Op Sovereign Fury

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Op Sovereign Fury

Postby Baronvonsmooch » Wed Jun 12, 2013 4:01 pm

I am travelling at the end of August to meet with a bunch of my Air Force teammates to this Op.

Op Sovereign Fury is a MilSim MOUT based Op created by the national organizers Mind Game Productions.
http://www.mindgame-productions.com/

This Op is taking place from 31 August to 2 September 2013 in Perry, Georgia at the recently completed Guardian Centers Training Facility.

AO Link: http://www.guardiancenters.com/

Uniforms & Teams:
US Forces - Multicam, 3-color DCU, or Desert MARPAT
Russian Forces - Woodland BDU, ATACS FG, Russian Patterns, Woodland MARPAT, Tigerstripe, or Olive Drab

Chrono Limits
RIFLE / SMG- OK < 366 fps (w/ .25 bbs)
SAW - OK < 390 fps (50 foot minimum engagement, no SAW firing indoors) (w/ .25 bbs)
SNIPER WEAPONS - OK < 436 fps (100 Foot minimum engagement - chronographed using .36 gram BBs)

The concepts that caught my eye for this op and should be considered for local op planning purposes is the level of detail that the organizers considered when putting together their player packet.

OP-SF Player Packet Link: http://www.mindgame-productions.com/wp-content/uploads/2013/05/OPSF-Players-Pack-v1.pdf

The specific items that got my attention were the respawn rules, the medic rules, and the casualty cards that will be in place to manage medic actions.

If you get a few minutes take a gander at the Player Packet to get more ideas flowing for a MILSIM event here in AK. I think it would be a good idea for the Airsoft Alaska community to draft up a written ruleset and expand a player packet for scenario days to expand the MILSIM gameplay.

Feel free to start a discussion and lets see what we can get going.
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Re: Op Sovereign Fury

Postby Fox1 » Thu Jun 13, 2013 12:13 pm

I threw in an idea a bit back that you may refer too. Seeing how many players are coming out now, I think a real Milsim is a more realistic concept then ever. The field in wasilla is the perfect size, however we should look into possibly throwing some sand bags out there, and maybe a few craters and some pill box's. I'm not really sure what restrictions Kyle is facing with that field though, so it would be best to get his advice here.
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Re: Op Sovereign Fury

Postby Kyle » Thu Jun 13, 2013 12:37 pm

Fox1 wrote:I threw in an idea a bit back that you may refer too. Seeing how many players are coming out now, I think a real Milsim is a more realistic concept then ever. The field in wasilla is the perfect size, however we should look into possibly throwing some sand bags out there, and maybe a few craters and some pill box's. I'm not really sure what restrictions Kyle is facing with that field though, so it would be best to get his advice here.


The new events manager at the Menard Center stopped by 2 games ago and chatted with me briefly. She eluded to allowing us to do some more modifications out there, but we didn't get into specifics. I e-mailed her earlier in the week to discuss things further, but haven't heard back yet - I'll be following up with her again early next week if I haven't heard back by then.

Setting up semi-permanent "bases" and respawn points would be ideal - the ones we have marked with surveyor's tape have a habit of drifting a bit =) More landmarks would probably help navigation also, as well as additional cover in some of the sparse areas.

One specific idea I floated by her when we talked at the game was putting up a permanent BB net where we usually have the surveyor's tape, slightly in the woods so it's not an eyesore. She seemed receptive - this would reduce our setup time and also allow us to play closer to that boundary than usual (which has become a bit of a popular area lately at the bigger games!)
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Re: Op Sovereign Fury

Postby Fox1 » Thu Jun 13, 2013 1:40 pm

I agree, also it would be a good idea to maybe make these Milsims have a all day pass ($10) for each player to help pay for that kind of stuff. My team and I would have no problem coming out to help with construction. And maybe we could give that lady a nice thank you gift from all of us to show our gratitude for letting us play there. I'd be willing to put in a donation for the cause.
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Re: Op Sovereign Fury

Postby Baronvonsmooch » Mon Sep 23, 2013 10:31 am

OPSF US OPORD Graphics.JPG


USAFA TACSIM

Op Sovereign Fury 2013 AAR (30 Aug – 1 Sep)

Organizer: Mind Game Productions
Location: Guardian Centers of Perry, Georgia
Unit Assigned: USFOR Bravo 1-4

AAR
Friday:
We arrived at AO around 1500 for a Bravo 1 Platoon brief. This included introductions from the key leaders, a discussion of the platoon SOPs, and a very thorough Intel and action brief on the Bravo 1 courses of action and probable enemy response. The brief was conducted very well and incredibly informative. By far one of the most immersive briefs I have received at an event of this type. Kudos to Jason Yu and the other Marines; Stoney, Leonard, and Willey; who put forward all the effort to make the planning and strategy facet of this op so impressive.

SUGGESTION: Briefings and Intel. Event organizers and leadership should take notes on the quality and thoroughness of this briefing to adapt it for their own practices. I know the brief in its entirety was filmed and should be reviewed as an example for Mac and his team to produce for whatever leadership they designate for future events.

