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Post by Crapshoot on Nov 5, 2012 20:53:19 GMT -5
After reading this AAR it looks like I should have went to this game instead of the bullshit little local game I went to. Super regret.
Also, did this game take the place of the second Hells Survivors game that is/was supposed to happen?
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ATS
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Post by ATS on Nov 5, 2012 21:11:57 GMT -5
Hang on, let me make sure someoen you know didnt grab from me, I will check and advise! Give me yer damn Cell via PM bro!
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Post by Pagan on Nov 5, 2012 21:19:01 GMT -5
After reading this AAR it looks like I should have went to this game instead of the bullshit little local game I went to. Super regret. Also, did this game take the place of the second Hells Survivors game that is/was supposed to happen? Not that I am aware of. We're still trying to put that together, we're just having a hard time hearing back from them.
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ATS
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Post by ATS on Nov 5, 2012 22:21:40 GMT -5
Once again, I want to reiterate.. THANK YOU ALL! Especially for the recognition that I try my best to promote a good game, to be in a million places at once, keep guns up and running with tech help, loaners, question answering etc. and of course, giving you all the best deals on ammo, guns, parts and gear I can possibly give! This is a labor of love, because of YOU GUYS! To the new players (new to ATS) thank you especialy for giving me a try - I hope I can lure you back to play once in a while, response, on here and via PM has me really thrrilled... there were damn near a dozen teams represented - either in full force or by members.. and these are the folk, along with new players I have gotten started in airsoft, I love to see come out and play with ATS.. you guys are the "Pro's" of Michigan airsoft and the new folks I have brought in LOVE to see you out, to learn from you, and some have even been taken on as members to a few teams.. this community has heart and great people.. I am glad to be a part of it! Thanks again, for accepting me and ATS as a part of the community!
Thadius
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Post by Guns McBen on Nov 6, 2012 1:13:28 GMT -5
Oh.. for pics, we should get a couple cameras into the Refs hands in these events as they are watching and not worrying about getting shot. Are you kidding? We don't want to get shot! Mostly, I'd like to reiterate everything Arc said. The sportsmanship on the field was wonderful. As hosts, we can plan and plan until our heads explode, but the quality of the event really comes down to the players, and you guys were stellar. Thanks.
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Impulse
New Member
Ayatollah Rock n' Rolla
And on the third day, God created the Remington bolt-action rifle.
Posts: 534
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Post by Impulse on Nov 6, 2012 1:14:19 GMT -5
With the Cold Weather Clothing Crisis winding down, I can take a bit to write down an actual AAR for the event.
What happened:
I woke up at 8:45 and freaked out. Living half an hour from the field, it was going to be tight getting to the event on time - and it had been clearly stated that if you didn't arrive by 9:15, to 'not bother coming'. Well, it took about ten minutes to get suited up, teeth brushed, all my kit in the car, and out the driveway. Vroom. Rushed down 26 mile until I found myself coming up on a pack of sheriff's department cars... so I ducked over to 28 and raced along a rough dirt road, arriving at the field around 9:20. Hold your applause, please.
Most everyone had parked over in the western side of the parking lot, so I grabbed a preferred spot closer to the field and started loading up. Briefing soon, right? Checked in and got in line to chrono... and man, what a line. There was, apparently, one chrono station up for our company-strength playerbase.
First problem of the day popped up in the chrono line, when a Hellfish member started loading up players' magazines for the chrono station. When a guy near me (who I won't identify) was approached, he objected to having to use his own magazines, as they were all 'loaded with expensive .28's'. I offered up a magazine, but the HF associate was determined that each player had to use his/her own magazines for chrono. He then removed a magazine from the player's vest, ejected a number of rounds from it, and loaded up some of his own .20's and threatened to remove the offending player if he continued to 'act like a dick'.
Some time later we got through chrono (another station was opened) and I proceeded to load up magazines and attach my radio. After some time, the players were assembled for rules and briefing. The rules were fairly clearly stated; the briefing was much more lacking - the scenario was described and team commanders were introduced, then each team split into squads and each squad coordinated its radios, roles, and went over the field map.
