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Thanks to everyone who joined us during our 27th official Operation! We started this Op with about 30 people structured into 3 squads and our numbers only slightly deteriorated towards the end of the Op. To kick things in this Reverse Op off, we headed to Esamir to start another exciting edition of our racing league. This time a stock Harasser death race Congratulations to the winning team of the AJSA Racing League #28, the stock Harasser Death Race on Esamir, which disputed result was formally decided in a duel between ProfessorOaked and BlackOpsElf, utilizing Commissioners. 1. General Bravo, Dark Templar and ProfessorOaked After we successfully determined the victor of the race by trial of combat, we moved our platoon to Indar, although an alert on Esamir had started. We decided to hit the Vanu on Indar at Alkali Shipping in order to cut the VS advances at our Bio Lab off. Swiftly moving in with Galaxies, we took the VS by surprise and although we were outpopped by 2:3, we still managed to wreak havoc among those players that did not yet move out to hit Saurva Bio Lab. Soon after we initially dropped, we cleared the capture point out and begun to set up a defense against the numerically superior, but less organized opposition. Taking the base in the name of the Angry Army, we now turned to the north-west, to clear out the VS armour zerg, which was initially headed to take Saurva South Fortress, mercilessly clearing them out. Having cleared the VS out, we now turned towards Dahaka Uplink Hub, to make advances towards the VS controlled Dahaka Amp Station, which rightfully belongs to the faction controlling the northern warpgate on Indar (which happened to be the TR today). Our first attempts at assaulting the base from the west were met with about numerically equal VS players on that section of the defense, using the wall of the base to their advantage in the battle. Realizing that this direction of assault would result in nothing but a bloody grind-fest meant that we resorted to a Sunderer to the south of the base. Although we had to cross quite a bit of territory to the capture point we overall outnumbered them at the start and thus proceeded mostly undisturbed towards the capture point, where we set up our defensive line. We were soon outnumbered after the Vanu reinforcements were starting to pour in. Although we were only significantly outpopped during the last minute of the cap, the VS still put a lot of pressure on the capture point, assaulting primarily the northern entrance with the brunt of their force, but also put enough pressure on the south, so we had to commit forces there as well. Having the majority of our forces concentrated inside the capture point building, enabled us to tie the VS to the entrances and deny them access to the capture point, meaning that once more a base was conquered in the name of the Angry Army! However the VS was heavily disgruntled at the prospect of losing the base and rallied more than a hundred players to steamroll us. With the immense amount of fire this zerg was putting on the wall, it soon became inhospitable to our forces, which meant the VS swept past our most crucial line of defense and headed straight to the capture point. Despite the superior resistance, we still advanced up to the southern entrance of the capture point building and managed to gain control of the lower level, something the VS never did manage in their defense of the base. Nonetheless the zerg caused us to lose this base and was now advancing on our other base of Alkali Shipping. Pulling light armour to blunted the zerg heading for us, we met the VS in the fields and narrow ridges south of Alkali Shipping. Despite being outgunned, we managed to exploit the terrain in our favour and tie the enemy up around certain chokepoints. However trying to push the VS back towards Dahaka Uplink Hub was also made impossible with our numbers by said chokepoints. Ceding the responsibility of the defense to our allied outfits, we diverted our forces straight to the Amp Station, in an attempt to dissipate the VS zerg entrenched south of Alkali Shipping. Having to take down two shield generators meant that the VS had the time to be able to divert part of their attention towards us and reinforce the Amp Station. Although we made early progress, it soon was undone in a stalemate between us and the Vanu. With about 2 hours already spent in the event and the combat constantly resulting in stalemates, we decided to move towards the end phase, namely a Harasser zerg. Pulling it from Saurva Bio Lab, we headed straight for the VS zerg south of Alkali Shipping. With the zerg itself being a bit more dispersed and with our numerous fast moving vehicles, we were able to tear the remaining vehicles apart. Whilst we still lost all vehicles in the process, we still realized that we were now in a position we earlier endeavoured to achieve; we were at the gates of