Defeated by Enemy Militia: Chernarus Naval Forces Amphibious Combat Operations in Maksnieki
OP2403-1-7
Elements of 1st Bn, Chernarus 2nd Separate Naval Infantry Brigade engages Spanish speaking militia, affiliated with separatist forces, in the village of Torppala in 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/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.
5
views
Holding the line at Torppala: Chernarus Naval Forces Amphibious Combat Operations in Maksniemi
OP2403-1-7
In Torppala in Maksniemi, parts of 1st Bn, Chernarus 2nd Separate Naval Infantry Brigade defend against sustained attacks by separatist affiliated 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: 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.
544
views
Securing Torppala: Chernarus Naval Forces Amphibious Combat Operations in Maksniemi
OP2303-1-7B
Elements of 1st Bn, Chernarus 2nd Separate Naval Infantry Brigade lands by assault transport boat with instructions to prepare to intercept separatist forces, said to be already there.
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.
562
views
OP2403-1-7 After Action Report
OP2403-1-7 After Action report (Written by Google Gemini)
After Action Report: Operation Montaja
1.0 Mission
Conduct an amphibious assault on the island of Montaja to neutralize separatist forces reported to be occupying the area.
2.0 Friendly Forces
Amphibious Naval Infantry Task Force (Composition not specified in report)
Supporting Naval Vessels (Number and Class not specified in report)
3.0 Enemy Forces
Separatist infantry squad (Size unknown)
Separatist mortar battery (Size and composition unknown)
Two civilian criminal command operatives
Two technicals (Light armored vehicles)
4.0 Narrative
An amphibious task force was dispatched by assault transport boat to the island of Montaja following reports of separatist activity. During landing operations, the task force encountered mortar fire, which resulted in no casualties or equipment damage.
Upon establishing a beachhead, the commander ordered naval artillery strikes against the identified mortar positions. The task force then advanced inland in a single line formation. The 4th Squad, positioned on the western flank, came under immediate and intense rifle fire, sustaining casualties.
The remaining elements of the task force continued their northward advance. The 2nd Squad encountered and engaged a squad of local levies, neutralizing them.
Meanwhile, the 3rd Squad and Command Squad located and assaulted a fortified position, eliminating two high-value targets identified as civilian criminal command operatives. These individuals were found in possession of documents and a cellular phone, which were subsequently secured.
Naval operations staff, believing the primary objective achieved, issued orders for the task force's return to their transport vessels.
5.0 Friendly Casualties
3rd Squad: 3 KIA (Killed in Action)
4th Squad: 3 KIA
6.0 Enemy Casualties (Estimated)
Infantry: Squad sized element neutralized.
Technicals: 2 destroyed.
Mortar Team: Eliminated.
High Value Targets: 2 eliminated.
7.0 Captured Material
Documents (Content and origin not specified in report)
Cellular phone (Contents under analysis)
8.0 Intelligence Analysis
Analysis of captured documents and cellular phone data revealed the separatist presence on Montaja was unintended. Their original orders directed them to the village of Torppala. Additionally, the intelligence indicates the separatist commander, facing unexpected resistance, intended to launch a secondary attack on Torppala.
9.0 Recommendations
Based on the newly acquired intelligence, a follow-up amphibious operation to intercept the separatist force before they reach Torppala is recommended.
10.0 Conclusion
Operation Montaja achieved its primary objective of neutralizing the separatist presence on the island. Despite incurring casualties, the task force effectively eliminated enemy forces and secured valuable intelligence. This intelligence will directly impact the planning and execution of a follow-up operation scheduled for the following morning.
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
1
comment
Assault on Montaja: Chernarus Naval Forces Amphibious Combat Operations in Maksniemi
OP2403-1-7
1st Bn, Chernarus 2nd Searate Naval Infantry Brigade launches an attack on separatist forces on the island of Montaja in 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.
