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Old 01-12-2009, 05:32 PM   #51
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Quote:
Originally Posted by Jeep View Post
This is probably NOT the place for a AAR on the VIP mission. I agree it was a Charlie Foxtrot from the get go. There was not leadership at all until the VIPs were are the dice field's far tree line (which is were I caught up to them at ) I stepped up and tried to get things organized at this point. because I could not stand it anymore and no one else was stepping up to the plate (I think even DKhelmet made a comment on the total lack of coherence at that point as well).

In my mind the things that went well were the designated meat shields did a superb job of keeping the VIPS under cover and safe. This was the first thing I did, find out who the VIPs were and pick two random pairs of players to protect them each. I them went forward, as I came across players I asked (ordered) them to pick a partner and either stay close to the mainbody, move forward to the point of off to the sides to protect the flank. When I got up to Andrew? he had two pairs working well under his direction, I designated him my point and sent him to lead off. I knew I had friendly players all over the place but I could not contact them on radio and they were moving away from me.

I then went back for the VIPs who were once again stationary at the top bunker. On the way up I saw the scope shine reflect down hill form us, 80% of the players went off hunting instead of moving as a group down hill. It took a lot of convincing to get everyone moving down hill to the next bunker area. Oh and why we went through the brush like we did? there were enemy element Up hill towards the camp cody field that would have cut us to pieces in the open. So we went the hard way. When I got to the down hill bunker I only had the two Vip body guard (meat shield) elements and maybe two or three others. Andrew and his point element of four went forward to find us a path down to the creek.

The point element I put under Andrew? did a fantastic job on point. The issues were, in my mind this, I had two point elements going and one of them was not communicating with anyone else including me that sapped away my strength. 2/3s of the players were off free lancing so when the point element I had leading us (the VIPS) go into trouble near the creek I had no main body element to send forward to help them out. I could have sent some of the "meat shields forward but that would have left the VIPs vulnerable. That action was hot enough that I could not immediately send the VIP forward and when I returned from conferring with my point element to send the VIPS forward because I felt we were in one place to long, NO ONE MOVED. I yelled, I pleaded, and I was ignored right up until I got picked off by Dave (first, nice shot by the way). THen pretty much every one either got picked off or wandered around like stray cats for the next 10 minutes, no one stepped up to my knowledge and took control (command) after I was hit. VIPs stayed stationary WAY to long. I can not comment on what happened after that because I stayed "dead" at the massacre site. More and more friendly players started filtering in to the lower bunker brush pile and yet the VIPs and their body guards stayed there stationary.

What, in my opinion could have done better. Someone should have been designated a leader from the get go. Before the patrol even left the staging area. The patrol should have been organized with a point element of 2 to 4 players should have been leading off with a reaction force another 2 to 4 players, walking their slack. The reason for this if they come into contact a pair can initiate contact and the slack can move up to support them, part of the point (a pair preferable can peel back and get the main body and keep them moving around the fight towards the objective.

The main body can either replenish the point element and the slack in file or send some extra firepower to the contact area. Then the two VIPs surrounded by there 4 body guards each, with a main body group of 4 players that could be sent past the trouble spots. Everyone else is either main body or pairs are sent out on the flanks and rear security to help prevent ambushes or encirclement. It is imperative to keep moving and keep most of the players together in column. So there is some control by the patrol commander to send forces where they are needed and keep everyone communicating.

Some of this is my fault because I knew what I thought needed to be done as described but it seemed like I was herding cats. This patrol had enough players to do it this way. I utterly FAILED to get it done so I take responsibility for that failure.

In the past, The patrol game is set up with the goal of safely protecting VIP(s) from point A to Point B, This tends to be a loose path that travels down the left hand side of the tire field facing the creek. then down stream of the creek to the lower Right hand corner of the designated airsoft field. Start points vary but that is pretty much the last portion. The trick for the patrol is to trip any ambushed early and either smash them or tie them down long enough for the main body to bypass the firefight. You need to keep main body (VIPS) moving but keep them safe at the same time. you can stop the VIPs in cover for only short periods of time to scout or tie down ambushers and keep them busy so you can by pass them. If you wait to long, you lose.

