PARKER

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  1. Filth liked a post in a topic by PARKER in Arma 3 - Media (Videos)   
  2. Filth liked a post in a topic by PARKER in Arma 3 - Media (Videos)   
  3. PARKER liked a post in a topic by Jason in Operation Hold 06/07/19   
    My maybe is a probable no. Working in the garden with a daughter in a mid-teen crisis. If I make it I make it, if I don't turn up I'm probably not able to feel my hands
  4. PARKER liked a post in a topic by NeKoArroW in Arma 3 - Media (Videos)   
  5. PARKER liked a post in a topic by NeKoArroW in Arma 3 - Media (Videos)   
  6. PARKER liked a post in a topic by Filth in Training OPORD 04/07/2019   
    Training Subjects
    CQB Focus in natural, dynamic environment
    -Danger Zone Crossings
    -Breaching Compounds
     
    Mission Info
    @SoKkada
     
    (mission is still in Alpha Version)
    Name: Georgetown Down
    Date: 27 June 2019
    Time: 1700
    Weather: Low Fog
    Forecast: Clear
    Tasking (Infantry
    Search and Destroy
    Remarks: Sound suppressors must be used
     
    AAC:
    -Destroy Enemy Air before 1-1 deploy
    -Destroy AAA/SHORADs
    (only 3 yet  1x reaper allowd ent only 1x reload allowt to make it harder on him)
  7. Pilgrim liked a post in a topic by PARKER in Arma 3 - Media (Videos)   
    Operation Escaping Zargabad
     
  8. PARKER liked a post in a topic by hoofed in Operation Hold   
  9. PARKER liked a post in a topic by hoofed in Training OPORD 27/06/19   
    Good training and playthrough of the mission. I always enjoy stuff where infantry and air corps are working more closely together rather than two disconnected units who occasionally bump into each other. And that reminds me that I’m long overdue to take a turn at being the FAC. I hope you’re practicing your fixed wing flying, landing and shooting @Blu. and @Byleth. Papa Hoofed is going to kick you out of your comfort zones (again) unless Jason gets back in time to save you.  
    My approach for the para-drop was sloppy. I haven’t flown the Chinook for that purpose in a long time and forgot how much of a pig it can be. I was fighting it drifting and yawing the whole way in and probably should have taken a longer route for the approach to iron out those problems. So that’s on me. But an imperfect drop is good training as shit happens in missions and you have to deal with it.
    -----
    I have some time today to update my missions. Your feedback from yesterday will be incorporated into Thor v2 and I will post an OpOrd for it later. So far:
    ACE vehicle cargo capacity fixed for all vehicles. Tripwire mines checked and working as intended. More mines have been added but their probabilities reduced. Mine detectors added to the Rifleman’s gear. But you should always check those doorways before charging in.   Mysteriously, two BTR-80As showed up in the vehicle pool. Let me know if those are to your taste, @Filth. Rebels have acquired a small number of heavy machine guns to repel the advances of drunk plus-size helicopters. Enemy forces have been increased and probabilities activated to maintain roughly the same level of opposition but with more replayability. If I’ve missed anything let me know below, or you’ll have to wait until version 3 to get what you want.  
  10. PARKER liked a post in a topic by Filth in Training OPORD 27/06/19   
    Training session went surprisingly well from my perspective. Air assault skills had not deteriorated as much as we thought. TLs @Joe Malley and @Chroma had no problems using their cTabs. Targets were marked with smoke effectively. Comms we need to work on a little, following proper procedures. Refer to Jason's Hammer SOP for theory. Thanks @Blu. and @hoofed for making this possible.
    I have no feedback to add for the mission. This time from a different perspective with @Chroma leading. Very well organised, fast and aggressive. The squad managed to search almost all their objective markers in very short time, making excellent use of their aerial transport.
    GG.
  11. PARKER liked a post in a topic by Blu. in Operation Hold   
    Operation Liberate - Hold
    Map: Taviana
    Terrain: Urban, Forest
    Weather: Sunny
    Date/Time: 2/04/93 16:30:00

