Event - MOB WARS
| Pre Game - UPDATED 1.4.2006
6:48am |
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Del
reports 12.27.2005 that points will be made by two things:
Bootlegging and Extortion.
Del : Territorial control (ie.extortion) will be scored as
such. The newspaper will let everyone know at what time the
mayor of Chicago will be touring certain areas of Chicago
and it's surrounding communities to ascertain the situation.
Example:The paper could say the mayor will be visiting Cicero
(Bunker Hill area) at 2:00 pm. Whoever controls that area
at that time will gain the protection monies from the citizens
of that area.
Bootlegging:
Stills will be out on the field which can be tapped to fill
jugs and taken to the speakeasy for monies. These jugs can
be intercepted by police or hijacked by rival gang at anytime
during transport.
Some smaller aspects such as money lending, day and night
houses, gambling etc. will be represented also. The basic
principle is opportunities to collect money exist on the field
and it is up to everyone to do so.
Thumper: "How will these newpapers be distributed?"
Del : "Chicago Tribune :Saturday morning news, Saturday
evening news and Sunday morning news will be stacked and tied
by cord then "thrown out of the news truck" at each
base. Everyone will have knowledge of events yet to come up
to a certain period of time ( until the next paper is delivered)."
Del Reports 1.1.2006:
In speaking with Del this weekend, it looks like we may end
up being the cops - playing the third army with the roll of
spoiler - trying to keep the 2 larger armies from running
liquor. He is also planning on putting Shadow Company (likely
8 -10 players) with us - and actually in charge of us (as
General)
Critical points we should observe from what Del said:
> we will have acess to the same intel (the newspapers)
which pinpoints the time and place of the missions (much like
what I did at Bakara). This fits with out plan A very well.
> There will be staff members on the field playing "neutrals"
with permits to run liquor. The two armies will not be able
to get their jugs to run liquor until they have their permits
from these "regulators" - The cops have a soft relationship
with these "regulators" and should try to keep them
alive. Once they are shot, they drop their permits on the
ground, and the bootleggers have a means to run liquor. The
cops have a duty to prevent liquor running.
>
Im guessing the cops may be running out of the radar station,
but im not sure. If so, we need to plan on staging out of
the radar station.
Del Reports to Drac:
> Hey Dal was talking to me about mob wars. Those Blue
barrels are going to be the cans that you can drain the liquor
out of. He sayed that the speek easy (the area where
you can get points for beer cans) is going to be the tower.
He made it seem to me that the cops would be in the village.
He sayed there is going to be a whole punch on every building
in the village, each mob uses that building to get points.
One building might be a counterfit building, and to anouther
its a gambiling cassino. As cops we are suppos to gess what
the building if used for, for both sides.
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| The Game Plan - AO |
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The way I see it, Section 8 would do well by focusing on
timed territorial control - moving the AO as the missions
change. Ive asked Del to side section8 with Shadow Company.
Im good either way. Playing the cops would be fun, but I would
like to build a relationship with Shadow Company (lead by
Randy). I think effectively, we can focus on half the game
and let Randy focus on the other.
So plan A : we mass our forces and go into an AO formation
that moves with the intel.
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EARTH : The reaction force
Number of members : 12
SQUAD LEADERS : WOLF, Thumper
SQUAD Members : Thumper, Wolf, Aerion, Brian, Cody, John-John,
Josh, Levi and his buddy
The reaction force is the core of this formation.
The reaction forces moves rapidly from objective to objective
and secures each. Bringing with it all intel & resources
needed to accomplish the mission at hand. It also reacts to
the situation at hand, hitting head on. Once there it stays
relatively stationary unless engaged - focused on securing
the objective. Should the enemy hold the objective in force,
this squad attacks head on, massed as a single skirmish line,
massing firepower and pushing agressively.
STANDING ORDERS (in order of presidence):
- While the other two squars are focused on the whole AO,
EARTH is mission focused.
- WHEN LAUNCHING A NEW MISSION: Gather resources needed
to accomplish the mission, and move agressively as a single
cohensive unit to the mission objective and secure it -
Likely moving 2 - 4 minutes behind the force recon element.
- Secure the mission objective.
- Support WIND and FIRE in keeping the MISSION OBJECTIVE
secure.
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WIND : The listening posts
Number of members : 4
SQUAD LEADER : The Great Zen
SQUAD Members: Zen, Bender, Sean Williams, Witt
The listening posts / are the eyes and ears of the
EARTH - under the command of EARTH - reporting all enemy movement.
