. So when ticket release was done back in November, I knew what my role was. Since the forums opened up (way to late this year!!!) I have tried to provide some overall information, and prepare the commander and officers for how this game would work, and with me in overall command. Most of the bn commanders knew me from before, and so did a lot of the poldavian players, all this helped.
My preparations for the game did come a bit unstuck, when I was sent away for the 3 weeks leading up to the game by my work (my wife to be was not happy when I reminded her that I also had to stay away the next week, because of berget). This did lead to some test problems with the command concept, and a few things I wanted to do did not fall into place. So for those that missed some of the stuff, I apologise.
Berget 10. When I arrived Wednesday midday, we still had one unit without officers. 5th inf was short one Bn commander, and two company commanders. Here a group of airsofters stepped up and got the job done. In just a few hours I had 3 company commanders with platoon commanders. Great job getting that done, I know not all units in 5th worked perfect, but for the time given and the chaos that was. I would say the guys in unit command did great.
We did an officers meeting at 1900, here all platoon commanders and above was asked to be present, if everyone was I have no idea. An overall plan was presented, and units given their main objectives. As berget arrived with orders, we did some adjustments, but the overall focus was to secure crossroads, abandon village, and as berget had given us it, we also wanted to secure devils crossing (my plan was to secure two of three SP’s so we got more points than the enemy). At game on the enemy had somewhat more forces in place around crossroads then we had hoped, and fighting here took some time. The push from here to the village also took time (lots of enemy contact). 3rd was fighting on the southern front, securing “sand pit” and pushing south to secure “the bend”, later 3rd also helped secure devils crossing. 5th did the main push from crossroads to the village, and also provided camp security (a boring at times mission, but very important with the setup in this game). 15th took part in the operation, and had as its main objective to take the devils crossing. Some good fights with the Zansians here I gathered. Mec was supporting most of the operations taking part during the evening. And also given the job of trying to disrupt NAF mec operations. During the entire game, the BRF (Brigade recon force) operated in all parts of the map.
As always, I planned on having most units back in camp, and getting some rest during base off time. The reason for this is simple, it is airsoft, and having players out all night results in them not being able to play the next morning, and they then don’t move off with their units, and then they start to run around on their own. I see no point in keeping units in the field during base off, some commanders may disagree with this, but for the overall quality of the game, I hope most will focus their efforts on playing the game outside the base off time.
Thursday started off with waiting for orders (almost all missions given during game on had been solved). This took WAY to long. And in the end we started sending units out to secure areas we knew we had to take anyway. The Centre of Gravity for the game is the SP’s, and the TP’s , so this is what we focused on. Here again a major part of the fighting took part at Crossroads. With me and my TACCP getting caught up in some of it, first we had to break contact with a Zan Mec unit, and then we all got killed as a Zan attack moved in from the specsta side of the crossroad, and through my TACCP. Almost all units were involved in this action, except 15th that was of closing down the road leading up to the NAF base. Elements of Psyops where at the same time tasked with starting to locate missile silos in the area to the south. Thursday evening was the first MGL mission, and we were told to provide 220 men (2x110) for this mission. I think we had 170 ish go for the mission, main force being 5th, with psyops and sappers providing the rest of the force. This mission has been told by others, but long story short. A lot of Poldavian forces did a lot of walking, waiting, and then they killed a rather small force of NAF, overall not a very rewarding mission. 3rd during this time was spread over most of the map, and fighting running battles around the village and other points with Zan and what NAF forces were not tied down to MGL mission.
Friday started with units moving out as they got ready. Some elements had a long night, and parts of 3rd stayed out to try and hold some of the points. The C&C unit remained in base this day, something that led to a lot of waiting for the close protection element, great job keeping motivated guys.
