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War Today - Various Levels and Situations

Various scenes from War Today: Five-Day War game. Even though geolocation and visual references were used to recreate areas I had to change some major parts (canals, bushes/trees, buildings placement, props and objects) in order to support certain mission. For example, moving house 2 to 3 meters towards the road would give better chance (for player) to have at least first vehicle safe (where your officer is located) - which in turn is one of the objectives, that he must survive until reinforcements come in.

T-62 refill of supplies: this bridge is a clear separator of active combat area and "safe zone".

T-62 refill of supplies: this bridge is a clear separator of active combat area and "safe zone".

BRDM-2's patrolling: different heights allow variable success rate of various vehicles, to to gun elevation/depression angles.

BRDM-2's patrolling: different heights allow variable success rate of various vehicles, to to gun elevation/depression angles.

Night mission: BMD securing convoy movement. Lights are intentionally on - no combat is expected at this particular moment and soldiers would prefer to have better visibility during the night.

Night mission: BMD securing convoy movement. Lights are intentionally on - no combat is expected at this particular moment and soldiers would prefer to have better visibility during the night.

Fight around kindergarten: one of the tougher missions, there are covers available but high rise buildings create funnels and choke points, severely limiting tank movement (though creating sufficient cover for troops to shoot around the corners).

Fight around kindergarten: one of the tougher missions, there are covers available but high rise buildings create funnels and choke points, severely limiting tank movement (though creating sufficient cover for troops to shoot around the corners).

Air view of Kindergarten 14 area: garages block the view, allowing footmobile and pickup trucks/technicals to sneak around you if you are not careful enough.

Air view of Kindergarten 14 area: garages block the view, allowing footmobile and pickup trucks/technicals to sneak around you if you are not careful enough.

BMP-1 dropping troops off and sneaking behind: we've created quite a few of these natural passage ways to facilitate player exploration of the map.

BMP-1 dropping troops off and sneaking behind: we've created quite a few of these natural passage ways to facilitate player exploration of the map.

Night ambush: advance troops/recon were hit hard by ambushing force. A lot of bushes and tall grass around means that player will have hard time eliminating this ambush site.

Night ambush: advance troops/recon were hit hard by ambushing force. A lot of bushes and tall grass around means that player will have hard time eliminating this ambush site.

Disaster scenario: crossroad, multiple venues of approach - all blocked with enfilading fire. Wounded cannot be moved, fire from multiple directions.

Disaster scenario: crossroad, multiple venues of approach - all blocked with enfilading fire. Wounded cannot be moved, fire from multiple directions.

Perfectly timed close air support: Su-25 attacking a column of enemy troops. Pure logic is that armored car goes first, then (as per lessons from various conflicts) main battle tank follows and an APC or IFV (in this case BMP-2).

Perfectly timed close air support: Su-25 attacking a column of enemy troops. Pure logic is that armored car goes first, then (as per lessons from various conflicts) main battle tank follows and an APC or IFV (in this case BMP-2).

Flanking fire: trees tall enough to prevent tank crews to have good visibility but clearly showing silhouettes of armored vehicles, to be fired upon.

Flanking fire: trees tall enough to prevent tank crews to have good visibility but clearly showing silhouettes of armored vehicles, to be fired upon.

Hastily created checkpoint being hit from the side. Usually crossroad is the place to check and prevent enemy movement (vehicles wise) but also present yourself as a clear target to the enemy.

Hastily created checkpoint being hit from the side. Usually crossroad is the place to check and prevent enemy movement (vehicles wise) but also present yourself as a clear target to the enemy.