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Upcoming Coop Campaign


Sgt_Anzac

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Hello everyone.

I dont know if this have been tried before outside of VUs, but i have been thinking about trying a new concept for a Coop campaign.

Due to limitations in the PE edition, and the time it takes to program the logics to make the AI act "smart" enough, i have been designing a campaign that uses a "game-master", coordinator or a Umpire/Evaluator, whatever you like to call it.

With alot of manual triggers the the dynamics of the mission is increased. The coordinator also take on the role of higher command, managing allocation of additional assets, update intel, and will be able to answer questions regarding intent during missions to aid the acting CO throughout the planing and decision process.

The campaign will be somewhat linear, but not completely, input from COs and players on what they want done in their AO will be considered. Losses taken will carry over into later missions, at least until replacements are issued.

In several ways this will not be your average Fulda Gap type of scenario, focus will be on todays changing battlefield, where the line between enemies, allies, and civilians are very fine. Shoot the wrong "red infantry" and 20 minutes later that friendly hamlet you just passed through will be shooting up your logistics train leaving you without fuel and reloads for your IFVs. Casevac, CSAR, and logistics, or the lack of it will also be rewarded or punished.

Now, im looking for players to try this concept out, the number of players that can participate will be limited to 7 players, (the 8th seat will be me coordinating) unless someone with the server version kindly agrees to host.

Suggestions for different roles, and a job description for them, as of the default TO&E:

1 Company TF Co: Mission Command. Plans and executes the mission given to him by the battalion Co. Coordinates platoons and mission assets during the mission. This role will be quite demanding, good communication and planing skills will be needed. As well as a good understanding of military operations at this level.

1 Company TF Xo: Supports the Co where needed in planing and execution of the mission.

Also second in command, should be ready to replace the Co in the event that the Co is not able to lead. (a suggestion is to use the Xo to manage logistics, engineering and/or arty/cas) Some of the same skills might be needed for this role as for the Co, depending on what assignment is given to you by the Co.

3-4 Mechanized/tank Platoon leaders: Leads a platoon of IFV/tanks during missions. Plans and executes the mission given to him by the company Co. To some extent you need to understand basic military communications, be able to read and understand a map and generally follow orders given to you by the Co. You also need have to have the skill to command a 3 vehicle platoon without problems.

(optional)

1 Forward observer/FAC(G) (forward air controller ground) Manages and coordinates CAS and/or artillery in conjunction with the Co and platoon leaders. For this role you need to understand the artillery mechanics of the simulator, and understand basic military communications. (this role might not be needed, its all up to the Co/players)

(optional)

1 "S-4" officer: manages and plans for logistics, medical, repair, and engineering assets before and during the mission. To some extent you need to understand basic military communications, be able to read and understand a map and generaly follow orders given to you by the Co. You also need have to have the skill to command many individual vehicles using waypoints without problems. (this role might not be needed its, all up to the Co/players)

(in case of a server capable of hosting more then 8)

any number of individual vehicle commanders, or crew-members.

for this role you need to be able to fight as a member of a platoon and/or crew in a IFV or a tank.

I have 5 missions ready right now, and as the campaign develops more will be added.

I post this more or less to see if the community is interested in me running something like this. Both individual players and VUs are welcome to post if they are interested in taking part. And please if you have any questions or suggested improvements im happy to hear them. If there is enough interest I will post more specific campaign information.

Also, if this goes live, one more coordinator/mission designer would be welcome.

Interested?

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I am quite interested and can fulfill any of the roles. I like the company team scale you've chosen as well.

Some questions about time: a) what dates are you aiming for? b) what Zulu time? and c) how often do you plan on running the missions? (i.e. is it one mission per game session/day for a total of 5 days, spread out one game per week?)

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Well, im quite flexible on what times i can play, and will adjust to the time and dates that most players find good. I think for the sake of keeping most of the team the same during the campaign im aiming for one mission a week, for each team playing.

Also, i might add that it will be possible to run this with more then one group, and more then one time if there is a huge interest. we might even split up into teams according to timezones. if thats what players want.

another thing.

