05:08 UTC+0, 2024-04-19
  • Page 3 of 3
  • «
  • 1
  • 2
  • 3
Forums » Gaming » Gaming Events » [Arma2] CO11 - Kunar Province 1: "Ready First" (Saturday 2014-04-12, 17:45 UTC)
[Arma2] CO11 - Kunar Province 1: "Ready First"
RaptorDate: Monday, 2014-04-07, 19:29 | Message # 1
Group: Commander
Messages: 3115
Awards: 0
Status: Offline
General Information
Schedule
Date: Saturday, 2014-04-12
Tech-Check (TS3): until 17:15 UTC
Leaders-Meeting: 17:30 UTC (mandatory for #1, #2, #6 and #10)
Start of the event: 17:45 UTC
Expected duration: 3-4 hours

Classification
Players with server access; sign-up required.

Organizers
Booone, Raptor

Requirements to join
Working equipment, TS3 and Arma2 set up to play on our server.
Required Mods (through SIX):
• @ACE + @ACEX + @ACEX_RU + @ACEX_USNavy + @ACEX_SM
• @ACRE
• @CBA_CO
• @JayArma2Lib
• @FATA
• @praa_AV
• @SGW_Afghan

See http://ast.ucoz.org/forum/15-721-1 for installation instructions. Note that if you try to simply connect to our server through Play withSIX you will be downloading all mods that are on the server - that means a lot more mods than necessary for the event. To save time, you should set up a seperate mod collection for this event, only containing the actual requirements.

Server
AST|Tactical Server

Content
Background
Note: This scenario ties in with the JgBtl 292 campaign.

War in Afghanistan, early 2009. NATO coalition forces, under the ISAF (International Security Assistance Force) banner, are training the Afghan National Security Forces (ANSF), assisting the Afghan government in rebuilding key institutions and fighting various insurgent groups, mainly the Taliban.

In the Kunar province, American and Afghan forces closely work together to combat the particularly heavy resistance from the Taliban which are supported by al-Qaeda in the bordering Federally Administered Tribal Areas (FATA) of Pakistan. On the Afghan side of the border, the 1st SBCT is deployed, loosely coordinated with another BCT of the 10th Mountain Division operating inside the FATA.

List of Slots (how to sign up)
United States Army
3rd Battalion, 41st Infantry Regiment, 1st SBCT “Ready First”, 1st Armored Division

A Rifle Squad, 2nd Platoon, C Company
#1 Squad Leader*, SSG (M4A1 +RCO) — Booone (Reserve: -)
#2 Fire Team Leader*, SGT (M4A1 +RCO) — Tim (Reserve: Captain)
#3 Automatic Rifleman, SPC (M249 +CCO) — Aras
#4 Grenadier, PFC (M4A1 +CCO, M203) — Frost
#5 Designated Marksman, PFC (Mk12 mod 1) — Recon
#6 Fire Team Leader, SGT (M4A1 +RCO) — LessLuck
#7 Automatic Rifleman*, CPL (M249 +CCO) — Raptor
#8 Grenadier*, SPC (M4A1 +CCO, M203) — Ziva
#9 Anti-Tank Specialist², SPC (M4A1 +CCO) — Ghost

ICV³ 1, A Section, 2nd Platoon, C Company (attached to A Rifle Squad)
#10 Commander/Gunner, SGT (M4A1) — Fluffy (Reserve: -)
#11 Driver, SPC (M4A1) — Captain

Notes:
*) Educated by the Platoon Medic as Combat Lifesaver (CLS). Can administer epinephrine and morphine.
²) The Javelin CLU and missiles are stored in the ICV.
³) The ICV (Infantry Carrier Vehicle) is an M1126 ICV, uses SLAT armor plates and is armed with a Browning .50 Caliber Machine Gun. The ICV stores 4 M136 AT4 rocket launchers, a spare rifle, a spare pistol and ammunition for all weapons.


