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MOS:96B2P

New Scenario: Coup D'etat

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From the Briefing:

GOVERNMENT COMPLEX:

The Government Complex is in the western area of the city (Grid: 42112700).  The Government Complex also contains the City Council Building (see City Council Building section).  The Government Complex is a large occupy objective worth 100 VPs to whomever controls it. 

CITY COUNCIL BUILDING:

The City Council was a group of 50 aldermen that presided in the City Council Building (Grid: 42042615), which is part of the Government Complex.  The City Council was dissolved when Waleed’s regime seized power.  Twenty aldermen are still alive.  The regime confined 10 of the surviving aldermen at Fisbuk Prison.  The remaining ten are fugitives hunted by the regime. The aldermen will support a coup against the regime and will use their knowledge and contacts in the city to obtain and provide intelligence to the rebels.  Throughout the scenario fugitive aldermen will report to the Hotel Rasheed to convey intelligence to friendly forces.  The intelligence is in the alderman’s name field and contains an intelligence code, location and time (see operational map area).  The aldermen are regime unit targets worth 200 VPs (10 VPs each).  The City Council Building contains a rebel exit zone.  All twenty surviving aldermen must be safely brought to the City Council Building and restored to power (and they must use the exit).  Securing the City Council building (it is surrounded by a touch objective) will persuade the city police (see police HQ section) to join the rebels.  To secure the City Council building have rebel units reach the touch objective around the building.  This is one of two ways to persuade a city police unit to side with the rebels.  

The City Council Aldermen enter the Government Complex while under escort by a British SF unit. 

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The Aldermen enter the City Council building restoring democracy. 

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The City Council Aldermen use the rebel exit zone inside the City Council building preventing the regime from earning 200 Victory Points. 

 MJABz2vh.jpg

Edited by MOS:96B2P

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Posted (edited)

From the briefing:

4 DECEMBER BRIDGE:

The 4 December Bridge (named in honor of the release date of CMSF2) :D is in the southeast area of the city (Grid: 46092510).  It is the only intact bridge spanning the River of Martyrs.  A military force (Battlegroup East) from the city of Al Mout is looting a suburb east of the city.  Your (friendly) 2nd and 3rd Platoons are part of Battlegroup East.  Battlegroup East is expected to be recalled to the city to assist in crushing the coup and are expected to arrive at approximately 0500hrs.  The battlegroup will need to cross the 4 December Bridge. 

The battlegroup composed of 2nd and 3rd Platoons (friendly) and units loyal to the regime are expected to arrive in the area east of the bridge at approximately the same time.  The bridge has been rigged with IEDs.  A triggerman (rebel or regime) could detonate the IEDs as opposing units crossed the bridge bringing the entire structure down.  The destruction of the bridge would prevent any units east of the bridge from playing an effective role in the coup.  Units that reach the west bank could influence the outcome of the coup. 

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An IED is detonated bringing down the entire bridge cutting off the flow of reinforcements from the east. 

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Edited by MOS:96B2P

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Posted (edited)
1 hour ago, grunt_GI said:

So any schedule update on this?

Thanks for asking.  It's my fault.  We were about two days away from release but I keep getting ideas as I play through it.  Then I add something which then needs testing / adjusting.  As an example I modified it so if the rebels make a rebel broadcast from WTF Radio station while the political prisoners are still in Fisbuk Prison the regime executes the prisoners.  Also there are now two different ways to have a police unit join the rebellion. 

Then at 0600hrs a USMC task force shows up off the coast.................... I will post some screenshots of the USMC task force later.  I think this is an interesting addition.  The player can still hit cease fire between 0600 hours and 0615 hours to end the scenario.  However if the player makes the command decision to continue he can do so with or without using the Marines who are sitting offshore in the USS Wasp.  As in most things in the scenario there is an advantage / disadvantage to the decision.  With the USMC addition there is now the option for the player to evacuate the coup plotter and political prisoners to one of the ships in the task force that has an exit zone. 