569
views
1
comment
OP2403-1-6 After Action Report
OP2403-1-6 After Action report (Written by Google Gemini)
After Action Report (AAR)
Operation: Intercept Separatist Attack at Collective Farm 19
Unit: 1st Battalion, Chernarus 17th Separate Light Rifle Brigade
Date: OP2403-1-6
1. Situation
Friendly: Light infantry company from 1st Battalion, 17th Brigade tasked with intercepting a separatist attack at Collective Farm 19.
Enemy: Separatist forces, including Wagner mercenaries, Russian militia, Spanish-speaking special forces, and armored vehicles.
2. Mission
Intercept and disrupt a planned separatist attack at Collective Farm 19.
3. Execution
During movement to the objective, 2nd Squad and Command Squad encountered and repelled an enemy patrol in Armanikha, suffering the loss of the commander. Second-in-command assumed control.
Upon arrival at Collective Farm 19, the unit successfully repelled initial attacks from Wagner mercenaries and Russian militia.
A coordinated enemy attack with multiple vehicles, including at least one heavy technical, and special forces elements engaged the unit in two locations.
Significant casualties were sustained throughout the engagement.
Two enemy rifle squads infiltrated the rear, cutting off the main force.
4th Squad and 3rd Squad were ordered to eliminate the infiltrators.
3rd Squad was subsequently wiped out by heavy enemy fire.
4th Squad successfully eliminated the infiltrators and rejoined the main force.
Considering heavy losses and compromised position, the commander ordered a withdrawal back to base.
4. Results
Objective of preventing enemy access to Collective Farm 19 was achieved.
Enemy suffered heavy losses, with 11 technicals destroyed.
Friendly losses were significant:
3rd Squad: Wiped Out
2nd Squad: 7 KIA
4th Squad: 1 KIA
Command Squad: 3 KIA
1 BRDM Scout and 1 BRDM AT destroyed
5. Recommendations
Intelligence: Enhance intelligence gathering to better anticipate enemy capabilities and tactics, particularly regarding flanking maneuvers and infiltration attempts.
Reinforcements: Consider requesting additional support, such as armored units, for future engagements against heavily armed enemies.
Communication: Emphasize the importance of clear and consistent communication throughout the operation, particularly during dynamic situations.
Medical Evacuation (MEDEVAC): Review MEDEVAC procedures to ensure timely and efficient evacuation of wounded personnel in future engagements.
6. Conclusion
Despite heavy losses, the unit successfully prevented the enemy from capturing Collective Farm 19. However, the operation revealed vulnerabilities in intelligence gathering, communication, and force structure when facing a well-equipped and coordinated adversary. The recommendations outlined above aim to mitigate these vulnerabilities and enhance the unit's effectiveness in 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.
13
views
Second Attack at Collective Farm 19: Chernarus Defense Force Defensive Combat Operations in Beketov
OP2403-1-6
Units from 1st Bn, Chernarus 17th Separate Light Rifle Brigade defends against a combined vehicle/light infantry attack at Collective Farm 19 in Beketov.
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.
633
views
Fire Fight at Collective Farm 19: Chernarus Defense Forces Defensive Combat Operations in Beketov
OP2403-1-6
Elements of 1st Bn, Chernarus 17th Separate Light Rifle brigade engages special forces and Russian militia, defending Collective Farm 19 in Beketov
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: Beketov
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.
22
views
Counter Patrol in Armanikha: Chernarus Defense Forces Defensive Combat Operations in Beketov
OP2403-1-6
Elements of 1st Bn, Chernarus 17th Separate Light Rifle Brigade on an approach march in Armanikha in Beketov, encounters an enemy patrol.
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: Beketov
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.
