Holding the line at Torppala: Chernarus Naval Forces Amphibious Combat Operations in Maksniemi

8 months ago
546

OP2403-1-7
In Torppala in Maksniemi, parts of 1st Bn, Chernarus 2nd Separate Naval Infantry Brigade defend against sustained attacks by separatist affiliated forces.

Mods used (Not a comprehensive list):

RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust

Naval and aircraft specific mods:

Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack

Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)

Terrain: Maksniemi

Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM

http://chernarusiannarcowars.blogspot.com/search/label/AAR

Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html

#Arma3

This video was created using content of Bohemia Interactive a.s.

Copyright © 2022 Bohemia Interactive a.s. All rights reserved.

See www.bistudio.com for more information.

No Zeus and ALIVE mods were used in these scenarios.

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In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.

In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.

In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.

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Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.

Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.

Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.

Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.

Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.

Why Chernarus?

Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.

Chernarus is an actual analog for myself politically.

There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.

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