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Infractus Contego AAR

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Author Topic: Infractus Contego AAR  (Read 148 times)
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Swayzesghost88
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« on: October 03, 2011, 07:22:32 am »

I was not able to make it to the bridge to see the action but it looked awesome from a distance. I hope everyone had a good time. I wish I could have played but ref duty calls. I appreciate the AOW guys coming and setting everything up, the pyro was my favorite part. I hope we can have a game like that again soon!

Post here what you thought of the game. Also let us know field improvements you'd like to see. Thanks fellas.
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« Reply #1 on: October 03, 2011, 08:27:39 am »

I think the game went well, overall. The bridge was a good fight, but the best fighting was over the 3 Ariana guys that were "dead" as we tried to get them out. All the fighting was in an area not much wider then 70-100 feet. The "tank" was a nice addition and may have made it a little out of balance, but corona still put up a fight with it there.

Was no arguing that I heard. Most everyone called their hits. I had a blast. Can't wait for the next one.
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« Reply #2 on: October 03, 2011, 12:45:15 pm »

I had a great time.

The Good:
New field for me and I enjoyed playing the new terrain
Some fun pyro, smoke, "tank", etc made game fun
No arguing and people calling hits for the most part
Squad respawn rules and medics seemed to work fairly well keeing people from long respawn times.
Overall very enjoyable

The Eh:
The tie/untie knots deal was cumbersome and ended up getting dropped by most people I saw. They just defaulted to 30sec(which was the other option). The knots in the medkits that were handed out were really hard to undo for people without nails(most guys).

The Bad:
The teams were very one sided. In general the whole day it felt that ariana had more people(not sure if they did or not), better strategy and excecution, as well as a truck(rules on this need to be adjusted). The truck rules seemed to favor the truck. I think if possible the truck should be able to be killed permenatly, or have the vehicle be able to be "stolen".
Communication was also not very good concerning the objective, expecially after lunch. Ariana took the village so fast that it seemed the only people they found were themselves(hence spawning a fair amount of team killing). And for a good 30min or more 20 or more ariana forces kinda stood around not knowing what to do, or where to go. As no enemies were in sight.

Another side note, we had a couple people "defect" from corona to ariana in the second game(still wearing ICUs) which was very confusing and caused team killing.

I do not bring up the negatives just to be negative as I had a great time. Just some possible avenues for improvment.

P.S. "Tank" makes a very good distraction allowing for easy flanking and elimination of groups focused on killing it.
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« Reply #3 on: October 03, 2011, 12:53:38 pm »

The BAD:

Armor rules definitely favor the vehicle, just as in real life infantry is hard pressed to stop even lightly armored vehicles.  Corona had the tools to disable the vehicle but also just as in real life those tools were found to be unreliable. If you have a reasonable adjustment to the armor rules please provide it, as we are still working the kinks out on this initial set up.

To permenantly remove or allow the vehicle to be captured and used by the other side does a disservice to those who invested in and built the vehicle.  Better anti-tank weapons are the answer.

Capturing the village:  Capturing the village was never the objective, eliminating the Coronan forces was the assigned task.  Failure to understand the objective is a common factor in MILSIM games.  Listen closely to what the briefer tells you.

Can't tell you why some Coronan players defected to Ariana, we were unaware of this aspect.
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« Reply #4 on: October 03, 2011, 01:50:53 pm »

All in all I had a blast I only had on instance where I nailed someone at 25 yards and it made that distinct sound when a bb hits a bdu or pouch on a vest, guy did not call hit and then lit me up as if I was nothing. I walked away and said f it.
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« Reply #5 on: October 03, 2011, 03:09:43 pm »

Just as a disclaimer I was not even going against the vehicle as I was on ariana, so not frustrated about it or anything. Just some observations...

