Filth liked a post in a topic by Pilgrim in Saturday Operation 18/05/19
Very little to add to the above. Could have done with being a bit harder in terms of contacts at each end of the island. Although we did have to call in AAC to blatter them due to time.
A bit more determined resistance on the ships would have been good. They seemed to be looking the wrong way and not that smart.
Rapelling on to them would have been fun but the mod wasn’t included/working.
I actually really enjoyed the fact that we had to take the airfield before AAC could get to work. Felt good handing the base over to them so they could weave their magic. I like that type of objective orientated gameplay.
Dragon was very effective.
Enjoyed it. I was worried there wouldn’t be enough for us to do as infantry.
Pilgrim liked a post in a topic by Filth in Saturday Operation 18/05/19
We played Operation Naval Assault. Interesting one.
Utes is a place we haven't been to in years. It's interesting terrain with its own challenges. Liked it. The only full on problem were buildings on that map. One person would see one building, the other a completely different one. This makes any type of CQB a very dodgy proposition.
Pilots in the beginning seemed like a fifth wheel, but once the air field is captured they have plenty to do.
Assaulting destroyers has been done before, but going air assault for that objective was a nice touch.
The OPORD was lacking slightly. Also it seems to have been pretty confusing, with a majority of readers (falsely) believing we'd go in as BLUFOR. Without @falseprophet present it was exceedingly difficult to figure out the details.
Otherwise the usual proph mission. Out of the ordinary. Interesting scale and objectives. 8/10
The mission suffered greatly from lacking numbers on the ground. Personally I was forced to lead the squad from a TL position. That's never a good thing.
The initial bits were surprisingly challenging. Enemy patrols kept appearing out of nowhere in comfortable engagement ranges. We took a long time to warm up. Surprisingly, our losses during this phase were limited. Another nasty surprise was an active enemy APC on the air field. This took two AT rounds, 13 mortar rounds and a big explosive charge to deal with (heroics courtesy of @SoKkada). Again, luckily we weren't wiped by that.
The rest of the island was easily dealt with, now having overwhelming air power at our disposal.
The last phase of the op had us assault two destroyers and an air craft carrier. We first struggled to land helicopters on the rear decks of the destroyers. This was pretty chaotic since I only received very limited information from the air. However, with significant losses we managed to deploy on these objectives and clear them successfully.
7/10 for low numbers, otherwise good fun.
Pilgrim liked a post in a topic by hoofed in Random Screenshots & Videos from Arma 3
I’m working on a video to help editors better understand how to place air defense systems so that it’s a little more difficult for me (or anyone with a similar jet skill set) to kill everything in the opening minutes. But before that I thought it would be a good idea to record a rough “Banshee Ridealong” video for any editors who do not fly jets but want to have a better idea of what a Banshee pilot does. Although I don’t state it in the video, what makes a Banshee jet so lethal is its speed and maneuverability when combined with a pilot who knows how to put them to good use.
The mission I'm playing was thrown together in less than 5 minutes. I didn’t spend much time placing the units but this was enough to repel my approaches into the airspace several times. It wasn’t enough to stop me but I was slowed down significantly compared to a normal Saturday op. I do have some ideas on how to make AI air defense much more effective, beyond just better placement, but that’ll have to wait until I learn to do some basic scripting.
Hopefully the video is informative and if you have any questions feel free to ask. The video on placing units will come in the next week.
FAO: @Filth @PARKER @SoKkada @Chroma
Pilgrim liked a post in a topic by Chroma in Training 16/05/19
An undisclosed billionaire recently purchased the farthest island SE of the Tanoan archipelago along with several communications between international arms dealers. Satellite footage has shown much activity around the ports and airstrip which has US government officials backs up. A section of the US navy in the area have been redirected to observe from offshore and intercept shipments heading to the island. Since their arrival only supplies and food have been found entering, until last night when a small fishing trawler managed to get through without being checked. Any attempts at peaceful landing on the shores and investigating have been met with threats saying that the island is private property outside the US and any other nations jurisdiction. Since our last communication more PMCs have arrived making us think they have something to hide.
In the early hours of this morning we are to send out a squad to infiltrate the docks and find the Red container that the fishing boat was holding. If we are to find any evidence that concerns the higher ups further orders will be issued.
The waters around Tanoa are claimed to be owned by CSAT forces which have been harassing us with air contacts. Our naval batteries have set up a castle around the carrier and the Blue circle marked shows the "safe space" of the effectiveness of our naval AA. This also means that we cannot safely use our own aircraft without risk.
We will be starting on the carrier to the East of the island. We will rappel between to small yellow flags off the side down to boats.