Following the platoon brief, the USAFA guys proceeded to checkin and then chrono. The checkin process was fairly well streamlined. The only improvement would be those working the desks passing the information that goggles were needed for chrono. The chrono process on the other hand was a complete and utter train wreck that took almost two hours. At the time of chrono there were only two chromos which during my time in line both failed at one point or another. The measurements were not consistent and the flow of information from the guys conducting the chrono to those notating the tags was horrid. I can understand the separate line for measuring Joules in SAW weapons and Polarstars. The problem is that this forced those using AEGs and PTWs to a single line while those using HPA/SAWs got a pass directly to the front. If you are going to have a separate line for Joule measurement then you need to have at least one more chrono line open.

SUGGESTION: Chrono improvements. First of all, buy more chronos to facilitate this effort faster. You have 500 people with an average of 3 guns each, 1500 guns is a factor that should include more than 2 chronos at once. Secondly, get tripods for the chronos, this will allow for a better flow from the chrono to the tagging. Next, one single line then move to the individual stations. Lastly, standardize the BB weight for chrono or make it measured by Joules. There was no enforcement on what weight was used by those getting chrono’d in that many were coming forward with magazines already loaded with who knows what weight. It was concerning what actual readings were being found for these weapons.

Saturday:

Pregame: We returned to the AO at 0700 to meet up with the Bravo 1 Platoon and get all gear squared away. Around 0830 we had a brief which included all “leadership” for the event. This was the first time I had met or seen leadership above the platoon level and that is a fail. The fact that the upper level leadership made no plans to discuss any operational planning with the platoons or squads shows the lack of involvement by these leaders. I have no idea who my Company Commander was (short of the nickname RaptorKat) or what his plans for the company as a whole were. My squad also never received a safety brief at any point of this morning. We were instructed to head out to our starting point (attachment 2 OBJ Kenobi, Bldg 18) at 0930. We got everyone out to the start point at the allotted time and awaited game start.

Game start: Scheduled for 1000 start time, the game started a full 15 minutes late due to unknown reasons. This was a fairly confusing time considering we had no idea how game start was going to be announced to the AO. After three ground burst simulators the game began. I was managing two squads as a DETCOM. Bravo 1-4 (the USAFA squad) began with a hold on bldg 18 and Bravo 1-2 began with a hold on bldg 17. Being surrounded and backed into a corner the OBJ KENOBI group had its work cut out for it. Within the first few minutes the upper two floors of bldg 18 were hit by an artillery strike which 12 or so guys to the CCP now located in bldg 18’s first floor. Bldg 17 began taking fire from the west and there was also a push from buildings north of Kenobi. I sent half of Bravo 1-4 to reinforce bldg 17 as they held one side of our pocket. Meanwhile, Wohlford was placed in the second floor northwest corner of bldg 18 to overwatch bldg 27 and dominate the intersection. We repelled wave after wave of Russian forces until the CCP was removed by local admin decision (making dead folks return to the USFOR CRC in the upper left of the map). Once this happened our forces began to dwindle until there were only 5 USFOR defending bldg 18 with enemy forces directly across in bldg 17. After a full 3.5 hours of gameplay the RUSFOR finally captured bldg 18 and the entirety of Bravo 1-4 was reunited at the CRC.

OBSERVATION: Staff inconsistencies. Some admin staff rejected players returning to the CRC after other admins had come by and shut down the ability to respawn in bldg 18. Players were ordered back to bldg 18 to respawn by these staff members. Also of note this was the one and only time I noticed that the Call For Fire rules implemented correctly by the staff. They entered the building and move the respective floors (2 and 3) and individually called out the players who were killed by the artillery strike. I asked these staff how long did we have to wait before reoccupying the upper floors and after the staff made contact with game control he informed me we had to wait 15 minutes.

SUGGESTION: Game control communication. Game Control must maintain better communication to ALL of the staff in the case of changes in the game, especially changes of that magnitude. We were briefed that morning that we would be allowed to use bldg 18 as a CCP until bldg 18 fell to the enemy team. That made bldg 18 a priority objective for those of us in the KENOBI pocket and the rule change was a bit disheartening after the effort that was placed on its defense. To be told this had changed back by other staff was confusing and frustrating.