I will try to make this the last addition to the scenario and get it posted at the scenario depot in the next few weeks.  :)      

Edited by MOS:96B2P

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It's an immensely intricate scenario in which the player has almost as much choice in framing the individual battles as the designer does.....Consequently balancing the whole thing and making all the possible variations challenging without being overpowering can be tricky.....I'm in one of those situations right now.  ;)

This one will be worth the wait, even more so than TOC, take my word for it.  B)

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Posted (edited)

The scenario features the “OpFor Room” located in buildings throughout the map.  The OpFor room is a ground floor room with no exterior windows or doors where AI teams might be located.  Some of the buildings, in residential areas, are arranged in a checkerboard pattern but others are not.   

The player will get tentative contact icons for some of the AI teams in these OpFor rooms.  Some of the AI teams will cause no problems and remain in their OpFor room the entire scenario.  Some of the AI teams will only come out if triggered and some are coming out (on a timer) to cause problems no matter what the player does.  The player has no way of knowing which one of the three situations a tentative contact represents and some of the OpFor rooms are empty.   

It is impractical for a player to try and clear all of the OpFor rooms especially since many will never cause a problem (in game intelligence may report something in a specific building).  The player is forced to conduct operations while surrounded by this AI population.  Just as in RL he is never sure which one of these rooms OpFor teams might emerge from or when. 

A lot of cool stuff can be done with this setup especially in urban terrain.  I originally used this technique in the scenario Tactical Operations Center.  However the urban terrain of Coup d’etat allows for much more widespread use.  Below are some screenshots.    

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As an example: 1 = AI Group #1. This group will remain stationary (unless routed out by a nearby VBIED blast or airstrike etc.)  They will shoot at friendly units that enter the building but will not initiate activity. 

2 = AI Group #2.  This group will emerge from their OpFor rooms to attack a target if the player hits trigger X. 

3 = AI Group #3.  This group will emerge from their OpFor rooms and attack a target on a timer. 

4 = AI Group #4.  This group will emerge to attack a target if the player hits trigger Y or on a timer whichever comes first. 

Some AI groups will conduct operations, move to an exit zone and leave the map.  On a reinforcement turn the AI group will reappear with a fresh unit and conduct additional operations.    

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Above, various AI groups are shown in "OpFor Rooms" waiting on a trigger, timer or combination.  Some will never initiate movement from their location.      

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Above, exterior view of an "OpFor Room". 

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Above, a police unit and their Canadian advisers, conduct operations through feces filled streets while surrounded by an AI controlled population.  

 

Edited by MOS:96B2P

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Posted (edited)

There's an internal door on the lower (& often upper level), the units are on a Hide Order at a guess, unless otherwise triggered, so they won't bother you, if you don't bother them.....Some of the player's units are Uncons, so it's quite possible to wind up sharing the building** with these guys without either party ever being aware of the other.  :ph34r:

Once the shooting starts that all changes.....Dramatically!  :o

**  in some cases you can even wind up sharing the same room.....Briefly!  ;)

Edited by Sgt.Squarehead

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1 hour ago, Zveroboy1 said:

Cool idea but how do they get out of the opfor rooms? They blast a wall?

There is one internal door, as @Sgt.Squarehead said, between the room on the street (front room) and the OpFor room (back room).  If the OpFor room contains an AI unit the unit will not have LOS to anything except the front room through the one internal door.  When / If triggered the AI unit goes through the interior door, through the front room, to the outside an on to its destination.        

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Posted (edited)
On 3/22/2019 at 8:44 AM, MOS:96B2P said:

Thanks for asking.  It's my fault.  We were about two days away from release but I keep getting ideas as I play through it.  Then I add something which then needs testing / adjusting.  As an example I modified it so if the rebels make a rebel broadcast from WTF Radio station while the political prisoners are still in Fisbuk Prison the regime executes the prisoners.  Also there are now two different ways to have a police unit join the rebellion. 