MHQ is the large gun boat, we will use RHIBs to do initial insert. Move SLOWLY through sewer area as its likely the PMCs have anticipated it as a weak point and have afew guards stationed inside
1. Find Entrance to sewer system, Use suppressors until daylight
2. Locate container in dock area that passed through customs undetected
3.Follow up any leads found and/or await tasking from HQ
Pilgrim liked a post in a topic by Filth in Saturday Mission 11/05/19
This was the first major mission I lead in a long time. It was quite exceptional.
The E&E the mission started us off on was extremely challenging and well made. The only point I would make about that is that it should be made very clear that the mosque is under enemy assault from minute one on. Zargabad seemed crawling with nasties. There were fights going on all over the place. We were constantly maneouvered on by enemy forces. Loved it.
The rest offered all the freedom you could want. Mech, motorised, air assault, we could have even gone on foot. A genuine effort was made to provide meaningful tasking for AAC.
Having gone mechanised, I would agree with some opinions that this was on the easy side, as the enemy were unable to bring a credible AT threat to the table.
Disregarding a few minor faults here, I'd call this a 10/10. @PARKER is cranking out the classics one after the other.
The sheer number of people attending was a challenge in itself on one hand, but made us stronger than usual on the other.
E&E put everybody in a very interesting mindset. Months of CQB training with very little effect. Yet one scenario like this and everybody is on top of their game instantly. This resulted in a weird mix of patience and decisive action. We kept our order of march almost throughout this bit of the mission, and any deviation seemed to cause more problems than benefits for us. An odd but enjoyable experience.
Our attempts at air assault failed. Please don't be too hard on @Byleth. He's sticking his head out for us. It is evident he is making progress. We'll get there in the end.
Having lost all air assets capable of transporting an overstrength squad, we were forced to go mechanised. I had wanted to avoid this for a number of reasons: First, I wanted us to work more closely with AAC. Second, mech works best with 9-10 man squads. There was already 12 of us as we arrived at the air field. 1-1 took some time to adjust to this new MO and there was more confusion than I'd have liked. This was natural however considering the circumstances and we overcame this as we assaulted the villa.
From this point onwards, 1-1 steamrolled through the rest of the op. With more players ariving I was able to command from the gunner seat of Bluebell. The whole thing turned into a mechanised power fantasy. This isn't only because of asset selection and balance, since with complicated MOs like mech there is always lots that can go wrong. Crews, FTLs and individuals performed very well. Casualty rates were very low, even for fire teams going into chaotic CQB situations.
Once again not quite happy with the air gameplay. Two main reasons: The absence of an FAC left me to do the comms as a mechanised commander. Impossible. Second, this MO detaches us somewhat from our air callsigns on the whole. We did accomplish some meaningful cooperation though. Intel from @hoofed is always detailed and highly valuable; plenty of CAS made our progress even easier. Being exceedingly strong, we could secure closeby HLSs for Byleth to reinforce, resupply and MEDEVAC us when needed.
Slightly less than perfect. 9/10
Pilgrim liked a post in a topic by Blu. in Saturday Mission 11/05/19
Sorry for my swift exit mid way through the operation, had some things to attend to.
Not too sure what happened after I left but the first part was really well done @PARKER nice one!
Anyway not to much to say other than hope it went well!
and some shots I took during the first half
Pilgrim liked a post in a topic by hoofed in Training 09/05/2019
Editing: Nice to see less fog this time but I doubt any military would put helicopters in the air in such poor weather conditions. Light fog is fine in good lighting conditions but in darkness it can really screw with safety. I try to avoid using NVGs because they interfere with reading the cTab but after 20-30 minutes the lighting conditions were so poor they were required. Landings had to be made cautiously because rocks and other hazards were difficult to see until you were within a few metres (the cockpit glass degrades visibility slightly).
The particular UH-1Y helicopters used in this mission have a horribly broken flight model. Although I was able to fly them it was pucker factor 9 a few times on landings. I grounded them soon into the mission.
Not sure if I mentioned this the last time we played but helicopters would not be operating in an area guarded by AA or AAA. Anti-air threats need to be dealt with by an Air Superiority jet (Banshee) or by ground forces before helicopters take to the skies. With a mission like this where we had no runway or jets it might be better to just lose the AAA. Small arms pose enough of a threat to light and medium helicopters.
Execution: Once @Blu. joined, maybe 30-40 minutes in, I switched over to an unarmed helicopter and let @Byleth and Blu get some trigger time in. AAA aside, the main problem for me was the constant small arms fire coming from nearly all directions once I was over the town. Areas that infantry had passed through still had active threats and most of them were not engaged either by ground or air despite me calling them in a few times. I guess I could have nagged everyone but sometimes it’s interesting to see how others react or if they react at all.
AAC flying light attack helicopters need to react more quickly to threats and prioritise threats to Raven/Giant. Infantry need to be a little more thorough when sweeping through an area.