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Apocalypse_Baghlan Blues 3.0.0: Recommended Playing !


Koen

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Hi all,

 

Trying out Apocalypse_Baghlan Blues 3.0.0

Looks splendid !

Will write a review here.

 

But need some tactical advice pls:

 

1. Which units of FOB would IRL be best used as Scouts or Vanguard for the taskforce based in FOB ?

I'm not familiar enough with: AMV XA-360 - Piranha-IIIC TACP

And then there are of course the BMP & T-72 

 

2. The Mortar Teams in FOB: how to transport them ? Helo ? other unit ?

 

3. There is no road into Muzcal ? How to get out of that Wadi, into that village ? only footsoldiers ?

 

Thx for any advice that could be shared !

 

 

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#1. It all depends on what you want up front. The AMV has thermals which would be great for spotting but not much protection or mobility, whereas the BMPs have better mobility and protection. This is really a matter of preference.

 

 

#2. Mortars Can be transported in almost any of the vehicles that have room. The 81mm can range the entire AO, so not a problem.

 

 

#3: "The Insurgency starts where the road ends".

 

This scenario was specifically designed with the awful terrain in mind. At one point I considered changing the objective location but then realized how fitting it was to a counter-insurgency operation where you are fighting the environment as much as you are fighting the enemy 

 

 

Edited by Apocalypse 31
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On 2/8/2022 at 9:48 PM, Koen said:

 

and will do an exercise with the troops before moving out: which unit can best deal with the steep wadi walls


So did an exercise in the wadi south of the FOB. It’s only half as deep as the one near Muzcal, but still gives an idea:

-> T-72 has a hard time climbing out of wadi, actually it’s impossible …

-> Other units: possible in most cases, but they need babysitting …

 

So need to put the T-72’s on a vantage point, looking out over Muzcal (if any).

And let them protect from there the IFV that climb up to Muzcal

 

And memo to myself:

Investigate if using the helo’s to insert soldiers on the plateau where Muzcal lies, is a good idea, or just extremely dangerous …

 

It’s going to be a fun-mission !

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45 minutes ago, Koen said:


So did an exercise in the wadi south of the FOB. It’s only half as deep as the one near Muzcal, but still gives an idea:

-> T-72 has a hard time climbing out of wadi, actually it’s impossible …

-> Other units: possible in most cases, but they need babysitting …

 

So need to put the T-72’s on a vantage point, looking out over Muzcal (if any).

And let them protect from there the IFV that climb up to Muzcal

 

And memo to myself:

Investigate if using the helo’s to insert soldiers on the plateau where Muzcal lies, is a good idea, or just extremely dangerous …

 

It’s going to be a fun-mission !

Yeah, terrain is a bitch...but once you get the T-72s in good positions, they give OPFOR a good shoeing...teamed them up with the A66.  The TIS on the Protector for spotting the bad guys, then the T-72 for giving them a message...

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2 hours ago, Koen said:

T-72 has a hard time climbing out of wadi, actually it’s impossible …

-> Other units: possible in most cases, but they need babysitting …

 

So need to put the T-72’s on a vantage point, looking out over Muzcal (if any).

And let them protect from there the IFV that climb up to Muzcal

I watched someone play this scenario and didnt cross the T72s over - he put them into an effective overwatch position and they were effective.

 

2 hours ago, Koen said:

Investigate if using the helo’s to insert soldiers on the plateau where Muzcal lies, is a good idea, or just extremely dangerous …

Fortune favors the bold!

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I think the TACP is there to represent "boots on the ground" to control the uav that shows up later in the mission.

 

If you can get up on the middle of rhe map where the mined road is the t72s can see into most of the town. The patrias have active defense which can resist tank shells not just missiles and can spend a little time scouting targets especially if you throw some smoke down and then use shift or the LRF to make map marks then put ref points down with the thermals. The enemy will start dropping arty on you so dont leave anything too soft in the open for too long.

 

If you know how to use the bmp2 atgms well they are absolutely deadly against somethint like a t55 that will spend a few shots getting you ranged in but you cant sit out there all day. The bmp2s can climb fairly steep hills so they will probably be your main offense into the actual town.

 

There is a direct route into town from there but it involes a tough advance through a town and then a steep gulley full of mines.

 

You can also take the road south east then all the way north and cross the wooden bridged gulleys further north east where they arent as deep but this involves an advance with no cover with buildings and hills to your back left as you move up. A single brdm2 in a good ambush spot with tan paint shut down my entire bmp2 column. 14.5 can be devestating.

 

Edited by Poofydoodle
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