View Full Version : Daesh Wars series
Oche
February 13th, 2017, 10:08 PM
"Daesh Wars" series - Battle at Kobani*
Date: November, 2016*
Battle Location: Kobani, Syria*
Battle Type: Assault/Defend, ISIL vs. Kurds and Syria*
Game Lenght: 35 turns
Difficulty: Standard
DESCRIPTION: More than a year later after the unsuccesful siege of Kobani of 2014 near the Syrian-Turkish border (from Sept 2014-March 2015), and now the city under Assad's control, ISIL forces try to capture the city for a second time with the aid of turkish artillery, newly arrived foreign mercenaries, fresh supplies and equipment. Battle hardened Kurdish YPG, Peshmerga and other Pro-Goverment Syrian forces are determined to hold ground.
Notes: If played against the AI the human player should take the Syrian side.
Sources: Semi-fictional scenario.
Design by Jose Logrono**
Oche
February 13th, 2017, 10:09 PM
"Daesh Wars" series - Battle at Azaz
Date: January, 2017*
Battle Location: Kobani, Syria*
Battle Type: Assault/Defend, RED (Pro-turkish militants, Syrian Rebels & Turkish army) vs. Kurds and Syria*
Game Lenght: 30 turns
Difficulty: Standard
DESCRIPTION: As Turkish prime minister Erdogan takes the bait from the Kurds in northen Syria it drags Turkey into "Operation Euprathes Shield". After laying a short siege on the town of Azaz, syrian rebels, pro-turkish militants and turkish intervention mechanized and armor units attempt a coordinated assault from available avenues of approach. Nearby deployed Syrian Arab Army (SAA) tanks and Mechanized units are rushed to reinforce defense of Azaz.
Notes: If played against the AI the human player should take the Syrian side.
Sources: Semi-fictional scenario.
Design by Jose Logrono**
Oche
February 13th, 2017, 10:11 PM
"Daesh Wars" series - On the road to Manbij*
Date: December, 2016*
Battle Location: SE of Manbij, Syria*
Battle Type: Advance/Delaey, GREEN (Kurdish YPG & Peshmerga) vs. ISIL*
Game Lenght: 30 turns
Difficulty: Standard
DESCRIPTION: Well stocked Kurdish Peshmerga and YPG forces advance steadily towards Manbij under US air support. Heavy stubborn ISIL forces stand on their way to delay their thrust.
Notes: If played against the AI the human player should take the Green side.
Sources: Semi-fictional scenario.
Design by Jose Logrono**
Oche
February 13th, 2017, 10:12 PM
"Daesh Wars" series - Stomping on the turncoats*
Date: February, 2017*
Battle Location: Plains SSW of Idlib, Syria*
Battle Type: Assault/Defense, Syria Arab Army (SAA) vs. Free Syrian Army (Rebels)*
Game Lenght: 25 turns
Difficulty: Standard
DESCRIPTION: With full support of Russia, and with the intent of relieving pressure in the Latakia battleground, the SAA 2nd Corps slowly advances towards Idlib. With open and declared support from rebranded Al-Qaeda groups operating in Syria and Turkish Air Force, the FSA takes a more daring defensive stance in the conflict. Newly delivered russian tanks and APCs boosts the effectiveness of the SAA's 1st Armoured Division units which now assault the FSA's 13th Division deployed for ambush on the plains SSW of Idlib.
Notes: If played against the AI the human player should take the Syrian side.
Sources: Fictional scenario.
Design by Jose Logrono**
Oche
February 13th, 2017, 10:17 PM
More scenarios coming..
