[Video + AAR] Best. Karbala. Round. Ever. (As COMMANDER)

Share your in-game experiences playing PR:BF2.
Jafar Ironclad
Retired PR Developer
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Joined: 2008-11-26 00:45

[Video + AAR] Best. Karbala. Round. Ever. (As COMMANDER)

Post by Jafar Ironclad »

AVAILABLE IN HD!


I know this is probably more material for Tales from the Front, but this round was epic enough that I think it merits a discussion of what is possible and works tactically in Project Reality (also bears mentioning that the following was accomplished WITHOUT USING MUMBLE):

I just finished a two-and-a-half hour round on Karbala as commander of the US forces (this was on the Hardcore clan Insurgency+2 server). US ended up winning 79-0. Yes. You read that right. U.S. won a round on Karbala.

During the briefing, I outlined the guiding strategy for the round, which remained the strategy throughout the entire round:

-The entire team (except for me and the two littlebird pilots) ideally moves as one cohesive unit at all times.
-When a cache is not yet revealed, the team will move to a point far away from the city and establish an FOB, defending this point until fortified with all members accounted for. From here, the team goes out for full-group search raids on small sections of the city (Northwest village, North Mosque compound, Refinery compound, Warehouse compound, etc.)
-When a cache is revealed OR RPG's are detected, the entire team mounts onto vehicles, moves close to the suspected cache area, and deploys infantry into the area while the vehicles provide cover fire. If enemy technicals are detected and destroyed, Littlebird CAS is called in for surgical strikes. Continue until area secured or cache destroyed.
-Immediately upon destruction of a cache, the team gathers infantry onto the vehicles (unless FOB is close to strike zone) and retreats to the nearest FOB to regroup and refortify. Hopefully the act of killing the caches defenders would give enough intel to reveal another cache; if not, repeat point 2 of the strategy.
-FOB's and staging areas are always located outside city limits; long sight-lines drastically reduce the effectiveness of bomb cars, RPG's, and traps. Vehicles and Littlebirds do not deploy deep into the city unless guided by UAV support.

The strategy held constant the entire round, and the insurgent team was only able to mount an effective defense for two of the caches. Littlebird strikes accounted for two of the caches, all but the last one were killed by infantry, the last one was mine ;) .

Several notes on the round:

-We never lost a stryker in the course of the 2.5 hour round; massive credit is due to =]H[='s fantastic crew squad, which not only got a final score of 13375 points, but ferried much of the team's infantry to objectives.

-Many, MANY bomb car and technical attacks were attempted, but reportedly were greeted by four or more .50 cal turrets and fifteen or so assault rifles. We always had a logi truck on hand to repair the APC's when they took damage from RPG's, and the drivers never took the vehicles deep into uncharted territory; I always had the armed hummers take point on convoy drives.

-We lost six Littlebirds over the course of the round, accounting for a fair amount of the team's ticket loss, but between their proficiency and my Forward Air Control work, we accounted for a great deal of insurgent casualties, escorted convoys, performed timely air support, and even took out two caches.

-With five caches destroyed, the U.S. team had 170 tickets.

-The most expensive cache assault was the seventh cache, which was located near the center of the map and within city limits. The US team drove into the area and found themselves besieged by Molotov-wielding rooftop dwellers, mine traps, and a three-pronged attack by a hideout to the north, hideout to the southwest, and the cache area to the southeast, as I watched somewhat helplessly from my UAV. We were fortunately able to cut losses and destroy the cache just after I sounded the retreat.

-Two Insurgent mortar attacks hit us well, but not really hard; one of my teammates and I were smart enough to keep track of the mortar strike interval and made sure not to have everyone waiting in an FOB when the INS had one available. Commanders hoping to implement this strategy in their next Insurgency round are advised to keep a good eye on the clock.

One of the =]H[= clan members was awesome enough to record the entire round (no battlerecorder footage, unfortunately), so expect a video from them shortly! I got to work with some really great clan members and some excellent pubbers that round.

Thank you, everyone involved in that round, for combining your various qualities to make that round the most epic experience I have ever had in a video game.

Those of you who are inspired by the media of this experience to command, you would do well to refer to my priority list as commander, which creates a lot of success for me:

Priority one: Facilitate the distribution of intel. This requires squad leaders who are willing to report their contacts; the better you do this job, the greater an overall picture you and your squad leaders get of the battle as a whole. Oftentimes in public games, this is all you can do.
Inform first, give orders later.

Priority two: When applicable, communicate with air assets as much as possible, particularly gunships and bombers. A team will like you a lot more if you relay air strike requests and give grid references for the pilots; your pilots will like you a lot more if you use Priority one's intel to keep them aware of anti-aircraft dangers.
As you become more familiar with aircraft handling and their threats, you can use information to give much more specific data to the pilot needed for an attack run. Knowing that they need to hit a spot that might be lasered in B5kp3 is different from being told to make an east-to-west high speed pass on a insurgent holdout, with observers attempting to mark moving vehicle targets with GLTD's, and also being told to egress to the north after completing the strike to minimize ground fire. The more questions answered, the more comfortable the pilot, and the more effective the strike.