Afternoon: Once Bravo 1-4 gathered up we spent a bit of time hydrating and refitting to go back out in the city. We moved to bldg 38 where I gathered the situation from other friendlies in the bldg. I had the weapons squad set up upstairs overwatching bldg 35 so the assault unit of Bravo 1-4 could take down bldg 35 with some suppressive fire to help. While waiting for the weapons guys to set up a bunch of friendlies come running in the door on the southeast side of the bldg saying that 35 is about to be attacked by RUSFOR and they fell back so they wouldn’t be overrun. The assault unit of Bravo 1-4 sprinted to bldg 35 to make sure we held the area and allow the weapons unit (now referred to as TFD for Task Force DURKEE). Once TFD was situated in the second story of bldg 35 and the visual on RUSFOR in bldg 34 had diminished, the assault team prepped to assault across to take bldg 34. Jesse, myself, and a couple others stood at different windows to exit the downstairs and move across. On command we left the building and rushed to bldg 34. I was the first through the northern most window where I leapt through the window and came face to face with 7 RUSFOR troops stacked on the inside of bldg 34 at which point Jesse leaned in and unleashed an M203 round while all of the enemy guys were all looking at my distraction. The first guy caught the BB shower in the chest and higher while the remainder of the BBs killed the remainder of the stacked guys. He then entered the bldg proceeding to engage enemies on his own (the other assault guys were guys attached to our squad who were new to MOUT and had no training on dynamic entry, so they stayed outside). Taking out 2 or 3 guys on his way to the far staircase he made his way upstairs to get at least 2 more before being killed.

OBSERVATION: Impressive sportsmanship. This was the first face to face interaction I had with the RUSFOR guys and it was truly awesome. There were handshakes and congratulations as well as thank-yous from both teams as both sides acknowledged the hard work the other side was putting in. This began the atmosphere of great sportsmanship I witnessed all weekend.
Jesse and I returned to the parking lot next to the CRC to refit, get some food and more importantly to hydrate. During this time we witnessed several alarming behaviors and actions.

OBSERVATION: Major safety problems. Earlier in the day the Alpha Company Commander (who for this event just seemed to wander, take pictures, and do nothing of import) discussed that we ought to wear our goggles in the safe zone of the parking lot as the entire area was in play and the players could shoot into the parking lot staging area to engage players. This came true with several 2 ½ ton trucks and other vehicles driving by during this break loaded with RUSFOR players who shot out of all sides of the vehicles and then drove by the CRC still shooting at players who were awaiting respawn.

SUGGESTION: Out of play areas. You as admins MUST delineate what areas are out of play and which are not. The rubble and admin bldgs were easily displayed on the initial map graphic (attachment 1) as out of play, however while the parking lots were outlined; they were not designated out of play. For most players common sense will dictate a staging area is also a safe area…not to mention I wouldn’t want my personal vehicle or anyone else’s shot up by BBs. For others lacking this common sense you MUST spell this out.

Late Afternoon: Jesse and I reentered the field around 1600-1700 to try to regroup with our squad who was holding an area with the rest of Bravo 1 Platoon. We moved to bldg 38 from the CRC, reestablished comms with Bravo 1 and Bravo 1-4 who was holding bldg 22. Jesse and I cleared building to building across the city to find it an empty ghost town. After finding our guys we consolidated and determined the next course of action from Platoon leadership. They wanted to set up a defensive line at bldgs 41, 28, 27, and 17. After some discussion we were broken off as a recon element. Bravo 1-4 traveled from bldg 22 to 24 to 43 to 42 to 41 to 40 to 39 to 31 to 34 to 33 to 11 to 10 to 7. At bldg 7 I halted the advance and we started passing reports of enemy movement when it occurred. We had not encountered a single enemy during our movement across the entire city. We sat for an hour or so and observed while I sent a few guys back to the staging area to reduce the chance of a heat casualty as a couple were fairly close. After another half hour some green guys starting moving around bldg 4 and started to perform mass suicide rushes that were held off by 5 to 8 USFOR guys. There simply wasn’t any cover to cross the open ground. After three suicide rushes by RUSFOR a staff member ran up to bldg 7 and yelled that we had 30 seconds to abandon the bldg before it was leveled by an airstrike. We were instructed that we could not reinhabit the building after it was struck. We reestablished in bldg 11 and held out against the RUSFOR attacks until we had run out of ammo and water and were relieved by Bravo 1-2.

SUGGESTION: Choke points. Bldg 7 effectively halted RUSFOR progress into the city. Some methods of countering this wide open ground in front of the building would be to move a bunch of cars between bldg 4 and bldg 7 so that the RUSFOR guys can move up with at least some cover and make an actual advance. Another method would be enemy force insertions utilizing the out of play area in the black mission zone. This could be characterized as an airdrop or helo insertion that a squad or a platoon exits out of the exit doors in the black mission zone into the city play area. This can be used by either team and they can be inserted to a location of their choosing without being visible to the enemy team and revealing the intent of the movement.

OBSERVATION: Rule consistency. The nuking of bldg 7 and removal from play of USFOR was a source of consternation the next day when USFOR were faced with a similar dilemma.
The remainder of Bravo 1-4 left the field and got some down time to recover from the heat and get some energy back. Before leaving the field Bravo 1-6 informed us that the platoon would reenter the field together at 2000 to reestablish lines and begin night ops. Jesse, Durst, and I went out and stocked up on Gatorade for the squad and brought back some chow for everyone.

