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Sturgeon's House

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   Last mission in USSR campaign.

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   My squad.

 

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   Sniper is moving to frontline, while searching for more rifle ammo. We will need it.

 

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   First line of German trenches.

 

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   On the right flank we managed to take out AT gun crew, now troops are trying to close in and breach through defenses.

 

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   Helping with some sniper fire.

 

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   Big amount of troops are making their way to trenches.

 

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   Continue to pick enemy heads, now in second line of trenches

 

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   Captured this gun, it have plenty of ammunition to use.

 

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   Managed to sneak AP shell into Tiger side turrer plate.

 

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   This mound thing allot German infantry to get closer to us, and looks like they are concentrating behind it before counter-attack to re-take first trench.

 

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   German infantry counter-attack have little chances to get anything, as my gun is overwatching whole area between trench and dirtwall.

 

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   2nd counterattack - now with armor support.

 

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   I have now additional forces to use - ZiS-3 76 mm and Pak 40 75 mm guns are going to be my main firepower to stop armor.

 

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   Tiger parked in nasty spot - destroyed tank hulls are covering its hull.

 

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   Gun shields are playing their role - crew is not killed by HE shell near detonation.

 

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   2nd gun arrived to help to deal with a stream of tanks.

 

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   MG gunners are covering AT guns right flank.

 

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   Our artillery is going to hit a main square, we will have a gap to push closer to enemies.

 

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   Most of armored vehicles on the right are disabled/knocked out/destroyed. Time to move forward.

 

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   Big cat on the left flank. Good thing we picked right flank to push.

 

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   My AT team.

 

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   Yet another Tiger.

 

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   Fallen trees and bushes are going to help me to sneak soldier with Faustpatrons close enough to this Tiger.

 

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   Central part is full of bodies.

 

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   Climbed inside of this Tiger. Unrepairable, but MG on top still works and i can use it to sneak bullets to German infantry sides.

 

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   Sniper is clearing areas around knocked out Tiger.

 

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   Friendly forces are keeping Germans busy in central square.

 

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   Meanwhile i started to secure buildings around us, i will use this place to push right flank of enemy last defenses.

 

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   German infantry squad is trying to dislodge us from here, sniper managed to escape death from point blank fire by jumping into damaged Tiger. Enemies will be cleared by rest of troops.

 

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   Making entry point with explosives.

 

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   SMGs and handgrenades are must for CQB in this game.

 

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   After all Germans were killed, something big started to fire at this building.

 

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   Heh, we need to keep away, using backstreets to avoid this angry 88mm.

 

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   At least we have no such thing as shortage of weapons or ammunition!

 

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   Scouting area further down right flank.

 

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   Ostwind is visible from here, but we are far enough from it to be safe.

 

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   Surprise effect.

 

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   Now i'm doing something risky.

 

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   Managed to crawl away out of fire arc of MG before it managed to rotate.

 

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   88mm shell landed pretty close to my last position where sniper was spotted.

 

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   Most of my squad is already here.

 

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   More nazis exited building and pushing central area.

 

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   88 mm gun crew was taken out by sniper, AT team knocked out Ostwind.

 

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   Now I can put my AT cannon here and work on infantry.

 

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   Clearing left flank.

 

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   Enemy Pak40 got hit with HE shell and knocked out gun crew.

 

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   Next target - King Tiger

 

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   Bounced off...

 

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   Tiger B answered with it's 88mm and destroyed my ZIS-3. Crew survived, but knocked out.

 

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   Gun crew managed to get into cover.

 

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   Tiger B was destroyed by friendly troops that managed to close in using moment when tank was distracted by us.

 

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   Dashing for enemy Pak40 that we took out, hoping HE shell didn't destroyed gun barrel.

 

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   It works!

 

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   Building is full of German troopers, we will fold this house on top of their heads.

 

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   Moving to get to end of left flank.

 

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   Ohh shit!

 

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   Crew is retreating, while enemy soldiers are chasing us. We got way too close to enemy armor. If tank was alone, i would try to take it out with AP shell, but infantry support makes this idea really bad - hand grenades would finish AT cannon crew.

 

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   Friendly forces are closing in to Reichstag

 

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   Sniper is helping to troops on the left side of entrance.

 

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   Using stationary MG to suppress enemies at the entrance.

 

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   We trapped Germans inside.

 

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   On the left flank gun crew payed back for destroyed AT cannon.

 

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   Grabbed 88 mm AA cannon to clean up rest of enemy forces on left side of the central square.

 

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   Took out last 2 with grenade.

 

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   Flag carrier arrived, we will push inside.

 

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   A group of German soldiers is trying to rush somewhere.

 

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   Ha! 88 mm caliber shell found them.

 

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   Enemy lost 458 soldiers and 19 AFVs, we - 200 and 5.

 

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   Finished Ground Control 2. I will not post full playthrough, as it looks somewhat similar in majority of missions. Also, Inversion FPS from Siber Int. is done (Siber did Timeshift, Snowrunner, helped with Quake Champions and made Crysis "Remastered" for Switch). Not sure what to hit next, but have few option, 2 of them are tactical non-real time strategies. 

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   Start of Allies campaign. We need to sabotage German radar station and raid HQ nearby.

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   We landed near radar station, 2nd objective is in the center of this map.

 

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   My team.

 

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   Starting flanking move.

 

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   My team is preparing for an attack.

 

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   That guy tried to run to HQ building and alert other troops.

 

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   Main assault starts.

 

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   Took out last guard.

 

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   Truck with reinforcement arrives.

 

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   Finishing HQ building.

 

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   Now we are getting out, we destroyed and took out what we needed to blow up and clear/grab.

 

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   More troops are blocking out way out.

 

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   50 killed enemies, 5 vehicles (most of which were trucks or vehicles with no armor), we lost 4 soldiers from friendly troops.

 

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  • 3 weeks later...

   Second mission. We are dropped into small town with task of capturing it.

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   Tank support gone in just few seconds, heh.

 

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   Town is full of German defensive positions, overwatching streets and courtyards.

 

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   That is scary thing, if it is mobile.

 

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   I'm starting with some cheeky snipes.

 

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   Patrol responded to sniper rifle shots, rushed right into LMG fire. Poor bastards.

 

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   Continue to snipe enemies.

 

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   Relocated my sniper after static MG started suppressing area from where i was shooting.

 

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   Allied troops cought a moment and rushed to MG positions.

 

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   Enemies are also inside of buildings.

 

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   Mad enemies - using rocket launcher vs infantry at close range.

 

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   Other side of courtyard.

 

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   Sniper is very effective here.

 

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   Now we need to clear enrrance for our AFVs by taking out enemies nearby and securing street.

 

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   That was perfect frag.

 

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   And another one.

 

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   And here is our support.

 

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   That position i would like to avoid taking head on.

 

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   Good thing we have plenty of AT weaponry and ammunition for it.

 

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   Group of enemies that are blocking our way to AT gun.

 

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   Sniper says thanks for standing in window.

 

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   Captured 75 mm cannon, time to ruin things around.

 

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   Relocating gun to support troops pushing enemies next street.

 

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   Man, that tin can is driving right to enemy AT team position. Also that Mario-tubing German to the right from my AT gun was jump moment for me once i noticed.

 

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   Obvious results.

 

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   I managed to land 75 mm HE round just a second or 2 after tin can gor smashed into pieces.

 

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   That was wrong tube, Mario.

 

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   I like house clearing in this game, especially when you have cannons.

 

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   Moving to flanking firing position.

 

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   Train is on the move!

 

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   I managed to take out a turret with 88 mm gun, but second one with quad ACs is still active.

 

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   Managed to land solid HE and finally destroyed last turret. Now i need to deal with horde of infantry that train brought here.

 

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   In about 5-7 shots managed to finish almost whole group of troops this train unloaded, thanks to open field between my gun and enemies.

 

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   Returning to flanking shelling of sandbags that block street and enemies behind them.

 

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   Cheeky gun placement.

 

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   Open door -> frag -> position cleared.

 

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   Ow, we are finished? Well, not bad. 124 vs 32 killed on our side and same amount of AFVs lost for both side.

 

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   Silent Storm screenshots, for future use.

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  • 2 weeks later...

   3rd operation for Allies.

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   We are assaulting fortified positions with light infantry and light armor support.

 

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   Enemy Pz4 is trying to flank our LT.

 

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   We got it just in time.

 

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   Another AFV is hit with Bazooka rocket.

 

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   Damaged buildings are full of German infantry.

 

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   Bulk of our forces are almost got to end of this flooded city.

 

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   German positions outside of flooded area have more serious weaponry.

 

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   We lost our armor, not surprisingly.

 

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   But enemies lost 1 AT gun

 

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   2 AT guns and a Panther.

 

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   Now we use those Pak 40s against infantry in buildings around us.

 

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   Next defense line of Germans in this town looks much more serious.

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   2 MG gunners here.

 

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   Our way up is closed to concrete bunker built right on stairs.

 

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   Both AT guns are now in my hands, sending some HE into that bunker.

 

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   Trying to take out infantry in those trenches by shotting through buildings.

 

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   Meanwhile 2nd gun is being moved to flank Tiger in that position.

 

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   Almost done with this group of nazi troops.

 

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   Detonating this thing.

 

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   We advanced to first main bunkers with 88 AA gun on top of it.

 

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   This gun doesn't have depression to work with, so splash damage it is!

 

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   I like this game's destruction system.

 

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   88 mm AP round can go through plenty of walls. Sadly, it doesn't have punch hard enough to go through 2nd main bunker side walls.

 

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   Managed to take out one of gunners of another 88 mm AA cannon.

 

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   Breaching bunker.

 

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   First bunker and AA gun is out of action.

 

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   Pushing to next bunker.

 

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   Manged to lob grenade right into sniper's face.

 

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   Flanking enemies from right.

 

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   Hand grenades, many hand grenades.

 

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   Almost done with those, but some sort of vehicle is approaching.

 

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   Using what left of Panther against infantry support of that Panther tank, lol.

 

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   Friendly troops cleared 88 mm flak from infantry.

 

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   AA vehicle with 4 ACs is moving in.

 

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   Cought them before they managed to do serious damage.

 

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facesofwar-2019-10-11-19-23-09-411.jpg

   Main target - a stronghold with big guns facing a sea.

 

Spoiler

facesofwar-2019-10-11-19-23-47-508.jpg

   Well, main entrance is not an option, troops are suppressed by 2 static MGs.

 

facesofwar-2019-10-11-19-24-50-041.jpg

   Trying to find a place close enough to lob a grenade inside.

 

facesofwar-2019-10-11-19-25-25-605.jpg

 

facesofwar-2019-10-11-19-25-45-727.jpg

 

facesofwar-2019-10-11-19-26-17-791.jpg

 

facesofwar-2019-10-11-19-26-43-241.jpg

   One section of wall is gone, we can push inside, in theory.

 

facesofwar-2019-10-11-19-28-45-391.jpg

   Continue to throw frags inside.

 

facesofwar-2019-10-12-18-40-46-979.jpg

 

facesofwar-2019-10-12-18-41-44-986.jpg

   Tried to take out that MG with rocket launcher. Didn't worked that well...

 

facesofwar-2019-10-12-18-43-23-933.jpg

   Still, we managed to thin out enemies enough to dash to breach in the wall.

 

facesofwar-2019-10-12-18-44-01-915.jpg

 

   Inside of that stronghold:

facesofwar-2019-10-12-18-44-50-963.jpg

   Next bunker is cleared, now we have clear path to from controlled areas of the town and breach point.

 

Spoiler

facesofwar-2019-10-13-16-17-58-039.jpg

   Frags are more effective here than guns, but because of big amount of crap around, they are not sure kill for groups of baddies.

 

facesofwar-2019-10-13-16-23-05-405.jpg

   Pushing both sides.

 

facesofwar-2019-10-13-16-25-22-022.jpg

 

facesofwar-2019-10-13-16-25-34-985.jpg

 

facesofwar-2019-10-13-16-26-04-645.jpg

   Almost reached 1st cannon

 

facesofwar-2019-10-13-16-26-15-052.jpg

   Shot gun crew, it is clear now.

 

facesofwar-2019-10-13-16-29-45-510.jpg

 

facesofwar-2019-10-13-16-30-18-961.jpg

 

facesofwar-2019-10-13-16-32-35-371.jpg

 

facesofwar-2019-10-13-16-33-38-546.jpg

 

facesofwar-2019-10-13-16-33-50-427.jpg

   2nd cannon is finished.

 

   3rd and last cannon is located away from stronghold, behind small network of trenches.

facesofwar-2019-10-13-16-34-45-282.jpg

 

Spoiler

facesofwar-2019-10-13-16-35-01-459.jpg

   Aviation took out flak quad gun on top of the bunker with naval cannon.

 

facesofwar-2019-10-13-16-35-46-445.jpg

   Team scavanged for ammo and hand grenades of all types, ready for last assault.

 

facesofwar-2019-10-13-16-36-37-383.jpg

 

facesofwar-2019-10-13-16-36-59-492.jpg

 

facesofwar-2019-10-13-16-37-09-442.jpg

 

facesofwar-2019-10-13-16-37-33-694.jpg

 

facesofwar-2019-10-13-16-38-23-034.jpg

   Infantry from a beach is here.

 

facesofwar-2019-10-13-16-38-26-099.jpg

   340 enemy soldiers and 10 AFVs destroyed vs our 81 and 6.

 

facesofwar-2019-10-13-16-38-40-040.jpg

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   Operation 4. Were are landing using glider, limited support and lots of German troops in small town nearby.

facesofwar-2019-10-15-18-06-03-442.jpg

 

Spoiler

facesofwar-2019-10-15-18-06-08-738.jpg

 

facesofwar-2019-10-15-18-06-19-877.jpg

 

facesofwar-2019-10-15-18-06-32-537.jpg

 

facesofwar-2019-10-15-18-06-51-226.jpg

   Our target - other side of the town, on the beach. We will meet a light AFV here.

 

facesofwar-2019-10-15-18-07-06-013.jpg

 

facesofwar-2019-10-15-18-07-21-441.jpg

 

facesofwar-2019-10-15-18-07-48-480.jpg

 

facesofwar-2019-10-15-18-08-02-942.jpg

   Flamethrowers? Never used those, limited range makes them awkward to use well.

 

facesofwar-2019-10-15-18-10-54-594.jpg

 

facesofwar-2019-10-15-18-11-27-825.jpg

   Starting with a sniper fire.

 

Spoiler

facesofwar-2019-10-15-18-12-10-533.jpg

 

facesofwar-2019-10-15-18-13-52-228.jpg

   Moving to better firing position.

 

facesofwar-2019-10-15-18-14-49-523.jpg

 

facesofwar-2019-10-15-18-16-37-666.jpg

   Missed just by a bit.

 

facesofwar-2019-10-15-18-17-08-656.jpg

   2nd one got it.

 

facesofwar-2019-10-15-18-19-44-537.jpg

   Preparing to fight off enemy counter-attack.

 

facesofwar-2019-10-15-18-20-21-901.jpg

   Now they are pissed.

 

facesofwar-2019-10-15-18-20-47-916.jpg

   Squad is fighting with German infantry attack.