Gameplay started sometime around 10:40. The OPFOR, in woodland, were dispersed throughout the field while the BLUFOR launched in platoon strength down the main road without an initial strategy being laid out - or even making it clear which squad was on which side. My squad, Bravo, ended up in the center of an assault down a rapidly narrowing peninsula - this quickly got bogged down as we approached the bridge and made contact with what resistance the enemy had to offer.
Congestion in the Dollhouse. This would generally spell out a pattern for the day... getting gridlocked in positions that either side could easily defend. With the Salt River running the length of the field and only a single bridge to cross, this is the main weakness of the ATS field... and tragically, the main focus of the battle was located such that nearly any assault would require crossing the bridge or some nearby deep water.
Seeing that we had a full friendly squad to the right, I group my guys together to perform a CQB-style breach and clear across the bridge and into the thick off on the left. And in squad leader style, I yelled and lead the way... making it cleanly across through a hail of pellets and throwing myself unceremoniously into a clump of dead ferns.
The rest of the assault didn't go so well. Best I could tell, two of my guys - the younger two - followed through, got caught with rounds while on the bridge, and were out of action. The other four or five never left the relative safety of the bank. So here I am separated from my squad by the longest ten meters known to man... another recurring theme of the day. While I manage to creep forward somewhat and put some fire over the sandbag barricade that houses the most obvious piece of resistance, there's no hope for one guy amongst the dozen OPFOR present and I take a hit, then head back past my survivors and a pack of red-hatted ref's warming up around a flaming barrel.
Back to respawn. While I'm here, I confirm that there's something very wrong with my M16's hopup and decide to switch to my other weapon, an M4A1 - but it turns out that the old battery in the backup, which I can't even recall where it came from, isn't holding a charge. So let's take the hopup from my M4 and put it in the M16... as I remove the M16's upper receiver, the air nozzle falls out. hmm. That can't be good.
Fortunately Thadius hooks me up with a Lipo'd out Javelin M4 EBB that happens to be a very sweet piece of hardware. So some 40 minutes after that flop of a bridge assault, I'm back in action, assuring my squad that I'm en route to meet up with them in a defilade west of the Embassy - within the large open field that occupies the northwestern third of the AO. But first, to help out a few new players who don't know the field, I loan out my dead rags to two OPFOR guys and walk them forward to the bridge, then recover the rags and retreat back to friendly lines.
So I know that my guys are off behind the bulldozer, a prominent feature in the central-north area slightly beyond the Embassy - and not too defensible. Hoping to assist or at least assess the situation, I move up on the eastern side of the dollhouses area, into a shallow triangle of woods between the western edge of the AO (an open field) and the northeast-flowing river. This area is pretty unpopular as it's a dead end unless you plan on crossing over. On the other hand, it's often undefended since there's really no reason to be there in the first place. So I creep in, look across, and have eyes on five OPFOR who are relaxing in a large archway structure, and who are definitely more than I can handle. Crossing isn't much of an option, so I start to ease back... and hear noise off to the right.
Huh? That's the end of the field. I lift up to look over and the guys across the river spot me. Pellets come whizzing in, and I take off through a gulley back into the dollhouse without finding out whether that noise to the right was a farmer messing with his trees or what...
Back in town. It's a skeleton crew now, I take up a prone position along the left edge of the bridge, supporting a guy who I wasn't sure, but might have been the CO - same spot my squad had stacked up during the initial assault. We held down there for about ten minutes, perhaps, when enemy troops ended up in too much concentration on the east side - where I'd just been - and we bailed out of there. It seems obvious that the OPFOR are moving outside the eastern edge of the AO and flanking our only possible strongpoint. Well, that explains how we got smacked down so indecently earlier...
By now the whole rear area of our side had broken down, I could hear skirmishes erupting spontaneously all along our side of the river. As usual, airsofters aren't very privy to ambushes, and since I didn't have a way of linking up with my guys above the embassy I chose to set down along the riverbank and knock off any wandering OPFOR in our area. This actually paid off handsomely, netting five good kills before the whistle started for lunch.
Lunch was a bit crazy but not the subject of this post.