Saturday Night / Sunday Morning: After gearing up again and getting NODs ready for those who had them, we gathered as a platoon. The platoon formed a skirmish line across the field north of bldg 38 to take bldg 38 and move from there towards the RUSFOR lines. We moved from bldg 38 to 37 to 36. By now the sun had set but before the platoon started moving the facility had started turning on flood lights throughout the city. The different levels of buildings were also lit. Due to the flood lights we could not see any movement in any bldgs or discern who or what was in what buildings. Bravo 1-4 attempted to move from bldg 36 to bldg 11 to encounter a ton of enemy fire from fixed positions in bldg 11 and bldg 10 resulting in a full return to respawn.

OBSERVATION: Flood lights and Building Lighting. The building lighting I can understand due to this being a simulated American city under attack. This is also made better by alternating the floors with lighting and having some buildings that were in fact blacked out. The flood lights on the other hand were downright dangerous. These ruined the vision of every player approaching buildings as they were unable to adjust to the darkness inside after having so much light in their eyes. This had the potential to cause many close engagements and make it nearly impossible for the attacking forces to get to some buildings when caught out in the open.
This does not even mention the ability to damage NODs and render others unusable. I myself was using a Gen 3 ENVIS, while several others of my team utilized Gen 3 PVS-14s. The bloom from these lights was obnoxious even to those who have autogated and brightness controlled Gen 3 systems. I can only imagine how awful it was using the Gen 1, 1+, and 2 systems out there with these massive lights.

SUGGESTION: Lighting. Keep the internal lighting staggered. This allows gameplay to even out some for those with and without NODs. The flood lighting on the other hand causes more dangerous situations due to disruption of natural night vision and also ruins the tactical aspect of night ops. Due to this the flood lights should be turned off.

Leadership determined we shift our objectives and would hold bldg 24 and set up shifts for sleeping. Bravo 1-4 moved with the platoon to bldg 38. From bldg 38 we would move to 35 to 39 to 40 to 41/42/43. Bravo 1-4 moved across the street from bldg 43 to bldg 26 then across to bldg 24. Once the platoon was bedded down and secure in bldg 24 my squad grabbed an hour of sleep while another squad secured the bottom floor. Around 2200 we mustered and the USAFA guys moved out of bldg 24 to conduct some raids. Most of us had NODs and those without stuck close to those with them. The use of IR beacons allowed IFF to happen very easily at night within our own squad. We moved from bldg 24 to 23, to 21 to 20 to 19 to 17 to 16 to 15 to 14. Silently we entered bldg 14 and discovered that next door in bldg 13 there were enemy forces as well as out in the streets and intersection. We decided to stop here as it was a blacked out bldg with the only light source nearby to affect the NODs being the Flood Lights from the southern rubble zone. We split forces between the two levels of 14 to have a decent perimeter. Using IR lasers and NV scopes we started engaging targets around bldg 14 without them being able to pinpoint the source because we weren’t using flashlights like many of the teams out there. After a half hour or so we heard pistol shots ring out in the bottom floor and realized that RUSFOR troops had tried to enter. Unsure of the status of the forces downstairs we placed a tripwire attached to a grenade on the westernmost staircase and placed DURKEE near the other stairs so he could see down them with his PVS-14 and using the IR DBAL he could engage targets without them seeing him. Jesse, Durst, Durkee and I eliminated several other members both coming in the downstairs area and in bldg 13 next to us before we received word around midnight from Bravo 1-6 to report to the admin building to schedule our Black Mission.

We went across the street, after grabbing who we could on the radio from Bravo 1-4, to the admin bldg and found the staff member (caffeine or coffee?) who was running the schedule for Black Missions. He let us know he had been unable to contact us all day (even with us being on Bravo 1 Platoon comms the entire time) and that he was not sure when we would fit in as his OPFOR were exhausted. He was very professional about this I would like to point out and we understood the predicament he and his OPFOR were in. We gave him a squad contact phone number and decided to take a quick break. At 0030 we received a phone call that our time frame for the black mission was 0230 and to please report to the Admin Bldg at this time. We accepted this timeframe and most of the squad bed down until 0200 when we would gear up and move to the location.

OBSERVATION: Black Mission Schedule. Until this point we had no idea how to schedule this and who to talk to in order to make this happen. This should probably have been addressed in the player packet. The admins should have made a more concerted effort to address this shortfall after the massive comms failure that occurred event wide.

SUGGESTION: Black Mission Schedule. Make a schedule and submit it to at least leadership beforehand. It can be a FRAGO for the individual unit that way but at least give it to the leadership directly over them so it doesn’t become a scramble at midnight during the op to schedule this paid for event to happen.

Black Mission: At 0230 Bravo 1-4 arrived at the admin bldg to receive our brief and travel to the Black Mission location. We were asked how many of the squad was running with NODs in order to tailor the experience. 7 out of the 9 squad members participating had some form of NODs. We then walked through the city to the outside of the area. Standing outside the Black Mission garage door, we received a quick and dirty brief.

