1800hrs October 4, 2008 – 5 miles Northwest of Suva Reka, Kosovo
Welcome gentlemen. As you may be aware, an US A6 Intruder went down in the no fly zone a few hours ago while flying intelligence gathering mission. SAR teams attempted a recovery of Navigator 2 hours ago but there was no sign of the pilot and they were taking small arms ground fire and had to abort. A new search was about to be initiated when we got word from an intelligence source among the villagers in our AO that they had seen a man in a flight suit alive to the east. We believe this to be the pilot. The only key location we know of out that way is a water tank that we have designated Objective Pontiac at grid Zulu 17.

A6 Intruders similar to the one that crashed in the no-fly zone.
Now that general locations of both men are known, we have a green light to insert Special Forces units to locate and extract both airmen in 2 simultaneous operations. Danger will recover the Pilot while Engage will recover the Navigator.
Enemy
The no fly zone of our AO is a particulary hostile and unruly area or Kosovo. Expect well armed and experienced militia groups and criminal elements. Use stealth as much as you can and don’t be afraid to break contact to try again using a different route or tactic. The majority of equipment you will come up against will soviet and European style ARs and LMGs with an RPG or 2. Regard all contacts as hostile.

The location of FOB Marsden at the foot of the range in Kosovo
DANGER TEAMS BRIEF
Your team is to be dropped into the AO to link up with the informant, gather any updated INTEL he can provide and move out to locate the pilot for recovery.
You will INFIL by helo to LZ Alpha at grid Tango 27. Secure your LZ and move out to Objective Mercer at grid Uniform 23 to meet up with the Informant. He will be unarmed and wearing a middle eastern Shemagh. Once you have any updated INTEL he can provide, you are required to move to locate the pilot. You must then hold your position and await extraction by the SAR Teams. Based on the INTEL we have to date you should be on the ground for no longer than 60 minutes. You will need to move swiftly and stealthily. Your INFIL will most likely awaken militia forces currently encamped around the Foot Bridge to your west at grid November 22. They may actually already be on the move towards the pilot if they are aware of his predicament.
You have 2 CASEVACs available should you need them for RESUPPLY.
Comms Designations:
Danger Teams will be designated Danger 1 on radio channel 20.
CASEVAC and RESUP is available from our south and is designated “Chester 6”.
Good luck gentlemen.
DANGER TEAMS AFTER ACTION REPORT
ROUND 1:
All teams headed out on time for their insertion by helicopter. Danger Team debussed 1st and secured their LZ (LZ Alpha). They were soon off up the hill towards Objective Mercer to meet the village informant.
The informant confirmed their initial target location of Objective Pontiac being the location the pilot was last seen and he was alone. Danger scouts went forward and guided the team up through the rough terrain until they got eyes on the massive water tank that is designated Objective Pontiac.
The only sound to be heard was from a TV at a farm nearby, as Danger Teams' Scouts cautiously advanced in the Objective. After a few minutes at the location, they fell back to the rest of the team and whole team advanced up to secure the water tank. As the team leader set about organising an all round defence, the Pilot came out from his hiding place and was checked over by the team's medic.
The team was instructed to hold for helo extraction but the team leader decided it was too risky a spot and arranged an alternate extraction point.
Swifty the team moved back down the hill with the Pilot and was extracted without a single shot fired.
Perfect Mission. Well done Danger Team.
ROUND 2:
Danger Team was then assigned the follow up operation to locate and recover the Navigator. Moving swiftly they located the village informant who directed them to a location high in the hills to the the east. About half way up those hills, the team's scouts identified movement to the team's front and the team deployed for an ambush.
They did not have to wait long. A militia group were making their way down the hills with the Navigator and firefight ensued forcing the militia group to withdraw back up the hill.
Danger pursued, constantly aware that any step could return the favour of a well planned ambush. As they reached the top they lost sight of the enemy force and stopped to observe for a few minutes. Once again the scout group moved forward and was greeted with heavy fire from some dark undergrowth over the crest of the hill. Danger Team was sent reeling and was immediately evacuated from the area with a number of casualties.