These guys also work flanks as needed once compromized. If
an enemy VIP is present, these gertlemen may be called to
play sniper. Discipline and speed are critical - the 4th man
may be used to trail and track VIP, Ref and enemy movement.
Listening post positions should be staffed with two members
each to aid in surviving enemy contact. If the LP location
is a likely enemy objective they may consider traveling with
the FIRE during a sweep and staying behind to secure the building,
cross road etc. FIRE make be called upon to help keep the
AO clear.
When the formation is moving to a new AO, WIND should be
in a positon to rapidly recon and secure the objective and
advise the formation the best avenue to take.
STANDING ORDERS (in order of presidence):
- WHEN LAUNCHING A NEW MISSION: Work as an advance recon
force (paired with FIRE if available), rapidly recon and
secure new mission objectives - and report to EARTH best
path, props found, enemy strong holds etc until the EARTH
arrives... If unapposed, the squad should assume a 2 minute
window from mission orders to securing objective.
- ONCE EARTH HAS THE MISSION OBJECTIVE SECURE
- spread out and secure likely enemy objectives within
175' of EARTH - (in pairs if possible)
- Report to EARTH all enemy movement, force, direction
and fire capabilites
- When EARTH's objective is threatened, abandon positions
and provide flanking element.
- Cautiously track all conspicuous REF movement in the
AO (prop drops)
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FIRE : The roaving patrol
Number of members : 6
SQUAD LEADERS : STEERS, Shon
SQUAD Members : Steers, Dracula, Shon, Bob, Ross, Kyle
The roaving patrol sweeps the area constantly - looking
for props, intercepting enemy snipers, spies and stragglers
- and providing a flanking element for all out attacks. Pick
up players and stragglers should be used on the roaving patrol
since this group will see the most action, thus "enteraining"
the straggler who will lack much of the discipline required
for the other roles necessary in managing the AO.
The path of the roaving patrol should clear and recon all
likely enemy objectives in the AO in repeated pattern - alternating
their pattern - oval to figure 8 to random - the first pass
should be the most thorough with a 60ft radious around each
potential objective searching for props and intel. - Beware
booby-traps.
STANDING ORDERS (in order of presidence):
- WHEN LAUNCHING A NEW MISSION: Work as an advance recon
force (paired with WIND if available), rapidly recon and
secure new mission objectives. ... If unapposed, the squad
should assume a 2 minute window from mission orders to securing
objective.
- ONCE EARTH HAS THE MISSION OBJECTIVE SECURE:
- Clear the AO of enemy forces
- Keep the AO clear of enemy forces by patroling the
AO
- Locate and return props and intel to EARTH's squad
leader
- Provide hasty fire support for WIND
- Provide flanking element for EARTH
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RESPAWN: when respawning : return to AO and sync up
with your squad leader unless otherwise directed.
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| POST Game |
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| THUMPER's POST GAME REPORT |
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We planned, trained and executed well on this game - mapping
what we wanted to do, keeping in mind what we could do, what
should work, and exceuted with 100% success rate - meaning
everything we wanted to do, we tried and did. 100% missions
completed. Good Radios and now the top of my list for this
group. The squads as laid out worked well, and working these
is planned as the top priority for practice.
| time |
location |
status |
comments |
| sat 1:20 - 1:35 |
83 : spinner @ apache |
completed - 1000 pts |
off teh break we spead to set up an AO at Ft apache
- and ran right into both opther teams. We were pinched
initially from two sides, secured the spinner and Ft apache
and then - then slammed on 4 sides. Shadow co + sect 8
moved together and reinforced. |
| 2:15 - 2:40 |
82 : spinner @ no mans |
completed - 1500 pts |
cash deal - sect 8 - easy with deal cut with reds and
yellows for 40% off top. Nice effort by damage inc for
spy mission. nice work by wolf cutting the deal. |
| 3:20 - 3:35 |
84 : spinner @ sherwood finger |
completed - 1000 pts |
Sect 8 - steers on point. Minor push and flank effort
from Red - easy hold. |
| 4:00-5:00 |
|
not a mission |
The reds, yellows and mercs signed a pact and all came
for teh blue base, over running it and driving us back
to the village where there was an 30 minute battle to
retake. Our props were lost in this battle. |
| 5:20 - 5:30 |
81: spinner on bunker hill creek |
completed - 1000 pts |
Just prior - red and yellow push us off field -- sect
8 + shadow co. minor push from yellow base. |
| Sun 8:00a |
find armored car and escort gold |
completed - 1000 pts |
unapposed - sect 8 |
| 8:20a - 8:30a |
86 : spinner @ pizza hut |
completed - 1000 pts |
unapposed - sect 8 -- |
| 8:30a-10:10 |
counter mission |
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8:45 as we setup up the AO, I sweep the red base. It
looks like no one is there yet. Im steeling the hot
water heater when 3 reds come to spawn. Looks like sc
psycho.