 

facesofwar-2019-10-15-18-21-42-971.jpg

 

Spoiler

facesofwar-2019-10-15-18-22-23-245.jpg

   Clearing a house on right side of the road.

 

facesofwar-2019-10-15-18-23-43-035.jpg

 

facesofwar-2019-10-15-18-24-44-823.jpg

 

facesofwar-2019-10-15-18-25-41-295.jpg

   Oh, wow, glider hit a house that we were going to clear out...

 

facesofwar-2019-10-15-18-26-10-031.jpg

   Pilots are alive, but German troops are trying to get them.

 

facesofwar-2019-10-15-18-26-17-835.jpg

   Bigger glider landed in the field that we cleared.

 

facesofwar-2019-10-15-18-26-51-911.jpg

   We got jeep with HMG and Tetrarch light tank.

 

facesofwar-2019-10-15-18-30-01-848.jpg

   Another attack, now it is more serious.

 

facesofwar-2019-10-15-18-30-46-411.jpg

   Light tank is going to solve this problem.

 

facesofwar-2019-10-15-18-31-35-770.jpg

 

facesofwar-2019-10-15-18-32-16-554.jpg

   AP shell couldn't penetrate that tin can frontal armor, lol. I need to go for side plates to take it out.

 

facesofwar-2019-10-15-18-32-24-904.jpg

   -1

 

facesofwar-2019-10-15-18-32-36-522.jpg

   -2

 

facesofwar-2019-10-15-18-32-59-895.jpg

 

facesofwar-2019-10-15-18-33-07-697.jpg

   Counter attack countered.

 

facesofwar-2019-10-15-18-33-15-877.jpg

 

Spoiler

facesofwar-2019-10-15-18-39-08-699.jpg

   More enemy infantry arrived on trucks, blocking direct path to a beach where we need to go. Will try to find flanking path.

 

facesofwar-2019-10-15-18-40-57-210.jpg

   Placed mines for event of enemy attack with StuG support.

 

facesofwar-2019-10-15-18-42-00-862.jpg

   Found a path through hill on our right flank, sneaked my soldier here. Using bushes to get close enough to toss a bomb.

 

facesofwar-2019-10-15-18-42-14-226.jpg

 

facesofwar-2019-10-15-18-42-46-524.jpg

   Moved back on top of the hill, there is a sniper that prevent me from getting close enough to Ostwind.

 

facesofwar-2019-10-15-18-42-55-622.jpg

 

facesofwar-2019-10-15-18-43-11-066.jpg

   Found that sniper.

 

facesofwar-2019-10-15-18-44-09-366.jpg

   This one is finished.

 

facesofwar-2019-10-15-18-44-36-186.jpg

   Enemies are angry, trying to push me.

 

facesofwar-2019-10-15-18-44-49-295.jpg

   Hand grenade and SMG fire will take care of them.

 

facesofwar-2019-10-15-18-47-48-671.jpg

   Rushing to ruins, will clear them out and probably use them to stage flanking push against enemies in town.

 

facesofwar-2019-10-15-18-47-59-015.jpg

 

facesofwar-2019-10-15-18-48-43-284.jpg

 

facesofwar-2019-10-15-18-49-13-857.jpg

 

facesofwar-2019-10-15-18-50-47-946.jpg

 

facesofwar-2019-10-15-18-52-16-084.jpg

   Enemies moved here, didn't find me and now retreating. They are not watching their backs...

 

facesofwar-2019-10-15-18-52-24-151.jpg

 

facesofwar-2019-10-15-18-52-30-178.jpg

   Heh. Managed to catch them.

 

facesofwar-2019-10-15-18-53-19-203.jpg

   Found a flak gun that is not overwatched by someone else, easy prey for me. It will work as a breaching tool for us to get into the main part of this town.

 

Spoiler

facesofwar-2019-10-15-18-55-33-536.jpg

   Clearing area from enemy infantry.

 

facesofwar-2019-10-15-18-55-41-898.jpg

   Those guys are very agressive, running into 20 mm barrel end.

 

facesofwar-2019-10-15-18-57-42-787.jpg

 

facesofwar-2019-10-15-18-58-14-141.jpg

 

facesofwar-2019-10-15-18-58-32-619.jpg

   Waiting for other side making its move.

 

facesofwar-2019-10-15-18-58-56-759.jpg

   Flanking move ended with MP40 barrel stuck right into a back of this German trooper.

 

facesofwar-2019-10-15-19-01-02-136.jpg

   Moved to right edge of this map to clear out crossroad. I expect enemies could use that place to move their reinforcements.

 

facesofwar-2019-10-15-19-01-21-389.jpg

 

facesofwar-2019-10-15-19-02-47-911.jpg

   I moved more infantry to ruins to grab motorcycle, will push them into breach in enemy defenses in town.

 

facesofwar-2019-10-15-19-04-51-374.jpg

   Moved through a gap in enemy forces right to bank of the river to hunt down smaller groups of German soldiers. This area looks like storage area, might have something useful.

 

facesofwar-2019-10-15-19-05-09-642.jpg

   AT grenade first, MP44 burst into back of this guy second.

 

facesofwar-2019-10-15-19-05-14-494.jpg

 

facesofwar-2019-10-15-19-06-50-628.jpg

    Captured those Opels, they have AT mines inside. Perfect for me, time to use them.

 

facesofwar-2019-10-15-19-07-45-380.jpg

 

facesofwar-2019-10-15-19-11-56-582.jpg

   If more troops will arrive, they will have some surprises ready for their vehicles.

 

facesofwar-2019-10-15-19-15-39-140.jpg

   Our target inside of town is documents in building that is guarded by German troops. We need to capture it and serach for papers.

 

Spoiler

facesofwar-2019-10-15-19-18-42-974.jpg

   Cleared troops outside

 

facesofwar-2019-10-15-19-19-09-681.jpg

   Now jumping into this building.

 

facesofwar-2019-10-15-19-20-45-955.jpg

   Almost 5 minutes is needed to search for documents, enemy reinforcements are arriving to this area.

 

facesofwar-2019-10-15-19-20-54-515.jpg

   Hehehehe

 

facesofwar-2019-10-15-19-20-59-730.jpg

   Fuck!

 

facesofwar-2019-10-15-19-21-08-784.jpg

   Oh, hahaha! Got you!

 

facesofwar-2019-10-15-19-21-11-079.jpg

   And halftrack as well!

 

facesofwar-2019-10-15-19-21-41-428.jpg

 

facesofwar-2019-10-15-19-22-34-910.jpg

   One enemy soldier is bandaging his wounds. So far we are pretty safe here.

 

facesofwar-2019-10-15-19-24-07-138.jpg

   And another one

 

facesofwar-2019-10-15-19-24-17-771.jpg

   

facesofwar-2019-10-15-19-25-03-369.jpg

   And even more. 1 halftrack went between mines, have to deal with it.

 

facesofwar-2019-10-15-19-25-20-202.jpg

 

facesofwar-2019-10-15-19-25-55-804.jpg

 

facesofwar-2019-10-15-19-26-29-491.jpg

   Almost done, but even more forces are coming. I wasn't expecting this much of enemy armor.

 

facesofwar-2019-10-15-19-27-26-474.jpg

 

facesofwar-2019-10-15-19-28-26-770.jpg

   Even more are getting here from Western road.

 

facesofwar-2019-10-15-19-29-06-881.jpg

   Turned just few meters too early, damn it. We are done with documents, but this wave of German armor is moving to us.

 

facesofwar-2019-10-15-19-29-18-026.jpg

   Big number of enemy troops are pushing towards areas of town that i cleared earlier. I don't have vehicles capable of fighting head on with those forces.

 

Spoiler

facesofwar-2019-10-15-19-30-16-631.jpg

 

facesofwar-2019-10-15-19-30-22-566.jpg

   That tank crew doesn't give a fuck

 

facesofwar-2019-10-15-19-30-50-563.jpg

   Well, now there is a clear-ish path through that building.

 

facesofwar-2019-10-15-19-31-23-659.jpg

 

facesofwar-2019-10-15-19-31-31-065.jpg

   A lot of enemies, Tiger, Panther, few more medium tanks, plenty of infantry support.

 

facesofwar-2019-10-15-19-31-48-042.jpg

   Even more forces are stuck in area of where AFVs hit my mines.

 

facesofwar-2019-10-15-19-32-01-651.jpg

   Even more (!) troops are driving here.

 

facesofwar-2019-10-15-19-32-12-842.jpg

   Ha!

 

facesofwar-2019-10-15-19-32-17-060.jpg

 

facesofwar-2019-10-15-19-32-45-880.jpg

   Good job on finding all of my mines.

 

facesofwar-2019-10-15-19-32-52-105.jpg

   At least several AFVs/tanks got stopped before they got into town square.

 

facesofwar-2019-10-15-19-35-19-763.jpg

   Used that small hill to crawl closer and now tossing frags into crowds of enemies.

 

Spoiler

facesofwar-2019-10-15-19-35-43-002.jpg

 

facesofwar-2019-10-15-19-36-18-024.jpg

 

facesofwar-2019-10-15-19-36-42-775.jpg

   I'm worried about those 2, they are mobile and fully functional.

 

facesofwar-2019-10-15-19-37-13-625.jpg

   Flamethrowers and MGs, should work fine for defense against infantry. Squad with AT is not far behind.

 

facesofwar-2019-10-15-19-38-53-875.jpg

   Clearing last survivors. Thanks to mines, i was dealing with only infantry and that halftrack couldn't turn its MG towards me, as vehicle was immobile and MG have limited arc.

 

facesofwar-2019-10-15-19-39-48-743.jpg

 

facesofwar-2019-10-15-19-40-03-413.jpg

   Rushing to those 2 tanks parked near town square.

 

facesofwar-2019-10-15-19-41-38-636.jpg

   Found an angle to hit engine deck of that Panzer 3. It was blocking my path to Tiger. If they will be triggered, they will come here, a great place to ambush armor thanks to geometry of buildings/streets.

 

facesofwar-2019-10-15-19-42-17-149.jpg

   A lot of MG fire unloaded into that angle with bunch of bullets ricocheting of the wall.

   

facesofwar-2019-10-15-19-42-22-605.jpg

   And Tiger added 88mm HE shell on top of that. Good thing i relocated my soldier, heh.

 

facesofwar-2019-10-15-19-42-52-939.jpg

 

facesofwar-2019-10-15-19-43-48-275.jpg

   Gotcha!

 

facesofwar-2019-10-15-19-43-54-715.jpg

 

facesofwar-2019-10-15-19-44-03-864.jpg

   Building is covering me from 1 Panzer 3 and halftrack laying on the side is shielding my soldier from Pz4 on the background.

 

facesofwar-2019-10-15-19-44-24-156.jpg

 

facesofwar-2019-10-15-19-44-35-766.jpg

   Trying to find me.

 

facesofwar-2019-10-15-19-45-22-741.jpg

 

facesofwar-2019-10-15-19-45-35-001.jpg

 

facesofwar-2019-10-15-19-46-05-700.jpg

   Next!

 

facesofwar-2019-10-15-19-47-23-646.jpg

   

facesofwar-2019-10-16-17-35-51-054.jpg

 

facesofwar-2019-10-16-17-35-58-184.jpg

 

facesofwar-2019-10-16-17-36-29-649.jpg

   Vehicle detonation should help with soldiers that are still alive.

 

facesofwar-2019-10-16-17-36-33-216.jpg

   Hah, that turret landed on 2 Germans on the right. Western part of town is clear, again.

 

facesofwar-2019-10-16-17-37-34-879.jpg

   German infantry tried to stage an attack on ruins, where i established positions, but they got cought by my machinegunners.

 

Spoiler

facesofwar-2019-10-16-17-37-37-295.jpg

 

facesofwar-2019-10-16-17-39-36-877.jpg

   Panther is unrepairable.

 

facesofwar-2019-10-16-17-40-24-073.jpg

   Cleared road from last survivors.

 

facesofwar-2019-10-16-17-41-31-437.jpg

 

facesofwar-2019-10-16-17-42-00-564.jpg

   Enemies are still present on Eastern side of this town, looking around in all directions.

 

facesofwar-2019-10-16-17-43-12-741.jpg

   Main squad, i'm holding them in case more enemy troops will come from Western road.

 

facesofwar-2019-10-16-17-43-41-828.jpg

   Landing zone is guarded, but not by much - Tetrarch, jeep and few guys.

 

facesofwar-2019-10-16-17-43-48-883.jpg

 

facesofwar-2019-10-16-17-45-57-521.jpg

   Took out this flak gun, to secure river crossing.

 

facesofwar-2019-10-16-17-47-21-918.jpg

 

facesofwar-2019-10-16-17-47-44-395.jpg

 

facesofwar-2019-10-16-17-48-02-178.jpg

   Enemies brought 150 mm cannons. That could be bad.

 

facesofwar-2019-10-16-17-49-10-440.jpg

   Trying to capture this Pak40

 

facesofwar-2019-10-16-17-49-29-837.jpg

   Well timed frag. I think they didn't tried to avoid it because they didn't saw it, i threw it behind a bush.

 

facesofwar-2019-10-16-17-51-04-966.jpg

   Now 75 mm AT gun is in my hands. 

 

facesofwar-2019-10-16-17-52-27-760.jpg

   Secured my right flank.

 

facesofwar-2019-10-16-17-52-31-161.jpg

  and pissed off a lot of Germans in the process...

 

facesofwar-2019-10-16-17-52-37-813.jpg

 

facesofwar-2019-10-16-17-52-45-571.jpg

 

facesofwar-2019-10-16-17-53-08-270.jpg

   Couldn't penetrate Panther at this range, went for softer targets.

 

facesofwar-2019-10-16-17-53-23-512.jpg

 

facesofwar-2019-10-16-17-54-04-263.jpg

 

facesofwar-2019-10-16-17-54-25-754.jpg

 

facesofwar-2019-10-16-17-57-46-879.jpg

   Managed to take out Pz4 and a Panther.

 

facesofwar-2019-10-16-17-58-17-021.jpg

   Manage to penetrate a Tiger with a lucky hit.

 

facesofwar-2019-10-16-17-58-39-690.jpg

   HE took out infantry and crew of a Tiger.

 

facesofwar-2019-10-16-17-59-23-670.jpg

   Cleared last enemy on the beach, clearing path for LVT

 

facesofwar-2019-10-16-18-01-17-893.jpg

 

Spoiler

facesofwar-2019-10-16-18-01-20-100.jpg

   LVT is overwatching a bridge, now i have time to try to attack from other direction.

 

facesofwar-2019-10-16-18-03-23-338.jpg

   You guys parked your 150s in wrong place.

 

facesofwar-2019-10-16-18-03-31-214.jpg

 

facesofwar-2019-10-16-18-03-51-474.jpg

   Those things will be fun to play around. Need to secure area and make sure guns will be not be overun by enemies when i actually start to use them.

 

facesofwar-2019-10-16-18-04-47-435.jpg

facesofwar-2019-10-16-18-05-18-032.jpg

 

facesofwar-2019-10-16-18-06-20-500.jpg

   Tetrarch main gun is dogshit. Can't take out tin cans and LTs from the side.

