Black Ops in Chernarus: Chernarus Defense Forces Special Operations
SPECOP2305-3-3
An army special forces team, assigned to Chernarus Coastal Operations Group, is tasked with identifying a separatist commander near the village of Zabolotye in far northern Chernarus.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Chernarus 2020
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
10
views
Eliminating a Tank in Yashkul: Chernarus Defense Forces Offensive Combat Operations in NW Chernarus
OP2405-3-1
Elements of 3rd Battalion, Chernarus 3rd Tank Separate Brigade move to attack and elimionate an enemy T-55 which has penetrated the defensive cordon in Yashkul in Northwestern Chernarus.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Northwestern Chernarus
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
5
views
Agent Recovery Mission: Chernarus defense Forces Black Ops
SPECOP2405-5-5
A special operations team, assigned to the strategic formation Chernarus Coastal Operations Group, is dispatched to the village of Polesovo with instructions to recover a pair of agents, an agent and a minder, who were trapped in the village and in danger of discovery.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Chernarus 2020
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
5
views
Initial Ground Assault on Yashkul: Chernarus Defense Forces Mobile Combat Operations in NW Chernarus
OP2405-3-1
Commander stops his initial penetration\ in the defenses of the village of Yashkul, when he observes an blinded folded female running south.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Northwestern Chernarus
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
7
views
Clearing Kvilda: Chernarus Defense Forces Offensive Combat Operations in Sumava
OP2404-26-7
1st Bn, Chernarus 9th Separate Light Rifle Brigade completes it sweep of the village Kvilda in Sumava.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Sumava
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
14
views
Attack on Kvilda: Chernarus Defense Forces Offensive Combat Operations in Sumava
OP2404-26-6
Parts of 1st Bn, Chernarus 9th Separate Light Rifle Brigade launches a ground assault into the village of Kvilda, after it was reportedly taken over by separatists.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Sumava
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
7
views
Retreat From Chervonopopovka: Chernarus defense Forces Offensive Combat Operations in North Zagoria
OP2404-26-1
OP2404-26-1
Task force formed from units of 5th Bn (BTR), Chernarus 10th Separate Tank Brigade pulls back after clearing the village of Chervonopopovka in North Zagoria.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: North Zagoria
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subje...
http://chernarusiannarcowars.blogspot...
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspo...
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
******^^^******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
12
views
Assault on Chervonopopovka: Chernarus Defense Forces Offensive Combat Operations in North Zagoria
OP2404-26-1
Task force formed from units of 5th Bn (BTR), Chernarus 10th Separate Tank Brigade launches a ground assault into the village of Chervonopopovka in north Zagoria.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: North Zagoria
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
13
views
OP2404-19-7 After Action Report
OP2404-19-7 After Action report (Written by Google Gemini)
After Action Report (AAR)
Operation: Crimson Griffin
Unit: Reinforced Parachute Rifle Platoon, 48th Separate Air Assault Regiment (Chernarus)
Location: Larche Village, Malden Island
1. Situation
a. Enemy Forces:
Composition: Russian Naval Infantry Special Forces, Wagner Group Operators, Local Levies.
Disposition: Fortified positions within Larche Village, supported by armored vehicles (tanks and technicals) and anti-air assets.
Strength: Unidentified, estimated larger than attacking force.
b. Friendly Forces:
Composition: Reinforced Parachute Rifle Platoon (2nd, 3rd, and 4th Squads) with attached Command Squad.
Disposition: Initial attack from southeast to northwest. 2nd & 3rd Squads on primary axis, 4th Squad delayed.
Strength: Approximately 40 personnel (pre-mission).
c. Terrain: Larche Village, rural surroundings.
2. Mission
Conduct an air assault landing on Malden Island and seize control of Larche Village.
3. Execution
Platoon conducted a 50-minute overland march before deploying for the attack.
Initial assault involved a pincer movement with 2nd and 3rd Squads attacking along the main road (southeast to northwest), while Command Squad probed from the southeast towards enemy anti-air battery.
