[Sun] 31 May 2015 (Still Alive)

How we died (in the future)
Aqarius
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[Sun] 31 May 2015 (Still Alive)

Post by Aqarius »

A peak of 34 brave comrades turned up tonight to take our new, experimental, and entirely-not-canrcinogenic-no-matter-what-the-media-says FAXORBAT-4b.

Missions played:
FAXORBAT-4B Feedback

As last Sunday, today was one more step towards accelerating our path towards a glorious socialist agrarian utopia. Should you wish to help the Party along the way (and you do wish that, do you not, comrade?) add your experiences to the collective knowledge base:

Code: Select all

[b]How do the 7-man Sections hold up in-game?[/b]
[[FEEDBACK GOES HERE]]

[b]How does FAXORBAT-4B change the leadership experience?[/b]
[[FEEDBACK GOES HERE]]

[b]Has FAXORBAT-4B had a positive effect on the use of Fire & Maneuver?[/b]
[[FEEDBACK GOES HERE]]

[b]Based on this particular session, do you like FAXORBAT-4B?[/b]
[[FEEDBACK GOES HERE]]
Please provide feedback either through a reply here or by posting in the FAXORBAT-4B Testing Thread!

As ever, please post your thoughts, feedback, screenshots and video here - we even have a YouTube channel upon which we might throw some of your videos if you share them with us! More details can be found in this thread!; more guidance on video editing for Folk ARPS is provided by yours truly. Posts in the AAR threads really help us (the hosts and mission makers), both with understanding how we can improve the experiences, and showing potential comrades what our sessions are like.

Finally, some recommended reading for all comrades, new and old:
[/allegedly]

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Ferrard Carson
Posts: 565
Joined: Sun Aug 12, 2012 6:08 am

Re: [Sun] 31 May (Still Alive)

Post by Ferrard Carson »

Frini Fracas
Deployed as AAF Alpha 1 Fireteam Leader
Ah Frini - what lovely memories we've made together. Columns of men streaming in towards the outskirts of town, the roar of heavy machine-gun fire beating our firing positions into submission, desperate dashes into the church as artillery shells fall around us out of the clear night sky...

Oh, it's daytime? And we're attacking it? At the same time as NATO?

Well then.

So, funny thing about Frini from the East and West - it's asymmetrically balanced. NATO to the west has a far superior fighting position, with a high vantage-point over the entire town unobscured by forests like AAF's hill. What it doesn't have is a covered approach to the town, something definitely present for AAF.

At the tip of the spear, I drove AAF's Alpha 1 deep into the heart of Frini, my team crashing through stiff FIA resistance (and a few friendly bullets) to riddle our Person Of Interest with lead, snatch the revolver out of his hands, and dash back to the truck. All told, we were in and out in a matter of minutes while NATO thoroughly slaughtered our comrades to the north.

VICTORY!

Crush Them
Deployed as Alpha 1 Rifleman (AT)
For an hour-and-a-half, we stalked the hills above Chalkeia, we limited contingent of CSAT "Advisors" to the AAF regime. Hunting CTRG advisers in the night, we moved from hillside to hillside, clearing hamlets and fighting brief, intense actions against the dispersed, yet ever-present FIA. Our Mechanized troops certainly brought FIA to heel in a carefully orchestrated operation - the lone Bravo section performed various "special assignments" while Alpha filled in the gaps around them, our IFVs buttressing us from the roadsides below.

And then IFV-3 emerged into a carefully prepared anti-tank trap:


As the mission-maker, I want to say that though this mission went a lot longer than I anticipated (and with good reason) it very much fit exactly what I was going for.

And this moment was sheer beauty to my eyes:


Waging War
Deployed as Platoon Commander
The night is dark and full of terrors derps. Derps that nonetheless eviscerate us in our attempts to end their derpy existence, but derps nonetheless. How derpy, you ask?