Warhero
February 14th, 2017, 05:07 AM
Battle of Mosul in future I suppose?
shahadi
February 15th, 2017, 01:21 AM
"Daesh Wars" series - Battle at Kobani*
Date: November, 2016*
Battle Location: Kobani, Syria*
Battle Type: Assault/Defend, ISIL vs. Kurds and Syria*
Game Lenght: 35 turns
Difficulty: Standard
DESCRIPTION: More than a year later after the unsuccesful siege of Kobani of 2014 near the Syrian-Turkish border (from Sept 2014-March 2015), and now the city under Assad's control, ISIL forces try to capture the city for a second time with the aid of turkish artillery, newly arrived foreign mercenaries, fresh supplies and equipment. Battle hardened Kurdish YPG, Peshmerga and other Pro-Goverment Syrian forces are determined to hold ground.
Notes: If played against the AI the human player should take the Syrian side.
Sources: Semi-fictional scenario.
Design by Jose Logrono**
I'm finding it difficult to process this, "...ISIL forces try to capture the city for a second time with the aid of turkish artillery..."
I don't see Erdogan's regime supporting Daesh forces; Otherwise, I want to check this scenario out.
Thanks
=====
RetLT
February 17th, 2017, 09:59 PM
Is there a way to change the flags?
In the first scenario ISIL Fanatics and Foreign fighters had the same flag as the Kurdish squads. This made things a bit confusing when the house to house fighting began.
scorpio_rocks
February 18th, 2017, 04:19 AM
Re-nationalise all units on one side in scenhack?
shahadi
February 21st, 2017, 12:04 PM
Re-nationalise all units on one side in scenhack?
I tried that in Scenhack. I also tried to change the name of the belligerent force, but I suspect the nation ID drives the flag designation.
So, to avoid the confusion, I play default with id off in preferences.
But playing friendly and foe forces from the same OOB is contributing to this confusion with tag id on in preferences.
Anyway, I am on turn 10 of the first scenario. The Syrian Kurds platoons are spread to far apart, the formations really ought to be closer to support each other.
Second, separating the LMGs from the squad would give the platoon wider and more effective zones of fire. But, would require a visit in MobHack.
The ISIL force is tenacious and quick.
=====
Mobhack
February 21st, 2017, 12:45 PM
Second, separating the LMGs from the squad would give the platoon wider and more effective zones of fire. But, would require a visit in MobHack.
If you use mobhack to make custom OOBS which are scenario-specific then the entire business becomes a pain for the end user to have to manually swap OOBs in and out or use the OOB swap utility (which is good, once you know how to use it, and most casual end users won't even have heard of it, let alone read the game guide section on its use).
If you want to do the scenario with that sort of change then
- Buy the company(s)
- buy some hack formations with 3-4 elements which you will use for LMG groups.
- Attach the non-0 elements from the hack formation to the platoons to use as the LMG groups later
- Make sure the hack units are a different Unit Class, since you are going to use the clone facility!
- Once attached, delete the stub hack formations containing 0 leader elements
- The platoon's 0 element may have changed - use the "fix leader" feature of the HQ menu to restore (CD owner feature)
- Change one original rifle group to the new type. Delete the LMG, delete the 2-3 men of the LMG group, change grenade numbers to match men etc.
- Now use the clone facility (CD owner feature) and change all units of the rifle group's unit class to be same as the edited rifle group. The clone facility is precisely for this!.
- Now go to the units you attached and edit one to be the LMG team, putting the LMG in slot 1, rifle in slot 2. Make men the number you deleted from the rifle group, add grenades (2 per man I think is the default ration, 3 for 40mm UGL).
- Once that is done, utilise the clone feature to make all the LMG teams match your edited one.
You wanted the LMG teams to be a different U/C so that all that cloning works simply (If the originals were "Rifle Section" and you simply bought more "Rifle Section" to add then all the elements would have changed at the first cloning above. So when selecting the formation to provide donor elements, choose something different - the OOB may even have a formation that uses "LMG Team".. Make sure the hack elements are an infantry class though - if you used say HMG elements as the base, they may do things differently under AI control (and perhaps make area fire blast damage from their LMG as well since that is a function of U/C, not Weapon Class)
shahadi
February 21st, 2017, 12:53 PM
Second, separating the LMGs from the squad would give the platoon wider and more effective zones of fire. But, would require a visit in MobHack.