4th Squad fell behind during the march and was to enter the village from the southwest later.
RPG gunners within 2nd and 3rd Squads engaged the enemy anti-air battery. Simultaneously, two Hellenic Air Force A-7 fighter-bombers struck the battery, destroying it.
The initial assault encountered heavy resistance. Both 2nd and 3rd Squads suffered significant casualties (50% for 2nd Squad).
Enemy launched counter-attacks utilizing infantry (including special forces and Wagner Group operators), local levies, and armored vehicles (tanks and technicals). This resulted in the death of the Task Force commander.
With heavy casualties and a failed penetration of the enemy defensive lines, the new Task Force commander (acting Squad Leader) ordered a retreat.
4. Results
a. Friendly Casualties:
2nd Squad: Wiped Out
3rd Squad: 6 KIA
Command Squad: 6 KIA
4th Squad: 50% casualties
b. Enemy Casualties:
4 Technicals destroyed
3 Anti-air vehicles destroyed
Enemy personnel losses unquantified, but estimated to be significant.
c. Mission Outcome: Failed. Objective of seizing Larche Village not achieved.
5. Lessons Learned
a. Underestimation of Enemy Strength: The initial assault plan did not adequately account for the size and composition of the enemy force. Future operations require thorough intelligence gathering and a more cautious approach against well-defended positions.
Squad Coordination: The delay of 4th Squad impacted the overall effectiveness of the attack. Improved communication and contingency plans are needed to ensure cohesive unit maneuvers.
Naval Fire Support: The effectiveness of Hellenic Air Force support highlights the need for dedicated close air support or naval artillery fire during future airborne operations in Malden.
6. Recommendations
a. Restructure Airborne Operations: Due to heavy losses, future airborne operations into Malden require restructuring.
b. Naval Gunfire Support: Task Force commanders in Malden air assault operations should receive training on utilizing naval artillery support employed by Chernarus naval infantry units.
c. Reinforcements and Reassessment: A second airborne operation is planned for late May. However, the size and composition of the force need to be reassessed based on the encountered enemy strength and the significant casualties sustained in this operation.
This is based on the Arma 3 wargame. The voice is AI generated and represents no individual, living or dead. The text of the transcript, while AI generated, is based on data provided by the channel author.
41
views
Parachute Assault in Malden: Chernarus Defense Forces Airborne Combat Operations in Malden
OP2404-19-7
Chernarus 48th Separate Parachute Regiment lands a task fore with orders to attack and clear the village of Larche in Malden.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Malden 2035
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
8
views
OP2404-19-3 After Action Report
OP2404-19-3 After Action report (Written by Google Gemini)
After Action Report (AAR)
Operation: Mikhailovka Defense
Unit: Task Force (TF) - 4th Battalion, Chernarus 10th Separate Tank Brigade
1. Situation
a. Enemy Forces: Separatist forces, including Wagner Group operators, Russian militia, and Spanish militia, were preparing to attack the village of Mikhailovka. They possessed heavy armor (T-55), BMP APCs, BRDM scout cars, Mi-8 gunship, and technicals.
b. Friendly Forces: Newly assembled task force consisting of:
* 3 BTR rifle squads
* 2 T-72 tanks
* 2 T-34 tanks (reinforcements)
* 2 desant infantry squads (reinforcements)
c. Terrain: Mikhailovka, a village with limited cover outside of buildings.
d. Weather: Not specified in report.
2. Mission
Halt the enemy advance and defend the village of Mikhailovka.
3. Execution
a. Upon receiving intelligence of the impending attack, a task force was quickly assembled and ordered to Mikhailovka.
b. The tactical plan called for:
* Three BTR rifle squads to dismount and deploy in a line facing north inside the village.
* Two T-72 tanks to position themselves on the eastern and western flanks.
c. Enemy forces initiated attacks primarily from the northwest.
d. Command Squad and 3rd Squad engaged Wagner Group, Russian militia, and Spanish militia.
e. Separatists attempted to breach the defenses with armor and a gunship, but were repelled.
f. Reinforcements consisting of two T-34 tanks and desant infantry arrived and played a crucial role in plugging gaps in the defense, particularly along the northeast, north, and northwest axes.
g. Upon receiving withdrawal orders, the task force disengaged and retreated in good order.