Well, after someone in Alpha poked their head out too early and spooked the convoy before they were in the killzone (every time... sheesh), every single vehicle in the convoy stopped and disgorged a platoon's worth of squishies in total... who then huddle around their vehicles' exhaust pipes huffing fumes. Maybe they were cold and sought the warm embrace of internal combustion? If so, our rocketeers transformed that internal combustion into external combustion, and the entire convoy died in plumes of fire. Except one IFV who missed the "Follow us!" memo and decided to leave their Warrior in the middle of the road, keys in.

Interestingly, FIA suffered quite a bit of casualties in the initial paroxysm of fire (including yours truly) but the sections stayed intact, reduced in strength down to OrBat-2012 numbers. Bravo 1 Section, in particular, performed admirably until they overran an AI grenadier without noticing and he picked them off one by one.

Beachfront Property
Deployed as FIA Alpha 3 Rifleman
"Wow, I think everyone else is dead," AJAX said as we closed in on the final objective, him from the south, me from the west. "I'm not surprised," I replied. There's not much else to be expected when the Squad's orders were "Line up on the crest, shoot what you can see down there, then advance in individual bounds," and the reaction to fire coming in from behind was "Stop shooting, I think we have blue-on-blue going on!" End result? We were taken apart at the seams, my fireteam had no orders, and as they went silent, I skulked off to the side to flank what we thought was an AAF force that had gone north.

Turns out, they had already passed me and begun laying into us from behind, but that put me in prime position to flank their HQ... except I got shot by a machine-gun in said HQ as I crested the hill and bled out shortly after AJAX (who had at least made it to the HQ building proper).

Oh well, can't win 'em all.

And finally, my observations about FAXORBAT-4B:

How do the 7-man Sections hold up in-game?
Waging War demonstrated pretty handily that the goal of enabling more resilience in the platoon is working very well. Alpha Squad lost between 5 and 6 people, but was still a cohesive, two-element unit even when ASL went down. On the negative side, remarks were made during Crush Them that our spacing was suffering quite a bit - Squads covered less frontage with two sub-units, and the 7-man sections tended to cluster people into very GMG-friendly targets. I will say that having worried a little about voice comms in group, it didn't seem all that bad during Crush Them. It's not like a 4-man team let people banter to their wits end anyways - I tend to start getting an itch in my Makarov trigger whenever someone starts getting too chatty.

How does FAXORBAT-4B change the leadership experience?
During Crush Them, Kefirz was very dutiful about sending Red team on maneuver while Blue team covered from a nice setup somewhere - overall, however, the section tended to move as a whole, as Alpha 2 was generally watching our backs when we moved somewhere. At one point, I made the remark that it was really reassuring to have 7 guns actively covering us during our maneuvers, and the sheer shock value of an entire Section's worth of guns pouring fire into the enemy was placed on full, glorious display several times in that mission. Specific to the Mechanized unit, the 1-section to 1-vehicle trick is pretty splendid if you ask me. Much better than "1 and 2 go in IFV1, 3 and SL goes in IFV2" in my opinion.

Has FAXORBAT-4B had a positive effect on the use of Fire & Maneuver?
During this session I'd have to say that it did. A mission as large as Crush Them tends to lead to a lot of logistical backend, but it seemed that despite comms chatter getting pretty thick between SCL, SL, IFVs and CO, there were very few points where we spent time sitting on our bums out of the action. Alpha 1 wasn't necessarily in much action, but we were close enough to be on edge and contribute a good number of times.

Based on this particular session, do you like FAXORBAT-4B?
Well, as the principal architect of FAXORBAT-4B, I will be quite biased in my evaluation - I like the results that have been making themselves apparent, though I am noticing the problems that are cropping up (both from an in-game perspective and a host perspective) and thinking about some potential solutions.

:clint: ~ Ferrard
"Take a boat in the air you don't love, she'll shake you off just as sure as the turnin' of the worlds. Love keeps her in the air when she oughta fall down, tells you she's hurtin' before she keels... makes her home."

