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Year Game Date
2007 MPPGames : Guadalcanal : Sept 22,23 2007 @ Command Decisions Sept 22,23 2007 :

 

MPPGames : Guadalcanal : Sept 22,23 2007 @ Command Decisions
 

In Attendence: (18)

 


Thumpers Notes

good game fellows -- the game was OK, but the company was excellent.

Camping out really does add something back to the game. Good call yall.

By the numbers:

In attendance w/ SCRK / SECTION8 / PIT BULLS / PBC we had roughly 18:
Clay Dirt, Sonic, Grendel, Thumper.
Brain, Rasta, Rich (working), Cacey, Greg, the other PBCballer that hung w/ Cacey
Sheldon, Herbee
Mike Laforge, Brandon and ? (the other brother)
Kyle, Ross, Spook

we were sided w/ the Americans with Omnicool of team omniforce as our general operating out of base BRAVO
480 total players -- 17 tanks
Teams on our side: PubCrawlers, Sewer Rats, Omniforce, B-Squad, Bravo2Zero

The JAPS operated out of Alpha Base under CamoJester.
Teams on the JAPS side: Paincell, Clown Posse, Assassination, Capital Offense, Rogue Cell, ODX

Prior to the game just looking at the list of teams and the placement of the bases it appeared to be a lost cause -- I know brain and I both mentioned to BEN that the alpha base being used as the JAP base gave the JAPS considerable control over the field - inparticular the bridges over the river and the roads those lead to. My personal estimate was Ben misinterpreted the field when planning the game. I heard heard from Brain that Ben suggested he had done exactly that.

Awards: While we registered, partied and hungout as SC Roadkill - somehow Russell identified us as Section8 and gave us the Sportsmanship award for the American Army.

 

 

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I shared this with Russell prior to the game:

I replied:

I know its frusterating trying to get Ben to commit to who is on what side -- and from past experience he makes the final call on Friday night before the game as the teams roll in.

But he is usually excellent in picking sides -- (actually I would say he is the best in the business at picking sides)

Looking at what Ive seen so far, we are in deep - without much of a prayer. And we have the nasty base for running missions. Its in the open and very approachable by enemy armor. We will have to go around the open spaces to run missions - taking away valuable time our mission teams may not have.

The Capital Offense guys are excellent C&C chaps - running missions personally and putting points on the board. Their main weakness is in their inter-team collaboration. Unfortunately for us, AssinNation is exceptional at this. Im not sure if they will learn this in advance, but when they do will have a problem as I don't see any other weakness.

Rogue Cell will likely run closely on mission w/ the Capital Offense guys. Ide bet $5 right now Rogue Cell walks w/ the MVT award for the JAPS.

Both seem to have excellent local field knowledge.

Paincell will likely see the big open space between the two bases and I would guess they they will he happy to spend time there and plinking away and tank hunting.

I havent heard re. Carolina Riot. If we get them, it would certainly help things.

If you dont have a plan, and need some advice -- I would suggest you consider carving the field up into 5 Areas of Operation (AO's) and assigning at least 2 non-mission running teams teams to each. Each AO should have maybe 3 potential mission objectives.These teams should have with orders to:

* Secure area and keep secure, (look for refs escorting enemy mission teams - and attack! -- call for armor if needed)
* Continually sweep AO for props especially after breaks in the action.
* Report large enemy movements and special weapons in the area back to C&C.
* Return props via runners back to C&C

Meet w/ each team captain prior to the game and get their radio freqs and make a few copies of this chart.
Overlay these freqs on your map w/ the AOs. Then when you dispatch your mission teams you will have a decent idead of who should be where anf how to raech them. The 2 to 3 groups can then collapse on the objective.

The problem will be communications. The FRMS/GRMS comms dont work will in the hills.

The AO technique will need regular contact via your command so they don't get board and just go looking for the action. The two teams per each AO will help one team be on station, and the other on call. This approach (if deployed and maintained) will provide a constant defense against enemy missions.

Grendel adds Tanking was frustrating but then the crunchie roll was frustrating at times too. At times it seemed like there was multiple different games going on at the same time with differing rules for the different games. I was very frustrated with the "magic" teleportation some players used to reinsert within 30 sec of being eliminated.

There should be no medics as we understand them in the scenario games anymore. It always seems to get abused.

I'll give credit to the JAPS they ran a better game than the Americans did. They worked togather better and coordinating what they were doing all over the field. We as Americans were many different groups that did not seem to mesh. Add into that the screw up on how the field was layed out and some issues with rules...etc.

Final Score

3925 JAPS to 2500 US
(very low scoring game on both sides)