4. Sustained Casualties
Friendly:
Personnel: 20 (1 killed, 19 wounded)
Vehicles: 1 BTR (3rd Squad)
Other: 1 BRDM (Scout 2) - crew wounded, vehicle non-mission capable
Enemy (field count):
Personnel: Not available in this report.
Vehicles:
4 technicals
2 BMP APCs
2 BRDM scout cars
1 Mi-8 gunship
1 T-55 tank
5. Lessons Learned
Rapidly assembled task forces can be effective in responding to immediate threats.
Dismounted infantry supported by armor provides a strong defensive position.
The quick arrival of reinforcements was critical in repelling enemy attacks.
Maintaining a strong defensive line with overlapping fields of fire is essential.
6. Recommendations
Continue to emphasize rapid response capabilities for emerging threats.
Further refine inter-unit coordination for smoother integration of reinforcements.
Explore improved methods for casualty evacuation, particularly for dismounted troops engaged in urban combat.
7. Conclusion
The defense of Mikhailovka was a success. The task force halted the enemy advance and inflicted significant damage on the separatist forces. The rapid assembly of the task force, strong defensive tactics, and timely arrival of reinforcements were key factors in the operation's success. While losses were sustained, they were moderate compared to the enemy's. Friendly forces are now in a better position to defend against future attacks.
8. Additional Information
Battalion intelligence assesses that separatist forces are unlikely to launch new operations for at least a week.
Increased enemy activity reported in northwest Chernarus according to 3rd Tank Brigade.
This is based on the Arma 3 wargame. The voice is AI generated and represents no individual, living or dead. The text of the transcript, while AI generated, is based on data provided by the channel author.
11
views
Flying into a Crossfire: Chernarus Defense Forces Defensive Combat Operations in North Zagoria
OP2404-19-3
Elements of 4th Bn (BTR), Chernarus 10th Separate Tank Brigade defends against nan attack by a Wagner Group operated gunship.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Werferlingen
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
10
views
Tank Hunting in Mikhailovka: Chernarus Defense Forces Defensive Combat Operations in North Zagoria
OP2404-19-3
4th Bn, (BTR), Chernarus 10th Separate Tank Brigade goes to take out an enemy T-55 tank.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Werferlingen
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
19
views
Clearing Troops in Maksniemi: Chernarus Naval Forces Amphibious Combat Operations
OP2404-19-2
An amphibious naval infantry task forces attacks separatist troop concentrations in northwestern Maksniemi.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Maksniemi
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
14
views
OP2404-19-1 After Action Report
OP2404-19-1 After Action report (Written by Google Gemini)
After Action Report (AAR)
Mission: Reinforce and defend village of Priutnoye against separatist attack.
Unit: Task Force - 1st Battalion, Chernarus 10th Separate Tank Brigade
Date: OP2404-19-1
Friendly Forces:
Command Squad
2nd Squad (dismounted infantry)
3rd Squad (dismounted infantry)
Tank 1 (T-72)
Tank 2 (T-72)
Scout 2 BRDM (reconnaissance)
Air Support: 2x SU-25 Ground Attack Aircraft
Enemy Forces: (Estimated)
Wagner Group Operators (Infantry)
Russian Militia (Infantry)
Medium Tracked Vehicles (BMPs)
Tanks (T-55)
BRDM Scout Cars
Technical Vehicle
Drone
Summary of Events:
Planning Phase: While planning operations, battalion received intel of a separatist attack on Priutnoye. A task force was formed and dispatched.
Initial Advance: Scout 2 BRDM reported no enemy presence in Priutnoye. However, enemy forces were already established within the village.
Engagement: 1.5km from the objective, 2nd and 3rd Squads dismounted. Tanks 1 and 2 led the advance. Command Squad reached the village south of the main crossroads.