    Brief - KEY INFORMATION We've got our hands full with this one. SL can approach this how he wants. The Russians have depleted their storage of mines and explosives so expect minimal explosives etc. Although intel suggests that air assets have been replenished so expect air threats. Oh also forgot to say we're standing here this afternoon due to the help of the friendly resistance which cleared out this town of Apshironsk we didn't get to last week. Nothing else from my part.
    All I can say is, Good Luck and God Speed! PID YOUR TARGETS, CIVILIAN PRESENCE IS EXPECTED!     Objectives - Infantry
    1. Assault the enemy Military Base North of Apshironsk. 2. Eliminate any hostile contacts in the Fuel Depot. 3. Eliminate any hostile contacts in the Oil Fields (Optional/AAC Capable) 4. Assault Enemy Comms Station (Optional/AAC Capable) 5. Assault the enemy occupied Cargo Dock located to the south-east of the comms station. 6. Clear the Enemy FOB located south of the airfield 7. Capture the Airfield 8. Enemy Occupied Town to the north of the airfield must be cleared for possible Hostages. 9. Clear the enemy occupied docks to the east of the airfield. 10. RTB if no further tasks persist.
    Objectives - AAC
     1 - Assist 1-1 with Logistics and CAS
    2 - Search and Destroy all AAA located around the area. 3. Search and Destroy Enemy Air Callsigns 4. Search and Destroy Enemy Contacts on Enemy Airfields.
    Assets - Infantry Vehicles
    --------------------------------------------
    1x M1083A1P2-B (M2) (MHQ)
    2x M6A2
    2x M113A3 (M2)
    2x M1220 (M2) 1x M977A4 (Ammo Truck) 1x HEMTT Fuel --------------------------------------------- AAC Vehicles ----------------------------------------------
    6x Harrier
    2x UH-60M
    4x AH-6M
    4x MH-6M
    2x CH-47F
    3x YABHON-R3   Additional Info Operation is able to be played at 21:00 using the Radio located at the back of the hanger
    Night vision is available if required.   Full Map   Due to heavy AAA presence and radar, drone footage was not possible.
    This operation requires a zeus if more units are needed. Basic units have been placed.   (If @Blu. is not present NCOs will be notified of events)
  12. PARKER liked a post in a topic by SoKkada in Training OPORD 27/06/19   
    Mission Info
    (mission is still in athpa)
    Name: Georgetown Down
    Date: 27 June 2019
    Time: 1700
    Weather Low mist - with wil clear up a bit

    Infantry:
    seek en kill 
    CQB in town 
    AT in town
    plz keep the kit as giffen with Sepresors
    this mission in still under constrution
    AAC:
    kill Hali Petoling the city by for infantry stranceport comes to close.
    al so i put up a AA/AAA ? Defensif net over the sea part of the city.
    only 3 yet  1x reaper allowd ent only 1x reload allowt to make it harder on him 
     