Then at 0600hrs a USMC task force shows up off the coast.................... I will post some screenshots of the USMC task force later.  I think this is an interesting addition.  The player can still hit cease fire between 0600 hours and 0615 hours to end the scenario.  However if the player makes the command decision to continue he can do so with or without using the Marines who are sitting offshore in the USS Wasp.  As in most things in the scenario there is an advantage / disadvantage to the decision.  With the USMC addition there is now the option for the player to evacuate the coup plotter and political prisoners to one of the ships in the task force that has an exit zone. 

I will try to make this the last addition to the scenario and get it posted at the scenario depot in the next few weeks.  :)      

Oh that is mean. Now you have to hold the radio station until they are freed, cool. Man I am really desperate for some CM time. Traveling again and this scene has me just cracking up. Every now and then someone posts about a misplaced flavor item. Ha. It isn’t misplaced, it is just a lousy work crew. Check this out - a slight “flavor item” issue on the highway ramp  

 

 

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Edited by sburke

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6 hours ago, sburke said:

Traveling again and this scene has me just cracking up. Every now and then someone posts about a misplaced flavor item. Ha. It isn’t misplaced, it is just a lousy work crew. Check this out - a slight “flavor item” issue on the highway ramp  

:D  Better use the Shift key + left mouse button to push that flavor object off the highway tile................ :lol:  

Be safe in your travels my friend and keep an eye out for the agricultural adviser in the hotel conference room...:ph34r:    

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"...if the rebels make a rebel broadcast from WTF Radio station while the political prisoners are still in Fisbuk Prison the regime executes the prisoners.  Also there are now two different ways to have a police unit join the rebellion. 

Then at 0600hrs a USMC task force shows up off the coast....."

Sounds like very good ideas.  When I tested it felt to me that there was an optimal/obvious series of actions/objectives that should be accomplished in a predictable order - ie "forced decisions" that were not a dilemma for the player - and that limited replay potential.  (After playing 3 or 4 times, I found myself doing the same things over and over again.)  

Now that making the broadcast asap is no longer an obvious "no brainer" that should create additional difficult decisions for the player.  

The USMC TF is also a good idea, as before, there seemed no point in continuing after 6pm.  

 

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Posted (edited)
2 hours ago, Erwin said:

Then at 0600hrs a USMC task force shows up off the coast....."  

Some screenshots, just for you my friend. 

The assault ship USS Wasp.

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View inside the well deck of USS Wasp looking towards the stern.  The well deck is made possible by the bridge inside of a building trick discovered by @RockinHarry

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The USS Wasp deploys a USMC beach assault unit with the USS Ticonderoga in the background.  

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US Marines watch from the starboard hangar of the USS Wasp as the USS Ticonderoga engages attacking aircraft. 

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Edited by MOS:96B2P

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Posted (edited)
30 minutes ago, Vergeltungswaffe said:

That,...is freakin' amazing.  

Thanks.  I think this will be a fun scenario to play.  

AAV-7s and LAV-25s head for the beach.

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Us Marines prepare gear on the deck of the USS Wasp as the first assault wave passes the port side. 

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Edited by MOS:96B2P

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Posted (edited)
32 minutes ago, Marwek77 aka Red Reporter said:

How to do building trick discovered by @RockinHarry???  

In the editor a bridge can be placed inside a building.  This allows a vehicle to drive through a building.  It takes some experimenting to get it the way you want.  Originally I was just using the bridge building combination for gate houses to compounds like below. 

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Then I tried it with buildings in water for ships with well decks.

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Loading up inside the well deck of the USS Wasp. 

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Edited by MOS:96B2P

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5 hours ago, Vergeltungswaffe said:

That,...is freakin' amazing.

 

It really is... amazing ingenuity.

Now they just need a "metallic building" mod!

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MOS is singlehandedly coming up with some amazing ideas that are redefining/refreshing the typical CM2 scenario and what can be accomplished with the editor.  Amazing stuff.

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11 hours ago, MOS:96B2P said:

Some screenshots, just for you my friend. 

The assault ship USS Wasp.

The USS Wasp deploys a USMC beach assault unit with the USS Ticonderoga in the background.  

US Marines watch from the starboard hangar of the USS Wasp as the USS Ticonderoga engages attacking aircraft. 

 

 

now that is stunning! :blink: B)

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