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AAR AAR Charlie Company 2-7 FTX: Operation Tulip

After Action Report
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Balazova.S

Corporal
Active Duty
2/D/ACD
MP Staff
Local time
7:53 PM
Messages
1,532
Reaction score
1,314
DEPARTMENT OF THE ARMY
S3 BATTLE STAFF
Headquarters
7th Cavalry Regiment
COMBAT AFTER ACTION REPORT


Name of Combat Mission:
Charlie Company 2-7 FTX: Operation Tulip 06APR25 (Sunday) 1900 EDT
Campaign of Combat Mission: N/A
Number within campaign: N/A
Game: Hell Let Loose
Server Hosted on: Training Server 1
Date of Combat Mission: 06APR25
Time of Combat Mission:
1900PM EDT - 2100 PM EDT

Mission OIC: Captain Anderson.P
Mission Controllers: Captain Anderson.P & First Sergeant Balazova.S
Number of Attendees: 75
7th Cavalry Personnel Involved in Action:

Lieutenant Colonel Strider.R
Captain Anderson.P
First Lieutenant Korfias.F
Second Lieutenant Carmine.J
Second Lieutenant Leifried.R
Second Lieutenant Macpherson.C
Second Lieutenant Sotelo.R
Sergeant Major Komar.T
First Sergeant Balazova.S
Master Sergeant Mueller.H
Sergeant First Class Busch.J
Sergeant First Class Herber.R
Sergeant First Class Landry.G
Staff Sergeant Button.J
Sergeant Berkowski.C
Sergeant Etoh.I
Sergeant Lee.N
Sergeant Martin.R
Sergeant Solo.H
Corporal Ackelson.K
Corporal Allen.R
Corporal Anderson.J
Corporal Angels.N
Corporal Bazzle.J
Corporal Cantrell.J
Corporal Coutu.M
Corporal Donk.B
Corporal Felton.J
Corporal Grimshaw.J
Corporal Guillermo.C
Corporal Jinto.H
Corporal Noriega.D
Corporal Rilian.M
Corporal Slagg.J
Corporal Von Busch.M
Corporal Watters.W
Corporal Williamson.J
Specialist Barnes.D
Specialist Barrett.JH
Specialist Blade.B
Specialist Borek.T
Specialist Bowman.D
Specialist Darko.M
Specialist DelosReyes.D
Specialist Fabie.D
Specialist Flick.J
Specialist Freeze.T
Specialist Hawthorne.S
Specialist Heinz.B
Specialist Helmick.A
Specialist Jat.R
Specialist Jebediah.S
Specialist Koalafied.C
Specialist Maikranz.J
Specialist Night.M
Specialist Rose.MJ
Specialist Tawfik.Y
Specialist Tovarysh.U
Specialist Williams.S
Specialist Winter.A
Private First Class Austin.M
Private First Class Becker.J
Private First Class Cook.L
Private First Class Fenrir.J
Private First Class Salvatore.J
Private First Class Sibley.K
Private Arnold.W
Private Barrett.A
Private Giglio.M
Private Juenemann.D
Private Rhamaad.K
Private Spell.G
Private Tatters.M
Private Tracy.D
Private Zelaya.M
 
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Lee.N

Staff Sergeant
Retired
Local time
7:53 PM
Messages
224
Reaction score
200
Element Callsign: Axis Lead TC, Callsign "Rocinante"
Element Leader: Sergeant Lee.N

7th Cavalry Personnel Within Element:
Sergeant Lee.N
Specialist Koalafied.C
Private Spell.G

Pros:
  • Great tanking throughout!
  • Great comms in the tanker channel.
  • Command comms were above average most of the time, they still got overwhelming every now and then.
  • The full range of tanks was great; always nice to have more than just lights or mediums in an FTX, even with the time limitations on them.
  • S-tier tank pings south of brick factory!
Cons:
  • Managing 4 tanks as a lead TC is difficult. Perhaps a secondary lead TC should be assigned for 4 tanks so that TC can coordinate one other tank, and the lead TC only needs to worry about three.
  • We all need to work on identifying British tanks more, but only once did I hear one miss called.
 