Brief (synopsis): There is a batch of Nerve Agent that has been captured by an armed group of undetermined size or strength. The group aims to use this nerve agent to attack targets within the American homeland. Currently they are prepping the weapons for movement in a subway station and should be ready to move the containers in an hour. The objective of this mission is to quietly infil from the subway tunnels, eliminate the hostiles, and activate a bomb with a timer on top of the shipment to destroy the agent. Best option is to clear the immediate blast area of the bomb. Once this goes off you can exfil from the infil direction.

We were then allowed to ask questions.
QUESTIONS: What are the capabilities/numbers of the OPFOR? Do they have NODs?
Capabilities/number of OPFOR/NODs are all unknown
What is the environment inside? i.e. is it light or dark inside the tunnels/station?
The environment has been tailored to your team. There may be lit areas and there may be dark areas.
Are we able to manipulate the lighting to our advantage?
If you discovered light switches and other ways of changing the environment you are cleared to do so.

OBSERVATION: This brief seemed very rushed and not incredibly informative. The answers to the questions were non-answers or unclear.

SUGGESTION: Improve the brief. Refer to the brief prepared by USFOR Bravo 1 Platoon leadership. It would very easy to prepare a slideshow/brief that goes in depth on the layout, scenario, and capabilities of the OPFOR involved in the Black Mission. Instead of walking the unit out to the area and conducting an impromptu brief, take them to the conference room and brief them like an Intel guy and Commander would brief a unit being dispatched on a high priority mission. This will also allow for better planning for the unit and a more immersive experience for all.

We were then allowed in the black mission area via a garage door opening and escorted to the end of the subway tracks. The mission started and we had an hour to clear out the enemies and set the explosive to destroy the nerve agent. The track area all the way up to the station was unlit. The pitch dark made it easy for those of us with NODs. The Gen 3 users took the front positions because using illuminators we could see most of the way down the tracks to the subway cars. There were two tracks with space on either side and in between to walk. Staggered down the line every 50 feet or so were emergency fire pull tabs with dim red lights. I took the front position on the left side, Durkee had the middle position, and Durst had the right side. Durkee and I had IR strobes so those behind us could see our position if they had NODs. About halfway down the track an OPFOR member stepped out on the left side and shined a light down the tracks. We halted until he went back to his position. Up and moving we took cover behind the first set of subway cars and looked for access points to boost people into them. We put a few people up in cars on both tracks and spread out to either side expecting contact. At this time we were under the lights of the subway station which was a source of frustration. With dividing between the two sides and having an over watch in the relative safety of the subways we slowly eliminated each of the defending OPFOR. I moved far up on the right and starting engaging enemy from behind a column, using a narrow slit between the column and a support beam as a firing slit. After clearing the enemy out of the alcoves and taking some wounded, we realized there were some OPFOR in the last subway on the left side. They continuously opened and closed doors enough to shoot out of. To counteract their defense, we put some fire on the doors and open areas while Durst threw a grenade in the subway car. After dominating the train platform we established a perimeter around the agent and set the bomb to detonate in 2 minutes without initializing it. There was an enemy down the stairs in one part of the platform which we suppressed and then eliminated with a grenade. With the area assumed secured we started the countdown and the unit started to exfil rapidly, Jesse hung back at the bomb site for a minute or so to make sure no one could disarm it. We took fire from shooters hiding in the dark subway cars that were quickly eliminated and we exfilled as the bomb went off. All in all a successful mission with a couple casualties. We were pleased with the frame work of the mission; however it can be improved as noted below.

UNIT NOTE: Grenades. We need to have more available grenades. It may be a good idea to have each individual carry two grenades for just such occasions as this would have made for a much easier mission. Without the grenades supplied by Durst we would not have completed in time.

OBSERVATIONS: Problems with the black mission. The area layout was unclear and the lights being on were a massive source of frustration to those of us that have NODs. Another frustration was enemies and friendlies seeing each other through the Plexiglas of the subway trains without any way of engaging.

SUGGESTIONS: Give the unit the option of turning the lights on or off. A better plan would be to have a Black Mission specific radio freq that the unit can turn to and engage with an outside authority to turn the lights off on the command of the unit. This will allow for the user to decide the conditions of the assault. In real life if a unit is going to assault a position they will have the call on the conditions and have the ability to change it. They will also have a decent floor plan/layout for the structure being targeted. Including these elements would increase the legitimacy of this mission. Secondly, leave the subway doors open, I understand that there is only so much anyone can do to increase the realism of an airsoft event, but having OPFOR and USFOR within handshaking distance and not being able to shoot through the glass can be made better by leaving these doors open.

Upon completion of the mission at approximately 0330 we relocated back to the admin bldg to discuss the events and prepare to enter our rest cycle. At this time we were approached by the Alpha Company Commander who had a FRAGO for us as he was filling in as BLUE 6.