If you use mobhack to make custom OOBS which are scenario-specific then the entire business becomes a pain for the end user to have to manually swap OOBs in and out or use the OOB swap utility (which is good, once you know how to use it, and most casual end users won't even have heard of it, let alone read the game guide section on its use).
If you want to do the scenario with that sort of change then
- Buy the company(s)
- buy some hack formations with 3-4 elements which you will use for LMG groups.
- Attach the non-0 elements from the hack formation to the platoons to use as the LMG groups later
- Make sure the hack units are a different Unit Class, since you are going to use the clone facility!
- Once attached, delete the stub hack formations containing 0 leader elements
- The platoon's 0 element may have changed - use the "fix leader" feature of the HQ menu to restore (CD owner feature)
- Change one original rifle group to the new type. Delete the LMG, delete the 2-3 men of the LMG group, change grenade numbers to match men etc.
- Now use the clone facility (CD owner feature) and change all units of the rifle group's unit class to be same as the edited rifle group. The clone facility is precisely for this!.
- Now go to the units you attached and edit one to be the LMG team, putting the LMG in slot 1, rifle in slot 2. Make men the number you deleted from the rifle group, add grenades (2 per man I think is the default ration, 3 for 40mm UGL).
- Once that is done, utilise the clone feature to make all the LMG teams match your edited one.
You wanted the LMG teams to be a different U/C so that all that cloning works simply (If the originals were "Rifle Section" and you simply bought more "Rifle Section" to add then all the elements would have changed at the first cloning above. So when selecting the formation to provide donor elements, choose something different - the OOB may even have a formation that uses "LMG Team".. Make sure the hack elements are an infantry class though - if you used say HMG elements as the base, they may do things differently under AI control (and perhaps make area fire blast damage from their LMG as well since that is a function of U/C, not Weapon Class)
Excellent. Some effort, but "no pain no gain."
Would you run the oob cost calculator utility, or is it not necessary?
=====
Mobhack
February 21st, 2017, 12:55 PM
Oh - for a scenario with changed unit IDs as an example - look at "Amin Attacks" where I played with the ID tags of the Ugandan etc troops that are on the Tanzanian side.
Been a long time since I did it, but I think I made a 1 unit test scenario and so found the flag ID I wanted by opening it in scenehack, then went back to the main scenario and entered the flag numbers in the ID tag field of each allied force and finally saved the scenario.
shahadi
February 21st, 2017, 12:59 PM
Oh - for a scenario with changed unit IDs as an example - look at "Amin Attacks" where I played with the ID tags of the Ugandan etc troops that are on the Tanzanian side.
Been a long time since I did it, but I think I made a 1 unit test scenario and so found the flag ID I wanted by opening it in scenehack, then went back to the main scenario and entered the flag numbers in the ID tag field of each allied force and finally saved the scenario.
Oh my goodness...that is sneaky! Excellent. Apple pie, although I prefer peach cobbler, with peaches from Georgia or South Carolina.
=====
Mobhack
February 21st, 2017, 01:18 PM
Excellent. Some effort, but "no pain no gain."
Would you run the oob cost calculator utility, or is it not necessary?
=====
The OOB cost calculator is (almost) entirely irrelevant since you made these units in the scenario editor and not the mobhack OOB editor. They dont exist in any OOB, just in your scenario.
However you may want to make one of each (rifle group as edited and LMG) in a spare slot or 2 and run it to see what values you edited to are worth and then use that (do it before the cloning so you can put it in the exemplar you clone from). Be aware that the OOB cost is at 70 EXP etc, so you may need to add a bit to compensate if say these are 90 EXP and MOR Imperial Guards. Then delete the slots you used as scratch-pad space.
However - if you are say making the "western" riflemen, say, 200 points a pop so the "third world" tribesmen AI OPFOR get extra bonus points for destroying any "first worlder" human player troops, so he has to be aware of casualties, then put in your own inflated values.
shahadi
February 21st, 2017, 01:29 PM
Excellent. Some effort, but "no pain no gain."
