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dragonwynn

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dragonwynn last won the day on February 15 2022

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    military history (all), tactical level combat games, MMOG's, photography (nature primarily) reading, sports etc......

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  1. Ok I have completed the scenario design and have compiled the campaign. I have done some preliminary testing but due to life have not been able to fully test all the missions. If anyone is interested in giving it a drive through before I release it let me know and I will supply a link to you. Please send any comments or suggestions through personal messenger so not to spoil for future players. Here is some info about the campaign: About the Campaign: All maps are cut from a master map designed by myself of the Arghandab River Valley and included in the download. It is not exact, either in scale or specific locations, but I tried to model it as accurate as I could based on Google Maps and several other areas of information. The battle maps may have some changes from the master made to them to represent previous engagements, additional flavor objects etc. The master map has some flavor objects included that should not have any issues when you cut the map down as long as the campaign mods are included with it. I have tried to detail it as to simulate the types of terrain the forces fought in to give as realistic an experience as possible. The 8 missions in the campaign are all fictional but based or semi-historical engagements. They vary in scale and complexity and hopefully offer a good balance and realism of the types of combat experienced there. They also follow a story line that can be read in the designer notes of each battle. Many of the maps are larger than what would be normally needed for some of the force compositions of the battles thus creating what some will consider wasted space, but this was intentional to give a sense of scale. Many of the battles require traveling from point A to B so I wanted the player to feel the scale of the landscape. Hopefully I made the map well enough to enjoy the scenery! There are a number of mods in this campaign to give the look and feel that I wanted. They are mod tagged to this campaign and all included in the download. However, it may conflict with some other Afghan related mods so I suggest maybe moving those mods out of the Z folder until the campaign is complete. All credit goes to the authors of these mods. I apologize for any I could not find the authors name for. 1. Canadian Armed Forces by Atlas 2. Afghan National Police Pickup Mod by Zveroboy 3. LMTV Mod by M1A1TC 4. Dusty Germans Mod 5. Roads and walls Mod 6. Worn and Dusty Canadian Weapons by Atlas 7. Taliban Mod by Zveroboy 8. zTaliban Heart of Darkness Fix by zveroboy 9. zzANA v 2.03. by zveroboy 10. Afghan Police Style Reserves 11. No sunglasses at night 12. CMSF2 Canadian Infantry by Oleksander 13. Wrecked car mod 14. Helicopter mod by JM Stuff 15. Various background, terrain, building mods and flavor object mods pulled from the zzzzCMSF2 - Afghanistan mod compilation. 16. Soft Skin Vehicles Mod 17. Oleksandr-CMSF2 Dutch Infantry A note on setup zones. Most missions will require mobility, usually along roads so most setups are predetermined. I did allow enough room for the player to change the travel order of the units in most missions. You will have the following units at your disposal: Core Units: TF 1-07 (1 x HQ) R. Walker (1 x Forward Air Controller) (1 x Observer Section) RC Dragoons (Recce) (1 x HQ) S.Graham (3 x Platoons) C Company 2PPCLI (1 x HQ) C.Henderson (3 x Platoons) (1 x Weapons Platoon) H Company 2/RCR (1 x HQ) A.Ruff (3 x Platoons) I Company 2/RCR (1 x HQ) D.Quick (3 x Platoons) 1 Combat Engineer Regiment (1 x HQ) R.Lee (3 x Platoons) C Squadron Lord Strathcona's Horse (1 x Troop (Leopard C2 Tanks) D.Broomfield 1 -205 Atal Corps (ANA) (1 x HQ) S.Sha (1 x Recon Platoon) A Company (3 x Platoons) (1 x Weapons Platoon) (2 x Mentor Teams (Canadian) (Special Note: The ANA units will start out green and inexperienced with low moral but will gain experience and become more skilled as the campaign progresses.) Other units will make an appearance in the campaign, Afghan National Police, German KSK and Dutch armed forces to name a few as well as additional support elements from the Brits and the U.S. Campaign Tree: 1. The Meeting 2. Royal Flush 3. Ghosts 4. Fallen Angel 5. Operation Reaper 6. Hunting the Butcher 7. Build a Bridge to Babylon 8. The Devils Playground
  2. Another screen from the campaign showing a airmobile operation using JM Stuffs Huey mod. https://www.mediafire.com/view/badmaab0o6newlc/Helis.jpg/file
  3. Two additional screenshots showing the terrain and conditions of the upcoming battlefield. Starting soon on the last mission of the campaign and after tweaking I will be ready for some testers to give it a run through if interested. http://www.mediafire.com/folder/a0sq5mftz8y05i8,8fwcc22ry8jy4v3/shared
  4. Couple of new screenshots from the first 3 missions in the campaign. Reworked the master map some, added new tagged mods, doctored flavor objects and map details. http://www.mediafire.com/folder/qk1u3d5ep9073a9,aal4cg7enc8hk0w,97s2ypm5d7b26b7,28thsxiys6btx0m,8ifjgqfta1pev1q/shared
  5. Im trying to use Zveroboy's pickup mod for the Afghan Police and I am running into the same problem, trying to get rid of the fighters. I am using an Afghan Police uniform mod on Syrian Airborne units for the police on the blue side. Is there a way to get the pickups to show up for the Syrian units?
  6. Also a quick question. For the Taliban you have combatants and fighters. If I have a mortar crew pulled from the fighters and a spy observer from the combatants will the observer call in the mortars if they are out of line of sight?
  7. So for a quick update. I've completed the first two missions of the campaign and beginning on the third. After finding some additional info on the Canadian involvement in the war I went back and restructured the core TOE so I hope it will be correct for the time period. Also got the hopefully correct names for the main commanders for each of the Core Units. Resolved the ANA uniform issue so now they are equipped with the correct uniforms and weapons that the original mod had. Made a few adjustments to both the master map and the cut downs for the first two missions. They will not be exact to reality but I hope will give some good terrain to fight through. In the first two missions the maps are a bit larger than was needed for the force composition involved. I did this just to add scale to the surroundings so the fights won't be so claustrophobic. The units will hopefully be historic but the battles are just based on firefights and engagements I have read about. The FOB and Patrol Base are real bases for the Canadians but their location on the map is probably not correct. So once again please consider this as a semi-historical campaign. I will update more as it progresses and hopefully have some more screen shots soon.
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