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Joe98

[SP] Crossroads: Same tactical problem. Different weapons different solution.

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Crossroads: Same tactical problem. Different weapons different solution.

Requirements:

Opration Arrowhead

BAF

PMC

A small party of enemy have advanced to nearby crossroads. They were seen filling sandbags. It is now late afternoon. We need to take the crossroads before dark, otherwise they will probably reinforce the position overnight.

Your mission is to re-take the crossroads.

The terrain is scrubby. The enemy are difficult to spot.

The enemy position is not actually on the crossroads. The position is adjacent. Each time you play the mission the enemy starts in one of 9 places at random.

The enemy has a minimum of 2 soldiers and a maximum of 6 soldiers. The actual number is at random.

You start in one of 3 places at random.

So, every time you start the mission, you start in a different place, the enemy starts in a different place and the enemy has a different number of men!

Instead of one mission there are 5 missions in the zip file attached.

Mission 101: Each soldier on both sides has grenades and a .45 cal 6 shooter revolver. You need to get up close and lob grenades!

Mission 102: Each soldier on both sides has grenades and a 9mm pistol. The extra fire power is useful but you still need to get close and lob grenades.

Mission 103: Each soldier on both sides has grenades and a 303 Lee Enfield bolt action rifle. Both sides have greater range but a slow rate of fire.

Mission 104: Each soldier on both sides has grenades and a modern CQC rifle (“Close Quarter Combatâ€). The weapons have short barrels, steel sights and a high rate of fire.

Mission 105: Each soldier on both sides has grenades. Opforce soldiers retain the CQC rifle and Blueforce get a rifle with a TWS sight.

You are faced with the same tactical situation but you use 5 different weapons so it needs 5 different approaches.

http://users.tpg.com.au/sueyoo/IronFront/CrossProving.zip

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Edited by Joe98

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Bump. See a second set of missions in a nearby thread.

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Seems to be that I am the first person to test this after a few years. ;)

 

I will rant about a few points that could be improved if you are still working on ArmA2:

 

-Presentation is bleak - no intro, no proper overview, no briefing - please provide these and think about a little backstory (US Army weapons qualification with a Sergeant telling you what to do in the intro?)

-Revolver and pistol-based missions need to have the hand grenades removed - due to the short range, it's just a grenade throwing festival here.

-Typos in MK 16 mission (intro mentioning MK17) and MK17 mission (missing word in the sentence)

-TWS is next to useless due to dense vegetation and decoy fires

 

Bottom line: This could be interesting, if spiced up just a bit more.

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