Post-lunch festivities meant everyone was returned to their spawn points. The OPFOR spawn point was certainly closer to the bridge - proved pretty conclusively at the last large game, Fight For The Cure - but we decided regardless that our only chance of having good footing at the start of the second half would be to rush all our fastest players forward and take the bridge by speed. I'm fast, so I'll do that... the whistle blows and I set off at a decent-paced run. Soon I'm alone. What, come on guys...
Seeing no glory in a solo charge over the bridge into the bulk of the enemy troops, I opt to cut across the single inch-deep part of the river and sprint off into the thick on the left of the bridge again. I do this... and yep, the OPFOR holds the bridge in pretty good strength. Common courtesy dictates that I radio this in. I move back to see how far forward they are... and spot a whole six friendlies strolling nonchalantly along the riverbank road.
Screw comms. I yell over a warning, which would be suicidal if airsofters paid any attention, but the OPFOR nearby on the bridge paid me no attention. I was definitely heard, though, as the friendly team called back something dismissive. I'm not sure if they were even players, or the refs moving back to their fire barrel. Anyway, that's a lost cause, so I plop back into the woods and put eyes on the embassy defenses, reporting them back to nobody in particular before I pick up on the futility and decide I may as well go 1 vs. all on the plentiful defenders... which I do, and head back to respawn.
Rollin' out. Nobody's with me - but at least this time I've gotten in contact with the rest of my squad, who for some reason have holed up behind a berm in the western plains. I cut across that same shallow part of the river, skirt left through a clump of trees, and enter the south edge of the plains. Spider-crawling across, I caught sight of about four of my guys right where they said they'd be. I signaled across to them without much result... then settled in to adjust a bit of my plate carrier that had come loose when BWAP BWAP. A five-man group of greenside guys snuck right along and took out the rest of the squad, still fifty meters out, without losses.
We headed back through the dollhouse with dead rags on and observed that the OPFOR had pushed forward and developed the battle within the suburban regions of the field. I had my guys hustle along a road to quickly get out of the way - a reasonable thing to do as long as you're obviously dead - the BLUFOR troops of C squad at the end of the road did not light us up. Nor did they light up two OPFOR players who chose to follow us down the road, using the dead players as cover and schwacking two of the BLUFOR guys. I looked to the refs around the burning barrel, who looked on without interest. Gotta stay warm out there.
Alright, the day's definitely come down to a stalemate now. There's been enemy troops in strength every place we've probed - and it's becoming clear that a good number of BLUFOR players have left the game entirely. I do, however, have my entire squad together, as well as another fireteam of miscellaneous respawners.
We look over the map, and I point out the 'Chemical Weapons Facility' marked on the near side of the river, on the east end of the field. That's very interesting to me, as that area has always been off-limits at prior games - yet there it is on the map, shown as in-play. Maybe we cut a deal with the guy who owns that land? That would explain the players moving in the eastern field earlier in the day, as well. We concluded that there must have been some ruling to make that area in play, and it's our only feasible route to reach the enemy rear areas where our secondary objectives are located. And we've got a good number of shooters. This is gonna happen.
Final strike. Acting as one well-oiled machine, Bravo Squad (Augmented) moves at a crisp pace back into the playing field, with eyes open and guns up, very ready to fend off any skirmishers. No one messes with us as we leave the road and cross a thickly wooded area to enter the 'Ghost Town', a mess of building fronts and rail cars. We maneuver swiftly through these areas, properly utilizing two light machineguns to eliminate several enemy players and send the rest running. A series of bounds carries us up along the western edge of the AO, where we split off the augmented component to hold off OPFOR in the Dollhouses while six of us head north along the eastern bank and into a thick, unimproved wood.
The next twenty minutes were split between hiding and attempting to defog goggles and swiftly evading a small group of OPFOR that seemed determined to sweep us along into... what? We never spotted the dustpan, just hustled along and kept out of reach as we moved toward the market location of the Chemical Facility. To cut that short, it wasn't there... it was a little silver bowl/ball/tin on the western bank.
