7th Cavalry Gaming

Join the Tactical Gaming Excellence

  • Guest, the 7th Cavalry Gaming Regiment is currently not accepting Enlistments/Re-Enlistments until after our Furlough (winter break). Enlistments/Re-Enlistments will reopen when we return from Furlough on January 4th, 2025. Please click this link to join our Discord server to stay up to date and keep in contact with us!

AAR B/2-7 FTX - Operation Dark Horizon 21JAN24

After Action Report
Status
Not open for further replies.

Webber.R

First Sergeant
Active Duty
A/2-7 HQ
Local time
7:42 AM
1,386
1,157
S3 BATTLE STAFF
Headquarters
7th Cavalry Regiment
COMBAT AFTER ACTION REPORT
Element Call Sign: Axis Dog Squad - Delta Reapers
Element Leader: Staff Sergeant Webber.R
7th Cavalry Personnel Within Element:
Specialist Sokol.Z
Specialist Bean.P
Private First Class Grayson.M
Private First Class Macpherson.C


Pros:
  • Squad loved the usage of defensive elements that allowed the Engineer class to shine, something that they normally may not see in a match of Hell Let Loose.
  • While the Op started off on the back foot as an Allied airhead landed uncontested north of Yellow House, Axis eventually felt like we had a good hold over most of the gridsquare surrounding the point for most the match with ample spawn points to reinforce areas that were being pressed.
  • Engineering Team as a whole did a great job building a defensive front for the team to hold off of. While our specific holdout south of point was satcheled early on, we used some of our downtime to rebuild part of the barriers that continued to be used as cover for the rest of the match.
  • Props to the Allies, I really thought that last minute airhead and artillery combo had us beat!
Cons:
  • Artillery was very oppressive. I understand it was probably allowed as a balancing tool, but when it's not allowed to be interacted with, I would suggest limiting it to certain times within the match, like 20 minute periods of use with 15 minute intervals of pause or something. It was definitely dialed in on our garrison spawns multiple times this match.
  • Not particular with the Op itself, but Stalingrad Night seems much darker than the other Night maps at least for me. I had difficulty actually identifying enemies which I don't find a problem on the others.
 

Travis.W

Specialist
Active Duty
1/B/2-7
Local time
5:42 AM
458
538
Element Call Sign: Allied Infantry Hotel Squad
Element Leader: Sergeant.Travis.W
7th Cavalry Personnel Within Element:

Specialist Strole.Z
Private First Class Bannister.J
Private First Class Anderson.T

Pros:
  • Excellent unit tactics, buddies, bounding.
  • Great unit comms
  • Great leadership planning with no great change of plans
Cons:
  • Having a small unit I had to focus on the fight rather than coordinate with command comms
  • Friendly artillery and katyusha teamkills
  • Seemed like we were fighting a lot of solo troopers rather than units of troopers which was weird
  • Lack of a trooper able to use support class with explosive ammo
 

Hermes.S

Sergeant First Class
Active Duty
2/A/2-7 HQ
Local time
7:42 AM
753
899
Element Call Sign: Allied Assault 1/2
Element Leader: Staff Sergeant Hermes.S
7th Cavalry Personnel Within Element:
Specialist Quake.B

Specialist Curran.J
Specialist Wisniewski.A
Private First Class Harris.W

Pros:
  • Interesting overall scenario - fun!
  • The first point was our favorite; all squads worked cohesively to achieve victory on the point.
  • Very fierce fighting on both sides - relentless holding and wave after wave in an attempt to gain control.
  • From the Allied perspective, the second point felt very "WW2" Russian. Just a meat grinder - Nonstop - sends everyone feeling
  • Fun attempting to work with Sotelo and his tank crew. A difficult task with wide open areas, minimal coverage, and the mighty Panzerschrek.
  • Always within 50 meters of the second point - just couldn't get an edge to cap.
  • The ol' MixManeuver Airhead on point - we got as close as 75% and my squad was able to survive the longest within it. Interesting challenge.

Cons:
  • Wasn't familiar with the goals of both sides, so difficult to comment on the overall idea or concept and how it was handled.
  • Far too much daisy chaining.
  • Not enough coordinated efforts in the same location - too many multiple fronts which didn't allow for a strong enough / reinforced push.
  • Not enough tactical pauses allowed for a reassessment of the battlefield.
  • Not enough chatter between each allied assault group.
 
Last edited:

Mulholland.J

Sergeant
Active Duty
1/E/2-7 SL/ASL
RRD Staff
Local time
7:42 AM
550
713
Element Call Sign: Allied Infantry Defensive Squad
Element Leader:
CPL.Mulholland.J
7th Cavalry Personnel Within Element:
SPC.Leaf.J
CPL.Flanagan.L


Pros:
  • Our section had a lot of fun. Keep in mind the pros outweigh the cons here.
  • We only lost our OP 2-3 times during the entire FTX. We won a lot of our gunfights.
  • Leadership comms was generally great.
  • Calling for Artillery fire missions was great.

Cons:
  • Only having a 3 man squad while being a direct attack unit.
  • We did not train on any night maps prior to FTX.
  • To much time was given to allow the enemy to build up with even teams. Defense <-----Offense.
  • Untouchable enemy garrisons leading to infinite spawn waves. Generally Ok but the placement in the last phase was a little much. Some leeway needs to be given if the enemy decides to be to clever where it's not fun. This happens a lot and it can be hard to notice the affect at times but it's big.
 

Hazen.D

2nd Lieutenant
Active Duty
1/B/2-7 HQ
Local time
7:42 AM
346
321
Element Call sign: Allied Southern Flank Squad
Element Leader:
Specialist Dareck Hazen
7th Cavalry Personnel Within Element:
Specialist Summers.J
Specialist Beauchamp.R
Specialist Mason.P

Pros:
  • Squad functions clearly designated, Assault, Flank, Deep Flank, etc.
  • Clear, concise communication in Command chat
  • Battefield Flexibility maintained via garrison placement.

Cons:
  • Random Map Rolls. Probably not fixable, but if it is, Opords could be clearer.
  • We should advertise these events alot more than we currently do. Every official Op should be hyped up for max participation.
  • Recon could not counter enemy artillery due to "out of bounds." Out of bounds should not affect recon.
 
Status
Not open for further replies.
Top