ENGAGE TEAMS BRIEF
Your team is to be dropped into the AO to link up with the informant, gather any updated INTEL he can provide and move out to locate and recover the Navigator.
You will INFIL by helo to LZ Charlie at grid Oscar 25. Secure your LZ and move out to Objective Mercer at grid Uniform 23 to meet up with the Informant. He will be unarmed and wearing a middle eastern Shemagh. Once you have any updated INTEL he can provide, you are required to move to locate and recover the navigator and get him and your team back to one of two LZs for extraction. The LZ you choose for extraction is your choice. Based on the INTEL we have to date you should be in and out within 60 minutes. You will need to move swiftly and stealthily. Your INFIL will most likely awaken militia forces currently encamped around the Water Tanks to your east. They may actually already be on the move towards the navigsator if they are aware of his predicament.
You also have 2 CASEVACs available should you need them for RESUPPLY.
EXFIL at LZ Alpha at grid Tango 27 or LZ Bravo at grid Quebec 22.
Comms Designations:
Engage Teams will be designated Engage 2 on radio channel 30.
CASEVAC and RESUP is available from our south and is designated “Chester 6”.
Good luck gentlemen.
ENGAGE TEAMS AFTER ACTION REPORT
ROUND 1:
Just as Danger Team was inserting at LZ Alpha for the Pilot, Engage Team was being inserted by helo to LZ Charlie on the southern side of the river that cuts the AO into 2.
Engage was plagued with bad comms and dogdey compass bearings which led to a wrong turn and the team crossed the river and arrived at the the edge of a large refugee camp. Just as stealthily as they had arrived, the team withdrew and recrossed the river only to find they were missing one of their team.
Considerable time was lost locating their missing team member, and once found, they expedited their journey to the target area and was about 1/2 way up the hill range when they learned off Danger teams successful extraction and were themselves pulled out by chopper.
Better luck next time Engage.
ROUND 2:
As Danger were reinserted to locate the Navigator, Engage were dropped at LZ Alpha to attempt the location and recovery of the pilot.
Acting on INTEL from the village informant, they managed to locate the Pilot early and dug in to defend their extraction point. After a short time, Engage Team Leader decided the area was too hot for extraction and arranged an alternative location with his HQ.
As the team made their way down the range with the Pilot, they nearly fell into an ambush by a militia force who managed to force the team to withdraw back to their original location.
Knowing the enemy force were hot on their heels, Engage then deployed a defensive line in some dark terrain on the crest of the range and waited for a chance to repel the attackers and secure their own extraction.
20 minutes passed and they sprang their trap due to perfect noise and movement discipline and the enemy showing themselves as sillouettes on the skyline. Great tactics by Engage!
The enemy force received a bloody nose and a short lull in the fighting enabled Engage Team and the Pilot to extract by helo while under moderate small arms fire.
Well done Engage!

Scores show Danger Team winning the 1st Round with a perfect score while Engage recovers in the 2nd Round to draw the overall mission.

Individual scores for those that downloaded okay. Full Individual Scoring is emailed to each operator directly.
Welcome gentlemen. As you may be aware, an US A6 Intruder went down in the no fly zone a few hours ago while flying intelligence gathering mission. SAR teams attempted a recovery of Navigator 2 hours ago but there was no sign of the pilot and they were taking small arms ground fire and had to abort. A new search was about to be initiated when we got word from an intelligence source among the villagers in our AO that they had seen a man in a flight suit alive to the east. We believe this to be the pilot. The only key location we know of out that way is a water tank that we have designated Objective Pontiac at grid Zulu 17.

A6 Intruders similar to the one that crashed in the no-fly zone.
Now that general locations of both men are known, we have a green light to insert Special Forces units to locate and extract both airmen in 2 simultaneous operations. Danger will recover the Pilot while Engage will recover the Navigator.
Enemy
The no fly zone of our AO is a particulary hostile and unruly area or Kosovo. Expect well armed and experienced militia groups and criminal elements. Use stealth as much as you can and don’t be afraid to break contact to try again using a different route or tactic. The majority of equipment you will come up against will soviet and European style ARs and LMGs with an RPG or 2. Regard all contacts as hostile.

