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OPERATION VARIABLE III


Tacbat

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While the lack of map updates was inadvertent in last nights mission, I think it is the first time we've ever played 3 strait TGIF's without it.

So, maybe we all are getting a little better at dealing with it. I did notice some of the red players had less trouble this time.

I was a complete and utter newbie to this last year in the Top Platoon competition that featured no map updates. Now that I've learned a few tricks of the trade, just need more practice: I'm still not sure of a number of elements, but some progress is being made.

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Here’s the AAR from mission 3.

We had a total of 26 players participate in the second mission for OPV3.

Blue: Assassin 7, Mouse, Sean, Brun, JHay, Gladiator, Optimus Prime, Duke, Itkatsu, Jake Peril, Tango 29, Flat Tax

Red: RogueSnake, Volcano, Toyguy, Lt Default, Mog, TankHunter, 12Alfa, Connaugh, Wombat, Rotareneg, McDLT, Dark, Dejawolf Tacbat

Blue lost a total of 38 vehicles, while red lost 30.

Blue captured the following objectives:

Southern Approach 500

Hill 250 reverted to being a neutral objective.

Starting positions:

AAR3start_zpsa2fe93c7.jpg

About half way through the battle:

AAR3half_zps05b1e8d6.jpg

End state:

AAR3end_zpsbd092757.jpg

Red was able to make good gains in the northeast, while Blue continued their push in the south west. The center remained relatively quiet.

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...was there any lag? I was concerned about the amount of infantry in that mission causing problems.

The only anomaly I saw concerned one soldier who refused to die no matter how much lead I sent his way via my coax. I gave up and shot the guy next to him at which point they both rolled over. Go figure.

Other than that, no problems.

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Thanks LT D.

Just something for everyone to start thinking about now that we're half-way through the campaign: AAR points.

At the conclusion of the campaign, I'll be asking for feedback on the campaign. So, if there were things you liked, didn't like, or an idea you'd like to see future versions try, then start writing them down. Try to provide a suggested course of action if something needs to be improved in your opinion. I'll try to respond to each suggestion, even if it's to explain why things were the way they were.

Just wait until the end of the campaign to post them, so they are more or less contained in one part of this thread, not scattered throughout and lost.

Feedback from the first two versions of OP Variable helped shape it into what it has become today, so this campaign idea is always looking to improve.

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Here’s the AAR from mission 4.

We had a total of 22 players participate in the fourth mission for OPV3.

Blue: Assassin 7, Mouse, Sean, JHay, Optimus Prime, Duke, Itkatsu, Tango 29, Rhyfel, Darkhorse, Tacbat

Red: RogueSnake, Volcano, Toyguy, Lt Default, Mog, TankHunter, Connaugh, Rotareneg, McDLT, Dark, Gibsonm

Blue lost a total of 44 vehicles, while red lost 45.

Red captured the following objectives:

Fissenknick 300

Hill 250 100

Starting positions:

Start4_zps3d70e178.jpg

About half way through the battle:

Mid4_zps54d4dca9.jpg

End state:

End4_zps4999fd87.jpg

Red setup to make a push in the east, but Blue called in for air support and two Tiger helicopters were able to halt Red's first push before being shot down. Once Red's reinforcements arrived in the east, they continued their push south, and were able to capture Fissenknick. Blue made a push in the west, and were able to advance to Kussel before the mission ended.

Both sides were successful in their side mission of meeting up with a paramilitary leader and safely escorting him out of enemy held territory and back to friendly lines. As a result, both sides will receive a small force of irregular fighters in mission 5.

Red was successful in recovering a number of vehicles in their CCP.

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