 

facesofwar-2019-10-16-18-06-48-160.jpg

 

facesofwar-2019-10-16-18-08-30-263.jpg

 

facesofwar-2019-10-16-18-08-46-889.jpg

 

facesofwar-2019-10-16-18-08-57-732.jpg

 

facesofwar-2019-10-16-18-09-19-224.jpg

 

facesofwar-2019-10-16-18-09-34-301.jpg

   Damn, LVT can't push this halftrack out of the way. My firepower is basically trapped here until i get this vehicle out of the way somehow.

 

facesofwar-2019-10-16-18-11-18-570.jpg

   Some riflemens tried to sneak here, but they got unlucky with Tetrarch.

 

Spoiler

facesofwar-2019-10-16-18-11-40-044.jpg

   51 shells ready to fire....hahaha

 

facesofwar-2019-10-16-18-11-49-863.jpg

   Stug is getting needed attention.

 

facesofwar-2019-10-16-18-12-11-255.jpg

   Note damaged engine deck roof.

 

facesofwar-2019-10-16-18-13-44-114.jpg

   This shell landed near previous roof hit, and took out engine of this SPG.

 

facesofwar-2019-10-16-18-13-55-911.jpg

   Now other targets can get all of our HE.

 

facesofwar-2019-10-16-18-14-38-497.jpg

 

facesofwar-2019-10-16-18-14-49-310.jpg

 

facesofwar-2019-10-16-18-15-51-790.jpg

   Engine bay doors are open and engine is visible. Hopped 150 mm will punch through main compartment roof, didn't worked so well.

 

facesofwar-2019-10-16-18-17-49-014.jpg

   At a range hitting small targets require shooting several shells.

 

facesofwar-2019-10-16-18-18-33-446.jpg

 

facesofwar-2019-10-16-18-20-35-684.jpg

   AT grenade finished heavily damaged Stug with rear plate hit. Tetrarch was here to use MG against crew, if they would jump out of the vehicle when my soldier was in the middle of throwing AT grenade.

 

facesofwar-2019-10-16-18-21-48-905.jpg

   Just look at where HE landed and where i was aiming, lol.

 

facesofwar-2019-10-16-18-23-05-444.jpg

 

facesofwar-2019-10-16-18-23-27-833.jpg

 

facesofwar-2019-10-16-18-24-48-661.jpg

 

facesofwar-2019-10-16-18-25-06-543.jpg

   I like destruction system in this game.

 

facesofwar-2019-10-16-18-25-34-916.jpg

   Only few enemies left.

 

facesofwar-2019-10-16-18-26-21-510.jpg

 

facesofwar-2019-10-16-18-26-45-146.jpg

 

facesofwar-2019-10-16-18-29-46-251.jpg

 

facesofwar-2019-10-16-18-30-30-274.jpg

 

facesofwar-2019-10-16-18-30-34-201.jpg

   Hard to stay in cover if floor is gone, mr nazi trooper?

 

facesofwar-2019-10-16-18-33-12-352.jpg

 

facesofwar-2019-10-16-18-33-33-359.jpg

   Secret docs in our hands, enemies lost 295 soldiers and 29 AFVs, we lost 1 of each (pilot and glider, i suspect).

 

 

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  • 1 month later...

   Rest of Ground Control 2 screenshots.

gcii-2020-07-25-19-21-35-808

 

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   And during one of last missions there was a music track that i really liked. Found this track not as fast as i expected.

 

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  • 2 weeks later...

So I've been playing the recent Battletech game a bit, and I have thoughts.

 

Background: I've played quite a bit of Megamech (no tabletop, sadly - not enough folk doing tabletop games in general around here) and generally go for no-mech builds because fuck your giant robots.

 

The game disappoints me by having a 4-mech lance limit, so lights are even more useless than normal. This is made even worse by every scenario involving you being outnumbered. So no mass tactics or manoeuvre tactics for you, mechwarrior. So you're all but doomed to having big, heavy, slow, armour-based builds if you don't like the idea of just scraping your pilots out of the cockpit between missions and shoving new recruits in. 

 

Besides the intricacies of weapon damage spreads, heat outputs, the stability damage mechanics, initiative et al (which are mostly interesting to tabletop nerds who feel like the game doesn't play how they remember it), there are also a few technical niggles. Sometimes an enemy mech will move next to a small rock and become inexplicably impossible to melee attack. Sometimes the mandatory ingame 'cinematic' camera will position itself so that you can only see waving bushes. Sometimes the game crawls to a halt when a big object like your dropship gets loaded in (an instance of Unity Engine syndrome).

 

All that said, smashing giant robots together never ceases to be fun, and I've been enjoying what amounts to the sad adult version of that.

 

I give the game a Stock Shadowhawk/10, being that it's not terrible (and can get fun if you fiddle with it a bit), but does not blow the world away with how great it is (optimised Kintaro) or provide some fun twist that makes the formula sparkle in a new setting (Disco built of Grasshopper).

 

PS: I should mention my lack of bona fides again here, because my current go-to team composition is legendarily awful:

- Banshee for my main, which is a one-trick pony fitted out with arm augments and as much armour as it can take.

- Victor, for lack of any better mechs. Running a mix of AC10 and SRM.

- Dragon, again for lack of anything better right now. Also going in for SRMs

- Disco-variant Grasshopper, running hot but lethal if you can move in behind someone.

 

Other than that I keep a couple of Griffins on standby for jumpy-shooty-backstabby things, a melee-optimised Shadowhawk, a single Centurion (to my endless shame I had to sell the one other one I managed to piece together due to going broke), an LRM-boat Trebuchet (which is not optimal, but oh well), a disco-variant Vindicator and, of course, and Urbie (sans small laser because the fuck are you going into CC with an Urbanmech?).

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16 hours ago, Toxn said:

So I've been playing the recent Battletech game a bit, and I have thoughts.

 

Background: I've played quite a bit of Megamech (no tabletop, sadly - not enough folk doing tabletop games in general around here) and generally go for no-mech builds because fuck your giant robots.

 

The game disappoints me by having a 4-mech lance limit, so lights are even more useless than normal. This is made even worse by every scenario involving you being outnumbered. So no mass tactics or manoeuvre tactics for you, mechwarrior. So you're all but doomed to having big, heavy, slow, armour-based builds if you don't like the idea of just scraping your pilots out of the cockpit between missions and shoving new recruits in. 

 

Besides the intricacies of weapon damage spreads, heat outputs, the stability damage mechanics, initiative et al (which are mostly interesting to tabletop nerds who feel like the game doesn't play how they remember it), there are also a few technical niggles. Sometimes an enemy mech will move next to a small rock and become inexplicably impossible to melee attack. Sometimes the mandatory ingame 'cinematic' camera will position itself so that you can only see waving bushes. Sometimes the game crawls to a halt when a big object like your dropship gets loaded in (an instance of Unity Engine syndrome).

 

All that said, smashing giant robots together never ceases to be fun, and I've been enjoying what amounts to the sad adult version of that.

 

I give the game a Stock Shadowhawk/10, being that it's not terrible (and can get fun if you fiddle with it a bit), but does not blow the world away with how great it is (optimised Kintaro) or provide some fun twist that makes the formula sparkle in a new setting (Disco built of Grasshopper).

 

PS: I should mention my lack of bona fides again here, because my current go-to team composition is legendarily awful:

- Banshee for my main, which is a one-trick pony fitted out with arm augments and as much armour as it can take.

- Victor, for lack of any better mechs. Running a mix of AC10 and SRM.

- Dragon, again for lack of anything better right now. Also going in for SRMs

- Disco-variant Grasshopper, running hot but lethal if you can move in behind someone.

 

Other than that I keep a couple of Griffins on standby for jumpy-shooty-backstabby things, a melee-optimised Shadowhawk, a single Centurion (to my endless shame I had to sell the one other one I managed to piece together due to going broke), an LRM-boat Trebuchet (which is not optimal, but oh well), a disco-variant Vindicator and, of course, and Urbie (sans small laser because the fuck are you going into CC with an Urbanmech?).

 

 

Did they ever put the Classic Mechs like Archer, Warhawk and Marauder in?

 

They were all in the original boxed games and I think the first PC game, but at some point licensing issues happened if I recall right. 

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6 hours ago, Jeeps_Guns_Tanks said:

 

 

Did they ever put the Classic Mechs like Archer, Warhawk and Marauder in?

 

They were all in the original boxed games and I think the first PC game, but at some point licensing issues happened if I recall right. 

I think the Marauder is in game, but none of the others.

 

I know that a lot of the unseen mechs eventually became reseen after some careful copyright-circumventing redesigns a few years back.

 

On another note: I finally managed to get a Kintaro put together. Although I don't like how it looks aesthetically, it's just really hard to argue against 4xSRM6 plus full armour...

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  • 2 weeks later...

   Ground Control 2: Operation Exodus review

image

   Ground control 2 is a RTS developed by Massive Entertainment and released in summer of 2004. Game received good reviews, around 8/10 on average. GC2 is fully 3D RTS with free camera, no basebuilding, fast gameplay, and focused on fighting between 3 factions in sci-fi setting. Game also features in engine cinematics, plot and several characters. GC2 was released in same year as Dawn of War, Behind enemy lines (review of it is in this thread), Rome: Total war, it was pretty crowded year for strategy games, at least for me, haha.

   I played a demoversion of GC back in 2004, but never bought it and forgot about GC2 for many years. Few months ago tried to launch GC1, but it didn't work well (that RTS probably is too old), so i jumped straight into GC2.

 

 

   Visuals

   For 2004 presentation in GC2 was pretty good. Around 2002-2004 RTS moved to fully 3D graphics from isometric view and sprites of Red Alert 2 times (~2000s). First Ground Control already had 3D models and 3D maps, and free camera back in 2000, BTW. 

   All models are detailed, have good quality textures. Enviroment on other hand have worse level of detalisation and texture work. Plenty of assets are re-used, but map makers managed to make bunch of unique looking levels, especially wast animated skyboxes.

 

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   All 3 factions have unique color scheme and design, makes them easily readable during gameplay, almost all units with exceptions of grunts of both human factions look unique. Majority of maps also have their own dominant color, interesting look and generally it can be said that attention and work was put into visual side of GC2.

 

   Gameplay

   So how it plays? If you ever played a World in Conflict RTS from same studio, released 3 years after GC2, you will be at home here. No basebuilding, map full of captured points that needs to be taken in order to generate the only resource that player will use - AP (acquire points).

 

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   In GC2 units are brought to battlefield by a dropship to a capture point that was designated as LZ, dropship can be upgraded and it have limited capacity for cargo. Units for deployment needs to be "bought" using AP. The more troops you have on the ground, the higher is AP cost of their "service" aka each units generate a cost that takes portion of your AP income, system works as a soft cap for unit number. 

   This makes resource part of gameplay a bit more interesting, as you now have several ways to spend your AP budget, you can utilise tactics of upgrading dropship and "hot" deploy it to points near frontlines and use firepower and view range of your ship for firesupport, or spend all points on units, but deploy them far away from main action. Or you can upgrade dropship view range only and use it as a scout. 

 

   Each unit have ability to switch to secondary mode of operation, it changes how unit works. For example Alliance heavy tank in normal mode is just well-armored but slow tank, in secondary mode it becames a pillbox that give protection bonuse for nearby troops or for example a scout car in 2nd mode becomes invisible.

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   This does look stupid and cool in the same time.

 

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   But there are problems with this system, as many unites must be put in secondary mode to be able to perform their main function, for example snipers - in normal mode they just run to place you ordered, but only in 2 mode they can actually fire at enemy. This makes managing big army, or several groups at once to be highly micromanagment demanding, which i'm not a fan of. I like when my controls are based around execution of tactics and plans, not around babysitting each unit and explaining which end of his gun needs to pointed at bad man.

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   Apperently those sniper rifles have knee safety - in order to fire this rifle sniper must take a knee.

 

   In WiC IIRC Massive dropped idea and 2nd mode of operation was changed to special attack on cooldown. In GC2 some units have 2-ry abilities that are actually fun - they re-balance capabilities of unit, for example Viron tanks in 2nd mode can fire at longer ranges, but with decreased damage rating. Also, as it fire projectile and don't lead targets, units that move will be hard, and in some cases will be impossible to hit.

 

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   Ow, one thing to add about firing at things - most of units use projectile weapons and don't even try to lead their targets, so "straifing" in some cases gives your units Neo's bullet dodging abilities. 

 

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   Infantry can move through forests and it gets protection bonuse when in forest. Vehicles have different armor ratings on front, sides, rear and roof, it does matter which way your vics are looking when fighting enemy forces. Although, don't think that a squishy with assault rifle will not be a problem for armored vehicles and tanks - armor rating is just damage reduction stat.

   Also, each unit have limited view range, game have dymanic weather system which affects how far troops can see. Spotting is based on view range and LOS, which makes air scouts to be very usefull. 

 

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   This is a very good recon unit, in secondary mode it have huge spotting range.

 

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   Imaging blindly driving into this position. AT guns, artillery, air units would be able to crack a very serious team of attackers.

 

    Unit balance is based around rock-scissors-paper, but different units have different level of how deep their are in this type of balance, as some units have ok capabilities against several types of troops, while others are much more specialised.
 

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   Viron grenadiers armed with guided missile launchers are very scarry units to fight against, but they are must-have when you play for this faction. Those boys are walking and living vehicles sweapers and destroyers of everything that flies. But they are an easy prey for enemy infantry.

 

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   Using air units sometimes feels like cheating. Those mortar vehicles are defenseless.

 

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   Units gane exp and get level of veterancy, which increase their min damage stat, making their average damage a bit higher, and thats all. This veterancy is not carried to next operation.

 

   Player have another way to sepnd AP in order to support units on the ground - using special attacks that he can call in, different for each factions. It can be airdrop of infantry, or artillery barrage, or airstrike, but for pretty hefty price in APs.

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   Each faction is different from others by somethings like faction trait or abilities of all/most units. Earth faction is suprisingly not what you expect from it - they have a lot of units using anti-gravity tech and float above ground. This gives ability for Earth emprire forces to bring heavy tanks over big bodies of water and retreat using them as a way to shake off "tail". Virons were made to be able to meld same units into new one. Melding gives you a set type of unit, which make Virons to be more pain in the ass to set up for fighting, as half of your units can not be brough on dropships as they are, you need to micro needed number of specific untis to get what you want. Alliance is most classis of factions where tanks are tanks, snipers are snipers, and fast scouts cars are quickly scouting things.

 

   All this - unit balance, specialisation, switching between modes that make unit function differently within it's role leads to cooperation between different types of units to be basically required to be able to finish many missions of singleplayer campaign. My main tactic after getting units that can create force shields over group of units and repair vehicles, i started assembling huge piles of different types of troops under umbrella of several of those shield vics with repair support and using 1 or 2 of those piles of troops as a "superunit", moving groups of units within each team as a whole, in order to mitigate each individial unit shortcomings. 

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   Artillery under protection of different vehicles and soldiers variants is very safe way to smack your opposition, especially if you find a chokeplace for enemy troops.

 

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   So how it actually plays? 