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Kefirz
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Re: [Sun] 31 May (Still Alive)

Post by Kefirz »

Crush Them

Alpha 1 SCL

Took the slot to have a first time experience SCL-ing. We were playing in open terrain, which meant that I could overlook and direct my teams as I wished. The mission went smoothly, with us gunning down anyone who opposed us. I tried to use FAXORBAT-4B as it should be used - Blue team as BOF, Red as Manouver. But, looking back I realize that I kind of made unknowing leaders of Dabbo and Ferrard. I issued orders to you guys and you ordered around the rest of the blue/red team. I would like to hear from Dabbo as one of the grunts in the FAXORBAT-4B, because, mid-mission I thought that he might be bored, so sometimes I ordered him to do some house clearing also. Our only causality, zebby, died from a lone ranger up in the hills. He surfaced for mere seconds, but that was enough for someone to die.

P.S. I was this close to IFV3, that exploded on the ridge. It was an interesting feeling, notifying the SQL that there is an ATGM far away and that IFV3 is going straight at it, but as it turned out IFV3 wasn't in our TS channel.... so I just watched it roll forward and I looked what would happen :psypop:



How do the 7-man Sections hold up in-game?
We lost 1 man to enemy fire, other than that we were good. What helped us, was the open terrain, where we all could concentrate our fire and we saw enemies kilometers off, so we knew where they are. Naturally, if we had more houses to clear, red team's life expectancy would be drastically shorter.

How does FAXORBAT-4B change the leadership experience?
Personally, I noticed that I started ordering only Dabbo and Ferrard around, I don't want to be harsh, but I stopped caring about the other guys and let the color team leaders worry about them. I like that there is an LMG team and with bipods in A3, they are a real force to be reckoned with.

Has FAXORBAT-4B had a positive effect on the use of Fire & Maneuver?
To be honest, we really weren't in any big firefights and we didn't use F&M that much, because there weren't any enemies around, so we moved from point to point all together.

Based on this particular session, do you like FAXORBAT-4B?
I would say that Crush Them is very well suited for FAXORBAT-4B, sadly I had to go, so I didn't try the other missions, but here it worked well. I believe that open terrain combat is a strong-suit of F-4B and I would really like to try it in an urban environment. Also, I would like to hear from the section members on their opinions on the F-4B, even if it is a few lines, their opinion is what counts the most.


P.P.S. Ferrard, CC enabled? Wow... just... W- :suicide:
''I am not going against tanks'' - Tryteyker, MAT gunner.
''Downboated so much, it's an u-boat now.'' - Boberro.
''Sorry, I meant hon hon hon baguette baguette Eiffel Tower'' - Mabbott

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Eagle_Eye
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Location: Cork, Ireland

Re: [Sun] 31 May (Still Alive)

Post by Eagle_Eye »

Frini Fracas - NATO MMG team Spotter with Madrak
Seeing as this was my first adversarial mission, I was a bit worried about how things might go (both from a technical and gameplay pov). However I was pleasantly surprised with how smoothly it went, and how tense it was, even as an MMG spotter.

In the briefing, Fer was juggling with the idea of the thunder-run. I was a bit hesitant, because there was a fair number of ei inside the town, and I reckoned if the enemy decided the same, things would get ugly fast. Whatever my thoughts, Fer decided on the more restrained ridgeline outside town. Myself and Madrak set up in the rocks and started scanning the trees opposite the town. A few minutes later I see (what I presume was) the enemy MMG spotter, probably with the exact same slack-jawwed binocular concentration face on, sitting in the woods near the chapel, and my MMG team gets to work. During the mission we must have expended ~600 rounds of ammunition, and I'm not sure did we get anyone, but boy it felt good. As A2 and A3 made a nice sweep northward to cut off the retreating AAF, A1 moved into town. Unfortunately we were just a tad slow on the trigger pull on this one, and the revolver made its way into AAF territory.

I'm going to throw up a mission post now in the forum, so please let me know of any suggestions for balancing (spawns, AO area, AI), and what you think about the gameplay (I like the idea of stealing an item, because the ARMA inventory system makes it very versatile, but it may have been a bit confusing possibly?)

