Operation IRON ANVIL Part 1

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Postby Soyuz » Mon Jun 09, 2008 10:13 pm

Thank you everyone!

I know alot of militia forgot to bring radios, but you stuck with it and kept the pressure up. Pretty well ran game too, admins did a great job! Had some serious laughs that's for sure, too many post. It only figuires that I caught the flu the next day.

Enjoyed watching the government forces take wild woods while thier own guys defended it. I couldn't help but join in and pick off a few more in the bunker from just up the hill, must have been really intense inside losing guys left and right in there.

I like the field, the roads were poorly marked as for as signs went. Field should have a player cap somewhere near the amount of people that were there, but that is entirely an oppinion. Field did feel easier to sneak around in compared to spat action, but felt smaller. Great field for medium sized events, no complaints at all.
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Postby Chickenhawks Ego » Mon Jun 09, 2008 10:26 pm

I HAD A GREAT TIME TOO. tHE BEST PART ABOUT THE THING WAS, UNLIKE WAR GAMES I didn't get hit one time let alone 146. Only problem I'm having is remembering the next oh about 36 hours. Must have had fun though I didn't go to jail, crash my new car or get in trouble with my wife (well not to much trouble anyhow)
Just glad to see everyone had a good time, and to the guys that left before the raffle or lost tickets, I feel your pain. I had to call the numbers & not one of them was mine.
THANX AGAIN TO EVERYONE INVOLVED. One of these days I'm gonna get to play again, so don't forget how much fun you all had as your lighting me up.

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My guns loaded up and before you know hit you I jump of the wire swoop and then I get you
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Postby Chickenhawks Ego » Mon Jun 09, 2008 10:29 pm

Oops I duno what happened with the double sig. Matt, Knuckles, somebody can you fix it 4 me before my stupid hangs out to long
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Postby CommieHunter » Mon Jun 09, 2008 11:23 pm

My own short AAR:

Field: The field was great. The structures are well built, all bunkers and forts and whatnot were very very cool. Sandbags and trenches? Yeah. It's good. The amount of flora that was present was near-perfect. The undergrowth was enough to hide in, but not too much to where you can't move. Unlike some other fields, the trees are shorter and closer together. This provides for a lot of shade and changing colors, while still allowing movement. In short: Best airsoft field I think I've played on since Lebanon. (The structures were the best I've seen). I do think that this field probably can't support too many more than were there. If we had 80, it could probably do 100 or 110, if we used the backside. It does taper down somewhat towards the DMZ, and that could prove to be a choke point if it isn't set up correctly.

Information: We were fully informed before-hand how the objectives worked, how the gameplay worked, and we pretty much understood it. The admins stuck to it, and it was nice to have things work the way we expected them to.

Admins: I really liked how many admins there were. I didn't have need of any for hack problems, but it smooths gameplay when they're watching and ... well... administrating. The admins were usually tracking almost everything that happened, and they kept the gameplay flowing. There were only two things I wanted to note here: You all know about the team-kill/no team-kill thing, and that was just a confusion. It happens. The other thing is: At one point, after we were told the 2nd pilot was down, I sent an interdiction team off to the DMZ, because I wanted them to steal the pilot. Shortly thereafter, a guy who was either an admin/actor or a player/actor (I'm not sure which), comes running by with the pilot. He had on woodland BDUs, but he was apparently on my team. I'm not sure why he had the pilot or why he had on woodland on my team, but I didn't argue at the time. I took the pilot and escorted her to the DMZ. A little while later wake.joe was playing? admining? acting? I'm not sure, but he was on the field. My only comment would be that if someone is a bi-lateral actor, they should probably not have on a camo that belongs to a certain team. Also, admin/actors might not want to be quite as autonomous as finding the pilot, but I really have no idea what happened before I took control of the 2nd pilot.

Props: I didn't see the plane. I did see the satchel charges. They were well done. It took probably 45 minutes to find them, but we did, eventually, with a little help. When my guys found the plane, they knew it was a plane, so it must have looked somewhat close. The 249 turrets were always cool.

Gameplay: I was very glad our radios worked out well. Having a radio net in place is a huge asset. That and having maps was an excellent advantage. I could move people around and get status reports essentially at will. In the end, information is ammunition. Even though I stayed at AFB for a long while without seeing any action, I was doing enough that I was not bored. Since the Militia wasn't attacking, most of our soldiers decided to go apply themselves elsewhere. Of course, the Militia then attacks and takes the AFB. It was good timing and a good attack on their part. Just don't TK yourselves next time. Overall, gameplay was timed very well. Nothing seemed to be hurried, but it I was always in a hurry. I never had to wait for the next objective to come along.


In the end, it was one of the smoothest games I've ever been to, and one of the most fun. I got plenty of trigger time, and I put most of it to good use. This game showed me that MARPAT does actually look like woodland. Twice I was hit by my own team because of mis-identification. I run into a bunker where my team is, and one person looks and 'Thwack', I'm dead. On one other occasion, I pointed out a target to an assaulter, and he shot me in the hand. Fortunately, both of those players were medics. (Maybe we need an optometrist as well).

Nocte, thanks for letting me use your M14. It defended Hamburger Hill well. Duke, that fight at the end was awesome. Don't let me win next time.

