How was the weekend?
#1
Posted 15 November 2009 - 07:10 PM
Its the first of many modern games and I hope it hit peeps expectations. Site needed to be bigger is my main gripe, SAS needed more space to do proper recon!!
cheers
Josh
#2
Posted 15 November 2009 - 07:50 PM
Thought it went really well, everyone got stuck in the in the way that they should. A shame that the SAS didn't get to stay covert, a shame that so many of the Mercs didn't show up, a shame that we were playing in gale force winds but it didn't ruin the day at all - everyone adapted. Great work!
#3
Posted 15 November 2009 - 08:07 PM
I think as you have already said a bigger site would have helped us SAS stay more covert. Also I think that having the same numbers as the other teams but being expected to defend as well as attack was very difficult. To make this perhaps more balanced by putting say 5 wells in the village then 2 for us SAS to defend might have made our job more feasible.
Also I know this has been already mentioned on the day but Real Steel limits might have added another element to the game by a, making you pick your shots very carefully and b, it levels the playing field a little as it means those with completely tricked out guns can't just pull the trigger and not worry about reloading that much whereas with real steel a couple of bursts from them and they would have to change mag. just a thought.
I also think that if the PMF were restricted to just pistols, shottys and small SMGs and weren't allowed AEGs then the objectives would have been more achievable without you pulling 2 units out from the village.
I know this generally sounds quite negative but I did really enjoy the day and would do it again in an instant just thought I'd give some constructive feedback.
I also completely understand that some of these aren't possible when people are paying £26 for the day but would be more achievable on an event weekend.
Sorry for the essay! and thanks for reading it!
Stargazer
#4
Posted 15 November 2009 - 08:45 PM
Regarding the senario from a SAS pospective. The covert side of things was brilliant and your right a larger site would have aided us no end on that front. The one big thing that stoped the covert side of things for us was the out and out assault we had to throw on the villege to get out data. Theres only one way into that place and it just happens to be through a hole team. So sneaky beaky went out the window there abit. Had it been on a site with more than 1 realistic way into an urban enviroment I cant see that kind of thing being a problem at all.
I do like the idea of real steal. I personaly have never played real steal but wouldnt say no to giving it a chance and from what Iv herd from people that have played it is that it does add to the feel of the day no end and I do think you created a brilliant feel to the day.
So once again thank you for the day. I look forward to seeing you all soon.
Curtis
#5
Posted 16 November 2009 - 02:16 PM

#6
Posted 16 November 2009 - 04:43 PM
Some brilliant firefights and excellent teamplay from all sides. Would like to try it again on each of the other teams.
#7
Posted 16 November 2009 - 08:20 PM
#8
Posted 16 November 2009 - 09:18 PM
As for feedback, I thought it worked quite well and when I was huddled in the rain waiting to be attacked my imagination ran wild and I gave a lot of thought about the feedback and suggestions you asked for :-) So here are my ideas for adding to the great day;
I think the SAS team was too large for covert ops and their objectives of retrieving data from the village was never going to be covert as there is no real way of sneaking into the village unseen.
Maybe another way to have run a covert SAS team was to make the squad maybe much smaller maybe 5-6 people.
Then make the MERC team and PMF teams larger (20 members each) with the PMF patrolling the wells, let’s say 3 three man squads patrolling the wells. With one of these squads holding the info the SAS need on who the chef is on the merc team.
Then the SAS team can be truly covert maybe setting up ambushes to recover the Intel they need to kidnap the chef. Obviously if the whole MERC team guarded the chef when poising the wells it would not work, so let’s say the chef can only be escorted by a max of 4 MERC team members then the SAS could also kidnap the chef by ambush and doing proper covert ops.
Keep the PMF objectives the same only adding they have to patrol the wells with a minimum time or metre distance between patrols. If you kept the MERC team scenarios the same and added an additional mission of trying to place charges in the village to blow up the village once the Intel had been retrieved regarding the oil wells.
British SAS - Covert (Starting in the copse or out of site)
1. Ambush PMF patrol to retrieve Intel on the CHEF (I am not creative enough to think why the pmf would have this info though.)
2. Try to arrest the CHEF and return him alive to the SAS HQ
MERC ‘Magnum’ – Aggressive (Starting the far side of the village, Respawning at the far side of the village to start with, Respawning at the Barn once captured)
1. Locate Intel on the Location of the Wells from the Company buildings (Building 3 is a secure area only available to PMF but not as a respawn but a prison and all prisoners must be taken there.)
2. Take control of the Workers Barn and Storage facility
3. Return to office buildings to plant explosives to destroy the village
4. No MERC is left alive in the field. Single shot to the body ONLY 4. Escort the Chef to 5 or more wells and poison them (max of 4 men escorting the CHEF)
5. Keep the CHEF safe, if he is lost you must try to get him back.
6. As soon as 4 or more Wells are poisoned pull out of the field and get back to MERC HQ.
PMF – Marshal Security – Defensive (Start spread out in the buildings in the village, During initial merc squad respawn is the gun nest on the track, once they have resecured the village after the initial Merc attack the respawn will be B5 until/if B1 and B2 are lost, then B10 and once B5 has been taken the respawn would move back again)
1. Protect all the Office Buildings
2. Patrol the wells( there must always be 3 three man squads patrolling, only one squad holding info on who the chef is...)