"Teamwork is essential, it gives them someone else to shoot at."
Murphy's Laws of Combat #9


Message edited by Raptor - Saturday, 2014-04-12, 10:39
 
RaptorDate: Sunday, 2014-04-13, 01:28 | Message # 21
Group: Commander
Messages: 3115
Awards: 0
Status: Offline
Good round guys, I really liked it. First time that we had to send a player home because all slots were already filled. We started on time and finished just within the expected duration.

"Teamwork is essential, it gives them someone else to shoot at."
Murphy's Laws of Combat #9
 
Frost-Two(CZ)Date: Sunday, 2014-04-13, 02:22 | Message # 22
Group: Registered
Messages: 6
Awards: 0
Status: Offline
DEBRIEFING (12/04/2014 KUNAR READY FIRST)

=time cca 4h 30min

It was a good mission, but as usually in Arma 95% movement and waiting, only 5% action.

Basically foot patrol mission, clearing compounds, searching for IEDs. It would be more interesting with few players on other side.

organization
I like the way how sign up for missions works. Slots, no wasting of time in lobby deciding whos gonna take what.

communication
As normal soldier (just 343, no VHF, cant hear orders from top CO) it's was good that my FTL told us in 343 where we are moving and what is the purpose. (=big picture, bird perspective of battlefield). Not just "follow me".

Example: We are moving north, to clear compound 4, Bravo is moving on our left.

formations
Wedge and column formation. Both working pretty good (good for long distances, easy to follow). Not working in hard contacts.

covering vehicle
Vehicle should be in long distance and provide covering for infantry. That formation around vehicle will not stop the rpg. Today we were just lucky. 

gear
Gear was scripted already. Thats the best think you can do. No wasting of time with grabing stuff.

ammo
We had too much ammo in standard gear. Soldiers take 7-8 magazines for patrol. That will teach you how safe ammo. It should be normal that in the end of mission you gonna be low on ammo.

What do you think ?

Frost


Message edited by Frost-Two(CZ) - Sunday, 2014-04-13, 02:25
 
RaptorDate: Sunday, 2014-04-13, 07:59 | Message # 23
Group: Commander
Messages: 3115
Awards: 0
Status: Offline
Wow, thanks for the detailed debriefing Frost.

Quote Frost-Two(CZ) ()
It was a good mission, but as usually in Arma 95% movement and waiting, only 5% action.

Thanks. And yea, that's how realistic warfare looks like (actually in RL you'd probably even have less action wink ).

Quote Frost-Two(CZ) ()
It would be more interesting with few players on other side.

Yea. We call these CO+ missions and we had a few of them. However so far almost no one was willing to play one of the bad guys. We probably need to work a bit more at the details of this concept.

Quote Frost-Two(CZ) ()
organization
I like the way how sign up for missions works. Slots, no wasting of time in lobby deciding whos gonna take what.

Thanks. Took us some time to develop this procedure, and I'm quite proud about how good it works currently (at this point a thanks to everyone that you were there in time and prepared).

Quote Frost-Two(CZ) ()
communication
As normal soldier (just 343, no VHF, cant hear orders from top CO) it's was good that my FTL told us in 343 where we are moving and what is the purpose. (=big picture, bird perspective of battlefield). Not just "follow me".

Tim is the best fireteam leader I have seen so far. He keeps a cool head, stays focused and in control of his team smile

Quote Frost-Two(CZ) ()
covering vehicle
Vehicle should be in long distance and provide covering for infantry. That formation around vehicle will not stop the rpg. Today we were just lucky.

Hmm. I must admit we are not that experienced with mechanized infantry. It was the third time we played it in an event. However I think the basic idea in urban terrain is to have the infantry spread around the vehicle to prevent that someone comes close and fires a rocket from close range (in particular at the flanks and rear). Kinda hard to detect and neutralize AT threats at longer range, but with unguided rockets they have a hard time to hit.
So mb the vehicle could have been a little bit further away, but imho the general setup was right. Open areas are a different story though.

Quote Frost-Two(CZ) ()
gear
Gear was scripted already. Thats the best think you can do. No wasting of time with grabing stuff.

