Lucknow: Love and Loyalty
Recently, In-Ops performed a hard extraction of Nod researchers in Lucknow. One of those scientists was the wife of the warlord in charge of the city. With her wife held hostage, and her failure to defend the city against GDI agents, Sitara is no longer considered reliable by the Bannerjee siblings and is slated for purging.
She has offered to trade what research data she could get her hands on in exchange for being re-united with her wife, as well as sanctuary and a permanent and generous sinecure. She and her loyalists are currently en-route to the nearest blue zone, but they are being pursued by her former subordinate and sister-in-law Rajani.
Current intelligence indicates that the Bannerjee siblings are currently content to let Rajani eliminate Sitara on her own. That said, their indifference may change if it looks like she is going to fail in her objective.
A Nod force has stumbled over a small GDI base that was beginning field tests of some newer tech. With the greater forces arrayed against them, it was decided that a small team would use some prototype stealth equipment to evacuate key technical information and results out while the base personnel attempts to last as long as possible. Extract this team, losing anyone and any information cannot be afforded.
Edit: Scrin tech, if that's alright.
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Just another day at the edge of a Green Zone. (Mod)
The weather is toxic, you're far from home, a large Nod force is about to attack, and, worst of all, you lost the book you were reading. Just another day at the edge of a Green Zone.
Old Sins, Revisited
The last ten years have been an unprecedented time of peace and prosperity for your people. Sure, deaths still occur, whether due to raiders, overzealous police, or tiberium, but your caravan finally has more people being born than dying to violence. It's been wonderful. But for the last week, people have been disappearing. And every Forgotten knows deep in their bones what that means. You've reached out to the local ZOCOM forces, partially to evaluate whether they were the culprits, partially to elicit their assistance if they were not. They have proven to either be complicit or incompetent, because last night the kidnappers took several children, including your daughter. It is time to take matters into your own hands, and remind the world that the Forgotten are not to be trifled with. Find the kidnappers and destroy them, come hell or high water.
Brain Teaser
It's been several years since you defected from Nod, and while the bounty they gave you for the technology you stole was nice, it didn't come close to matching your hopes and dreams. So instead of being draped in cabana boys and cabana girls in a well-deserved early retirment, you've been putting your skills to use on behalf of the GDI. Unfortunately, the other special forces members learned of your "contribution" to the ever-growing lexicon of GDI knowledge, and you've heard just about every joke in the book. Still, you've made friends and lovers, and you wouldn't trade your time here for the world.
Last week, you received a message addressed to "My Little Raven". Only one person has ever called you that. Your father, whom CABAL took away from you when you were just a little girl. After solving the relatively simple puzzle within it, you were given a time and a place. It's surprisingly close by, and soon. You knew in your heart that you couldn't miss it, and broke the news to your cuddle pile that you were going to have to go away for awhile. They insisted, quite strongly in fact, that you wouldn't be going alone.
So here you are. In front of a small, metallic door, built into a cliffside. And it's just asked you "What has four legs in the morning, two in midday, and three in the evening?". And your three lovers just laugh.
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[REDACTED B]: "Umm... so... you know that Nod Commando who turned to us a couple years back? The one who brought us the CRP schematics? Well... uh... she says that she's brought back something better this time."
[REDACTED A]: "... "
[REDACTED]
[REDACTED B]: "Sir, the [REDACTED] research group has the preliminary results."
[REDACTED A]: "Proceed."
[REDACTED B]: "Technically, it's actually quite interesting. See, what it does is ..."
[REDACTED A]: "Just show me the docs."
[REDACTED A]: "[PROFANITY] every [PROFANITY] time. Just how does that [PROFANITY] excuse for a spy keep managing to steal the absolute most [PROFANITY] research from Nod."
[REDACTED B]: "Look at the bright side, sir. The Treasury Director will be overjoyed."
[REDACTED A]:"... That just makes it worse."
46 - Wet Artificial Intelligence
Special thanks to @Derpmind and @Prime 2.0 for the brainstorming, and @KnightDisciple for the perfect name for the mod.
Krukov has sallied forth with an army of more than 150,000, seeking to prove his worthiness to Kane by attacking the Finnish Blue Zone. Brigadier General Rostam Tir must stop his advance with the limited forces he has at his disposal, but the Home Guard will find it difficult to withstand Krukov's elite assault units. Can Tir hold out long enough for reinforcements to tip the balance of power in his favor, or will the Scorpion strike down the Eagle once more?
This is a scenario for the hex wargame Strategic Command WWII: World at War. To install, unzip the file and paste the contents (the file "St. Petersburg (2058).cgn" and the folder "_St. Petersburg (2058)") into This PC/Documents/My Games/Strategic Command WWII - World at War/Campaigns, as seen below: View: https://drive.google.com/file/d/1ncv-7-OewV70XwpIjK1yJ8Y3Ib2CMyAt/view?usp=sharing
Notes:
1. The map has been...creatively distorted, shall we say, to accommodate this scenario. IRL the two highways are much closer together and run parallel for most of the distance. The railways are included primarily because the base game scenarios operate on a much larger scale, so if I used only normal roads then the Nod forces would starve to death long before reaching St. Petersburg (and even with the railroads, they still did so in a few early test runs); the extra settlements dotted around the map are also primarily intended to help with supply, rather than because they actually exist in-quest. In any case, we did complete a phase of rail networks reaching from ports into the Yellow Zones a few quarters prior to the battle (source), so there is some justification for having so much rail on the map. IRL this area is heavily forested, but going by the reforestation campaigns those are no longer a concern lol, so the only remaining terrain is swamps and some hills.
