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American MilSim
AMS Forums set to ARCHIVE MODE (POSTING DISABLED). These forums will be used for historical reference, otherwise you can find the AMS event pages located on Facebook.

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Frankly, it didn't make much sense to me either. I kept searching for the flag in Caen and asked admins after the came where it was and they told me that it was taken down.

How did you make it to Caen without going out of bounds?

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Well with all due respect we believe CoST had a head start compared to UFS. One of our guys, the fastest runner we had for UFS, sprinted to Coleville when the admin said to go and by the time he just made it the the treelines that seperate the Airfield and Coleville, he said he already spotted CoST on the road in front of Coleville.

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Well with all due respect we believe CoST had a head start compared to UFS. One of our guys, the fastest runner we had for UFS, sprinted to Coleville when the admin said to go and by the time he just made it the the treelines that seperate the Airfield and Coleville, he said he already spotted CoST on the road in front of Coleville.

Airfield is less than half the distance to Coleville that Caen is. Airfield was a CP as well. Did you guys race to see who the fastest UFS player was?

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Right, I'm already aware of that but what I'm say is there's a discrepancy on what happened that day. Whether that admins removed the CP at Caen or CoST may have been given an earlier start compared to UFS.

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I was literally the third Cost player into the fields of Coleville, right next to Zippo and Patches. UFS had already occupyed the structures

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Well seeing as UFS held pegasus, collebille, and the air field at endex on saturday and had forces buffering between pegasus and caen at endex on saturday, how is it not realistic to expect your forces to start in the territory you controlled? think of it like this. the game is paused, so when you push play, you begin where you left off in a certain degree.. agree or disagree, but it is realistic based on the particular in game situation at the endex on saturday for cost to not start at a bridge they did not hold. Now for my replies,

 

do not mind my typing, you can read it and grammar is for losers hehe

 

If you were UFS then you probably know who i am after Sunday lol. Well at least you know my muffled voice lol. My saturday started with us patrolling up the right side of the AO with other forces, I was in Kilo, and working towards victory ridge. after an our or so of small fire fights, I gathered my survivors and we pushed towards the bridge. we did some small little fights but i got left behind by my sqaud wen i helped an AT operator take out a vehicle. i then did some small solo area patrols on the out skirts of the left side of pegasus, UFS left that is. and waited for my squad/ my platoon to return. We eventually grouped back up for a decent amount of people and by this time had lost the bridge and could not take it back. After some very heatd exchanges of words with the Dark horse boys, I finally got an MRP moved up behind the wall near the bridge. To Ron and your other guy, glad we all shook hands and understood each other. Basically, I identified an issue as to why we couldnt retake the bridge. Our dead would need to walk to the middle of pegasus to respawn. count that time walking, reloading, eating, watering, resting, and getting back to the bridge, your talking 30 mins for some squads. We just did not have the numbers. Well it was sent up to command to bring me a MRP and once i was told it was there then I made it very clear that smoke is not for just carrying around and bbs are cheap. it is like a light switch was flipped for my UFS brothers and with a near by respawn, we took back the bridge and then the are surrounding in about 15-20 mins. we had large casulaities but all medics in the area stayed calm and did what is expected of them. 

 

after we had established a strong line on the main road leaving that area into camp, I looke around and spoke with some command personal and it was clear that one thing remained....destroying cost moral and taking ground. So i spread every ufs guy in the area into a fire line and we marched through to caen. we took a lot of fire but were able to establish a new buffer to halt a large cost advance to try and take the bridge and the area surrounding back. I believe that buffer was key to holding our ground at endex as the fatigue was killing our numbers and weather began to sit in amongst normal issues towards the end. We ust kept going back towards caen as best we could. CoSt did a hell of a job keeping us from getting bast the first bunkers on the edge. Good job green. 

 

Sunday morning I spoke with top and was also told it was not scored. i then was told it was and then asked to lead kilo as our command was not up and running at this point. i was to merge my guys with alpha which at the last minute changed and we remained our own unit. myself and Redneck took all of kilo to the right flank of colleville and as redneck took what i believe was a position on the hut by the flag, i took kilo into the woods to establish a line of defense. we discovered a pilot that i knew was cost, they apparently didnt find it saturday, and i halted our advance to set up a perimeter. This is where cost brought everything they had on my right, their left. We were taking heavy casualties so i began to shrink our lines to better defend. we eventually were almost pushed out of the wood line but held strong. After, and i dont blame this for any ground lost because only bitches do, some terrible hit calling issues that admins resolved, we lost ground but took some back. at this point i was constantly moving around trying to make sure our right flank was secure and have us move up when possible. i commend my kilo guys for holding strong all morning and every other able body that came to help when we needed. many guys ran to help us and over time we spread our lines and held. great attacks from cost lead to some awesome fire fights. 'the creek bed was off limits which really helped imo to control that far right flank. 