Now firmly in the enemy's territory, we continued North to look for a place to cross and search their main base. We'd been told that a live survivor from the embassy was located here... and now, increasingly frantic and low on ammo, we searched for a way to find him without getting caught in a wave of freshly respawned OPFOR.
That never manifested. Near the base - one of the cooler parts of the field - a lone defender began to spray in our direction (I believe he was dry firing). We still had a few followers playing the hammer, and the anvil was going to materialize out of the respawn point any time now. We had to cross over and get into that base... which didn't work out. Again, only I got across, and broke left. The others either realized that the water was much deeper than we'd thought or simply got hit. So back to earlier... I'm running through alone.
The hostage wasn't even in that base, but rather back at the embassy.
That pretty much brought an end to the game for my guys. We trekked back through the bridge area, and happened to see a mixed group of green and tan players walking up toward the embassy (I determined that they had to be a UN delegation). We went back to spawn, reloaded some magazines, and while discussing with Thadius, the decision came out that the OPFOR had decisively won. That brought the game to a close; although about ten of us continued to play speedsoft in the embassy area until it was too dark to play. This part of the day was... pretty fun.
So the meat of the AAR:
The GOOD: The field was well-developed, and we had a genuinely decent batch of players, no question. I saw no incidents where hit-calling was a problem, and comms were widely used, which could have enabled us to execute some better-developed plans. Neither team played abysmally, and even though we had a good quantity of new players they didn't seem to be a detriment.
The weather was cold, but cooperative. Properly dressed players were able to deal with the conditions without problem; improperly dressed were in thermal danger. (The bit about my jacket missing? I gave it to some guy during the briefing who was wearing a t-shirt and vest. Temperatures were in the upper 30's. This is a safety issue.)
The BAD: The scenario was developed outside of field bounds, and no effort was made to correct it; no referees were allocated to ensuring that players stayed within the field at the very few critical borders.
The scenario was not designed to adapt to battlefield conditions. Initial objectives were set, at then it was left on the CO of the attacking team to determine which objectives would be met - and to the best of my knowledge the CO didn't issue orders at all.
The officials did not keep track of player counts on both sides, leading to an eventual imbalance.
The officials ignored abusive use by some players of the dead-man system, in which living players moved behind walking dead men to gain a tactical advantage.
Dead men in general were problematic. Kill rags were widespread, but not ubiquitous. Dead players frequently continued to stand in the way of a firefight, rather than moving quickly out of the battle or getting on the ground. This also led to problems where dead guys standing around without kill rags were confused with living guys standing around relaxing - and then suddenly shooting at us.
The field too strongly focuses on a single bridge crossing - which brings any match to a complicated slugfest over one piece of terrain. Adding the Embassy building helped (that is a fairly recent addition), but focusing the game around the most difficult part of the terrain does not lead to good gameplay. And this game was unshifting.
The whole bit at the beginning, at the chrono, was uncalled-for bullying by the officials. Not only will using my magazine not affect another's gun's performance in any way - promise! - but physically removing a equipment from a player and shooting someone else's BB's onto the ground is entirely poor conduct.
Players prepaid because there were props to be procured... where were those props?
The FIXES: Know the terrain you're working with before planning an op on it. I have a new, USGS-styled map of the field in production, which will clearly mark all borders and structures - no more use of outdated satellite photos.
Have a dynamic, evolving storyline planned into the game. This is one thing I certainly expected better from such an experienced group as the Hellfish. The day could have begun with the embassy's capture - including the drama where the US forces call for assistance and friendly units nearby (the rest of the USA forces) aren't allowed to go in to help them. (Yes, that really happened. Place blame where you will.) Then the US could have swarmed in with overwhelming firepower and air support, but then be stuck without respawns in an unfriendly city, as would have also likely happened... see, this stuff is more exciting than 'keep attacking that building! all day!'
Ensure that COs and XOs, if chosen from the players rather than officials, are well-versed in what is expected and given a general plan of action for the event. They aren't strictly tactical managers; they're also a very important part of the individual players' experience. If a CO isn't actively coordinating his teams, the teams are likely enough to just run off and do their own thing.
