First off, I'd like to thank the hosts and other staff/opfor on behalf of DRAT. We had a great time and are looking forward to future events. For a first foray into this sort of scenario play, this was very well organized from concept to execution. The adaptations made on the field throughout the day allowed for some on-the-spot honing, like determining if windows were in play and tinkering with OPFOR aggressiveness. Every scenario felt manageable with the team size and number of heals available (Even if pretty much everyone got wiped on scenario 2). Which leads me to the next point.
This was challenging, but not daunting. I could easily see new players developing an interest in this sort of play again. With Rentax's upcoming training event and more of these competitions on the docket, you could see more indoor-only teams mix more with the outdoor community, etc. A little friendly competition, with this sort of accessibility, should help foster the community.
Sustain---
-Medic was very communicative, kept me apprised of how many heals we had left. Helped in combat, but wouldn't do your job for you.
-Basic obstacles such as doors, containers, and the tarped and beaded doorways did a lot to create a dynamic environment.
-Game props/obstacles such as bombs and electric fences tested practical skills in an approachable manner, while still involving crucial time use and decision-making.
-Experienced OPFOR who were committed to their roles and forced teams to remember things like windows and rear security.
-Event promoters committed to media production, which always adds to cool-factor.
-Good details and maps available in the briefing/planning phase. Enough information to make informed decisions, without giving away too much.
-Ammo limit adds a lot to the experience. I never needed more than one magazine per scenario, but it kept me mindful of how much shooting I was doing. Encouraging loading to real capacity and discouraging high-cap use also added to the experience.
-Straightforward handbook with clear instructions. I was never once confused on the rules of the scenario.
Improve---
-Solid's comment about the mines. Heard this from a few guys on the team as well.The claymore placement was always pretty sensible, but the tripwires may have been better off in the alleyways, etc.
-Higher-visibility and better placement of media crew, as has been mentioned.
-Rules for handling VIPs and non-combatants. Older events had rules for "securing" non-combatants, either by saying "Secured" and grasping them at the wrist, or by using some sort of safe tie to act like a zip-cuff before moving them out of the AO to an extraction or casualty collection point. It adds a little to the risk and immersion of interacting with a seemingly non-hostile actor in the scenario.
-OPFOR could use a standard casualty collection point/otherwise move off of the playfield after they've been cleared and the team has moved past their "dead" bodies. I have a few already-dead OPFOR getting shot again on some of our event footage because they were still pretty close to the play area. Personally, I think we shot those guys enough.
-A little more warning before the next event. We were lucky to pull 7 guys together on such short notice, and I'm sure there were extenuating circumstances, but another few weeks or a month would give us more time to put together resources and coordinate/refine our TACSOP so that we can be more in-sync. With more warning, I could have budgeted to help outfit both of our stacks with thunder-b grenades, for instance.
Needless to say, we're going to be taking time for some of that preparation now, so when the next event comes around we can have a few of our kinks worked out. This event rocked, plain and simple. If you keep putting them on, we'll keep attending.