Integrated Warfare: Pushback (Caucasus) - Dynamic 1-3 Player Coop multi-module

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Integrated Warfare: Pushback (Caucasus) - Dynamic 1-3 Player Coop multi-module

Hochgeladen von - CFrag
Datum - 18.09.2022 09:26:38
IW:P is a single/multi-player dynamic mission where you must fly multiple plane *types* in support of an AI-controlled ground attack that tries to capture a string of strategic locations. Ground forces deploy and spawn dynamically, based on rules that are influenced by the current tactical situation. A successful 2-player mission usually requires that at least one (usually more) of the players fly two or more different airframes (rotor- and/or fixed-wing) before the mission is a success.

Main Features:
- Dynamic theater (AI-spawned and controlled ground offensive)
- Fixed and Rotor Wing
- Limited number of pilots (lose all, lose the mission), automatic CSAR to rescue downed pilots and replenish pilot pool
- Troop transport (JTAC for auto-lasing, Assault to capture/hold locations)
- Multiple planes per player during same play-through, all planes start hot
- Single and Multiplayer (1-3, CoOp)
- Supports saving and later continuing mission (de-sanitize DCS required)

Duration:
A fast 2 player (win) takes some 120 minutes. Average play-through (win) is about 150 minutes with 2 players. Unchecked, RED AI overruns BLUE in some 80 minutes.

Requirements:
- Caucasus Map (free with DCS)
- At least two of the recommended modules (see below)
- Number of recommended players: 1-3.
- You currently play as BLUEFORCE only. A single-player win is just barely possible, provided that you can fly the required modules (a troop helicopter, a fighter and ground attack plane) well enough, and that you can devise a strategy that responds best to the tactical challenge. Winning the scenario alone with Pilot Pool Limit turned on is near impossible. Four players can win the scenario comfortably in 90 minutes.  

A new approach to flying missions:
This is the first in my 'Integrated Warfare' approach to missions (more exist, even more may appear: IW Persia, IW Cyprus, IW Katch'n'Keep). It works markedly different fr om many 'classic' missions you may have flown previously: your role isn't that of one individual - in IW you represent multiple pilots flying multiple aircraft, and you are expected to switch airframes while the scenario is running. What drives the mission and decides the outcome depends as much on which and when you choose an aircraft, as it depends on how well you can fly that aircraft - with the caveat that both must be good in order to win.

To manage complexity, this scenario emphasizes accessibility/playability over adherence to real-world mission profiles: the active area is tiny, bordering on claustrophobic.

Key to winning this scenario is to respond to the tactical situation and choose the right airframe at the right time to support the ground push wh ere and when it matters.

Modules STRONGLY RECOMMENDED that you know how to fly  
In order to have a realistic chance of winning this scenario, your group members should have access to at least *one* module named in *each* of the following categories:

Huey, Hip or Hind for troop transport (optional)
F5E, F-15, FA-18 or F-16 for CAP
FA-18 or F-16 (or Ka-50 if you are good) for SEAD
A-10A or A-10C II, Su-25, Su-25T, AV-8B, F5E, Ka-50, AH-64, SA-342 or Hind for CAS


A minimal good aircraft team mix consists of:
Huey, A-10 (any), F/A-18 (as long as all types are covered between the players)

Absolute minimum (very difficult):
A-10 (any), F-16 OR FA-18

You *can* win this mission without a Troop Helicopter, but you lose the ability to quickly take named locations, deploy lasing troops nor will you be able to recover ejected pilots to replenish your ranks.


HOW TO PLAY:
On the map, marked out on the F-10 Map view, there are eight (8) Named Locations: Millstone, The Bend, Old Depot, Straight & Narrows, Wolf Crossing, Highroad, Bride's Bridge and Greenfield. In order to win, BLUEFORCE must capture all locations. At the beginning of the scenario, Blue and Red each occupy one Named Location, the one closest to their respective airfield/FARP.


Tactical Overview
The F10 map always shows the current tactical situation. Strategic (Named) locations are shown and are colored by their owner. You can enable names to better familiarize yourself with the locations.

Fog of War is in effect, so enemy units appear only when they are visible to friendly units.

Your Task:
You are tasked with supporting the AI-led ground offensive to capture all eight named locations (you do not have to capture Krymsk to win). You are the only blue aircraft in the arena, so choose wisely which air frame to occupy at which time. You are expected to change airframes multiple times, and in accordance with the situation and airframe change rules (see 'Changing Airframes' in the section about limited amount of pilots, below). You can start by trying to rapidly expand operation by using helicopters to airlift troops to unoccupied zones - but beware of enemy aircraft. You can start with asserting air superiority with your fighters - but may then lose the ground war while doing so. Note that during the last stage, transporting troops can become a convenient (and risky) way to more quickly win the scenario.

Capturing Named Locations
To capture a named location, your troops must be the only coalition troops inside the circle marked on the map (note: for clearer visual identification, each named location has a neutral armed watchtower placed in the middle). Only ground forces can capture a location. Airlifted infantry *can* capture named locations and they do not have to remain on-location until they are relieved by other troops. Just remember that it only takes one second for an un-defended location to be captured by the opposition should they be able to place a single ground unit inside the circle.

Production of ground troops
Captured locations automatically start production of ground troops. This is fully automated and does not require any player interaction. Once captured, locations produce units. Once defenders have been produced, production is switched over to attackers. Be advised that not all locations always produce the same units (configurable in ME), and that Red and Blue produce different units.