   I played only singleplayer, so i can say for only that gamemode. Missions and objectives within those missions have limited variety and it is what you expect - capture territory/place, defend territory/place/VIP, blow up a thing and stealth missions in-between to mix things up.

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   Guess what we should do with those slow moving defenseless units with pretty big HP pool.

 

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   This is stealth mission. Yes, it is, beltfed mortars are stealthy!

 

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   He will never know what hit him!

 

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   For most of levels enemy factions have limited unit variety and limited AI decision making. Majority of missions begins with you having small group of troops and first thing to do will be to capture a point on the map so you can designate it as LZ and start to bring in other forces.

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   Normandy-style landing using APCs, as you can see on the map most of capture points on the map are red.

 

   Ground Control 2 missions, where you are fighting AI as a functioning enemy (no scripts to limit AI) are pretty fast paced and centered around capture points. 

   Missions, where you start against enemy having control of most if not of all map and functioning AI have problem of "Reverse difficulty curve" aka mission is harder at the start then in the middle or end. :wacko:

   Most blatant example was several last levels of the game, where enemy had all troops/vehicles types avaliable and all the resources on the map. For 15-20 minutes i was just simply fighting back a constant stream of enemy forces, trying to slowly move forward and find a place to plug this stream of meat and guns, but without loosing LZ as AI is pretty active in GC2.

   

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   Reason of RDC is that enemy have a lot of resources, attack paths and units avaliable, while you don't.

 

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   After surviving waves of enemies and finding a way to stop it or at least contain you start to chew through enemy forces and finally get to objective/final hostile LZ and finish a mission, watch short in-engine scene and move on next op.

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   AI

   As i mentioned, a lot of missions have AI limited in avaliable forces or actions it can take, to make operation different from previous one (like stealth infiltration, or VIP escort), but in missions that are supposed to be less directed and "raw", AI sets a pretty fast tempo for gameplay. According to my observations, it is somewhat simple in action it can take, but it is aggressive, tries to use most of unit types, tries to assemble groups of units to attack, knows weapons max range, can retreat and so on. Thanks to rock-scissors-paper balance, AI programmer manage to make AI respond to some of situation when enemy unit have an edge. 

   But AI have several traits that are exploitable - it doesn't really switch strategies if previous attempts to use it didn't brought positive results, doesn't respond properly to artillery fire or when player pulls AI units into bad position/choke, basically when player start to do somethin that have tactics used outside of sending units to capture points, AI fuctions are starting to shows limitations. It reminds me an Unreal Tournament bots in duel  mode when AI is simple and just moves from item pick up zones to another one and does few things in combat to survive, but doesn't have a bigger plan outside of 2 functions of collectig items, trying to kill player and avoiding damage of player's projectile weapons.

 

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   AI have noticeable "phases" of attacks - this one is troops assembling for attack, they try to stand outside of attack range of direct firing units.

 

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   When attacking all units are moving in. AI doesn't try to use formations or anything sophisticated.

 

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   When enemy air units encountered my interceptors, they just move to location outside of weapons range, but don't try to bring in AA or fly to completely different place to try to hunt other units.

 

   Plot

   It is there, but it is rather bland. Although aliens in this story have different subfactions and player ended up with Viron allies after first "ALLIEN INVASION!" encounter with Virons. Most of other characters are ok, but nothing special, they are... functional for story. Bad guys doing bad things, good guy trying to do the right thing, traitor that sold out and so on.

 

   Conclusion

   Pretty good RTS for 2004, but my PC was occupied by Behind Enemy Lines, as it was full of new tech utilised for gameplay in many new and fresh ways. Ground Conrol 2 is a classic "arcady" RTS without basebuilding, but with increased micromanagment of units in order to fill up the "gap". Fast paced for the most part, not too overcomplicated outside of one alien faction, and with some depth to squeeze more efficient plays. Ground Control 2 set up, tested out and found mechanics that would be used in next RTS that Massive stuido did -  World in conflict, which will be released in 2007 and gain serious popularity. 

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  • 2 weeks later...
On 10/28/2020 at 1:27 AM, Jeeps_Guns_Tanks said:

 

 

Did they ever put the Classic Mechs like Archer, Warhawk and Marauder in?

 

They were all in the original boxed games and I think the first PC game, but at some point licensing issues happened if I recall right. 

So I bought the DLCs when they came out on sale recently, and I'm now happy to report that I'm regularly running two Archers and a Marauder in my lance. No Warhawks yet, though, and I'm miffed that no Hatchetmen have showed up yet for salvage despite being available.

 

COIL weapons, which were supposed to fix the fast-but-useless mech issue, have also proved to be underwhelming, although running a Firestarter that could rear attack for 100dmg + 6MGs was fun for the early game :)

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12 hours ago, Toxn said:

So I bought the DLCs when they came out on sale recently, and I'm now happy to report that I'm regularly running two Archers and a Marauder in my lance. No Warhawks yet, though, and I'm miffed that no Hatchetmen have showed up yet for salvage despite being available.

 

COIL weapons, which were supposed to fix the fast-but-useless mech issue, have also proved to be underwhelming, although running a Firestarter that could rear attack for 100dmg + 6MGs was fun for the early game :)

 

Nice, now I'm tempted!

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  • 2 weeks later...

   Played Clive Barker's Jericho, a FPS game from movie maker, and a bit unusual one.

 

   Game is build around occult-ish story, hellish/purgatory themes and a lot of shooting.

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Jericho-2020-11-09-20-17-19-853

 

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Jericho-2020-11-09-20-35-23-812

 

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Jericho-2020-11-09-20-40-14-540

 

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Jericho-2020-11-09-20-55-53-079

 

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Jericho-2020-11-09-20-56-11-769

 

Jericho-2020-11-09-20-56-21-983

 

Jericho-2020-11-09-20-56-59-190

 

Jericho-2020-11-09-21-07-22-906

 

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Jericho-2020-11-09-21-17-46-705

 

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Jericho-2020-11-09-21-36-24-027

 

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Jericho-2020-11-09-21-56-42-013

 

Jericho-2020-11-09-22-00-17-129

 

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Jericho-2020-11-09-22-06-22-190

 

Jericho-2020-11-09-22-21-00-556

 

Jericho-2020-11-09-22-21-26-431

 

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Jericho-2020-11-10-19-27-43-583

 

Jericho-2020-11-10-19-32-36-580

 

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Jericho-2020-11-10-19-36-24-828

 

Jericho-2020-11-10-19-45-16-026

 

Jericho-2020-11-10-19-45-51-625

 

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Jericho-2020-11-10-19-55-35-705

 

Jericho-2020-11-10-19-56-27-683

 

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Jericho-2020-11-10-20-03-17-419

 

Jericho-2020-11-10-20-04-24-494

 

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Jericho-2020-11-10-20-20-07-321

 

Jericho-2020-11-10-20-23-21-279

 

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Jericho-2020-11-13-19-09-38-578

 

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Jericho-2020-11-13-19-13-49-919

 

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Jericho-2020-11-13-19-14-09-249

 

Jericho-2020-11-13-19-14-48-466

 

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Jericho-2020-11-13-19-28-10-479

 

Jericho-2020-11-13-19-32-59-520

 

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Jericho-2020-11-13-19-33-26-486

 

Jericho-2020-11-13-19-34-08-386

 

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Jericho-2020-11-13-19-41-38-241

 

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Jericho-2020-11-13-21-16-24-688

 

Jericho-2020-11-13-21-16-53-193

 

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  • 4 weeks later...

   Tried out Door Kickers 2. That game was a lot of fun, i didn't even noticed how i played 2.5-3 hours straight. It is 3D, but top down view only tactical modern warfare type of tactical game. Think of old Rainbow 6, but 2D, with more robust planning interface and less clunky it certain situations.

   Here is example of gameplay:

 

Can be played in coop

 

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  • 1 month later...

   Tried out Syrian Warfare RTS. It is not as polished as "AAA" title, but it have potential. Played like 15 minutes of it, so not much can be told about game. It doesn't have tutorial so no idea how things work here, it appears to be a mix of Company of Heroes and Men of War in terms of gameplay.

Syrian-Warfare-2021-01-20-20-06-59-916

Spoiler

Syrian-Warfare-2021-01-20-20-07-20-106

   Jihayotas, hehe.

 

Syrian-Warfare-2021-01-20-20-07-38-093

 

Syrian-Warfare-2021-01-20-20-08-13-809

   Looks like creators actually bothered to do their research.

 

Syrian-Warfare-2021-01-20-20-08-50-426

   In game this is suposed to be Eastern Ghouta, AFAIK.

 

Syrian-Warfare-2021-01-20-20-09-11-705

 

Syrian-Warfare-2021-01-20-20-11-11-273

 

Spoiler

Syrian-Warfare-2021-01-20-20-12-57-816

 

Syrian-Warfare-2021-01-20-20-13-18-683

 

Syrian-Warfare-2021-01-20-20-18-58-892

 

Syrian-Warfare-2021-01-20-20-28-12-975

 

Syrian-Warfare-2021-01-20-20-28-51-751

 

Syrian-Warfare-2021-01-20-20-30-36-793

 

Syrian-Warfare-2021-01-20-20-31-38-431

   "Driver is killed" "Engine damaged" - this game have vehicle parts and crew damage system.

 

Syrian-Warfare-2021-01-20-20-43-09-888

   Grenade launcher fire. Infantry feels to be a bit to tanky for a realistic RTS.

 

Syrian-Warfare-2021-01-20-20-46-22-390

   I'm pretty sure i saw such buildings in combat footage from Syria.

 

Spoiler

Syrian-Warfare-2021-01-20-20-46-32-917

   Interiors of high rise buildings are modelled, which was surprising to see from game with not exactly high budget and advanced graphics engine.

 

Syrian-Warfare-2021-01-20-20-46-36-856

   Infantry actually need to run to rooms to take up firing positions, instead of just teleporting the moment they touch a building that there were ordered to take.

 

Syrian-Warfare-2021-01-20-20-48-39-065

   Corridors between rooms and stairs are also were made and textured.

 

Syrian-Warfare-2021-01-20-20-47-24-648

 

Syrian-Warfare-2021-01-20-20-47-29-546

 

Syrian-Warfare-2021-01-20-20-47-43-811

 

Syrian-Warfare-2021-01-20-20-48-03-068

 

Syrian-Warfare-2021-01-20-20-50-57-181

   I failed first mission several times in just less then 10 minutes because i have no clue how controls works. For example there is an RPG-29 that my infantry can pick up from dead militant, but clicking on it does nothing even if pop up hint says to click on it with RMB. My troops inserted into area full of AFVs and tanks without AT, so mission ends rather quickly when you get surrounded by armor.

 

Spoiler

Syrian-Warfare-2021-01-20-20-52-13-099

   Al-Nusra terrorists

 

Syrian-Warfare-2021-01-20-20-52-23-664

   ... working together with ISIS for some reason.

 

Syrian-Warfare-2021-01-20-20-55-06-926

   Not being able to use AT, tried to plant bombs and catch tanks in tight spaces between houses.

 

Syrian-Warfare-2021-01-20-20-55-19-815

   That did nothing to a tank. Great, T-72s now have belly anti-IED/mines add on armor from Merkavas in this game.

 

Syrian-Warfare-2021-01-20-20-57-41-548

 

Syrian-Warfare-2021-01-20-20-57-59-115

   As fast as i can figure out units have 2 HP bars, kind of similar to EndWar. One of them is regenerates, other one is not and represents casualties of the squad.

 

Syrian-Warfare-2021-01-20-20-58-34-818

   BMP and Shilka limits your mobility in this area while tanks actually hunts your forces.

 

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  • 3 weeks later...

   Tried one more time to progress in Syrian warfare, managed to get through tricky part. It appears SSO offiers are capable of calling airstrikes, but this attack is not visible, it is inside of the menu under button that i thought was containing some secondary unit command stuff. After that enemy armor became much less of a problem.

   

Syrian-Warfare-2021-02-09-02-27-18-278

   Soldiers need to actually run down to first floor to exit buildings.

 

Spoiler

Syrian-Warfare-2021-02-09-02-30-26-629

   Smoke deployed, running to next house. Menu on the bottom center shows you ammunition count of selected infantry unit.

 

Syrian-Warfare-2021-02-09-02-31-20-398

   Breaching into enemy controlled area.

 

Syrian-Warfare-2021-02-09-02-32-47-480

   Hand grenades and hand to hand combat is a thing during building assault.

 

Syrian-Warfare-2021-02-09-02-34-31-645

   Airstrikes are pretty cool and destructive, and you have weapon options to choose from.

 

Syrian-Warfare-2021-02-09-02-34-42-357

 

Syrian-Warfare-2021-02-09-02-42-21-574

   2nd stage of the mission - you deploy as SAA, each unit cost points that you get in the begining. 2 technicals, 2 T-72AVs, BTR-80, several assault squads, sniper team, MG team, mortar group and several engineers are main forces, 1 fuel truck and 1 ammo supply truck are also here. Probably should had taken more supply trucks.

 

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   Playing as SAA, moving to Russian SF unit that captured building behind enemy lines (as part of mission to stop chemical attack by militants)

Syrian-Warfare-2021-02-09-02-43-20-827

   Tanks are very capable at taking out anything that is in LOS of their main guns.

 

Spoiler

Syrian-Warfare-2021-02-09-02-43-25-184

   Mortar team is pretty good anti infantry and anti light AFV (stationary) unit

 

Syrian-Warfare-2021-02-09-02-44-47-262

 

Syrian-Warfare-2021-02-09-02-45-46-225

   Second technical. They are quick and use fire and run tactics, doing something that looks like fighter jet gun runs.

 

Syrian-Warfare-2021-02-09-02-46-35-266

   T-72AV stats are on the bottom HUD. 3 types of shells, HE are used vs infantry, HEAT vs light AFVs and infantry in buildings, and APFSDS against heavy armor. Coax MG is also used to attack infantry while main gun is reloading.

 

Syrian-Warfare-2021-02-09-02-48-08-955

   Several assault teams in the single building. You can choose where unit is facing in the building and they will run from one part of house to chosen direction.

 

Syrian-Warfare-2021-02-09-02-48-12-274

   RPOs and AGS, good vs infantry and unarmored vics.

 

Syrian-Warfare-2021-02-09-02-49-12-165

   Tanks are supported by technicals. This one is armed with ZU-23-2 (classics, haha).

 

Syrian-Warfare-2021-02-09-02-50-25-564

   Enemy infantry can by spotted, but from shorter range than technicals, previously destroyed in same spot. Each unit have camo rating depending on type.

 

Syrian-Warfare-2021-02-09-02-50-27-947

   AGS and tank shells finished militants in this house relatively quickly.

 

Syrian-Warfare-2021-02-09-02-50-36-470

   Resuppling technical. It doesn't have much ammunition to spare, so they need to rearmed frequently, especially ZU-carrying vehicles. Also note that in this game there are 2 types of ammo for ZU-23-2 ("BZS", armored piercing-incendiery and "OFS" is HE). Pretty cool, games usually don't bother with that for small caliber autocannons.