Dahaka Uplink Hub. Exploiting this, we now moved into the base to assault it once more. Already knowing the flow of the battle in this base from our previous encounter, we once more set up a strong defensive position inside the capture point building. Standing fast, we were able to deny the VS entrance into the building until about a minute prior to it being lost, when the VS managed to claim the lower level for themselves. Throwing our remaining forces against the encroaching opposition on the stairs, we were able to deny them access long enough for reinforcements to arrive and the timer to reach 0, meaning once more we captured this base in the name of the Angry Army. Listening to announcements from Commander Damion Rayne, regarding the recreation of Arma 3, we aimlessly zerged the VS at Cora Med Labs, whilst we outpopped them slightly, they still had sufficient forces to put up a resistance. Nonetheless we managed to repel them back to their spawn room and lay siege to it, ensuring we took this base as well for the Angry Army! As always, did you take some cool screenshots or footage of the Op? Post them below!
picture by Norman When: Saturday, December 20th, 2014, Operation will commence at 2PM EST (7PM GMT) Where: EMERALD Server, AJSA Teamspeak: ts3.ajsagaming.com How: Platoon and Squad Leaders will create specific Squad Channels in the Teamspeak to match the name of the in-game Squad in PS2. Join the Teamspeak Channel that matches the squad you join in game, so you can hear your Squad Leader! New members read the "READ HERE" forum post to see a list of Sergeants/Officers to send in-game messages to so you can get invited to the outfit or look for them in teamspeak. What: Our objective during the Ops is to play together as a large team and cooperatively fight as a unit semi-seriously, while still having a fun time. squad members are expected to listen to their squad leaders to ensure the AJSA is victorious in battle. Event Outline: Kick-off Phase: Hot-Dropping To announce that the Angry Army is here we'll do something together as a large blob. This time the PS2 staff will place beacons in the middle of an ongoing battle, which we are going to mix up a bit. As soon as we all die horrible or kill everything around us, we'll begin the normal combat operations. Combat Phase: We will then break off to our platoon and squad assignments. If an Alert has started, we will play the objectives of the alert, otherwise, we will go to hot spots where we are needed (splitting continents if called for). Racing Phase: AJSA Racing league #25: Valkyrie Team Race For the 25th official race we'll have a Valkyrie Team Race. Teams of 4 are mandatory, so start assembling your team today. Friendly fire will be enabled from the start, so start certing your Valkyries! The First Place Winner of the Race will receive the lovely AJSA Racing League Champion Award on the forums. View the award and our hall of champions here: http://angryjoeshow....w&do=spec&id=10 AJSA Event MVP Officers and Sergeants will be on the lookout for the player who best exemplifies the AJSA during this event. This means players who not only demonstrate skill on the battlefield, but are great team members as well. A player who meets those high standards for this event will receive the AJSA Champion Award to adorn their forum profile! This post has been promoted to an article
Conan posted a topic in Past Events & AARspicture by Norman Thanks to everyone who joined us during our 23rd Operation and special thanks to the TRAF members who assisted us. We started on Indar, where we continued to fight until the end of the Indar alert with about 30 people and our forces remained more or less steady until the end. To kick things off we moved to Hvar Northgate Garrison. Although this terrain wasn’t ideal for Battle-Flashes, it most certainly was a battle worth disrupting. Being at the mercy of the terrible PS2 vehicle physics our Flashes were destroyed extremely fast, either by flipping over or rolling down a slope straight into the sights of the NC tanks. With the enormous NC force making advances on our Tech Plant we called an immediate end to the starting phase and set up defenses. Being met with such an enormous opposition we split up into our separate squad channels and moved to the walls to repel the encroaching NC forces. Although the NC had a vastly superior armour zerg set up and greater numbers in total, they didn’t manage to take down our generator, ultimately rendering their vehicles useless. With the gate being guarded by our own tanks and the walls being held by our infantry, the NC moved a Sunderer to the SE tower, to move their infantry around the narrow strip of terrain between the tower and the mountain. Being met with the brunt of the NC infantry force here, we soon lost control of the tower itself to hostile Light Assaults, with the regular NC infantry advancing around the side. Slowly steamrolling our infantry, the NC soon destroyed our