I agree it would suck to invest the time and money to bring it and then have the other team get it mid-game. But at the same time, if you are gonna go with real life, that happends. I would agree that better anti-vehicle weapons is the answer long term though.
There is just a line in airsoft between making it realistic and making it at least somewhat balanced. The weapons they had to stop it as your said were unreliable and also fairly limited. Since the vehicle can be fixed/respawn and only one team has it, we might could have tried to balance numbers or give more anti-vehicle weapons or add different ways to kill it etc... To be honest I don't know the best solution. Perhaps have a way to eliminate the vehicle so that it has to drive all the way out of combat back to base perhaps, wait a certain amount of time then come back. Thus, giving the defending team a break from it so they can either push back out their defensive postion or regroup and re-deploy defenses.
Obviously the game was a sucess and people had fun, not a lot of complaints and no fighting, so I am mearly commenting that we need to look into the rules and determine the best most fun/balanced/realistic solution.


As far as the objective, we knew it was to eliminate Coronan forces and not taking the village(as well as some pilot commander aspects). We simply took the village(which is where first contact was), killed everyone in it, then continued to search around for more people only to find very few. With little direction from command it makes it difficult to know where you are searching.
It would be like getting orders to go to a country start at a particular location and just kill enemies in that country. After you take the first location hard to know what direction to even begin to look without any direction.

Again, overall it was a sucess everyone had fun. I just thought having some more defined/controled objectives would have helped with some confusion.
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« Reply #6 on: October 03, 2011, 04:16:34 pm »

As stated by admins several times on the forums and at the game, if you thought there was not enough info on objectives you did not read the op material provided to you. AOW games benifit those who work towards victory, not just show up and expect spoon feeding during briefing.  From my standpoint, lisening to all comms this was very clearly a problem on both sides. The quick victory for corona, although it benefited some from having a lav, seemed to me to be the direct result of two major issues
1 lack of coordinated defence of the bridge, the defenders who came back and described the situation to us admin made it clear interlcking fire was not used to keep the bridge closed.
2 reliance on "silver bullet" items for the heart of the defensive strategy. Two occasions one of which mentioned here in the aar
  A) unreliable anti tank weapons- vietnam, the first LAWs were notoriously unreliable, but troops worked around the problem.  Corona however counted on being able to knock out the tank without a contengency plan.
  B) saw covering the bridge broke- this was to be the main bridge AP defense strategy weapon, but when it failed there was no contingency in place to negate the failure

Battle is like standing dominoes, if you plan everything to  count on something else, all it takes is one failure to wreck the whole thing.
Had the bridge been the killing field the admin set it up to be, with noone able to clear mines without dying, the use of the apc would have heen negated, it would have been left veulnerable waiting on the bridge to he cleared.

As for the fairness of having an apc, well thats life, war is seldom fair. However, i think repairs could be limited to a certain number because you can only carry x amount of parts to fix broken stuff, but thats about all i can think of.

All in all everyone seemed to have a good time, and from the admin team id like to thank all who attended and participated  for keeping our job easy and enjoyable and making the game a resounding success.
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« Reply #7 on: October 03, 2011, 08:33:57 pm »

Im am more than happy to hear the good AARs.

on the tank issue. at OP red dawn we had a "tank", while i was not excited about the balloon ideas, it worked. (creeper had put several balloons  on the trailer that had to be shot out to disable the gun ports. they could only be used when the balloons were replaced. if all of them are shot, then the trailer was disabled until they were replaced).

this was a good idea to start with.

another idea is once disabled, it takes X amount of time for it to be repaired. if all soldiers are killed, they must all respawn and "retake" the tank.

on the disabling of the tank. how about some "sachel" charges. mayhaps a bag with a small amount of flour in it to denote the explosion.

just some ideas.
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« Reply #8 on: October 03, 2011, 09:54:32 pm »

Im am more than happy to hear the good AARs.

on the tank issue. at OP red dawn we had a "tank", while i was not excited about the balloon ideas, it worked. (creeper had put several balloons  on the trailer that had to be shot out to disable the gun ports. they could only be used when the balloons were replaced. if all of them are shot, then the trailer was disabled until they were replaced).

this was a good idea to start with.

another idea is once disabled, it takes X amount of time for it to be repaired. if all soldiers are killed, they must all respawn and "retake" the tank.

on the disabling of the tank. how about some "sachel" charges. mayhaps a bag with a small amount of flour in it to denote the explosion.

just some ideas.