 

Syrian-Warfare-2021-02-09-02-51-42-918

 

Syrian-Warfare-2021-02-09-02-51-50-360

 

Syrian-Warfare-2021-02-09-02-51-57-993

 

Syrian-Warfare-2021-02-09-02-54-09-640

   Tank was damaged by enemy AT fire and gunner died. Crew is out, repairing their chariot. 

 

Syrian-Warfare-2021-02-09-02-55-49-985

   After airstrikes building can look like this. Rather surprising amount and level of destructible environment for such low budget game.

 

Spoiler

Syrian-Warfare-2021-02-09-02-58-06-747

 

Syrian-Warfare-2021-02-09-02-59-57-067

 

Syrian-Warfare-2021-02-09-03-01-22-524

   Tanks advanced on bother street around the mosque and reached intersection of roads.

 

Syrian-Warfare-2021-02-09-03-01-40-788

   HMG team is covering our rear.

 

Syrian-Warfare-2021-02-09-03-03-04-192

   Smart pause function is usefull to give orders to several units to be able to several units to perform actions in the same time, like here i moved them and took control over intersection in such way that vehicles on the left were covered by armor on the right.

 

Syrian-Warfare-2021-02-09-03-04-50-279

   Now infantry can cross from mosque to nearby apartment building.

 

Syrian-Warfare-2021-02-09-03-05-37-456

   One of dead terrorists had Metis ATGM launcher, game allows to pick up such weapons.

 

Syrian-Warfare-2021-02-09-03-05-42-465

   It is out of ammo. We can replenish them using resupply truck.

 

Syrian-Warfare-2021-02-09-03-09-07-858

   I like how pieces of damaged building are still on the ground and they don't get deleted quickly after building was damaged. Although destroyed vehicle hulls are deleted from the map after some time.

 

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Syrian-Warfare-2021-02-10-04-25-01-662

   Damaged building. As far as i understood, damaged buildings have less places for infantry to use (when you click on buildings, stat sheet shows max amount of slots).

 

Spoiler

Syrian-Warfare-2021-02-10-04-25-15-416

 

Syrian-Warfare-2021-02-10-04-26-20-221

   Infantry sprint to next building and now going up the stairs to higher levels.

 

Syrian-Warfare-2021-02-10-04-29-44-726

   Enemy technical with KPVT

 

Syrian-Warfare-2021-02-10-04-30-03-209

   Tank made short work of it

 

Syrian-Warfare-2021-02-10-04-30-09-594

   Tank blocking street through which enemy can attack. 

 

Syrian-Warfare-2021-02-10-04-30-49-144

   Second tank on other street, controls street near compound where Russians SF are located. Infantry unit is running to next house in the background.

 

Syrian-Warfare-2021-02-10-04-32-50-902

   Preparing assault team to breach Police station compound.

 

Syrian-Warfare-2021-02-10-04-33-34-505

 

Syrian-Warfare-2021-02-10-04-35-54-119

   Police station secured, waiting for a convoy.

 

Syrian-Warfare-2021-02-10-04-36-08-421

   I lost technical, but crew survived (technical cought fire, people jumped out of it), now i use them to crew this trophy supply truck.

 

Syrian-Warfare-2021-02-10-04-36-15-100

   Convoy arrived to take chemicals and Russian SF.

 

Syrian-Warfare-2021-02-10-04-37-25-690

   VBIED based on Ural truck, uparmored. Enemies are trying to counterattack.

 

Spoiler

Syrian-Warfare-2021-02-10-04-38-53-832

   I established frontline and put units to control pathways, so VBIED was cought before it managed to reach my troops.

 

Syrian-Warfare-2021-02-10-04-38-55-638

   That is one big kaboom.

 

Syrian-Warfare-2021-02-10-04-39-31-542

   T-62M moving towards our forces.

 

Syrian-Warfare-2021-02-10-04-40-11-932

   Enemy Shilka found place to engage houses where my infantry was located.

 

Syrian-Warfare-2021-02-10-04-41-39-938

   Tank will stop this activity.

 

Syrian-Warfare-2021-02-10-04-41-49-224

 

Syrian-Warfare-2021-02-10-04-40-56-908

   Militants occupied a building on the left flank.

 

Syrian-Warfare-2021-02-10-04-42-40-599

   BMP-1s are light skinned, although main gun is not that bad against infantry. Lightly armed infantry units usually don't have weapons to deal with armored vehicles.

 

Syrian-Warfare-2021-02-10-04-42-55-393

   T-72AV cought BMP and finished it with a side armor shot.

 

Syrian-Warfare-2021-02-10-04-43-40-180

   Enemy technical with ATGM.

 

Syrian-Warfare-2021-02-10-04-44-46-676

 

Syrian-Warfare-2021-02-10-04-47-15-624

   Mortar team is usefull for urban combat against stationary enemies.

 

Syrian-Warfare-2021-02-10-04-47-18-445

 

Syrian-Warfare-2021-02-10-04-49-07-245

   My technical armed with AGS is firing at enemies in house.

 

Syrian-Warfare-2021-02-10-04-49-12-016

   Firing in slow bursts, some of rounds still manage to miss target.

 

Syrian-Warfare-2021-02-10-15-59-27-992

   HMG team overwating entrance and backalley.

 

Spoiler

Syrian-Warfare-2021-02-10-16-01-28-952

   Now task is to capture parts of the city. Groups of buildings need to be cleared to capture area.

 

Syrian-Warfare-2021-02-10-16-01-48-554

   AGS gunner on top of the building, sometimes they pick prone position when place allows.

 

Syrian-Warfare-2021-02-10-19-25-55-239

 

Syrian-Warfare-2021-02-10-19-28-52-923

 

Syrian-Warfare-2021-02-10-19-29-09-328

 

Syrian-Warfare-2021-02-10-19-54-57-875

   Finishing enemies in close proximity on northen part of the city.

 

Syrian-Warfare-2021-02-10-19-55-05-313

 

Syrian-Warfare-2021-02-10-19-55-06-938

 

Syrian-Warfare-2021-02-10-19-56-12-623

   ATGM that i picked up.

 

Syrian-Warfare-2021-02-10-19-56-21-214

 

Syrian-Warfare-2021-02-10-20-01-56-201

 

Syrian-Warfare-2021-02-10-19-32-21-553

   No idea how points are given to call in new troops. Games gives hard cap on number of units of each type (upper row), and soft cap in form of a price of units. Stat sheet on the bottom shows camo, view range, speed, passability of terrains, ammo, armor from the front, sides, rear, above (not sure on last one).

 

Syrian-Warfare-2021-02-10-20-08-16-890

   I took T-62M, Gvozdika, technical with 107mm MRLS, and infantry units - sniper, NDF with RPG-7, Lebanon volunteers, SAA assault team, supply truck, SPG team.

 

Spoiler

Syrian-Warfare-2021-02-10-20-10-34-936

   That 107 mm MRLS is pretty serious toy.

 

Syrian-Warfare-2021-02-10-19-38-04-538

 

Syrian-Warfare-2021-02-10-19-38-49-414

 

Syrian-Warfare-2021-02-10-19-39-07-287

 

Syrian-Warfare-2021-02-10-19-39-41-896

 

Syrian-Warfare-2021-02-10-20-11-13-406

 

Syrian-Warfare-2021-02-10-20-11-44-591

   Gvozdika don't fire as often, but range of that thing - half of the map.

 

Syrian-Warfare-2021-02-10-20-12-20-887

   Snipers are in defensive mode, they don't fire at enemies until they are too close. This gives them highest camo rating, allowing them to work as forward artilley observers.

 

Syrian-Warfare-2021-02-10-20-12-44-776

 

Syrian-Warfare-2021-02-10-20-12-51-315

   After softening enemies, moved tank to do some "pocking" with main gun. AT weapons of any sorts are serious problem for this T-62, so using this vehicle in such complex enviroment have number of nuances. I like that. Exposure control, choise of position, range does have effect on survivability of your armor units.

 

Syrian-Warfare-2021-02-10-20-12-58-471

   This thing is fun, but eats plenty of supplies.

 

Syrian-Warfare-2021-02-10-20-13-01-739

 

Syrian-Warfare-2021-02-10-20-14-15-748

 

Syrian-Warfare-2021-02-10-20-14-20-496

 

Syrian-Warfare-2021-02-10-20-14-41-639

 

Syrian-Warfare-2021-02-10-20-14-43-325

   LOS from explosion to units play a role in damage calculation, AFAIK. Thats why infantry in buildings and in cover lives longer under fire.

 

Syrian-Warfare-2021-02-10-20-15-00-403

 

Syrian-Warfare-2021-02-10-20-20-09-990

   My artillery support position - MRLS, SPG, supply trucks and several NDF fighters as security. SPG-9 team is overwatching road.

 

Spoiler

Syrian-Warfare-2021-02-10-20-21-09-489

 

Syrian-Warfare-2021-02-10-20-23-18-603

   Tank is clearing house in the end of this district with cannon and MG fire.

 

Syrian-Warfare-2021-02-10-20-23-21-867

   Took one out with MG burst.

 

Syrian-Warfare-2021-02-10-20-24-14-182

   Bad place, enemy SPG team is between buildings, they missed their shot, and tank missed his. Moving him back from danger area.

 

Syrian-Warfare-2021-02-10-20-24-24-915

   Problem is that this SPG team is under cover from my infantry and snipers, and enemies have lots of guys in big apartment house nearby.

 

Syrian-Warfare-2021-02-10-20-24-30-436

   Tank spotted -artillery delivered.

 

Syrian-Warfare-2021-02-10-20-24-35-836

 

Syrian-Warfare-2021-02-10-20-30-47-247

   Moving assault team and Lebanese volunteers (it wasn't much of a thing IRL, but word "Hezbollah" in unit description tab should say something about that unit).

 

Spoiler

Syrian-Warfare-2021-02-10-20-31-00-306

 

Syrian-Warfare-2021-02-10-20-31-36-713

   Found a building not too far from cleared area with LOS on enemy AT team.

 

Syrian-Warfare-2021-02-10-20-31-46-079

   AGS fire made a short work of Nusra SPG crew.

 

Syrian-Warfare-2021-02-10-20-33-49-843

   Left flang is secured for a tank, so it now can cross openings between houses to finish last enemy on big house further away.

 

Syrian-Warfare-2021-02-10-20-34-03-720

 

Syrian-Warfare-2021-02-10-20-34-05-932

   One shot was enough.

 

Syrian-Warfare-2021-02-10-20-37-02-727

   Now i have bigger breach on southern flank, means i have more space that needs to be controlled, overwatched and utilised for assault on rest of enemy strongholds. Decided to grab one T-72AV from 1st battle group and move to location of 2nd one. Refueling and rearming before moving tank there.

 

Syrian-Warfare-2021-02-10-20-37-55-008

   Funnily enough, game mechanics such as ATGM, armor penetration, resource managment, limited unit count and limited abilities to call reinforcements made me care fore troops under command, thats why i move this tank to new place through backallyes and small rounds where it is coveredby buildings from possible ATGM team or pick up truck with Jihaded rocket launched on top.

 

Syrian-Warfare-2021-02-10-20-38-22-739

 

Syrian-Warfare-2021-02-10-20-45-56-984

 

Syrian-Warfare-2021-02-10-20-46-01-691

   Each tank controls long but narrow-ish volumes inside of that urban area (street road and alley between houses). Infantry nearby works as additional spotters and support. Tanks are placed at some distance away from buildings so missed shots vs tank don't hit house with soldiers inside. Also, LOS and defilate concerns made me put them in those exact places.

 

   Thats it for now. So far very impressed by how deep game goes, when i heard about development, i thought it will be more like old C&C without base building, or Company of Heroes reskin, but this is deeper and kind of more realistic. I like that game doesn't go way to crazy with details either - i don't need to micromanage each soldier's kit and scavenge exact type of ammo this soldiers uses, so gameplay so far is not too much busy work and non-tactical micro, for my taste.

 

   Also like how different gameplay mechanics create interesting situation that i need to solve with some sort of brain work, like that enemy SPG-9 team behind a house overwatching the only small area that i could use to fire at them with a tank, so i couldn't just rush them with biggest unit and solve situation with one click.

 

   Add here module damage, crew being separate unit that can take casualties while still being inside of vehicles based on where penetration happened, vision/spotting system, HP system that have more under it than just damage taken rating, different weapons working differently and not bad visuals /effects/presentation (especially for low budget RTS that greets you with crappy menu from some sort of assetflip scam Steam trash games, lol).

 

   But need to worn you - game is clunky and unpolished in several areas, such as it doesn't explain shit to you, at all, limited menu options, non-obvious controls and few other things here and there around core gameplay that maybe will make learning curve to be harder to get over. I'm 2 hours in and still not sure how exactly HP system works for infantry, how damaged armor plates on vehicle change protection of that vehicle, etc. Hell, i didn't even finished very first mission yet, and it already ask me to capture half of Damascus suburbs, haha.

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  • 2 weeks later...

   And more. This mission already took me like 3 hours and i'm just half there, lol. I am doing minimal casualties run, so plenty of save-loading and retries. Urban combat in this game is interesting and challenging, but not unfair (most of the time, lol). Exposure time managment for vehicles and positioning for infantry vs terrain features/LOS vs weapon they have plays critical role. So far i really like gameplay.

 

Syrian-Warfare-2021-02-16-04-11-12-456

   Tanks are very capable tool, but their use have plenty of nuances. Enemy RPG gunner was killed by infantry, so tank now can safely-ish finish remaining infantry in the building. Tanks are crucial unit for assault on enemies, combination of their protection vs most of weapons and direct firepower are nearly irreplaceable (assault teams can perform some of task that tank can do, but they have limited firing range and ammo capacity of their thermobaric launchers).

 

Spoiler

Syrian-Warfare-2021-02-16-04-12-18-112

   Clearing street from terrorists overwatch MG team.

 

Syrian-Warfare-2021-02-16-04-12-18-652

   1 shot usually is enough for infantry, if it is direct hit or close hit. Tank can miss their target, as game calculates shot dispersion. Stuff between target and firing unit can be hit, if it close enough to LOS. Can lead to friendly casualties, if angle of firing is chosen poorly, or LOS is near friendly positions.

 

Syrian-Warfare-2021-02-16-04-13-54-841

   Assault team, they have 3 RPO thermobaric rocket launchers, very strong weapon but with limited range.

 

Syrian-Warfare-2021-02-16-04-15-39-746

   Enemies are counter attacking.

 

Syrian-Warfare-2021-02-16-04-17-09-956

   Nusra squads are pushing close to my forces positions as part of counterattack. I'm pretty sure some of them have RPG.

 

Spoiler

Syrian-Warfare-2021-02-16-04-17-22-622

   Tank moved few meters back, but still have eyes on street road. Enemies are trying to hide behind building and attack through backalley, where infantry and AGL technical are waiting for them.

 

Syrian-Warfare-2021-02-16-04-17-36-522

 

Syrian-Warfare-2021-02-16-04-17-49-109

   On the left side of the highway that goes through center of the map, second T-72AV cought enemy technical.

 

Syrian-Warfare-2021-02-16-04-18-12-386

   AGL is pretty serious weapon vs groups of infantry, not so good vs single point targets, as combination of not so great accuracy and low splash range of grenades makes it hard for technical gunner to hit specific signe infantry guy.