Heavy Contact: Command Squad faced a combined force of enemy infantry, Wagner Group operators, and armored vehicles. Air support engaged enemy positions.
Command Squad Losses: During enemy attack runs, one SU-25 strike resulted in the death of the task force commander and another soldier, forcing Command Squad to withdraw.
Urban Clearing: 3rd Squad pushed through the western edge of the village, clearing enemy infantry and vehicles. 2nd Squad remained static 700m south.
Heavy Fighting: Despite assistance from 3rd Squad, Command Squad suffered heavy casualties while repelling enemy infantry and vehicle assaults.
Tank Loss: Enemy tank attack destroyed Tank 1 and inflicted further casualties on Command Squad.
Change of Command: Due to casualties, command of the task force transitioned to 2nd Squad.
Strategic Withdrawal: New commander ordered withdrawal from Priutnoye to Novoselovka Pervaya. Remaining forces retreated in good order.
Friendly Losses:
Personnel: 13 (5 - Command Squad, 8 - 3rd Squad)
Vehicles:
2x BTR APCs
1x T-72 Tank
1x BRDM Scout Car
1x T-72 Tank (abandoned)
Enemy Losses (Estimated):
Personnel: Unknown
Vehicles:
2x BMP APCs
2x T-55 Tanks
2x BRDM Scout Cars
1x Technical Vehicle
1x Drone
Observations:
Intelligence Failure: Initial intel on enemy presence in Priutnoye was inaccurate.
Aggressive Maneuver: The original task force commander's approach to Priutnoye may have been overly aggressive, contributing to heavy casualties.
Disorganized Response: 2nd Squad's refusal to advance hampered overall effectiveness.
Lack of Reinforcements: Battalion's refusal to send reinforcements significantly hindered the task force's ability to achieve the objective.
Recommendations:
Improve communication and intelligence gathering between scouting elements and command staff.
Emphasize measured tactics and prioritize force preservation.
Ensure clear lines of communication and establish protocols for requesting reinforcements.
Conduct a thorough investigation into the battalion's decision not to reinforce the task force.
Additional Notes:
A new operation to retake Priutnoye is planned within the next 48 hours. Lessons learned from this engagement should be incorporated into future planning and execution.
This is based on the Arma 3 wargame. The voice is AI generated and represents no individual, living or dead. The text of the transcript, while AI generated, is based on data provided by the channel author.
15
views
A Case of Friendly Fire: Chernarus Defense Forces Defensive Combat Operations in North Zagoria
OP2402-19-1
A task force from 4th Bn (BTR), Chernarus 10th Separate Tank brigade launches an initial assault into the village of Priutnoye in North Zagoria.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: North Zagoria
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
8
views
Retreating from Priutnoye: Chernarus Defense Forces Defensive Combat Operations in North Zagoria
OP2404-19-1
4th Bn (BTR), 10th Separate Tank Brigade, under increasing enemy pressure and suffering from mounting losses retreats south from Priutnoye.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: North Zagoria
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
10
views
Surprise Attack! Chernarus Defense Forces Defensive Combat Operations in North Zagoria
OP2404-19-1
A task force formed from elements of 4th Bn(BTR), Chernarus 10th Separate Tank brigade surprises an enemy scout car.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: North Zagoria
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
18
views
OP2404-12-6 After Action Report
OP2404-12-6 After Action report (Written by Google Gemini)
After Action Report (AAR)
Operation: Gieraltow Liberation
Unit: 2nd Battalion, Chernarus 24th Separate Light Mountain Rifle Brigade
Date: OP2404-12-6
1. Situation
Friendly Forces:
Task Force consisting of:
3 Light Rifle Squads (strength unknown)
2 T-72 Tanks
1 BRDM Scout Car
Enemy Forces:
Russian Militia and Local Levies (strength unknown)
Mortar Battery (size and composition unknown)
2 Civilian Criminal Command Operatives (armed)
Technicals (number observed: 4)
2. Mission
Attack and clear the village of Gieraltow.
Eliminate two civilian criminal command operatives.