forward Sunderer at the SE gate tower. Whilst setting up a defense inside the generator room, Charlie set out to flank the enemy to the east with an armour zerg brought over from Hvar Southgate Garrison. With a significant chunk of the NC tanks being already grinded down, Charlie finished the remained NC armoured forces quickly off. Setting up deployed Prowlers on the NC flank quickly caused the entire NC assault to collapse, seeing as Charlie destroyed among other things the deployed NC Sunderer. Utilizing the sudden disruption in the NC advance the TR steamrolled the remaining NC squads holding the SE tower. Desperate to retreat the last NC Max was hunted down by the entire TR forces, clearly showing we defended our territory. Whilst repelling the NC forces an alert started for the control of Indar. With the NC being prohibited from setting up forward posts to stall our offensive, they abandoned this lattice, leaving Quartz Ridge Camp vulnerable. Moving in with a vast force we only found a disproportionate small NC resistance here. Nonetheless the entire TR host assaulted with extreme force, starting off with a massive air bombardment by more than a dozen mossies, whilst multiple Galaxies dropped troops within the confines of that base. With this conflict mounting to up to be nothing but ghost-capping, we soon left this base to be taken over by our allies, whilst we moved to a battle that more required our help. That battle we found in Scarred Mesa Skyock, facing a VS zerg of more than 48 players. Although this base is one of the most defensible bases in the game, it still depends on the defendant to bottle the assailants up on the jump pads. Upon arriving we found that our allies hadn’t succeeded in this regard, with both jump pads and the eastern part of the plateau being in VS control. Splitting up our platoon Charlie went to reinforce the besieged TR forces at the capture point, whilst Alpha went to secure the first jump pad and Bravo charged the VS forces on the middle ground between the first jump pad and the capture point, heading straight for the eastern jump pad. Being met with an assault on their entire front by our forces, they soon collapsed. Every time one of the squads pushed the enemy further back enabled it to flank the hostile forces facing another squad, causing that part of the front to dissipate. This chain reaction soon caused the entire VS forces on the plateau to collapse and fall into disarray, spelling their end. Seizing the moment we charged the VS forces that were entrenched at the foot of the plateau, overwhelming them entirely. Arriving at Red Ridge Communication, we found another base, which was abandoned the the enemy, albeit the VS this time. Overwhelming the enemy, we soon restricted them to their spawn room. Although we had a relatively little amount of puppies, we still pulled our forces out before taking the base, to enforce TR dominance elsewhere. Seeing as the NC had succeeded in taking Allatum Bio Lab before the Op started, we were determined to help our endeavour in retaking it. Knowing however that assaulting a Bio Lab with enemies defending it is usually pointless, we rather directed our forces northwards at Indar Comm Array, to cut the Biolab off. Moving in swiftly we set up defenses around the capture point with multiple Sunderers on the eastern part of the plateau. Overestimating the initial resistance we would get caused us to move more Sunderers than necessary in, even moving a Sunderer to the capture point, to provide some Bulldog support. After a while the NC reinforcements arrived, outnumbering us vastly. Soon the Sunderer came under direct fire and was destroyed very fast, this marked the end of our initial push, seeing as our forces at the capture point were wiped immediately thereafter. Regardless we moved in once more, systematically taking the NC apart. With reinforcements from the 382nd showing, we soon outnumbered the NC forces, taking another base for the Republic. Seeing as the majority of our allied forces went to the south to take West Highlands Checkpoint against little to no resistance, we decided to take Dahaka Southern Post to the north. Setting up defensive positions in the capture point building, we managed to hold our perimeter against the advancing NC forces. However our presence here depended on our Sunderer, deployed to the south of the base. Realizing this flaw in our defense, the NC moved an armoured force consisting of Battle-Sunderers and tanks to take down our Sunderer. Being without spawn options the NC annihilated our soldiers on point quite fast. After analysing our current situation we decided to hit Indar Excavation Site. Acknowledging that the NC was preoccupied defending their Tech Plant against the VS, we assumed that we might be able to secure this flank as well. We established spawn points on all sites of the base, commencing our assault and swiftly secured B and C. A was proving more of a challenge, seeing as it