I thought I'd kick of a thread for everyone to share their Mob War experiences and observations.
Three teams: This was my first event with three distinct teams and two support entities. Turned out I really enjoyed the political aspects of teams forming and breaking alliances. I had major problems trying to keep things straight on who was shooting who and when. Definitely enhanced the game. Being that the gangs were smaller teams than the Cops, I never had to look far to find a fight.
North Side Gang base: Being on the North Side gang had one serious draw back. We were hell-n-gone from the other insertion points. The travel time back/distance back and forth to our base was tiring. My leg have been all to happy to remind me of that this morning. During the last part of the game it was nearly impossible for NS gang members to stay in the fight because of the distance for us to travel to our base and get back in. Just a suggestion but perhaps when there are alliances players can re-insert from their supporting teams base?
North Side Gang Boss: I didn't catch your name although I'm sure you told me. Regardless, kudos to you and the other young-gun who was assisting you for sticking to your plan to align with the Yellow team. I know I offered you some resistance on that but in the end it was a better option. Good job!
Newspapers: Great idea! Definitely one of the more creative methods I've seen for dissemination of missions. It also required the teams to actually read them and comprehend what they had to do.
Missions: Specifically the Rum missions for me were some of the most physical I've ever participated in. The run from the North Side base to the Rum barrel on the docks was over some nice hilly terrain. While getting there wasn't so bad, getting back out with 20 jugs was a different story. We were huffing and puffing pretty hard once we got back to base.
Player Sportsmanship: Saturday was pretty good and I saw players performing self-checks and calling themselves out accordingly. However, as the night drew near I saw more and more playing on. When night play kicked off it was to the point of being ridiculous. I honestly don't know if players understood the night rules or what not. Sunday morning things eased up a bit but by the last hour the lack of integrity was getting bad. I still don't understand why players feel the need play-on, wipe, or any combination of the two when it's a scenario game. Just go back to base and bump back in. I like the concept behind the Scenario Brotherhood, but to give it some substance I think if a member is found to be playing with a low standard of integrity, his/her membership should be revoked. To those players who played with honor, thanks for making this game enjoyable!
Paint: Honestly, after playing Super Six four, I was spoiled with the Circuit paint. I went for the $40 stuff this time hoping to have the same success. Not so much. The paint was dimpled and every shape but round. I understand paint is always a wild-card so I don't fault anyone here. I heard the $50 stuff wasn't much better. I just had to shoot a little more to get paint on my targets.
Temperature Saturday Night: I'd like to file a formal complaint to the staff on letting the heating go out! BRRRRRRRRR! 29 degrees Sunday morning made it darn difficult to get out of the sleeping bag.
Overall, I had a good time and myself and the RATS will definitely be back down to TriggerTyme soon!