 

With about an hour and a half left in the game, Jazz came to me with a frago. he had 3 red smokes and identified the comms relay, held by cost at this point by the bus, as our objective. we needed to pop at least 1 red smoke to blow it up. we rallied our numbers, handed the 3rd smoke out, he had one and i had one, and started our advance on the right side. this is where i must say, if you were in this advance then you are what i look for in a player. You did not stop working. we where for sure out numbered but you guys listened to me and jazz and we took ground quickly. smoke, shoot, cover, move. medic our wounded. it is simple and it works. Eventually myself and jazz were maybe 50 feet away and probably 5-10 mins max from completing the objective, just a matter of time as we were moving quickly and were strong....this is when the only complaint i have all weekend happened. Red smoke is popped on the comms relay, but not by UFS. We of course immediately think CoST blew it up to deny us points. Bold fucking move Cotton!...but wait..are we allowed to even do that? That is when jazz and myself are eventually informed that an admin dropped the red smoke to "move the fighting to pegasus"...or so im told. Now this may not be true, and cost may have done it, idk. correct me by all means...but that pissed me off. If CoSt did it to prevent points, I sure hope they lose points for not holding their objective, but if an admin did it then that is just, well I wont get into game mechanics as i know there is a ryme and reason but come on people.

 

So at this point i am told i need to now blow up pegasus. My self and Redneck assemble what is left of kilo and tell all UFS forces to leave colleville and head south for the bridge. after we clear out the bus area, we begin to stall....then i start yelling or how many told me i motivated via profanity haha. we moved, we shoot, we covered, we blew smokes galore, we covered ground. With about 20 ins or so left I am running around trying to get admin confirmation that the smoke can be underneath the bridge, cant go into creek bed as a player though so need to know if i can toss it, or does it need to be on the bridge surface. i finally get admin confirmation it can be under, bridges can of course explode from underneath lol, but he says he has red smoke already on it....at this point im thinking wtf, not again. I then tell everybody to keep up their attack because I am going to pop my smoke anyway, i drop my gun, crawl through the brush and find 3 kilo soldiers being all sneaky and shit. i confirm they are alive, yell for cover fire, run through trees and brush and pop smoke and through, it lands and boom. im shot b a barrage of cost bb's but i have completed the objective. and of course i started a real fire for effects lol. i go run down and put it our with my fancy new saloman boots and then get yelled at by cost for being in the creek. quick explanation of how i just completed our objective and put out a fire and all is good between us. oh and im then told that Redneck tossed the first smoke so at least i know admins did not blow the bridge but instead UFS did....twice hehe

 

Spawn back in and have 2 guys run to establish our MRP much closer to our lines and try to take the flag on the bridge. Now seeing as we destroyed the bridge, and you culdnt enter the creek, i hoped admins would hault any cost from crossing either way. no idea if this happened but i am pretty sure it didnt but correct me if im wrong :) with about 5 minutes left, and the flag still flying as CoSt, again i believe that when we blew the bridge the flag was, or would have in real life hehe, been destroyed but oh well. CoSt really held strong at this point. we had a large casuality count near the castle and saw fire kept us from taking what we needed to then establish a base of fire to take said "destroyed" flag. maybe 10-15 more minutes and we could hae done it.

 

As for no control, we had it under control. command was scattered but they knew what was going on and us who had to step up into it did to. we had a large enough force with one objective and were limited on our left side due to a creek bed. our mission was to cover ground, establish a strong right side which would push into the castle. establish a base of fire, then assualt flag. Cost held their ground and did so long enough to allow the game to end before we could take it. Things dont always seem so clear to those not in the know but you all did what was needed and we just ran out of time. 

 

All in all, the game was by far my most memorable and favorite event so far in my 2 years playing. Thanks to UFS leadership for allowing me to take charge of my group even when i wasnt officially in a command role and on sunday as well. Thanks to CoST for literally telling me i am a piece of shit traitor for changing to UFS every time you sw me lol and for the hard fights. all in all, great job AMS

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Yea, I agree that day two should incorporate each factions held territory. Problem is most of COSTs held territory was now unplayable. Therefore, provisions should have been made. Day two was certainly extenuating circumstances. To my understanding COST held 6 of 9 CPs at endex Saturday.

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Id like to add that I hope these posts arent coming off sour or portraying me as a bad sport. I had more fun this weekend than Ive ever had on an airsoft field. My posts are merely for discussions sake.

