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Afghan Wars - Highway A01 Ambush
New Release Due 2014 Patch Click here: AW A01 HWY Ambush v8 Date: September 17, 2006* * Battle Location: Between Gerdi, Afghan and Pakistani Border on Asian Highway 1* * Battle Type: US Marine Recon Squad Vs Mujahadeen/Al Qaeda Insurgents* * Description: A Marine recon squad, 2n platoon, Lima Co, 1st Recon Battalion is patrolling the deadly stretch of Asian Highway 1 (A01) between Gerdi and the Pakistani border. Their mission is to locate, engage, and kill insurgent forces that may threaten ISAF/NATO supply convoys headed for Jalalabad, Kabul, and beyond.* * Sargent "Hitman" and his squad must terminate any insurgent threats, remove mines, and secure A01. The ensuing ambush by Taliban and Al Qeda units result in a fierce firefight. Hitman calls in support from a heavy arty battery to repel the insurgent attack.* * Game play.* * Best played from the USMC side only. Game played on a small 20x20 map in 12 turns, therefore, you must act swiftly and with deadly prejudice.* * Victory conditions.* * Eliminate insurgent threat, remove mines from A01, and secure all victory hexes.* * Designed by: Abraham "Shahadi", March 2011** |
Re: Afghan Wars - Highway A01 Ambush
Good scenario! :cheers:
A little tricky start, but smoking the place up helps! ;-) |
Re: Afghan Wars - Highway A01 Ambush
Wulfir, thank you for your feedback as it is always appreciated!
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Re: Afghan Wars - Highway A01 Ambush
Nice little scenario. I got a decisive. Lost 3 men Unit B0. Killed all the enemy. I took Wulfir's advice and popped smoke all over.
Thanks |
Re: Afghan Wars - Highway A01 Ambush
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Abraham |
Re: Afghan Wars - Highway A01 Ambush
Finally had the time to play the scenario.
Taking the advice of earlier posters I also popped smoke right off the bat. I'd say that's essential, because as a test I tried it without smoke a 2nd time and got totally slaughtered. Maybe break up one (or two) of the Mujahadeen/Al Qaeda squads into smaller teams. They rarely have so many men in one place except during an actual attack. It will also give the player more targets to try to deal with. Generally the FO unit in a Recon Team is the "zero" unit so it's ability to call in fire is enhanced, but I fully understand why you don't want the initial call to be too fast. Another option would be to make the artillery a reinforcement on turn 2. I lost 2 men (1 from the HQ and an FO to my own artillery). Once the Mujahadeen/Al Qaeda ran out of RPGs the HUMMERS made useful light tanks for drawing fire and (minimally) suppressing them. The real heroes of the scenario were the snipers and their thermal sights. |
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Re: Afghan Wars - Highway A01 Ambush
I am modifying the ambush following Suhiir's suggestion to break up the Muj/Qaeda squads so as to provide more targets and better simulate an Afghan insurgent ambush. Here it is:
OOB22 1 x Arab Jihad HQ : HQ unit (243), Scouts (377) 10 men 2 x Arab Jihad Sec: Scouts (377)x2, Sniper (365) 18 men I'll design similar formations changes for the Mujahadeen units. I should have the new ambush posted in the next few days. I'll simply upload it as v2 or something like that. Please continue to share your ideas. A little design note, the Arab Jihad formations have higher experience and moral modifiers due their supposed verocity in battle. Some of the units may have Arab foreign fighters or fighters from Chechnya, either way, both were extremly violent. |
Re: Afghan Wars - Highway A01 Ambush
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Finally built units as suggested: Arab Jihad Grp: Scouts x6, RPG-7 x1, 7.62 M60 x1, Inf Sam x1 Muji Jihad Grp: Scouts x6, RPG-7 x1, 7.62 M60 x1, 30mm AGL x1 Total 20 units, 62 men. Use hasty smoke and you will survive. |
Re: Afghan Wars - Highway A01 Ambush
New Release Due 2014 Patch Click here: AW A01 HWY Ambush v8 --------------- I made several modifications due to Suhiir's USMC oob inclusion in the 2014 patch. Enjoy. |
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