Seize intelligence documents and cell phones from the operatives.
3. Execution
Task force conducted an unhindered approach march.
Three rifle squads launched a broad-front attack from southwest to northeast.
Two tanks and BRDM attacked along the eastern road.
High urgency due to enemy mortar presence.
Command Squad encountered enemy forces (Russian militia and local levies) near objective.
Original commander killed during engagement with operatives.
Second in command assumed command.
Female minder (armed, carrying documents and cell phone) eliminated.
Remaining task force continued clearing village.
Tanks neutralized mortar battery.
Withdrawal order issued due to enemy pressure.
2nd and 3rd Squads heavily engaged during withdrawal, suffered heavy casualties.
Command Squad covered retreat until forced to withdraw.
Task force regrouped and withdrew in good order with remaining vehicles.
4. Sustained Casualties
Friendly:
Command Squad: 3 (including commander)
2nd Squad: Wiped Out
3rd Squad: 5
Enemy:
Field count: 4 technicals destroyed
5. Analysis
Successes:
Village of Gieraltow cleared.
Enemy mortar threat neutralized.
High-value target (female minder) eliminated.
Intelligence documents and cell phone seized.
Battalion operations achieved objective of diverting enemy forces.
Failures:
High friendly casualties (cause to be investigated).
Difficulty disengaging from enemy contact during withdrawal.
Loss of 2nd Squad.
6. Recommendations
Conduct a thorough investigation into the cause of high casualties, particularly in 2nd and 3rd Squads.
Review and revise disengagement procedures to minimize losses during withdrawal under pressure.
Increase emphasis on small unit tactics training, focusing on coordination and communication.
Improve intelligence gathering to better estimate enemy strength and disposition.
Consider incorporating smoke or other obscurants to facilitate disengagement during future operations.
7. Lessons Learned
The importance of effective leadership during a change of command in the midst of combat.
The vulnerability of light infantry when dismounted and heavily engaged in built-up areas.
The necessity of maintaining situational awareness to avoid surprise attacks.
8. Conclusion
Operation Gieraltow achieved its primary objectives of clearing the village and neutralizing the mortar threat. However, the high cost in friendly casualties requires further investigation and action to improve future performance. The intelligence gathered from the eliminated operative and the diversionary effect on enemy forces will benefit future operations.
This is based on the Arma 3 wargame. The voice is AI generated and represents no individual, living or dead. The text of the transcript, while AI generated, is based on data provided by the channel author.
16
views
Ground Assault into Gieraltow: Chernarus Defense Forces Offensive Combat Operations in Livonia
OP2404-12-6
An element of 2nd Bn, Chernarus 24th Separate Light Mountain Rifle Brigade launches an attack on the village of Gieraltow in Livonia, after receiving reports it had been taken over by separatist forces.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Livonia
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
14
views
OP2404-12-3 After Action Report
OP2404-12-3 After Action report (Written by Google Gemini)
After Action Report (AAR)
Operation: Hedgehog (OP2404-12-3) - Defense of Rozhovo (No Name Village)
Unit: 1st Battalion, 3rd Separate Tank Brigade
1. Situation
a. Enemy Forces: Separatist forces, including Wagner Group operators and Russian militia, were assessed to be advancing towards Rozhovo (No Name Village). Battalion intelligence identified Rozhovo as the most likely target for the next attack.
b. Friendly Forces: A reinforced task force, comprised of elements from 1st Battalion, 3rd Separate Tank Brigade, was established following Operation Spear (OP2404-12-1) in Korsac.
2. Mission
Defend Rozhovo (No Name Village) against a potential separatist attack.