Mec did a recon of the MGL site, and picked up the AT gun that was left there. 15th was given a mission to repair a broken down truck, and to secure an airdrop. To provide cover for this, elements of 5th where shipped out to secure devils crossing and old mill, and getting in the way of NAF/ZAN forces, this they did with good results. 3rd was warned early that they needed to provide 100 men for an MGL later that night, and an element of psyops was assigned to go with them. The other elements of 3rd operated in the area between,” village”, “angle peak”, and “the bend”. Around this time it became apparent that the silos I had been ignoring as a sideshow for psyops to find, had become the center of gravity for the game. As my higher command told me I had to protect the silos I had at all cost, 24 hours a day. This led to MEC being given the job of securing one of the remaining silos in the south, and finding other units to relive them. This gave the sappers their epic, “wait in the rain” mission. 5th was told to fall back to the village, so as to hold this area and keep NAF/ZAN units occupied in this part of the field. Elements of 3rd were sent to “the bend” and told to operate as a blocking force. This mission generally just became part of the fighting raging from the village, old mill and all the way up to NAF base. Elements from 3rd was ordered to relive mec, but being overstretched and having men set for the MGL, they could not. Rotation then became mec, sappers until 03:00 and then 3rd until morning. The MGL mission to secure the arming key to the silos (CQC site MGL) was carried out in a short time, and silo was later armed by Mec during their late night combat mission. We also had one small unit provided by elements of C&C and mec to the “island” this was a sneak around mission, and except for a lack of much action, they guys seemed to like it. I gather NAF/ZAN part of this mission was cancelled due to weather. And then the weather came, it should not have been a shock, it was in all the weather reports, but it just seemed like it would not get that bad. Around 01:30 NAF C&C commander Whiteace called me and wanted the bases to go offgame early, reason being he had a lot of wet and tired guys. As I knew my guys were out in the rain guarding silos and the camp, I asked that the deal include silos also, so all guys could get in and try to get dry. Small elements of both sides had no way of knowing of this, and one attack was called off when it happened in my base. By 03:00 most of the men were home, and started to get to bed. We all woke up to a rather wet world. I had a recon team close to NAF base that had been rained out during the night, so I told them to get into NAF camp, I would like to thank the NAF officers that took care of my men then, they needed that. My own tent had a lake about 20cm deep in it, so we moved most of our stuff into the HQ tent (that stayed mostly dry luckily). A lot of phone calls took place at this time, with both NAF and Zan commanders, berget events decided to let people that wanted to leave, leave. Action for the final battle was to start at 11:30, with mission start at 12:00. Final battle was to escort a mobile missile launcher from the bottom of the road up to abandoned village, and to old mil. Here berget kind of let ut down. Transports where late, it took a long time to get everyone in place (we had to wait for a guy to come and hold a speech....) and all the enemy forces were in place before we started. The missile was late also, and when it turned up it did NOT follow instructions from the guys who had the job of looking after it. So we had a missile that need escort that did not want one... (again berget really made a bad move). The fight, despite several people trying , sucked a lot of units into the village, even after the gun was on the other side, why this happened I do not know, and people must try to remember what the mission was! The BRF carried out a nice snatch and grab of Old mil, so that by the end of the game we were only a few hundred meters from getting the gun to the objective (we still had at least 2 silos, so not sure why the mobile thing was so important....). So we ran out of time to carry out the last mission, apart from that we carried out nearly all of our other missions during the game, and we held SP positions for most of it. People on the other side can say they won by making us 2 min late for our last objective, but there is no doubt in my mind that results overall in the field, left the Poldavian forces as the “winner”.
This has been a very long thread. I will end it with saying I am sorry I did not make the beerparty, and to all the guys I did not get to see, sorry I missed you.
Thanks again to everyone that made Berget 10 what is was. I enjoyed it 
Last edited by Tiger_1 on 12 Jul 2012, 17:55, edited 1 time in total.
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Re: Poldavian C&C AAR

