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I’ve been working on a new scenario for CMBS 4.0 called “Tactical Operations Center”. It is in Beta testing now and is intended as player vs AI. Below is part of the Designer Notes that gives an overview. Followed by a few screen shots. This is a fictional scenario that may take a while to load depending on your computer. The player takes charge of a Tactical Operations Center (TOC) located in a Forward Operating Base (FOB) for a four-hour shift. The player is responsible for the successful execution of the mission during his shift. The scenario was created with the idea of being a static campaign in a counter insurgency environment. It is a multi-battle scenario set on a large map (approximately 7.5 square kilometers) that, unlike a traditional combat mission campaign, shows persistent map damage. So, as the player maneuvers a Quick Reaction Force (QRF) down a roadway in response to actionable intelligence he can drive past the burning wrecks of a mistake he made earlier or the scattered bodies of a Separatist unit he destroyed. The scenario also provides three types of intelligence to help guide the decision-making process. The three types of intelligence are Human Intelligence (HUMINT), Signals Intelligence (SIGINT) and Tactical Site Exploitation (TSE). HUMINT is collected from Separatist who defect under an amnesty program administered by the Ukrainian government. The HUMINT intelligence is in the name field of defectors and includes an intelligence code, grid coordinates and time. A quick glance at the intelligence code sheet (included in the briefing) allows the player to know what, where and when something will occur or where something is located. Some of this HUMINT is time sensitive. The TSE and SIGINT are provided by touch objective notifications at the top of the screen. This intelligence will be useful in bringing The Butcher of Belz (enemy commander) to justice and for disrupting Separatist operations. The grid coordinates are created by a pattern of grid lines placed on the map using a blue occupy objective. The grid numbers are displayed on the map edges using landmarks. A brief explanation of this modified military grid system and how to use it is provided in the briefing. The player can, if he decides to, launch an air assault during the setup phase. There are four different landing zones to choose from. Forward Operating Base (FOB) Apache has a Helicopter Landing Zone (HLZ) where reinforcements will arrive, and other units will exit from. The FOB also has a mortar pit that will be resupplied with ammo both by air and by convoy if the roads and HLZ remain open. Another feature included in the scenario is the ability to destroy base camps thereby preventing the Separatists from receiving their scheduled reinforcements. A Quick Reaction Force (QRF) mount their Strykers as 120mm mortars fire in the background as the FOB responds to assist an ambushed patrol. Separatists scouting for vulnerable infrastructure to attack. Separatist mod created by @pquumm. Street fight in the town of Belz.