    @hoofed @Filth @Blu. @Byleth @PARKER @Pilgrim @Des @Chroma
  13. Blu. liked a post in a topic by PARKER in Saturday Mission 22/06/19   
    Morning all,
    Editing
    We asked @Blu. for more and we got more, this was one of those ops that felt like we were in a conflict zone rather than a sterile controlled zone of pre planned objectives, I like that, the im "mersion" was there and that's good to see and experience. Performance suffered unfortunately and some triggers that i assume were not fully tested, caused us to restart which was a shame. Again improvements shown and felt in game but still some basics that need tightening up i.e. full tests.
    Still enjoying what Taviana has to offer! Choice of AO and objectives were good, supris ed at the bridge choice again but proven wrong as this was completely different to last weeks experience. Lots to get on with, lots to react to and lots to throw us off our guard.
    All in all a very good op which clearly took a fair while to set up, I think locking down the basics i.e. what vehicles are good and which aren't, setting up scripted stuff to work well with zeus stuff and setting up objectives/tasks to be more easily understood would be a big benefit to Blu. I highly recommend you look into Neky's Tasks script, it makes the laborious set up part of tasks (don't kill civs and count them if we do, destroy this, clear that) easy!
    Opord was spot on again, briefing screen was a bit busy for my liking, seemed like it just needed tidying up a little to only show 100% relevant info, that being the info we need to understand what we are doing, markers showing enemy advances, non operational info sould be slimmed down as much as possible.
    Execution
    @Filth did a top job last night, seriously, it takes a huge amount to organize and command a mechanized operation without an FAC when aircorp are attending when it works smoothly, when things don't work as expected, that workload easily doubles. Hats off to you, fully appreciate the effort and how you must have felt at the end. I for one had a really fun game!
    Pig was a good crack last night, strangely due to our slightly handicapped 'pig' callsign. @Chroma and @GuzzenVonLidl had the AO locked down. I hope my driver skills are improving, I found this particular IFV quite difficult to see out of, while it had plenty of viewpoints i could only really see 20m ahead but nothing below that from my low position, possibly related to TrackIR, but it made fine manoeuvering difficult. It also had quite a few graphical glitches (windows full of white, guns running round outside with no bodies and no back to the vehicle when looking behind). It also has no bearing indicator or turret/vehicle positional information or rear view camera. We managed to get around this by using the cam view of the panels (thanks @Chroma for being reverse cam) which made life a bit easier as i could see where the commander and the gunner were looking at least.
    Thanks very muchly for the op, intense but enjoyable.
    Capital P
  14. Blu. liked a post in a topic by PARKER in Saturday Mission 22/06/19   
    Morning all,
    Editing
    We asked @Blu. for more and we got more, this was one of those ops that felt like we were in a conflict zone rather than a sterile controlled zone of pre planned objectives, I like that, the im "mersion" was there and that's good to see and experience. Performance suffered unfortunately and some triggers that i assume were not fully tested, caused us to restart which was a shame. Again improvements shown and felt in game but still some basics that need tightening up i.e. full tests.
    Still enjoying what Taviana has to offer! Choice of AO and objectives were good, supris ed at the bridge choice again but proven wrong as this was completely different to last weeks experience. Lots to get on with, lots to react to and lots to throw us off our guard.
    All in all a very good op which clearly took a fair while to set up, I think locking down the basics i.e. what vehicles are good and which aren't, setting up scripted stuff to work well with zeus stuff and setting up objectives/tasks to be more easily understood would be a big benefit to Blu. I highly recommend you look into Neky's Tasks script, it makes the laborious set up part of tasks (don't kill civs and count them if we do, destroy this, clear that) easy!
    Opord was spot on again, briefing screen was a bit busy for my liking, seemed like it just needed tidying up a little to only show 100% relevant info, that being the info we need to understand what we are doing, markers showing enemy advances, non operational info sould be slimmed down as much as possible.
    Execution
    @Filth did a top job last night, seriously, it takes a huge amount to organize and command a mechanized operation without an FAC when aircorp are attending when it works smoothly, when things don't work as expected, that workload easily doubles. Hats off to you, fully appreciate the effort and how you must have felt at the end. I for one had a really fun game!
    Pig was a good crack last night, strangely due to our slightly handicapped 'pig' callsign. @Chroma and @GuzzenVonLidl had the AO locked down. I hope my driver skills are improving, I found this particular IFV quite difficult to see out of, while it had plenty of viewpoints i could only really see 20m ahead but nothing below that from my low position, possibly related to TrackIR, but it made fine manoeuvering difficult. It also had quite a few graphical glitches (windows full of white, guns running round outside with no bodies and no back to the vehicle when looking behind). It also has no bearing indicator or turret/vehicle positional information or rear view camera. We managed to get around this by using the cam view of the panels (thanks @Chroma for being reverse cam) which made life a bit easier as i could see where the commander and the gunner were looking at least.
    Thanks very muchly for the op, intense but enjoyable.
    Capital P
  15. Blu. liked a post in a topic by PARKER in Saturday Mission 22/06/19   
    Morning all,
    Editing
