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#2878337 - 10/12/09 08:15 AM OFP DR Night Raid...
Magnum Online   grunt
XBL: Magnum SimHQ
SimHQ Lifer

Registered: 01/27/03
Posts: 14200
Loc: Naples, Florida
D Day +5 2300 hours...

The orders came strait from the top, Capt. Guod called me into his command tent, and laid out the mission objective leaving me with the plan of assault, and the responsibility of a mission complete.

I was to take my fireteam of highly trained and combat efficient Marines and conduct a night raid on a PLA defended fuel pumping station. Their was no additional support, no air or artillery support, due to the importance of the fueling station. Damage to the infrastructure was not allowed.





I left the command tent, briefed my men and ordered a couple hours of rest.

D Day +6 0200 hours...

I woke up my men, issued them all the Mk17 Mod 0 (Night Ops) Assault Rifle, and ammo... no grenades or explosives on this one. I ordered a weapons and equipment check, and left to the Military Intelligence tent for a final intel brief. The report said it was lightly defended with maybe two PLA fireteams defending the complex. Experience has shown that two fireteams defending the complex meant that their was most likely four or six PLA fireteams.



D-Day +6 0300 hours...

I verified the raid was a go, meet with Warrant Officer Jeevz, who was already spooling up his MH-60S transport helicopter. This was to be a nap of the earth ingress, dropping us a couple of clicks West of the objective behind a number of hills and mountains ridges.

D-Day +6 0340 hours...

Touchdown, We pull a 360 perimeter around the LZ while I get my bearings and conduct yet another map recon. The basic idea is to use the terrain to get up in the high ground to the North of the complex. Move in close enough for a visual, engage what we can, then sweep and clear the complex to capture. Simple enough, the terrain worked in our favor, I first order a fast move to the North so we could come in behind some hills, and also to clear our back side for the assault. I then order a wedge formation with a tight spread. We then moved West parallel to the high ground hill top I want to use for the recon and initial assault. I then ordered a tight line formation as we then turned South, to get in position, engage and move in.














D-Day +6 0408 hours...



In position, I pull out my binos, scan the area... and sure enough three PLA fireteams visible, so much for military intelligence. One team is in the center of the complex while two others are on the west and East perimeters. I use the lazer range finding in my military binos to get a distance for sight adjustments.









My team is still in stealth mode, with hold fire. I assign each one of them a target in the center enemy fireteam, I then order my Marines to fire on my first fire.



D-Day +6 0411 hours...

I get my target in sight, adjust for distance and pull the trigger, within seconds the enemy fireteam lies dead or wounded, a few more rounds into the prone but moving bodies confirm their deaths.



I then order my fireteam to engage the East perimeter fireteam. I engage the West to keep them down.







I notice another fireteam, that makes four, come out from the South side of the complex. I see them through my night scope flanking my fireteam to our right. I order a shift fire to the right and we take them out as they come up to our flank. This has given the earlier fireteams a chance to get up and move in on us. I quickly order my fireteam to shift back to the front fireteams as I clean up the flank.



As bodies drop and stop moving in my sights. I order my fireteam to flank left into the complex while I stay at the hilltop to spot and engage stragglers.









As the last body drops, the complex is ours... mission ends, and regular grunts will arrive shorty for their new guard duty assignments, while my SF team extracts for debrief.



Mission successful... no casualties.
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#2878343 - 10/12/09 08:20 AM Re: OFP DR Night Raid... [Re: Magnum]
Dart Offline
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Registered: 09/02/01
Posts: 12436
Loc: Alabaster, AL USA
Very cool!
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#2878401 - 10/12/09 09:22 AM Re: OFP DR Night Raid... [Re: Dart]
Jeevz Offline
Duke of URL
SimHQ Senior Member

Registered: 08/06/03
Posts: 7971
Loc: Atlanta, GA
You ***holes need to come clean all the MRE wrappers outta my chopper!


wink Nice AAR.
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#2878405 - 10/12/09 09:33 AM Re: OFP DR Night Raid... [Re: Magnum]
kramer Online   frosty
SimHQ Member

Registered: 04/02/02
Posts: 2673
Loc: Ohio,USA.
nice AAR!

what that mission needs is some editing.

i don't like it when the mission just ends once the opfor troops are all killed.

i would like to be able to look around the pumping station area and make sure it is secure.

once you do this, it would be good to have some other forces come in to take over control from the player's team. then you could call for a helicopter to come in and take you back to base.

