06-13-2016, 08:43 PM
Teamwork essential, hardcore mission, each play-though will be different.
Here is the link to the 1-5 player version... all the same below, but you have no CAS (but one Artillery support call), and no revive script (but can switch players if single player), and AAA is replaced with a turret of some kind. If you cant fly, you can call a support transport chopper.
http://steamcommunity.com/sharedfiles/fi...=701802842
(this will not ruin your experience when playing the 16 player version, as it will be different anyway)
Here is the 16 player steam version... you can practice in single player or with up to 5 players on the version above
http://steamcommunity.com/sharedfiles/fi...=732077008
I started making this mission in February and finally finished : )Â This 16 player version requires some very tight teamwork to succeed and some very clever tactics.Â
Every time its played, the location, time of day, enemy units, weather and other aspects will change, I have spent a lot of time trying to get the enemy patrols to make sense and not look like they were randomly placed.
I have other versions of this mission, but thought I would share this 16 player version here, as its the hardest unforgiving version. You are severally outnumbered, but with clever use of your teams, you should get the enemy numbers down making it possible for your infantry teams to move in.
I have written up my tactical approach... have tried and failed, but feel this may work... I would suggest a read though, unless you want to see what ideas you come up with (or tweak mine)
http://steamcommunity.com/sharedfiles/fi...=699456560
Your squad consists of:
1 UAV/Recon team [sniper, Spotter/Engineer, UAV operator]
1 Tank team [2 crew]. NOTE: script has been added to this Marshal tank to allow it to be sling loaded
2 Infantry teams [4 guys per team]
2 pilots (one for transport, one for CAS[Wipeout is on runway at airfield])
1 commander player
Who ever takes UAV operator and and whoever takes CAS pilot, need to work together, to lock on with targets.
Every role is VERY important, make sure you only take on a role you know how to use! Ammo is limited, so dont waste your ammo on targets others can take out. for example, reserve your AT missiles in case you need them (Let CAS blow shit up, otherwise, you may walk around a corner, face to face with an armored vehicle with no more rockets)
Also, one note, whoever takes sniper role, there is an ammo box near you with a NVS inside, take that if its dark!
Ok, here is some intel that you will need to read, before taking on this mission.
1. Leaders approach will be different every time, depending on location, mission, enemy forces and terrain
2 .Enemy vehicles, patrols, locations, weather, time of day will change on each playthrough
3. Enemy may have night vision
4. Enemy may have AA or AT units (should be a small number, if any)
5. There may be enemy snipers in the area
6. Enemy may call in air support if you are spotted
7. There may be AAA in the area (if present, this WILL be marked on map)
8. There may be Artillery in the area (if present, this might NOT be marked on map)
9. There is a chance that the enemy have taken over a base in the area... it may be marked on the map, but if not, then be very careful if you see any military buildings.
If you gain access to the base, you will find intel of the exact objective locations
10. There may also be civilians in town.... kill too many and the mission is failed (you will told to head back to base where a court date will be scheduled)
11. We may have located a radio tower, if so, itâs an opportunity to destroy it, as this will lower the chance of the enemy calling in air support.
It shouldnât be heavily guarded if guarded at all (No popup message will report this as destroyed, so you need to make sure its fallen down, and report to command when succeeded)
12. Also, an Anti Personnel minefield may be present (only one, on my many tests and playthoughs I have walked into one a few times now.. Make sure engineer knows how to encounter mines).
13. Ammo is limited, but the commander has access to one supply drop
I also have a 10 player easier version (I say easier, its still hard, but you can afford to lose half your team and still stand a chance of winning)... also the 10 player version has a small 4 man playable enemy team, just to spice things up a bit! (will add this here when its ready)
Here is the link to the 1-5 player version... all the same below, but you have no CAS (but one Artillery support call), and no revive script (but can switch players if single player), and AAA is replaced with a turret of some kind. If you cant fly, you can call a support transport chopper.
http://steamcommunity.com/sharedfiles/fi...=701802842
(this will not ruin your experience when playing the 16 player version, as it will be different anyway)
Here is the 16 player steam version... you can practice in single player or with up to 5 players on the version above
http://steamcommunity.com/sharedfiles/fi...=732077008
I started making this mission in February and finally finished : )Â This 16 player version requires some very tight teamwork to succeed and some very clever tactics.Â
Every time its played, the location, time of day, enemy units, weather and other aspects will change, I have spent a lot of time trying to get the enemy patrols to make sense and not look like they were randomly placed.
I have other versions of this mission, but thought I would share this 16 player version here, as its the hardest unforgiving version. You are severally outnumbered, but with clever use of your teams, you should get the enemy numbers down making it possible for your infantry teams to move in.
I have written up my tactical approach... have tried and failed, but feel this may work... I would suggest a read though, unless you want to see what ideas you come up with (or tweak mine)
http://steamcommunity.com/sharedfiles/fi...=699456560
Your squad consists of:
1 UAV/Recon team [sniper, Spotter/Engineer, UAV operator]
1 Tank team [2 crew]. NOTE: script has been added to this Marshal tank to allow it to be sling loaded
2 Infantry teams [4 guys per team]
2 pilots (one for transport, one for CAS[Wipeout is on runway at airfield])
1 commander player
Who ever takes UAV operator and and whoever takes CAS pilot, need to work together, to lock on with targets.
Every role is VERY important, make sure you only take on a role you know how to use! Ammo is limited, so dont waste your ammo on targets others can take out. for example, reserve your AT missiles in case you need them (Let CAS blow shit up, otherwise, you may walk around a corner, face to face with an armored vehicle with no more rockets)
Also, one note, whoever takes sniper role, there is an ammo box near you with a NVS inside, take that if its dark!
Ok, here is some intel that you will need to read, before taking on this mission.
1. Leaders approach will be different every time, depending on location, mission, enemy forces and terrain
2 .Enemy vehicles, patrols, locations, weather, time of day will change on each playthrough
3. Enemy may have night vision
4. Enemy may have AA or AT units (should be a small number, if any)
5. There may be enemy snipers in the area
6. Enemy may call in air support if you are spotted
7. There may be AAA in the area (if present, this WILL be marked on map)
8. There may be Artillery in the area (if present, this might NOT be marked on map)
9. There is a chance that the enemy have taken over a base in the area... it may be marked on the map, but if not, then be very careful if you see any military buildings.
If you gain access to the base, you will find intel of the exact objective locations
10. There may also be civilians in town.... kill too many and the mission is failed (you will told to head back to base where a court date will be scheduled)
11. We may have located a radio tower, if so, itâs an opportunity to destroy it, as this will lower the chance of the enemy calling in air support.
It shouldnât be heavily guarded if guarded at all (No popup message will report this as destroyed, so you need to make sure its fallen down, and report to command when succeeded)
12. Also, an Anti Personnel minefield may be present (only one, on my many tests and playthoughs I have walked into one a few times now.. Make sure engineer knows how to encounter mines).
13. Ammo is limited, but the commander has access to one supply drop
I also have a 10 player easier version (I say easier, its still hard, but you can afford to lose half your team and still stand a chance of winning)... also the 10 player version has a small 4 man playable enemy team, just to spice things up a bit! (will add this here when its ready)