Battle of the Atlantic: 2028

Post new mods and scenarios here.

Moderator: MOD_Command

Post Reply
Craigkn
Posts: 200
Joined: Thu Jan 27, 2022 12:06 am
Location: Central Maryland

Battle of the Atlantic: 2028

Post by Craigkn »

This is a very rough draft scenario that depicts a SLOC protection mission in the early days of a hypnotical war between NATO and Russia. The player assumes command of a multinational Combined Task force (CTG 447), tasked with protecting high-value military (TF-83.1) and energy (TF-83.2) convoys across the North Atlantic. The primary threat is subsurface, and initial Rules of Engagement are restrictive (WEAPONS TIGHT), requiring threat validation prior to engagement. The operational environment is defined by high tension, and the situation could escalate based on events.

This scenario utilizes custom scripts to provide the following features. Feedback on their function and impact is requested.
  • Periodic intelligence summaries updating the status of known threats.
  • Event-driven messages for key tactical events (e.g., detections, losses).
  • Scripted allegiance changes for certain non-hostile contacts.
  • Covert threats hidden within seemingly legitimate civilian maritime traffic.
  • Persistent status tracking of enemy forces reflected in subsequent reports.
  • Rules of Engagement (ROE) that can change based on major scenario events.
I went a little crazy with LUA; and you will likely tell I used both Gemini 2.5 pro and ChatGPT4 for most of the code - looking back I could have written the code myself faster, but it was an interesting exercise in LLM guided scripting.

My LLM coding opinion now is to use it for research, or for something really tedious, but if you want to just one thing quickly (change side of a unit, assign that unit to a new mission), writing a few lines of LUA manually is 100% faster and better.
Attachments
__Battle of the Atlantic.zip
(272.87 KiB) Downloaded 66 times
Last edited by Craigkn on Fri Jul 11, 2025 11:45 pm, edited 1 time in total.
tylerblakebrandon
Posts: 455
Joined: Mon May 11, 2020 5:16 pm

Re: Battle of the Atlantic: 2028

Post by tylerblakebrandon »

I love a good convoy battle
scott1393
Posts: 130
Joined: Sat Jan 21, 2012 6:54 pm

Re: Battle of the Atlantic: 2028

Post by scott1393 »

hi craigkn,
i really enjoy these type of scenarios. I'm currently only about 2 days (game time) into the battle here. one thing I've noticed is i need to push my task groups pretty hard to meet up with their tasking orders. so the dilemma I'm running into is ctg 447.2 will run out of fuel in 4 days 8 hours at current speed. ctg 447.1 will be out of fuel in 3 days 19 hours. maybe an oiler will pop up on the horizon sometime but you might give it consideration adding them/it in. maybe I'm just miscalculating my number (then forget you ever saw this) but the concept is awesome.

scott
ddg21, comcargru5, nas fallon nv, afs 7, dd964 and comnavspecwar
scott1393
Posts: 130
Joined: Sat Jan 21, 2012 6:54 pm

Re: Battle of the Atlantic: 2028

Post by scott1393 »

Hi again craigkn,
one other small note I'd maybe recommend task forces 83.1/2 be assigned to TG 447.2 so we can control their speed with that convoys cruising along at 16 and 18 knots the assigned escorts cannot use their TASS systems (except maybe a sprint and drift assignment) anyway just a thought.

scott
ddg21, comcargru5, nas fallon nv, afs 7, dd964 and comnavspecwar
Craigkn
Posts: 200
Joined: Thu Jan 27, 2022 12:06 am
Location: Central Maryland

Re: Battle of the Atlantic: 2028

Post by Craigkn »

Thank you for your feedback!

The fuel issue was an oversight - fuel should not be a factor, I will fix and upload a new version.

I watched "Grayhound" while writing this, and I liked the idea of the main convoy being outside player control, one that you may struggle to keep up with. This also forces choices - which assets do you assign to what role to save what supply ships? One comment from my testing - at least in this scenario, ships detecting subs via sonar is pretty rare. Helos and MPA's do the heavy lifting.
Craigkn
Posts: 200
Joined: Thu Jan 27, 2022 12:06 am
Location: Central Maryland

Re: Battle of the Atlantic: 2028

Post by Craigkn »

Scenario is updated with three (3) fleet oilers under your command. I underestimated how thirsty the Burkes are. LUA script message informs the player of the ships.
  • RFA Tideforce (A139), in port, Azores
  • USNS John Lewis (T-AO-205), in port, Boston
  • USNS Harvy Milk (T-AO-206), attached to CTG 447.1 'Barents Watch'
Attachments
__Battle of the Atlantic 002.zip
(282.22 KiB) Downloaded 23 times
scott1393
Posts: 130
Joined: Sat Jan 21, 2012 6:54 pm

Re: Battle of the Atlantic: 2028

Post by scott1393 »

I'm using the mpa's as much as i can keep them in the air. thanks for the tankers, and it was just a thought about the cargo ships being under my control. i love greyhound almost as much as in Harms way with the duke.

scott
ddg21, comcargru5, nas fallon nv, afs 7, dd964 and comnavspecwar
scott1393
Posts: 130
Joined: Sat Jan 21, 2012 6:54 pm

Re: Battle of the Atlantic: 2028

Post by scott1393 »

I'm using the mpa's as much as i can keep them in the air. thanks for the tankers, and it was just a thought about the cargo ships being under my control. i love greyhound almost as much as in Harms way with the duke.

scott
ddg21, comcargru5, nas fallon nv, afs 7, dd964 and comnavspecwar
Craigkn
Posts: 200
Joined: Thu Jan 27, 2022 12:06 am
Location: Central Maryland

Re: Battle of the Atlantic: 2028

Post by Craigkn »

Don't sleep on the AEW&C aircraft as well. The Burkes seem to do better with some radar top cover - at least if they get CEC from a E-2D. Most of my playthroughs (from editor mode, to be fair), I think maybe one or two NATO-side ships were sunk with torpedoes. The scenario starts out an ASW exercise and then quickly turns into an air defense exercise. I think the USMC fighters out of the Azores have APKWS II A2A missiles, which may be handy.

I once tried mass swarm attacks by Shahed 136/Geran 2's, and they will launch on a surface target, but without some form of mid-course correction (which I am not sure is even possible for that weapon in-game) the end up in the wrong place to engage a fast-moving convoy. I scrapped the Geran 2 attack, but found something better suited to replace them, while keeping with the plot.
Post Reply

Return to “Mods and Scenarios”