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AAR AAR Campaign War in the West (2/4) : Operation Theatre - SME

After Action Report
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Mueller.H

First Sergeant
Active Duty
E/2-7 HQ
Local time
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Element Callsign: Allies Anti Tank Squad "Option"
Element Leader: Master Sergeant Mueller.H
7th Cavalry Personnel Within Element:

Specialist Maikranz.J
Specialist Mason.P

Pros:
  • I was informed of my squad's objective at the beginning of the operation. I am convinced that we were able to successfully complete our task, resulting in the destruction of two heavy tanks, one medium tank, and two supply trucks, precisely because we were granted a high degree of autonomy and not subjected to excessive micromanagement. We were also able to destroy five garrisons and six OPs because of it. To the best of my recollection, I was only asked twice in Discord for support, which allowed us to remain fully focused on our mission. Moreover, even without being explicitly requested to assist, we made the decision to abandon our ongoing tank-hunting efforts once it became clear that the strongpoint was at risk. By shifting our focus and successfully neutralizing enemy outposts, we were able to contribute significantly to the defense and stabilization.
  • This combination of autonomy and effective squad performance undoubtedly contributed to an exceptional squad experience. Morale and enjoyment levels remained consistently high throughout the operation, reaching a near-euphoric state by the end. But maybe that was just because I was eating Panzerschokolade.
  • Even though the opposing team, "The Baddies," may have been disadvantaged by certain rules, I felt that the match remained fair overall. No side was overwhelmingly dominant, except, perhaps, in the case of the heavy tanks, which struggled significantly.
  • When you place trust in your squad mates, you find the courage to stare death straight down the barrel.
    Heavy-1.webp
Cons:
  • As noted in other AARs: The game structure is built around a single Commander and multiple Squad Leaders. The Commander sets the strategic tone of the match through spawn placement and the use of abilities. As such, introducing an additional layer of leadership in the form of a "Platoon Leader" for micromanagement purposes is not only unnecessary, but often counterproductive. In every operation where this role has been implemented, excessive communication from within command chat has consistently interfered with the inter-squad communications. This leads to vital call-outs being missed from either squad members or quieter Squad Leaders. Furthermore, shifting coordination to Discord has historically exacerbated the issue by introducing another layer of communication for distraction. In short, the game's native communication structure should be respected and utilized as intended to maintain clarity and efficiency.
  • It is important to note that pre-OP nervousness, especially before a high-stakes mission, can trigger gastrointestinal symptoms. For this reason, the live time stated in the original post should never be shortened, as some troopers may not yet be physically or mentally prepared. :ROFLMAO:
 
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Hermes.S

Sergeant
Active Duty
1/A/2-7 SL/ASL
Local time
7:10 PM
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Element Callsign: Axis MG Team 1
Element Leader: Specialist Hermes.S
7th Cavalry Personnel Within Element:

Corporal OCulien.M
Private First Class Drezelan.O
Private Perrier.J

Pros:
  • I enjoyed the continued concept from the previous although I have to admit, having won the last one I missed to what benefit it played for the axis this time?
  • Squad cohesion was Johnny on the spot, from MG to supplies, to gun-games. Solid communication, movement, and cover.
  • Squad broke the enemy lines multiple times that spearheaded an axis push / follow up that led to on point garris destroyed by sister squads
  • Slow movement, and pressure with strength in numbers managed to keep a solid effort on the center cap (till it wasn't)
  • Great initial Garrison placement
  • Strong work from our PLT LT and Commander
Cons:
  • The starting points were a bit frustrating and difficult to understand. If there's a LARP reason behind it, ok fine. IE The Axis took mortain and began an offensive towards SME but the allies got early warning, thus justifying their recon units and equally placed armor. Perhaps instead of giving the armor such a close initial advantage, especially without the ability to full combat it, give them one column ahead of time instead of letting them sit on the D/E line as the recon coached it.
  • I felt the armor was unbalanced. Again, if this was due to the scenario, or LARP, please make it a little more known in the OP ORD. IE Allied Armor will have more active armor units in play due to xyz. However to counter balance it, we've allowed the us of AT guns...or something that is more than two AT squads.
  • Our follow up - replacement garri game got worst as the game progressed. Minimal RED ZONE garris.
  • First platoon made some strong moves on the center point however we made multiple mistakes. We had ZERO follow through on our push into the hardcap. We did not prepare to hold a specific area such that it could have been utilized as a consistent push off point to keep the strength and momentum.
  • We allowed them to knowingly pincer us without any kind of response thus taking out all efforts we made on our push to center.
  • We were able to regain our ground only to fall to the same thing mentioned in my fourth point.
  • Not sure how our defense fell or how they managed to take Western without giving up Church. Not entirely sure what happened over there (respectfully)
  • Poor squad to squad cohesion
  • Lot's of inappropriate Hot-Wash callouts
  • Im concerned that the rules, op ord, concepts are falling short. Ive been hearing a TON of complaints regarding the ruleset, or that a rule was missed for the entirety of the game ( medic role ). It is the absolute DUTY of anyone in an SL role to know and read this stuff before hand. If youre planning on waiting for the day of, you should not be in a leadership role. Same with last minute sign ups, unless in dire straights, they should not be placed in a leadership position. People work too hard on concepts and planning ahead of time for it to be wasted like that. If you dont like the ruleset or concept, dont sign up. If you find that role specific concepts, with extra rules annoys you, stop complaining, and sign up for S3. Leif and others put a ridiculous amount of time into this.
  • Please ensure that if the OP has specific limitations to roles, to prevent signup of those roles as an option.
  • For minimizing the use of command comms to PL LT / TC / Cmdr, there was a ridiculous amount of extra chatter. I ended up muting everyone, even the commander, as to communicate solely with my platoon LT. I couldn't hear my squad over cmd comms, I had to ask the PLT LT to constantly repeat unit specified orders. I used CMD Comms as an SL as instructed: Tank call outs only.
  • Lastly, people practice together to play together in operations. Most of us do not have issues being paired with anyone, that's part of who we are. On that same note, I think it's fair to keep sections together as much as possible, if at least on the same team. While S3 SOP regarding placements are followed, it's generally been an understanding that while keeping sections together is NOT SOP, that extending that courtesy goes a long way. I do appreciate being given the option to swap troopers here and there, and openly announcing it. However, I do know it was gripe that multiple sections were on opposing teams and caused multiple people decide not to come.
  • Skipping arty in leadership hot wash felt disrespectful.
  • PLT LT. It's a different gig / role that's been utilized as of late. It is however, a role that's literally secondary to being commander. Youre the right hand man helping the commander maneuvering squads here and there such that the commander can take a closer look at the over all picture without having to micro manage squads. Perhaps moving forward, it is a role that should be voluntary such as the commander role, as opposed to volun-placed. I also think that if you're tasked with being a PL, you *SHOULDN'T have a squad to micro manage. Perhaps given a trooper to be an errand boy (IE supplies)
PS: Maines, I for one love the idea of there being a PLT LT. It's a different gig / role that's been utilized as of late. It is however, a role that's literally secondary to being commander. Youre the right hand man helping the commander maneuvering squads here and there such that the commander can take a closer look at the over all picture without having to micro manage squads. Perhaps moving forward, it is a role that should be voluntary such as the commander role, as opposed to volun-placed. I also think that if you're tasked with being a PL, you should have a squad to micro manage. Perhaps given a trooper to be an errand boy (IE supplies)
PPS: I respectfully disagree with your approach to the PLT LT, Mr Mueller. I think the area in which it needs fixing, is not having a squad to run, such that more focus on what your multiple squads are doing can be managed. Ive seen this concept utilized extremely well and will personally continue to vouch for it. <3
 
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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
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S1 Locked.
 

Saint.D

CW2
Retired
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Messages
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174
S1 Operation Processed.
 
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