Crush Them - Alpha Squad Lead
Big props to all of the command in this mission, including Kefirz and AJAX in Alpha, Zitron in Bravo, Fer as CO, and Madrak, Netkev and Aquarius in the IFVs. Thats 8 voices in TS/CC right there, and although my brain was absolutely fried by the time that victory banner showed up, it was a well oiled machine for what was an extremely tense and enjoyable mission. Not much more to say about this mission, except that the death of IFV3, followed shortly by the NATO counterattack, was a divinely perfect feat of timing, and really got the heart racing at the end of the mission.

It was also great to play a mission where the logistics chain did not get forgotten about at the first sign of things being hard (I know in lots of missions, mine included, we tend to ditch the extra hassle) . Remounting the IFVs for a nice drive down the road really broke up the mission nicely, and the new ORBAT made loading up my squad a breeze.

Waging War - Alpha 1 Section Lead
For what started off as a less than optimal ambush, I thought we held it together pretty well in the first part of this mission. I found myself in command after Toaster and Ferrard went MIA a lot earlier than I would have liked. But even at that, the new faxorbat meant that although A1 and A2 were two men down, we were still an effective force. Once we had confimed the last of the convoy was dealt with, I gave orders to merge MAT and B1 who would be the base of fire as we moved on to the checkpoint. B1 had a nice hill from which to overlook as Alpha and myself moved up the road.

On reaching B1s position, I entered, and took a second to regain stamina and get things sorted in my head. Boberro was taking a break on the ground floor of the unfinished building we were in, while Aquarius scouted ahead upstairs. I pressed the button to get a report on CC, but whats this? nothing happened. Oh, wait... The hand grenade went off inside the building (rather spectacularly only killing me I think), and with that, my command decisions were suddenly not that important anymore.

Beachfront Property - INDFOR squad lead
Just last week, I said I should stop taking command of adversarials. I had planned on sticking to that, but apparently no-one else in the party was interested (nay, commited) to protecting our vital summertime assets. Our famed beachhouse BBQ bonanza building. (thats the BBBQBB for those in the know). Seeing as how my plans usually end in utter failure, due to me being various levels of too smart or not smart enough. I had two options. Keep everyone back in the house and make a last stand, or...

The sneaky approach, a ruse of unrivalled proportions. I decided to split my forces as so:
  • Keep the biggest guns (our LMG and MMG) back with me in the house. Here we would rain down bullets of all kinds on the enemy, as well as smoke and grenades, and make them think we were all sitting comfortably in our beachhouse.
  • Send A1 fireteam (minus AR but with my medic) out to hide in a nearby house, and use them as the strike force.
  • Also the MMG spotter Toaster, being the mad genius he is, volunteered to go and scout out the enemy positions. He was promptly killed and then whined about us not saving him. But his intel was invaluable.
And so, it worked. A1 was kept in reserve until the last possible moment, and managed a superb flank on the enemy base of fire. Meanwhile the bigger guns in the beachhouse tried not to get shot.

How do the 7-man Sections hold up in-game?
I could definitely see the advantages this week over last week. Easier comms, better logistics, more survivability.

How does FAXORBAT-4B change the leadership experience?
As I said earlier, we had 8 people in the command positions, compare that to the 11 it would have been with 4-man fireteams, and you can see where the lighter load on everyones shoulders comes from. And thats in a particularly comms heavy mission like Crush Them.

On another point, Kefirz mentioned that he really only gave orders to Ferrard and Dabbo. I wouldnt feel too bad about that. I only gave orders to kefirz and ajax. Thats just how the chain of command works. Really the section lead should only care about Red and Blue. In a normal fireteam, I dont often think too much about the AAR, because I presume he is sticking with his battle buddy. with sections, you no longer have time to worry about the other 4 guys, just give orders to the color teams. Obviously the orders you give to the color teams should be complete (dont expect that there are two mini-ftls under your command). Thats really the beauty of the new ORBAT, each person has 4 things to think of. Who's in charge of me, who are the 2 people/elements I am in charge of, and where should I be so I dont get killed.