 

Syrian-Warfare-2021-02-16-04-21-39-485

   Clearing behind buildings. Move technical here with aim to use buildings on the left as cover for it from HMGs/RPGs/ATGMs that enemy may have further away.

 

Syrian-Warfare-2021-02-16-04-23-19-072

   T-72AV from northen section of city crossed highway after dealing with enemy technical and now control street between groups of houses. Here tank cought Nusra AT squad, killing RPG-29 gunner.

 

Syrian-Warfare-2021-02-16-04-24-22-804

   Artillery cleared to fire as well on counter-attacking militants.

 

Syrian-Warfare-2021-02-17-19-08-02-806

 

Syrian-Warfare-2021-02-17-19-19-54-996

   Most southern compound of buildings is full of terrorists. Also, there is a technical that i can use, so clearing this area will be beneficial.

 

Spoiler

Syrian-Warfare-2021-02-17-19-20-15-718

   My T-62M is engaging enemy inside of houses, with aim to soften enemy and make approaches to those structures safer for foot soldiers. I plan to assault it with my infantry.

 

Syrian-Warfare-2021-02-17-19-20-31-957

   Building is getting more and more holes in it, which means enemies inside are more and more vulnerable for bullets

 

Syrian-Warfare-2021-02-17-19-21-46-875

   Keeping tank somewhat away from those houses, as RPG may be used against it.

 

Syrian-Warfare-2021-02-17-19-26-18-861

   Assault squad left apartment building and prepares to attack what is left of enemy controlled groups of small houses.

 

Syrian-Warfare-2021-02-17-19-26-27-972

   Infantry type units have very high camo rating when in buildings and not doing anything, so when my squad is this close to structures and nothing happening doesn't mean it is not occupied.

 

Syrian-Warfare-2021-02-17-19-26-33-141

   Enemy opened fire, ate RPO, lol.

 

Syrian-Warfare-2021-02-17-19-26-40-318

   More bad guys spotted in other building.

 

Syrian-Warfare-2021-02-17-19-26-44-765

   Hand grenades, AGL at close range is serious stuff.

 

Syrian-Warfare-2021-02-17-19-26-55-946

 

Syrian-Warfare-2021-02-17-19-28-45-706

   Crew of a supply truck that run out of ammunition for reloads will crew this technical. It is armed with 82 mm recoiless gun, but have no ammo and fuel.

 

Syrian-Warfare-2021-02-17-19-30-14-265

   Moving logistical truck to refuel my trophy.

 

Syrian-Warfare-2021-02-17-19-31-02-215

   Re-use of vehicles crews is pretty cool, although loosing one in a team creates problem with vehicle efficiency, as you can't attach more people to unit that had casualties.

 

Syrian-Warfare-2021-02-17-19-47-20-556

   I'm taking troops from one part of frontline to move them to southern part of suburb, as it is way more active. I like how infantry is just vaulting over obsticles, devs bothered to make AI capable of going over walls and some other pieces of terrain that in other RTS would force footmobile units to run around it.

 

Spoiler

Syrian-Warfare-2021-02-17-19-47-35-249

   There are no animation of people getting inside of vehicles, but at least doors are opening when they are getting in.

 

Syrian-Warfare-2021-02-17-19-59-46-669

   BTR dropped assault team into a building, but enemy have mortar support here.

 

Syrian-Warfare-2021-02-17-19-59-53-413

   Structure will give plenty of protection for fire while they are moving on stairs to their positions, but when they will get there, they will need to expose themselfs to fire in order to engage enemies. We can't stay for long here.

 

Syrian-Warfare-2021-02-17-20-00-05-013

   Moved tank here to support infantry.

 

Syrian-Warfare-2021-02-17-20-00-28-304

 

Syrian-Warfare-2021-02-17-20-00-31-407

   RPO solved problem of enemy hiding behind most of the building body.

 

Syrian-Warfare-2021-02-17-20-02-50-059

   Tried to peak and spot what Nusra have there, but saw ATGM launch and tank was quickly ordered to get back. Good thing i use those buildings as cover, ATGM slammed into a corner of this apartment house in front of T-62M.

 

Syrian-Warfare-2021-02-17-20-02-56-667

   Mortar team and ATGM operator behind them on second floor of nearest building

 

Syrian-Warfare-2021-02-18-02-01-09-714

   Assaulting further without getting some serious casualties will be very hard. Packing my stuff and getting away. Will try to find another way to advance. 

 

Syrian-Warfare-2021-02-18-02-11-59-717

   Enemies have SPG-9 teams working as overwatch in this part of the town. This makes blunt assault with armor to be problematic.

 

Spoiler

Syrian-Warfare-2021-02-18-02-12-57-270

   Trying to probe enemy defenses around my main group of forces.

 

Syrian-Warfare-2021-02-18-02-15-04-928

   Mortars are helping to kill SPG gunner that was spotted, by terrain in this area doesn't work well for assault, tanks have no space to maneuver against spotted enemies without getting into some weird LOS to other groups of Nusra fighters, while infantry assault will have problems with mortars and snipers.

 

Syrian-Warfare-2021-02-18-02-31-50-657

   I decided to assault from completely different place after looking around the map for better place of attack and more workable terrain around it.

 

Syrian-Warfare-2021-02-18-02-32-12-485

   Heh, i like how infantry doesn't need to run around those small walls.

 

Syrian-Warfare-2021-02-18-02-37-45-765

   NDF RPG team will work together with assault squad, as assault squad doesn't have AT weaponry. Placing these soldiers on left side of the highway to protect left flank. Will try to break into compund on the other side of highway. 

 

Syrian-Warfare-2021-02-18-02-43-32-991

   Starting my attack on enemies located near highway, i want to open it for AFVs to move around, should allow me some space to chose further attack paths on remaining territory under terrorists control. T-72AV drove through a wall in this specific place because houses on the left and right will protect sides, while enemies will have only front of it visible. It also limits exposure to other possible enemy AT teams. 

 

Spoiler

Syrian-Warfare-2021-02-18-02-43-58-758

   Waiting for a moment to push second T-72AV ("Mountain-2") into action. First 72 is working on occupied building in the middle of this compound.

 

Syrian-Warfare-2021-02-18-02-44-52-391

 

Syrian-Warfare-2021-02-18-02-45-01-683

   At least 2 are dead that i see, probably more are inside.

 

Syrian-Warfare-2021-02-18-02-45-12-973

   One of RPGs, that was launched from assaulted buildings, flew quite far and hit empty supply truck, lol. Crew was in the house nearby, so i didn't lost much.

 

Syrian-Warfare-2021-02-18-02-45-31-004

   Enemies are still there, moving second tank to position to shell this house, but in such way that it is not exposed to other possible enemy locations.

 

Syrian-Warfare-2021-02-18-02-45-43-747

   Building shows no activity, moving tank to next position.

 

Syrian-Warfare-2021-02-18-02-47-31-500

   More enemies spotted.

 

Syrian-Warfare-2021-02-18-02-49-04-706

   Changing position one more time. I was expacting bad guys in different building, need to adjust position to get better LOS.

 

Syrian-Warfare-2021-02-18-02-50-08-363

 

Syrian-Warfare-2021-02-18-02-50-36-234

   Meanwhile, a mortar team with their technical-APC and AGL technical are moved closer to support tanks and cover some of areas that they can't.

 

Syrian-Warfare-2021-02-18-02-53-12-374

   Loaded infantry into BTR, will drop them in buildings near tanks to help to secure district. Closest buildings are clear of enemies, but enemy RPG teams are moving to buildings deeper in compund, need more forces to manage area.

 

Spoiler

Syrian-Warfare-2021-02-18-02-53-32-673

   Mortars are helping with exposed enemies.

 

Syrian-Warfare-2021-02-18-02-53-57-382

   AGL also added some firepower to finish Nusra terrorists team quicker.

 

Syrian-Warfare-2021-02-18-02-54-43-205

   Sniper team in "quite" mode entering first building in this compound to recon area (they have better view range compared to other infantry units).

 

Syrian-Warfare-2021-02-18-02-56-42-399

   In the same time i decided to try to suppress terrorist's mortars.

 

Syrian-Warfare-2021-02-18-02-56-48-820

 

Syrian-Warfare-2021-02-18-02-57-58-684

   Sniper team was spotted, RPG hit house, but team was deeper in the building, no casualties. At least they did their recon job and found more bad guys :D

 

Syrian-Warfare-2021-02-18-02-58-10-884

   This guy is fucked.

 

Syrian-Warfare-2021-02-18-03-05-48-153

 

Syrian-Warfare-2021-02-18-03-06-00-083

 

Syrian-Warfare-2021-02-18-20-08-12-150

   This mission already took like 2 hours and i'm not even halfway, lol. Leaving more action for next part of "Loooser capturing entire Damascus suburbs in a week of real life time".

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Syrian-Warfare-2021-02-18-20-09-32-849

   Loading infantry into BMPs to move them to proper positions. Vehicles have separate amount of ammo just for dismounts, which makes vehicle work as reload vics for infantry.

 

Spoiler

Syrian-Warfare-2021-02-18-20-09-36-553

 

Syrian-Warfare-2021-02-18-20-12-12-099

 

Syrian-Warfare-2021-02-18-20-14-02-627

   Lebanese fighters out, i will fill this place with infantry to control area.

 

Syrian-Warfare-2021-02-18-20-14-26-514

 

Syrian-Warfare-2021-02-18-20-16-03-892

   Spotted enemies down 2 streets that are connecting near area that i captured.

 

Syrian-Warfare-2021-02-18-20-18-06-260

   Pushed T-72AV and BMP-1 to take under control streets near captured hgihrise buildings.

 

Syrian-Warfare-2021-02-18-20-18-51-667

   BMP-2 move in, another T-72AV and uparmored BTR-80 are on overwatch of the highway.

 

Syrian-Warfare-2021-02-18-20-19-36-225

   Cursor points at PG-29 rocket grenade from RPG-29. Rocket missed BMP and flew quite a distance.

 

Syrian-Warfare-2021-02-18-20-19-39-597

   Hit the ground, finally.

 

Syrian-Warfare-2021-02-18-20-20-12-963

   Sporadic infantry contacts in streets around captured compound, some of which are RPG gunners. Thats why infantry goes first in this situation - it can spot enemies and deal with them without risking as much as vehicles. After area will be cleared enough, i will get AFVs here.

 

Spoiler

Syrian-Warfare-2021-02-18-20-20-15-526

 

Syrian-Warfare-2021-02-18-20-20-28-666

   Continue to deliver troops into this group of buildings. Once needed amount of squads are deployed here, i can push south.

 

Syrian-Warfare-2021-02-18-20-22-29-343

   Place where 2 streets merge is pretty good to place an overwatch point - 2 AFVs, SPG-9 AT team, sniper pair for support.

 

Syrian-Warfare-2021-02-18-20-22-44-983

   Tank controls street that is connected to unreconed section of town, while BMP overwatches semi-clear street.

 

Syrian-Warfare-2021-02-18-20-23-20-221

   Model quality is from 1999, heh. I saw such models in SWAT 3.

 

Syrian-Warfare-2021-02-18-20-23-48-852

   Sniper pair team, one is armed with 12.7, another with 7.62x54.

 

Syrian-Warfare-2021-02-18-20-24-24-644

   Nusra team was cought during their dash to next position.

 

Syrian-Warfare-2021-02-18-20-24-47-433

 

Syrian-Warfare-2021-02-18-20-24-55-634

   BMP-2 pretty quickly killed 2 enemies, but RPG gunner is still alive, lucky bastard.

 

Syrian-Warfare-2021-02-18-20-24-57-713

   BMP-2 was lucky, it hit building next to it.

 

Syrian-Warfare-2021-02-18-20-25-54-737

   Pushing closer to barricade on the highway, tank spotted enemies in the buildng that overlooked roads intersection.

 

Spoiler

Syrian-Warfare-2021-02-18-20-26-05-019

   More enemy RPG gunners are discovered by infantry.

 

Syrian-Warfare-2021-02-18-20-38-30-087

   T-72AV hit by RPG-7 rocket, survive without problems.

 

Syrian-Warfare-2021-02-18-20-39-13-677

   HE shell hit dumbsters next to occuipied house and destroyed a wall around trash container, so next round should connect.

 

Syrian-Warfare-2021-02-18-20-39-41-032

   In the same time roads intersection house gets plenty of HE grenades from technical with AGS.

 

Syrian-Warfare-2021-02-18-20-39-43-162

 

Syrian-Warfare-2021-02-18-20-43-26-168

    T-72AV continues to work on enemies that were spotted by infantry.

 

Syrian-Warfare-2021-02-18-20-52-24-514

 

Syrian-Warfare-2021-02-19-03-32-35-582

   Intersection becomes less dangerous place.

 

Syrian-Warfare-2021-02-19-03-35-51-237

   Mortars are also helping with those 2 big apartment houses. Area under mine control increases in size, should be soon enough to deploy main body of troops here and smash southern compound with mortars and ATGMs.

 

Syrian-Warfare-2021-02-19-03-36-59-962

   Intersection of roads on N-E side of assaulted compound is under control, and now highway section and nearby roads are under overwatch of tanks, technicals and BTR-80.

 

Spoiler

Syrian-Warfare-2021-02-19-03-37-09-627

   As Eastern and Western flanks are now secured, i started to move infantry to south in attempt to get right next to mortar team range limit. 

 

Syrian-Warfare-2021-02-19-03-38-49-727

   More militants are discovered in buildings, BMP-2 is working on this small group.

 

Syrian-Warfare-2021-02-19-03-39-01-170

 

Syrian-Warfare-2021-02-19-03-39-08-233

 

Syrian-Warfare-2021-02-19-03-40-55-072

   2 infantry squads are not covering T-72AV, while it is working on rats in highrises

 

Syrian-Warfare-2021-02-19-03-41-56-355

   Another terrorist squad cought while moving behind barricades, 2S1 Gvozdika SPGs are shelling them.

 

Syrian-Warfare-2021-02-19-03-42-02-568

 

Syrian-Warfare-2021-02-19-03-42-17-829

   Looks like bad guys decided to do another counterattack! Enemy T-72A is moving from southern compund in direction of sreet on Western side of recently captured groups of buildings.

 

Spoiler

Syrian-Warfare-2021-02-19-03-43-39-790

   I ordered BMP-1 to move out of LOS of assaulting tank, APFSDS round hit house in front of it just second after it got out of its sight, lol.

 

Syrian-Warfare-2021-02-19-03-44-31-639

   Here is example why positioning and proper force composition matters in this game, T-72A pushed down the open street, survived SPG-9 shot and fired another APFSDS on Gvozdikas i parked too close to frontline. 1 shot, 2 vehicles knocked out, both crews have casualties. Of course i reloaded after that, learning my mistake.

 

Syrian-Warfare-2021-02-19-03-49-20-602

   T-72AV was diverted from another street to a street that BMP-1 controled. I specifically placed it in a way that enemy will get ambushed. Furst shot knocked out enemy weapon controls/weapons.

 

Syrian-Warfare-2021-02-19-03-49-32-929

   Crew member of hostile tank was killed after 2nd shot.