If a team or VU want to play this as a unit with a specific army TO&E, it will be possible set the equipment used, to the real life (or as close as possible) equipment used by that army. The default set up is focused on a reinforced Swedish mech company within larger a multinational taskforce.

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well, sunday is the day that i most often play. it would be quite useful if players interested in playing could post roughly what times would be a go, or a no go in zulu (GMT) time. im in the GMT + 2:00 timezone but im very flexible, i can stay up late or get up early if its only one time a week. Around 22:00 - 24:00 zulu might work on both sides of the atlantic, or prehaps a bit later if anyone is closer to the pacific.

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Thanks tacbat, i didnt think about that if we make it a Sunday game we also have the option of a daytime game for North Americans.

Im gonna suggest a time and date, Sunday 4 Jul 17:00 Zulu.

Should be match free day in the world cup as well, for all you fans =)

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Being a "reservist" myself i know the feeling, you might suffer from what we in Sweden jokingly call fältkoma. =) (field/exercise coma) like When, after a few days without enough food and sleep you become just a tiny bit apathetic. i love it =)

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well, Gibsonm if you get a team together that are from the same timezone, im happy to run it for you as well in a time that will fit you.

I did make a mission to submit to the current contest, but i found it a bit hard to make it interesting with the 60 minute time limit, and decided to not enter. it was kind of a prologue or a side mission to the missions used in the campaign, and i have decided to release it as a single player teaser.

http://www.steelbeasts.com/Downloads/p13_sectionid/268/p13_fileid/1848

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well, Gibsonm if you get a team together that are from the same timezone, im happy to run it for you as well in a time that will fit you.

I did make a mission to submit to the current contest, but i found it a bit hard to make it interesting with the 60 minute time limit, and decided to not enter. it was kind of a prologue or a side mission to the missions used in the campaign, and i have decided to release it as a single player teaser.

http://www.steelbeasts.com/Downloads/p13_sectionid/268/p13_fileid/1848

Well I may end up downloading that and running here on the SB Pro LAN.

That way we can both get some sleep. :D

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  • 2 weeks later...

Meet up in SB.com TS 17.00 ZULU TODAY!

ok, this is the mission breifing.

Excerpts of the commander's orders for EASTCOM, Operation Vigilant Guardian.

1) SITUATION:

A) General:

1 week after the taskforce deployed to Blueland (the situation in the country is loosely based on the situation in Congo a few years ago) the situation is still tense. Instead of overt fighting the different factions now hold their ground in jungle hideout areas waiting for the elections. Some limited fighting has taken place between Government forces and insurgents in the eastern part of the country where VG (vigilant Guardian) forces haven yet reached. The elections will be held in two months. Our mandate allows us to help out the government forces to bring order in areas where insurgents might try to interfere in democratic elections. This is a peacekeeping mandate with an option to later on, if the situation escalates; bring it into a peace-enforcing one.

B) Combatants:

The combatant groups consist of 3 main categories:

1) The main category and the most common threat is the local marauder gangs using scavenged arms and vehicles, their training are nonexistent, but don’t underestimate them, most of them have carried a weapons since their early teens and know how to use them. They are known to have a very limited AT capability, mainly old RPGs and LAWs in very limited numbers. The marauders are more or less bandits, high on some local drug they terrorize the local population, and engage in turf wars against other gangs. They are known to force children into their ranks.

(Radio report name: Bandits)

2) The Guerrillas of the Peoples Defence Coalition (PDC) are the second most common insurgent group. They are a revolutionary militia with the usual rhetoric, mostly consisting of local sympathizers, regular army deserters, and a quite large number of foreign fighters from neighbouring countries. The PDC are quite well armed and have at least some formal training. They also have foreign backers that supply them with arms and ammunition. They are mainlyusing AKs, RPGs and MORTARS. Transport are rare but they are known to employ TRUCKS when longer transports are needed. They have no real armoured units, but are known to have scavenged a few tanks and APCs.