Post by Dimori » 12 Jul 2012, 17:00

Tiger_1 wrote:The BRF carried out a nice snatch and grab of Old mil, so that by the end of the game we were only a few hundred meters from getting the gun to the objective (we still had at least 2 silos, so not sure why the mobile thing was so important....).
The other silos were filled with water in the previous storm so all you got left was that one mobile missile which you failed to launch. :D

I'd see it in a way that Poldavia lost the war because it failed to invade Zansia. In time a peace treaty was signed and everyone lived happily ever after. :)
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Post by Tiger_1 » 12 Jul 2012, 17:56

Let's put it this way, I hope that was the last battle of that war, I for one am kind of done with the storyline ;)
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Re: Poldavian C&C AAR

Post by jdoe » 12 Jul 2012, 18:48

Tiger_1 wrote: Darkangel, and female companion (who I have unfortunately forgotten the nick/name of)
She calls herself "Manhater" :)

Not really a descriptive nickname, being a nice person, even to men.
Tiger_1 wrote:Here again a major part of the fighting took part at Crossroads. With me and my TACCP getting caught up in some of it, first we had to break contact with a Zan Mec unit, and then we all got killed as a Zan attack moved in from the specsta side of the crossroad, and through my TACCP. Almost all units were involved in this action, except 15th that was of closing down the road leading up to the NAF base. Elements of Psyops where at the same time tasked with starting to locate missile silos in the area to the south.
Ok, this quote makes me understand the game much better. First, the fighting on Crossroads was one of the most aggressive, intensive and stressful experiences I've ever had in Berget Events. We had initially only my company (1st/ZBG Btn) attacking the Crossroads, and we had a very hard time taking it. We managed to destroy the bunker (thanks to Bravo "boomstickers") but we lacked the manpower to finalize the situation. It felt like enemy got reinforced more and more every minute, from all directions, and our reinforcements took too long to get to the spot. We held the Angel's Peak, but it's pretty tough terrain to navigate from the East, so it always took time for respawners to come back. Our 2nd Company was in reserve at the Peak, but we managed to get one platoon to the fight at the very last minute. We decided to wait and see if it would turn the tide, but it didn't. Issued a withdraw order, and then the Polly Surf hit us with all might and we got basically overrun. Now, seeing that we were faced with almost the whole Poldavian forces at the area, it is no wonder how this ended up. Good thing was, we were still able to continue operating in the area, because of Angel's Peak and our reserves, bad thing is both me and our Btn CO got killed there and had to withdraw. Our 2nd Company commander mustered the troops and tried again, and they gained some ground but were later dispersed. Probably due to the same reason, there were just too many Pollies around :D

We thought you had a Field Hospital nearby, but then again, the Sand Pit was close, and so was your base, as opposed to our close but not-so-useful Angel's Peak TP.

The second thing that struck me, is the fact that you had to locate the silos too (?!) Our patrols covered basically the whole map, including Pol Base area, but found no silos. One was found by NAF at the old SRP Base and that is the one you were guarding? One was destroyed at an MGL, as I've understood, and I also understood the SRP base silo was destroyed on Friday afternoon as well (?!?). We knew you had mobile launchers too, and maybe a total of 6 silos and MLs, but I only knew about 3 by end of the game, and they were all destroyed to my knowledge (2 silos, 1 ML).

But yes, I have to concur, whoever won, I am glad this storyline is over :D And you have to admit, after so many years of Polly overpower, it is probably good to give NAF a sense of victory? ;) We are used to be on the winning team (except B5, which is unsettled), so it's all the same to us. And IF Poldavia REALLY decides to invade Zansia in force, they will run into trouble not from this world... :twisted:
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Post by vinni » 12 Jul 2012, 20:26

after so many years of Polly overpower, it is probably good to give NAF a sense of victory?
Well, we could say NAF 'hasn't lost', but I can't get myself to say they've won :P
he second thing that struck me, is the fact that you had to locate the silos too (?!) Our patrols covered basically the whole map, including Pol Base area, but found no silos.
one of the silo's (silo2 i believe) was located to the north-east of the off-game farm on the southern road, somewhere in grid 531 438, can't recall exactly
Wasn't much more than a 10cm high wooden construction resembling the top of a silo. We walked right past it first time we were there. (In our defense, it was mostly green)
close but not-so-useful Angel's Peak TP
Did you guys happen to hang around that point A LOT on day 2? That would explain the stationary Zansian presence we spotted on the northern edge of the Himmelsberget, as well as the movement on the north-western side op the Speckstaberget. :)

@Tiger: Nice summation, puts the entire game in perspective how all the cogs made one big NAF-crushing machine :)
I would like to thank the NAF officers that took care of my men then, they needed that.
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Post by jdoe » 12 Jul 2012, 20:36

vinni wrote: one of the silo's (silo2 i believe) was located to the north-east of the off-game farm on the southern road, somewhere in grid 531 438, can't recall exactly
Ok, that was marked on our maps on day 2 or 3 as "possible" since there was so much Pol activity, but our patrols didn't get close enough to confirm.

So 2 silos were inside 500m from eachother, almost parallel... interesting setup :P
vinni wrote:Did you guys happen to hang around that point A LOT on day 2? That would explain the stationary Zansian presence we spotted on the northern edge of the Himmelsberget, as well as the movement on the north-western side op the Speckstaberget. :)
Well, yes, since that attack on Crossroads took maybe an hour or a bit more. After that, it was used as respawn to further operations (which I am not too familiar with, since I was Oscar-Mike offgame back to base and off the network. I like to keep it that way, to make sure I am "offgame" and out of the loop. So, as we went of to Crossroads pretty early that day, most of the guys were back about 4-5 hrs later, so we probably had people on Angel's Peak for at least 3 hours.
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Post by Crapgame » 12 Jul 2012, 23:35

i`d rather that Poldavia shot the two silo missiles and destroyed both Zansia and NAF forces and that Zansia launched the mobile missile and destroyed Poldavia SO WE CAN BE FINISHED WITH THIS STORYLINE….please, keeping this storyline will just create more distance between players @ berget. getting to much emotion towards one force..
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Post by Tiger_1 » 13 Jul 2012, 00:49

The last status I had, we had the one MGL silo, and silo II, the one we armed Friday night. I know of one silo destroyed. As Berget seemed to lose interest after the arming (and the rain) I did not worry about the silos on Saturday.