Yeah I hate you missed it man!! I only got there for the last half, but I had a good time!  

I'm glad you remembered the RED DAWN "tank" lol!  Yeah the idea with the balloons works, but next time, I'd build the boxes better, mount them OVER the gun ports instead of under, and find better balloons! Lol!  Well I can't really say "better", because apparently, I found the TOUGHEST balloons known to man!!
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« Reply #9 on: October 03, 2011, 11:27:43 pm »

I had a lot of fun. It's really got me pumped up again for airsoft I can't wait to play again.
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« Reply #10 on: October 04, 2011, 12:25:35 am »

Great Op guys,
I know the gang from MS-TAC had a lot of fun. 

The first game was more about the tank than anything and I think we would have liked the fight to go on for a bit longer so our ford of the "river" wouldn't have been in vain, but like cloak said little problems add up and corona just had a good bout of bad luck.

The second game was a lot of fun because the village and surrounding areas gave a good battleground for us regular foot soldiers to shine.  The scenario may have been planned out well for this segment but the radio communication or lack thereof really left us in the dark.  Try as we might with MS-TAC and another squad we ran into we could never seem to get definite answers about the status of objectives or locations of other Ariana team members (hence a lot of team killing).

Those are just observations about the things that I saw that were not so great, but on a whole that was some of the most friendly and honorable airsoft I have ever played.  If you guys keep planning these events I'm sure MS-TAC will keep on coming! Oh and the tank was a great addition to the mix.  I do think there needs to be some more tweaking but it seems to add a lot to the game.
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« Reply #11 on: October 05, 2011, 02:16:27 pm »

so how many peeps showed up?
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« Reply #12 on: October 05, 2011, 06:58:12 pm »

The count I heard was between 55 and 60
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« Reply #13 on: October 05, 2011, 07:43:04 pm »

My count was 56-57
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« Reply #14 on: October 07, 2011, 06:31:32 pm »

As stated by admins several times on the forums and at the game, if you thought there was not enough info on objectives you did not read the op material provided to you. AOW games benifit those who work towards victory, not just show up and expect spoon feeding during briefing.  From my standpoint, lisening to all comms this was very clearly a problem on both sides. The quick victory for corona, although it benefited some from having a lav, seemed to me to be the direct result of two major issues
1 lack of coordinated defence of the bridge, the defenders who came back and described the situation to us admin made it clear interlcking fire was not used to keep the bridge closed.
2 reliance on "silver bullet" items for the heart of the defensive strategy. Two occasions one of which mentioned here in the aar
  A) unreliable anti tank weapons- vietnam, the first LAWs were notoriously unreliable, but troops worked around the problem.  Corona however counted on being able to knock out the tank without a contengency plan.
  B) saw covering the bridge broke- this was to be the main bridge AP defense strategy weapon, but when it failed there was no contingency in place to negate the failure

Battle is like standing dominoes, if you plan everything to  count on something else, all it takes is one failure to wreck the whole thing.
Had the bridge been the killing field the admin set it up to be, with noone able to clear mines without dying, the use of the apc would have heen negated, it would have been left veulnerable waiting on the bridge to he cleared.

As for the fairness of having an apc, well thats life, war is seldom fair. However, i think repairs could be limited to a certain number because you can only carry x amount of parts to fix broken stuff, but thats about all i can think of.

All in all everyone seemed to have a good time, and from the admin team id like to thank all who attended and participated  for keeping our job easy and enjoyable and making the game a resounding success.

pretty much true but in my defense the saw worked fine untill the g&p 120 literally nuked turst opened it up afterward looked like a murder scene
and two for the launcher rounds are hard to find offline and didnt have enough time prior to event to get a warm and fuzzy
but yeah all you said was true



that is all
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