    We asked @Blu. for more and we got more, this was one of those ops that felt like we were in a conflict zone rather than a sterile controlled zone of pre planned objectives, I like that, the im "mersion" was there and that's good to see and experience. Performance suffered unfortunately and some triggers that i assume were not fully tested, caused us to restart which was a shame. Again improvements shown and felt in game but still some basics that need tightening up i.e. full tests.
    Still enjoying what Taviana has to offer! Choice of AO and objectives were good, supris ed at the bridge choice again but proven wrong as this was completely different to last weeks experience. Lots to get on with, lots to react to and lots to throw us off our guard.
    All in all a very good op which clearly took a fair while to set up, I think locking down the basics i.e. what vehicles are good and which aren't, setting up scripted stuff to work well with zeus stuff and setting up objectives/tasks to be more easily understood would be a big benefit to Blu. I highly recommend you look into Neky's Tasks script, it makes the laborious set up part of tasks (don't kill civs and count them if we do, destroy this, clear that) easy!
    Opord was spot on again, briefing screen was a bit busy for my liking, seemed like it just needed tidying up a little to only show 100% relevant info, that being the info we need to understand what we are doing, markers showing enemy advances, non operational info sould be slimmed down as much as possible.
    Execution
    @Filth did a top job last night, seriously, it takes a huge amount to organize and command a mechanized operation without an FAC when aircorp are attending when it works smoothly, when things don't work as expected, that workload easily doubles. Hats off to you, fully appreciate the effort and how you must have felt at the end. I for one had a really fun game!
    Pig was a good crack last night, strangely due to our slightly handicapped 'pig' callsign. @Chroma and @GuzzenVonLidl had the AO locked down. I hope my driver skills are improving, I found this particular IFV quite difficult to see out of, while it had plenty of viewpoints i could only really see 20m ahead but nothing below that from my low position, possibly related to TrackIR, but it made fine manoeuvering difficult. It also had quite a few graphical glitches (windows full of white, guns running round outside with no bodies and no back to the vehicle when looking behind). It also has no bearing indicator or turret/vehicle positional information or rear view camera. We managed to get around this by using the cam view of the panels (thanks @Chroma for being reverse cam) which made life a bit easier as i could see where the commander and the gunner were looking at least.
    Thanks very muchly for the op, intense but enjoyable.
    Capital P
  16. Blu. liked a post in a topic by PARKER in Saturday Mission 22/06/19   
    Morning all,
    Editing
    We asked @Blu. for more and we got more, this was one of those ops that felt like we were in a conflict zone rather than a sterile controlled zone of pre planned objectives, I like that, the im "mersion" was there and that's good to see and experience. Performance suffered unfortunately and some triggers that i assume were not fully tested, caused us to restart which was a shame. Again improvements shown and felt in game but still some basics that need tightening up i.e. full tests.
    Still enjoying what Taviana has to offer! Choice of AO and objectives were good, supris ed at the bridge choice again but proven wrong as this was completely different to last weeks experience. Lots to get on with, lots to react to and lots to throw us off our guard.
    All in all a very good op which clearly took a fair while to set up, I think locking down the basics i.e. what vehicles are good and which aren't, setting up scripted stuff to work well with zeus stuff and setting up objectives/tasks to be more easily understood would be a big benefit to Blu. I highly recommend you look into Neky's Tasks script, it makes the laborious set up part of tasks (don't kill civs and count them if we do, destroy this, clear that) easy!
    Opord was spot on again, briefing screen was a bit busy for my liking, seemed like it just needed tidying up a little to only show 100% relevant info, that being the info we need to understand what we are doing, markers showing enemy advances, non operational info sould be slimmed down as much as possible.
    Execution
    @Filth did a top job last night, seriously, it takes a huge amount to organize and command a mechanized operation without an FAC when aircorp are attending when it works smoothly, when things don't work as expected, that workload easily doubles. Hats off to you, fully appreciate the effort and how you must have felt at the end. I for one had a really fun game!
    Pig was a good crack last night, strangely due to our slightly handicapped 'pig' callsign. @Chroma and @GuzzenVonLidl had the AO locked down. I hope my driver skills are improving, I found this particular IFV quite difficult to see out of, while it had plenty of viewpoints i could only really see 20m ahead but nothing below that from my low position, possibly related to TrackIR, but it made fine manoeuvering difficult. It also had quite a few graphical glitches (windows full of white, guns running round outside with no bodies and no back to the vehicle when looking behind). It also has no bearing indicator or turret/vehicle positional information or rear view camera. We managed to get around this by using the cam view of the panels (thanks @Chroma for being reverse cam) which made life a bit easier as i could see where the commander and the gunner were looking at least.
    Thanks very muchly for the op, intense but enjoyable.
    Capital P
  17. PARKER liked a post in a topic by Filth in Saturday Mission 22/06/19   
    Exceptional.
    Editing:
    Once again a leap forward from the last op of the campaign. More feedback taken into account. The depth of the experience was greatly enhanced. However, this came with new problems. Trying to sum up:
    -Combination of time limit and mines is problematic
    -Too few passenger seats in IFV (minimum 8)
    -Too many utility vehicles
    -Bullshit artillery
    Other than this, the overall balance for mechanised gameplay was much improved. The combat itself was well balanced, challenging and a lot of fun.
    7/10
     