The location of FOB Marsden at the foot of the range in Kosovo
DANGER TEAMS BRIEF
Your team is to be dropped into the AO to link up with the informant, gather any updated INTEL he can provide and move out to locate the pilot for recovery.
You will INFIL by helo to LZ Alpha at grid Tango 27. Secure your LZ and move out to Objective Mercer at grid Uniform 23 to meet up with the Informant. He will be unarmed and wearing a middle eastern Shemagh. Once you have any updated INTEL he can provide, you are required to move to locate the pilot. You must then hold your position and await extraction by the SAR Teams. Based on the INTEL we have to date you should be on the ground for no longer than 60 minutes. You will need to move swiftly and stealthily. Your INFIL will most likely awaken militia forces currently encamped around the Foot Bridge to your west at grid November 22. They may actually already be on the move towards the pilot if they are aware of his predicament.
You have 2 CASEVACs available should you need them for RESUPPLY.
Comms Designations:
Danger Teams will be designated Danger 1 on radio channel 20.
CASEVAC and RESUP is available from our south and is designated “Chester 6”.
Good luck gentlemen.
DANGER TEAMS AFTER ACTION REPORT
ROUND 1:
All teams headed out on time for their insertion by helicopter. Danger Team debussed 1st and secured their LZ (LZ Alpha). They were soon off up the hill towards Objective Mercer to meet the village informant.
The informant confirmed their initial target location of Objective Pontiac being the location the pilot was last seen and he was alone. Danger scouts went forward and guided the team up through the rough terrain until they got eyes on the massive water tank that is designated Objective Pontiac.
The only sound to be heard was from a TV at a farm nearby, as Danger Teams' Scouts cautiously advanced in the Objective. After a few minutes at the location, they fell back to the rest of the team and whole team advanced up to secure the water tank. As the team leader set about organising an all round defence, the Pilot came out from his hiding place and was checked over by the team's medic.
The team was instructed to hold for helo extraction but the team leader decided it was too risky a spot and arranged an alternate extraction point.
Swifty the team moved back down the hill with the Pilot and was extracted without a single shot fired.
Perfect Mission. Well done Danger Team.
ROUND 2:
Danger Team was then assigned the follow up operation to locate and recover the Navigator. Moving swiftly they located the village informant who directed them to a location high in the hills to the the east. About half way up those hills, the team's scouts identified movement to the team's front and the team deployed for an ambush.
They did not have to wait long. A militia group were making their way down the hills with the Navigator and firefight ensued forcing the militia group to withdraw back up the hill.
Danger pursued, constantly aware that any step could return the favour of a well planned ambush. As they reached the top they lost sight of the enemy force and stopped to observe for a few minutes. Once again the scout group moved forward and was greeted with heavy fire from some dark undergrowth over the crest of the hill. Danger Team was sent reeling and was immediately evacuated from the area with a number of casualties.
ENGAGE TEAMS BRIEF
Your team is to be dropped into the AO to link up with the informant, gather any updated INTEL he can provide and move out to locate and recover the Navigator.
You will INFIL by helo to LZ Charlie at grid Oscar 25. Secure your LZ and move out to Objective Mercer at grid Uniform 23 to meet up with the Informant. He will be unarmed and wearing a middle eastern Shemagh. Once you have any updated INTEL he can provide, you are required to move to locate and recover the navigator and get him and your team back to one of two LZs for extraction. The LZ you choose for extraction is your choice. Based on the INTEL we have to date you should be in and out within 60 minutes. You will need to move swiftly and stealthily. Your INFIL will most likely awaken militia forces currently encamped around the Water Tanks to your east. They may actually already be on the move towards the navigsator if they are aware of his predicament.
You also have 2 CASEVACs available should you need them for RESUPPLY.
EXFIL at LZ Alpha at grid Tango 27 or LZ Bravo at grid Quebec 22.
Comms Designations:
Engage Teams will be designated Engage 2 on radio channel 30.
CASEVAC and RESUP is available from our south and is designated “Chester 6”.
Good luck gentlemen.
ENGAGE TEAMS AFTER ACTION REPORT
ROUND 1:
Just as Danger Team was inserting at LZ Alpha for the Pilot, Engage Team was being inserted by helo to LZ Charlie on the southern side of the river that cuts the AO into 2.