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I was told there was only 3 flags.  We were not starting on the airfield but on the beach, at the bottom of the hill at the very north tip of the map. North of ALL the flags.  Flag 6 was not on the airfield but out on the forest to the west of it.  So it isn't like we started on a flag, we started north and had to "sprint" in just like you.  Now I don't know where the actual insertion point was because I missed the start of the game (got inserted on the last deuce about 5 mins after game-on and as we drive through you guys were already past pegasus bridge securing. 

 

Also UFS command was told from the start during rally sunday that only 3 flags were in play (flag 6 as described, coleville, and pegasus bridge) so we naturally assumed that Cost was starting at Caen since we were starting north of the three it made sense you were starting south of the three. 

 

I agree ideally we would have just continued the game as we had whatever flags we had at the end of the day saturday.  but obvously weather and shrinking numbers ruined that plan. So I think the admins did the best they could to mash us all in to one narrow lane to slug it out.

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Guest Specs

On the note of CP 6, where the hell was it? Us in UFS Alpha 3 started Startex Saturday attempting to find the point on the way to St. Mere Eglise, and never located it, even after returning to continue the search for several hours later in the day. 

 

I've heard from some CoST members that it was closer to our FoB than perhaps our guys realized and that we completely overstepped it when starting our search at the provided coordinates.

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It was well hidden in the tree line west of the airfield.  Probably about even with the north end of the airstrip before the hill goes down.

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CP-6 was visible (just barely) from the trail that started at the north edge of the airfield, going into west down into the valley.

Everyone kept expecting it to be farther South and nearer the bottom of the valley.

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Yeah, I was actually the guy to raise the flag for CoST at CP-6. I'll agree that it was very hard to find. We practically had to walk into it (and take a selfie while we there because, you know). But yep, as said before, it was to the west of the airfield. Walk into the wood from the back part of the airfield and go about two minutes in and you'll find it on the downward part of the hill right before it begins to slope into the ravine. When the Drunken Rebels got there, we were surprised to find that it was sitting at neutral. We all looked around expect it to be a UFS ploy to ambush us. But no one was around. And speaking of the UFS, thanks for giving us one of the most memorable experiences I've had in such a long time. Together with the Aces and Eights and what was left of Charlie Co, we had the fight of our lives trying to keep the flag in CoST hands until Endex.

So. Much. Smoke.

It was an absolute blast and I enjoyed the handshakes and fistbumps from the UFS soldiers after the battle. That kind of sportsmanship is what I absolutely love about airsoft and helps me to keep coming back. 

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Panhandle Patriot Milsim had a great time. We started off Saturday ditching the truck and heading out to find Alpha 3 which was tasked to find the infamous CP6, but had lost radio contact with command. Found them, but never found CP6. After 2 hrs of land nav, coordinates, Bo being jealous of our Alpha patches, hiking, looking, sweating, we cut our losses and regrouped at coleville. Most of the guys were tired by this point so we set up a defensive position on the NW corner of Coleville while the truck made a run to the fob to drop off intel. The rest of Saturday was mostly defensive, with light contact scattered throughout the day.

 

Sunday rolls around. No Pov's. Well shit. We move out with the rest of Alpha at game on to push down the east side of Coleville down toward Omaha Beach. Once we set a line, we set up our MRP north east of the church. Most of sunday was hard fighting on Omaha beach and south along that ravine toward pegasus. Lots of intense firefights, Lots of bounding. Lots of medic-ing. It was a blast. Cost broke our line at one point, and pushed into colevill at the northeast corner, but we were able to rearm and push back, taking advantage of the enemies fatigue and lack of ammo. It was a blast. 

Overall impressions from this game: 

Pros

1. Admin: Despite some others saying they had conflicting info coming down from admin, this was the first event where PPM didn't encounter that. Normally because we run a truck, we have admin on our ass all weekend (and rightly so). This event was different, and it was nice to see the admin on the same page in that aspect. 

 

2. Command: PPM has been dedicated UFS since OBH 1, and we will never change sides because of 1 thing. UFS Command. Guys like Top, Ron. Danarchy. Jazzman, and all the others that we didn't interact with at this event are the reason UFS is so strong. People who know how to inspire people to play hard, push themselves, and not quit until we win. You won't see UFS command leading from the back.

 

3. Players: This OBH saw the best player base I have witnessed at an AMS event. I witnessed only 2 problems with hit calling (both UFS players), and both were simply them not realizing they were hit, and when I told them they said "Really?" and laughed and popped their rag. Great job to both sides. 

 

4. Weather: To those who have played at other OBH events, you will understand what I mean when I say "Ill take any weather that isn't triple digits, full humidity, and no breeze. The rain was awesome. Playing soaking wet sucks, walking through the mud sucks, crawling through the mud sucks, driving in the mud sucks, guns going down sucks, and it was awesome. 