626
views
Chernarus Defense Forces Light Infantry Operations in Beketov
1st Bn, 17th Separate Light Rifle Brigade launches a combat operation in western Beketov
7
views
OP2403-1-1 After Action Report
OP2403-1-1 After Action report (Written by Google Gemini)
After Action Report (AAR)
Operation: Op 2403-1-1
After Action Report (AAR)
Operation: Sumava Offensive
Unit: 2nd Battalion, 17th Separate Mechanized Cavalry Regiment
1. Situation
a. Enemy Forces:
Separatist forces with local levies, Russian militia, Russian special forces, Wagner mercenaries, and Spanish militia.
Equipment identified: BMPs, technicals, T-34 tanks, BTRs, and drone.
b. Friendly Forces:
2nd Battalion, 17th Separate Mechanized Cavalry Regiment
Reinforcements: 1 rifle squad, 2 T-55 tanks (not employed)
Equipment: 8 tanks (2 T-72s), infantry fighting vehicles carrying rifle squads.
c. Mission: Capture three villages (Rabi, Vlkonce, Male Hydcice) to disrupt separatist activity in the Sumava region.
2. Execution
a. Rabi:
Initial attack with two tank-mounted rifle squads and two T-72s achieved quick success.
Enemy counterattacks from north and northwest by Wagner mercenaries and Russian militia forced withdrawal.
Second counterattack with Wagner mercenaries, Spanish militia, T-34 tank, and BMP encountered and repelled.
Civilian criminal command operative eliminated. Documents and cell phone recovered.
Three enemy supply trucks destroyed.
Battalion command declared Rabi secured.
b. Vlkonice:
Three weakened rifle squads (Recon Squad 2, 4th Squad, 1st Squad) supported by tanks assaulted the village.
Village secured despite strong resistance.
Battalion ordered withdrawal and redeployment to Male Hydcice.
c. Male Hydcice:
Redeployment under heavy fire resulted in complete loss of 2nd Squad.
Three weakened rifle squads and four tanks pushed into the village.
Objective of securing river crossing failed due to heavy casualties.
Task force commander ordered withdrawal to Rabi.
3. Assessment
a. Friendly Losses:
2nd Squad, Recon Squad 1, and 3rd Squad wiped out.
1 T-72 tank and 1 T-34 tank destroyed.
b. Enemy Losses:
6 BMPs, 6 technicals, 3 T-34 tanks, 3 BTRs, and 1 drone destroyed.
c. Strengths:
Rapid initial success in capturing Rabi.
Effective use of combined arms tactics (infantry and armor) in urban combat.
Successful destruction of enemy vehicles and equipment.
d. Weaknesses:
Difficulty maintaining unit cohesion during movement phase.
Inability to hold against sustained enemy counterattacks.
High casualties during redeployment and assault on Male Hydcice.
4. Recommendations
Improve communication and coordination during movement phases.
Develop and rehearse contingency plans for responding to enemy counterattacks.
Conduct a thorough review of casualty prevention measures and tactics.
Re-evaluate the necessity of employing reinforcements based on the evolving battlefield situation.
5. Conclusion
The operation achieved the initial objective of capturing Rabi but suffered significant losses and ultimately failed to secure the remaining two villages. Lessons learned from this operation will inform future training and tactics to improve unit cohesion, combat effectiveness, and casualty mitigation.
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.
37
views
Failed Assault on Male Hydcice: Chernarus Defense Forces Offensive Combat Operations in Sumava
OP2403-1-1
Remnants from 2nd Bn, Chernarus 17th Separate Mechanized Cavalry Regiment launches an assault on the village of Male Hydcice 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/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.
7
views
Clearing Vlkonice: Chernarus Defense Forces Offensive Combat Operations in Sumava
OP2403-1-1
Task force from 2nd Bn, Chernarus 17th Separate Mechanized Cavalry Regiment begins its assault on Vlkonice 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/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
Initial Assault on Rabi: Chernarus Defense Forces Offensive Combat Operations in Sumava
OP2403-1-1
2nd Bn, Chernarus 17th Separate Mechanized Cavalry Regiment begins its assault on the village of Rabi 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.
