I love playing Commander, I really do
Posted: 2010-05-27 15:59
But at times it just gets so darn frustrating. A prime example was Operation Archer yesterday. When I joined the server the Canadians had roughly 200 tickets and I had found out the team had destroyed 3 caches and two intel markers were in play. I decided I give the commander role a go and see if I could get an eye in the sky to locate the caches.
After a quick UAV flight over the town I had confirmed one cache location (the hill bunker East of the Castle) and had a good idea where the other was. I contacted the closest sq to the cache and informed him that a cache had been located and was lightly defended and I marked the objective on the map for everyone. He confirmed my request and said he'd need transport to an area just outside the cache area. I was able to ask the CHINOOK sq if they could provide transport for the infantry squad. The politely informed me they had taken heavy fire and needed a couple of minutes to repair their craft and rearm their crates.
I used this time to ask the APC sq to assist the cache assualt by providing cover for the Infantry squad. They two requested to delay the assualt to fully rearm and repair. This was fine and the orders were changed for the Infantry squad to be picked up RTB for resupply and then they wouldd all attack together from different angles.
This is where this went downhill for the Commander experience.
I thought it would be a good idea to divide the Insurgents forces by assualting the town cache with another squad or two. So I contacted two squads in the castle and asked one of them to provide supression/covering fire for the squad assualting the Hill Bunker cache while the other preped his squad for evac and insertion at the east VCP to establish an FO and assualt the town cache. After 2 minutes of radio silence I simply recieve a decline respond. I ask the squads if they were under attack and unable to move. Again no answer. I gave the squad a minute to reply and decided to ask another infantry squad by the airfield if they could collect their squad and move to assualt the town from the west. I recieve a reply of "Negative, were gonna hold this location". I simply asked if they were being attack and needed help. The reply was "Don't be so bossy commander". So I basically said I wasn't being bossy, just asking for assitance for the team. I recieved no contact from them the rest of the round.
Soon after I finally get a request from the squads in the castle....but not for transport but for an artillery strike ON THE SQUAS ASSUALTING THE HILL CACHE. I tell them I can't do that because their were friendlies in the area. The reply was an artillery request ON THE CASTLE. I asked if they were having problem with the placing theit request....but still no reply. In the mean time the squads actually attacking caches are being obliterated because the Insurgent only have to worry about 1 squad attacking one area, the choppers were shot down attempting a third assualt attempt and the APCs could get a solid location to attack due to the many RPGs and Gary's. I was able to give as much intel as I could (UAV overflights to inform the active squads of enemy movement and enemy Outposts) and even an artillery requesy after the fifth failed assualt. The round ended about 5 minutes after the artillery.
As you can see, the round had it's good and it's bad, but sadly the bad overpowered the good. I'm not saying Commanders should bark out orders and be followed without question...but at least repect them enough to give their plans a chance.
After a quick UAV flight over the town I had confirmed one cache location (the hill bunker East of the Castle) and had a good idea where the other was. I contacted the closest sq to the cache and informed him that a cache had been located and was lightly defended and I marked the objective on the map for everyone. He confirmed my request and said he'd need transport to an area just outside the cache area. I was able to ask the CHINOOK sq if they could provide transport for the infantry squad. The politely informed me they had taken heavy fire and needed a couple of minutes to repair their craft and rearm their crates.
I used this time to ask the APC sq to assist the cache assualt by providing cover for the Infantry squad. They two requested to delay the assualt to fully rearm and repair. This was fine and the orders were changed for the Infantry squad to be picked up RTB for resupply and then they wouldd all attack together from different angles.
This is where this went downhill for the Commander experience.
I thought it would be a good idea to divide the Insurgents forces by assualting the town cache with another squad or two. So I contacted two squads in the castle and asked one of them to provide supression/covering fire for the squad assualting the Hill Bunker cache while the other preped his squad for evac and insertion at the east VCP to establish an FO and assualt the town cache. After 2 minutes of radio silence I simply recieve a decline respond. I ask the squads if they were under attack and unable to move. Again no answer. I gave the squad a minute to reply and decided to ask another infantry squad by the airfield if they could collect their squad and move to assualt the town from the west. I recieve a reply of "Negative, were gonna hold this location". I simply asked if they were being attack and needed help. The reply was "Don't be so bossy commander". So I basically said I wasn't being bossy, just asking for assitance for the team. I recieved no contact from them the rest of the round.
Soon after I finally get a request from the squads in the castle....but not for transport but for an artillery strike ON THE SQUAS ASSUALTING THE HILL CACHE. I tell them I can't do that because their were friendlies in the area. The reply was an artillery request ON THE CASTLE. I asked if they were having problem with the placing theit request....but still no reply. In the mean time the squads actually attacking caches are being obliterated because the Insurgent only have to worry about 1 squad attacking one area, the choppers were shot down attempting a third assualt attempt and the APCs could get a solid location to attack due to the many RPGs and Gary's. I was able to give as much intel as I could (UAV overflights to inform the active squads of enemy movement and enemy Outposts) and even an artillery requesy after the fifth failed assualt. The round ended about 5 minutes after the artillery.
As you can see, the round had it's good and it's bad, but sadly the bad overpowered the good. I'm not saying Commanders should bark out orders and be followed without question...but at least repect them enough to give their plans a chance.