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  #1  
Old January 28th, 2012, 06:43 PM
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shahadi shahadi is offline
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Default 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**

Last edited by shahadi; March 27th, 2014 at 12:47 PM.. Reason: New release for 2014 patch
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  #2  
Old January 29th, 2012, 10:34 AM
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Default Re: Afghan Wars - Highway A01 Ambush

Good scenario!

A little tricky start, but smoking the place up helps! ;-)
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  #3  
Old January 29th, 2012, 11:22 AM
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Default Re: Afghan Wars - Highway A01 Ambush

Wulfir, thank you for your feedback as it is always appreciated!
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  #4  
Old February 12th, 2012, 09:33 PM

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Default 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
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  #5  
Old February 12th, 2012, 10:08 PM
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Default Re: Afghan Wars - Highway A01 Ambush

Quote:
Originally Posted by cbreedon View Post
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
Thanks for the feedback cbreedon. Yeah, popping smoke makes living easier. So, how would you rate this scenario? Or, what can be done to improve on the gameplay?

Abraham
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  #6  
Old February 16th, 2012, 05:02 PM
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Default 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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  #7  
Old February 17th, 2012, 12:03 AM
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shahadi shahadi is offline
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Default Re: Afghan Wars - Highway A01 Ambush

Quote:
Originally Posted by Suhiir View Post
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.
Yeah, ya gotta smoke up the place. Maybe I'll add popping smoke as a hint?

Quote:
Originally Posted by Suhiir View Post
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.
Hmm, now that's very interesting. I'll play test that idea, cool!

Quote:
Originally Posted by Suhiir View Post
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.
Another ROT suggestion... and I can learn another game design skill to boot, sweeeeet (my boy is into skateboarding and I think its rubbing onto me at times.)


Quote:
Originally Posted by Suhiir View Post
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.
Only lost two guys, gotta watch those danger close fires.
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  #8  
Old February 17th, 2012, 07:21 PM
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Default 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.
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  #9  
Old February 25th, 2012, 02:26 PM
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Default Re: Afghan Wars - Highway A01 Ambush

Quote:
Originally Posted by shahadi View Post
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.
Included in this post is an AAR of an alternate battle using smaller units! You'll find the files attached as well. Try it out and share the experience!

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.
Attached Files
File Type: zip AAR v3 T2 Battle.zip (2.01 MB, 215 views)
File Type: zip AW_Highway_A01_Ambush_V3.zip (66.7 KB, 205 views)
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  #10  
Old March 27th, 2014, 12:50 PM
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Default 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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