Iraq: Maps
Posted: 2008-09-17 15:15
Here's a new map idea:
April 2003 THUNDER RUN on Highway 8 into Baghdad.
But please use real life satellite images, maps, & videos/ photographs if you do this. It would look like a cross between PR Mod Ramiel, Armored Fury: Operation Road Rage, with something like Al Basrah's Airport at the end.
To simulate thousands of fanatical Iraqis/ Insurgents, give them LOTS of fast respawns w/. short respawn times (3 seconds or less like in training mode.) But the US would still have normal respawn times for infantry & crewmen. The Iraqis/ Insurgents should have unlimited tickets but the US should have limited tickets. Otherwise, the Iraqi-to-US respawn ratio should be something like 15:1 or 20:1.
As each re-cappable strongpoint/ objective is captured (Larry, Moe, Curly, etc...) the Iraqis/ Insurgents lose a CP along the highway. Have LOTS of CP's along the highway. But have LOTS of caches/ respawn points with RPGs & MGs that do not disappear when CPs are captured by US. Don't be cheap with RPG's as a lot are required to slow a Thunder Run.
When the US has captured most of the CP's, a (quickly respawning) Fuel Truck (which requires lots of bullets to destroy) and/ or Supply Truck must go up the road & catch up to the tanks @ a reload/ resupply point with APC & Humvee escort before moving on to the last couple CPs. This will make for lots of burning wreckages and add an extra challenge for the US toward the end of the game. Engineers could ride on the tops of the tanks in the MG turrets until the Fuel & Supply Trucks spawn at the US base when the tanks have reached some of the last CPs. The engineers would have to go back & drive the Fuel & Supply Trucks up the map to (at least one of) the surviving tanks holding ground before code amber turned to code black. The drivers of the Fuel & Supply Trucks should be able to duck when under light arms fire but, of course, temporarily look up to see where they're going.
The first half/ third of the map would be linear with the US moving forward along the highway that eventually hooked left toward the airport with the Iraqi/ Insurgent OPFOR attacking from the sides. (Make it possible to take a wrong turn or exit to the airport.) The second half of the battle would open-up into more of a 360 battle once arriving at the palace and/ or airport
US Assets:
9 M1A1 tanks
3 Bradleys
Fuel Truck - (lots of bullets to destroy it,
separate time limits in molotov fire to destroy cab & fuel tank,
2 rpg's to destroy the cab part; 1st rpg to ignite the fuel part; 2nd rpg to obliterate the fuel part; so potentially 3 rpg hits before the fuel truck is stopped.)
Supply Truck
4 Humvees - (2 with .50 cal and 2 with MK-19 automatic grenade launcher)
Reduce vehicle respawn times to simulate lots of vehicles OR
actually have rows of vehicles at the base for a total of 36 tanks, 12 bradleys, 16 humvees, etc..., with regular respawn times.
Insurgent/ Iraqi Assets:
AA Machine Guns (Deployable; eliminate limits)
HMGs (Deployable; eliminate limits)
Forward Firebases with Assets (eliminate asset & firebase limits because it's an entire city versus a company - Insurgents/ Iraqis will be constantly busy building & fighting to stop the advance.)
LOTS of RPG-7s (each tank requires 5 rpg's so there'll be lots of rpg's flying)
NO Heavy AT kits.
Mortars (that you can actually crew; no 30 minute wait BS, please)
Suicide Cars/ Taxi-Cabs/ Pickups
Technicals
2 BMPs.
2 BRDMs.
6 Vodniks.
Reduce vehicle respawn times to simulate lots of vehicles.
Let the Insurgents/ Iraqis set up rally points & firebases.
This would be a really intense PR map IMHO. It would also be a very new type of map, as well.
Here's a YouTube clip that I'm sure many of you have seen:
YouTube - 3rd ID TF 1-64 Baghdad Thunder Run
Here's the riveting story of how the US almost lost that pivotal battle:
The Thunder Run - Los Angeles Times
April 2003 THUNDER RUN on Highway 8 into Baghdad.