We used sand pit mostly for the big crossroads fight. After I got killed I went to base, as I had to stay dead for a time anyway.
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Post by Dimori » 13 Jul 2012, 01:37

Not sure you were at the after party, but Berget Crew said there that next year would be a new story line...
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Post by Tiger_1 » 13 Jul 2012, 08:58

I was not unfortunately, but good to hear.

I also must point out the guys making up the BRF unit. They did a great job providing intel from the field, causing casualties far above their own nr, and just doing the jobs we asked. Thanks guys :)
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Post by Jöntti » 13 Jul 2012, 09:11

You have any numbers about how much Poldavians there were in the game?
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Post by Pete » 13 Jul 2012, 09:36

Almost all units were involved in this action
Yes, this explains the situation we faced quite well. :D
2nd Company commander mustered the troops and tried again, and they gained some ground but were later dispersed.
I had around a reinforced company to do the second push. One platoon kept our rear clear of Poldavian reinforcements (respawns) from Sandpit and the rest pushed towards the Crossroads from south-southeast. When I lost contact with three of the platoons forming my right flank (which was used as a sweep from the east towards Crossroads), I decided to withdraw. From the withdrawing forces only the rearguard platoon got out in good form, the platoon with my command element was ambushed at the road and it melted down to ten person "lost patrol" with four command level officers, one platoon leader and secteam from our Hotel demiplatoon. After many, many klicks up and down Specsta and Bockberget (and a brief firefight with Poldavian OP personnel at the southern road) we got transported out of harms way. Excellent airsoft experience!
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Post by Pete » 13 Jul 2012, 12:28

...and all the enemy forces were in place before we started.
This is BS. We just had our forward elements placed with our own transports (which were brought in from Finland to be used in assistance of the whole unit, you should try this sometimes) to start the hassle with Poldavian forces as they moved in at 1200 along the village leading road. Some defenses were up and ready exactly at 1200, as our commander arrived to the seen with the main force (on foot) behind him. We still got forces coming in during the fight but coordinated them to the battle as needed.
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Post by jdoe » 13 Jul 2012, 13:27

Pete wrote:
Tiger_1 wrote:...and all the enemy forces were in place before we started.
This is BS. We just had our forward elements placed with our own transports (which were brought in from Finland to be used in assistance of the whole unit, you should try this sometimes) to start the hassle with Poldavian forces as they moved in at 1200 along the village leading road. Some defenses were up and ready exactly at 1200, as our commander arrived to the seen with the main force (on foot) behind him. We still got forces coming in during the fight but coordinated them to the battle as needed.
Good to bring this up, I totally forgot this.

I was in the Village with forward elements, and tried to organize a defence there with Delta Platoon leader and 2nd Company XO. Our small forward unit was called "Osasto Vemppa" which basically means "Detachment Unfit" since we were all sick or injured in some way (fever, leg injuries etc.) The only fully combat worthy outfit in the area was Delta Platoon, who was actually on the field already, scouting the area. We had about 30 people in the village at about 11.45, and we pushed our forward positions down the road and to the sides as far as we could, to buy some time before the main force was in. Delta had luckily already done some roadblocks, so it saved us some time.

During the next 20-30 mins, the rest of the platoons came in, one by one, and were then distributed around the area. Last 2 platoons arrived when the battle was already taking place down the road. Saying that all of us were in place, is simply not true, and if it were, so what Tiger_1? We were supposed to defend the place anyway, and if we would've left at 1200hrs from our base, you would've been at the Old Mill with the ML by the time of our arrival. And that would've made no sense at all. And, you had your forces on the move well before 1200hrs also, so what went wrong? I think the battle went as smoothly and right as it ever is possible in an Airsoft Game.

I have to concur, the action of the ML and it's crew was pretty awkward and maybe even reckless, we had people and vehicles around those roadblocks, I don't know what saved us from real casualties. We also tried to shoot it down with BAVS units along the road, before it got to village, but for some reason all BAVS weapons failed to operate. So it got to drive in the village freely, with force, and the rest of the vehicles soon followed. When they were in, the BAVS worked again ok, and we were able to destroy the other vehicles and their crews, before pulling back from the village. NAF patrol (as far as I know) was able to stop the ML a bit further with their BAVS.
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Post by Windi^ » 13 Jul 2012, 14:29

And I might add that Delta plt was around 10 people or so at that point when we were in the village. Rest of them was still sleeping from the night scouting etc...
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