3. Execution
a. Upon arrival in Rozhovo, the task force established a defensive line running east to west, utilizing available terrain features. The defensive positions consisted of:
Tank 2 and Scout Car 1 BRDM (eastern flank)
2nd Squad
Command Squad
Tank 1 and Scout Car 2 BRDM (western flank)
b. Initial enemy attacks came from the north and northeast, consisting primarily of Wagner Group and Russian militia infantry supported by heavy weapons fire. Both enemy infantry attacks were repelled with significant casualties inflicted.
c. Following the initial infantry assault, the enemy employed a significant number of armored vehicles and aerial assets against the defensive line. Notably, the enemy did not attempt any further direct infantry assaults.
d. During the battle, the task force commander identified two enemy rifle squads that had infiltrated the southern flank and established a blocking position, effectively cutting off the task force from friendly lines.
e. A reinforcing BTR rifle squad was dispatched to clear the blocking position but sustained casualties under heavy enemy fire.
f. As battalion withdrawal orders were received, the task force commander continued efforts to clear the blocking position.
4. Results
a. Friendly Casualties:
Command Squad: 3 KIA
2nd Squad: 5 KIA (including BMP crew)
Reinforcing Rifle Squad 1: 3 KIA
Vehicle Losses: 2x T-72 Tanks, 1x BTR APC, 1x BMP APC
b. Enemy Casualties (estimated field count):
5x BMP IFVs
3x Mi-8 Hip Gunships
2x Technical Vehicles
2x T-55 Tanks
2x BRDM Scout Cars
1x T-34 Tank
1x Drone
c. The enemy failed to capture Rozhovo. Battalion staff assessed that the enemy sustained significant losses and may be unable to conduct further operations in the near future.
5. Recommendations
a. Improve reconnaissance and security patrols to prevent enemy infiltration behind friendly lines.
b. Re-evaluate defensive perimeter security measures to address vulnerabilities in the southern flank.
c. Conduct a thorough after-action review to analyze the effectiveness of defensive tactics against combined arms assaults.
d. Review logistics and casualty evacuation procedures to ensure rapid and efficient extraction from compromised positions.
6. Conclusion
While the task force successfully defended Rozhovo and inflicted heavy casualties on the enemy, a significant number of friendly personnel and vehicles were lost. This AAR highlights the need for improved reconnaissance, defensive planning, and casualty evacuation procedures to ensure optimal mission success and troop survivability in future engagements.
This is based on the Arma 3 wargame. The voice is AI generated and represents no individual, living or dead. The text of the transcript, while AI generated, is based on data provided by the channel author.
18
views
Chernarus Defense Forces Offensive Combat Operations in Livonia (Raw Video)
OP2404-12-6
Parts of 2nd Bn, Chernarus 24th Separate Light Mountain Rifle Briagde launches a ground assault on the village of Gieraltow in Livonia.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Livonia
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subje...
http://chernarusiannarcowars.blogspot...
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspo...
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
******^^^******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
6
views
Intercepting the Enemy: Chernarus Defense Forces Defensive Combat Operations in Korsac
OP2404-12-3
A task force formed from 1st Bn, Chernarus 3rd Separate Tank Brigade advances on the village of Rozhovo (No Name) with orders to intercept an enemy mobile forces.
Mods used (Not a comprehensive list):
RHS GREF
CUP
Community Factions Project
Advanced AI command
TPW Mods
Project Opfor
Drongo's Command Enhancement
ASR AI3
Lambs Suppression
Russian Female Voice
Zephik Females
TGM Females
Simple Phone Rework
Real Panzer SFX
Real Panzer Tank A3
Bloodlust
Naval and aircraft specific mods:
Swedish Forces Pack
Hellenic Forces Pack -Navy
Hellenic Forces Mods
Demise Operations Ship
NATO Corvette
Pook Boat Pack
C-47 SkyTrain Mega Pack
Winter Specific Mods
Precipitation Tweak
Enhanced Weather + Clouds v2.1
Winter 2035 (For Altis terrain)
Terrain: Korsac
Chernarus narratives:
http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM
http://chernarusiannarcowars.blogspot.com/search/label/AAR
Chernarus Defense Forces:
https://chernarusiannarcowars.blogspot.com/2024/02/chernarus-defense-forces-deployments.html
#Arma3
This video was created using content of Bohemia Interactive a.s.
Copyright © 2022 Bohemia Interactive a.s. All rights reserved.
See www.bistudio.com for more information.