3. Arrest as many intruders as possible and escort them to the Police office. They can return to their HQs one they have served a 5 min penalty. 3. If the CHEF is arrested, he must be escorted to the PMF Office at B3 and held for 10 minutes and then executed. He then returns to his HQ
#9
Posted 23 November 2009 - 12:53 PM
Curtis
#10
Posted 23 November 2009 - 05:13 PM
Curtis
Hi matey, sad to say you have got the wrong end of the stick there. The SAS where covert becuase they wernt supposed to be there! They had been tasked with protecting the wells for political reasons, finding more about EVE and arresting the CHEF was a british govenment extra. The story in the brief explained that. Ill post it up when im back at work;)
#11
Posted 23 November 2009 - 06:00 PM
Was simply a point raised at the teams birthday. I get the SAS are never ment to be anywere....not eaven hear. If the EVE and CHEF were secondary I may have to linch are Co for making us push the villege for the secondary info if the wells were our primary.
Curtis
#12
Posted 23 November 2009 - 06:25 PM
The biggest problem the SAS had was space to move - there was none and that has been acknowledged. Given more space, I would've expected things to have been a lot better, and would've allows the SAS to be a lot more covert when required.
- GMA Graphics
#13
Posted 23 November 2009 - 06:28 PM
Curtis
The intel in the village and the CHEF were secondary. However we did need to complete all objectives. The CHEF was the person trying to poison the wells so by capturing him we would have been protecting the wells. Also seeing as the SAS was made up of 1 large squad who made it very clear they wanted to stay together as a squad and not be split up we had no way of protecting all the wells. The assault on the village should have been a very aggresive and quick attack to get the intel we required. Not the 2+ hour slog it turned into recovering no intel leaving the wells unguarded for so long. Later when a 2man team went into the village to recover the intel they went through it extremley fast getting the intel in no more than about 20mins. My orders to your squads CO was for one of the FOP teams to go into the village, it was his continual requests for the rest of his sqaud that resulted in the wells being unguarded.
Yes we could have spent the entire day defending the wells and doing none of the other objectives. But that would have meant your entire squad spending the entire day split into 3 units hiding out of site in the strong winds and pouring rain that was coming down. The guys i spoke to an hour in werent impressed theyd been doing it for an hour so I cant see them wanting to do it for the 7odd hours the game went on for. Can you???
#15
Posted 24 November 2009 - 07:54 AM
The game was good and a senario worked which was the important thing, the learning curve for me is to;
a) Continue to use tudders as a pre game site as it has all the features we're going to come across on a main event even if they are smaller and allows us to find out what the games going to be like at £26 rather than £55-£95 site depending!!!
c) Be sure everyone on a covert team want to play covert and work in small groups. The covert objectives were added only a few weeks before the game and after the teams had booked on, so its my fault there may of been a few guys that didn't get the game they we're looking for!
d) Never force a side to complete ALL thier objectives before being able to hit a main one.
e) Take money off guys that book on, even if its only a 1 day game as alot of the problems can be attributed to the under manned Merc team and an over compensation for this from me, which led to the mercs cracking on.
f) This is the most important one beleave it or not as it was at this point the balance realy changed...
Decide and agree if a 'brew up' is going to take place and make it happen at a fixed time OR stag groups out of the field for continuos play. It was during this short cluster that the mercs got free riegn of the field to complete 5 objectives, whilst the SAS fought in the village and the PMF stuff pasties down their necks lol.
The brew up was called and then cancelled due to the marshalls not communicating and sorting it out before the game started, it was at this point the the Mercs returned back to their HQ and then got told to carry on. So had the rest of the site to themselves and a load of unprotected wells to poison.
These are my thoughts and what ive learnt from what was a great day.
However, please dont make comments directed at individuals, there is NO blame to go around, simply yet another learning curve and always room for improvent.
Josh
#16
Posted 24 November 2009 - 08:03 AM
#17
Posted 24 November 2009 - 09:30 AM
#19
Posted 24 November 2009 - 04:05 PM
Should have posted something sooner but have been away.
Firstly I really enjoyed the game, and I will echo what many people have put down that it was a really good game. Im also one of those strange people that doesnt mind the rain that much so.......
Comments:
1. I think that doing a modern themed game is a brilliant idea as a lot of people will have the kit; not everyone has ww2, not everyone has 'Nam, but most people will have modern gear. It allows a lot more people to have a go at the type of games Josh runs for WW2, which I have read a load of good things about.
2. As said before sight was a bit small for SAS to sneak around, but as a trial/Beta its allowed everyone, especially Josh and the crew to figure out whats needed for the next one (which I want to play).
3. Wind, nowt you can do it about it, but when we were shooting into the wind we watched BBs hover, and got hit by some BBs that must have been doing +30fps because of the wind lol...
4. I think the support gun rules from the nam game would be a good idea coupled with real steel ammo limits for all other AEGs. I personally love the effect this combination has on the dynamics of a game. However this wont be to everyones liking.
5. Ammo limits were good, and I like the idea of also limiting the number of pistol mags as well, but this would have to change based on above suggestion.
6. I also think that running the game into dusk was a good idea. It gave the full length game, but once the light had faded allowed for a bit of covert activity. However there are the safety aspects (why are NVGs so darn expensive).
But all in all a good game, and I really look forward to going along to another one.
Mark
#20
Posted 24 November 2009 - 05:50 PM
lol, ok...ok so you got one....but that was the one I was 10ft away and was so rubbish, I couldn't stop you. All I heard was Dogpatch screaming for help as he ran out of ammo and the wisp of matty G in a white lab coat cackling out loud as he ran from the well.
My point here I think is brew ups work fine in retro but NOT modern. From now on its pasties till Endex
thanks for all the feed back guys. I thonk we have hit the nail on the head and cheers to all the guys that have pm'd me too.
Cant wait to get the next Silent War sorted.
Josh

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