7th Cavalry Gaming

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AAR AAR | ARMA 3 | Operation Old Folks Home [Roadblock]

After Action Report
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Lewis.A

1st Lieutenant
Active Duty
1/C/1-7 HQ
Local time
1:33 AM
248
262
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Highman.J

Major
Active Duty
1-7 HQ
S7 HQ
S1 HQ
S7 Staff
Local time
1:33 AM
4,303
3,641
Element Callsign: HOG-1/CHAOS-1
Element Leader: Second Lieutenant Highman.J

7th Cavalry Personnel Within Element:

Private First Class Mason.H

Pros:
  • Good communication between the two of us
  • Had a chance to try more advanced controls with good effect
  • Hog go BRRRRRRRRRRTTT!
Cons:
  • Minor technical issue at start where A10 throttle decided to not respond. Required Godfather intervention (new bird).
 

Spit.K

CW3
Retired
Local time
1:33 AM
162
163
Element Callsign: Buffalo 1 & 2
Element Leader: Chief Warrant Officer 2 Spitnale.K

7th Cavalry Personnel Within Element:

Chief Warrant Officer 2 Wulf.C
Warrant Officer 1 Hamm.C
Corporal Terp.J
Specialist Spin.M
Private First Class Sawyer.H


Pros:
  • Good Teamwork within element and G2A
  • ISR practice, not normally used by Buffalo and was a nice change of pace
  • Good Mission, checkpoint operations are few and far and this was received well from Buffalo 1 & 2
Cons:
  • Not a con, but Bison may have been a better use for Operational need
 

Bethea.A

Corporal
Discharged
Local time
12:33 AM
551
423
DEPARTMENT OF THE ARMY
S3 BATTLE STAFF
Headquarters
7th Cavalry Regiment
COMBAT AFTER ACTION REPORT
Element Callsign: MISFIT-6
Element Leader: Second Lieutenant Bethea.A


Pros:
  • Really good change of pace and op concept.
  • Loved the civilian portion of scripting that kept a flow of traffic to the checkpoint.
  • Decent communications throughout the operation.
  • Phenomenal job from 5 coordinating the convoy and working with Buffalo.
  • ISR from all aviation assets was on point throughout the night.
  • EXCELLENT adherence to CP procedures by MISFIT-1 and MISFIT-2 resulting in no fatalities or international incidents.
Cons:
  • Enemies should be removed from the script and spawned in by Zeus. The end result was a little too formulaic.
  • Fire mission went out without authorization from one of the infantry squads.
  • Bad communication between 7 and 6 leading to red tags during a tasking. Will make sure my intent is clear moving forward.
  • Some of the supporting units did not get as much tasking. Will improve my assertiveness in making sure they are involved.
 

Sam.T

1st Lieutenant
Retired
Local time
1:33 AM
1,412
1,414
DEPARTMENT OF THE ARMY
S3 BATTLE STAFF
Headquarters
7th Cavalry Regiment
COMBAT AFTER ACTION REPORT
Element Callsign: MISFIT-5
Element Leader: Second Lieutenant Sam.T


Pros:
  • This was an immersive environment with the local police forces and other assets operating around the area.
  • Established operating procedures surrounding the checkpoint operations definitely made this OP work. All of the previous "checkpoint operations" I've encountered have had difficulties due to a lack of SOP on the mission profile.
  • Including CIVPOP and EPW handling for Atlas is an excellent idea in theory, and the thought of additional tasking during low-intensity OPs is very welcome!
  • Aside from 2x "arma-isms," the convoy went off without a hitch, with good movement to and from the objective.
  • The drive out to the OBJ gave me time to outline an EPW/CIVPOP handling plan with -7, which was executed well by Atlas once we arrived on the scene.
  • I included a proper 9-Line MEDEVAC call, warranted by the non-US nature of the civilian "casualties" we extracted via Buffalo. I'm a huge fan of utilizing the 9-line format where appropriate.
  • Buffalo's ISR was on the ball tonight. It felt like between Buffalo and myself coordinating and Chaos doing their thing; we had constant ISR across the AO. This was incredibly useful in several instances, spotting out enemy spotters in the hills and enemy vics well before they reached our perimeter.
Cons:
  • Low-intensity operations are always rough for Atlas. I'm sure this is reflected in their AAR as well. This would have been an excellent mission to toy around with, enabling the medical loop on AI and allowing them to take on some injuries to be handled. The concept of the EPW and CIVPOP handling was good in theory, but the limitations of our game settings and the overall mission flow hindered it from reaching its full potential.
  • Near Blue-on-Blue mortar strike due to rounds falling short.
  • Additionally, we saw the mortar team initiate some fire missions without request or approval from the OIC, which is not the best...
  • Adding some extra Zeus to this environment and ramping up the role-play with Civilians would be well received (I think). Attempting to do RP with characters with a single Zeus is incredibly challenging...
  • Personally, I think some contact on the route back would've been appropriate, considering a large chunk of the OPFOR we encountered came from the North using the same route we did for Exfil.
  • Lack of communication in the platoon led to an incredibly slow reaction to enemy IDF. I had to physically relocate to Viking-4 to authenticate their last fire mission and then prompt -6, as it was assumed the IDF was friendly.
Overall, this was a really well-executed checkpoint OP. The procedural generation (I guess that's the best term) of AI without Zeus's intervention is a cool concept. I am looking forward to potentially seeing this flushed out for use in other operations.
 

Groves.A

First Sergeant
Active Duty
B/2-7 HQ
S1 Staff
Local time
1:33 AM
1,082
1,252

Groves.A

First Sergeant
Active Duty
B/2-7 HQ
S1 Staff
Local time
1:33 AM
1,082
1,252

Beiter.A

Major
Active Duty
C/1-7 HQ
RTC Staff
S3 Staff
Local time
1:33 AM
2,171
1,369
Tracking
 

Beiter.A

Major
Active Duty
C/1-7 HQ
RTC Staff
S3 Staff
Local time
1:33 AM
2,171
1,369
Groves.A I’ll handle it when I get home today
 

Beiter.A

Major
Active Duty
C/1-7 HQ
RTC Staff
S3 Staff
Local time
1:33 AM
2,171
1,369
Groves.A updates sorry for the delay
 

Groves.A

First Sergeant
Active Duty
B/2-7 HQ
S1 Staff
Local time
1:33 AM
1,082
1,252
S1 Operations processed.
 
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