2. In addition, the timeline has also been distorted somewhat. The actual battle took place over the course of two or three days starting on September 11, but the smallest time increment available was a single day, and having to compress the entire scenario into 2 turns would make for poor gameplay, to say nothing of what it would do to the map (especially since past a certain size, making the map too small compresses the UI such that it becomes impossible to actually click the End Turn button)(also, on that note, DON'T ZOOM OUT. BAD THINGS WILL HAPPEN). As such, the scenario still starts on the 11th, but continues to the 23rd, with events such as the arrival of Orlovsky's reinforcements delayed so that there's more time for actual gameplay.
3. The scenario can be played as both Nod and GDI, although be aware that AI Nod forces will likely fight to the bitter end, rather than retreating to Novgorod as they should. Victory is achieved by capturing the opponent's capital (St. Petersburg for GDI and Veliky Novgorod for Nod). If you want to make sure the AI doesn't do dumb things, you could try playing hotseat and controlling both sides. I didn't program a victory event because I'm sick and tired of working with the scripts files for this game, but the enemy will surrender the turn after you occupy their capital, so you can consider that the end of the scenario.
4. There are two settlements, one to the east and one to the west, which I have added for gameplay purposes. If the Nod player captures and keeps any unit parked on these two tiles, then GDI reinforcements from those two directions will be delayed up to a maximum of two turns (East: 14th arrival delayed to the 16th, West: 16th arrival delayed to the 18th). There are also a number of settlements marked "spawn", under the control of GDI. If playing as Nod, DO NOT CAPTURE THESE, or the scenario will break (as in scripted GDI reinforcements will not show up). I included notes warning against this on the actual map as well, but just in case.
5. I realize that in all likelihood the number of people with this game in this thread totals to 1 (me). As such, I'll put up a quick screenshot AAR thing later showing off the scenario, since otherwise I expect basically nobody will actually play it, on account of not being able to.
That should cover everything, let me know if there are serious issues, etc. etc.
Edit:
So, as promised, I present an image AAR of this mod, playing as GDI. I've put it into a Google document to bypass the image limit, which you can find here. I've also included a unit key in a separate google doc for the benefit of those unfamiliar with this genre of games, which is linked at the top of the document but can also be accessed here, detailing not only what the unit symbols stand for but what GDI/Nod units they correspond to. I do have some ideas for further scenarios, but no idea how long those will take. Hope y'all find this interesting!
Edit 2: Discord has recently announced that they will be ending off-site file support, which presumably includes images. As such, I have reuploaded the AAR and Unit Key as pdfs. The reading experience may have degraded slightly, as the original AAR was pageless while pdfs have to be sorted into pages, but it should still be mostly readable.
EDIT 3: As of 26 February 2024, the change has happened and it doesn't seem to have affected the Google documents so ig it's fine lol.
Stahl's Test
You've impressed Stahl with your leadership and skills, and he's decided to offer you a test to prove that you are worthy of being a part of his inner circle. He's brought you deep into GDI territory, and provided you with many troops and equipment. You may use them as you see fit, but he will offer no direction what precise results he's looking for. Good luck, as the next couple of hours will determine your future within his organization.
Mexican Standoff
An informant has revealed that Mondragon has declared independence from Gideon, and that his territory is currently engaged in a civil war as Mondragon purges Gideon's loyalists and consolidates his power. We have a golden opportunity to destroy the local Nod presence and seize valuable harvesting grounds while they are distracted fighting each other. Given the limited window of opportunity, your forces will consist of whoever was immediately available for deployment, and you will need to shepherd them wisely.
Your starting forces are 4 Firehawks, 4 Engineers, 3 Sniper Teams (veteran), 2 Pitbulls, 2 Juggernauts, 2 Mammoths (veteran), a Rig and a Commando. Against you is literally the entirety of Nod's buildable arsenal - they will throw Black Hand and Marked of Kane units at you. But, if you play cautiously and scout before moving, you can rapidly destroy Mondragon and turn your attention across the bridge to Gideon. Gideon is fond of building Redeemers; your railgun armed Mammoths are your best reply. Good luck, Commander!
'Ere we go again. As the prophecy has foretold, I bring forth another mod!
Defense of Indianapolis
"Greetings Commander, the Nod Warlord Gideon has deployed forces to assault Indianapolis, and you have been tapped to lead the city's defense. He has seeded Tiberium fields in the agricultural areas outside of the city, and we have indications and warnings that he is preparing to launch a tiberium seed missile into the city proper. Stop him. Time is of the essence. InOps out."
Tips and tricks!
You do not have any Tiberium Fields handy, but you do have quite a few Tiberium Spikes. You may want to build a refinery *anyway* just in case you need to rebuild something, but you may or may not need it. You receive a complement of 8 Firehawks at the start; you can use them to destroy the artillery which will start blowing up your defensive line (along with your Behemoths), and then jet them towards the Temple of Nod to neutralize it so that you can have the breathing room that you need in order to gather enough forces to march on Gideon's FOB.
Now improved with Victory and Defeat music, along with an in-game brief! There's also a minimap and a map image in the scenario select screen
Edit: the 'Tiberium Seed Missile' is represented here by a nuke and thus a Temple of Nod.
Post roll edit: ignore the 2nd one (alas), I accidentally hit the button because I'm barely awake (and presently going back to sleep)