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After organizing several smaller events with a milsim character, the first major game was played at the beginning of March 2023. A fully booked event of 60 players where each side fought to be the winner of the Radarhöjden "Echoes from foreign power". The game was a success and now Open Milsim in collaboration with Nordic Milsim is proud to present the second part in the series about Radarhöjden already that same year! 

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The Milsim games in the Radarhöjden series strive to give all participants an experience out of the ordinary. The games are strongly characterized by realism where cooperation, mental resilience and tactics are crucial for each player to succeed.

The games offer a variety of different types of props that have a direct impact on the game. This is also combined with missions to solve, without the game being controlled by an organizer. You as a player have all the influence over how the game develops but also  which direction future events take, based on what has happened before.


Just as there are different types of players, there are also different wishes and preferences in what players who participate in larger Milsim events want to get out of their game, and what kind of experience they want. We see other organizers trying to solve this by offering participants to choose different types of units to portray during the game. Units with different requirements and different gameplay than each other. From focusing on more physically and psychologically demanding tasks to just getting out and shooting plastic at opponents. The problem with sorting registration into different units, as we see it, is that it starts from the organizer's perspective and thought about the unit. This makes it difficult to link it with individual players' perception and interpretation of the unit. At the same time as it is not particularly customizable during the game, which in turn both creates frustration for these players and the players who signed up for the same unit with a completely different perception in mind.

Rather than forcing these different wills into one and the same team with the same premises, we build the game in a different way. Our solution is missions to solve throughout the event. The missions are in turn ranked under four different categories of physical and mental demands. It makes it both possible for players to adapt the content of the event according to their own preferences, to change the content according to the day form and combat value within the group one operates in, at the same time it creates  the opportunity for the commander to tactically allocate missions to those groups under his command who are best suited for the task. We do this to create better cooperation within the given faction and with that also build each side stronger based on what each player wants, but also what the given group is good at.

A group that wants to challenge itself physically and tactically has the option of choosing this by choosing that type of mission, while a group that is more focused on combat at the moment can choose this on a given occasion. All this without affecting the will and preference of the other group.

The categories follow Milquest's division into color, which means that you can also train before the event based on Milquest's own training program for each color.


What is expected of you:

Nothing. Come as you are, play to the best of your ability and have fun. Stop when you are tired and rest as much as you need.


Example of tasks:

Capture a flag, guard a road crossing, rob a bank or lead a heist.




What is expected of you:

You are expected to follow orders. You are usually part of a larger unit that acts as an important cog in a larger offensive or plan. You get the job done, regardless of weather conditions or temporary discomfort.


Example of tasks:

Assault a stronghold with another team, guard an object, sweep an area and clear it of enemies.


What is expected of you:

You are expected to solve assignments with high precision. You usually operate unsupported deep behind enemy lines and only strike a specific target when the time is right.

Example of tasks:

Sabotage, reconnaissance, VIP elimination or extraction & ambushes.


What is expected of you:

You are expected to solve assignments with high precision that require special planning and special equipment. The nature of the assignment is usually unconventional or highly complex.


Example of tasks:

Swim to an island at night while being chased by the enemy. Climb or rappel down a mountain. Lie at an observation post for a whole night in freezing cold or in a swamp surrounded by mosquitoes..

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During several events, the use of domination points will be implemented. The domination points act as anchor points for the factions on the  field. Domination points also contribute by acting as supply points for the faction that controls them, while providing an overview of how the front is laid out.

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To give the events more depth, varied props are used. We see this as fundamental to give the participants of the event a more exciting experience.

All props are realistically designed, have a function and can usually be used in an the-game context. We love things that goes boom!


In these games, there are no requirements for players to use armbands or the like, in order to show faction affiliation. A player on a reconnaissance mission should be able to rely on their camouflage system without being constrained by the restriction of using a armband in a striking color.


How can players identify friend from foe?

We limit weapon types and camouflage type, something we see as more realistic. However, modern tactical equipment is very similar on both factions, while much of the equipment is exactly the same, such as the use of MultiCam. We see it as part of reality and thus also part of the game. This is something that every player needs to consider in their choice of equipment, how to communicate and keep good coms protocol with friendly units. At the same time, there is nothing that prevents players from using their own identification system, such as arm bands, during the event or parts of the event. For example, pre a major attack.

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