739
views
OP2402-23-6 After Action Report
OP2402-23-6 After Action report (Written by Google Gemini)
After Action Report (AAR)
Operation: Op 2302-23-6
Unit: Task Force - 1st Battalion, Chernarus 4th Separate Light Mountain Rifle Brigade
Location: Vyshnoye, Chernarus
1. Situation
Enemy: Separatist force
Strength: Unknown number of infantry, 3 technicals, 3 supply trucks
Disposition: Concentrated in and around Vyshnoye
Capabilities: No artillery support identified
Friendly: Task Force composed of elements from 1st Battalion, Chernarus 4th Separate Light Mountain Rifle Brigade
Strength: Command Squad, 2nd Squad, 3rd Squad, 4th Squad, Scout Car 1, Scout Car 2 (BRDM)
Disposition: Initial attack from southeast and southwest
Mission: Eliminate separatist force and prevent establishment of forward base
2. Mission
Conduct an offensive operation to eliminate separatist force and disrupt their ability to establish a forward base of operations in Vyshnoye.
3. Execution
Task Force approached Vyshnoye following intelligence reports of separatist activity.
2nd and 3rd Squads conducted a coordinated assault from the southeast, attacking westward.
Command Squad and 4th Squad attacked eastward from the southwest.
Scout Car 1 positioned on the upper northeast road for observation and flanking fire.
Scout Car 2 (BRDM) positioned at the village edge for observation and security.
Initial contact with minimal casualties.
Command Squad engaged and eliminated a high-value target (identity withheld) and an armed female minder escaped.
Task Force secured a defensive line facing north, eliminating three supply trucks.
Enemy launched a heavy counterattack with infantry and heavy weapon vehicles, focusing on 2nd and 3rd Squads.
2nd and 4th Squads suffered heavy losses and were forced to withdraw.
Command Squad maneuvered to provide cover for the remaining elements.
With support from MI-24 gunship and effective rifle fire, the enemy counterattack was repelled.
Task Force received the order to withdraw from Vyshnoye, with Command Squad providing a rearguard action.
Task Force remnants withdrew in good order.
4. Logistics
No significant logistical issues reported.
5. Personnel
Friendly:
Losses: 2nd Squad – wiped out, 3rd Squad – 1 KIA, 4th Squad – wiped out, Command Squad – 1 KIA, Scout Car 2 (BRDM) – 1 crewmember injured and vehicle abandoned.
Wounded: None reported.
Enemy:
Losses: At least 7 technicals destroyed, 3 supply trucks destroyed, unknown number of enemy personnel casualties.
6. Command and Control
Effective command and control maintained throughout the operation.
Timely decisions facilitated the withdrawal and prevented further casualties.
7. Observations
Intelligence regarding enemy strength and composition was inaccurate, leading to underestimation of their capabilities.
Task Force suffered heavy casualties due to the overwhelming enemy counterattack.
MI-24 gunship support and effective rifle fire were critical in repelling the counterattack.
8. Recommendations
Conduct thorough pre-mission briefings with emphasis on potential enemy capabilities.
Consider reinforcing the task force with additional personnel or armored vehicles for future operations.
Implement stricter counter-ambush tactics and procedures to mitigate losses from unexpected enemy counterattacks.
Conduct a detailed investigation to determine the source of inaccurate intelligence regarding enemy strength and composition.
9. Conclusion
Operation achieved the objective of disrupting the establishment of a separatist forward base of operations in Vyshnoye, though at significant cost.
Valuable lessons learned will be incorporated into future training and operations to prevent similar casualties.
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.
6
views
OP2403-1-1 Combat Operations in Sumava
OP2403-1-1 Parts of 2nd Bn, Chernarus 17th Separate Mechanized Cavalry Regiment conducts combat operations in Sumava
27
views
1
comment
Assault near Vyshnoye: Chernarus defense Forces Offensive Combat Operations in Chernarus
OP2304-23-6
A task fores formed from parts of 1st Bn, Chernarus 4th Separate Light Mountain Rifle Brigade marches to the area near Vyshnoye with instructions to push separatists back.
