Special Forces in Arma 2 2013-08-13 by: badanov As soon as I can find the time, I plan to start listing and making available for download a number of scenarios developed for Arma 2. Only five months ago I started playing this shooter/military suimulator and I already have by my count more than 40 different scenarios, most for the Chernarusian NarcoWars project. For a map, click here: One of the scenarios involves a nighttime rescue of 28 peaceniks and press members held against their will in Lopatino. Two US Special Forces teams are dispatched to get the hostages out. The building they are being held in, an abandoned machine shop, is wired for explosives, so that should the insurgents get wind of a rescue, the building will be destroyed along with 28 civilians. The mission hinges on SF operators killing the officer charged with destroying the building who is at a command center about 100 yards from the building. In the scenario, the two special teams each have a sniper (M40 TWS), while the others are armed with Mk17s with thermal sights and suppressors, or M249 SAWs. The main rescuing team, a detachment consisting of one operator with the suppressed Mk17 and a SAW operator, has to dodge an insurgent foot patrol, move quickly and dispatch the bad guy, then move to the machine shop and kill three lightly armed sentries inside. Once the officer is killed, the rest of the teams both go loud and proceed to wreck havoc on the enemy. The main team, played by the player, after killing the officer has to go into the building find the three sentries and kill them. Two or three shots each, and they are down. For some reason the sentries inside the building are bumbling boobs who can't find a target in the dark, so they die fast. Then the site commander radios for extraction birds for the hostages, and then proceeds to direct civilian foot traffic, and defend the position against enemy counterattacks. Time is important because two more insurgent squads, on the death of the officer, are on their way and will arrive within ten minutes to counterattack. Three Chernarusian rifle squads also participate in a diversionary role attacking from the southwest, driving into town then stopping. Now, same scenario, this time with Chernarusian special forces. The main weapon is a suppressed 9mm Makarov PP-19 Bizon with a 64 round helical magazine. In the scenario the Chernarusian rescue team, this time with a PP-19 Bizon and a PK medium machine gun (7.62x54mmm), can hit the officer at the nominal range of 50 meters, then turn to the machine shop and attempt to kill the sentries. However, unlike the with the US operators, suddenly the bad guys develop good night vision and they start shooting accurately at you once you enter the machine shop. Not sure why that is. Everything else works perfectly, the SVDs, the AK-74s, etc. But not with the rescue team in close quarters battle. Very strange. Guess I will have to work on my CQB skills. What follows is the scenario description:
Major, the latest news is that the International Peace Group has managed to get 20 of their members plus eight journalists into Lopatino with an offer by the peace protestors to serve as human shields.
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