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Operation: Slash & Burn


DWilliams11

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I thought it would be fun to do a war story on the new mission I made! Also it's a publicity thing, maybe some people will download and play after reading what it's like..

Mods: Operation: Slash & Burn AND Standard Upgrade

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We were tasked with an assault on a heavily defended compound and to eliminate a SAM launcher. My group, a team of Marines, and 1 M1A1 needed to secure the compound, plant demo charges at cocaine caches, and search buildings for intel. From there we needed to move east to a low lying planting field and take out a SAM.

My Team:

Alpha:

Joe Obrien- m4/m203

John Dohmen- m249/scope + frags

Klaus Henkel- mm1 + m136

Bravo:

Will Jacobs- OICW

Charlie:

Buzz Gordon- m16/cmag + sensors

Johnathan Nguyen- m4 + demo!!!--------------------------------------------------------------------------------------------------

We inserted just after sun rise, about 0800, the night fog still lingered over the fields and especially in the areas of dense woods. We approached from the south. Us Ghosts immediatly moved to the crop field to the south of the compound. As we watched the marines approach our position, our adrenaline begins to surge. When the Marines crest the hill, we'll be right with them. 12 heavily armed troops running in to assault the plantation. The tank's machine already opened up. Humming away... dispatching coke militia with ease. Alpha holds giving suppressive fire to the north. My SAW gunner almost permanetly on shoot! We start to recieve fire from patrols from the east side of the area. The marines start to advance to the east to take out the threats. 3 Marines get waxed, but they did at least clear out the large warehouse for us.

Alpha pushed forward.. engaging targets as they came.. Once we came up on the barn area and small buildings, Klaus Henkel opened up with his mm1. Launching 40mm HE's in through windows and openings, sending frag into the hiding cartel militia. Jacobs moves by himself into the barn, only to find the blackend and mangeled corpes of baddies. Charlie advances now, pushing up the side of the compound opposite of Alpha and Bravo.. Flanking any other waiting hostiles. Buzz notices a man in blue prone behind a tree.. A burst of ten 5.56 dispatched him with ease. We recieve comms from the tank, the exterior is clear. So Nguyen planted his demo charges on the coke caches. And in the one last unsecure building, Dohmen just tossed a couple of frags in... went inside.. 2 down.. and all types of intellegence items!

We get the order to move on the SAM. Our last objective. The Marines make their way across the compound and the tank turns on his tracks to approach from the south. Now we have a full squad of Ghost's and 3 marines to the west, and a M1A1 to the south. Once we hear the tank opening up, we crest the hill. Multiple hostiles in the open, immediatly the SAW gets them running! Then Henkel get them flying. He must have fired 20 grenades all in a row. Firing them deep into the far corner, racking up unseen kills. He then got up on a knee and proceeded to lose 3 AT rockets at random into the trees.. racking up 4 more kills.. all the while the marines and other ghost laying down the support.

Next Jacobs rises to full stance and walks forward.. Anything that moves gets a 20mm HE launched on top of them. Once he sees the SAM he goes prone. Alpha moves in... Charlie moves in... Buzz plants a sensor close to the SAM. No hostiles... Still Buzz advances with caution. Just as Nguyen was placing his demo we get word from our observing air support that we have hostiles approaching from the south! Immediatly Alpha and bravo take a defensive position facing south and the tank again rumbles to life to face the south!

Nguyen goes ahead and places his last remaining charge... 60 seconds until kaboom! Charlie now moves up and relieves bravo. Jacobs hops up and runs to the west to flank the hostiles to the south. As he runs he can hear the tank open up. He crested the hill.. To see 3 hostiles already down and 2 more laying prone under heavy fire from the Abrams. Jacobs quickly dispatched both with rifle fire.

Next we get a comm from HQ telling us that all objectives are complete and that we should move to the rally point. Which we do. Mission success.

All in all, we lost all 6 marines... And, Joe Obrien sustained multiple gunshot wounds. 1 to the chest, 1 arm and 1 leg... tough ######.

-total kills- (for ghost's)

A1- 9 kills

A2- 4 kills

A3- 15 Kills

B1- 14 kills

C1- 5 kills

C2- 3 kills

No telling how many the marines and tank got. The end!

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Somtimes the marines will all live and kick major ass... other times, they all die, other times, some will live. This was played on vet. There are some suprises in the mission, but I didn't want to include them... Now i have class so peace!

DOWNLOAD SLASH & BURN!

Edited by DWilliams11
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:lol::lol::lol:

All good now....

Great Mod man!!!! :o=

:ph34r: You should think about putting out a quick tutorial on "how to make a mission mod"...you could detail everything you do..and let the reader make a quick mission (simple one) as they follow your directions...

Lots of people want to learn to mod.... ;)

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You should think about putting out a quick tutorial on "how to make a mission mod"...you could detail everything you do..and let the reader make a quick mission (simple one) as they follow your directions...

Lots of people want to learn to mod....  ;)

Yeh I agree with that, there are some good tutorials out there but I feel there is a gap.

I'd love to see a tutorial based along these lines....(in any order - this is off the top of my head)

We are going to create a mission step by step over the coming weeks, at the end you will have a full modded mission with various features in place

Stage 1. Create a new mission: file structure, naming conventions, reference documentation etc.

Stage 2. Script in the insertion and extract zones

Stage 3. Script in a 2 man patrol on a small circular route

Stage 4. Script in a demo site

Stage 5. Script in some sound effects

etc etc. Nice easy chunks. How great would that be?!

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Maybe someday I could do somthing like that, but Wolfsong's original IGOR help is kind of like that... If you just do all the things in order that it says you should have a working mission. Maybe an updated IGOR help is needed...

My biggest rule of thumb is to create all the objective/scripted events/vehicle movement/anything hard, first, before I add any hostiles to the map. That way, when i'm doing my testing phase, I don't have to worry about getting waxed!

Then after things start working, I'll add a few key hostiles, fixed weapons, key hostile team plans... Then I just play the mission over and over again, always taking notes on what I liked/disliked, what I want to add/change/remove. Then I go into IGOR, switch things around... Play it again... until it's just about right...

the hardest part about making a mission for me is to stop messing with it. I think I stopped right about perfect on this last one... tis a fun one...

I was thinking about maybe doing a remake of one of the original GR missions, like Eager Smoke, mission 2 of the original campagin. The pilot rescue one... redoing it to add the helo in, cool effects, ect... I dunno... maybe. But, i'm definatly going to make another mission. rest assured.

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