Improve community expectations for dead players. I support a policy which requires players to either a) have three points of contact with the ground (example, both feet and butt) and move to stay out of the way, but staying down to not catch bullets or divert attention from living players, or B) be moving at a brisk pace with kill rag on head, weapon slung, and magazines out.
Build another bridge or two. My own labor is volunteered, of course. This does fall back to the property owner's desires more than ATS's.
Summary Good players, lazy officials, poor scenario design, moderately ok day.
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Post by M.S.-ARC on Nov 6, 2012 9:10:06 GMT -5
HOLY CRAP SOMEONE LIKES TO TYPE Here's what I feel should be addressed right away. I'll edit and add more if more comes to mind. This should have been brought up during the game so that it could have been corrected. That being said though, everyone was working with the same boundaries so that wasn't an advantage for either team. The refs cannot be everywhere to monitor everything so a little of the responsibility falls on the players to monitor themselves as well. We do not get paid to ref and we actually sacrifice being able to join in the fun when we ref but we do the best we can with what we have. The green CO didn't have any of those issues. Take that up with the tan CO. In a game like this, communication is key. Also on more than one occasion I read that you decided to go on your own and take on the other team. That only works well in the movies. I have a feeling that added to your frustration a little. There were some shifting done prior to the event to try to keep it as close as we can but we can not control who actually shows up. There were quite a few guys on tan that did not show. Take it up with them for leaving you high and dry. This was specifically addressed before gameplay started after the lunch break and this was adressed on the field on a person by person basis as well. I remember telling some guy personally that if he wanted to be healed by medic, he can't walk to one because technically he is injured or dead. Most of those dead men were standing there because they chose to wait for a medic rather than walk back to spawn. They definitely should have at least sat down. That's something that is beyond any organizers control to micro manage every players actions on the field. I completely agree with that. The single crossing creates a choke point for those who were not willing to get a little wet. I know there were a handfull of people who had success though when they decided to man up and get wet. I do believe that ATS will be adding more crossings though in the future. If you think that was bullying then you must have had a rough childhood. I was not there but I'm sure we are not getting the full story here. With that being said, please PM me your paypall adress. I will personally reimburse you the cost of those bb's that were spilled on the ground. Must have been a dollar at the most unless you got those really expensive diamond bb's. Were you not playing on the same field? There were almost 100 manila folders with codes inside spread all over the whole field. That wasn't cheap. There was a working electronic bomb that was at the embassy that had to be made from scratch. The bb's that were used to chrono everyone were not free. There were items located by the openings for the electric lines that were supposed to replicate a chemical weapons lab. There were a few other minor things used but if you didn't see them then they didn't exist. Thanks for the feedback though. We do try to make this a good experience for as many people as we can. If you do not like the way we run games then please do not attend our events. It's that simple. In a large group setting, you can't please everyone.
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Post by Deaf_intheleft on Nov 6, 2012 9:58:31 GMT -5
Had a good time. Got shot in the face, that sucked. Good job everyone.
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Post by Knief on Nov 6, 2012 10:08:14 GMT -5
Impulse, I appreciate you taking the time to write all that out, but to be honest, I think you're seriously misinterpreting the role and the motivation of the event hosts, and the role of the players. I saw one player out of bounds. He was to the east of the woods walking along the treeline in the field (not the field with the embassy, the field on the other side of the play area). The field that the embassy was located in was in bounds and it was used. The river was in bounds and it was used. The woods to the west of the river was in bounds and it was used. I know that on the map you draw, you draw the field boundary at the woods. That was not the field boundary for this game and it was never expressed as such. However, if you had a question about the boundaries, you could have radioed a ref for clarification. We were on channel one and other players were getting a hold of us all day. I didn't hear a single communication from you. The scenario was written specifically for this field. That's how milsim games work. Your CO gets objectives, it's up to him to get his team to complete them. This is not the job of the referee. Let's be clear about this, because it's important. Properly utilizing your command structure, engaging in good team work, and maintaining a competent communication network is the point of the milsim game. That's why players are there and that's what their job is. Green team was a shinning example of that. They were in communication all day, their CO was active both in the fight, but more importantly, in leading his team toward objectives. He strategized, he communicated, and his team dominated because of it. We kept track and we moved objectives accordingly. The chemical weapons factory was placed forward of where we originally planned. It was largely unguarded and Tan never made a push for it. The majority of the envelopes were located in the southern most village. I never heard tan even try to complete the code. If you didn't know you were supposed to do these things, talk to your CO. We never ignored it. We responded to a few of these problems throughout the day and addressed