was located within the tower. Bringing in Light Assault we occasionally managed to contest the point, but otherwise the uphill battle was proving too much for our limited numbers. Despite defending their Tech Plant the NC moved more forces into the base, ultimately outgrowing our numbers. This lead to B and C being contested. Nonetheless the NC didn’t just managed to steamroll us as it usually would be the case. Instead we managed to successfully keep the southern part of the base around B contested, with the actual point constantly changing ownership. However we had to acknowledge that we would not succeed in taking the base with the current odds and hence looked for a new battle to fight. That battle was a defensive battle against about 2 VS squads at Crossroads Watchtower. Although the TR was more or less holding their ground, we moved our squads in, overwhelming the VS entirely. We swiftly assigned our squads to the various capture points and retaking them, whereafter we pushed the VS out. Keeping the momentum we charged the VS to Broken Arch Road. Being met with a greater resistance here, we deployed our Sunderers under fire on the northern side of the base, whilst our armour was keeping the VS vehicles at bay. Swiftly securing A, part of our forces took up defensive positions around the capture point, whilst the rest battled the VS throughout the base. However the VS advanced close to the eastern side of the base along the canyon wall and assaulted the lower part of the building containing the capture point. Although they were kept at bay at first, their excessive grenade and C4 spamming grinded our forces down, seeing as the reinforcements were tied down, either defending the upper entrance or trying to repel the VS at another front. Soon they managed to overwhelm the forces at the lower entrance and flank the defendants at the upper entrance, wiping our forces out completely. Nonetheless we kept on pushing and with the support of Maxes, we slowly worked our way towards the capture point, ultimately capturing it once more, despite heavy VS resistance on point. From here our forces advanced further towards the southern end of the base, slowly encroaching upon their spawn room. Despite this the VS resisted, gaining small footholds against us by expenditure of many live and nanites, only to see these positions ultimately fall back to us. Continuing to grind the VS down, we managed to secure the base in the name of the Angry Army! Whilst analysing our situation our forces moved south to Tawrich Depot, however we moved our forces to the southern base of Tawrich Recycling, to aid against an overwhelming VS zerg. With only a minute to go and a vastly numerically superior zerg continuing to move in, we were unable in defending the base. Looking at the map revealed that we were leading on the NC by only 1%, hence we endeavoured to keep them at bay by forcing them to defend Indar Excavation Site once more. Nonetheless with the NC and the VS focussing most parts of their efforts on us, we soon were outnumbered at every single battle the TR was participating in. Acknowledging that the alert would be impossible to turn around in 20 min, we chose to fight defensively at various bases in the meantime without any guidance from the platoon itself, until the alert is over and the racing phase could begin. With the squads splitting up along various bases to farm the enemy, we marked the end of our combat phase. This concluded the combat phase and we moved to Hossin, to begin another exciting edition of our racing league. This time a Galaxy Team Race. Congratulations to the winner of the AJSA Racing League #24, the Galaxy Team Race on Hossin, who really didn't have a team! (FYI: We can't award him the Racing award, seeing as he is from TRAF and doesn't have an account here (though that might be rectified in the future)) 1. McPhearsom During this event SgtRoss once more distinguished himself, earning him his second MVP. This time favouring the offensive, SgtRoss could be consistently observed throughout the Op dominating the front lines. Efficiently prioritizing targets, he managed to take on strong hostile positions, either wiping them on his own or weakening them sufficiently for the players following him to clear them out. His performance greatly boosted the death toll we inflicted upon our enemies, earning him the respect of the PS2 staff. Although we cannot award them anything for their deeds, we would still like to emphasize the combat performance of the TRAF players McPhearsom and Nolen. Showing an immense skill in the game, they greatly exemplified the TRAF forces. They were highly effective in whatever endeavour they undertook, aiding us not only on the front lines, but also in supporting our troops by providing excellent spawn locations, flanking the enemies and defending key locations against the enemies. Willing and able to follow orders to the letter, they still aided the command with tactical advice regarding not only on how to take a base, but also on what strategies to pursue in the long term. Their skill, discipline and character left them in very high regard, as they formed the backbone of our platoon on many occasion, earning them the respect and admiration not only of the PS2 staff, but also from those AJSA soldiers observing them in action as well. As always, did you take some cool screenshots or footage of the Op? Post them below!