   

Syrian-Warfare-2021-02-19-03-50-06-218

   3 shot - fire, remaining crew members are bailing out.

 

Syrian-Warfare-2021-02-19-03-51-33-547

   T-72AV was moved back to it's original position, where it was hit by another RPG-7, hitting left side of the turret. Vehicle is Ok, but enemies are pushing us with infantry, tank was supposed to go with them.

 

Syrian-Warfare-2021-02-19-03-55-52-709

   More militants infantry squads are assaulting, but they are not going to capture anything, i have enough forces in defense.

 

Syrian-Warfare-2021-02-19-03-56-19-037

   Tank is shifting around between buildings to find good LOS on bad guys and deliver HE shells.

 

Syrian-Warfare-2021-02-19-03-57-05-960

 

Syrian-Warfare-2021-02-19-04-00-32-448

   I tried to take out last remaining crew member of T-72A that is hiding under his knocked out T-72A, rockets didn't manage to get him, heh.

 

Syrian-Warfare-2021-02-19-04-13-48-440

   Meanwhile, i am working on increaing clear zone around my Eastern flank, to give another space for troops to push south, as it looks more and more as major source of trouble.

 

Syrian-Warfare-2021-02-19-04-14-42-789

   BMP-2 deploying Lebanese fighters (aka Hezbollah)  to buildings on Eastern flank. Looking at the map, there is a field at S-E direction from here, i think it could be not bad separation between enemy controlled Eastern side of suburbs and current are of my operation.

 

Spoiler

Syrian-Warfare-2021-02-19-04-14-54-336

 

Syrian-Warfare-2021-02-19-04-15-49-180

   Enemy mortars are firing from trenches

 

Syrian-Warfare-2021-02-19-04-16-28-737

   Trying to take them out with my own artillery.

 

Syrian-Warfare-2021-02-19-04-17-43-755

   Infantry movements is no-go during mortar barrage, so vehicles are called in to take care of enemies.

 

Syrian-Warfare-2021-02-19-04-17-51-967

 

Syrian-Warfare-2021-02-19-04-17-54-161

   Lebanese fighters have diverse weaponry, one of which is an RPG.

  

Syrian-Warfare-2021-02-19-04-18-46-584

 

Syrian-Warfare-2021-02-19-04-18-51-438

   Even close impacts from 82 mm mortars are not a problem for tanks.

 

Syrian-Warfare-2021-02-19-04-19-19-169

 

Syrian-Warfare-2021-02-19-04-20-09-276

   Under fire from 2 tanks and BMP-2, hard to gouge them out.

 

Syrian-Warfare-2021-02-19-04-20-16-491

 

Syrian-Warfare-2021-02-19-04-20-27-645

 

Syrian-Warfare-2021-02-19-04-22-02-541

   Clearing reamining part of this trech, with artillery support.

 

Syrian-Warfare-2021-02-19-04-22-14-028

 

Syrian-Warfare-2021-02-19-04-22-18-301

   Finally. That trech ate plenty of our ammo supply.

 

Syrian-Warfare-2021-02-19-04-22-54-192

  Spotted enemy technical on the flank

 

Syrian-Warfare-2021-02-19-04-23-57-259

   Finished in few seconds.

 

Syrian-Warfare-2021-02-20-02-32-59-633

   Not bad formation to use in this game. Tanks have wide angles avaliable, while BMP-2 is still able to support them against infantry to the front, while tanks are more likely to be shot at. 

 

Spoiler

Syrian-Warfare-2021-02-20-02-33-47-128

   Another counter-attack, and again from Southern direction.

 

Syrian-Warfare-2021-02-19-04-25-04-109

   Sniper with 12.7 rifle can go through front of this technical and damage parts, in this case - engine.

 

Syrian-Warfare-2021-02-19-04-25-40-418

   BMP-1 shot, it missed.

 

Syrian-Warfare-2021-02-19-04-26-20-262

   Ordered to technical with recoiless rifle to fire at technical, but enemy drove behind obsticle and my unit decided to charge...

 

Syrian-Warfare-2021-02-19-04-26-24-772

   Managed to get them back before they lost their vehicle. My other technical with AGS is covering their dash back to defensive position.

 

Syrian-Warfare-2021-02-19-04-28-34-650

   More troops arrived to Eastern flank near highway to lock this place down and clear out enemies.

 

Syrian-Warfare-2021-02-19-04-29-26-452

   I see you, RPG-29 gunner.

 

Syrian-Warfare-2021-02-19-04-30-02-383

   More enemies are pouring from south through streets, AFVs are called for support.

 

Syrian-Warfare-2021-02-19-04-31-39-650

 

Syrian-Warfare-2021-02-19-04-31-47-772

   Enemy RPG gunner missed, BMP managed to get into "shadow" of a building. T-72AV in the background is shelling house deeper into compound with militants team in it.

 

Syrian-Warfare-2021-02-19-04-32-07-604

   Enemies are supported by another T-72A. Terrorists are being shelled by mortars, SPGs and infantry in houses.

 

Syrian-Warfare-2021-02-19-04-32-37-855

   Parking BMP-1 in cover until T-72A is dealt with. As a preparation i had an assault team with trophy Metis ATGM moved here beforehand, so they should be he shortly taking care of T-72A.

 

Syrian-Warfare-2021-02-19-04-32-52-164

 

Syrian-Warfare-2021-02-19-04-33-26-377

 

Syrian-Warfare-2021-02-20-02-30-28-397

   Even in Northen section of city Nusra techy appeared.

 

Syrian-Warfare-2021-02-20-02-33-24-916

   T-62M missed, luck bastart. Next shot shoild get this Jihayota.

 

Syrian-Warfare-2021-02-20-02-31-02-796

   Gvozdika is shelling infantry spotted in northen sector

 

Syrian-Warfare-2021-02-20-02-31-05-940

 

Syrian-Warfare-2021-02-20-02-32-50-134

   Sniper relocation is pretty slow from this building, they were on the roof.

 

Syrian-Warfare-2021-02-20-02-33-31-632

 

Syrian-Warfare-2021-02-20-02-35-39-720

   BMP-1 finished enemy techy on the south. Man, without smart pause function, i would not be able to give orders fast enough to deal with attack from 3 ways.

 

Syrian-Warfare-2021-02-20-02-36-52-328

   Chemical attacks in operation area are on news, Anwar!

 

Spoiler

Syrian-Warfare-2021-02-20-02-36-56-979

   Still plenty of footmobiles here to deal with.

  

Syrian-Warfare-2021-02-20-02-37-06-360

 

Syrian-Warfare-2021-02-20-02-37-59-471

 

Syrian-Warfare-2021-02-20-02-38-27-013

   T-62M finished spotted bad guys in this house at the small park.

 

Syrian-Warfare-2021-02-20-02-39-18-937

   More jihadists are rushing towards my forces, from south.

 

Syrian-Warfare-2021-02-20-02-39-50-084

   Mortars team and 2 SPGs are working on this huge amount of meat thrown at my troops.

 

Syrian-Warfare-2021-02-20-02-40-23-992

 

Syrian-Warfare-2021-02-20-02-41-08-361

   AGS technical is saturating street on the right, T-72AV is moving here to support.

 

Syrian-Warfare-2021-02-20-02-41-46-444

 

Syrian-Warfare-2021-02-20-02-43-26-829

 

Syrian-Warfare-2021-02-20-02-43-36-007

   Most of enemies here are finally dead.

 

Syrian-Warfare-2021-02-20-02-46-45-767

   Most Western street under my control - some enemies are also pushing here.

 

Syrian-Warfare-2021-02-20-02-47-03-436

   A lot of militants were spotted in a house o northen side of the street, NDF RPG team now deals with them using their HE rockets for RPG-7s.

 

Spoiler

Syrian-Warfare-2021-02-20-02-47-16-717

 

Syrian-Warfare-2021-02-20-02-47-17-662

 

Syrian-Warfare-2021-02-20-02-49-22-134

   More enemies found in buildings around highway.

 

Syrian-Warfare-2021-02-20-02-49-39-108

   Moved infantry units back a bit, T-72AV managed to take out enemy technical that was spotted few moments ago.

 

Syrian-Warfare-2021-02-20-02-51-41-197

   At the same time 1 squad of Lebanese fighters that i left for security on most Western street, on the edge of operation area, is now under serious pressure from 3 Nusra teams. I deployed smoke to decrease accuracy of incoming fire.

 

Syrian-Warfare-2021-02-20-02-51-48-859

   Because of chemical attack, a group of international investogators was called in, i need to escort their convoy to place of chemical attack and transfer them to terrorists, lol.

 

Syrian-Warfare-2021-02-20-02-52-04-435

   I am maneuvering infantry team inside of the house to limit damage taken from fire, they managed to take out one of enemy attackers, but several are left alive.

 

Syrian-Warfare-2021-02-20-02-53-14-570

   BTR-80 came here to finish of enemy attackers. Meanwhile, inspector bothers me whith his speeches about guaranteed safety from Wahid (one of main characters in Syrian Warfare story, terrorist leader). 

   This attack pretty much failed, and now i have almost all troops located in needed place to defend against southern attacks.

 

Syrian-Warfare-2021-02-20-02-53-32-417

   As part of my plan i took almost half of highway under control, and lucky for me next objective - to escort convoy - was easily done. Here is moment of crossing inspectors car from our side to militant side. Guess what happens next?

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   Part whatever of my takeover of Damascus suburbs.

Syrian-Warfare-2021-02-20-02-53-40-742

   Militants attacked inspectors, destroying their car. Inspectors jumped out of this car and found cover in house nearby. A SSO officer is covering them.

 

Spoiler

Syrian-Warfare-2021-02-20-02-56-29-712

   Luckily my forces were nearby, 72AV and BMP-2 are already on site.

 

Syrian-Warfare-2021-02-20-02-57-13-507

   Area is controlled by enemy with RPG-29.

 

Syrian-Warfare-2021-02-20-02-57-22-674

   Preparing to load survivors into BMP

 

Syrian-Warfare-2021-02-20-02-58-29-426

 

Syrian-Warfare-2021-02-20-02-58-53-022

   Nusra BMP-1s attack. 30 mm can penetrate them, but damage to vehicle isn't that great. so Konkurs ATGM was cleared for launch.

 

Syrian-Warfare-2021-02-20-02-58-56-255

 

Syrian-Warfare-2021-02-23-02-36-04-336

   2nd BMP is supported by Nusra fighters

 

Syrian-Warfare-2021-02-23-02-36-07-046

   And this BMP is done.

 

Syrian-Warfare-2021-02-23-02-37-17-067

   Enemies continue their attack, now with technicals.

 

Spoiler

Syrian-Warfare-2021-02-23-02-37-45-203

   Terrorists are running to us, but their are going to get into sights of a tank and an IFV.

 

Syrian-Warfare-2021-02-23-02-38-16-111

   Technicals is trying to flank us, but 2 BTR-80s are here, and their 14.5mm HMGs.

 

Syrian-Warfare-2021-02-23-02-38-26-115

   HMGs and RPGs quickly tear appart this armored techy.

 

Syrian-Warfare-2021-02-23-02-38-54-514

   Smoke screen is deployed, survivors are movign to BMP.

 

Syrian-Warfare-2021-02-23-02-38-57-961

   Area is now well covered, so i feel safe to move BMP-2 out of safe place, surrounded by big buildings.

 

Syrian-Warfare-2021-02-23-02-40-50-594

   More technicals are moving in from north.

 

Syrian-Warfare-2021-02-23-02-41-30-967

   Tank is covering BMP exit. 

 

Syrian-Warfare-2021-02-23-02-46-10-104

   Additional forces were called in. 2 technicals (AGS and ZU-23-2), BMP-1, sniper team, SPG-9 crew, AFV crew (for T-72A that we knocked out).

 

Spoiler

Syrian-Warfare-2021-02-23-02-47-28-874

   Infantry in building on the left is supporting technical, that just got lucky and was not hit by 125 HE shell.

 

Syrian-Warfare-2021-02-23-02-47-36-595

   SSO aircontroller allow you to call in airstrikes.

 

Syrian-Warfare-2021-02-23-02-48-12-845

 

Syrian-Warfare-2021-02-23-02-48-42-381

   Nusra sniper tried to sneak to a building near my troops, got sniped by team on left side of the pic, lol.

 

Syrian-Warfare-2021-02-23-02-49-00-908

   Don't know if wrecks count as physical objects for projectiles, but i suspect that yes, that why parked T-72AV behind it.

 

Syrian-Warfare-2021-02-23-02-49-31-858

 

Syrian-Warfare-2021-02-23-02-49-33-800

   Tank was moved forward to intercept enemy jihad-car.

 

Syrian-Warfare-2021-02-23-02-50-39-531

   Vehicles are moving out with loaded infantry, while BMP-2 arrived with inspectors to transfer them to safe space outside of operation zone.

 

Syrian-Warfare-2021-02-23-02-51-05-286

   Now crew are fixing damage to my BMP-2

 

Syrian-Warfare-2021-02-23-02-52-45-547

   Russian paratroopers and marines were part of convoy of insectors. Usefull units, paratroopers have RPG-29 with both AT and HE rockets avaliable. 

 

Syrian-Warfare-2021-02-23-02-59-58-856

   Called even more troops... this is getting not that easy to manage (ammo, fuel, positioning, etc). 2 T-72As, more technicals, assault teams and very basic NDF infantry squad. 

 

Spoiler

Syrian-Warfare-2021-02-23-03-07-16-078

   Moving vehicles to different positions.

 

Syrian-Warfare-2021-02-23-03-09-04-283

   Meanwhile, enemies tried to VBIEDs SAA troops, good thing i had overwatch on highway.

 

Syrian-Warfare-2021-02-25-17-51-24-556

 

Syrian-Warfare-2021-02-25-17-58-51-173

   Now i'm preparing to attack southern stronghold of Nusra.

 

Scheme

   Southern stronghold is now under pressure from my L-shaped frontline. I have options to strike directly or flanking push from Western side of this L-shaped frontline.

 

Syrian-Warfare-2021-02-25-17-59-21-178

   Drivers from supply truck that run out of resources now are going to grab this transport truck, it will work as infantry resupply point.

 

Syrian-Warfare-2021-02-25-18-01-54-222

   Decided to push from Western flank, 2 BTR-80s will be loaded with infantry and they will push to city block under enemy control close enough to southern stronghold in order for SSO FAC to use airstrikes. This assault formation will have 2 BTR-80s, 1 BMP-2, assault team, Lebanese volunteers and SSO FAC.

 

Syrian-Warfare-2021-02-25-18-03-59-223

   Flanking attack starts, BTR-80s are rushing to positions behind buildings, shielded from possible ATGM launches from Nusra stronghold.

 

Spoiler

Syrian-Warfare-2021-02-25-18-04-04-518

   BTR-80s deployed smokescreen, infantry rushes to buildings.

 

Syrian-Warfare-2021-02-25-18-04-56-843

   Enemy mortars started their shelling of my infantry.

 

Syrian-Warfare-2021-02-25-18-05-18-712

   Assault team is maneuvering to buildings on the edge of this compound, as they are not under fire.