But please use real life satellite images, maps, & videos/ photographs if you do this. It would look like a cross between PR Mod Ramiel, Armored Fury: Operation Road Rage, with something like Al Basrah's Airport at the end.
To simulate thousands of fanatical Iraqis/ Insurgents, give them LOTS of fast respawns w/. short respawn times (3 seconds or less like in training mode.) But the US would still have normal respawn times for infantry & crewmen. The Iraqis/ Insurgents should have unlimited tickets but the US should have limited tickets. Otherwise, the Iraqi-to-US respawn ratio should be something like 15:1 or 20:1.
As each re-cappable strongpoint/ objective is captured (Larry, Moe, Curly, etc...) the Iraqis/ Insurgents lose a CP along the highway. Have LOTS of CP's along the highway. But have LOTS of caches/ respawn points with RPGs & MGs that do not disappear when CPs are captured by US. Don't be cheap with RPG's as a lot are required to slow a Thunder Run.
When the US has captured most of the CP's, a (quickly respawning) Fuel Truck (which requires lots of bullets to destroy) and/ or Supply Truck must go up the road & catch up to the tanks @ a reload/ resupply point with APC & Humvee escort before moving on to the last couple CPs. This will make for lots of burning wreckages and add an extra challenge for the US toward the end of the game. Engineers could ride on the tops of the tanks in the MG turrets until the Fuel & Supply Trucks spawn at the US base when the tanks have reached some of the last CPs. The engineers would have to go back & drive the Fuel & Supply Trucks up the map to (at least one of) the surviving tanks holding ground before code amber turned to code black. The drivers of the Fuel & Supply Trucks should be able to duck when under light arms fire but, of course, temporarily look up to see where they're going.
The first half/ third of the map would be linear with the US moving forward along the highway that eventually hooked left toward the airport with the Iraqi/ Insurgent OPFOR attacking from the sides. (Make it possible to take a wrong turn or exit to the airport.) The second half of the battle would open-up into more of a 360 battle once arriving at the palace and/ or airport
US Assets:
9 M1A1 tanks
3 Bradleys
Fuel Truck - (lots of bullets to destroy it,
separate time limits in molotov fire to destroy cab & fuel tank,
2 rpg's to destroy the cab part; 1st rpg to ignite the fuel part; 2nd rpg to obliterate the fuel part; so potentially 3 rpg hits before the fuel truck is stopped.)
Supply Truck
4 Humvees - (2 with .50 cal and 2 with MK-19 automatic grenade launcher)
Reduce vehicle respawn times to simulate lots of vehicles OR
actually have rows of vehicles at the base for a total of 36 tanks, 12 bradleys, 16 humvees, etc..., with regular respawn times.
Insurgent/ Iraqi Assets:
AA Machine Guns (Deployable; eliminate limits)
HMGs (Deployable; eliminate limits)
Forward Firebases with Assets (eliminate asset & firebase limits because it's an entire city versus a company - Insurgents/ Iraqis will be constantly busy building & fighting to stop the advance.)
LOTS of RPG-7s (each tank requires 5 rpg's so there'll be lots of rpg's flying)
NO Heavy AT kits.
Mortars (that you can actually crew; no 30 minute wait BS, please)
Suicide Cars/ Taxi-Cabs/ Pickups
Technicals
2 BMPs.
2 BRDMs.
6 Vodniks.
Reduce vehicle respawn times to simulate lots of vehicles.
Let the Insurgents/ Iraqis set up rally points & firebases.
This would be a really intense PR map IMHO. It would also be a very new type of map, as well.
Here's a YouTube clip that I'm sure many of you have seen:
YouTube - 3rd ID TF 1-64 Baghdad Thunder Run
Here's the riveting story of how the US almost lost that pivotal battle:
The Thunder Run - Los Angeles Times