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#2878413 - 10/12/09 09:52 AM Re: OFP DR Night Raid... [Re: kramer]
Magnum Online   grunt
XBL: Magnum SimHQ
SimHQ Lifer

Registered: 01/27/03
Posts: 14200
Loc: Naples, Florida
I agree Kramer.. don't like how all the missions just end when you net the objectives.

And that was a test Jeevz to see if you really read my post here, lol... you passed! BFF status granted, lol. wink
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Land & Armor Combat Editor
Console Games Editor

RIP Kevin "Positive G" Speichts

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#2878419 - 10/12/09 09:58 AM Re: OFP DR Night Raid... [Re: Magnum]
Jeevz Offline
Duke of URL
SimHQ Senior Member

Registered: 08/06/03
Posts: 7971
Loc: Atlanta, GA
Cool, can I speed in Naples now? biggrin

I don't like the abrupt end to those missions either, the campiagn missions always have some form of outro. Even a "Mission complete, well done" then a fade out would be better than how they currently end.
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#2878469 - 10/12/09 12:08 PM Re: OFP DR Night Raid... [Re: Jeevz]
Eugene Offline
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Registered: 09/15/04
Posts: 2040
Loc: Wyoming
This won't be a hard-wired issue, with user-made missions from the mission editor, will it?
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#2878476 - 10/12/09 12:18 PM Re: OFP DR Night Raid... [Re: Jeevz]
FlyRetired Offline
SimHQ Member

Registered: 04/17/06
Posts: 3379
Terrific, and this tells me more about Dragon Rising than anything I've read yet!

Magnum, a few questions on the command & control interfacing with your team members, but is this an MP mission or did you play it as an SP mssion (as your mentioning Jeevz flying the chopper has made me wonder if this was played online)?

Please disregard the following if this mission was played SP.

I'm assuming your Infil route, once your reached the LZ was your own decision to make (the routes displayed on the map screens above)?

As you issued these move orders, either via the tactical map display, or via the radial command interface, do these orders appear graphically for the players on your team? Specifically, do they get both an audio prompt (sound, voice order sentence notification, etc.) to let them know there's a new order/command issued, and a graphical cue too?

In detail, are the chosen routes (your ordered "waypoints") marked via an icon for each of your team members to see in-game, and how do these changes in movement and/or order status appear (do they also appear on each team member's tactical display map too)?

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#2878487 - 10/12/09 12:29 PM Re: OFP DR Night Raid... [Re: Eugene]
kramer Online   frosty
SimHQ Member

Registered: 04/02/02
Posts: 2673
Loc: Ohio,USA.
i don't think that will be a problem with user-made missions.

the mission Night Raid is one of six single missions included. i think they made them for us to have some quick small missions to get our feet wet on.

there are 11 campaign missions that are more complex, with several secondary objectives in addition to the main objectives.

i am not a mission editor yet, but from what i read the editor is very good!

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#2878513 - 10/12/09 01:18 PM Re: OFP DR Night Raid... [Re: kramer]
Magnum Online   grunt
XBL: Magnum SimHQ
SimHQ Lifer

Registered: 01/27/03
Posts: 14200
Loc: Naples, Florida
It is SP... I added to the story for effect...

Might do one of the full campaign missions later, but they are pretty big compared to this "fireteam engagement" missions, which is what there called.

and this AAR was meant more to show how this can can be played... with tactics... I could imagine that you could just walk strait in and kill everyone danger close, but then why not go play a game designed for that. wink
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