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Event - MOB WARS

Pre Game - UPDATED 1.4.2006 6:48am

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.

The Game Plan - AO

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.

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.

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)

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

RESPAWN: when respawning : return to AO and sync up with your squad leader unless otherwise directed.


POST Game

THUMPER's POST GAME REPORT

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  

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.

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.

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   aprox 3800 sean got 3 arrests, steers got 2, props galor.
total   blue 11,300 (us),
Red = 6000, Yellow = 800
 

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.

 

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.

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.

Pics

 


Grant "The Fairy Boy" and Drew - mercs pinp'n hard



Damage Inc - dressed for the occassion.




John-john covers no-mans


Wolf man - "Operator"



John-John and Cody secure Ft Apache


Welcome to Aerion's woods


Like I said.


Red base from the finger


Spinner @ the finger.Cody stands gaurd


Spinner @ the finger. Steers and Kyle stands gaurd - spying on reds.



Spinner @ the finger. Kyle and ? stand gaurd - spying on reds.


Spinner @ the finger. John John is on it.


Chow hound at the Southern Pig.


Witt, Sean and Drew - tired boys?


Wolf, Brian Witt, Sean - tired boys?



John-John hunting fairy boys..


John-John hunting fairy boys... -- GOT ONE!!


Witt - sharp duds.



General Randy w/ Shadow Co - large and in charge.


yellow team - Kuzo


Josh - getting some

Brian with a popcycle


Im gonna have to make that boy a sniper II - or Ill never get my gun back!