OBSERVATION: Complete chain of command break down. Last we had heard BLUE 6 was going offline to grab some chow then coming back around 1900. This pointed to him not returning at all after what a substantial amount of time with eight + hours having passed. I understand he is retired and no longer does the military thing, however he was also signed on as the Battalion CO for this event and a team leader. The expectation is that he maintains that leadership and LEADS THE TEAM. This was severely lacking for the entirety of the event. It is all well and good that a CO can have a background in infantry operations from his previous life, however if this individual does not have a vested interested in performing the duties of that position then they do NOT need to be selected.
We had zero contact with the Bravo Commander and from what I could see of the Alpha Commander he spent more time wandering around in his combat shirt and combat pants taking pictures or hanging out in the admin bldg than actually performing his duties as a company commander. This is a massive failure across the board and one of the main sources of frustration that drove so many people to leave your event early before the game concluded.

SUGGESTION: Develop a vetting system and select qualified leaders. This is not someone you select on a whim because gee whiz this individual served this one time and might be awesome. If they are unfamiliar with airsoft then they also do not need to be selected. Give it to someone who will take the time to lay out a plan and therefore want to complete the scenarios with a win. The same can be said for the Company Commanders. You and your organization needs to develop some form of vetting process that allows for a higher quality of people to fill leadership positions from the Battalion CO all the way down to the Squad Leaders. Only then can these events be qualified as a success by the players.

The FRAGO stated that there was an HVT named Doctor Miller in bldg 24 (Hospital). We were required to secure bldg 24 until 0345 when we would receive further instructions. Alpha 6 changed to the Bravo 1 Plt net that we were monitoring to insure we maintained contact. After a quick brief for Bravo 1-4 we set out for bldg 24 which was now entirely blacked out. We moved between bldg 27 and 28 down the alleyway. The plan called for a move to bldg 26 before assaulting bldg 24. We began receiving fire from bldg 24 in the open area between bldg 26 and 27. This left half the squad behind bldg 26 and the other half behind 25. I assessed that the fire was from USFOR and we immediately started calling that we were Tan not Green forces. They didn’t seem to get the message because it took Jesse and I bounding from the west and south sides of bldg 25 through a mess of abandoned cars until they could hear that we were tan. The TFD part of the squad entered by crossing the street from bldg 26. We entered bldg 23 and entered into the southeastern most door into the ground floor.

By now the time was 0345 and we established contact with Doc Miller. I assigned personnel to maintain a close guard on him and assessed the situation across the entire building. USFOR had almost 3 full squads defending bldg 24 with Bravo 1-4 being one of them. I contacted Alpha 6, explained the situation and requested further information on exfil or evac. After waiting 10 minutes I was told that Alpha 6 was finally in touch with an admin who would provide further guidance in the next 10 minutes.

OBSERVATION: Staff Professionalism. It may be of note that from bldg 24 we could see through the glass windows of the upper floors in the admin bldg. During this waiting period to reach staff we witnessed several red shirted staff members in the admin bldg playing grab ass and chasing each other. With three squads of the few remaining tan players left and having to wait that long for an admin response it was certainly disappointing to have to witness this behavior.

By 0405 we received a response from Alpha 6 that stated that a staff vehicle would arrive at bldg 24 at 0420 and we would put Doc Miller in the vehicle to complete the extract. I acknowledged and passed the word to the other squad leaders to standby to cover the extract. At 0410 we were hit with an artillery strike that killed the top two floors of people…but NOT Doc Miller who was on the 3rd floor. By 0420 we had no vehicle in sight and I could not get an answer on status from Alpha 6.

OBSERVATION: Staff and game inconsistencies. This whole FRAGO was an outrage to those of us who continued battling since the start of the game. The staff were supposed to provide an incoming call and go to each floor individually to call out in person those players struck by the artillery strike. This happened on the second floor, but was not adhered to in the third floor. The more upsetting part is the utter lack of forethought on this FRAGO by the game control. We met all portions of the FRAGO only to be put on hold by the staff because I requested further info and it sounded neat to those administering the game. This backed up the timeline and never materialized. The staff decision to allow Doc Miller to live also appeared to hand the objective directly to RUSFOR troops.

At this point I and most of my squad walked off field to start our rest cycle. I found Bravo 1-6 who had just ended his rest cycle with the rest of the platoon and explained the situation. Meanwhile around 0500 the rest of my squad came off the field to explain that they were able to extract Doc Miller at 0435 and complete the objective even with the poor admin execution.

OBSERVATION: Admin distraction. Gentlemen it came to my attention that a Law Enforcement Officer came on scene at the time of this FRAGO. That however, does not explain why there was absolutely no contact with Admin. Real Life stuff is important, however you still have a live scenario and someone must manage that as well.

Sunday:
We slept from 0500 to 1000 offsite. We returned at 1100 to what appeared to be quite the mess. There were less than 50 USFOR players still on site and the RUSFOR had established a line across the entirety of the city including the sunken city which blocked any entry into the AO. There was no Command and Control which resulted in half-hearted horribly planned assaults with no support by fire. The vehicles would drive willy-nilly up to buildings controlled by green players who dropped rockets or grenades on them or simply shot all occupants.

To make matters worse, when airstrikes were successfully called in the RUSFOR rushed from surrounding buildings and filled the upper floors that were just called in without the 15 minute waiting period or nuking action that had occurred the day before.