Engage was plagued with bad comms and dogdey compass bearings which led to a wrong turn and the team crossed the river and arrived at the the edge of a large refugee camp. Just as stealthily as they had arrived, the team withdrew and recrossed the river only to find they were missing one of their team.
Considerable time was lost locating their missing team member, and once found, they expedited their journey to the target area and was about 1/2 way up the hill range when they learned off Danger teams successful extraction and were themselves pulled out by chopper.
Better luck next time Engage.
ROUND 2:
As Danger were reinserted to locate the Navigator, Engage were dropped at LZ Alpha to attempt the location and recovery of the pilot.
Acting on INTEL from the village informant, they managed to locate the Pilot early and dug in to defend their extraction point. After a short time, Engage Team Leader decided the area was too hot for extraction and arranged an alternative location with his HQ.
As the team made their way down the range with the Pilot, they nearly fell into an ambush by a militia force who managed to force the team to withdraw back to their original location.
Knowing the enemy force were hot on their heels, Engage then deployed a defensive line in some dark terrain on the crest of the range and waited for a chance to repel the attackers and secure their own extraction.
20 minutes passed and they sprang their trap due to perfect noise and movement discipline and the enemy showing themselves as sillouettes on the skyline. Great tactics by Engage!
The enemy force received a bloody nose and a short lull in the fighting enabled Engage Team and the Pilot to extract by helo while under moderate small arms fire.
Well done Engage!
Scores show Danger Team winning the 1st Round with a perfect score while Engage recovers in the 2nd Round to draw the overall mission.
Individual scores for those that downloaded okay. Full Individual Scoring is emailed to each operator directly.
6 comments:
First of all, I'd like to apologize to Engage Team and my squad leader. It was an unfortunate mix-up that lead to my becoming separated from the squad.
As an FNG, I do think that a lot was expected of me which, unfortunately, I wasn't totally prepared for during Phase 1. Credit to Oni for throwing me into the thick of it again during Phase 2, putting me out as Scout 2 (a meat-shield).
Finally, I know it's a burden on the experienced players but a Buddy system should be in place for newer players during night missions (if not the day missions also). Not only might it prevent players getting left behind, but will also help with newer people becoming integrated within the community.
Anyway, thanks to all the guys (and galls) that were involved in the evening. I thoroughly enjoyed myself.
The buddy system idea might be a good one as long as the roles are managed such that there's no need to split those people up.
Call me slow, but Danger and Engage were playing in their own realities in the second round were they not?
From Danger's perspective, we were ambushed by an enemy force (Engage) while attempting to locate the Navigator.
From Engage's perspective, they located the pilot and were ambushed by an enemy force after which they dug in before extraction?
That's messing with my head. You're an evil man, Ace.
Thanks for the comments guys.
=> Real
The day evolutions include a full 1hour of combat training. for new guys this is the recruit course which covers a lot of the basics of fire and movement, contact drills, comms and camoflage and concealment. The night missions are just too short to be able to do anything like this. Vets are encouraged to take new guys under their wings and maybe I need to drum that in a little more.
=> Seg
You are spot on. Most of MilSims is force on force but no one likes to be bad guys so the briefings and the AARs are all based on BlueFor.
I think the idea for that mission worked very well.
I understand that the night missions have a limited time frame and, in all honesty, I probably should not have taken part in a night mission until I was accustomed to the 'gameplay'. I guess that's the unfortunate result of school holidays - I'd already waited over a month to play, and was starting to get impatient.
It's surprisingly hard to adjust to the squad-based mentality after playing other versions of 'laser skirmish'. However, the result of being part of the functioning machine is more rewarding than being a 'lone wolf', in my opinion.
You can be damned sure I'm going to try even harder next time. I'd like to think I can bring something to my squad, and hope my stats and overall performance reflect that next time.
No worries Real. You did well for your 1st time out. It takes a bit to keep up with the vets. You wait till you hite the 6hr day time evolution. Lots of drilling and yelling and pushups and firefights. All good stuff!
Can't wait! :D
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