Welcome to another installment of Vartuoosi's tales of mild interest!
Alternate thread titles
(mad mspaint skillz yo)
I will be playing a campaign consisting of 30ish missions, called Baltic Command.
It takes place on the vanilla Flashpoint and Resistance expansion islands; Malden, Kolgujev, Everon and Nogova. In this campaign's storyline these island are situated near the coast of Estonia/Latvia.
Story
Unfortunately I couldn't get the intro cutscene to play (missions seem to work fine so far) so I'm little fuzzy on the details.
The Soviets have been doing some really heavy biological weapons development in Nogova but the shit hits the fan when a terrorist group/rogue Red Army troops/rabid Doctor Who fans/whatever attack the bioweapons lab and seize control of it and take hostages.
While the Soviet leadership sits around with their thumbs up their asses, NATO finds out about the incident and decides to do something about it. So the Task Group 3 is formed with the objective to seize the bioweapons lab, neutralize PETA/rogue Red Army choir/rabid Manchester United fans/whatever and prevent the release/theft/narcotic abuse of any bioweapons.
But the Reds won't just let NATO to sail in their "backyard pool" so TG 3 must embark on a miniature island hopping campaign in order to reach the lab on Nogova.
Let's hope we aren't starting a WW 3 here.
Gameplay
In this campaign player takes takes control of the TG 3's ground element. That's right. Instead of commanding a squad as in normal OFP/ARMA gameplay, you command a mixed, about battalion sized task force. This is achieved with the Chain of Command team's Command Engine-mod, and as clunky as that mods UI is it still seems to work better than the High Command-module introduced in ARMA 2 (Where the troops just seem to ignore all the players commands).
Units are marked on the map with NATO symbols. Friendly units are always visible on the map and OPFOR units will be marked on the map when a friendly unit spots them and reports their position.
Commands to the units under players command are issued with the radio UI and the map (bottom right corner on the screenshot below). As you might guess this system is kinda clumsy but it get's the job done.
Depending on the mission all sort of different fire support might be available for the player. These include mortars, howitzers, SPG's, MLRS', Tomahawk cruise missiles and airstrikes by fixed wing aircraft. Many of these can use different kinds of ammunition or warheads.
Soviets also have this kind of stuff and one of the first things to do in any battle is to find and neutralise the enemy arty. The enemy will also do counter-battery strikes against your guns once they have opened fire, with brutal accuracy and speed.
The Soviets also can track down the players location via tracking your radio and call strikes against your position. The player is usually warned about these with a sound of a siren and the phrase "Code blue!" being yelled on the radio.
Unlike in Lumessakahlaajat the indirect fire support is extremely devastating.
Other type of useful stuff at the players disposal is counter-battery radar which allows the player to track arty rounds in-flight on the map screen. This way you can get an approximate location of enemy artillery positions.
Then there is electronic interference and radar jamming which renders enemy AA-radar ineffective for a little while. This means that the Soviet Shilkas and SA-11 launchers can't fire accurately at all. MANPADS are unaffected by this jamming since they use infrared targeting.
For recon you got a single use of a recon satellite per mission and a UAV. The UAV is of dubious value since it doesn't even have nightvision, the controls are absolutely horrendous and it has very short flight time(around 10-15 min.).
Judging from the floating, it does seem to feature some sort of anti-gravity tech.
For personal transport the player has a OH-58 Kiowa armed with two rocket pods containing a total of 14 rockets. That thing is super fragile and can be downed with a LMG.
You can play this campaign just sitting in your command post and giving your orders from there but I'll try to get where the action is. More Desert Fox and less Dugout Doug.
The update schedule for this AAR/LP-thing is going to be whenever I feel like it.
The missions in this campaign are quite long so it'll propably take quite a while to finish this(assuming I am ever able to finish this).
So without further ado get HYPED!