No Zeus and ALIVE mods were used in these scenarios.
**************
In certain scenarios there are long periods of time where, to the viewer, nothing is happening, or the player is transporting.
In the first instance, even if it appears nothing is happening, quite a lot is going on in the back ground and will become apparent before too long.
In the second instance, it is unavoidable. In many scenarios I often use the whole map, both for friendly and enemy movement. This adds a degree of realism, especially in mobile scenarios, where security zones for a brigade sized element can be as wide as 12 miles.
*******^^^*******
Scenarios being played are of my own design/implementation. Mission types include in order of frequency: meeting engagements, attack and clear operations, vehicle recovery operation (mobile operations only) and civilian evacuation operation. Meeting engagements are twice as frequent as attack and clear operations.
Attack and clear operations are twice as frequent as vehicle recovery and civilian evacuation operations.
Time and date of the operations are randomized, as are the mission types, the mission location and the weather. Types of enemy units and enemy vehicles also are randomized, being drawn from Russian, Chedaki, Serbian, and Takistani (just vehicles) Deployments and quick reaction forces are randomized as are their arrival times.
Under the subset of attack and clear operations, as many as five tasks are assigned, including (in order of frequency) destroy supply trucks, destroy AA battery, and destroy mortar battery. Less frequent by half are dead drop document recovery tasks, and prisoner release tasks. All task selections are randomized as well and are localized, and restricted at the mission location.
Additionally in attack and clear operations, two enemy criminal operatives/commanders carry documents and a cell phone the player must recover.
Why Chernarus?
Chernarus is a creation of Bohemia Interactive for Arma 2. It was released in 2008, around the time of the War in south Ossetia, Russia versus Georgia. Like Georgia, Chernarus had cast its lot with NATO in defiance of Russia. A number of militias, supported by, you know, rogue Russian military, are fighting against the government to place it back under Russian influence.
Chernarus is an actual analog for myself politically.
There is something irresistible about a whole people who break the shackles of tyranny, and embrace freedom.
13
views
OP2404-12-1 After Action Report
OP2404-12-1 After Action report (Written by Google Gemini)
After Action Report (AAR)
Operation: Halt Separatist Advance - Zerno
Unit: Task Force - 1st Battalion, Chernarus 3rd Separate Tank Brigade
1. Situation
Enemy: Separatist forces with unknown strength and composition, suspected to be mobile and equipped with heavy armor (BTR-80A, T-55). Lighter vehicles (BMPs, BRDMs) and air support (Mi-8) confirmed.
Friendly: Task Force composed of 2 BRDM scout cars, 2+ (unspecified number) T-72 tanks, a BMP infantry fighting vehicle, and a Command Squad. Reinforcements included a BTR rifle squad and an additional tank.
Terrain: Urban environment (Zerno town)
2. Mission
Initial mission: Defend Zerno from separatist forces.
Secondary mission (issued during operation): Advance northeast and engage enemy forces.
3. Execution
Upon arrival at Zerno, enemy forces were already present. One BRDM scout car was destroyed.
Task Force commander engaged an enemy technical but was killed by BTR-80A fire. Command Squad lost communication.
2nd Squad leader assumed command and attempted to re-establish communication with Command Squad.
Two T-72s engaged enemy forces within Zerno, one being destroyed.
Battalion command ordered a shift in objective - advance northeast and engage enemy forces there.
2nd Squad remained in Zerno to hold off enemy attacks. Reinforcements arrived with a BTR squad and additional tank, which supported the advancing Command Squad.
2nd Squad lost its BMP and was subsequently wiped out under heavy enemy pressure.
Despite efforts, the Task Force failed to achieve either its initial or secondary objectives.
Task Force Commander ordered a general retreat back to base.
4. Sustained Losses
Friendly: 2x T-72 tanks, 2x BRDM scout cars, 1x BMP infantry fighting vehicle, 1x Squad (wiped out).
Enemy (field count): 4x BMPs, 1x BTR, 1x BRDM, 1x T-55 tank, 1x Mi-8 gunship.