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 Winter
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.
771
views
OP2402-23-5 After Action Report
OP2402-23-5 After Action report (Written by Google Gemini)
After Action Report (AAR)
Operation: Selakano Defense
Date: OP2402-23-5
Unit: 2nd Battalion, Chernarus 2nd Separate Naval Infantry Brigade
Mission: Prevent separatist forces from capturing the town of Selakano.
Friendly Forces:
2nd Battalion Task Force (composition not specified)
Hellenic Air Force (2x F-4 fighter bombers)
Enemy Forces:
Russian Militia
Wagner Mercenaries
Spanish Militia (unspecified size)
Technical vehicles (unspecified number, at least 1 destroyed)
Drones (2 destroyed)
Summary:
Chernarus Naval Intelligence identified a critical supply shortage amongst separatist forces near Selakano. This shortage led to increased pressure on local leadership and the constabulary for supplies. The separatists threatened to take over the town if their demands for food, fuel, and recruits were not met.
In response, the 2nd Battalion dispatched a naval infantry task force to establish a defensive cordon around Selakano. The force encountered enemy attacks from the north and northwest, consisting of Russian militia, Wagner mercenaries, and Spanish militia. Hellenic Air Force provided close air support with F-4 fighter bombers.
After repelling the attack and ensuring the security of Selakano, the task force received orders to withdraw and return to their boats. This decision was made due to the diminished threat posed by the weakened separatist force.
Friendly Casualties:
2nd Squad: 1 KIA
4th Squad: 1 KIA
Enemy Casualties:
1 technical vehicle destroyed
2 drones destroyed
Estimated significant additional vehicle losses
Observations:
Separatist forces are experiencing severe supply shortages, leading to increased aggression towards local populations.
Heavy snowfall and sleet impacted communication capabilities and limited the effectiveness of FASCAM artillery delivered mines.
Hellenic Air Force provided crucial close air support, contributing significantly to the success of the operation.
Recommendations:
Continue monitoring separatist activity in the region.
Refine communication protocols for operations under adverse weather conditions.
Conduct a detailed analysis of enemy tactics and capabilities based on the encountered forces.
Conclusion:
Operation Selakano Defense was a successful mission, preventing the capture of the town and demonstrating the ability of Chernarus naval infantry to respond rapidly to emerging threats. This operation also highlighted the impact of logistical limitations on separatist forces and the importance of maintaining robust communication capabilities during winter operations. Continued vigilance and adaptation will be crucial in maintaining security in the region.
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.
5
views
Defense of Selakano: Chernarus Naval Forces Amphibious Defensive Operation in Altis
OP2402-23-5
An amphibious naval infantry task force from 2nd Bn, Chernarus 2nd Separate Naval Infantry Brigade lands on the east coast of Altis with instructions of intercepting a separatist force in Selakano.
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: Altis Winter
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.
808
views
Chernarus Defense Forces Combat Operations in Chernarus
OP2402-23-6
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 Winter Chernarus narratives: http://ffz.1dogstar.net/cgi-bin/subjectarchive.pl?whichsubject=MILGAM http://chernarusiannarcowars.blogspot.com/search/label/AAR Chernarus Defense Forces: http://chernarusiannarcowars.blogspot.com/2017/03/a-canonical-list-of-chernarus-defense.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.
11
views
Chernarus Naval Forces Amphibious Combat Operations in Altis
2nd Bn, Chernarus 2nd Separate Naval Infantry Brigade launches a defensive amphibious combat operation against separatist forces in Altis
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OP2402-23-2 After Action Report
OP2402-23-2 After Action report (Written by Google Gemini)
After Action Report (AAR)
Operation: Velikie Hydice Defense
Date: OP2402-23-2
Unit: Chernarus 9th Separate Light Rifle Brigade, Task Force
1. Situation
Friendly: A combined task force comprised of elements from 1st Battalion, 9th Light Rifle Brigade and recon elements from 19th Mechanized Cavalry Regiment was formed to intercept a separatist attack on Velikie Hydice.