it at the post-lunch briefing. At a certain points, player conduct comes down to the players. Largely, everybody did a great job here. The use of dead men as shields was a problem. We talked about it and it apparently continued. I only saw one instance of it after lunch and the attacking player let out a barrage of fire until the [intentionally] blocking dead man moved and the hiding medic took the hit. That's not a bad way to deal with that. Cross the river, everybody else did. We can't change the size of the field, but we do hope to build some more bridges in the future. This player was knowingly trying to get a 430 FPS gun into the game. Before the chrono line, he came up to me and argued that his gun should be allowed because if we give players with a 400 FPS limit a 10 FPS buffer, and then add a 10 FPS buffer on top of that (we don't), then he should get an additional 10 FPS buffer. I told him no. He then went to Thaddius and argued the same point. Thaddius told him no. Then, in the chrono line, he repeatedly refused to give up his mag to chrono. I see that player as a very high cheating risk (my suspicions were later confirmed when a reputable player here reported an admittedly hilarious story about that same player not calling repeated hits). Yes, I'm going to demand that he follow my and any other ref's directions. He doesn't comply, he doesn't have any business in my game. A bag of 3500 .28g bbs costs what, $13? That means that each bb costs $0.0037. If sprayed a full 130 round midcap mag on the ground, I would have cost him 48 cents. I didn't. I sprayed about 20 bbs out, and cost him about 7.5 cents. Call it asshole tax for his conduct later on the field. There is a fair point to be made here, though. I had to go on the field and distribute props, and I left Guns McBen to run the chrono station. He had never done one solo before, and while he kept the line moving pretty well, he didn't think to communicate the "come with an empty mag" rule to everybody. Yelling at everybody to come chrono and how to do it is typically my role, not his. That was a lapse in our communication. In defense of that, it's standard practice at every Hellfish game to come to chrono with an empty mag. It should be standard practice on every field for obvious reasons. Most players did show up with empty mags. The ones who didn't had a 7.5 cents worth of bbs dumped. I can't feel too bad for that, especially when the game was already getting off the ground late and sending players back to the parking lot to empty a mag would slow everything down. Players prepaid to ensure attendance on a cold day. Players prepaid so we knew we had enough money to buy the necessary props and didn't go into a hole on the game. Those props were on the field. They were the bomb, the folders you were supposed to pick up, and the chemical weapons factory. The bulk of the prop money went into the bomb because it was A) complicated and B) going to be used by both teams (either wiring it and arming it or disarming it). Tan team couldn't get close enough to it to disarm it, but that doesn't mean that it wasn't there. We did know it. Hellfish have played there before and those of us who hadn't scouted the field a few weeks before the game. We knew the field and we designed the objectives for the field. If you can put a better map together, go for it. What you're asking for here is isn't for dynamic objectives (you had those, provided by Zulu squad). You're asking for us script the outcome of the game and diminish the actions and achievements of the players. If you want to play in a scripted game where your actions don't matter, more power to you, but you're going to have to look elsewhere. We'll modify game parameters if we've set up an objective or obstacle that's accidentally unfair by design (the spawn point in Shores of Tripoli I is a great example), but we're not going to change the game because one team is performing poorly while the other team is performing well. It's on the players to perform. Your comms weren't up to par, your CO could have been more effective, and your ability to accomplish objectives diminished. We're not going to kill an entire team holding their objective because of that. If you take the objective, you create the setup that you just asked for, except the players made it happen[/i]. "Keep attacking the building all day" stops when you take the building. You had opportunities, players on both sides have acknowledged that. You didn't capitalize. It's not the hosts job to intervene in that. COs and XOs were briefed after the main briefing. They knew what was going on. Green's CO got the same briefing as Tan's CO. Green team didn't have a problem. Most of this is already expected. The few violations we saw were largely from players who haven't played in a lot of MiA games. We didn't think to clarify this in the briefing because honestly, it's never been a problem before. We'll be sure to address this at future games, especially with larger contingents of non-MiA players. But no, we're not going to mandate that everybody has to have three points of contact with the ground when dead. That's absurd. The hostage was moved all over the field. He's a hostage, he's mobile. Your map says "approximate location of hostage." Approximate meaning that he may move. He did. Intel can't be perfect on a mobile objective and you have to adapt to that on the field. That's where your dynamic game play comes from. Fair criticism is fine, but what your complaint boils down to is that we didn't intervene in the game and accomplish the tan objectives for tan because tan couldn't do it themselves. That's never going to happen at a Hellfish game. The teams weren't balanced, but that had nothing to do with numbers. Did you watch what the green team did after the command brief? They gathered into a large group and the CO and XO explained their objectives to their players and gave everybody instructions on what to do and where to be. Did you watch what the tan team did after the command brief? They split up into a bunch of small groups and bullshitted until game time. That's the imbalance. Green team prepared, communicated and executed. Tan team didn't, and that's really all there is to it.
