S3 Series
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FG2 Frame 5 CO AAR
http://squadselectseries.com/s3forum/viewtopic.php?f=5&t=1930
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Author:  dawger [ Mon Mar 28, 2016 3:12 pm ]
Post subject:  FG2 Frame 5 CO AAR

Summary

Fighters launched heavy to strike F49 with 1 bomber following.

Heavy enemy presence over target resulted in only a few bombs on target and some losses in the furball. Egress east to pick up bomber. DR's arrived late so bomber forces split. 2 fighters made it to Gums but not before he took damage. Escorted him out and rallied the fighters for multiple engagements.

Several RTB's and subsequent sorties trying to put bombs on 49, 46, and 59. Sortie to 46 resulted in bouncing Wellingtons and wiping them out.

Multiple engagements with enemy fighters and bombers as the opportunity arose.

Bombers operated independently after sortie one, hopefully striking some targets and definitely attracting attention but speed of Ju88 made escort unnecessary. I had trouble catching Gums on sortie 1.

The Good

All fighters on common comms was extremely effective. It was much easier to keep a cohesive yet flexible fighting force and mutual support was excellent. Good flexibilty on the various units deciding where to be and what to strike without a lot of discussion necessary. Excellent aggressive spirit.

Excellent GCI support by Dobs after he snap stalled.

The Bad

Connection issues/Arena bugs resulting in disco when kill credit awarded and poor gun effectiveness. Some bitch sessions on voice while units were engaged but nothing over the top.

I thought it was an excellent night. We started the frame with 45 of them versus 25 of us and bloodied them up pretty good.

An enjoyable S3 frame with the entire side working together.

A salute to Gums who operated indepently and coordinated the DR's into an effective autonomous operation without much input from me.

Author:  =dobs= [ Mon Mar 28, 2016 4:26 pm ]
Post subject:  Re: FG2 Frame 5 CO AAR

Had fun (once I quit bitching about killing myself!):) Nice work...Enjoyed hearing voices for the first time to go with "faces"/callsigns.

Dobs

Author:  Coolon [ Mon Mar 28, 2016 4:30 pm ]
Post subject:  Re: FG2 Frame 5 CO AAR

being the only Night Stalker in attendance that frame I very much appreciated the close coordination.
I was able to work independently and try to "be where they aint"
being on coms I was able to call for help and actually get help several times as typing would have meant stopping my evasives.

I was able to re-up and rearm all night and must have had 12 sorties or so...

as Dobs said, it was good to hear voices behind the callsigns but also for me it was good to hear how everyone worked together and to be able to try to communicate that well in the future.

Author:  -dazed [ Mon Mar 28, 2016 7:41 pm ]
Post subject:  Re: FG2 Frame 5 CO AAR

Great fun last night. Lots of intense engagements to be sure!

Author:  Gums [ Mon Mar 28, 2016 8:22 pm ]
Post subject:  Re: FG2 Frame 5 CO AAR

Horrido!

Tnx for some nice words, and I had to do something when the DR had problems getting all into the arena. I also did not want to p!ss off the Dawg and be completely YoYo, not follow orders, etc. heh heh. Should have joined with Cool and we could have raced around creating mischief.

So I tried to take down DAR at 49 and other stuff while DR got into the arena. Got my vator and rudder shot off!!! As much as I whine about some aspects of the FM's, I was able to use power for pitch and the ailerons still worked. Managed a gradual descent to a MAF with about 700 fpm descent rate at the field and 180 - 190 mph at touch!! Very generous FM in that regard. So was able to re-up, but to no good results other than some stuff at a small field. Then Todd got to me, the swine.
++++++++++
This scenario defintely needs a lotta work. Player DTF's do not work because a CM script keeps erasing the map and other stuff. KNOCK IT OFF!!!! The buffs spend hours working up lines and times and such to help the casual players find and bomb stuff. This ain't the Main, and most of the time we only get one run for a tgt and need to have our sierra together without forcing the casual folks to spend 5 hours during the week making practice runs.

+++++++++

Gums enjoyed flying with the Axis folks, and have not done that for a few moons.

out.....

Author:  -tmoa- [ Mon Mar 28, 2016 11:40 pm ]
Post subject:  Re: FG2 Frame 5 CO AAR

I too had fun in this frame. The single mass of fighters with a "Devil may care" attitude was great!

I'm not certain how having everyone on the same TS channel would work if we'd had a full turnout, but worked very well last night.

Getting disconnected when you succeeded in shooting someone down sucked (I sure thought "kill shooter" meant something else! :shock:) But as Dawger said the one time, "Look on the bright side; it saves you the hassle of having to fly all the way back to base to refuel and rearm."

<S>

Nick

Author:  OhShix [ Tue Mar 29, 2016 2:16 am ]
Post subject:  Re: FG2 Frame 5 CO AAR

I had fun. Thanks for bringing us all together.

Not use to the lingo you were spieling out like bullets from a MG42. My brain did not handle all that I was hearing.

Fooo, Thunder, and Split made frame 5 for the 23rd.

Author:  dawger [ Tue Mar 29, 2016 11:25 am ]
Post subject:  Re: FG2 Frame 5 CO AAR

475FG spends a bit of effort on brevity code.

Its nothing fancy. It just means we have a standard shorthand so we dont have to talk a lot to get the point across and its based upon real world.

It has a few rules.

Rule 1: Directive then descriptive." Dawger, break, Hawk low 6" Is better than "Hey there is a Hawk at your low 6 Dawger you might should break about 10 seconds ago"

Rule 2 When in doubt call break early and often. Break means execute your best guns defense.

A short dictionary of terms

Anchored- I am anchored over one spot fighting a bandit(s)

Offensive- I currently have offensive position

Defensive- The bandit has offensive position. Basically a call for help

Neutral- neither me or the bandit has an advantage

The above three terms are used to gauge how soon someone needs support.

Snap XXX- execute a 4 g turn to XXX heading

Check XX Left(Right) an easy turn XX degress left or right. If no number given default is 45 degrees

Bogey- unidentified contact

Bandit- contact identified as enemy

Visual-I see a friendly

Tally - I see the bogey/bandit

No Joy- I dont see what you are referring to

Blind- I cant see my wingman/friendly

Use Tally and visual like this

"Dobs is anchored defensive, 2 bandits"

If you see Dobs and his bandits you respond " Tally/Visual"

If you see Dobs but no bandits you respond "Visual/No Joy"

If you dont see Dobs but see the two bandits " Blind/Tally" This call would be rare and used with caution because you dont know if the two bandits you see are the ones with Dobs.

If you dont see anything "No joy"

If you call a bandit or bogey or give a break call, you expect a response.

Key Responses are "Tally, or No Joy" If you hear tally then you assume you do not need to provide further information on that contact. If you dont get a response, you keep feeding information until your pal dies of terminal lack of SA or the threat is gone.

Padlocked - I must keep my eyes on this bandit or I will lose sight of him. Please provide defensive lookout for me until further notice. Used when you are engaged in a swirling fight requiring 100 % of you visual effort on the bandit.

That is just bit of the stuff.

Anyone is welcome on the 475FG TS server to learn and apply this stuff. Hop on and ask questions. Dobs is the primary resource fir how to di this the right way but any of the guys know what the important stuff means.

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