OP24II AAR
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GARRETT
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Re: OP24II AAR
Safety kills are more or less to help guys from getting welps from close shots.However,you can only use it on one guy at a time. Now that doesn't mean all couldn't accept it if they felt they needed to.

Re: OP24II AAR
I think I had more fun at this game than any other! So many memorable moments and only regret deciding to go lone wolf after getting seperated from my squad just before misson "Rescue Deisl".
We were taking the creek spawn and awaiting Garret to confirm. I scouted further down the creek as we awaited his arival. After the confirmation, I see D and G walk back towards Alpha HQ. I then discover my squad was nearly back at our HQ with an objcetive. So I decided to do some recon since at that time there were no orders.
I ended up all the way on the east side of the map (opposite of creek side). Since I was there, I decided to do some deep recon and try to come in behind Alpha's base. The short of this story was that I was going to be in a perfect position (so I thought) for Desil's rescue mission that I learned of over the com.
The reality of it was that I ended up WAY out of bounds and spent WAY too much time trying to recover from my mistake(s) and ended up slaughtering my feet from the walking/stalking. My main comm's batteries went out earlier which I had planned for, but my backup comm failed completely during this time. I made it back to the parking lot at 4am and died.
I had a comfortable pace all day and was feeling good for my first 24hr op. I'll learn from my mistakes and won't miss the next end game!
Everyone has thier own opinion of what makes a good game. What combo of rules, terrain and number of people. Personally, I liked the number of people and the size of the field. On the other hand I think I spent most of the time creekside which obviously was going to be the most active due to the HQ positionings. If the planners want feedback from the players, here's my thoughts.
Pros:
Great field! Alot of diverse terrain. Creek with a sandy marshy area, open fields as well as thick wooded areas, valleys, peaks, roads, etc.
Can't predict the number of players which I'm sure plays a part in planning objectives/missions etc. Even with less players than expected, they were still loads of fun. The rescues, IED's, parts, etc.
Having codes for the missions was a cool touch.
I liked the flip cards at the capturable respawns.
Rules were a double edged sword. I liked the idea behind the reloads, medic cards etc. See below for more.
Cons:
No general briefing for all players. Maybe for future games make it mandatory for CO's and such to have printed copies of the rules and if need be players as well. This in conjunction with a general briefing about the game play and if applicable, tank engagements, transports and boundaries should help.
Also the pre-game thread have rule admendmants/changes done in the main body of the game announcement post along with the link for the waiver. I don't mind digging and searching for info and still over looked the waiver. I think the rule changes were later moved to the main post which was helpful.
Boundaries need to be clearly marked in a way that can be easily recognized. Duct tape on the trees don't count at night Dom (a brief conversation during game play).
I think for me that was it. Well with the exception of Alpha bringing in that guy from "The Matrix" who could dodge bullets (so you know BB's were no match).
Great game for all involved in the planning! If you had another one the very next day, I woulda played again.
As always, enjoyed teaming with Bravo (new and old) and enjoyed the fire fights Alpha. Great job!
We were taking the creek spawn and awaiting Garret to confirm. I scouted further down the creek as we awaited his arival. After the confirmation, I see D and G walk back towards Alpha HQ. I then discover my squad was nearly back at our HQ with an objcetive. So I decided to do some recon since at that time there were no orders.
I ended up all the way on the east side of the map (opposite of creek side). Since I was there, I decided to do some deep recon and try to come in behind Alpha's base. The short of this story was that I was going to be in a perfect position (so I thought) for Desil's rescue mission that I learned of over the com.
The reality of it was that I ended up WAY out of bounds and spent WAY too much time trying to recover from my mistake(s) and ended up slaughtering my feet from the walking/stalking. My main comm's batteries went out earlier which I had planned for, but my backup comm failed completely during this time. I made it back to the parking lot at 4am and died.
