New Scenario - The Seizure of M/T Marinera - for Beta Testing

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Mark352
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New Scenario - The Seizure of M/T Marinera - for Beta Testing

Post by Mark352 »

This is a small scenario based on the seizure of the allegedly Russian flagged tanker M/T Marinera (formerly Bella 1). It is not intended to be a literal recreation of the actual event. A joint US/UK task force is tasked to seize the tanker, and escort it to a secure anchorage while be monitored/pursued by Russian forces.

In the briefing I explain what needs to be done (hopefully its clear). I have taken some liberty regarding the actual events. One key point is the player needs to exercise some tactical restraint; you cannot fire on the opposing side. I incorporated a number events and Lua scripting in the scenario.

I have a shoebox full of scenarios that that are in various stages of work but, this is the first one I'm posting for some play testing. Any and all feedback, comments, questions are welcomed. Thanks.

Edit - update scenario v3 posted (removed preset missions on player side)
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Seizure of MT Marinera v3.zip
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Last edited by Mark352 on Sat Feb 14, 2026 8:31 pm, edited 2 times in total.
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Mgellis
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Re: New Scenario - The Seizure of M/T Marinera - for Beta Testing

Post by Mgellis »

Played it twice. Some initial observations...

* Good, clear briefing.

* Was it deliberate to uncheck the 1/3 rule for the two missions? Checking it will pace how many aircraft go out on the missions so they do not go out all at once.

* Use a marker or a facility to identify Sullom Voe.

* Interesting set-up for boarding mission; if you wanted to make it more flexible, you can link the reference points to the tanker so they move with it. That way, you can do the boarding whenever you want. Of course, if you want to limit it to a certain time period, you can just leave it the way it is.

* I'm guessing one of the ways to defeat the Russian submarine is to speed up the tanker and its escorts up to about 18 knots; it will pull away from the spy ship and it will lose contact; this will make it harder for the submarine to match courses with it. As long as the spy ship can keep up with the tanker, it can relay its position to the submarine and the submarine is fast enough that it can catch up with the tanker. Do you want to mention a recommended speed in the briefing?

I hope this helps.
Mark352
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Re: New Scenario - The Seizure of M/T Marinera - for Beta Testing

Post by Mark352 »

Mgellis wrote: Thu Feb 12, 2026 3:18 am * Was it deliberate to uncheck the 1/3 rule for the two missions? Checking it will pace how many aircraft go out on the missions so they do not go out all at once.

* Use a marker or a facility to identify Sullom Voe.

* Interesting set-up for boarding mission; if you wanted to make it more flexible, you can link the reference points to the tanker so they move with it. That way, you can do the boarding whenever you want. Of course, if you want to limit it to a certain time period, you can just leave it the way it is.

* I'm guessing one of the ways to defeat the Russian submarine is to speed up the tanker and its escorts up to about 18 knots; it will pull away from the spy ship and it will lose contact; this will make it harder for the submarine to match courses with it. As long as the spy ship can keep up with the tanker, it can relay its position to the submarine and the submarine is fast enough that it can catch up with the tanker. Do you want to mention a recommended speed in the briefing?
Thanks you for providing some feedback.

I removed the missions on the player side. I want the player to build their missions. This requires the player to setup the doctrine and follow the rules of engagement described in the briefing. The U-28A were part of the real-world mission. I’m not sure if they add any value other than a touch of realism. When I played it through I sent all three out on the Overwatch mission. Once the tanker was captured I set the mission to 1/3. The player gets points for getting the U-28A’s to the Overwatch area before 0930z and loses points for arriving to the area late.

I had a reference point that marked Sollum Voe but, I forgot to select it so it was visible. I like your idea better. I deleted that reference point and added a buoy that marks the anchorage.

The Boarding Area is marked by reference points B-1 thru B-16 around the tanker. The points are fixed to the tanker while it’s on the Russian side as are the reference points W-1 thru W-4 for the Overwatch area. Once the tanker is captured those points all detach from the tanker. During my testing I would reattach the Overwatch area points and keep a U28-A on patrol so one stayed with the tanker and the escorts but, as I mentioned not sure if that adds any value to the scenario. Maybe I should come up with a scoring process that requires keeping one U-28A on Overwatch. I'll look at that.

I want to keep the boarding/seizure/capture setup as I have it. The tanker needs to be captured between 1000z and 1030z. Failing to do that will end the scenario in mission failure. There are several other events that will end the scenario with mission failure as well.

I hadn’t thought of speeding up to 18 knots; that could be one way to beat the submarine. Might depend on the where the submarine is spawned though; there are multiple points to spawn it when the scenario starts so you could be sprinting right into it. Once the sub is detected that plan could be effective. I’ll leave speed up to the player for now. If that strategy makes the scenario to easy to beat I could swap out the intell ship with a frigate.

I’ve posted an updated version. Thanks again.
Knightpawn
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Re: New Scenario - The Seizure of M/T Marinera - for Beta Testing

Post by Knightpawn »

I liked the mission. Small and refreshing, manages to keep the tension.
I would delete the blue missions. Designing them is part of the fun. Other that that I did not face any real problems.
I boarded Marinera and escorted it to the destination port, without facing any threat from the submarine or otherwise. I discovered the Submarine quite early but I lost it after a while. Easy Triumph
Mark352
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Re: New Scenario - The Seizure of M/T Marinera - for Beta Testing

Post by Mark352 »

Knightpawn wrote: Sat Feb 14, 2026 12:00 pm I liked the mission. Small and refreshing, manages to keep the tension.
I would delete the blue missions. Designing them is part of the fun. Other that that I did not face any real problems.
I boarded Marinera and escorted it to the destination port, without facing any threat from the submarine or otherwise. I discovered the Submarine quite early but I lost it after a while. Easy Triumph
Thanks for giving it a go. I deleted the player missions in the latest version (my mistake leaving those in). Give it another try. The Russian sub might not always be so easy to beat. ;)
Knightpawn
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Re: New Scenario - The Seizure of M/T Marinera - for Beta Testing