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TICK
New Member
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Post by TICK on Nov 6, 2012 10:25:18 GMT -5
Knief....you guys did a great job overall. There are always some players that you just can't please. I think everything was ran well and I didnt experience any issues that wernt addressed and fixed. Sportsmanship was pretty good on both sides. There were some instances where there were 10 or 15 green guys standing around not doing much in the embassy while we held it down but Tan never really came close to getting in. I do give props to tan for having a very tuff day. We will be workng on the field adding some bridges so that there isnt a single crossing choke point. I give props to my fellow HOGs, damn good job holding the embasy.i had fun and look forward to the next one.
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Post by Exodus - SK on Nov 6, 2012 12:11:26 GMT -5
Knief you guys did a great job, as mentioned you will always have people who aren't happy mostly because they are sore losers, not that airsoft is win lose but I think you all know what I'm getting at.
I appreciate the praise, Nappa and I worked hard to keep green moving and they worked hard to keep the action going. Tigger I can assure you that players that appeared to be standing around in the embassy had orders even of they weren't apparent. Yes Hog was up front but several were working on a complicated bomb, others were close security on that bomb because you guys were doing fine up front but just in case I wanted a retrograde position established. Others toward the end I had standing around "appearing" to do nothing but they were staging a trap for Zulu squad. And sure some people stood around chatting...people need breaks and enjoy a quick b.s. session with friends we don't get to see often.
Overall everyone on green did a great job. Hogs held the line, SK ran all over the place without complaint, and X's crew did well assaulting the front tying down tans resources to the last man, sorry I didn't get you those reinforcements I promised.
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Bones
New Member
Hellfish! Whaaaaat.
Posts: 538
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Post by Bones on Nov 6, 2012 12:23:18 GMT -5
I had a good time at this event, even thou we got our asses kicked. Great job Green team. You did what your where supposed to do.
Had a great time time running with Alpha. I think we were supposed to be the biggest squad on Tan, however we ended up with 6.
Good running with Kurt19, and his buddy, and of course my bro Casper. We tried every way to get into the embassy only to be repulsed by green, even crossed the river 5 times.
Very cool to see the Hellfish, ODA, RFA, and the Suicide Kings out at this field. Good times.
Tan Played hard but just couldn't get it cordinated. Oh well next time.
Pagen, and JD. I know how you guys came up with the "lets ambush the CO moves". All I can say is Duck Sack.
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Post by Pagan on Nov 6, 2012 12:26:10 GMT -5
All I can say is Duck Sack. This is the mantra of the day....
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Post by Xenu - SK09 on Nov 6, 2012 12:26:27 GMT -5
I had a great time at this event and it was nice to meet a lot more MiA members. Shout out to my green team for working hard and pushing obj the whole game. I can't wait to play at that field again in the summer.
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Post by Exodus - SK on Nov 6, 2012 13:18:09 GMT -5
All I can say is Duck Sack. This is the mantra of the day.... You are welcome. Justin and I worked hard to figure that out.
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