    Execution:
    As a squad leader, this was maybe the heaviest workload I've had to experience so far. As a result, I'm not quite happy with how everything turned out. Managing this took a tonne of energy and focus. My biggest problem was the absence of an FAC.
    Added to this were the issues regarding manpower requirement on one hand, and seats limitations on the other, which I mention above. Frustration, particularly throughout the first third of the op, was pretty high on my end.
    Another point that needs to be made is that loss of leadership posed a pretty big problem in the beginning, when the squad failed to continue their push in accordance with our time limit, in my absence.
    I was surprised to find that all ground elements seemed to find ways of working together effectively, even without close micro management. As such, we were a pretty effective fighting force. A great deal of our casualties was caused by, again, bullshit artillery, or indeed sheer technical problems such as server stutters in CQB. Safe to say though our casualty rates were pretty atrocious.
    Because of this, and because of our lack of progress, I wouldn't call this mission a success. There were however some pretty interesting, unusual situations that we encountered and had to find ways of dealing with. And we did.
    7/10
  18. PARKER liked a post in a topic by Blu. in Saturday Mission 22/06/19   
    Ok Notes from this:

    Don't overdo on mines especially if time sensitive mission.
    Use some NeKo scripts.

    Will incorporate this for the next one
    Any other comments and/or feedback is extremely helpful.
  19. Pilgrim liked a post in a topic by PARKER in Saturday Mission 22/06/19   
    Bugger that, push on!
  20. PARKER liked a post in a topic by Blu. in Saturday Mission 22/06/19   
    Half way through the campaign we are switching maps due to the performance of taviana. Just a heads up.

    Also votes cheers,
    @SoKkada @Pilgrim @Joe Malley @GuzzenVonLidl @Luke @falseprophet @Ghostwolf @Nag @Byleth
  21. PARKER liked a post in a topic by Filth in Public Operation - 19/06/19   
    Played some Tanoa Freelancers. Suitable scenario for low attendance. Simple enough to make quick progress.
    Sadly had to bugger off early. Looking forward to unemployment, which will hopefully give me a chance to sink some time into public events.
    No randoms attending.
    GG.
  22. PARKER liked a post in a topic by Filth in Recruitment Interview Script - Revised Version   
    This script is not to be taken word by word. Consider this a guideline on recruitment as a whole. This should give you a basic structure.
    You're looking at the revised version.
    Contents reduced on purely relevant aspects. The process has been split up in six rather than five steps, which should make everything a little easier to follow. Please post feedback below if you have any.
    ======================================================
    Step 1: Make contact and arrange an interview.
     
    Step 2: Conversation
    We would like to get to know the applicant. In turn, most applicants don't know much about us, either.
    Possible questions:
    -How did you find out about the GOL?
    -Have you played Arma before? If so, where...?
    -Do you know what expects you in the GOL?
     
    Possible subjects for you to lay out:
    -Recruitment period (two trainings, two major missions)
    -GOL Gameplay Style
    -LOA System and events
    -Reserves
    -Organisation
    -Rank structure
     
    Please take any questions the recruit may have.
     
    Step 3: Duties & Priviliges
     
    Recruitment Period
    -Attending two trainings and two major missions
    -Post LOA if unable to attend events
     
    Members' duties
    -Attend events
    -Post LOA if unable to attend events
     
    Privileges
    -Two hand crafted teamplay events per week
    -Possible optional events (public sessions, Neko Sundays)
    -Support with technical issues
    -Tutoring in Tactics & Procedures
    -Giving feedback to the group and being heard
    -Rising through the ranks according to contribution, effort and dedication.
     
    Please take any questions the applicant may have.
    At this point, the applicant agrees to his duties as a recruit/member. Likewise, the recruiter agrees to accept the application.
     
    Note: You can deny an application!
    Possible reasons:
    -Insufficient language skills
    -Inappropriate attitude
    -Applicant is significantly underage
     
    Step 4: Formalities
     
    Have applicant create a forums account.
    Upgrade account.
    Provide TS insignia.
     
    Step 5: Ensure Basic Requirements are met.
     
    -GOL Modpack
    -Link LOA section and elaborate
    http://www.gol-clan.co.uk/loa
     
    -Link GOL Code of conduct
     
    Step 6: Mentoring
    (after interview is concluded)
    May not even be required. However, should be considered a common courtesy among recruiters.
     
    Open ended.
     
