Nutters Squad cohesion training
Author
Dat.Boi.YeetDate/Time
Monday 26th April 20217:00PM BST
7:00PM BST
Event Countdown
Todays mission is going to go through some "ideas" me and a few others have had. my plan is just to show them in hopes we pick them up. things like basic squad formations and using manoeuvres more often, like bounding and peeling.
I know we are a casual unit, and i do know that once we start doing things "the proper way" the game play can feel stale. if you have ever been part of a more serious unit you will know what im on about.
the goal is not to bring a rank structure, or make people DO things. just introduce some cool ideas that can help us in missions. like avoiding mas cas and making stuff like assaulting, and withdrawing smoother and less likely to end in a team wipe, or with people left behind.
The mission will include.
A quick gloss over the ideas in theory, explaining its use and how to do it. this will be fast and easy. I'm thinking that if I give you the core idea we can morph it into something more inline with how we all like to play. rather than having me tell you exactly how it should be done.
Phase 1:
a simple foot patrol, going over squad formation, and map reading to follow. this is my attempt at getting people to not rely to much on the "shift-click" method of moving. also its allows Zeus to make lost missions without taking away your maps, or trying to disable the waypoint. again not a must but it can make squad leaders feel like they are doing something, and also lets the squad members help in plotting routes.
the second part to the phase is going to be obstacle clearing. this is more for my enjoyment, and will most likely not be used in missions. like clearing a bridge to see if its been mined or not. either the game master will no do anything or will and tell us. even then we might just end up rolling past it and 50/50 we all die. my goal is to make this an option, for squad and team leads incase its ever needed.
Phase 2:
This will be Urban combat, moving through a small town to get to point B. this again is to go over squad formations, only this time in confined spaces. as well as refining our skills in urban ops. if im being honest, we are pretty good at Urban ops now since we have done a bunch in the last few months.
Phase 3:
this is a foot patrol mixed in with some assaults. you will have freedom to plot your own route, and deviate. its an open space with hills dotted around that have enemy fortifications. you can either break contact and keep moving. or assault them. this will be the squad manoeuvres section of the training. Bounding, Peeling, and making use of the Squads fireteams. and the fireteams members. a good thing to note is with Lambs, the enemies are easier to agro all at once. they will start to shoot as one at one target half the time. this is good for us, since we can start experimenting with smaller teams. rather than just using the tactical squad blob.
Phase 4:
Convoy order. there is a main road you will be following. along the route will be heavy urban areas you must pass through (clear if you want but there is still a phase 5 left to go) you will also be contacted along the road, either by roadside enemies. or by enemies atop hill with defences. this is to practice convoy orders, clearing contacts. and infantry screening. most of which we do, but its hit or miss we end up mascased.
Phase 5:
from phase 4, you will get to an LZ. defend the location until helicopter evac arrives. this is to practice hot exfil. from there you will be taken to the tight road south of the AAC airfield.
defend that location from enemy attack. once I'm happy with how the defence is going, we will practice breaking contact and retreating. the ideal outcome is no on gets left behind, or dies. Uncon is unavoidable, and things will go wrong. but its training.
there will be a few moment where we can mess about with the ACE CSW stuff. but that mainly depends on turn out. i would of made a phase dedicated to those weapons. but 5 phases, and i have no solid predictions on how well or fast you will complete them. so the option is there to try them out at the defence mission and phase 3. but i guess we'd need another op based upon those weapons.
(Disclaimer they might be a Kostas speech, Dat.Boi.Yeet is not responsible for hurt feelers or bleeding ears)
I know we are a casual unit, and i do know that once we start doing things "the proper way" the game play can feel stale. if you have ever been part of a more serious unit you will know what im on about.
the goal is not to bring a rank structure, or make people DO things. just introduce some cool ideas that can help us in missions. like avoiding mas cas and making stuff like assaulting, and withdrawing smoother and less likely to end in a team wipe, or with people left behind.
The mission will include.
A quick gloss over the ideas in theory, explaining its use and how to do it. this will be fast and easy. I'm thinking that if I give you the core idea we can morph it into something more inline with how we all like to play. rather than having me tell you exactly how it should be done.
Phase 1:
a simple foot patrol, going over squad formation, and map reading to follow. this is my attempt at getting people to not rely to much on the "shift-click" method of moving. also its allows Zeus to make lost missions without taking away your maps, or trying to disable the waypoint. again not a must but it can make squad leaders feel like they are doing something, and also lets the squad members help in plotting routes.
the second part to the phase is going to be obstacle clearing. this is more for my enjoyment, and will most likely not be used in missions. like clearing a bridge to see if its been mined or not. either the game master will no do anything or will and tell us. even then we might just end up rolling past it and 50/50 we all die. my goal is to make this an option, for squad and team leads incase its ever needed.
Phase 2:
This will be Urban combat, moving through a small town to get to point B. this again is to go over squad formations, only this time in confined spaces. as well as refining our skills in urban ops. if im being honest, we are pretty good at Urban ops now since we have done a bunch in the last few months.
Phase 3:
this is a foot patrol mixed in with some assaults. you will have freedom to plot your own route, and deviate. its an open space with hills dotted around that have enemy fortifications. you can either break contact and keep moving. or assault them. this will be the squad manoeuvres section of the training. Bounding, Peeling, and making use of the Squads fireteams. and the fireteams members. a good thing to note is with Lambs, the enemies are easier to agro all at once. they will start to shoot as one at one target half the time. this is good for us, since we can start experimenting with smaller teams. rather than just using the tactical squad blob.
Phase 4:
Convoy order. there is a main road you will be following. along the route will be heavy urban areas you must pass through (clear if you want but there is still a phase 5 left to go) you will also be contacted along the road, either by roadside enemies. or by enemies atop hill with defences. this is to practice convoy orders, clearing contacts. and infantry screening. most of which we do, but its hit or miss we end up mascased.
Phase 5:
from phase 4, you will get to an LZ. defend the location until helicopter evac arrives. this is to practice hot exfil. from there you will be taken to the tight road south of the AAC airfield.
defend that location from enemy attack. once I'm happy with how the defence is going, we will practice breaking contact and retreating. the ideal outcome is no on gets left behind, or dies. Uncon is unavoidable, and things will go wrong. but its training.
there will be a few moment where we can mess about with the ACE CSW stuff. but that mainly depends on turn out. i would of made a phase dedicated to those weapons. but 5 phases, and i have no solid predictions on how well or fast you will complete them. so the option is there to try them out at the defence mission and phase 3. but i guess we'd need another op based upon those weapons.
(Disclaimer they might be a Kostas speech, Dat.Boi.Yeet is not responsible for hurt feelers or bleeding ears)
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