Everyone has thier own opinion of what makes a good game. What combo of rules, terrain and number of people. Personally, I liked the number of people and the size of the field. On the other hand I think I spent most of the time creekside which obviously was going to be the most active due to the HQ positionings. If the planners want feedback from the players, here's my thoughts.
Pros:
Great field! Alot of diverse terrain. Creek with a sandy marshy area, open fields as well as thick wooded areas, valleys, peaks, roads, etc.
Can't predict the number of players which I'm sure plays a part in planning objectives/missions etc. Even with less players than expected, they were still loads of fun. The rescues, IED's, parts, etc.
Having codes for the missions was a cool touch.
I liked the flip cards at the capturable respawns.
Rules were a double edged sword. I liked the idea behind the reloads, medic cards etc. See below for more.
Cons:
No general briefing for all players. Maybe for future games make it mandatory for CO's and such to have printed copies of the rules and if need be players as well. This in conjunction with a general briefing about the game play and if applicable, tank engagements, transports and boundaries should help.
Also the pre-game thread have rule admendmants/changes done in the main body of the game announcement post along with the link for the waiver. I don't mind digging and searching for info and still over looked the waiver. I think the rule changes were later moved to the main post which was helpful.
Boundaries need to be clearly marked in a way that can be easily recognized. Duct tape on the trees don't count at night Dom (a brief conversation during game play).
I think for me that was it. Well with the exception of Alpha bringing in that guy from "The Matrix" who could dodge bullets (so you know BB's were no match).
Great game for all involved in the planning! If you had another one the very next day, I woulda played again.
As always, enjoyed teaming with Bravo (new and old) and enjoyed the fire fights Alpha. Great job!
AJAX Recon - OP: Domino - OP: The Assassination of a World Leader - OP: White Noise II - OP: 24 II -Villagers Revenge - OP: Strategies of War - OP: Phantom Hawk - OP: Attrition - OP: The Delimitation Conflict - OP: Elmer Fudd:The Wabbit Hunt - Op: Guardian - OP: Crisis In Dunundistan II - OP: Blackwater 2 - Fulda Gap 2011 - Turkey Hunt 2011 - SvG 2011 - Recondo Team Challenge
Re: OP24II AAR
As the post above states the duct tape was invisable at night....lol What was the deal with the airhorn...( DOM) ? I asked alpha players what it meant and most didnt have a clue... I was at the firefight to save diesel and was one of the last bravo left in the woods besides clutch, and heard the airhorn and thought it was the end of something and pulled out my glowstick and came out from 50feet of alpha's hq.... I was coming for ya diesel... almost made it.... stupid a$$ airhorn!!!!!
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- Doublewolf
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Re: OP24II AAR
Originally, you could only spawn at a respawn if a medic used a KIA card. I now see that that had changed, but at the time I did not know due to the lack of a safety briefing with everybody in one place.UF_Jester wrote: To any bravo who didn't liki us holding your base, that was an ambush set up to trap smitty once he returned from our base, not a way of keeping players from spawning. When we passed the O4 spawn on the way back to our base there was no one there. Any live bravo could have flipped it for you guys.
Even if I had known about the rule, we were only allowed to call for medics and ask if there was an available respawn. We could not ask our teammates to flip a respawn. They were busy sitting at your base anyways.
I specifically heard, "This will stop them from scoring any more points."
There was almost no way for us to win. You guys had quadruple the amount of players, and you took advantage of it, ruining the last few hours not just for the 4 Bravo guys at HQ, but for everybody who had to sit silently with their gun aimed at us for 3 hours straight.
I even said that our team was completely aware of your presence in our HQ and that Smitty would not come and get captured, but you guys stayed. It wasn't against the rules, but it sure was annoying. I wanted to shoot some people, but for me, there was absolutely no game Sunday due to this. I may as well have left at 10:30 PM.
Saturday was great. The objectives were well planned, and I had a lot of fun, but I must say that Sunday morning was horrible.
That's enough talk about that though. Let's focus on the positive stuff.
Last edited by Doublewolf on Mon Oct 25, 2010 3:07 pm, edited 1 time in total.