Post by Knightpawn »

Mark352 wrote: Sat Feb 14, 2026 2:52 pm
I deleted the player missions in the latest version (my mistake leaving those in)
OVW and ASW missions are still pre set in v2.
Mark352
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Re: New Scenario - The Seizure of M/T Marinera - for Beta Testing

Post by Mark352 »

Knightpawn wrote: Sat Feb 14, 2026 7:16 pm OVW and ASW missions are still pre set in v2.
My apologies. I didn't consider folks playing in the editor. That's my bad. Thanks for pointing it out. I've posted an updated version 3. The missions should be removed from existence ( I hope). Learning something new with CMO everyday.
Knightpawn
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Re: New Scenario - The Seizure of M/T Marinera - for Beta Testing

Post by Knightpawn »

Mark352 wrote: Sat Feb 14, 2026 8:28 pm I didn't consider folks playing in the editor.
I believe this this the most efficient way to beta test
Nikel
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Re: New Scenario - The Seizure of M/T Marinera - for Beta Testing

Post by Nikel »

Thanks for the scenario.

Very interesting and different indeed, no need to engage to win :)



Some suggestions testing v3 in B1817.



Munro not as near to the Marinera to avoid the Barking.

B.gif
B.gif (1.39 MiB) Viewed 112 times

I would add a message on the screen when the Marinera is captured and switches to blue.

Add docking facilities to Sullom Voe so it can be considered a base and can order RTB to the ships, I added an extra large pier to be sure, after all it is located in the sea between islands.

AGI ship Victor Leonov will not follow the ships after the capture, I think this happened in previous versions?

You may sink the Kazan and nothing happens, with the Mk54 torpedo from the Poseidon based on Iceland. The one based in the UK (Stingray torpedo) is not able to attack automatically, probably a bug or a db error (altitude).

This Nlua exception appears several times on the screen.

Exception: [string "CachedChunk"]:22: attempt to call a nil value (field 'atan2')
Stack Trace: at NLua.Lua.ThrowExceptionFromError(Int32 oldTop)
at NLua.Lua.CallFunction(Object function, Object[] args, Type[] returnTypes)
at NLua.LuaFunction.Call(Object[] args)
at fOGtQy2EVMwi36ZeugOd.o8aA5CKat52(Object , Object[] , fOGtQy2EVMwi36ZeugOd )
at Command_Core.LuaUtility.DoString_Optimized(Lua lua, String chunk, String chunkName)
at Command_Core.Lua.LuaSandBox.RunScript(String str, Boolean RunInteractively, String script, String fullPath)

I read the designer notes, but regarding the OOB, what is the role of the Lewis Puller? Apparently she was not there and the Little Birds came from the cutter, and it can be done in the game.


Little birds some days after, being loaded onto a C-17 :)

https://www.facebook.com/permalink.php? ... embed_post


Image
Mark352
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Re: New Scenario - The Seizure of M/T Marinera - for Beta Testing

Post by Mark352 »

Thanks for playing the scenario and providing feedback, Nikel. The scenario is not quite ready for prime time. You found a couple of issues I was not tracking. I need to work on those.

-There is a problem with the Leonov I did not catch. After reading your note I played it through again I and saw that Leonov does follow but, when Marinera gets close to Sollum Voe the Leonov stops. The Lua script that is controlling navigation is projecting a waypoint ahead of Marinera for Leonov to navigate to. Seems that when the waypoint falls on land or the projected course crosses land navigation shuts down and Leonov stops. I need to work on that.

-I will add a message box when Marinera is captured. That's a good idea.

-If Leonov or Kazan are damaged/destroyed the scenario should end in mission failure. I only setup damage triggers in those events. I need to add destroyed triggers to fix that.

Thanks for the other suggestions.

-I feel I have Munro in a good position for the scenario. I see how the Barks are annoying. The player can turn off Barks in options to eliminate that.

-There is a mooring buoy in place for Sullom Voe so the player knows where to go. I like the idea of the player having to navigate to the anchorage.

You are correct the Puller was not part of the operation. I found no definitive information about where the Little Birds operated from when I started putting this scenario together so added Puller as a base for the helicopters. Since then I have seen some information that suggests the Little Birds operated from Munro. It's not clear to me how those helicopters got to Munro. Maybe they flew to Tideforce when she was closer to shore and she carried them closer to Munro. That could be why Tideforce joined the operation. Whatever the case I plan on leaving the Puller there as a the base of operations.

Having said all that I will reworking the scenario a bit so anything is possible. Thanks again for the feedback. I'm always learning something new.
Nikel
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Re: New Scenario - The Seizure of M/T Marinera - for Beta Testing

Post by Nikel »

The barking can be avoided by setting the WCS to tight in the ships because the russian side is not hostile but unfriendly.

The Poseidons are created by default with a WCS set to free for subs and they will attack the russian sub once detected. Apparently this is intended, so the player has to change the WCS to tight.

I guess the Leonov problem happened here because added the pier to the anchorage, and the path was not appropriate for the script.

This is the automatic path of the Marinera to the anchorage (with a pier).

P.png
P.png (97.88 KiB) Viewed 66 times


Perhaps the Kazan damage triggers are not working? Not sure it was sunk in just one hit.

It is not known from where the Little birds took off, TWZ speculates that from the Munro or the Tideforce, the ships that participated directly in the capture.

https://www.twz.com/air/night-stalker-m ... anker-raid
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