7th Cavalry Gaming

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AAR Operation Cavalry Crush 07NOV22

After Action Report
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Mix.C

Major
Active Duty
B/2-7 HQ
S3 HQ
RRD Staff
Local time
4:58 AM
1,557
1,911

Mullins.R

CW2
Active Duty
S2 HQ
S6 Staff
Local time
7:58 AM
2,148
555

Thrawn.N

Sergeant
Retired
Local time
7:58 AM
411
428
DEPARTMENT OF THE ARMY
S3 BATTLE STAFF
Headquarters
7th Cavalry Regiment
COMBAT AFTER ACTION REPORT


Element Callsign: Axis Armor
Element Leader: CPL.Thrawn.N
7th Cavalry Personnel Within Element:

1SG.Sven.S
CPL.Thrawn.N
PVT.Balazova.S

Pros:
  • Tank Crew was exceptionally skilled in multiple situations with Armor and Infantry
  • Reacted to attacks and followed orders with precision excellence
  • Most Marks were well placed with Multiple movements from enemy marked and measured in scope!
  • Managed to start having traction at 35 minutes in game time after Du Mont capture
Cons:
  • Armor marks were OK but lacking detail of what type which is critical information for Armor
  • Most of the Game was disappointing, Lacking garrisons and proper defensive efforts. Which lead to repeated failed attacks.
 

Webber.R

Staff Sergeant
Active Duty
2/A/2-7 HQ
RRD Staff
Local time
7:58 AM
924
655
DEPARTMENT OF THE ARMY
S3 BATTLE STAFF
Headquarters
7th Cavalry Regiment
COMBAT AFTER ACTION REPORT

Element Callsign: Axis Infantry - Charlie
Element Leader:
Specialist Webber.R

7th Cavalry Personnel Within Element:
Lieutenant Colonel Budd.D
Staff Sergeant Zimm.L
Corporal Bizutto.A
Specialist Webber.R
Specialist Quake.B
Private First Class Chhari.A

Pros
  • Very good comms with Squads utilizing command chat to keep the map updated with enemy troop movements and vehicle marks.
  • Excellent turnout and a very quick transition into a seeded server and flip to Axis.
  • Managed to nab the win at almost the very last second to make a very memorable op!
Cons
  • Could use more combined arms comms with infantry supporting tanks on approach and tanks leading infantry into hard caps. Didn't feel like armor support was properly utilized which may have been why our offensive pushes were stalling out regularly.
  • Defense often felt neglected.
 

Dietz.H

Staff Sergeant
Active Duty
2/E/2-7 SL/ASL
S5 Staff
Local time
7:58 AM
212
135
Element Callsign: Axis - Easy (Infantry)
Element Leader: CPL.Dietz.H
7th Cavalry Personnel Within Element:

PFC.Cantrell.J
PFC.Buller.M
1SG.Komar.T

Pros:
  • good coordination between squads about enemy movements/garrison locations
  • Excellent call outs. Glad to see the comms practice paying off
Cons:
  • Not enough garrisons on our side
  • Had to voluntell squads to defend too many times. Easy was the only squad defending or securing flanks part of the match
 

Avery.D

Staff Sergeant
Active Duty
2/E/2-7 SL/ASL
Local time
6:58 AM
221
217

Mix.C

Major
Active Duty
B/2-7 HQ
S3 HQ
RRD Staff
Local time
4:58 AM
1,557
1,911
Element Callsign: Axis -Item? Recon
Element Leader: Captain Mix.C
7th Cavalry Personnel Within Element:


Pros:
  • Barely Squeeked out the win
  • Hopefully learned some lessons
  • Popped Tac 2
Cons:
  • Barely Squeeked out the win
  • Tactical errors
  • Room for improvement on S3 organization and handling of placement and team swapping. Really need whomever is doing the RCON stuff not to be an SL
 

Mueller.H

Staff Sergeant
Active Duty
1/E/2-7 HQ
1/E/2-7
Local time
1:58 PM
454
361
Element Callsign: Axis - Goerge (Infantry)
Element Leader: Sergeant Avery.D
7th Cavalry Personnel Within Element:

Corporal Anderson.J
Corporal Jinto.H
Specialist Fields.M
Specialist Mueller.H


Pros:
  • Very good communication within the Squad with pings, marks and call outs.
  • Awesome game with an incredible final.
  • Excellent squad leader that didn't micro-manage me, which is why I was free to move further away from the squad to find and destroy enemy spawns or to act as a kind of recon within the the squad to find the enemies next most likely avenue of approach. (E.g. Map 51 - Map 53 in the video below.)

Cons:
  • We had for a very long time only 1 tank crew although we had always enough fuel. Another tank probably would have put more pressure on the next point and relieved our point. (E.g. Map 1 - Map 44)
  • Took a while to rebuild garrisons after we lost the Sainte Marie Du Mont.
  • This is one my favourite half-track maps. Maybe we should have used this asset more often.

Here is a video with all the maps lined up from my game recording:




My Pov:
  • Since I was looking for an exciting game, I started as an Allied commander and directly dropped supplies and built garrisons. I think I was moved as one of the last players at about 1:22:00 game time, so I had plenty of time to help the Allies. This meant that the new commander who came after me didn't have to worry about anything and could focus directly on the attack. In retrospect, this was a stupid idea, because we almost lost the game 😓.
  • I'm pretty sure we didn't notice their first airhead. In my recording, I hear a plane at about 1:19 and at 1:17 we started losing Sainte Marie Du Mont. We should train the players to look at the sky when a plane is present.
  • Our squad defended most time of the game. We had the highest defensive score, just ahead of Able squad. However, mostly not directly on the strong point to wait for the enemy, but an active defense to get rid of dropped enemy supplies and the enemy spawns. (E.g. Map 37 - Map 39 or Map 51 - Map 53)
    Throughout the game we alternated between active and passive defense. That should be standard, but in many games I see a mainly passive defense. It often depends on the game situation, but maybe we should train something like that.
  • Final phase: The artillery manned by Avery and myself fired 13 explosives and 4 smoke grenades within 1.5 minutes. Our squad manned 2 guns and we received about 200 combat effectiveness during this time. The person who came up with this idea should receive the "Idea of the Century"-Medal.
    Five Min To Win Video
 
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