Re: OP24II AAR
One last clarification, doublewolf, the stopping them from scoring points was referring to a hard drive we took from you during the night. Dom meant that our presence there would prevent bravo from getting it back to your base.
I do agree that that morning wasn't fair to the three of you, though that was not the intention.
I do agree that that morning wasn't fair to the three of you, though that was not the intention.
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Vet:
OP24-Two________________OP Blackout
OP Phantom Hawk_________OP Anaconda
TDC (Ga/SC#1)___________OP Just Cause
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_____________________OP SoCo (Ga/SC#2)
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Vet:
OP24-Two________________OP Blackout
OP Phantom Hawk_________OP Anaconda
TDC (Ga/SC#1)___________OP Just Cause
OP Irene IX TFR 3-1___OP Ranch Hand-Vietcong CO
_____________________OP SoCo (Ga/SC#2)
Carpe noctem
Proprium nocte
unitedfrontairsoft.com
Re: OP24II AAR
Quick question, I'm bout to check lost and found, but did anyone at Alpha base find a sliver camping knife? One of my teammates lost it and says that his father was letting him borrow it for the game. I don't really know what it looked like but he claims its "silver and kind of rounded in some places".

Crossfire|Desert Crucible|Blue Hole Campaign|White Noise|Op. 24|Imperator|SC vs. NC-2|CQB Sh*tfest|Domino|Pres. Assin.|White Noise 2|Aug. 21st CQB|AOSC Anniv.|Op. 24-2|Strat. of War|Phantom Hawk|Mantis 2|RedFox Feb. 19th|Dead Dawn|TDC|CID-1|Blue Hole Jun. 18th|Blackwater 2|Op. 24-3|FPTC Jan. 21st|SC vs. GA-2|Flash Heaven 2|Op. SGC|Apple Pie|Airfarm Aug. 4th|Blue Hole Sept. 15th|RedFox Dec. 15th|CID 3|Double Cross|TDC 2|Vietnam Patrol II|Vietnam Patrol IV
Re: OP24II AAR
Hahaha!!! that totally explains the noises, what it thought was either a deer or a pig, and what i thought was talking. Thanks for proving i wasn't crazy.Clutch wrote:I ended up all the way on the east side of the map (opposite of creek side).
And to add to Foxx, i believe i am missing a pair of red goggles, like ski goggles.
[align=center]Delta Bravo Niner
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GARRETT
- I do in fact have a life.

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Re: OP24II AAR
Speaking of lost and found. If you did loose or find something at the game, please post it here. Whomever ended up with the brief cases, please hold on to them till a future game.

Re: OP24II AAR
I would like to thank all that had a hand in putting on op24two.....through all the pros and cons i will always chalk this one up as one of the best games ive been able to attend...It was one epic battle after another!
tm l96 aws
kwa sr-12
kwa sr-5
echo 1 asr
de m81
kwa g17
kwa sr-12
kwa sr-5
echo 1 asr
de m81
kwa g17
- GREEN NINJA
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Re: OP24II AAR
Fun game, especially at night. We definately caught many guys off guard with our dual strobe lighting. Got some good stalking time in, shot a bunch and had a blast. During the day i gotta say the field was more than entertaining. Sniping from the tree line and field crawling in the moonlight are things i wont soon forget. I.F., i must say we had fun playin against you guys especially at night. Good game garret.
Last edited by GREEN NINJA on Mon Oct 25, 2010 5:43 pm, edited 1 time in total.

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- Doublewolf
- I do in fact have a life.

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UF_Sleeper
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Re: OP24II AAR
Those strobe lights worked really well for your guys, you have a pm about that also.GREEN NINJA wrote: Fun game, especially at night. We definately caught many guys off guard with our dual strobe lighting. Got some good stalking time in, shot a bunch and had a blast. During the day i gotta say the field was more than entertaining. Sniping from the tree line and field crawling in the moonlight are things i wont soon forget. I really dont remember our squad losing a real firefight all day I.F., but i must say we had fun playin against you guys especially at night. Good game garret.
Re: OP24II AAR
Im pretty sure the airhorn was used to wake up sleeping Alpha.Smoke wrote: As the post above states the duct tape was invisable at night....lol What was the deal with the airhorn...( DOM) ? I asked alpha players what it meant and most didnt have a clue... I was at the firefight to save diesel and was one of the last bravo left in the woods besides clutch, and heard the airhorn and thought it was the end of something and pulled out my glowstick and came out from 50feet of alpha's hq.... I was coming for ya diesel... almost made it.... stupid a$$ airhorn!!!!!
Roses are Red, Violets are Blue, and so is your car at 102
Re: OP24II AAR
Tell me about it...Hatch wrote: Im pretty sure the airhorn was used to wake up sleeping Alpha.

Crossfire|Desert Crucible|Blue Hole Campaign|White Noise|Op. 24|Imperator|SC vs. NC-2|CQB Sh*tfest|Domino|Pres. Assin.|White Noise 2|Aug. 21st CQB|AOSC Anniv.|Op. 24-2|Strat. of War|Phantom Hawk|Mantis 2|RedFox Feb. 19th|Dead Dawn|TDC|CID-1|Blue Hole Jun. 18th|Blackwater 2|Op. 24-3|FPTC Jan. 21st|SC vs. GA-2|Flash Heaven 2|Op. SGC|Apple Pie|Airfarm Aug. 4th|Blue Hole Sept. 15th|RedFox Dec. 15th|CID 3|Double Cross|TDC 2|Vietnam Patrol II|Vietnam Patrol IV