On the sniper/ambush side of things you are vastly outnumbered and have a lot of ground to cover. You need to find the patrol because you don't know exactly which path they are taking. Once you find out where they are you need to harry it to slow it down. This give time to the rest of your confederates to close on your area and either surround the patrol or get ahead of it or both. If you snipe the VIPs and you win. If the patrol makes it to extraction point they win. So , hopefully this long winded and off topic post can give you incite in what I felt need to be done, what went wrong, and why.
I’m not familiar with what happened at that game but extracting your principal from a dangerous situation requires two things. SPEEED and PRACTICE and I am sorry to say neither one can be performed by a bunch of casual air soft players. The best you can hope for is good leadership and the ability to conform to the situation at hand and protect your principle to best of your ability. Agencies and corporations such as the Secret Service, Armor Group, Black water , Trinity Technologies etc plan principal protection months in advance and have multiple contingency plans and exit strategies in place. Special Forces train extensively in extraction and rescue and half the time they end up hip deep in alligators. It comes down to leadership and more importantly the ability of your unit follows orders in the air soft world.
Just my Two Euros,
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Old 10-23-2009, 05:24 PM   #52
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I think I may be good leader, but I'm kinda scared and age would make people not listen to me anyway. I play a lot of Strategy games because, to be honest, I am no good at killing so I make others do it for me. I also am in a chess group at my school. And I'm obviously the best. Kinda. Sorta. Okay maybe not the BEST but I'm good.
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Old 10-23-2009, 05:42 PM   #53
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Originally Posted by *Nemisis* View Post
I think I may be good leader, but I'm kinda scared and age would make people not listen to me anyway.
Untrue.
I'd listen to anyone who thinks they have a plan. For most of these weekend games, a plan never gets developed because nobody speaks up. If you stand up and say something, we will listen.

Even if you lose handedly, it's much more fun to lose following orders than it is on your own.
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Old 10-23-2009, 09:19 PM   #54
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Quote:
Originally Posted by *Nemisis* View Post
I think I may be good leader, but I'm kinda scared and age would make people not listen to me anyway. I play a lot of Strategy games because, to be honest, I am no good at killing so I make others do it for me. I also am in a chess group at my school. And I'm obviously the best. Kinda. Sorta. Okay maybe not the BEST but I'm good.
If you don't want to speak up at first, the absolute BEST thing you can do is LISTEN and ask questions. If the leader wants the team to go right and everyone lolls of and goes wherever they want, you are going to lose.

It's a TEAM GAME. Play with that in mind and everything else is creamed gravy. If you want to go off and pretend you are Solid Snake or whatever the **** video game guy is popular, go right ahead. Just get ready to experience crushing defeat.
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Old 10-24-2009, 12:24 PM   #55
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Wow, I love it here, you guys really know how to get someone pumped and what-not! If someone on the transportation thread finally posts and can pick me up, then I'll see you guys tomorrow and tell you some strats and what-not. As long as you guys dont try to bite, that is.
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Old 10-24-2009, 12:45 PM   #56
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Well first, I think you should get to know the field first AND actually play a couple of games/rounds first. Just to get the feel. So I say for the first couple of games you should listen to the person who is making out a plan and maybe you can suggest some tactics and whatnot.
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Old 10-24-2009, 02:41 PM   #57
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Oh and I have a question. I've played paintball before at Captain Carl's(?) so I kinda know some things about how the game works, but are there any major differences ,that arent obvious, to airsoft that I should know about when it comes to tactics?
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Old 10-24-2009, 03:05 PM   #58
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Old 10-24-2009, 04:01 PM   #59
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Okay! And when I come, if I seem weird because im introducing myself to everyone then just know that its just how I roll because I want to get to meet everyone.
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