Clear, Secure, Control.
Posted: 2012-08-29 20:14
This game mode is based on the current way the ISAF Forces are fighting in Afghanistan.
The current way of fighting, or better said the strategy they are handling is building patrol bases at the edge of their safe area or in enemy territory. When they've set up these control bases (often captured compounds fortified with Hescos, Bunkers and other defensive/protective tools) they start patrolling from these bases into the enemy territory around it. They want to win "hearts and minds" of the locals since they can help identify the Taliban and local militia groups. Every day/week/month they extend their safe zone or territory and push back the Taliban further away from these bases. This is what this game mode is based on.
BLUFOR will have a small number of compounds where they can spawn. They need to defend this. The flag on this compound will start as neutralized. The BLUFOR can cap it right after their spawn. When they have captured the flag, the cap zone will increase by 50 meters in all directions. At this moment the Taliban or other militia forces should be near it and prevent the BLUFOR from capping it, because since the Taliban got into the cap zone, they will start capping it if they are having a numerous advantage. The BLUFOR now has to clean the cap zone from the enemy. (Compare this to extending their safezone / territory). When they have cleared it, or cleared the most of it, it will start capping again. This will repeat multiple times at a small amount of objectives (Patrolbases, compounds, villages, hills). When this bases are lost the BLUFOR will get a ticket penalty of 20. Now they can choose to either retake the base or help defending the other objectives.
However this game mode needs some rules and needs to take away a few assets to make it less easier than it looks at this moment. First of all you need to delete the mortars for the Taliban/militia/insurgents. This so they can't spawn rape the objectives. You need to allow the OpFor , as I call it from now, to "spawn" 5 caches over the map where they can reload, spawn and request kits, or allow them to request them at the hideouts.
Inspiration
What inspired me to "make" this gamemode is the lack of "attacking" possibilities for the Insurgents. They are now always the team that have to defend or they'll lose the game. Now you can turn it around. The OpFor has to attack, defend, attack and keep pressure on the enemy like how BLUFOR does in on INS. I think this would make the Afghan maps more realistic than with the Insurgency game mode. Because now you will achieve nothing with rushing behind enemy lines, because you will lose the game. It will represent the tactics implemented in Afghanistan by ISAF forces.
If you want "1337 F0r R34lzZ" sources: Check out Ross Kemp in Afghanistan or other documentaries about the current war in Afghanistan.
The current way of fighting, or better said the strategy they are handling is building patrol bases at the edge of their safe area or in enemy territory. When they've set up these control bases (often captured compounds fortified with Hescos, Bunkers and other defensive/protective tools) they start patrolling from these bases into the enemy territory around it. They want to win "hearts and minds" of the locals since they can help identify the Taliban and local militia groups. Every day/week/month they extend their safe zone or territory and push back the Taliban further away from these bases. This is what this game mode is based on.
BLUFOR will have a small number of compounds where they can spawn. They need to defend this. The flag on this compound will start as neutralized. The BLUFOR can cap it right after their spawn. When they have captured the flag, the cap zone will increase by 50 meters in all directions. At this moment the Taliban or other militia forces should be near it and prevent the BLUFOR from capping it, because since the Taliban got into the cap zone, they will start capping it if they are having a numerous advantage. The BLUFOR now has to clean the cap zone from the enemy. (Compare this to extending their safezone / territory). When they have cleared it, or cleared the most of it, it will start capping again. This will repeat multiple times at a small amount of objectives (Patrolbases, compounds, villages, hills). When this bases are lost the BLUFOR will get a ticket penalty of 20. Now they can choose to either retake the base or help defending the other objectives.
However this game mode needs some rules and needs to take away a few assets to make it less easier than it looks at this moment. First of all you need to delete the mortars for the Taliban/militia/insurgents. This so they can't spawn rape the objectives. You need to allow the OpFor , as I call it from now, to "spawn" 5 caches over the map where they can reload, spawn and request kits, or allow them to request them at the hideouts.
Inspiration
What inspired me to "make" this gamemode is the lack of "attacking" possibilities for the Insurgents. They are now always the team that have to defend or they'll lose the game. Now you can turn it around. The OpFor has to attack, defend, attack and keep pressure on the enemy like how BLUFOR does in on INS. I think this would make the Afghan maps more realistic than with the Insurgency game mode. Because now you will achieve nothing with rushing behind enemy lines, because you will lose the game. It will represent the tactics implemented in Afghanistan by ISAF forces.
If you want "1337 F0r R34lzZ" sources: Check out Ross Kemp in Afghanistan or other documentaries about the current war in Afghanistan.