(Radio Report name: Guerrillas)

3) Foreign Troops from the Republic of Redland are known to from time to time operate in the eastern part of Blueland. Several clashes have occurred with Blueland units. They are suspected of supporting the PDC with weapons. Their cross border Ops mostly consist of search and destroy raids with marauder gangs as targets, but we suspect there are more to it then meets the eye. Their equipment consists of your regular 3rd world arsenal, T55s, T72s, BMPs, Arty etc. (T55s will be represented by LEO 1s with no Stab and old ammo)

(Radio report name: Regulars)

C) Own:

(Only part of the units will be used for each mission, crossatachments will be common)

(Battle group Fortitude)

( TF Arctic)

(Mechanised infantry)

1 Company of Strv122

3 Companies of CV9040c

1 Staff and mortar Company (2x3 tubes of 120mm)

1 Logistics, repair and medical company

(TF Boomerang)

(Cav Recon)

3 Cavalry Troops (4 x ASLAV-25, 2 x ASLAV-PC, 1 x Cavalry Scout Section)

Combat Support Echelon (1 x ASLAV-25, 1 x ASLAV-R, 1 x ASLAV-F, 1 x ASLAV-8)

Squadron HQ (2 x ASLAV-C, 2 x ASLAV-25)

(TF Dane)

(Engineers and logistics)

2 Platoon of engineers, standard equipment

1 platoon of engineers, MICLIC

1 platoon of leo1 minerollers/plows (no main gun to simulate a dedicated anti-mine vehicle)

1 section of Bibers

1 First Aid Station, 2 Medical M113

1 platoon of Logistics/repair, 2 HEMMIT trucks

1 platoon of Fuel transports

D) Other intel:

During the years of conflict the different fractions have made extensive use of mines.

OFFROAD MINE THREAT LEVEL IS TO BE CONSIDERED VERY HIGH, ON ROAD MINE THREAT IS TO BE CONSIDERED HIGH.

Route Green: A dirt trail known among the locals as Devils Trail. During the last couple of years heavy insurgent activity have all but closed this road, Blueland units in the east have had a hard time getting supply thru, and are mostly using helos. Keeping route green open will be part of the mission for the task-force. At this time we will need to open the route and clear it of any obstacles. it is the only route available for our initial move to into the AOR. Blueland regional command have informed us that due to recent attacks on transports in the area they now have a roadblock set up along the trail, and a semi-permanent patrol base at the logging camp.

2) MISSION:

A) ROE:

Do not fire unless fired upon, or if target is identified as a combatant with hostile intent.

Due to the nature of the conflict identifying fractions hostile will be a problem, and engaging the wrong one will bring hostility to our mission.

B) Mission objective

To reach the initial AOR (marked with solid blue line), set up a hasty defence and link up with the local government militia commander in Kwanga.

Secure route green for transport of company assets to Kwanga. Breach and mark, or bypass any obstacles encountered along the route.

Co/B and Xo will set up a Command post at the Blueland HQ and start preparations to set up a permanent FOB near the town.

C) Units for this operation:

TF Arctic:

Bravo Company

Co/B CV9040c

Xo/B CV9040c (Mine Plow)

10/B M113(FO)

1/B Plt 3 CV9040c

2/B Plt 3 CV9040c

3/B Plt 3 CV9040c

4/B Plt 3 CV9040c

1/H 1 M113(ENG) & 1 M113(miclic)

2/H 1 M88A1

3/H 1 HEMTT Cargo

4/H 1 HEMTT Fuel

5/H 1 M113(REP)

10/H 1 ASLAV-A (Ambulance)

On call:

One Flight of 2 F16 on-call CAS with 500lb bombs

CASEVAC Package including MRH-90 with MERT team and 2 Tiger ARH Escorts

3) EXECUTION:

Decided by CO/B

5) COMMAND AND SIGNALS:

As SOP

Maps are attached

56e83c8cb1609_Map1.jpg.949ab66c46d220606

map2.jpg.9aa96136cacc2de385fb06f39f2de87

map3.jpg.96f5e117c2384eda2a54d83a1f18413

56e83c8cb1609_Map1.jpg.949ab66c46d220606

map2.jpg.9aa96136cacc2de385fb06f39f2de87

map3.jpg.96f5e117c2384eda2a54d83a1f18413

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