picture by Norman When: Saturday, December 13th, 2014, Operation will commence at 2PM EST (7PM GMT) Where: EMERALD Server, AJSA Teamspeak: ts3.ajsagaming.com How: Platoon and Squad Leaders will create specific Squad Channels in the Teamspeak to match the name of the in-game Squad in PS2. Join the Teamspeak Channel that matches the squad you join in game, so you can hear your Squad Leader! New members read the "READ HERE" forum post to see a list of Sergeants/Officers to send in-game messages to so you can get invited to the outfit or look for them in teamspeak. What: Our objective during the Ops is to play together as a large team and cooperatively fight as a unit semi-seriously, while still having a fun time. squad members are expected to listen to their squad leaders to ensure the AJSA is victorious in battle. Event Outline: Kick-off Phase: Assault of the Battle-Flashes To announce that the Angry Army is here we'll interfere in any promising conflict on Aurasxis by crashing the party with Battle-Flashes. For this the PS2 staff will provide certed Battle-Flashes with either the Renegade or the Fury. They'll have the Wraith-Cloak equipped, so better start practising in the VR Training Room! Combat Phase: We will then break off to our platoon and squad assignments. If an Alert has started, we will play the objectives of the alert, otherwise, we will go to hot spots where we are needed (splitting continents if called for). Racing Phase: AJSA Racing league #24: Galaxy Team Race For the 24th official race we'll have a Galaxy Team Race. Teams of 5 are recommended but you can also choose to take less members. Friendly fire will be enabled from the start, so start certing your Galaxies! The First Place Winner of the Race will receive the lovely AJSA Racing League Champion Award on the forums. View the award and our hall of champions here: http://angryjoeshow....w&do=spec&id=10 AJSA Event MVP Officers and Sergeants will be on the lookout for the player who best exemplifies the AJSA during this event. This means players who not only demonstrate skill on the battlefield, but are great team members as well. A player who meets those high standards for this event will receive the AJSA Champion Award to adorn their forum profile! This post has been promoted to an article
Thanks to everyone who joined us during our 22nd Operation and special thanks to Jaymawdo for taking platoon lead during this Op. We started out on Amerish with around 30 players and our number remained relatively steady throughout the Operation. During this Op we had the longest and most successful starting phase so far, going on for about 1 h 30 min. With Hossin, Esamir and Amerish to choose from, we decided to go to Amerish, seeing as Esamir was full and Hossin isn’t too popular. We chose to lay siege to the VS warpgate, ‘cause fuck the VS, that's why. Before the starting phase began the PS2 staff moved 2 Sunderers into the mountains to the north-east of Aramax Chemical Co, which were overlooking the VS warpgate. With one of them being an ammo-Sundie we ensured that we had stationary turrets, that didn’t run out of ammo, whilst also ensuring spawn points to our troops. After all members joined we started preparing the siege of the warpgate, by setting up Burster-Maxes along the ridge of the mountain facing the warpgate, whilst the infantry stood by with lock-on launchers and support classes. There was definitely enemy activity going on in the area, with an enemy Valkyrie passing directly over us at one point, however the VS did not react to us before we set out to destroy their vehicles. At first only few targets patrolling the area showed themselves, which were being met with an incredible flak-screen. Disgruntled by being shut down we immediately got a consistent light resistance to our siege of about half a dozen pilots, constantly launching bombing runs at us and constantly being shut down. The enemies even mobilized a few tanks during the early phases to bombard us from afar, but with the enormous range between us, this endeavour to suppress us was ultimately futile. Soon we started getting a larger resistance from organized outfits, which started organizing bombing runs in Liberators and Galaxies. With the amount of hostile air increasing and with the air starting to exploit the mountainous terrain slightly to their favour, the pace of the combat picked up. The enemy would throw a consistent mix of Galaxies at us to attract fire or pancake us and Liberators to bombard us. During this period the