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Initial Ground Assault on Yashkul: Chernarus Defense Forces Mobile Combat Operations in NW Chernarus
OP2405-3-1
Commander stops his initial penetration\ in the defenses of the village of Yashkul, when he observes an blinded folded female running south.
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: Northwestern Chernarus
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.
**************
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.
*******^^^*******
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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