Enemy: Separatist forces with unknown strength and composition, suspected to include technicals, BMPs, and potentially armor.
2. Mission
Intercept and defeat separatist attack on Velikie Hydice.
Secure key objectives: bridgehead to the northwest and river crossing to the northeast.
3. Execution
Task force moved based on intel from friendly agents and intercepted messages.
Recon elements encountered and eliminated an enemy patrol, sustaining some casualties.
Approaching Velikie Hydice, the task force encountered heavy fire from enemy technicals.
Scout 1 BRDM was destroyed, Scout 2 BRDM pulled back.
Artillery smoke missions were used to cover infantry advance while recon tanks engaged enemy vehicles.
Task force reached the southwest edge of town without further losses and began probing into the village.
Repeated artillery strikes targeted enemy approaches and locations with identified infantry threats.
Despite artillery support, enemy forces breached the northwest bridgehead, causing heavy casualties in 3rd Squad.
2nd Squad assumed responsibility for the bridgehead, then 4th Squad upon their arrival.
Enemy forces exploited the withdrawal from the bridgehead, entering the northern part of the village.
Friendly counterfire halted further enemy advance, destroying one enemy BRDM that crossed the river.
Suffering significant casualties, the task force commander ordered withdrawal.
4. Friendly Losses
Personnel: 20 (1 officer, 19 enlisted)
Equipment: 1 BRDM scout car
5. Enemy Losses (estimated)
Personnel: Unknown
Equipment: 7 technicals, 2 BMPs, 1 BRDM scout car, 1 T-34 tank
6. Observations
Effective use of combined arms tactics (recon, artillery, armor, infantry) initially achieved success.
Insufficient artillery fire safety line at the northwest bridgehead allowed enemy breakthrough.
Heavy casualties hampered the ability to secure all objectives and defend against sustained enemy pressure.
Despite the setback, enemy forces suffered significant losses, hindering their offensive capabilities.
7. Recommendations
Reinforce future operations with additional mechanized infantry and combat engineer support to improve defensive capabilities.
Conduct thorough pre-mission rehearsals to ensure effective coordination between artillery and ground forces.
Implement stricter fire discipline procedures to minimize friendly casualties during artillery fire missions.
8. Conclusion
While the task force failed to fully secure Velikie Hydice, they inflicted significant casualties on enemy forces and prevented a complete takeover of the village. The high friendly losses highlight the need for improved tactics, additional resources, and a reevaluation of future operational plans in the Sumava region.
9. Recommendation for Further Action
The brigade operations staff recommends deploying 3rd Battalion, 17th Mechanized Cavalry Regiment to Sumava next week to conduct a counteroffensive operation. This recommendation is based on the need to exploit enemy vulnerabilities exposed during this operation and capitalize on the weakened state of their forces in the region.
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.
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Holding Velikie Hydice: Chernarus Defense Forces Defensive Combat Operations in Sumava
OP2402-23-2
A task force formed from parts of 1st Bn, Chernarus 9th Separate Light Rifle Brigade and cavalry elements from Chernarus 19th Separate Mechanized Cavalry Regiment holds the village of Vekilie Hydice against separatist forces attempting to take it over
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Initial Assault on Velikie Hydice: Chernarus Defense Forces Defensive Combat Operations in Sumava
OP2402-23-2
A mixed light infantry/mechanized cavalry task force, tasked with intercepting separatist forces in Velikie Hydice, begins an assault over open terrain.
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/subje...
http://chernarusiannarcowars.blogspot...
Chernarus Defense Forces:
http://chernarusiannarcowars.blogspot...
#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.
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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.
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