Priority two-A: Report vehicle health to asset squads. You have detailed information about the hull integrity of that Bradley that just got hit in the front armor by an RPG; they only know that they just got hit by an RPG. If you see it go down suddenly, advise them of their status and to fall back for repairs.

Priority three: Designate clear and attainable strategic objectives for the team. If you want to be able to do this throughout a round, you must do so immediately and in teamchat during a briefing, so that everybody on the team knows what's up. If squad leaders disagree, hear them out and argue your case, you have a minute or so during the briefing before people are mobile.
This also requires an intimate knowledge of the map and risk areas. Often the difference between an okay commander and an excellent commander lies in knowledge of the battlespace.

Priority four: When multiple squads are operating in concert to accomplish your objectives, facilitate mutual support. This is absolutely critical to keeping the focus of a team-wide assault. For instance, if you have two strykers (in one squad) and two infantry squads attacking a cache, declare (with a comm to all squad leaders) that the strykers are to hold and provide covering fire for the infantry units while they advance into the suspected cache area. Done correctly, this will minimize casualties; if teammates die less when following your orders, count on them following your orders. (Conversely, if your orders generate more-than-acceptable casualties, expect mutiny)

Things to avoid:

-Micromanaging individual members of squads, or giving orders that split a squad. Remember two things: one, that's the squad leader's prerogative, two, you are more aware of the large-scale situation and less aware of the situation from the squad's perspective. If there is a threat to the squad that they have not accounted for, do not order them to engage; rather, advise them that there is a threat from (relative cardinal direction).
The exception to this rule is when squads are operating in mutual support and request assistance of specific types. In this case, tell the squad whose support is desired that they're needed to do "blank". If they are too heavily occupied, it's not the end of the world; just deliver the bad news to the squad needing help, or try and find another squad to help out.

-Report unconfirmed or outdated contacts incorrectly. This is more of a subtle thing; if you present intelligence that turns out flawed, squad leaders will trust you less.
The trick here is in the language of your report:
"Squad two, be advised, there may be a technical to your west."
"Squad two, be advised, we have recent unconfirmed reports of technical activity to your west; be on the lookout."
The latter sentence is a little wordier, but if that technical is not reported as an immediate threat, you have time for words. It tells the squad leader everything they need to know based on what you know: Somebody else recently sighted and reported a technical operating west of their position.

-Lose mindfulness of your role. You are more supervisor than manager as far as your team is concerned. Different teams will require different things from their commander.
Last edited by Jafar Ironclad on 2010-02-25 18:03, edited 9 times in total.
Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by Mad-Mike »

Very nice story would of loved to be in that round, maybe it should be moved to PR tales from the frontline though? even though stated it should be here in general discussion.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by killonsight95 »

excellant man sounds like a good job, but you often have to hacve the right squads to pull of sometihng like this
1. all or 90% squads must speak your language
2. squads follow your orders, i think this must be a rule on all servers that you must follow CO and SL or be kicked
3.luck, well you got to have some or your gonna loose
4.serious guys who don't take the game liek real life, it annoys me when people expect the commander to get a squad to do something when they won't listen
Snazz
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by Snazz »

Interesting that you had such a great round despite 6 CAS helicopters were lost.
Deathmancer
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by Deathmancer »

I was there...

- Necrosexual Squad Leader 2
sniperrocks
Posts: 258
Joined: 2009-11-25 01:38

Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by sniperrocks »

Sounds good! I can't wait for the video!!!
privatedoodles
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Joined: 2009-10-11 12:00

Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by privatedoodles »

sounds like a great round, waiting on the video aswell. :)
Ezekiel 25:17 "The path of the righteous man is beset on all sides by the inequities of the selfish and the tyranny of evil men. Blessed is he who, in the name of charity and good will, shepherds the weak through the valley of the darkness..." Jules
BloodBane611
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by BloodBane611 »

Sounds epic. I'm impressed that you had a whole team willing to follow orders for that long, that's pretty rare. Even more rare is a commander willing to actually command for 2.5 hours. Props to you sir
[R-CON]creepin - "because on the internet 0=1"
gaurd502
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by gaurd502 »

AHh I wish I was there. Sounds amazing.
Sergeant First Class Guardian
Assistent Squad Leader
1st Squad, 1st Plt, A Company, 1st Bat
508th Parachute Infantry Regiment
US Army
1-1PLT/A/1B/508
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Tit4Tat
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by Tit4Tat »

sniperrocks wrote:Sounds good! I can't wait for the video!!!

Like wise, where can we see that video?youtube?
fuzzhead
Retired PR Developer
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by fuzzhead »

Great AAR... wish we had more of these, great write up Jafar I like your thinking, hope you CO more often :)

Looking forward to the video!
Mj Pain
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by Mj Pain »

While we all wait for that video, we can enjoy these videos from 0.85 Karbala.