Bravo 1-4 participated in several assaults to first take back the sunken city and then to take back bldg 38. All of these went miserably as we simply no longer had the numbers to move enmasse against any objective.
After standing in the field near the staging area for some time a group of tan guys started to gather. The admin was going to send a van to act as a helo insertion for USFOR to other places in the city. After waiting an hour the van started coming toward the staging area where it was inexplicably shot down by a rocket and nothing happened.

After several suicide rushes, I had a discussion with the admins regarding the circumstances that were given to RUSFOR yesterday in bldg 7. He agreed that it was a fair compromise to allow USFOR to have bldg 38 after it gets nuked.

Bravo 1-4 rushed forward and with a couple other squads we took bldg 38. We put TFD upstairs to start engaging targets and provide overwatch. Fire was coming in from bldg 35 and bldg 39.
Jesse and I decided to try to flank around and eventually get to bldg 35. We first went to the north side of bldg 37 and entered through the windows. Inside we linked up with some friendlies and cleared the rest of the bldg. From bldg 37 we moved quickly to the northwest side of bldg 36. We entered and took up positions inside to start putting fire on bldg 34. After taking out a squad + of guys we started looking at options to get to bldg 35 where the over watch group was still taking fire from. There was a door that led directly to the southwest side of bldg 35’s windows. Jesse and I entered through the westernmost window on that face with me being the point man. We both jumped through the window at speed which startled a green troop to sprint away up the stairs. He was engaged and killed trying to run by both of us. Jesse continued clearing to the right corner while I continued down the line clearing pews (bldg was set up as a church) as I went. He was engaged and killed by a guy in the easternmost corner. He happened to be sitting in a chair behind the altar, cross, and cross backdrop so he couldn’t see me. I slowly made my way forward and ankle bit him by shooting under the backdrop. Several green guys came down the stairs on that side to check on the status of the first floor, I killed two and safety killed a third one. None of the guys upstairs heard the shots and they continued to fire out of the windows upstairs towards bldg 38. I killed two of them by clearing around the bottom of the stairs. At this point they figured out that I was down there and lobbed a few grenades that I ran from before they exploded and started going up the back staircase. There was an exchange of shots between with a guy leaning out from a cubicle but all of the shots went off the railing. He ducked back in and leaned out with a grenade that was tossed as I shot him. The grenade bounced off my shoulder and I called out because it was a beautiful toss. Following the exchange all the RUSFOR guys gathered up and we all shook hands. Jesse and I were thanked for staying and continuing to put up a fight as we found out the USFOR Alpha Company had all left during the night.

Eventually the RUSFOR overtook bldg 38 again with a spirited assault. We refitted in the staging area and prepared to head back out to engage in a last assault that we thought would end the last hour as the game was scheduled to run until 1500. A staff member drove by at 1355 and told us we had 5 minutes of game time remaining. Our response was to run to the ledge over bldgs 49 and 50. Bravo 1-4 split up between the two bldgs and came under attack from three sides as green troops poured out from the other sunken city structures and over the hill from bldg 40 and 39. We held our own for the remainder of the game time taking down many enemy players before ENDEX.

Raffle/Out brief:
1430 – 1545

OBSERVATION: This took entirely too long and had a terrible venue to do it in. You asked us to stand in the hot sun after being in a game for less than the game timeframe that was posted then you promoted your next event and blathered on about how awesome your vendors were. Then to make matters worse there were other raffle tickets to purchase that most of my team was unaware of. So you had an overabundance of swag that we could not win. Cut down on the swag and use that money to lower the cost of the event or donate it to an organization. You could even use it to purchase more props. Overall this raffle did nothing to help your cause and it never gave a firm out brief on what was achieved by either team. That is a fail.

Op Summary: Op Sovereign Fury 2013 had a phenomenal AO with many amazing players; however the execution and scenario by the admin and organizers left much to be desired. Even with these shortfalls the general thoughts on this op are the USAFA members had a great time and I feel we truly had an impact on the players embedded with us who were new to MilSim experiences.


Improvements/Critiques/Praises
1) TEAM COLORS - The colors for the teams were entirely too close. There is not enough of a difference between ATACS FG and Multicam until you get too close and it’s all over. Make the scenario Green Russian (woodland BDU) vs Tan American (DCU) or even Green Russian vs American Civilians (Wolverines Scenario).

2) OBJECTIVES/MISSIONS – The utter lack of objectives in such a versatile AO was horribly disappointing. Throughout our time onsite Bravo 1-4 received 3 FRAGOs and one of those we paid an extra $100 for with the Black Mission. The others being the opening objective to hold OBJ Kenobi and the night time cluster that was the Doc Miller mission. It is on your company to provide objectives and scenarios for the participants to complete. We did not pay for a $200 team death match. Don’t get me wrong my guys will take down anyone in front of us but when the AO just has a bunch of players wandering the city looking for something to kill it can get boring quickly.

