Easy Red 2

Easy Red 2

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Battle of New Gibraltar [Mission]
   
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257.382 MB
28 Dec, 2024 @ 7:51pm
30 Dec, 2024 @ 12:32pm
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Battle of New Gibraltar [Mission]

In 1 collection by FenFenScreeScree
The Great War of 2082
7 items
Description
Map: New Gibraltar - 7/23/2082
Gamemode: Dogfight (1 phases)
Invaders: Pirates of Tripoli
Defenders: The Alliance of West Sahara and the Rising Sun

It has been twelve days since pirates hailing from northern Africa, under orders of the self-proclaimed "Pirate King of Tripoli," laid siege to, and sacked, Thaelaib City, the capital of the Kingdom of West Sahara. The old and ailing King Mezian III, already on his deathbed, perished, having detonated a bomb smuggled to him by a member of his staff under cover of darkness; he took with him fifty four pirates, and the pirate King's chief warlord Zahar, all whilst his two eldest sons, Amir and Shujae-Min, retook the city in an unprecedented counter-attack the likes of which the world had not seen in well over a century.

Grand Admiral Hisao Matsumoto of the Rising Sun Imperial Navy, after having been informed of these tragic happenings, cancelled his return trip to the Japanese isles, and immediately made haste for the West Saharan coast, to aid in the counter-offensive and prevent the barbary filth from being able to escape the city.

After consolidating the West Saharan Royal Navy, and joining forces with Admiral Matsumoto's expeditionary force, the combined fleet of some thirty warships and over three hundred fighter jets and planes (to include numerous jets leased to Matsumoto to replace those he'd lost at Thaelaib) set sail for Tripoli.

However, as they would soon find, the vital, yet fledgling port of New Gibraltar was under immanent threat of conquest. The peninsula-turned-island was in the mid-stages of recolonization, thanks to efforts of the West Saharans, and it provided one half of THE most vital strategic point in all of Afro-Eurasia, being the chokehold that determined who could leave or enter the Mediterranean.

Some twenty five fighters were stationed at Gibraltar, but they would not have to face the incoming pirate threat alone, so long as they could hold out long enough for the navy to arrive.

Twelve days since they were attacked. Eleven since the King's death. Ten since they valiantly retook their homeland. Nine days since the eldest Prince, Amir, was hastily crowned King. Eight since two fleets made one set sail on a course of vengeance. Seven since reports of the enemy massing on the island of Palma. Six since the weather took a turn for the better and the skies cleared themselves. Five days since the scourge of the sea set out for Gibraltar. Four, three, two, days until they would meet.

And then, one day, they did. The battle that ensued was glorious; a victory ten-fold more decisive than the first one was soon to be at hand.

**PLEASE MAKE SURE YOUR MUSIC IS TURNED ON AND ALL THE WAY UP!!!**

THIS BATTLE IS MEANT TO BE PLAYED FROM THE DEFENSIVE POV. There are no pirate infantry or mechanized spawns, and this is ENTIRELY AN AIR/NAVAL BATTLE.
8 Comments
FenFenScreeScree  [author] 31 Dec, 2024 @ 3:18pm 
Thanks Beren :D
BerenOneHand 30 Dec, 2024 @ 11:58pm 
Extremely clever mission that gives more than just quick dogfight action. The ocean being shallow makes the experience more thrilling as wrecks appear to be sinking into the water, and if you have to bail over the drink you are able to "swim". :lagg3::hindsight:
FenFenScreeScree  [author] 30 Dec, 2024 @ 12:30pm 
Just as a warning, you may have to destroy some of your own troops in order to get friendly planes to spawn
FenFenScreeScree  [author] 30 Dec, 2024 @ 10:15am 
I don't know why but for some reason the music isn't repeating, so I'm going to upload a longer, looped version, though I will warn you that it'll take up extra space
FenFenScreeScree  [author] 29 Dec, 2024 @ 9:23pm 
okay, new update is live.
FenFenScreeScree  [author] 29 Dec, 2024 @ 9:19pm 
PLEASE leave feedback guys. I value it greatly. If there are potential battle sites that you think would work within this universe (think post-nuclear Mediterranean locations) PLEASE let me know and i'll take them into consideration; see if i can't find somewhere in the lore to fit them
FenFenScreeScree  [author] 29 Dec, 2024 @ 10:06am 
It was suggested that I swap at least one of the infantry squads that spawn (they're there to make sure the pirates don't capture the objective points) for SPAA, which I do like. Prolly gonna implement that in the next 24 hours
FenFenScreeScree  [author] 28 Dec, 2024 @ 7:56pm 
Half of these mods are only necessary because I had to place like one or two KWS infantry units just to keep crashed pirate pilots from capping points.

Bear in mind that the water is PURPOSEFULLY shallow enough to barely be able to stand. This is to simulate having to swim to safety/to shore; and it's a way for me to reduce casualties numbers. A lot of these planes for the KWS lore-wise have ejection seats, but ER2 hasn't really modeled that so well.