Steve and everyone else who pitched in to run this event: It went well, and I thoroughly enjoyed it. Thanks, and I look forward to the next one.
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Postby wake.joe » Tue Jun 10, 2008 12:11 am

We got in a pinch on the pilot thing.

Our original Pilot, who is female, was very very late, so I filled in. I think we all understand the woodland pattern confusion, but we really didn't have a choice. (As team terror, we wear woodlands. It's what I had) Which is the reason "The pilot is in Woodland BDU's" was broadcast multiple times when you were informed of the location.

Later on I only played for a few minutes. Rumors of non-hit-calling made their way right to my tail-gate, and I went to investigate. So I geared up; figuring they'd call hits if an admin was around. Worked great, for the record. I had a nice little sit down, explained the fault, and things went smoothly. I will not drop names, only because the issue did not continue.
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Postby The Duke » Tue Jun 10, 2008 7:13 am

->CommieHunter: Aye, next time you shall feel the rubbery sting of my knife ;)
->Joe: You were a severely disappointing female pilot :(
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Postby terror management » Tue Jun 10, 2008 7:53 am

[quote="The Duke->Joe: You were a severely disappointing female pilot :([/quote] Thank god she did show up though, a little late but still HOT!!
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Check this out...

Postby book42 » Tue Jun 10, 2008 9:06 am

One of the best assaults for me of the day was when five of us (Dirty Pig and Josh were there), and two new guys, decided to take- I think it's called- The Meadow (we were Militia). We spent nearly twenty minutes to a half hour creeping up to the highest part of the field, and then moving tactically through the underbrush towards our objective. At one point, we were directly between two enemy positions (they never knew we were there because they were talking to loudly). None of us had radios so we had to work through hand signals and whistles. One man (nice job, by the way) volunteered to stay and cover our rear, while the rest of us spread out in a rough skirmish line in the trees. I decided to "Go Loud" when I glimpsed a Govt. sniper crawling around in the grass below the tower. At first, he didn't acknowledge my hit, but as I peppered him a second time he raised his arm and began his death walk. After which, our small assault force decided to advance and we burst out of the tree line, crying our battle cries. At the same time (remember, no one had any working radios) five or seven Militia members charged from the opposite side of the field. As if by osmosis, we caught The Meadow by complete surprise, and in what could only be called clumsy and serendipitous, a perfect crossfire. In essence, we took Meadows, and held it for the twenty odd minutes for us to call it "conquered".

To everyone who was with me on that assault, well done, and again, nice game to everyone involved with Operation Iron Anvil.

Sometimes luck works as well as tactics.

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Postby Stalker » Tue Jun 10, 2008 10:08 am

that meadow assault was great!!! i was that guy back holding down the real... which there was no gov at. hahaha.. great attack guys!
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Postby Sleepy » Tue Jun 10, 2008 11:15 am

So, any word yet on who won?
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game

Postby Painless » Tue Jun 10, 2008 1:24 pm

Steve should have the tally posted today.. :gangsta:
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Postby terror management » Tue Jun 10, 2008 4:23 pm

Oh man oh man!! What can I say?! We really want to thank you guys from the bottom of our hearts for all the great feedback from OP: IRON ANVIL PART 1. You players have given all of us involved (TITAN 1 TACTICAL, TEAM TERROR, WARPAINT and some very crucial help from our ABT BROTHERS) a rewarding since of success that has driven us to decide to hold another game at the Warpaint Int. Airfield!!! What do you say!!!

Anyway more about that later… Now to the results of IRON ANVIL PT 1. It was a very close game that was separated only by 15 pts. And ONLY 10 respawns difference in the death toll. And the winner is the GOVERNMENT FORCES.

The beginning of the game was a little lopsided with the respawn points seeing a 5 to 1 ratio of militia to gov. forces deaths, but after about 45 minutes the militia turned the tide and started sending some government forces packing back to the dead pool. For the next hour and a half it was clear the militia had the upper hand as the respawn ratio went from 5militia to 1gov. to a new ratio of 1militia to 3gov forces!! As the game progressed both sides fought valiantly for the Wild Woods Com site and Hamburger Hill, with positive control switching back and forth throughout the day. Most of the time the switch came just before the “controllingâ€
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Postby Couch Commando » Tue Jun 10, 2008 4:44 pm

I was using the chute for cover when my rpk broke so without my support gun the flanking evidently did not continue as i had to call myself out and pickup my backup gun the Thompson (a very reliable hard hitting gun the three we cronoed were 350-390 fps at 13 rps out of the box.)
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Postby Flak » Tue Jun 10, 2008 6:01 pm

Victory! Hail Satan! ;)

There needs to be another, very soon.
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Postby Raging Hormann » Tue Jun 10, 2008 6:12 pm

That chute pissed me off. I was in one of the large wooden V's with a buddy, and we kept shooting at whoever was behind it.
Favorite part: Taking Wild woods with minimal casualties and watching our guys flank the militia inside (keep you sectors of fire, no matter what).
Most hilarious: I believe it was Commie who snuck up behind us right after we had taken wild woods and lit my a$$ up with about 20 shots. Awesome!
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