I think the night work + this game killed me. Also out of shape. Smoked a pack. Shot gun. Had fun. Enjoyed new PenCott chest rig.
Here's my AAR:
Improves:
The "North Fort" or "Log Fort" or that building on the peninsula of land NE of the village. It needs to have specific rules for games. Every game I go to at SniperzDen, it seems to always end up with a stalemate between two natural standoff lines with people eventually running up to the fort and shooting into the slits, or getting shots out of the slits, or people complaining about the ability or lack of ability to throw a frag into the building. Or safety kills. Or Parlays. I'd suggest either saying "Slits in North Fort are OKAY to use, and go into the N. Fort at your own risk, OR cover them and make any shooting out of the fort (with the exception of doorway(s) or from the stands) off limits.
Safety Kills. Everyone was using safety kills. At obscene distances. And in engaged firefights. The point of the safety kill is a courtesy when you have the drop on someone, not to kill them when they're uncomfortably close to you. If you have a weapon over the regular 400fps limit, then you should have a sidearm for closer engagements. If not, then move back. Also if you're both firing at each other, you can't call a safety kill because you're close. If you're close and both can shoot each other, you can try a parlay or just play it out.
Hit calling. Yeah, it happened a bit. Probably my gun just shooting horribly. I remember a kid I was shooting at say to his friend "It just hit my gun (or vest, couldn't quite hear)", then he paused and hid for a bit, then started shooting again. Quite a demoralizer when people are invincible. I'd say to fix this, noting in the briefing that gun and vest and helmet and any sort of hit to you that is not the woods around you, counting as a hit. Put more admins in the big fighting spots to spot-check people playing, and deal with non-hit callers a littler more sternly. Everyone gets into it and doesn't notice a hit, but if someone is consistently wearing magic Mormon armour, it drags the game down a bit.
Sustains:Smooth registration process. Timeline was pretty closely followed (for an airsoft event). I'd probably play the whole time out that was planned, and let people who drop just let their team down, though. I always enjoy the end of the game when it's just the die hards playing because it's a much better fight and you really see what people are capable of.
I liked the progress in gameplay. It is not an easy process, so there are kinks to work out with things like objective-based games (not sector control), timing (meals, one large game, breaks, etc) and casualty feeder cards. It had kinks today, but I think most people had issues with the casualty cards because they had to wait a lot longer to respawn than usual, and the medic at the COS CCP always touching the younger players' genitals. But as much as it was "annoying" I think it was interesting, and would like to pursue more games trying it out. Possibly no "die in place for X minutes" as people are not going to stay still, so it makes people get in cross fires, rewards people for leaving early, and muddies up a firefight area.
I liked the designation of who gets which colored jackets for wear with their uniform. I'd like that to go a step further (baby steps) and have any solid color worn under the BDU blouse. I know it's not MW3 tacticool, but it really does make it difficult in games when you see people wearing all sorts of solid colors on both sides. Especially when games get hotter and people start dressing down to T Shirts of various colors. Also what sort of head gear is acceptable can be confusing. If only a head pops up, and you're on Brown team with an OD ball cap, it can suck.
As for the game itself, I am knackered. We expected to do a lot better than we did at the North fort (PLA + SOTA) and just got hammered from all directions. The Greens took the fight and kept up the intensity, pushing on us in the city, all day.
I wasn't involved in the missions, but I liked the use of a CCP, a "dirty bomb" and some sort of weird rocket thing in the city. It all adds touches, and something above and beyond a normal "skirmish".
I'd also like to give props to Whiskey 1 for taking charge of our side. It makes games a lot more enjoyable when a Commander and command chain step up and run their side of the game. It is part of a good game, and I'd probably have them more as actors than participants, or at least given larger discounts for the extra work they put into the job.