After the early missions we regrouped at the still line
between the monolyth and the finger and shut down the
flow of liquor holding this large position until 10:10a
- While scouting the area we found twobodies - one with
a special "Spawn at the Rairoad Tracks" (Ft
Apache)
8:10am Witt set up a sniper position at the the pow
camp and holds until 10:10a - all combined on Sunday
Dell later reported only 4 jugs of liquor were run on
Sunday. Very nice work by all.
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| 10:20-10:30 |
85 : spinner @ antietam |
completed - 1000 pts |
10:10 As we start the move, Sean suggests a diversion
on the North side of the yellow (Bunker Hill base).
I agree, and sure enough it works and he pops 2 and
drags 3 more northward away from the mission.
10:10 sec8 move from FT apache, east of tower and set
up a defensive at the antietan spinner (in the middle)
A fierce fight inssues. - reds behind us on antietam
in SW corner, mercs reinserting behind lines on SW side
antietan , and yellows spawning at bunker hill.
I grab some help and sweep the reds out of our back
door, and the sweeping force reinforces the line. John-John
joins me, and I give him the Magic 8 ball - taking his
bruiser off field for an air fill - later to find out
his market is completely toast.
This one came down to the wire.
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| 11:15a - 11:30a |
82 : spinner @ no mans |
completed - 1000 pts |
Fierce fight - with the apache spawn card activated,
we used bodily force to hold no mans (Hawthorne Race Track)
with sec8 and a good number of Shadow Co. Mike, John-John
and I do our best in working the east side flank at the
reds pushed. |
| props/arrests |
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aprox 3800 |
sean got 3 arrests, steers got 2, props galor. |
| total |
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blue 11,300 (us),
Red = 6000, Yellow = 800 |
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| Awards |
Recipient |
awarded by |
| MVP |
Shon Culpepper |
General Randy / Shadow Company / Cops |
| Crooked Cop |
Steers |
General Randy / Shadow Company / Cops |
| Mosts Arrests |
Sean Williams |
General Randy / Shadow Company / Cops |
| Tau - Honorary Mention |
John-John Edens |
Scenario Brotherhood members - presented by Spyderman |
| Tau Award |
Sean Williams |
Scenario Brotherhood members - presented by Spyderman |
| MVT for the event |
Section 8 / Shadow Company - tied |
Del - to be decided in a challenge match. |
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| Steers Reports |
Okay, I'm a terrible writer so I'll leave the long speech
to thumper. But for Mob Wars the Police came out victorious!!!
-- Everyone on Section 8 pulled there all out there. Shadow
Company did an excellent job as well but was in and out doing
their own thing on the field (to my knowledge,-thumper correct
me if I'm wrong). The mercinaries helped and hurt us. Their
aggressiveness and firepower helped us alot when we needed it.
-In the end, We had the mercineries -led by Spyderman with us.
We succeeded in holding No Man's Land -for 30 minutes? and gained
1000 points. lol-we had spyderman bought by an eggMcMuffin.
lol I can't accurately remember the score, so I'll leave it
up to thumper to give us his input. Section 8 gave it their
all and creamed the other teams. Congradulations to you all! |
| Aerion Reports |
| The Good: Overall, we played very well. We commanded the field
while Shadowcompany mostly held our base. We completed every
mission but one. But, I have to admit that the teams we faced
were not among the best IMHO. Still, we held our own quite well,
even when faced with lop-sided odds.
The Bad: Our defined squads fell apart. We seemed to struggle
keeping the teams together. Section 8 held together as a team
well, but the squads did not. The main reason for that are
covered below.
The Ugly: Our radio communication stunk. We need a better,
more cohesive plan for that. We probably need better radios.
Some of us have at least adaquate radios but I think we need
to research some better radios.
We also need to have some discussions on the proper use of
radios.
