I was in a couple of ET's missions last night. While I appreciate that someone RUNS missions all I saw was a horde. And when that horde was stymied at 233 it ran and did a quick grab on 209, leaving goon drivers stranded halfway to the target. Instead of bailing a regroup might have still gotten the base. At the time there were still a few fighters working to cap 233 a few goons halfway.... which could have circled or took a longer and less likely path to the base while 6 or 8 guys waited to up heavy fighters TOGETHER instead of making the old "conga line".
But that is what is wrong with mission planners/leaders today. They really do neither (plan nor lead). They call out for guys to join, give no real instruction/direction, have no real plan, and bail out as soon as a fight develops. The capture is only important as long as it can happen quickly with as little obstruction as possible.
The Bish were crying last night... well ok it was only a couple of loudmouths... about being ganged last night. Ya well I guess it was there turn. I'm sure they are rolling the map as I am typing, after all kids get up early on weekends
The point is the missions run last night were all on the Bish, 2 hordes worth from the rook side. A good planner would have taken off against the Knit in the north to create MORE fights. There is also nothing wrong with easing up on the BISH in that situation as this IS a game that were are playing and we are suppose to be having fun. Being the ones "stuck in the barrel" is NEVER fun and is a situation that is easy to remedy if we all play nice. It doesn't mean "let the other guys win", it means don't kick them when they are down.
Picture instead of being stuck following 2 hordes against a lightly defended front (ROOK), say 2,3,or 4 battles going on against both Knits and Bish, 10,15 vs 10,15. There would still be spot for even smaller groups to NOE a shore base here or there if they NEEDED to do something with out fighting for it. Wouldn't it be more fun to have a number of battles to choose from? Wouldn't it be better to NOT have 3 hordes hitting you from 2 directions and spend the night in hopeless defense (BISH). Wouldn't it be better to not have only one real fight going on and it be a horde against lightly defended bases (Knits)?
It's all player controlled, but will the players control it?
The problem with that last night was not of Earl's doing. There were too many guys, one in particular, who were trying to be in charge instead of following and sticking with the plan. Every hear the saying "Too many Chiefs and not enough Indians"? Well that's exactly what happened last night. We could have made 233 happen had it not have been for the extra Chiefs deciding it was too hard and pulling off to go somewhere else. I was one of the goons, had landed, and tried to sneak the town as all the extra chiefs ran off to their own objective in the midst of Earl's. I got over town and dropped my troops and because we no longer had effective air cover, the troops and I were shot down. There were two opponents over town at the time, that I saw, easily controlled by our previous air cover.
One of the extra "chiefs" last night was so busy yelling at everyone in Earl's subsequent mission, telling them what to do, he didn't notice I had snuck my goon in close to town, landed, and released my troops as he was repeatedly yelling at me to get my troops in to town and release them. The only thing he was accomplishing was jamming up the radio with his constant yapping.
I agree that most mission planners don't. But, Earl is the exception. The root problem is all the extra expert chiefs who aren't capable of following, listening up to the mission lead, and being good wingmen. The best flight leads are those who were the best wingmen.
You mentioned the "old conga line". A very typical in game scenario. If the lead guy is at max power, no one is going to catch up without using WEP, if available. Additionally, if those following don't get with it and rejoin, the old conga line forms quickly. Again, if lead doesn't reduce climb power and give those following some power advantage, the old conga line will typically stay that way to the target. A technique rarely seen in game is for lead to circle the field to get the entire mission package formed up before proceeding outbound. A tight formation, especially with bombers, provides more effective mutual support.
When there are a bunch of chiefs all trying to be in charge and modifying the plan, a horde quickly forms. Earl has a great squad of guys, who are well trained, and disciplined.