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Angels.N

1st Lieutenant
Active Duty
A/2-7 HQ
S7 Lead/Senior
S1 Lead/Senior
S1 Staff
RTC Staff
Local time
7:53 PM
Messages
9,186
Reaction score
2,080
Element Callsign : Axis - Logistics Squad
Element Leader : Corporal Nate Angels
7th Cavalry Personnel Within Element:

Pros:

  • Great firepower from both ends.
  • Great communication.
  • Great pinging going around and clear directions.
Cons:
  • Not really a con but doing Logistics alone was a handful but I did what I could and did my best to keep the garrisons coming.
 

Komar.T

First Sergeant
Retired
Local time
7:53 PM
Messages
4,113
Reaction score
6,017
S3 BATTLE STAFF
Headquarters
7th Cavalry Regiment
COMBAT AFTER ACTION REPORT


Element Callsign: Able Recon Squad
Element Leader: Sergeant Major Komar.T
7th Cavalry Personnel Within Element:

First Lieutenant Korfias.F
Sergeant Major Komar.T

Pros:
  • Fun and interesting concept
  • good initial plan
  • nice to have bolt vs bolt action
Cons:
  • No OPs for Recon really made it difficult for getting in the enemies back line
 

Ackelson.K

Sergeant
Reserve
Local time
6:53 PM
Messages
317
Reaction score
293
Element Callsign: Axis tank
Element Leader: CPL.Ackelson.K
7th Cavalry Personnel Within Element:
CPL.Ackelson.K, SPC.Williams.S, CPL.Coutu.M



Pros:
  • Good inter tank comms, good concept for FTX
Cons:
  • Axis light tanks are at a great disadvantage against british lights and recon
 

Bazzle.J

Corporal
Active Duty
1/A/2-7
Local time
7:53 PM
Messages
218
Reaction score
160
Element Callsign: Axis Infantry Mike
Element Leader: Corporal Bazzle.J

7th Cavalry Personnel Within Element:
CPL Bazzle.J

PFC Becker.J
PFC Salvatore.J
PVT Jeunemann.D
RCT Tracy.D

Pros:
  • Great squad comms
  • Good team comms
  • Good arty
Cons:
  • None
 

Hawthorne.S

Reservist
Discharged
Local time
6:53 PM
Messages
47
Reaction score
31
Element Callsign: Allies 2nd Platoon, Infantry 3
Element Leader: Specialist Hawthorne.S
7th Cavalry Personnel Within Element:
Lt. Colonel Strider.R
Specialist Heinz.B
Private Arnold.W

Pros:
Good Squad Comms
Good Team Comms

Cons:
Being unable to deploy OPs for a meatgrinder was unpleasant, but was dealt with in good cheer.
 

Carmine.J

1st Lieutenant
Retired
Local time
6:53 PM
Messages
166
Reaction score
190
Element Callsign: Axis Infantry Squad
Element Leader: Second Lieutenant Carmine.J
7th Cavalry Personnel Within Element:
Sergeant Martin.R