Hmm, imho that's a two-edged sword. It's good for the event because you don't loose time (Booone as SL made the EQ himself). However if you replay the mission with another leader, than he is bound to the original EQ and can't change anything which limits his tactical freedom.

Quote Frost-Two(CZ) ()
ammo
We had too much ammo in standard gear. Soldiers take 7-8 magazines for patrol. That will teach you how safe ammo. It should be normal that in the end of mission you gonna be low on ammo.

Hmm, and why is saving ammo important? Imho suppression is a quite important thing. And one advantage of the 5.56 ammo is that it is light and hence you can carry alot of it.


"Teamwork is essential, it gives them someone else to shoot at."
Murphy's Laws of Combat #9
 
TimDate: Sunday, 2014-04-13, 08:35 | Message # 24
Group: NCO
Messages: 174
Awards: 0
Status: Offline
Thanks for the debrief Frost.

I think we're going to have to take a look whether we can find some nice readings on mechanized infantry that explain the questions we have.

And Raptor, I've still got enough to learn, though I am flattered.  glad
 
Frost-Two(CZ)Date: Sunday, 2014-04-13, 10:06 | Message # 25
Group: Registered
Messages: 6
Awards: 0
Status: Offline
ammo 
More realistic. And personally I like that moment when in the middle of the fight you have to share your magazines with others.  

Read this: https://answers.yahoo.com/question/index?qid=20090830184816AAGBrZw

Watch this: http://youtu.be/GkpNZWf8lw0?t=12m14s    (12:14-12:35)

bad guys
DAM members have no problem with this. So next time we can do this patrol mission like PvP.
 
RaptorDate: Sunday, 2014-04-13, 12:39 | Message # 26
Group: Commander
Messages: 3115
Awards: 0
Status: Offline
Quote Frost-Two(CZ) ()
ammo
More realistic

Hmm, but how many enemy contacts do they have during real missions? How many ammo do they have left after a usual patrol?

Quote Frost-Two(CZ) ()
bad guys
DAM members have no problem with this. So next time we can do this patrol mission like PvP.

Cool. We'll see if we can organize something nice in the future.

Btw I uploaded the mission here: https://drive.google.com/folderv....sharing


"Teamwork is essential, it gives them someone else to shoot at."
Murphy's Laws of Combat #9
 
BoooneDate: Sunday, 2014-04-13, 15:12 | Message # 27
Group: Lieutenant
Messages: 849
Awards: 0
Status: Offline
Quote Frost-Two(CZ)
We had too much ammo in standard gear. Soldiers take 7-8 magazines for patrol. That will teach you how safe ammo. It should be normal that in the end of mission you gonna be low on ammo.

True, but the problem here is that we cannot get any re-supply. There are no units operating near us that provide logistical support, thus we compensate for this by simply carrying more ammo on ourselves.

Even with 7-8 mags on each soldier saving ammo is probably not such a big concerning since it is most likely the whole platoon on patrol together or in relatively close vicinity so they can spread out their own ammo and handle their own supply while company support units handle a steady supply of ammo for the platoon. Also, I doubt you will have as much contact IRL as you had in our mission.

Quote Frost-Two(CZ)
Vehicle should be in long distance and provide covering for infantry. That formation around vehicle will not stop the rpg. Today we were just lucky.

Hm, maybe. The way I see it: In urban terrain the vehicle needs to be protected by infantry. In open fields it's the other way around. Since we are on a patrol and have to show presence we have little option but to simply drive through the streets. And as Raptor said, by having infantry around the car we protect it and the crew inside from IEDs and rockets fired at us from alleyways.

In this case where we got shot by the RPG, the vehicle should probably have been a bit further away from the first members of the patrol so the infantry spots and is spotted before the vehicle.


 
Forums » Gaming » Gaming Events » [Arma2] CO11 - Kunar Province 1: "Ready First" (Saturday 2014-04-12, 17:45 UTC)
  • Page 3 of 3
  • «
  • 1
  • 2
  • 3
Search:

Communications