5. Analysis
Strengths: Reinforcements provided additional firepower and allowed for a partial withdrawal. Field count suggests successful engagement with enemy forces.
Weaknesses: Task Force entered Zerno without complete recon, leading them into a prepared enemy position. Communication loss hampered effective command and control. Limited infantry support proved insufficient in an urban environment.
Opportunities: Improved communication protocols could mitigate future losses of command elements. Pre-emptive recon and combined arms tactics could enhance effectiveness against mobile enemy forces.
Threats: Enemy possesses heavier than anticipated armor and mobile capabilities. The urban environment limited effective use of armored vehicles.
6. Recommendations
Conduct a thorough review of pre-mission reconnaissance procedures.
Implement more robust communication protocols to prevent loss of command control.
Re-evaluate infantry support for armored operations in urban environments.
Consider revising engagement tactics when facing well-equipped mobile enemy forces.
7. Conclusion
The Task Force suffered heavy losses due to aggressive action into an unprepared for situation and a secondary objective issued during heavy enemy contact. While causing some enemy casualties, the mission failed to achieve its objectives. The AAR findings will be used to improve future operational planning, reconnaissance procedures, and communication protocols.
This is based on the Arma 3 wargame. The voice is AI generated and represents no individual, living or dead. The text of the transcript, while AI generated, is based on data provided by the channel author.
9
views
OP2404-5-6 After Action Report
OP2404-5-6 After Action report (Written by Google Gemini)
After Action Report (AAR)
Operation: Stary Sobor Liberation
Unit: 2nd Battalion, Chernarus 4th Separate Light Mountain Rifle Brigade
Date: OP2404-5-6
1. Situation
a. Enemy:
Separatist infantry force occupying Stary Sobor.
Supported by mortar battery and heavy artillery (likely indirect fire).
Second-line troops identified (explains light enemy casualties).
b. Friendly:
Task Force comprised of 2nd, 3rd, and 4th Squads with Command Squad element.
Two BRDM scout cars for fire support.
c. Friendly Mission: Liberate Stary Sobor from separatist control.
2. Execution
a. Initial Maneuver:
Task Force marched on Stary Sobor with 2nd and 3rd Squad attacking from the southeast and Command Squad with 4th Squad attacking from the southwest.
Enemy heavy artillery struck near scout cars (no damage).
Commander ordered counter-battery fire, successfully destroying enemy mortars.
b. Assault:
Infantry elements assaulted into the village.
4th Squad engaged in central village.
Command Squad encountered and repelled combined Wagner operator and local levy force with support from Scout 1 BRDM.
Commander eliminated a high-value female civilian criminal command operative (minder), retrieving documents and phone. Primary target remained at large.
c. Withdrawal:
Battalion ordered withdrawal from village as enemy counterattacks commenced.
Task Force (infantry and scout cars) pulled back south under covering fire from Command Squad with rifles and artillery.
Final artillery strike called in before complete withdrawal.
3. Sustainment
Logistics maintained throughout operation.
4. Command and Control
Effective command and control throughout the operation.
5. Casualties
Friendly: One soldier KIA (4th Squad)
Enemy: Two technicals destroyed, mortar battery destroyed, unknown number of infantry KIA/WIA.
6. Intelligence
Documents seized from eliminated minder revealed no new information regarding village defenses.
Enemy force identified as second-line troops, explaining low enemy casualties.
7. Conclusion
Operation successfully liberated Stary Sobor from separatist control.
Enemy mortar threat neutralized and significant equipment losses inflicted.
High-value target (minder) eliminated, documents and phone retrieved.
Light friendly casualties.
Intelligence suggests enemy force may be less well-equipped than anticipated.
8. Recommendations
Further analysis of seized documents and phone from eliminated minder is recommended to glean additional intelligence.
Investigate the location of the primary high-value target.
Maintain vigilance against potential future enemy counterattacks.
This is based on the Arma 3 wargame. The voice is AI generated and represents no individual, living or dead. The text of the transcript, while AI generated, is based on data provided by the channel author.
17
views