Would you run the oob cost calculator utility, or is it not necessary?
=====
However - if you are say making the "western" riflemen, say, 200 points a pop so the "third world" tribesmen AI OPFOR get extra bonus points for destroying any "first worlder" human player troops, so he has to be aware of casualties, then put in your own inflated values.
Yeah, I've done that tweak several times.
Great stuff
====
shahadi
February 21st, 2017, 02:57 PM
Oh - for a scenario with changed unit IDs as an example - look at "Amin Attacks" where I played with the ID tags of the Ugandan etc troops that are on the Tanzanian side.
Been a long time since I did it, but I think I made a 1 unit test scenario and so found the flag ID I wanted by opening it in scenehack, then went back to the main scenario and entered the flag numbers in the ID tag field of each allied force and finally saved the scenario.
Okay, this was a bit confusing, as I read the highlighted portion from above to mean the Editor. So, I entered the value 22, the Mujahideen in the id tag field in ScenHack not the Editor. And the values took when I opened the scenario in the Editor.
Thanks, I think this is the fix you're teaching here.
=====
shahadi
February 21st, 2017, 03:06 PM
Second, separating the LMGs from the squad would give the platoon wider and more effective zones of fire. But, would require a visit in MobHack.
If you use mobhack to make custom OOBS which are scenario-specific then the entire business becomes a pain for the end user to have to manually swap OOBs in and out or use the OOB swap utility (which is good, once you know how to use it, and most casual end users won't even have heard of it, let alone read the game guide section on its use).
If you want to do the scenario with that sort of change then
- Buy the company(s)
- buy some hack formations with 3-4 elements which you will use for LMG groups.
- Attach the non-0 elements from the hack formation to the platoons to use as the LMG groups later
- Make sure the hack units are a different Unit Class, since you are going to use the clone facility!
- Once attached, delete the stub hack formations containing 0 leader elements
- The platoon's 0 element may have changed - use the "fix leader" feature of the HQ menu to restore (CD owner feature)
- Change one original rifle group to the new type. Delete the LMG, delete the 2-3 men of the LMG group, change grenade numbers to match men etc.
- Now use the clone facility (CD owner feature) and change all units of the rifle group's unit class to be same as the edited rifle group. The clone facility is precisely for this!.
- Now go to the units you attached and edit one to be the LMG team, putting the LMG in slot 1, rifle in slot 2. Make men the number you deleted from the rifle group, add grenades (2 per man I think is the default ration, 3 for 40mm UGL).
- Once that is done, utilise the clone feature to make all the LMG teams match your edited one.
You wanted the LMG teams to be a different U/C so that all that cloning works simply (If the originals were "Rifle Section" and you simply bought more "Rifle Section" to add then all the elements would have changed at the first cloning above. So when selecting the formation to provide donor elements, choose something different - the OOB may even have a formation that uses "LMG Team".. Make sure the hack elements are an infantry class though - if you used say HMG elements as the base, they may do things differently under AI control (and perhaps make area fire blast damage from their LMG as well since that is a function of U/C, not Weapon Class)
Using this method, will the units cross attached appear in the HQ menu within the formation.
And, using MobHack is a bit, I agree. However, should the end user be concerned with swapping OOB's when the scenario will retain the changes made in the OOB even after say a new OOB is introduced as part of the yearly patch process?
=====
Mobhack
February 21st, 2017, 04:16 PM
Of course, since you just added them to the formation.
Oche
March 5th, 2017, 09:20 AM
"Daesh Wars" series - Armor battle near Wuguf*
Date: January, 2017*
Battle Location: North of Al Bab, Syria*
Battle Type: Delay/Advance, Syria vs. Turkey*
Game Lenght: 27 turns
Difficulty: Hard
DESCRIPTION: As Operation Euphrates Shield unfolded, inevitable deterioration of relations between Syria and Turkey came about when pro-turkish, pro-syrian and kurdish groups regularly exchanged fire on northern Syria. While Russia has regularly supplied the SAA with new ordnance and equipment, the turkish army has committed its best armored units available to the intervention force. On the contested main road from the syrian-turkish border to Al-Bab, units from the turkish army 172nd armored brigade advance against delaying elements from the SAA 4th armoured division.
