INS WAR IIBrought to you by LMC.See the WAR map and follow the action! (click below)
www.lmcgaming.com/warmap/===================================================
New Features:Realistic strategy map!The maps are connected realistically as they are geographically located in Iraq. The game begins with the Marines holding all the major cities when the insurgency begins and the insurgents start attacking the Marine held cities from their hidden bases. Marines fight to keep hold of the Iraqi cities, and maintain logistic routes from Al Basrah (the closest to the U.S. Carriers and logistical supplies) to Baghdad (the central staging point for the Marine forces and the Marine FOB). Marines may only travel via the highways to avoid IEDs and mines. Whereas Insurgents may travel dirt side-roads and alternate paths.
Marine Supply Route:The Marine supply route consists of the four areas colored blue on the map. It is the link between Al Basrah and Baghdad. If any one of these areas is taken by the Insurgents, the Marine team will suffer from a lack of supplies. And instead of two special weapons squads (Fireteam A: Sergeant, Rifleman, Rifleman, Engineer/Specialist; Fireteam B: Sergeant, Grenadier, Support/LMG, Marksman), they will have only one special weapons squad and one rifleman squad (Fireteam A: Sergeant, Rifleman, Rifleman, Engineer/Specialist; Fireteam B: Sergeant, Rifleman, Rifleman, Rifleman); and so will have limited tactical support roles until logistical supply routes are restored. Whats more, marine held territories that are not connected the the marine FOB by a safe travel path (along the highways), will suffer from having only emergency reinforcements.

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The dark lines are the highways, and the grey lines are the side roads that only the Insurgents can travel on. Marines must have the required "Intelligence Points" to discover and attack an Insurgent main base (the required points are shown by the number next to each Insurgent main base). Marines may attack a revieled Insurgent main base (the red colored territories), only if they currently control the adjacent territory. If an Insurgent main base has been destroyed (if the Marines were victorious on the map, capturing ALL objectives), then that territory is no longer existent and the Insurgents can no longer attack from it. There is a special Insurgent position at the bottom left corner of the map (represented by the red circle). It works as an Insurgent controlled position that cannot be attacked/destroyed. The Insurgents may attack the neighboring enemy area as they would usually. This special position is to allow more options for the Insurgents when attacking and so that those maps see action besides just Strike fights (ambushes). ]]
Custom Maps!8 new maps are now a part of INS WAR. After weeks of testing custom maps, the best (based on gameplay and realistic setting), most stable maps were selected to join the map list as Iraq cities and areas. Maps set in Afghanistan were removed: Karkar, Karam, Helmand, Takhar... but never fear, we will have an Afghanistan war campaign once the Iraq campaign is through.
ins_valley_mjr (as Kurdistan area, Iraq)
ins_veikko (as Alqosh, Iraq)
ins_trenchfoot (as Anah area, Iraq)
ins_karbala (as Karbala, Iraq)
ins_sandstorm (as Al Basrah, Iraq)
ins_diyala (as Diyala, Iraq)
ins_baqubah (as Baqubah, Iraq)
ins_shulah (as Shula, Iraq)
New map configurations!Carefully customized IMC2 files allow for new and exciting twists to the standard maps you know and love.
New victory conditions!In order for the Insurgents to win, they only need to win 20 battles (rounds), or to hold Baghdad for three consecutive rounds; for the conflict to grow unpopular with U.S. citizens enough to pressure the U.S. Senate to withdraw from Iraq.
For the Marines to claim victory, they must discover and eliminate each of the hidden Insurgent Bases. Each Insurgent Base remains hidden until the Marine "Intelligence Points" are equal to the intel needed to reveal that base. The Marines gain one Intelligence Point for every victorious battle.
New combat format: Insurgent Strike!After the Insurgent team's turn, the Insurgent team may ambush on any map. This fight is a very tactical, limited reinforcements (3 or less waves) fight that will bring a high level of intensity and help to encourage more realistic combat as players must take care with their life. Victories during Insurgent Strike do not count towards victory conditions or Marine Intelligence Points; but if the Insurgents win, then their forces move into the area and they can then attack from that location as they now control that territory (map).
WAR weapons mod! (for added realism and to encourage teamwork)
The classes were modified to be more realistic. (pistols were removed from most classes, more realistic Marine load-outs)
The 1911 pistol was added to the Engineer class (emulating the engineer/specialist buying a nice pistol from the states to take into combat with him and compliment his combat shotgun), as well as to the Insurgent Militant class (as a symbol of power to aid in commanding rookie Insurgents).
The weapons sway has been increased while moving to discourage run-and-gun tactics, and encourage teamwork.
Recoil was increased to encourage accurate fire and taking the time to get a good shot as opposed to simply peppering.
The damage modifiers for hit boxes were modified for more lethal bullets and more realistic damage. (a shot to the foot does less damage, a head shot is a kill, pelvic shot is a kill, and body is nearly always a kill)
The explosives were modified to more realistic values. (higher damage radiuses due to fragmentation)
For a full list of Changes:
WAR Weapons Mod Details(NOTE: We are not hosting a private TeamSpeak server at the moment since players expressed resistance to the idea of organizing comms... instead we are working on a source-mod that might do this automatically.)WAR TeamSpeak 3 Server! (You do not need a microphone to join us in TS, it is primarily there to organize each team into squads and allow your squad leader to issue tactical advice and orders without flooding the game voice chat.)