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| Wolf Reports |
| Del in fact told me after the game how amased he was that
we got all the spinners!! and i as well agree on all nominations. |
| Zen Reports |
| One of the best stories I had involved a player from the Red
team who Del reported to me was a real hero for them. I have
NO IDEA what his name is, but he apparently carried the water
heater solo from our base to red base and went back and got
some other props, too. He's also the one who found the 3 locks
of hair worth a total of 1500 points... anyway, here's the story.
About 10 minutes after we drove the mobs out of our base,
red started making another good-sized (about 15 players) push
towards our base from their base and they were concentrated
on the hill with almost no one holding their flank in the
creek area. One of the Shadow Co. guys (who unfortunately
will also go nameless) accompanied me down low and we steamrolled
through the 3 guys they had on that flank. The Shadow Co.
guy then fell back to our base, not realizing that a knot
of 6-7 reds was still engaged 150 feet away over the ridge.
I rushed over the ridge and right onto their flank and got
two quick elims. I then advanced on the next knot of players
and the heroic red mentioned above spotted me. Suddenly he
starts running dead at me with no gun and something in his
hand. I stare at him trying to discern what mayhem he might
have in store and ask myself, "is that a grenade? No...
it looks like a pod... an open pod... how odd." As I'm
trying to figure out what the heck he's doing I'm not shooting
him. He runs up to about 20 feet and flings the paintballs
of this half-empty pod at me and shouts "YAAAHHH!!!!"
and then runs for his life. I bust a gut laughing can't bring
myself to shoot at him until he's made it about 35' away.
I quickly eliminate the guy who was next to him before his
insane assault and then go over to chat with the guy. While
we're having a good laugh about it (it turns out he was out
of air), I suddenly notice there are still 3 reds about 40
feet away, who have yet to notice the commotion. I mopped
them up and then had a good laugh about "the charge of
the pod brigade" with the pile of reds before they begin
the trek to their base.
The second story was during the actual breakout and retaking
of our base. Red was mostly absent at the time, and most of
the resistance was from yellow. When I removed my plug and
started a dash for the base, it looked like I would only have
to push through 2-3 guys between the village and Lake City
Jail. I started the dash by running up on a guy at the post
office and shooting him while he was engaging some one (I
think it was Madden) down in the valley towards POW camp.
I started peaking around to pick my line to the base when
I noticed 3 reds on the other side of the post office from
me. I could see them from my window, through the other side's
window, about 20 feet away and splattered them. I'm not sure
how many of them I shot or were eliminated from the creek
area when they broke cover to hide from me.
So I dashed over to the next hut (it's the one in the middle
of the 3 that are closest to Lake City Jail.. I forget which
bulding that is), and took a cautious peek, gun first around
the corner. It turns out I have my barrel about 6 inches from
some dude's chest and I blurt out "surrender!"
He stammers, "errrr uuuhhh" and I jabbed my hand
out and say you're under arrest. I start to get moving
again and suddenly I notice there is a kid RIGHT BEHIND HIM
that I didn't even see. I'm not sure the kid knew I was a
blue because I reach around the first guy and arrested him,
too. After I arrest him, i notice that there is ANOTHER yellow
(with his back to me) at the next hut up. I shoot that guy
and run up to that hut to take his position and notice two
more guys at the pyramid bunker about 30 feet away. So I shoot
out those guys, too! At last the path is clear to base! So
I beat feet up to there and notice more paint flying my way
from the pyramid. When I get to the base I turn and notice
that there are ANOTHER two guys at the pyramid who were on
the other side. After a 30 second or so exchange I get those
guys out, too. Luckily, they couldn't switch to the under
side of the bunker because they were under fire from the rest
of the blues still deep inside the village. I start to move
toward the evidence room to look for more bad guys down towards
the creek when 3 yellows come dashing up to reinforce the
base. Those poor guys got shot at about 10-15 feet and immediately
start screaming at gesticulating at me, accuding me of incredible
stupidity. It takes me a little while to explain to them that
I am, in fact, a cop and not a member of a mob, hence why
I shot them. While I'm in this exchange, a red takes the wall
behind me and absolutely scorches me across the middle of
the fort. So I reclaimed our fort about about a minute. It
was about 5 minutes later that we took it completely and finally
ended the siege. All told I racked up 11-13 elims, 2 of them
tags, in a span of maybe 2 minutes. Good stuff.
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