first VS tanks started appearing in our rear, diverting the attention of our infantry away from the warpgate front. Our forces also began to experience more action, seeing as our forces were more spread out and the enemy encounters would become more frequent, sometimes even lasting for multiple minutes. This meant that also the amount of communication increased exponentially, with new targets being called out and support being requested every couple of seconds. Nonetheless the comm discipline was astounding, especially considering 30+ people were sitting in the same channel. Furthermore some members took the initiative during the battle, by pulling some mossies, which would lure enemy ESFs to our Burster-Maxes, which would then open fire at them, either destroying them outright or causing them to panic in the massive amount of flak we were putting out. With the alert on Esamir coming to a close in the favour the of the Vanu, the enemy resistance picked up significantly. Within the first 5 min of the alert being over, the VS forces nearly doubled. Whilst some parts of the new enemies weren’t aware of our presence yet, the organized outfits soon started setting up a massive push against us. Having attracted also the hostile puppy players with our fire, the resistance was soon overwhelming. Now our forces started to be really challenged, seeing as our forces were already engaged with the previous number. Nonetheless our forces stood firmly against the onslaught of enemies. Whilst the VS was successful in taking Esamir, we were determined to prevent the VS from consolidating their forces as they did on Esamir. The increased number of enemy aircraft in the sky made it increasingly difficult to focus fire on a single target. Our locked-down Burster-Maxes now couldn’t undeploy and turn around to track a target, they had to statically face in one direction, seeing as new targets would immediately present themselves, as soon as the aircraft they were shooting at flew past them. This meant that the solid wall of flak changed its form with our Maxes now taking up positions surrounding our perimeter, to ensure that no flank was completely unprotected. Meanwhile the cliffs and mountains around us enabled many aircraft pilots to approach undisturbed, until the last few meters. At this point the enemy outfits were organizing themselves even more, setting up multiple Liberators in single file for bombing runs. The general confusion of the increased hostile population also enabled a couple of enemies to get within our lines and take out the ammo Sunderer; it is unclear whether the perpetrators bailed out of some aircraft, were Gal-dropped or managed to sneak up on us the conventional way, but as a result the ammo on our remaining Sunderer was now finite. Despite the increased resistance our forces managed to establish the new defensive perimeter against the VS forces, focussing AA fire to mainly to the North, East and South, whilst the infantry focussed on defending against the advancing VS infantry and vehicles to the West. Shot down enemy aircraft was usually immediately replaced, but our Maxes managed to increasingly push the Vanu back, preventing them from controlling the airspace directly above us. Nonetheless the hostile air stayed close, constantly bombarding us either from afar or by launching bombing runs at single point in our defense. With the limited cover our remaining aircraft pilots could provide Hunter5988 managed to bring another ammo Sunderer in, which gave our deployed Sunderer sufficient ammo for the G30 Walker, enabling us to put more bullets between us and the enemy. However after about 10 min in the heat of the combat, it too was destroyed by unknown forces, which again put us at the disadvantage of having a finite amount of ammo in the remaining Sunderer. Having worked out a defensive routine the battle continued this way with barely any conditions changing for about 20 min, however at some point our damage output surpassed their Nanites-regeneration ability and the number of the hostile aircrafts receded. As soon as that was the case our forces slowly began to focus fire again, which increased the defensive capabilities even more and soon after that we secured the airspace again, giving us time to consolidate our forces. After a while the VS began their air raids once more, albeit with a lower amount of enemy aircraft. Nonetheless this was enough to tie our Burster-Maxes to the east, to suppress the warpgate. At this time the VS managed to position a Sunderer west of our position, with a strong VS push, which was being spearheaded by at least 4 VS maxes, being lead at our own deployed Sunderer. Whilst we do not have accurate numbers on that push, an unidentified AJA soldier described it exaggeratory as “at least a whole fucking platoon”. This significant push enabled a single VS engineer to get close enough to our last Sunderer and deploy 3 tank mines below it, which weren’t blown up in time. In