HISTORICAL REALISM GAMEMODE:
The "HRG" is a gamemode where one team has to win against the historical outcome of a battle.
- Instead of the usual ballansed gameplay where both teams are equal in terms of position, manpower, and equipment, the "HRG" represent the ACTUAL position, status, reinforcements and supplies of that battle.
- In some historical battles the enemy had everything in their favour and won the battle.
In "HRG" the team at disadvantage will MOST LIKELY be defeated/die,
BUT IF YOUR TEAM STAY ALIVE LONGER OR WITH LESS LOSSES THAN THE HISTORICAL OUTCOME, YOU WIN!
The team at disadvantage win if:
1) They stay alive longer than the historical time (befor they die)
2) They loose less reinforcement than the historical outcome.
3) They defeat the enemy (as opposed to the historical outcome)
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I resently played a Combatmission historical battle where the a small French foreign company legion defended a fort against HORDS of italian and german troops comming from all angles.
The Elite Foreign legion members was low on ammo, tired and cut off from supplies and reinforcements.
They fought for several hours killing around 800 enemies(!!) until they ran out of ammo and got overrun.
IT would be fun to remake this experience.
Ill make a layout of the gameplay here:
ALLIED SUPPLIES:
Manpower: 50 Respawns
Total Muntions: 15.000 units
Equipment (respawns)
x5 MG's
x20 Boltactions
x10 SMG's
x10 Semi autos
x10 Pistols
Grenades (one nade = 15 Muntions)
x3 Fixed MG emplacements
x2 Fixed 60mm Mortars (1 round = 25 Muntions)
-----------------------------------
AXIS SUPPLIES:
Manpower: 100 Respawns
Total muntions: 40.000 units
Equipment (respawns)
x10 MG's
x40 Boltactions
x20 SMG's
x10 AR's
x20 Semi autos
x20 Pistols
Grenades (1 grenade = 15 muntions)
1 portable 50mm mortar (1 round = 20 muntions)
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NOTE ON SUPPLIES:
* Each time you spawn the soldier is eqiuped a certain ammount of muntions/ammo. IE if you spawn with 320 rounds, it will drain the Total muntion pool by 320.
* If you run dry and resupply you will further drain the total muntions until depleted.
* If the total muntions are depleted, you will spawn without ammo and will have to scavenge ammo from the enemy.
* If you run out of SMG's you will have to pick up your teammates SMG's or scavenge from the enemy.
The "HRG" is a gamemode where one team has to win against the historical outcome of a battle.
- Instead of the usual ballansed gameplay where both teams are equal in terms of position, manpower, and equipment, the "HRG" represent the ACTUAL position, status, reinforcements and supplies of that battle.
- In some historical battles the enemy had everything in their favour and won the battle.
In "HRG" the team at disadvantage will MOST LIKELY be defeated/die,
BUT IF YOUR TEAM STAY ALIVE LONGER OR WITH LESS LOSSES THAN THE HISTORICAL OUTCOME, YOU WIN!
The team at disadvantage win if:
1) They stay alive longer than the historical time (befor they die)
2) They loose less reinforcement than the historical outcome.
3) They defeat the enemy (as opposed to the historical outcome)
-----------------------------------------------------------------------
I resently played a Combatmission historical battle where the a small French foreign company legion defended a fort against HORDS of italian and german troops comming from all angles.
The Elite Foreign legion members was low on ammo, tired and cut off from supplies and reinforcements.
They fought for several hours killing around 800 enemies(!!) until they ran out of ammo and got overrun.
IT would be fun to remake this experience.
Ill make a layout of the gameplay here:
ALLIED SUPPLIES:
Manpower: 50 Respawns
Total Muntions: 15.000 units
Equipment (respawns)
x5 MG's
x20 Boltactions
x10 SMG's
x10 Semi autos
x10 Pistols
Grenades (one nade = 15 Muntions)
x3 Fixed MG emplacements
x2 Fixed 60mm Mortars (1 round = 25 Muntions)
-----------------------------------
AXIS SUPPLIES:
Manpower: 100 Respawns
Total muntions: 40.000 units
Equipment (respawns)
x10 MG's
x40 Boltactions
x20 SMG's
x10 AR's
x20 Semi autos
x20 Pistols
Grenades (1 grenade = 15 muntions)
1 portable 50mm mortar (1 round = 20 muntions)
----------------------------------------------------------
NOTE ON SUPPLIES:
* Each time you spawn the soldier is eqiuped a certain ammount of muntions/ammo. IE if you spawn with 320 rounds, it will drain the Total muntion pool by 320.
* If you run dry and resupply you will further drain the total muntions until depleted.
* If the total muntions are depleted, you will spawn without ammo and will have to scavenge ammo from the enemy.
* If you run out of SMG's you will have to pick up your teammates SMG's or scavenge from the enemy.
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