During WAR nights we will be hosting a dedicated TeamSpeak 3 VOIP server to manage team comms, it is strongly recommended to join during war and those in TS3 will have priority in the case of a full server. If the server if full, join the TS server and we will kick someone not in TS to make room for you. Further priority will be given to those with mics and those that communicate.
You can download TeamSpeak3 for free here:
http://www.teamspeak.com/?page=downloadsServer info:Address:
warvoip.lmcgaming.comPort:
9987 (try port:
9164, if the other does not work)
Password:
war(The server will only be accessible with the password "war" on WAR nights, for the rest of the week the server functions as the LMC back-up TS3 server, and is password locked.)
Better organization for enhanced community interaction!Because one of the main goals of this event is to allow the Insurgency Mod community a chance to play together tactically and in a very team-work oriented environment, and to interact and have fun together, clans with participants of 6 or more are asked to split between the teams so as not to stack and have a chance to play with others in the community. Furthermore, each week you may pick a new alliance to avoid getting burned-out of a certain faction. Whats important is the teamwork, tactics, and fun! Team Comanders are elected each night, and squad leaders are chosen by the commander.
Battle reports!
After each week's battle (Sunday night), a detailed synopsis of the fighting will be posted for fans and fighters to have as mementos. Also, WAR Hero's will be announced (the players that achieve the greatest glory)!
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VITAL INFOThe WAR begins 5/9/2010 @ 8pm EST (till 12pm EST or whenever there are less than 8 players). It will continue every Sunday night until concluded!
Game Server: 208.167.247.171:27015 (or) inspub.lmcgaming.com
Server Password: war
TeamSpeak 3 Server:-NOT AVAILABLE AT THE MOMENT-
Address:
warvoip.lmcgaming.comPort:
9987 (try port:
9164, if the other does not work)
Password:
warView WAR HLstatsX:http://www.lmcgaming.com/warstats/How it works:Joining:When you join WAR you will join the team with the lesser number of players (unless you were previously on a specific team and wish to remain on that team [Insurgents or Marines]). Once you join a team, you will play for only that team for the duration of that night (unless it become necessary to balance the teams). You should join the WAR TeamSpeak 3 server before joining the WAR Insurgency Game server.
Turns:A "Round" is a single battle on a territory (insurgency map). A "Turn" is when one team gets to pick a territory to attack (a team may only attack territories that are adjacent to a territory they currently are in control of), and if a team wins during an assault, they may attack again, until they suffer a loss. If the marines hold all the known territories, they do not get a turn. After the Insurgent Team's turn they get a bonus "Strike" Round in which they are able to lay an Ambush on any map. If a team wins on a map during any round (whether it is a regular battle or a strike/ambush), they then control that territory.
Organization:Every week (Sunday night), each team will elect a Commander who will serve as long as they so choose. The Commander will choose 2-4 players to be Squad Leaders and the player on the team will all be assigned to a squad and organized automatically into TS3 channels so that they can communicate tactically with each-other. The commender tasks the Squads with objectives and tasks such as (assault Objective "C", or defend the West), and the Squad leader talks to his players and decides the best way to achieve those goals. If you are not happy in your squad you can request a move and the commander must honor your request.
Commander Operations Guide====================================================
Tips, Tactics, and Strategies:Because the weapon sway is increased while moving, you'll have an advantage when peeling with your squad (moving one at a time when advancing, like leap-frog). That way your squad mates can cover your advance with more accurate fire.
Explosives are more deadly, use them to clear buildings, or for shock when assaulting. When assaulting try to move quickly to avoid the enemy fragging your location, and try to keep a distance between you so as not to all get taken out by the same nade.
Marines have more smoke grenades now so it pays to utilize them during an assault.
If you are playing with the 1911 (or with the enemy pistol), keep in mind that you can not re-arm it at an ammo cashe. So conserve your pistol ammo.
Insurgents have less ammo than the Marines, so a good strategy is to use guerilla tactics to secure a Marine weapon.
On the strategy map level, Insurgents have 2 main strategies for the Battle fighting and two main strategies for the Strike fighting. For the Battle fighting, you can either push towards Baghdad for a fast win, or try to create a buffer to your main bases by capturing the adjacent territories in defense. For the Strike fighting, you can either aim to disrupt the Marine paths of travel and/or logistics or punch holes in the enemy line to get to Baghdad sooner.
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Special thanks to:DylanFor providing the base for the WAR mod with his excellent Dylan's Weapon mod. Although the WAR mod is very different and was built from scratch, without the starting point to experiment from, and Dylan's keen insight and vision, we wouldn't have been able to produce the INS WAR Weapons mod.
-||ScK||-
C@rnage For spending hours testing the explosives settings for the weapons mod.
-|TDB|-
NiKTesting weapons. And helping refine ideas.
-|TDB|- Clan
For helping to spread the word and promote this event. And for helping to spread maturity and team play.
=(eGO)=
Burt Reynolds for helping to spread the word among eGO members and promote this event.
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