Notes: If played against the AI the human player should take the Syrian side.
Sources: Semi-fictional scenario.
Design by Jose Logrono
Oche
May 28th, 2017, 09:13 AM
"Daesh Wars" series - Jobar Counterattack"
Date: April, 2017
Battle Location: Eastern Damascus, Syria
Battle Type: Assault/Delay, Syria (SAA) vs. Red (Syrian Opposition)
Game Length: 17 turns
Difficulty: Medium
DESCRIPTION: Led by 105th Brigade of the Republican Guard, the Syrian Arab Army (SAA) and militants launch a counterattack to recapture controlled sites in northern Jobar sector of Eastern Damascus by regime opposition group Tahrir Al-Sham and allies.
Notes: If played against the AI the human player should take the Syrian side.
Sources: Internet (various) Semi-fictional scenario.
Design by Jose Logrono
Grimalken
August 31st, 2018, 05:59 PM
Is there a way to change the flags?
In the first scenario ISIL Fanatics and Foreign fighters had the same flag as the Kurdish squads. This made things a bit confusing when the house to house fighting began.
Hmm, I see you point. So it's possibly a mistake, which may have added a bit of realism, since daesh don't exactly wear uniforms. One day they pretend to be innocent by mingling with civilians, the next day they are shooting at you.
shahadi
August 31st, 2018, 10:33 PM
Is there a way to change the flags?
In the first scenario ISIL Fanatics and Foreign fighters had the same flag as the Kurdish squads. This made things a bit confusing when the house to house fighting began.
Hmm, I see you point. So it's possibly a mistake, which may have added a bit of realism, since daesh don't exactly wear uniforms. One day they pretend to be innocent by mingling with civilians, the next day they are shooting at you.
Not so much the daesh fighters pretend to be innocent as they follow this maxim articulated by Mao, "The guerrilla must move amongst the people as a fish swims in the sea."
He doesn't have to pretend as often is the case he is amongst his own people, hence "...as a fish swims in the sea."
<br>
kulik242
September 19th, 2018, 08:37 AM
Hello, I've been playing these for the past few days:
Battle at Kobani - Marginal victory. Very likable scenario, huge area to defend and forces spread out thin, but enough transport means to ferry troops around as needed. The long city roads are great firing lanes for the otherwise useless technicals.
Battle at Azaz - Marginal victory. This one would be a draw if the AI would hold and defend its ground once the attack has stalled. I had many losses and managed to hold the inner city, after the Turkish banzai charge, I retook the flags with scouts as there was no one left to defent them.
On the road to Manbij - Draw. I don't like attack scenarios where I have no control over the initial setup of my forces. The way my troops were spread out, I was forced to push on the whole front which rarely works. The attack stalled after I couldn't win fire superiority in most places I was pushing. SLIGHT SPOILER ALERT: Strong enemy armor presence, I've run out of ATGM ammo. Perhaps I should save air support to counter enemy armor but I used it to suppress plausible HMG's and sniper locations of which there are many on this map.
Looking forward for playing the rest.
kulik242
September 21st, 2018, 11:11 AM
Stomping on the turncoats - Marginal defeat. At first sight, it was a disaster waiting to happen. No concealed avenues of approach, large open areas as far as vision allows - ATGM operator heaven. I opted to advance only with dismounts, baited several ATGMs with scouting vehicles and dispatching them with artillery. Took only closest objectives, but preserved my forces intact, most damage was done by Turkish jet dropping cluster bomb on my starting area.