And the commanders view..
Image
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goguapsy
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by goguapsy »

Interesting AAR.

However you got lucky to have people following your orders precisely. You did have skillz too. Did anyone wander of alone?

Anyways I too want to see that vid. And yes I hope to see you as a CO too. Most COs just treat each squad as a different element, other words, squad 4 go here, squad 1 do this. Squad 2 do whatever you want. Get kills for a new cache.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Jafar Ironclad
Retired PR Developer
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by Jafar Ironclad »

We had one or two stragglers throughout the round; fortunately, one of them, in spite of being insubordinate, actually was tactical in his deployment and netted us a good number of insurgent kills and was responsible for blowing up two caches as part of full team assaults. Sadly, midway through, the round's duration broke him and he started tk-ing his former squad leader, so he had to leave the server.

The main drawback I sought to avoid with U.S. ops on an INS map was the effect of ambushes on US tickets. Insurgents tend to spread all over the map (particularly inside the city) to set up traps for troops, sometimes regardless of proximity to caches. This poses a problem to a team who spreads out their elements throughout the map; there is minimal potential for mutual support when the enemy is encountered. Furthermore, the intelligent insurgent squads tend to concentrate defenses at caches, which makes it cost-ineffective to commit only a single squad to a caches destruction.

The greatest net gain of implementing this strategy was that U.S. losses due to hostile fire were minimal on each cache assault; vehicle drivers were smart enough to stay out of urban limits whenever possible and provide supporting fire, so we rarely lost vehicles to enemy fire. In addition, the support net for downed soldiers was greater since three times the normal number of infantry were operating in the same area; medics could quickly revive fallen soldiers while their assailants were flanked or suppressed by other squads or the .50 cal's. The impact of this on our chances was palpable: US tickets were well in excess of 150 with five caches left to kill, allowing us lots of room for error to deal with the last five caches.

Also a incredible net gain was that the effectiveness of technicals and bomb cars was, in almost all cases, completely nullified. Whenever a squad (including the littlebirds, which sometimes flew close cover for the convoy and often waited in standby positions for close air strikes by my order) spotted a bomb car or technical, their squad leader would report to command "Bomb car, bomb car, Northeast" and I would relay to all squads "Bomb car, bomb car, northeast, danger close". A moment later, I would hear (even from my command post) the sound of four or five .50 cals and countless assault rifles firing, then a squad leader would report "Bomb car down" about 3 seconds later.

Also (as you may see in the video) we got plenty of all-chat from insurgents who were "falling asleep" and wondering "where the americans were" while we were in transit. Then, as soon as a cache popped up and we began our assault, the flavor of the chat quickly changed to "HOLY SHIT". It made my night :D



I will edit the main post with the video links as soon as they are available.
Last edited by Jafar Ironclad on 2009-12-12 23:15, edited 1 time in total.
gaurd502
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by gaurd502 »

I can't wait for the video. I really hope I can get in a squad on a server with you as commander.
Sergeant First Class Guardian
Assistent Squad Leader
1st Squad, 1st Plt, A Company, 1st Bat
508th Parachute Infantry Regiment
US Army
1-1PLT/A/1B/508
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Rissien
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by Rissien »

goguapsy wrote:Interesting AAR.

However you got lucky to have people following your orders precisely. You did have skillz too. Did anyone wander of alone?

Anyways I too want to see that vid. And yes I hope to see you as a CO too. Most COs just treat each squad as a different element, other words, squad 4 go here, squad 1 do this. Squad 2 do whatever you want. Get kills for a new cache.
Typically when theres enough of us in the server youl see some awesome results. We had this round on Fallujah last week, 2 US squads *led by Coeman and TheMilitary* stayed together the entire round. We even had the apcs sticking with us and helping us take down two of the seven our two squads personally took down, two of which were under ground.
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クラナド ァフターストーリー
Jafar Ironclad
Retired PR Developer
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by Jafar Ironclad »

Deathmancer wrote:I was there...

- Necrosexual Squad Leader 2
Well, of course you were there. :D Thoughts on the experience?
*FNG*DRx
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by *FNG*DRx »

Sounds cool
Jafar Ironclad
Retired PR Developer
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by Jafar Ironclad »

Another thing of note: The only spawning we ever needed throughout the round was provided by the firebases we set up; made possible thanks to having Logi trucks as part of the rolling force. If we had to set up a staging area and had no supplies, we'd create a rally point cluster well away from the enemy.

Considering the spawn changes being beta tested, I'd say this has good ramifications.
Ghost741
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Re: Best. Karbala. Round. Ever. (As COMMANDER)

Post by Ghost741 »

I was flying the LB and I was the squad leader of them. I only went down twice and I had to leave during the middle of the game (shorty after I died the second time). It was amazing and the most fun I've ever had on karbala.
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