After Action Report - Brenchley 08/03/14 Woohoo! The sun was - TopicsExpress



          

After Action Report - Brenchley 08/03/14 Woohoo! The sun was out in full force as were the players for some heavy battles in the glorious Spring weather. Most of the water had made its way back to the rivers but there was still enough to make Field 1 a challenge as the lake and bomb craters were full to the brim. First up was the Reds attacking in Base Command where they had to take the 5 structures in Field 1 before moving on to take the Ambulance. The Yellows put up a healthy and spirited defence in the early part of the game as the Reds made pushes from both flanks until they finally took a foothold in the Fuel Dump. At this point they began a steady push to take the rest of the open field targets until they had all of them with 15m left on the clock. The Yellows pulled back to make their last stand before the Red onslaught began. Despite putting up a strong line the Reds completed the mission with 5m35s left on the clock. They Yellows attack began slowly and surely with most of their focus on taking the large blue container despite repeated kickbacks from the Reds and some excellent long range sniper kills but the first base to fall was the Fuel Dump. The Yellows kept pressing but struggled to break the Red defences only taking one more target before the time ran out. After a quick tea break it was into Field 2 for a simple bit of Domination - 2 bases in the woods and 2 in the open field. Yellows started in the open field for the first run and charged forward with a determination they seemed to lack in the first game. Both teams suffered with numerous mine kills but the Yellows recovered quickly to take the open field and move into the woods. The Reds tried to fight back but the Yellows always gained the upper hand to take the first run 4-0. On the reverse the Reds started slowly but looked in better shape this time to secure the open field. Once they moved on to the woods though, they encountered heavy resistance with the Yellows doggedly holding the ground. By the end of the game there was a 2-2 split as the Yellows kept the invaders out of the Prison and Guardhouse. With energy replenished after munching bacon and sausages the teams headed out for the final game of the day. Tactical Withdrawal required the defenders to hold off an invading army until they could rig one of their bases with a chemical bomb and set a 10 min countdown. Due to the nature of the bomb the defending team had to withdraw to a safe distance before detonation or risk being taken out by their own self destruct. Red were first to defend and they split their force into a line to hold off the border invasion whilst a few held back for when the forward line inevitably collapsed. The Yellow attack went well and once they breached and took their forward regens they started their push to try and locate the device. The Reds put up a solid defence as they waited for their self destruct to be set. 20m into the game the timer was started and the call went out. The clock ticked down and the Yellows began to gain ground but still hadnt identified the target. With 2m to go the Reds called for a fallback and the Yellows surged forward desperately checking the target locations to defuse the weapon. As the Yellows checked each base the Reds realised that they had pulled back too early so a few decided to defend to the end and risk all for the team as they charged back into a hail of fire to try and stop the Yellows from defusing the device. With 3 seconds left on the countdown the device was located and the scream went out for Which wire!. Two were cut but time ran out as the Yellows were wiped out along with 4 Reds who sacrificed themselves for the glory of Red!. In the reverse the Yellow team only had a small force guarding the border but by some miracle these few held back the many Reds. When the Reds finally breached into field 1 they slowly pushed forward and engaged the Yellow last line of defence. The Yellow team taunted them by waiting a few extra minutes before arming the device. The countdown had begun and finally the Red attack moved up a gear. The Yellows held fast but they were under heavy fire. With each minute the Yellows called out the remaining time until they got to the last minute and they put out the fallback order. Charging back they left little time for the Reds to defuse but their expert stormed across the field with the Yellows desperately flinging BBs at him. As he dived into the Sangar and opened the case the display flashed 0000 and all was lost. 3 Yellows failed to make it to the minimum safe distance. The final scores were 410pts to the Reds and 370pts to the Yellows. A big thank you to all the players for some good gameplay and tactics and the timer will feature in more games in the future with some extras..... B->
Posted on: Tue, 11 Mar 2014 09:45:29 +0000

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