NATO mechanized infantry Squad taking over AAF airfield.
[
attachment=906]
Mission:
- Destroy 2 mobile Artillery platforms
- Seize control of AAF airfield
- Exfiltrate
Orbat:
mechanized infantry squad consisting of
- 3 men vehicle crew for a Badger (AMV-7 Marshall)
- 5 men infantry team
[
attachment=907]
Sounds wonderful! Uploaded.
changelog:
- checked gps on teamleader
- added binocs to vehicle commander
- nerfed AIs' AT capabilities
changelog:
- nerfed enemy forces (removed all statics, most Grenadiers, TLs & SLs as well as replaced most NLAWs)
- buffed friendly forces (added cage armor to the apc, added AI artillery support to Teamleader
- fixed briefing & tasks
- removed friendly ambient AI helicopters
- changed briefing so infantry team leader is mission commander
comment:
I am leaving the basic structure of the mission as I desgined it from the beginning. Reducing it to one objective would mean a total makeover of the mission which I would rather not do.
changelog:
- changed virtual arty provider to physical
- made infantry team Alpha and vehicle team Bravo to be in line with the infantry team leader being the mission commander.
Overhauled the mission:
- new orbat:
- Lead Element (up to 4 players/Polaris DAGOR[vanilla Prowler])
- Mech. Inf. (3 crewman, 5 infantry men/Badger IFV)
- Motorized MMG team (4 players/M-ATV[vanilla Hunter])
- Sniper Team (2 players/Quad Bike)
- added cba & ace dependency
Unless we have 18 players I would suggest to first ask for a Mission Leader, who then selects the teams he wants to be slotted.
Hopefully I didn't break anything (that wasn't broken before)
Uploaded! I kept both versions.
changelog:
-switched Rifleman in Lead Element to UAV Operator with Darter
-mission now has 3 parts and is giving you the option to "retreat" after every objective. Then you can load the next part.
-if you decide to retreat after part2 of the mission and load part3, which is the Airfield, the defenses at the airfield are increased to make it more interesting for a full team.