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Peasant
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Re: [Sun] 31 May (Still Alive)

Post by Peasant »

Frini Fracas NATO Apha 3 MAT

So, my first ever Folk ARPS mission. Super exciting! My fireteam lead was even friendly to me! Thank you Mabbott (I think).
Alpha 3 dismounted from the truck and then performed a textbook flanking maneuver on to the enemy's flank, which was ruined only by two things: my complete inability to actually spot the enemy and the enemy's ability to spot me, which meant I got shot and killed. And then we lost the mission 30 seconds later, so never mind

Crush them IFV3 Driver (later IFV2 Driver)

So yes, we did get blown up by the AT missile position. Right in front of Alpha who had someone capturing the video for posterity on youtube. In our Defence, we did right IFV2 after it got stuck on its side about 10 minutes before, so we weren't completely useless.
watching Ferrards video and hearing all of Alpha shouting at us to stop, well :siiigh:
This was a really fun mission, with a real feeling of cooperation and teamwork. Being vehicle crew was the most fun of the evening, for sure.
IFV 3's driver night vision wan't working for some reason. I didn't know if that was a design decision or some weird Arma bug, but I seemed to cope ok without it.
And I have to say that the Infantry must have worked really hard running up and down all those hills. It all looked awfully exciting for a kilometer way in the bulletproof IFV.

Jumping in as IFV2 driver for the counter attack was a serious adrenaline rush. I'm fairly suprised I didn't manage to be killed twice in the same mission, which I think would be a record.

Waging War MAT2 Gunner
After a brief confusion in which it became clear that I cannot reliably distinguish between the numbers 1 and 2, we marched merrily to pur ambush positions. We waited for the convoy to arrive, watched it stop and then were given the order to open fire. At which point I panicked and started going prone rather than asking my leader for ranges. I got one shot off against the Mora/Warrior IFV and then Bravo lead ordered us all to run east to get out of the fire arc of the checkpoint, which got me in the fire arc of the AAA tank. Which then killed me.

Beachfront Property Alpha 1 Assistant Autorifleman
I scored my first confirmed kill! Admittedly, it was only a bunny rabbit, but it was probably a spy or something. This was a great little mission and an Eagle Eye's plan worked really well.

Thank you all for having me, I hope to see you all again Tuesday.

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Mabbott
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Re: [Sun] 31 May (Still Alive)

Post by Mabbott »

Sorry for getting you killed Peasant in Waging War, my positioning game was not on point.
"Full sails!" - Kefirz
"Don't engage, wait for them to pass the [*rocket launched with wooooosh sound*] bridge... [*boom - rocket hitting the tank*]" -Me, leading an ambush.
For the empire :hist101:

Raptoer
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Joined: Sun Sep 07, 2014 10:34 pm

Re: [Sun] 31 May (Still Alive)

Post by Raptoer »

Crush them IFV2 Gunner
After a fair while killing various infantry throughout the hills (including firing upon the lights of a radio tower, but that's another story) we crest a hill and hear call of a tank over the comms. After a quick search the commander spots the tank, relays it to me and I establish a lock... only for a tree to get in the way. I release the key for lock only to end up outside the vehicle... I had double bound the lock key to the default action... which is eject... I jump back in and see the tank with its turret at a strange angle, I couldn't see the barrel... oh... wait... So after we hide behind the hill and hear reports of its demise we pull back over and eliminate its crew.

Up next is a helicopter which strafes what I think is IFV1, I start to put AP rounds into it and manage to get a few into its tail rotor causing it to crash. Then reports of another helicopter. It chooses us to strafe this time and removes our turret control. After Peasant patches us back up I put a few rounds into it and it too goes down. The mission ends shortly afterwards.

As for that radio tower, early in the mission I see a pair of red lights on the top of the a hill. The commander and I think it's the tail lights of a vehicle so we put a few 30mm rounds into it, only for the rounds to seemingly pass through it. A bit later in the mission after moving about I spy the two lights again, on top of a radio tower.

