Operation Husky

KanadeTachibana

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Jun 20, 2009
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Opeartion Husky information
Click here to download Operation Husky


A 4v4 map with crazy amounts of resources, and hidden goodies. This map is designed for multiplayer or singleplayer. The goal of this map is to try to recreate the operation husky battle

There a readme how to install this map. pretty much it is good map but it can be impossible to win or lose on both side. I and Ghost or others i play with on coh for this map. it is nearly impossible to win to my notes

1172977535_fullres.jpg


Husky.jpg
(if this become a event map this will be example for holdout night event)
 
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I would schedule this map for anyone, who want to play this map with me or other ppl. just contact me on steam or website.

my custom profile for coh is chibimoon
 
it should like this for ppl dont have it on steam "C:\Program Files\Steam\steamapps\common\company of heroes\RelicCOH.exe" -dev on target
 
We could use this map for hold out night. I would put in a 10-20 minute starting bonus for the axis to get some awesome defenses in place along the beach head however the allies would be allowed to capture the resources on the beach to stock up on their forces as well. There would be a limit on what forces they could use first for like the first 5 - 10 minuts allies can only use infantry etc etc etc.
 
We could use this map for hold out night. I would put in a 10-20 minute starting bonus for the axis to get some awesome defenses in place along the beach head however the allies would be allowed to capture the resources on the beach to stock up on their forces as well. There would be a limit on what forces they could use first for like the first 5 - 10 minuts allies can only use infantry etc etc etc.

it will take a while to cap every point on the beach(allies) and same as hanger in axis side. and Axis side will take a while to teleport to frontline and beach head.

you could dl it and try it with yourself or other eGO so you can step ahead before the event started
 
We could use this map for hold out night. I would put in a 10-20 minute starting bonus for the axis to get some awesome defenses in place along the beach head however the allies would be allowed to capture the resources on the beach to stock up on their forces as well. There would be a limit on what forces they could use first for like the first 5 - 10 minuts allies can only use infantry etc etc etc.

i wouldn't do that, tested the map myself, and even though i understand the purpose off a hold out night, their stil has to be a relative fair chance for the attacking team to win. the map is great except for the bridge up the north, suppose the defending team is pushed back until there then they can easily blow up the bridge in the north creating a stalmate which never ends.
 
i wouldn't do that, tested the map myself, and even though i understand the purpose off a hold out night, their stil has to be a relative fair chance for the attacking team to win. the map is great except for the bridge up the north, suppose the defending team is pushed back until there then they can easily blow up the bridge in the north creating a stalmate which never ends.

top of that your Command point is easily to get more xp within the game. first half of the game will be inf but there a MG Nests on beach head so they pretty much gonna mortar it or arty it downed to keep it hurting them.

you need to get rid of the blockade on the beach where you go toward to the beach.

Bridge up north to the players' base it will be never ends unless you spam the arty at their base to stop production

Resource on this map is insane

I would Highly recommad this map for hold out night
 
top of that your Command point is easily to get more xp within the game. first half of the game will be inf but there a MG Nests on beach head so they pretty much gonna mortar it or arty it downed to keep it hurting them.

you need to get rid of the blockade on the beach where you go toward to the beach.

Bridge up north to the players' base it will be never ends unless you spam the arty at their base to stop production

Resource on this map is insane

I would Highly recommad this map for hold out night

isn't the purpose off a hold-out to give the defending team a good advantage but not a close to impossible one?
 
isn't the purpose off a hold-out to give the defending team a good advantage but not a close to impossible one?

have you see how many resources you can cap near by your main base? and other side with bridge?

the one with bridge those guys/gals will have problem getting squad/units to the front cause it will take a while to them to move there

the one with Beach beach they will have one bad advantage that Bunker on the their inf path unless they blow up the blockade

anyways the game can be close to impossible or luckly win it depend on the teamwork on the team on that night.
 
have you see how many resources you can cap near by your main base? and other side with bridge?

the one with bridge those guys/gals will have problem getting squad/units to the front cause it will take a while to them to move there

the one with Beach beach they will have one bad advantage that Bunker on the their inf path unless they blow up the blockade

anyways the game can be close to impossible or luckly win it depend on the teamwork on the team on that night.

true
 

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