 

5. Morale: UFS command did a great job of keeping the troops motivated and in the fight. It FELT like we had less attrition this year as opposed to other years. Props. 

 

Cons:

 

1. Field Usage: AMS, I understand that you were trying to play the field differently from years passed. Didn't want the same old game. Just my opinion: those of us that continue to come to broken home year after year are not upset about the same old game. If you want to change things up, than change the goals of the game. But taking the fights away from the places that dday built to fight in? We didn't enjoy that as much as previous years.

 

2. CP6: wtf....... 

 

3. Indigo Sky: This was the biggest bummer about the weekend. Our team has almost as much fun bull shitting at the casino as we do playing at DDay. This year they sold out for that weekend in February. Oh well. We still got to go eat at Montana Mikes with Ron and the Dark Horse guys. 

 

4. T-Rex: I cant stand that dude. (jk, just being a shit) Rex, you offered to fight me for my ITS Honey Badger patch but we never got the chance. Here's to hoping we can scrap for it at some point. 

 

5. No POV on Sunday: If I had to be pissed off about one thing it would be this. Not so much because we necessarily need to use the truck, but because as a team, we invest a lot of money to haul that thing from Amarillo TX to dday, and I'd rather it not just sit there while we play. That being said, I do understand the reason's for them being pulled. 

 

 

Huge thanks to AMS for a great event, and I personally cannot wait until OBH 5. PPM will be there in force. 

Sheepdog
Panhandle Patriot Milsim

Alpha leads the way!

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Quick AAR from PL of UFS, Delta2 (Airsoft Nebraska).  We were tasked with establishing a mobile respawn point at CP7 (not hard given we started out there) and then pushing south and capturing Pegasus Bridge.  We accomplished those goals.  We spent the vast majority of the day defending CP7, Victory Ridge and, to a lesser degree, Pegasus Bridge.  We made a couple of pushes in to Kahn but, as far as I know, never captured it.  That is about it. 

 

I have some criticisms of this op but I don't want to sound like I am being to hard on the admins.  I have put on several ops (typically in the 50 to 175 players range) and I know how difficult it can be to try new things.  Although it might look great on paper how it actually plays out on the field can be something entirely different.  That is how I am approaching this AAR.  I liked the concept of getting away from the main areas of D-Day Park and operating in the lesser explored western regions of the AO.  As previously stated, this resulted in troops being VERY spread out and enemy contact became fairly infrequent as compared to previous Broken Home Ops.  For my part I would have preferred less objectives and more enemy contact.  We spent the vast majority of the day in the same stretch woods having small skirmishes with squads of five to ten.  It felt like a Saturday pick up game back home.  Although we won the majority of our engagements I left the game feeling disappointed.  One of my favorite aspects of playing in this AO are seeing 150+ player pushes through heavily defended areas.  We didn't have any of that this year and I missed it. 

 

Some of us, including myself, didn't play Sunday as we could not afford to get stuck at D-Day due to obligations back home.  I know everyone got out but operating with the limited information we had available Sunday morning we were not willing to risk it.  From what I have heard from our guys who stayed we missed some of the best game play of the weekend.

 

Regardless, I had a good time.  Just not as good as some of my previous trips to D-Day Park. 

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Clocks.

I realized during the event, that the clocks could have been done much better by using chess clocks....
Does exactly the same thing, is cheap, and could be more durable.  

Also prevents cheating.  If you use the current system nothing keeps a guy from just bringing extra batteries.

 

Personally I dislike playing for time/points, but if you are going to do it, this would enhance the experience (Also be much easier on the Admin work load.) 

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We looked into chess clocks, but they don't typically measure for the duration of the weekend.  We needed something that would time for longer.  We talked about the battery thing, but if someone comes up and puts a battery in both clocks, they don't really accomplish anything.  The point is to take the time from the other team, and add to your own, so if you were still running the enemy clock, there wouldn't really be an advantage.  I agree that this could be done better.  This was a stopgap because the original system was screwed up and wouldn't function properly.  It did greatly decrease the admin work load in the end. 

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Guys, I want to say something.  I greatly appreciate any constructive criticism.  Don't be afraid to post your experience here.  If you have things that you liked, let me know, and if you have something that you didn't like, let me know.  Every event I learn some sort of lesson that I try to change or do something with in subsequent events.  It's hard to re-invent the wheel every time you plan an OP, and I love suggestions and criticism.  I also sit down and read 99.9% of every post on these forums, so I assure you that I'm going to see it. Keep it coming.

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