the meantime our forces managed to grind the majority of the VS forces down to directly focus fire on the VS Sunderer, which lead to it being destroyed. Whilst we attempted to rally an engineer with a level 6 repair tool, another VS engineer managed to bail from an arírcraft and put more tank mines under the Sunderer. Although everyone open fire on him he managed to throw a grenade out, before he died, which marked the end of our remaining Sunderer. With the last Sunderer being destroyed our troops now relied on squad spawn beacons, whilst we tried to establish alternative spawn options. However being denied the opportunity to pull new Maxes meant, that our flak screen was soon being grinded down by the enemy aircraft, which put us in a downward spiral in terms of defendability, dooming us ultimately to failure. Simultaneously the VS was assaulting us from all sides with C4 fairies, advancing on their own up the hill to prevent attracting attention. With the Burster-Maxes looking at the sky and the infantry focussing on keeping the Maxes alive, they managed to approach our forces and presenting us with deadly friendship-bricks, meanwhile the VS moved armoured forces up from the rear. Soon our forces were all destroyed, which spelled the end of our starting phase. Despite being killed at the end, it was especially noteworthy that our platoon consisted to about a third of new players, even with a lot of them being below BR10. Nonetheless these new players demonstrated extremely high skill, considering their low rank; they most certainly pulled their weight. Not only showing very good comm discipline for such new players, they also demonstrated a good ability to follow orders and instructions from the squad leaders. This concluded the starting phase and we moved to the “Mercy Phase”, where we finally let the Vanu out of their warpgate to have some fun. Seeing as we spend so much time on the start phase, we decided to only spend a short time battling elsewhere, before starting the racing phase. We moved our forces into AuraxiCom Substation, to help defend against a slightly superior Vanu zerg. Our forces moved swiftly in and charged A point. Whilst the push itself wasn’t particularly coordinated, one could still observe that our forces split up into 2 groups, with one heading straight for the capture point, whilst the other diverted to the West, to flank the enemy at the control point from higher ground. With this successful flanking manoeuvre the VS fell very fast and we pushed them further to the South-West. However the VS overwhelmed the puppy TR forces to the South-East, flanking our front lines, which caused them to collapse. With the VS having secured the western higher ground for themselves our forces were now forced to advance under fire on the direct path or flank through the narrow, stony and overgrown strip of terrain to the east of the capture point. Using Light Assaults for this feat, we managed to push them out again after a minute, this time pushing them past the confines of the base. This was mostly assisted by Bravo, who brought up an armoured column from the North, bombarding the VS infantry and vehicle forces outside of the base. Keeping the momentum, Bravo pushed up and destroyed the remaining VS forces and charging them through the open field to the south, annihilating any opposition. With Alpha and Charlie also mounting up to move to Auraxis Firearms Corp, we soon lay siege to this base as well. However this base is quite a fortress and with about equal forces the chances of taking it were quite slim. So after the first initial pushes were repelled, we decided to end the Op on the high note of repelling the Vanu all the way back to their own territory and called an end to the overall combat phase of the operation. This concluded the combat phase and we moved to Sungrey Amp Station (on Amerish), to begin another edition of our exciting racing league. This time a Max race around the outer wall of Sungrey Amp Station. Congratulations on the winner of the AJSA Racing League #22, the Max race on Amerish! 1. FinnishFighter 2. Pig_Face 3. Conan During this Op the relatively new player EternalRobot distinguished himself, hence he will receive the MVP award (as soon as we figure his forum name out). Despite his low BR he took the initiative in luring enemy ESFs to our Burster-Maxes in the starting phase with a mossie, greatly aiding our endeavour of keeping the sky clear. Not only demonstrating initiative and a great sense of teamwork, he also was very helpful in assisting Hunter5988 to come to our help with another ammo Sunderer, by providing air-ground assistance, keeping Vanu tanks away from him. His performance greatly assisted the entire platoon in our endeavour to dominate the Vanu warpgate, not only earning him the appreciation and respect from the PS2 staff, but also from the platoon as a whole. As always, did you take some cool screenshots or footage of the Op? Post them below!