We also encountered PC GAMING physics when our IFV inexplicably ended up on its side. IFV3 managed to bump us back into action. I have since equipped Netkev with a bit of script that should right vehicles when executed by an admin in the vehicle using the debug console.

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Kefirz
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Re: [Sun] 31 May (Still Alive)

Post by Kefirz »

Raptoer wrote:
We also encountered PC GAMING physics when our IFV inexplicably ended up on its side. IFV3 managed to bump us back into action. I have since equipped Netkev with a bit of script that should right vehicles when executed by an admin in the vehicle using the debug console.

Or.. you could, you know.... learn to drive :D
''I am not going against tanks'' - Tryteyker, MAT gunner.
''Downboated so much, it's an u-boat now.'' - Boberro.
''Sorry, I meant hon hon hon baguette baguette Eiffel Tower'' - Mabbott

Raptoer
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Re: [Sun] 31 May (Still Alive)

Post by Raptoer »

Kefirz wrote:Or.. you could, you know.... learn to drive :D
I wish I could learn to launch a vehicle 3 meters into the air and do three quarters of a roll, all while moving up a hill at 5kph. It was inexplicable Arma 3 physics at its best.

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fer
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Re: [Sun] 31 May (Still Alive)

Post by fer »

Crush Them

CO - Fer
|-- ASL - Eagle Eye
|-- BSL - Zitron

Ferrard Carson has read The Bear Went Over The Mountain. I have also read The Bear Went Over The Mountain. If you haven't read The Bear Went Over The Mountain yet, treat yourself to a copy. Trust me.

Anyway, because I have read The Bear Went Over The Mountain I was pretty sure what the mission maker wanted me to deliver as CO: to approach the mission as a commander in the Limited Contingent might have done during the closing years of the Soviet involvement in Afghanistan. So that's what I did.

When the Soviets finally got their act together in Afganistan, their sucessful actions in valleys often had four components:
  • Concentrated firepower from vehicles organised into a Bronnegruppa
  • Recon troops at altitude denying the enemy a monopoly on elevated positions
  • Infantry attacking from the MSR (main supply routes)
  • Rotary wing CAS / scouts
We wouldn't have the fourth element, but I could certainly fill the first three roles with the slotted platoon:
  • 3 x IFVs (Gongs 1 through 3) would become an on/off Bronnegruppa
  • Bravo (1 section) would be my recon troops
  • Alpha (2 sections) would be my infantry
As for phasing, I observed that each of the 4 chapels was located in its own valley, which provided a natural way to break up the mission. Certainly, for the first 3 chapels we attacked, each was a mini-mission with these sub-phases (there was some deviation, of course, and it wasn't quite this structured in my head at the time):

1. Deployment:
  • Using IFVs, move Alpha to a start line on the MSR
  • Have Bravo begin a movement to high ground on one flank
  • When empty of passengers, have the IFVs form a bronnegruppa under my command
2. Movement and fires:
  • Bravo would get to a point on the chapel's flank, ideally overlooking it from an elevated position
  • Alpha would, after a pause, begin a bounding movement directly towards the chapel (at a right angle to Bravo's approach)
  • The bronnegruppa would traverse the MSR, acting as a mobile base of fire
3. Assault:
  • Depending on terrain, Bravo or Alpha would assault the chapel with the other squad in overwatch
  • The bronnegruppa would maintain a second overwatch and ensure nothing came along the MSR in either direction
4. Regroup:
  • Both squads would come off the mountainside, moving directly towards the MSR
  • The bronnegruppa would dissolve and IFVs return to squad channels
  • Squads would re-mount their respective IFVs, ready for the next phase
As noted, there were devations, but the assault on the first chapel (phase 1, north-west) followed these sub-phases almost perfectly.

For phase 2 (south-west chapel), Alpha had to return to city and enter the second valley by road using its IFVs. Bravo, at the west end of the first (north-west) valley, was near enough to move to the south-west valley on foot and take some high ground - but this turned out to be a contested approach. Gong 3 remained under BSL's command and provided mobile fire support as Bravo pushed southward, still gaining altitude.

