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(8) PvP Scenario: Crossing the Mides

11 May 2015, 11:18 AM
#1
avatar of ofield

Posts: 420



I am proud to present you the first pvp scenario for Company of Heroes 2.

First of all i want to thank Janne252:thumbsup: for his awesome work regarding the SCAR Coding, without him this would be impossible.

Introduction:

Crossing the Mides is a 4vs4 Custom Attacker/Defender Scenario set in the Mides Canyon (Tunisia), where the Wehrmacht fights desperately to hold off the USF. Both Teams fight to hold or capture objectives to gain support and deny the enemy's.

Gameplay Overview:



Objectives for Attackers (USF slot 1-4):

The Attackers must capture all Strategic Points along the main road within the given time limit (30 minutes). The Attackers receive extra reinforcements for holding Strategic Points each 5 minutes.

Capturing a radio tower will give the Attackers additional time (+10 Minutes for each tower)
Additionally, if the Attackers are in possession of all radio towers, Defenderers manpower income will be reduced by 33%.

Emergency Condition. If the Attackers do not manage to capture any radio tower within 20 minutes. Emergency Support will be granted.

Objectives for Defenders (Wehrmacht slot 5-8)

Defenders must prevent the Attackers from holding all Strategic points until the time is up.

Holding the radio towers will grant the Defenders additional support: (Stuka Air Patrol, Zeroing Artillery, Medium Tank Reinforcement).

Losing 2 Radio towers at once will result in additional Emergency Support: (Tiger Tank or Stuka Air Support or Sector Artillery), but only once!

Losing all Radio towers to the USF will reduce Manpower income by 33% until 1 radio tower is recaptured.

IMPORTANT NOTE:
- FILL ALL SLOTS
- Don't use mods (you can try, but it's not tested. We warned you!):wave:
- Use Fixed Positions
- Play either USF (slots 1-4) or Wehrmacht (slots 5-8)

We don't guarantee bugfree experience if those hints are not respected.

Additional hints:

Attackers have access to all non-doctrinal USF Equipment, but must tech first.
Defenders start with pre-placed base buildings and might have less or more than the default Wehrmacht has to offer.

Both Teams start with combat units.

Attackers have reduced popcap (75) and
Defenders have reduced manpower income (-60) and reduced popcap (60) to encourage teamplay.

Images:










DOWNLOAD HERE:hyper:


11 May 2015, 11:19 AM
#2
avatar of MonolithicBacon
Developer Relic Badge

Posts: 952 | Subs: 3

Fantastic, sexy work!

Try it out, guys!
11 May 2015, 11:31 AM
#3
avatar of FichtenMoped
Editor in Chief Badge
Patrion 310

Posts: 4785 | Subs: 3

11 May 2015, 11:39 AM
#4
avatar of Sarantini
Honorary Member Badge
Donator 22

Posts: 2181

I always wanted to see desert maps in coh2.
This looks fantastic from the screens!

Also what is a radio wower mentioned in the objectives for the attacker :D
11 May 2015, 18:15 PM
#5
avatar of Mortar
Donator 22

Posts: 559

The community will love this. Nice work!
17 May 2015, 23:05 PM
#6
avatar of pigsoup
Patrion 14

Posts: 4301 | Subs: 2

breath taking
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