Production Notes:
When a location's defensive units are destroyed, that location switches to repair mode, and produce new defensive units until it's back at full defensive capability. Keep this in mind when planning your attack and while softening up a location: defensive units will always re-deploy before attacking units are produced, creating a break in the stream of attacking units heading your way.

Airlifting Troops (Infantry)
Airlifted troops can be used to capture Named Locations, and some can lase targets. The Hip, Huey and Hind can pick up, transport and place infantry anywhere on the map. For this, use Communication -> "F-10 Other..." -> "Airlift Troops" (only available in helicopters that can transport troops).

At blue's FARP the AI produces teams of ground troops: "Marines" (a four-member rifle squad with laser target designator), and "Assault" (a six-member mixed rifle, machine gun, RPG team and Stinger team). These troops can be picked up and then deployed anywhere. After you pick up a team fr om your FARP, the AI produces a new one (with different production times fr om Marines and Assault). After you deploy a team fr om your helicopter, it can be picked up again by any troop-transport capable helicopter that lands close enough.

Assault / Marines (Lasing)
Assault troops automatically seek out and attack enemy troops that get in range; their best use, however, is to capture and guard the access to Named Locations. Marines do not move except to defend, and are permanently on the look-out for enemy ground vehicles to laser-designate. Line-of-sight is required for lasing, so place them on a hilltop for maximum effect. They'll report when they designate targets, and you can request a report any time from Communication -> "F-10 Other..." -> "JTAC Lasing Report", which (for simplicity) will give you the position of all currently deployed JTAC designator teams, as well as your range and bearing to their lased targets (i.e. they vector you to their lased target).

All laser designators currently use 1688 as code; all lasing is automated. For simplicity, IW: Caucasus does not follow the JTAC nine-line protocol; the AI simply lazes targets that it wants pilots to destroy, and your laser munitions simply pick up the designator.

Once deployed, any infantry group can be picked up again by landing close to it.

Losing Pilots, Changing Airframes & CSAR
Optional (default: ON) rules are in effect to strengthen the importance of helicopters: Pilot Pool and automatic CSAR (Combat Search And Rescue). There is a lim it on the number of pilots your side can lose (NOTE: does not apply to REDFORCE/AI). This lim it is currently set at 6 (six). If your side loses all their pilots, you lose the engagement.

Losing a Pilot
You lose a pilot whenever one of the following happens:

- player is killed
- player crashes their aircraft and die inside it
- player ejects (this pilot can be rescued, see below)
- player ditches their aircraft (i.e. switch to another plane) while not landed on your own airfield, FARP or carrier (this pilot can be rescued, see below)

Changing Airframes without Pilot Loss
You WON'T lose a pilot when you switch your airplane/helicopter while landed on your airfield, FARP or carrier.

IMPORTANT:
'Any landing you can walk away fr om is a good landing' applies while landed on your airfield, FARP or carrier, the condition ("health") of that plane is irrelevant, as long as you (the pilot) are alive, and you are still inside the cockpit. So even if all that remains of your plane is twisted smoking wreckage, you can change into a brand-spanking new one without losing a pilot. If you, on the other hand, eject during landing or take-off, that pilot is lost (but can be rescued with a CSAR, see below).

CSAR Missions: Rescuing Pilots
Whenever you eject from or ditch your plane, a CSAR (Combat Search And Rescue) mission is created for that pilot, somewhere close to the place wh ere you ejected or ditched. A player can then fly a troop transport helicopter (Huey, Hind or Hip) and try to rescue up the downed pilot. They then bring the rescued crew back to a friendly drop-off zone (airfield, carrier, or FARP). Note that not all ejections are safe:

- ejecting over water will usually kill the pilot quickly [currently: immediately]
- pilots may touch down in difficult terrain and require a hover rescue (much more difficult than a landing)

To rescue a downed pilot, use their ELT signal to home in on their location. The CSAR Report, available under Communication --> F10-Other..., lists all currently downed pilots and the frequencies of their ELT.
Once you are close enough to the downed pilot, land and you automatically pick up the pilot. If you can't land due to inaccessible terrain, hover directly over the evacuee, and your crew will attempt a winch rescue. This requires that you hover in range for approximately 20 seconds. You'll see a count-down come up. Once it reaches zero, the evacuee is safely hooked and is winced aboard.

Once the downed pilot is securely on board, return and land the helicopter on your Carrier, Airfield or FARP. As soon as you land, you will be credited with the number of pilots you rescued (i.e. they will be added to your pool of available pilots)

Note that CSAR Missions are dangerous due to their potentially high reward, and the helicopter skills required. Weigh the pros and cons carefully before embarking on one. Be advised that  

- Pilots can (and usually will) be killed if they are spotted by enemy troops.

It is possible (and risky) to pick up multiple pilots on a single flight. Remember that each evacuee adds to internal weight, so be sure to watch your weight and balance.

To maximize survivability for your pilots, make sure you start your CSAR soon.

Additional Notes
If you are shot down during CSAR and survive the landing (or ditch your helicopter) while carrying rescued crew, any rescued personnel plus your helicopter pilot will again be available as new CSAR missions.

What happens when I run out of pilots?
From the scenario's perspective, you have lost, and a message to that effect will appear to everyone. You can continue playing, and every time you enter a new plane, you will get an unmistakable notice that the scenario thinks you are cheating. But that's all, so you can continue to practice.

Enabling / Disabling Pilot Pool Lim it
Pilot limits is a difficulty setting. Default is ENABLED. You can enable / disable it any time using the "F10 Other" menu. Whenever you change that setting, all players receive an explicit notice to the new status. Re-enabling it will not reset your side's pilot count, but simply continue from the point when you disabled it
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  • Sprache: Englisch
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