 

Syrian-Warfare-2021-02-25-18-06-02-007

   An attempt to shut up Nusra mortars.

 

Syrian-Warfare-2021-02-25-18-06-08-579

 

Syrian-Warfare-2021-02-25-18-07-00-172

   Called in AT missile strike, i want to destroy mortars but not fuck up supply truck nearby, as i am out of supply vehicles. This is actually quite important, as i don't have any more supply trucks avaliable in force and in reinforcements.

 

Syrian-Warfare-2021-02-25-18-07-07-228

   Missed, AT missile is not so good vs infantry.

 

Syrian-Warfare-2021-02-25-18-07-17-602

   Grach with rocket pods it is, assholes.

 

Syrian-Warfare-2021-02-25-18-07-49-148

   Trying to use rocket runs in such way to avoid truck being totally destroyed.

 

Syrian-Warfare-2021-02-25-18-09-53-963

   Flanking assault groups is advancing, moving vehicles closer.

 

Syrian-Warfare-2021-02-25-18-10-04-051

 

Syrian-Warfare-2021-02-25-18-10-11-954

   One of mortars got remaned, hit some random civilian car.

 

Syrian-Warfare-2021-02-25-18-15-24-818

   3rd rocket run on enemy mortars location.

 

Syrian-Warfare-2021-02-25-18-15-25-534

   Su-25 shadow over carnage, heh.

 

Syrian-Warfare-2021-02-25-18-16-27-320

   Now both mortars are down, probably bunch of akbars as well.

 

Syrian-Warfare-2021-02-25-18-19-26-687

   Infantry now can safely move to enemy stronghold after mortar were finally smacked down.

 

Spoiler

Syrian-Warfare-2021-02-25-18-20-31-873

   Plenty of enemies are still alive in this stronghold after 4 airstrikes. There is also a VBIED behind. Probably more enemies are there that are not spotted.

 

Syrian-Warfare-2021-02-25-18-21-42-367

   Tanks are also converging on that southern position of Nusra. 

 

Syrian-Warfare-2021-02-25-18-21-56-208

   And now i'm pushing infantry to south across whole frontline to cut down safe spaces for enemies to move around.

 

Syrian-Warfare-2021-02-25-18-22-10-249

   Technical with BTR turret and KPVT on it.

 

Syrian-Warfare-2021-02-25-18-22-14-021

   KPVT is pretty serious problem for infantry.

 

Syrian-Warfare-2021-02-25-18-34-30-933

  ... But i have a tank to solve that problem.

 

Syrian-Warfare-2021-02-25-18-39-52-314

 

Syrian-Warfare-2021-02-25-18-28-26-865

   VBIEDs is active, moving to us.

 

Syrian-Warfare-2021-02-25-18-42-55-525

   BTR-80s are shielded by building, if it will get too close to infantry, they can hit it with 14,5, or T-72A will add 125 mm HE.

 

Syrian-Warfare-2021-02-25-18-43-24-871

   No one was killed, as infantry were deep inside of buildings internal volume.

 

Syrian-Warfare-2021-02-25-18-43-59-260

   More bad guys spotted on eastern side of Nusra stronghold

 

Syrian-Warfare-2021-02-25-18-44-31-158

   Russian Marines are also getting to fight.

 

Syrian-Warfare-2021-02-25-18-45-35-708

   My tank crew (cost 400 points) is now repairing T-72A, soon i will have additional tank in my forces (which is like ~1800 points).

 

Spoiler

Syrian-Warfare-2021-02-25-18-46-09-387

   Now tanks are rolling in to wipe out remanining terrorists troops.

 

Syrian-Warfare-2021-02-25-18-46-11-251

 

Syrian-Warfare-2021-02-25-18-48-06-977

 

Syrian-Warfare-2021-02-25-18-48-32-239

   Marines have 12.7 mm sniper rifle armed soldier in squad, he took out militant on the roof.

 

Syrian-Warfare-2021-02-25-18-50-22-142

   T-72A is repaired and ready for fight.

 

Syrian-Warfare-2021-02-25-18-51-24-995

   Preparing assault formation.

 

Syrian-Warfare-2021-02-25-18-52-03-988

   BTR-80 using superior range of HMG to take our RPG gunner 

 

Syrian-Warfare-2021-02-25-18-52-05-893

 

Syrian-Warfare-2021-02-25-18-53-28-852

   Filled area with infantry.

 

Syrian-Warfare-2021-02-25-18-54-15-289

   A lot of armor is deployed in this operation at this point. Here is assault formation vs remaining forces of terrorists in southern stronghold.

 

Spoiler

Syrian-Warfare-2021-02-25-18-56-33-644

   Starting my attack - assault team secure a building and nearby intersection so vehicles can role in without being RPG'ed.

 

Syrian-Warfare-2021-02-25-18-56-39-168

 

Syrian-Warfare-2021-02-25-18-57-19-353

   Tanks rolled out to secure roads, giving safe place for APCs and IFV to deploy troops.

 

Syrian-Warfare-2021-02-25-18-57-56-603

   2nd assault squad and Lebanese volunteer unit are rushing to buildings nearby.

 

Syrian-Warfare-2021-02-25-18-58-45-967

   Pushing tanks further.

 

Syrian-Warfare-2021-02-25-19-20-36-701

 

Syrian-Warfare-2021-02-25-19-21-14-747

   Sporadic contacts in buildings.

 

Syrian-Warfare-2021-02-25-19-21-33-397

   More troops are coming in.

 

Syrian-Warfare-2021-02-25-19-23-44-492

 

Syrian-Warfare-2021-02-25-19-24-12-721

   A lot of vehicles and infantry here...

 

Spoiler

Syrian-Warfare-2021-02-25-19-27-39-500

   Huh, ghaneema. Reparing Ural in supply vehicle config. Area is captured buildings were cleared out. Now we can restock, refuel and reload ammunition on this fleet of AFVs.

 

Syrian-Warfare-2021-02-25-19-28-30-869

   Fuel truck and supply truck now start their tour around SAA controlled territory.

 

Syrian-Warfare-2021-02-25-19-33-20-797

 

Syrian-Warfare-2021-02-25-19-35-17-353

 

Syrian-Warfare-2021-02-25-19-38-16-380

   Waiting for next phase. Enemy still have more than 50% of territory under control. I managed to break stronghold that was giving problems, now i need to decide to where go next.

 

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  • 2 weeks later...

   Some of Syrian Warfare featues.

 

   Vehicle damage system in this RTS have 4 layers - armor rating, armor parts damage, internal compartment damage and vehicle parts/crew damage subsystems.

 

   Armor rating:

941172185-preview-Gun-truck-AG-350

   Not my screenshot, but it shows in the middle part a table of threats that armor is rated for. As you see, it have 3 levels of protection - it will stop ammo shown in green boxes, yellow will have a chance to go through and cause some damage, red will definetly punch through.

 

Here are BMP-1 and T-72AV protection rating, for example:

Spoiler

941172185-preview-BMP-1-600

 

941172185-preview-T-72-AV-2500

 

   Armor durability:

Armor-system-layer-2-and-3

   Armor of vehicles is divided in several parts on hull and on turrets. For hull - frontal, 3 sections of each side, rear and top. Turret is pretty much same, although i thing there are less sections for turret sides. Each plate can receive damage and if it drops below yellow, chances of penetrating it with weapons in "yellow" part of armor rating will have higher chances of penetration, AFAIK. Black armor plate will offer minimum level of protection, if i got it right.

 

   Compartment damage:

Armor-system-layer-2-and-3-add 

   After penetration of armor plates, projectile or warhead can damage internal section of the vehicle. If compartment receive damage there is a chance of internal fire and other negative effects. Black means this piece of vehicle is non-functioning. 

   For example, "red" damage level of infantry compartment of BMP-1 will cause infantry to bail out of the vehicle. "Black" chassis compartment will mean total mobility kill of the vehicle.

BMP-hit-dismounts

 

   Here is fire mechanics:

Spoiler

Module-damage-1

   Vehicle received some HE damage from AGS, even if weapons section of this ATGM technical is in yellow, but fire already started. Fire caused crew to start to bail out.

 

Module-damage-2

   Futher damage caused by fire - gun in non-operational and crew member died. Later this vehicle exploded.

 

   Another example

Module-damage-3

   Here is another example - chassis of this Ural is non-functioning, from artillery HE shells explosions. Right door of driver cabin is black from sniper fire, that killed driver.

 

Module-damage-4

   After few shots cabin catches fire and remaining crewmember jumps out.

 

Module-damage-5

   Fire quickly dies out.

 

Module-damage-6

   And here is a supply truck that i can trophy, but to do this i need to repair it as it can't move. Also, right side of this track received plenty of damage, which means that incoming small arms fire will have high chance of penetration and damage potential.

 

Module-damage-7

   Not sure what black driver compartment negative effect is on a tank, as you can still drive it.

   It is also interesting that infantry soldiers with certain weapons can target individual parts of some of vehicles, like snipers that were shooting at drivers cabin of the truck, while AGS gunner would just fire burst of grenades in direction of the vehicle.

 

   Last layer is parts damage. 

 

   Each section of the vehicle have certain parts inside of it and projectile will have a chance to hit them. I think game calculate trajectories vs location of certain objects, so just damage to compartment doesn't mean automatic damage to certain vehicle part. Crew members can be killed by penetrating hit, some crew members can be killed without need to penetrate armor (gunners in open turrets can be taken out by snipers), as well as vehicle parts like tank cannons from HE hits.

   For example here RPG hit at the side armor plate of the BMP caused death of one of infantry soldiers inside of it, even if vehicle is still as combat capable as before hit.

BMP-hit-dismounts

 

 

   Infantry mechanics are also quite deep for an RTS put together by 10 guys on a budget of 2 bottles of beer and probably few snacks.

   First of all, all buildings that i saw so far have interiors modelled.

Interiors-1

   Infantry when entering buildings, doesn't just teleport to windows, they need to run up the stairs and take positions (you choose facing of squad if needed). Incoming fire in order to kill infantry, need to either hit soldiers inside directly, or by spash damage in case of HE. Spash damage doesn't go through walls if HE shell doesn't destroy that wall. Which mean that AGS, Hand grenades and other type of HE projectiles need to actually fly into a buildng, into a room where soldier is located. 

 

   Buildings also take damage and walls of those structures can be destroyed. AFAIK destruction is procedural for most of building pieces, not pre-made.

Building-damage-5

   Here are 2 same copy-pasted houses next to each other, right one was hit by airstrike. Right one will offer much worse cover from bullets, snipers and infantry-carried HE weaponry. from angle of camera. Also note that one bad guy is still alive, in part of building that wasn't ruined.

 

Spoiler

Building-damage-1

   Here is example of building destruction and game calculating actual hits vs individual humans. 2 structures with enemies inside of both.

 

Building-damage-2

   Firefight took some time until RPG gunner started to send HE in enemy direction. This rocket punched through wall on second floor, killing enemy near it, and "opening" second one for fire by rest of squad.

 

Building-damage-3

   Hole in the wall is visible.

 

Building-damage-4

   Enemy finally was killed.

 

   Infantry squads also occupy buildings in a way that make sense. Obviously, they use pre-designated firing positions, placed by devs, but AI is still involved - spreading forces to cover designated direction, and AI also prioritise placing main weapons of squad on top levels.

Building-occupation-1

 

Spoiler

Building-occupation-2

   Soldiers use ladders and stairs to climb on top.

 

Building-occupation-3

   Note that RPG gunners are on the roof with chest-high walls covering them.

 

Building-occupation-4

   Air controlled is watching back entrance, while main squad is spread to cover 2 directions. MG gunner is again placed on roof with some cover.

 

 

   AI tendency to place "main calibers" of the squad on very top of buildings create interesting situation, when capturing big buildings will result in slower deployment of most powerfull weapons of that squad, but rooftops above other buildings offer better LOS and range to actually use those.

Spoiler

Main-weapons-4

 

Main-weapons-5

   Each infantry have their own main gun. Sniper pairs - 12.7, assault team - RPO grenadiers or AGS gunners.

 

Main-weapons-6

   Lebanese volunteers have MG gunner and RPG grenadiers as their main arguments.

 

Main-weapons-7

   If roof have no cover, soldiers may go prone, but still use roofs to be able to use weapon.

 

Main-weapons-8

   12.7 mm sniper rifle, AGS and assault team member with Metis ATGM in the background, serious firepower to deal with different types of enemies.

 

Main-weapons-1

   AGS gunner and a guy with RPO are on top. It is funny to see how much individual rifles suck ass in terms of combat against enemies in cover. They are just security for those 2 guys.

 

Main-weapons-2

   

Main-weapons-3

   Without RPO a firefight would take like 10 minutes of real time and draw a lot of resourses. So having good firing position for source of most of "stored damage" of a squad is important, and AI for the most part handle this well.

 

   Infantry can find some cover not only inside of structures, but outside as well. There is a button in control panel that orders soldiers to find cover. Not as seamless as for example in Company of Heroes or developed as in Behind Enemy Lines, but still gets job done for the most part.

Cover-system-5

 

Spoiler

Cover-system-2

 

Cover-system-3

   Decided to test feature in area without much of objects avaliable for cover. Soldiers tried to stick to walls or few objects they found nearby.

 

Cover-system-6

   You can change formations, one of which spreads guys in the squad far away from each other, for situation of HE shells landing nearby. Sometimes you need to pack them tight because of angles and find cover, which i tested here.

 

Cover-system-7

   If soldiers can't find cover they go prone. Although in tis case i think they went prone because cover was so low. At least it will explain why most of VDV guys took positions at the rails of a crane.

 

Infantry-prone-1

   Also, after taking cover they stay in this mode, crawling around, kek. That offer some of highest camo ratings, even if unit is moving.

 

Infantry-prone-2

   After taking a contact in front of them.

 

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   Oh forgot few things.

   Vehicle speed depends on terrain and type of suspension (wheeled death traps or tracked chads). Add here fuel consumption mechanics, which adds to decision making and force composition that you bring in.

Spoiler

Speed-on-terrain-1

 

Speed-on-terrain-2

 

Syrian-Warfare-2021-03-10-13-57-49-506

   Some of objects on the maps have surprisingly detailed damage model, like thos containers that can have walls sections blown of, but part of roof surviving. Didn't tried to hide infantry inside, but even visually was surprising to see.

 

   Infantry can vault over small fences and climb over walls. Kind of important for urban combat where cheeky RPG gunner can ruin your no casualties playthrough, so you always think about angles and not exposing troops when they are on the move and outside of cover.

Vaulting-1

 

Spoiler

Vaulting-2

   Sneaking to this structure that will give hard cover, without exposing soldiers to possible enemy position in buildings to the right (partially outside of pic).

 

Vaulting-3

   Jumping to trenches.

 

Vaulting-4

   Street on the left is under ATGM aim, i was afraid bringing vehicles here until house on the corner is cleared and area around is under control. Ability of infantry to climb over walls allow to sneak VDV team into this building and secure some space for vehicles to advances.

 

ATGM-model

   Cost cutting measures are surprisingly rare to spot, and you need to actually look for them. Here is one of them - most of rockets and ATGMs so far that i saw use same model.

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