Alternate thread titles
- Task Force 'Aren't you glad you weren't assigned to this unit'
- It's obvious that Vartuoosi didn't go through RUK
- I know this great little pub in Tallinn...
- Ebola-Estonia
(mad mspaint skillz yo)
I will be playing a campaign consisting of 30ish missions, called Baltic Command.
It takes place on the vanilla Flashpoint and Resistance expansion islands; Malden, Kolgujev, Everon and Nogova. In this campaign's storyline these island are situated near the coast of Estonia/Latvia.
Story
Unfortunately I couldn't get the intro cutscene to play (missions seem to work fine so far) so I'm little fuzzy on the details.
The Soviets have been doing some really heavy biological weapons development in Nogova but the shit hits the fan when a terrorist group/rogue Red Army troops/rabid Doctor Who fans/whatever attack the bioweapons lab and seize control of it and take hostages.
While the Soviet leadership sits around with their thumbs up their asses, NATO finds out about the incident and decides to do something about it. So the Task Group 3 is formed with the objective to seize the bioweapons lab, neutralize PETA/rogue Red Army choir/rabid Manchester United fans/whatever and prevent the release/theft/narcotic abuse of any bioweapons.
But the Reds won't just let NATO to sail in their "backyard pool" so TG 3 must embark on a miniature island hopping campaign in order to reach the lab on Nogova.
Let's hope we aren't starting a WW 3 here.
Gameplay
In this campaign player takes takes control of the TG 3's ground element. That's right. Instead of commanding a squad as in normal OFP/ARMA gameplay, you command a mixed, about battalion sized task force. This is achieved with the Chain of Command team's Command Engine-mod, and as clunky as that mods UI is it still seems to work better than the High Command-module introduced in ARMA 2 (Where the troops just seem to ignore all the players commands).
Units are marked on the map with NATO symbols. Friendly units are always visible on the map and OPFOR units will be marked on the map when a friendly unit spots them and reports their position.
Commands to the units under players command are issued with the radio UI and the map (bottom right corner on the screenshot below). As you might guess this system is kinda clumsy but it get's the job done.
Depending on the mission all sort of different fire support might be available for the player. These include mortars, howitzers, SPG's, MLRS', Tomahawk cruise missiles and airstrikes by fixed wing aircraft. Many of these can use different kinds of ammunition or warheads.
Soviets also have this kind of stuff and one of the first things to do in any battle is to find and neutralise the enemy arty. The enemy will also do counter-battery strikes against your guns once they have opened fire, with brutal accuracy and speed.
The Soviets also can track down the players location via tracking your radio and call strikes against your position. The player is usually warned about these with a sound of a siren and the phrase "Code blue!" being yelled on the radio.
Unlike in Lumessakahlaajat the indirect fire support is extremely devastating.
Other type of useful stuff at the players disposal is counter-battery radar which allows the player to track arty rounds in-flight on the map screen. This way you can get an approximate location of enemy artillery positions.
Then there is electronic interference and radar jamming which renders enemy AA-radar ineffective for a little while. This means that the Soviet Shilkas and SA-11 launchers can't fire accurately at all. MANPADS are unaffected by this jamming since they use infrared targeting.
For recon you got a single use of a recon satellite per mission and a UAV. The UAV is of dubious value since it doesn't even have nightvision, the controls are absolutely horrendous and it has very short flight time(around 10-15 min.).
Judging from the floating, it does seem to feature some sort of anti-gravity tech.
For personal transport the player has a OH-58 Kiowa armed with two rocket pods containing a total of 14 rockets. That thing is super fragile and can be downed with a LMG.
You can play this campaign just sitting in your command post and giving your orders from there but I'll try to get where the action is. More Desert Fox and less Dugout Doug.
The update schedule for this AAR/LP-thing is going to be whenever I feel like it.
The missions in this campaign are quite long so it'll propably take quite a while to finish this(assuming I am ever able to finish this).
So without further ado get HYPED!