Thanks for the feedback Matt.
1. We decided to use the mechanized squad in a support role. The Airborne squad has the benefit of moving fast, remaining mobile, and even having air support in the form on Liberators and Mosquitoes. Making the airborne squad wait for the mech squad would waste these advantages. For the majority of the event we were pretty much the only TR attacking in the various territories we covered. We also had light resistance. If we had encountered heavier resistance the airborne squad would have had to rely on the mech squad for support. The short comings of the mech squad ( not anyone's fault, just intrinsic flaws in regards to speed, etc.) were definitively present. In the following events I hope to use a majority of air assault tactics with varied use of mech squads. However, each battle and continent is different.
2. Waiting for ground reinforcements is a tedious yet crucial necessity. Although driving a lone sunderer to an area and attacking works most of the time, the sunderer is exposed and can become an easy victim. This can also take away the element of surprise and overwhelming numbers that the Airborne squad specializes in. Again, the mech squad is a support squad. As stated in the event thread, this style of gameplay won't result in (often pointless) large skirmishes to assume control of a Biolab or other large facility. Instead we surround the area we want and take it. If you want constant action it's there 24/7 on a hot-drop during the rest of the week.
3. The lack of air support is news to me, I never heard of it having a large impact on the mech squad. This should have been addressed and altered during the event. We could have sent aerial reinforcements or augmented the mech unit to include some AA capabilities. This will be addressed during the next event.
4. Again, tactics and strategy often involve avoiding direct conflict. In real-world battles the minimum amount of troops required to take even a ligthly defended position is 3:1. For most battles we have respawns but smaller numbers. As previously mentioned, some attacks or coordinated movements remove the advantage of our airborne squad. In face-to-face battles the mech squad is better able to conduct a long, drawn out fight. Again: "as stated in the event thread, this style of gameplay won't result in (often pointless) large skirmishes to assume control of a Biolab or other large facility. Instead we surround the area we want and take it. If you want constant action it's there 24/7 on a hot-drop during the rest of the week."
Thanks a lot for your feedback. You brought up some good points especially in regards to the lack of AA capabilities for the mech squad. if you have any recommendations to improve the points you brought up please let us know. However, I believe that the overall tactics are somewhat lost when engaging enemies on the ground. This is likely due to a lack of communication and clarification on the overall goal. The majority of the time I ordered the mech and air squads to attack the same location but ended up deviating their respective goals as the movement of enemies changed. I apologize to all the stragglers who got crappy orders in Charlie squad, I was extremely distracted with the outfit's operations and using both Vent and TS3. I'll do my best to include you guys next week.
Overall, I was extremely impressed by the performance of all three squads. This week's event displayed what we can do as an outfit and what all of you can do during the rest of the week. The battlefield is constantly changing and any tactics require constant reassessment. Flexibility is the key when formulating and carrying out a strategy. However, everyone should realize that capturing a large portion of the map doesn't require long fights, it often earns you less experience, and can mean waiting for whole minutes at a time, but carries the rewards of disrupting enemy activities and ultimately controlling a continent.
P.S.
To all citizens of the Terran Republic,
During Ops Night DO NOT attend if you just want to get XP or to hot-drop into a never-ending stalemate-- you can do this for the other 165 hours of the week. However, if you want to play as a part of a cohesive unit and use strategy to destroy the NC and VS please join us every Friday for this event.
Overall it was fun but there was some issues that need to be considered.
1 Distances.
We need to keep this in mind several times we ordered tanks into terrain or situations that would take them4-5 min longer then air to get to and by time they got there was no enemy to fight or even a point to cap anymore ( due to our own air finishing it.)
2 down time
Several times we tried to keep a formulated order but it got to the point it was detrimental. We had instances we were asked to wait 5+ min for tanks to respawn or get back to squad. IF we have down tanks we need infantry to get in a sunderer and keep going or to spawn other type of tank that's not down. Asking us to wait like that ends up just making many bored when they realize it.
3 no aa for mech.
A few instances we got completely obliterated by 1 or 2 libs because we didn't have air cover. This has happened both events. We need to consider this otherwise it leads to having to regroup which is very time extensive. It also leads to the sundee getting owned badly because no counter.
4 Advoiding fights
Several times it felt like we just tried to advoid fights we could have won by having both squads work as 1 cohesive unit.
As i said at start Overall it was a great event. If we get these few things resolved it will be even better especially for the tank side.