Broken Arrow

Broken Arrow

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Absolute War - PvE - Baltiisk Peninsula
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1.409 MB
5 Jul @ 6:04pm
5 Jul @ 6:20pm
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Absolute War - PvE - Baltiisk Peninsula

Description
Welcome to Absolute War — a custom scenario for Broken Arrow designed to deliver massive, immersive, and ever-changing battlefield experiences.

In this scenario, you're not just commanding a handful of units — you're one cog in a chaotic, mechanized war machine. With AI-controlled allies and enemies fighting in real time across a massive front, you’ll experience the scale and unpredictability of true modern warfare.


Scenario Overview
This scenario creates an active, persistent battlefield where dozens of AI unit groups are deployed dynamically, each fulfilling a unique tactical role. Every match feels fresh thanks to randomized unit compositions and the sheer volume of active combatants.

You will begin the match by choosing your difficulty and AI support level, allowing you to tailor the intensity of the war effort to your liking. After that, the battlefield erupts — and your survival and victory depend on strategy, adaptation, and coordination within the broader war effort.


Dynamic Unit Group System
Each faction's army is composed of diverse and randomized unit groups, selected from nearly the entire unit pool in the game. These groups are continuously re-deployed upon destruction, ensuring relentless action and constant pressure.

Here are the unit group types that fill the battlefield:

Rush Teams:
Fast, lightly armored truck teams racing to capture forward points. Think early-game chaos and high-speed skirmishes.

Strike Teams:
Heavily armored tanks and APCs working in tandem — the spearhead of any major push. These are the primary assault forces.

Deployment Teams:
Troop-carrying units that follow up after a point is captured to reinforce and hold the line. Expect diverse infantry loadouts.

Mortar Teams:
Mobile fire support that tracks behind advancing lines. They strike from afar while maintaining enough mobility to reposition.

Shell Teams:
Roaming artillery groups that constantly seek new angles to bombard enemy positions. They define the backline and keep pressure up.

Helicopter Attack Teams:
Roaming gunships that dance around the front lines, laying down firepower and disrupting armor and infantry alike.

Jet Support:
Smart, target-hunting aircraft that perform precision bombing and strafing runs. Rarely, one may even drop a tactical nuke (10% chance) — expect chaos when that happens.


Difficulty & Support Options
Before the match begins, you'll make two key choices:

Difficulty Level:
Controls how many enemy units spawn — choose between 1x, 2x, or 3x waves of each unit group type.

AI Support Level:
Choose how much help your team receives — from minimal support (1x), standard support (2x), or overwhelming force (3x). Pick wisely based on your strategy and experience.

Match Structure
The battle is divided into three 15-minute phases, each simulating a full day/night cycle. You'll fight through sunrise, midday, dusk, and into the dark — and each phase reshuffles unit deployments, keeping the pressure on.

Phase 1: Early war — scattered chaos and jockeying for control

Phase 2: Full-scale war — armored pushes, coordinated air strikes

Phase 3: Endgame — artillery saturation, elite forces, and final pushes


Why Play This Scenario?
Endless Replayability – Randomized unit loadouts keep every playthrough unique

Massive Scale – Dozens of unit groups fighting simultaneously across the map

Organic Battles – AI units behave like coordinated teams, not isolated skirmishers

Player Customization – Tailor your challenge with support and difficulty settings

Cinematic Warfare – From urban fights to nighttime airstrikes, this scenario delivers spectacle


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22 Comments
Palpatine  [author] 11 Aug @ 5:01pm 
As of right now, I have no idea why enemies are not spawning in the live version, in my dev version everything is working but who knows this is a new game and they could have updated something that broke it at its core.
I am working on an update, I refactored pretty much the entire project into subgrapghs and am including instructions for remodders to be able to port the logic over to other maps and kinda play with it easier on that end. I'm like 80-90% of the way done with the update, if BF6 beta didnt happen I would have probably posted this last weekend.
Streak 11 Aug @ 8:10am 
Bump on no enemies spawning, we expecting a update?
31SpaceX 6 Aug @ 11:24pm 
Empty
Blitzkrieg 2.0 "Virgil" 26 Jul @ 9:17pm 
There's no enemies spawning
Palpatine  [author] 24 Jul @ 9:53pm 
I got you tsa, easy to do, busy rn check back in a couple days!
tsa00111 24 Jul @ 9:50pm 
We want a scenario with a lot of money and a whole army to enjoy. Do you have any?
Shy_Mango 18 Jul @ 9:05am 
This scenario's great, good job creating it. Is it possible that we can play on the Russia side? thanks!
captinjoehenry 16 Jul @ 7:55pm 
I really like this! The amount of planes and choppers can be a bit overwhelming but it's not too bad.

Main thing I would want changed ( and changed in a local copy of the scenario I made ) was assigning the allied AI to different player than the human player so I wouldn't get my units and the AI units confused.

Any thought about adding radar AA to the AI? As currently it seems like the AI doesn't use any short or long range anti air. Admittedly the amount of fighters both side spawns sort of negates the need for AA for anti plane and anti heli stuff to an extent but doesn't do anything about cruise or ballistic missiles.

Also would be nice if the plane spawn was a bit further from the front line as right now it's pretty close to where the fighter furball tends to take place naturally.
Gotta say this is one of the better scenarios <3
You should feel proud of yourself because this is tons of fun to play
LiangLiang 14 Jul @ 7:54am 
Hyped for the addition of CO-OP to this scenario