kulik242
September 28th, 2018, 02:08 AM
Armor battle near Wuguf - Draw. Hard battle, but very satisfying. SPOILERS AHEAD: Knowing that my T72M1S are no match for the Leo2A4 I pulled them deeper in the orchards and waited till they got closer. I opened up on them on distances of around 1 km and got some nice flank shots. In couple of turns, most of my tanks were burning but so did the Leopards, a good trade if you ask me (and not my tankers). Most kills however got my Hinds and their ATGMs. By the time I was getting reinforcements, a company of T72-B1V and mechanized infantry I thought I've won. Turkish F-16 picked them one by one but once they run out of standoff weapons I still had enough to even counterattack and take some flags back. Then disaster struck, a company of M60T+ and heaps of mechanized infantry. My killzones were smoked and in two turns the enemy tanks kill most of mine who couldn't retaliate because of smoke. I fired like two dozens ATGMs on them but almost non penetrated their defenses,they on the other hand killed everything in their path. I was left with three tanks that were lucky enough to be behind physical cover. In the final turns, my forces were basically gone, but I've reduced the company of M60T+ to a platoon and killed all IFVs. The game ended in a draw but I consider it a defeat since the enemy platoon could just drive around with impunity.
Sofar, I've had a good time playing scenarios in this series, many thanks Oche for making these.
Oche
September 28th, 2018, 06:48 AM
Armor battle near Wuguf - Draw. Hard battle, but very satisfying. SPOILERS AHEAD: Knowing that my T72M1S are no match for the Leo2A4 I pulled them deeper in the orchards and waited till they got closer. I opened up on them on distances of around 1 km and got some nice flank shots. In couple of turns, most of my tanks were burning but so did the Leopards, a good trade if you ask me (and not my tankers). Most kills however got my Hinds and their ATGMs. By the time I was getting reinforcements, a company of T72-B1V and mechanized infantry I thought I've won. Turkish F-16 picked them one by one but once they run out of standoff weapons I still had enough to even counterattack and take some flags back. Then disaster struck, a company of M60T+ and heaps of mechanized infantry. My killzones were smoked and in two turns the enemy tanks kill most of mine who couldn't retaliate because of smoke. I fired like two dozens ATGMs on them but almost non penetrated their defenses,they on the other hand killed everything in their path. I was left with three tanks that were lucky enough to be behind physical cover. In the final turns, my forces were basically gone, but I've reduced the company of M60T+ to a platoon and killed all IFVs. The game ended in a draw but I consider it a defeat since the enemy platoon could just drive around with impunity.
Sofar, I've had a good time playing scenarios in this series, many thanks Oche for making these.
Glad you enjoyed them, i will keep this series going, in due time more to come. :fire:
Aeraaa
September 28th, 2018, 02:16 PM
^It occurred to me that I haven't played the above scenario; probably it didn't make it somehow in the patch. I'll download it and give it a go.
kulik242
September 28th, 2018, 03:12 PM
^It occurred to me that I haven't played the above scenario; probably it didn't make it somehow in the patch. I'll download it and give it a go.
I hope we'll see it as one of yours awesome ARRs.
Oche
April 2nd, 2020, 01:37 PM
"Daesh Wars" series - West of Idlib Mountains II
Date: September, 2019*
Battle Location: Idlib Province, West of Idlib, Syria
Battle Type: Advance/Delay, Syrian Arab Army (SAA) vs Al Nusra
Game Length: 18 turns
Difficulty: Medium
DESCRIPTION: Units from The Syrian Arab Army (SAA) 4th Volunteer Assault Corps are drawn near the turkish border in Idlib province to eliminate Al Nusra fighters supplied by fresh incoming 'freedom fighters' sent by Turkish President Erdogan.
Notes: If played against the AI the human player should take the SAA side.
Sources: Fictional scenario.
(This scenario applies fix on scenario #519 included in Consolidation patch 14.0 released on 04/02/2020. This has also been referred to in the Consolidation patch 14.0 release forum thread)
Design by Jose Logrono
DRG
April 2nd, 2020, 03:52 PM
It also uses the new numbering system so will work with the V14 update
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