3) SCORING – The “scoring” for this event was some nebulous accounting. We have no idea what we did to earn points at any given point in time. I know for the first 18 hours or so USFOR pretty much dominated the battle space once we broke out of Kenobi. We apparently blew up the SAM sites and we have no idea what if anything the Russians did. If the buildings are worth something, put tan and green flags on each floor of each bldg and we will change them over to mark control. This must be fixed; you can’t just erroneously throw points at things we don’t know are worth anything.

4) MEDIC SYSTEM – The medic system of cards in different decks is one of your greatest strengths. Your organization made wearing extra gear worth it and found a way to assess different injuries to make players need to change their procedures to account for injuries and casualties. Continue to develop this as I think you are all on to something with this.

5) Distribution of Information – This is also a strength for MGP. The amount of info from the player packet to the responsiveness of your staff leading up to the event was phenomenal. Continue to get all that info out early and make them thorough releases when you get that out.

6) COMM PLANS – A complete and utter failure. For an event of this size with that much interference you can NOT just assign a few FRS channels and call it a day. The lack of planning for the Comm piece was awful. To make it worse it changed several times in the last couple weeks and made it nearly impossible to plan for. Designate exactly who will be on what channel all the way down to the squad level so as to deconflict between the two teams and provide a valid MILSIM experience.

7) LEADERSHIP – Another failure. As was discussed earlier your organization needs a vetting process in order to provide those leaders that will have a vested interest and enough experience to manage a large airsoft operation. (See Page 9)

8) SOUND EFFECTS – A pro and a con. The amount of effects was fantastic from the ground burst simulators to the gas M2 50 cal. The problem is no one knew what they were tied to. Did someone just achieve something? Did artillery go off? Should we be doing something or waiting for a barrage to end? Make these effects a worthwhile additive.

9) WATER – Fail. Yes my team brought enough water for ourselves and to supply others. Other teams that are not as savvy did not plan enough for that because you all promised water on site at the CRCs and no the water in the Admin Building is not a fair substitute.

10) IN BRIEF/OUT BRIEF – Both of these never happened. You must make contact with the players so they know who they can go to with problems. The out brief also concludes your event and lets players know how they did. Figure it out.

11) NIGHT OPS – Can be much better (see page 5).

12) BLACK MISSION – See pages 6, 7, and 8 for Black Mission issues and improvements.

13) CHEATERS AND RULE VIOLATIONS – any and all action taken against cheaters or those violating rules was later repealed or not followed. Originally it was applauded that you had banned a group that had gone into no play areas only to find out they were still very much a part of the game. The foreign team from Argentina or Brazil was also never reprimanded for never calling hits or acknowledging safety kills. My team encountered the foreign group numerous times and was shot at point blank ranges after making legitimate safety kills. If you are going to “ban” or remove folks from an event make sure that decision remains.

14) ADMIN/STAFF ATTITUDES/KNOWLEDGE – I have never seen so many admins that are so uncoordinated and unknowing of the rules. The blatant inconsistencies from one admin to another in just the first couple hours started a trend that lasted the entirety of the event. Not to mention the condescending and rude attitude that many of your admin staff took against players. You must teach your staff to first investigate the issue then start taking action. My team was accused and harassed regarding turning off circuit breakers for a camera system for a building they had just entered. It turned out the breaker had tripped due to a power surge. They were then calmly checked to see if they were carrying glass/clear BBs on the field because they found them in the building the staff had just checked for the breaker. Also see pages 2 and 10.

Improvement Summary: MGP has a lot of work to do and must think of all aspects before performing another op. Op Sovereign Fury was a fairly large disappointment gameplay wise and staff wise.
Last edited by Baronvonsmooch on Tue Sep 24, 2013 4:22 pm, edited 2 times in total.
2012 Systema M4 CQBR MIL/LE
2008 Systema M4A1 Max
Daytona Gun SAW Para
CA M16A4 w/ M203
CA M4 CQB SEAL
STAR L85A2
A&K M60VN
Baronvonsmooch
Master Sergeant
Master Sergeant
 
Posts: 243
Joined: Mon Oct 25, 2010 1:01 pm

Re: Op Sovereign Fury

Postby Baronvonsmooch » Mon Sep 23, 2013 10:34 am

Posted the AAR that I crafted above.

We had much better and more detailed maps and graphics that my squad and platoon produced but thats the only one that would fit the size requirements.

Please use the AAR to better understand how to plan for a larger scale or more indepth milsim event. It is not just show up and lets host a game, if you want something that is successful and memorable it will take some thinking to plan it out.

Feel free to ask me questions and give me feedback about the writeup.

Sorry it doesn't look that pretty but Word doesn't translate well over to the forums haha.
Hope you enjoy it.
2012 Systema M4 CQBR MIL/LE
2008 Systema M4A1 Max
Daytona Gun SAW Para
CA M16A4 w/ M203
CA M4 CQB SEAL
STAR L85A2
A&K M60VN
Baronvonsmooch
Master Sergeant
Master Sergeant
 
Posts: 243
Joined: Mon Oct 25, 2010 1:01 pm


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