However, it was clear that Hill 130 had become an objective of its own, so in what was really phase 2A, I applied similar sub-phases. Alpha assaulted perpendicalar to Bravo, whilst Gongs 1 and 2 provided a mobile base of fire from the small road below to the south.

Hill 130 was taken, but with my infantry already on high ground (and Gong 3 having rejoined the bronnegruppa on the road below), the troops moved directly into phase 2B: the assault on the second chapel.

With no need for a deployment sub-phase, the infantry moved to pincer the next chapel, whilst the bronnegruppa slowly edged its way eastwards down the road, still providing fire support. During this phase, Gong 2 was sent to some high ground to the south but became stuck on rocks, whereupon Gong 3 came to its rescue with a helpful nudge.

Eventually, Alpha was able to cover Bravo as it cleared the second chapel. As I recall, no CTRG target was found at that location, but there wasn't time to search the environs, so I ordered Alpha off the mountain once more.

For phase 3 (south-east chapel), I used Gongs 1 and 2 to tranport Alpha further down the road to a point south of the objective. Bravo, still intact and an effective fighting force, resumed its recon role and moved across the high ground towards the objective, approaching from the west.

The ground from the road to the third objective rose more gently than I had initially anticipated, and after consulting with the ASL (comrade Eagle Eye), I let Gong 1 climb the slope alongside Alpha. Gong 2 stayed with me on the road in overwatch. As Alpha and Bravo both neared a ridge west of the objective, Bravo complained that their approach was too open; so I sent Gong 3 up into the hills to support them again.

Alpha and Bravo converged successfully, but Gong 3 overran, straying north of its infantry screen and right into the path of an enemy AT weapon. We had taken our first major loss, and it had probably been avoidable (the infantry had spotted the enemy AT troops but our comms were too slow).

Once more Alpha, still with Gong 1, took up supporting positions on the west and north of the objective, whilst Bravo moved to assault it from the north-east. I asked ASL to direct the assault since I didn't have 'eyes-on' (I was down on the road with Gong 2, helping it edge forward).

Bravo took the church, but almost immediately afterwards the enemy counter-attacked: an MBT approached from the south-east, whilst at least 2 enemy attack helicopters began gun/rocket runs on our two surviving IFVs. From where I was, I saw Gong 2, on the road, pop smoke and reverse into defilade to avoid the MBT. Over comms, I asked Alpha and Bravo to go firm and attempt to use their own AT weapons.

As the infantry prepared - and took - several shots with RPG-42s, I ran forward of the smokescreen to see if I could spot/lase for Gong 2. When comrade NetKev's IFV eventually dashed forward, rockets from Alpha and Bravo had already disabled the enemy MBT, so the raking fire from his turret was for the benefit of the fleeing crew.

Note: What I can't remember is whether fire from the enemy helicopter hit Gong 2 before or after it dashed forward of its own smokescreen; but I do remember asking them if they knew what hit them, to be told 'yes', just before I turned to see the enemy helo smash into a hillside!

With at least 2 enemy helicopters and 1 enemy MBT accounted for, and Gongs 1 and 2 still operation (albeit with at least one temporary replacement crew member for Gong 1), we began the fourth and final phase.

The objective for phase 4 was the north-east chapel. High ground to the west formed an arc that led all the way to the target. I moved Bravo north to set up a base of fire, with Gong 1 and (later) Gong 2 taking up positions just to the left of Bravo. With Bravo and the IFVs in overwatch, Alpha followed the contours, moving along the arc until it was able to successfully assault and clear the final chapel.

From slotting to completion, it had taken us the thick end of 2 hours to complete this mission; but our 34-strong platoon had taken only minor losses. We had successfully managed not just combat challenge, but one of logistics - and I'm very grateful to all the squad, section and vehicle crew leaders for some realy excellent work. Vintage stuff.

:clint:

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