    Examples:
    -Introduce applicant to present members on TS.
    -Checking in personally. See how the applicant is getting on.
    -Conducting a quick test of the applicants modset once GOL modpack has been downloaded
    -Reminding applicant of scheduled events and the LOA requirement
    -Sorting out technical issues using Teamviewer
    -Ingame: Remind your fellow members that recruits are present and may need special attention.
  23. Chroma liked a post in a topic by PARKER in OPORD 15/06/19 - Mission anyone?   
    Morning,
    Editing
    Really nice concept and nice AO to work in as infantry. We/I haven't played much of Taviana but it certainly seems to lend itself to mechanized having quite a bit of open ground and some nice towns and features to go through.
    Good simple opord and map details to work with, briefing explained and questions answered.
    I'm seeing improvement in this op of @Blu. ambitious campaign and that cool to see, this op flowed much better than last week from an infantry perspective and while there is still room for balance i.e. blu understanding how powerful GOL can be at combined arms he's moving in the right direction. This isn't about setting up more objectives though as last nights AO was more than adequate, its about loading the objectives with more but cleverly. If for instance you had filled the initial town across the bridge to the brim with AI we would probably of struggled to get over the bridge or got bogged down in messy CQB while trying to protect PIG. This is about balancing the timings of AI influx and sustaining a prolonged battle, its challenging because its dependent on circumstance more than AO layout. Turn out is a big factor, 17 players last night! Taking this into account i think your op held up well, good effort! GG @Blu.
    My advice! look at other peoples ops, poke editors and find out how they do things, learn, steal the best bits and make out like you knew what you were doing!
    Execution
    Enjoyable in Alpha last night. @Pilgrim took the reigns and threw us into the fold nicely, good crack getting over the mined bridge with pig supporting. nice job @Luke, bounding, set! nice reactionary firefights to be had throughout each objective, times that by 3 please and add a few HMG positions to keep us busy and new pants would have been required. @Nag didn't need any help, he slotted straight into his team and did his job, really impressive stuff, very good cohesion and reactions like a whippet!
    One thing I noticed in general last night, possibly a gap for improvement is calling out or advising on how long you think your order will take. Quite a few times I hear actual asking for an ETA. Something for anyone finding themselves leading a team, try and provide an ETA when the order is given, this allows actual to plan better and allows you as TL to set his expectations. I see a lot of orders given and teams wanting to complete those orders as quickly as possible, obviously certain circumstance need immediate reaction but those that don't TL's should be assessing approaches more rather than putting teams in possibly exposed positions. speed vs safety! (i wont remember I've written this in about 2 days!)
    Apologies to @Pilgrim for not checking you personally when calling you as a T4, i will take that one on the chin, my bad.
    Pig was impressive last night @Chroma is a becoming quite the vehicle commander, he takes no chances and hits hard as well as protecting the infantry as best as possible, very cool stuff PIG! I wish you'd leave something in our wake but i cant complain at good team work!
    GG all thanks for the game.
  24. PARKER liked a post in a topic by Filth in OPORD 15/06/19 - Mission anyone?   
    A noteworthy improvement.
    Editing:
    @Blu. took all our feedback to heart. No more gear problems. Infantry stamina fixed. No sudden death from above. No IEDs being used by a conventional force.
    Nonetheless, the mission felt quite similar. Executing it however was much less of a problem, thanks to the above.
    The scenario is well suited to the mechanised MO, as @PARKER points out.
    One point that's already been made but deserves reiteration is balance. A difficult one, obviously. Strong mechanised formations are difficult to challenge. We can easily tackle two, three, four times our number in any engagement thanks to firepower and manoeuverability. To slow our advance, you can put down a great number of low tech heavy weapons such as HMGs, SPGs, ZU-23s. This will threaten us, but won't imediately cause the mission to fail.
    AT mines were initially used to great effect to slow us down. These can also be used to reinforce enemy positions, making them more difficult to assault.
    The final defensive stages of the mission were very weird for us ground forces. The naval assault was no threat. Neither were enemy attempts to cross the bridge. When you have forces assault across open areas with no cover, such as stretches of water or bridges, they require strong overwatching forces. Machine gun fire across the water was completely ineffective in suppressing us. You'll need something stronger. Automatic grenade launchers, HMGs, maybe autocannons or mortars would have pushed us out of our defensive positions.
    Nonetheless a significant improvement over your last op. Keep on keeping on.
    8/10
     
    Execution:
    I don't really have anything noteworthy to point out that hasn't already been mentioned by Parker. From my perspective all elements were very effective. Low casualty rates. Quick progress.
    Thanks @Ghostwolf and @Nag for taking part. From what I hear you were a great benefit for your teams. I hope you'll stick with it.
    Only negative point to mention is the continued disconnect from air call signs with an FAC who's busy Zeusing. We should change this.
    9/10 easy.
  25. PARKER liked a post in a topic by hoofed in OPORD 15/06/19 - Mission anyone?   
    A couple of screenshots from the action in the air.
    Will be editing the video this evening.


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We enjoy playing ArmA3 in a tactical and professional way and ensuring at the same time a high level of fun is kept within the game. We use tactics and procedures from various armies and modify them to suit our own needs. This allows us to operate in the ArmA 3 platform effectively.

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