Corporal Rilian.M
Specialist Blade.B
Private Rhamaad.K

Pros:
  • I do like the idea of bolt actions only. Should've just said bolt actions only across the board instead of making all these in depth tiny squads with specific classes and restricting infantry squads of their ability to do literally anything. The idea of having a bunch of 2 man squads to split the roles is absolutely pointless given that we were all limited to the same garbage garrison spawns. Would've made since had we actually been allowed outposts and had the ability to spawn elsewhere on the map when your SL actually needs you to.
  • We finally managed to capture the middle point by just throwing bodies at the problem after wasting time trying to set up pointless flanks for the first 30 minutes. We should've just full pushed the bridge from the beginning.
  • Yay Op credit.
Cons:
  • No one in my fire team enjoyed this op and no one had really anything good to say afterwards. 2 of them stepped off and went AFK part way through the middle of it because of how pointless it felt. The other 2 crawled and hid in bushes most of the time.
  • Class limitations made it impossible to achieve anything. We got across the river once early on and couldn't supply swap for a garrison. We had 2 tanks roll right by us, couldn't do anything but wave. We had one guy who sat under the British side of the bridge for about 30 minutes but couldn't do anything with just a rifle, he did make several callouts that I missed half of due to command comms being insane. We did actually get to mark and pass on a few callouts but we couldn't do anything about them as a squad with nothing but rifleman and an SL that can't place outposts it felt like a waste of time to us.
  • Comms were horrible as usual. Between people calling my name in discord who I couldn't distinguish due to active in game comms, to the multiple people talking at the same time in command comms, and then my own squads comms, there were times I had 3 different channels active all at once.
  • Having no outposts doesn't balance the game in any sort of way and I really wish the Cav as whole would stop running operations like this. I specifically didn't come to the last operation I heard had no outposts and I will no longer participate in any future ops restricting outposts. I'm absolutely sick of getting restricted to what ends up being one garrison that gets slapped by artillery or tank fire repetitively. It's a complete waste of my time and my troopers time to have to sit there and get spawn killed over and over again and I don't know why we keep having to bring it up.
  • The middle hardpoint was on the British side of the river giving them all the advantage. Driel was an even worse map choice to try no outposts on given how open it is and the giant river that cuts through the middle of the poorly designed map. Even when A-Co restricts outposts in their ops, they only restrict them to who is holding the mid point. I spent the first 30 minutes of that game being asked multiple times to attack across a river to which I had no way to set up a spawn when I got to the other side. No way to regroup my guys to attack, it they died they spawned 400-500m away back across the river. We had one garrison that someone on our team managed to sneak in the red from an air supply drop for about 2 minutes that got locked out pretty instantly, no one could spawn on it to protect it because it was locked out, and enemy armor just drove by destroyed it and kept going. Waste of time.
  • Straight up just willingly turned the game into a running simulator and took away a lot of the core elements of the game by restricting all the classes and outposts from each squad. Again what exactly was the point of having all the small little 2 man squads if we were all forced to spawn on the same crap garrisons 200m away from where the red zone even starts anyways. I don't even care whether I got 30 kills or not, they all felt pointless, I genuinely didn't enjoy this one, it felt like a waste of time to most of my guys and I. One of my guys said it felt like we were playing ARMA, not Hell Let Loose.
 

Solo.H

Sergeant
Discharged
Local time
7:53 PM
Messages
319
Reaction score
242
Element Callsign : Allied- Logistics Squad
Element Leader : Sergeant Solo.H

7th Cavalry Personnel Within Element:

Pros:
  • Garrisons were relatively easy to maintain by driving a supply truck
  • Logistics vs recon in the backline felt balanced, sometimes i'd take them out, sometimes they'd get me, but i was never losing more garrisons than i could replace in the backline, and i was rarely sniped directly out of the truck
  • While the allies did have the terrain and tank advantage, the axis team was able to execute the correct strategy of overloading one flank and then shifting their center of gravity to attack the bridge. It lead to a very even matchup despite long intial grind in favor of the allies
Cons:
  • a lot of last minute changes that directly affected me. I went into the role expecting some help but was forced to reorient to doing the task on my own, which i was able to manage but was annoying to have to deal with.
  • can't speak to the quality of the frontline fighting because i wasn't involved
Notes:
  • if the logistics squad could be expanded to 3-4 people it would be worth it to have them drive trucks to ferry troops from garrisons to the frontline
  • imo, Charlie Company really fits into it's own when we are allowed a maximum of freedom of movement, maybe consider shortening phase 1 by 10min or so as it seems too long for the amount of restriction to me
 
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Rutkowski.P

Sergeant
Active Duty
1/C/1-7 SL/ASL
DEVCOM
RRD Lead/Senior
S1 Lead/Senior
S1 Staff
S2 Staff
Local time
1:53 AM
Messages
3,959
Reaction score
1,107
S1 Locked.
 

Rutkowski.P

Sergeant
Active Duty
1/C/1-7 SL/ASL
DEVCOM
RRD Lead/Senior
S1 Lead/Senior
S1 Staff
S2 Staff
Local time
1:53 AM
Messages
3,959
Reaction score
1,107
S1 Operations Processed.
 
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