This mission will be on FK#1, and will continue my campaign, detailed below. Please read it to get full context of the situation of the land. There are also brief updates in the thread for how previous missions went for those who want to catch up.
(Heads up that the equipment list has received some upgrades, be sure to check it out!)
"We have finally secured enough equipment to bolster our armaments. We have more rifles, new specialist equipment (partly wielded by local hunters) and heavy weaponry, which we have attached to the fisherman's boat. We also found documents indicating that the islands of Tera and Noela near our home were escalating towards a conflict (including placing mines), and our efforts last time have pushed things over the tipping point. Right now, Botanan and Sharkovian forces are engaging each other from across the water. This is our perfect time to strike. Move in where they don't expect, and use their distractions with each other to finally lay claim to our first territory gain in our endeavours. Let us hope that our new equipment is enough to see us to victory."
- Attack and take Isla Noela and Isla Tera.
This mission will have heavily restricted gear, to simulate a force that is new and desperately underequipped. You may however loot enemies if possible (no looting radios though due to the fact that all AI spawn with one due to Arma's setup). A basic public loadout will be provided.
Uniform: Any Eastern-European Civilian Dress (3CB Factions stuff basically)
Vest: Either Chicom Chest Rig, or nothing with protection or obvious military origin, items like "Hip Pouch", "Pistol Holster", or similar.
Leadership may take 6B13's or 6B23's in varying patterns.
Headgear: Civilian style only. Nothing silly, and no protection.
Backpack: Anything non-military looking.
Each group may have only two of each:
AK47 or 74
Otherwise: Mosin Nagant M38 (No rails), Kar98k, TT-33, Chiappa Rhino, PM, Kozlice 12G variants, IZh-18, Saiga-12k.
Only one weapon per person from this list. I.e no primary + secondary, just one gun total.
Prophet/Hunter: Spotter is considered leadership. Sniper may take any old wooden bolt action rifle, such as a Mosin or Lee Enfield. They are allowed the KAHLES Helia (Old) scope, or anything with lower magnification and similar aesthetics if they don't own the marksman DLC. They may also take a pistol from the above list. The team may take a total of 70 rounds for the Sniper's primary weapon.
HQ MG Team: Gunner may take a 3CB Factions RPK, and the team may take 20 total 75rnd magazines. Assistant is otherwise another rifleman.
HQ Grenadier Team: Gunner may take an RHS RPG-7V2. Both parties are otherwise regular riflemen, but may take RPG Carrier backpacks with 10 total rounds, half PG-7VL and half OG-7V.
Boat Team: The boat has 4 total DshKM's attached, 1 front and 3 rear pointing in various directions. The boat crew may take a toolkit to fix up their boat, and if needed spare fuel and possibly ammo will be available at start if requested.
The MG and Grenadier teams form a single element along with the Commander, 2iC and doctors for restriction purposes. The hunter and boat teams count as separate elements. None of these asset or HQ teams may take the alloted 2 AKs per group.
- No magnification/weapon attachments.
- Maximum 5 total clips/magazines for any weapon, or 24 shotgun shells.
- If you die and respawn, you must re-loot equipment in the field.
Only Leadership Elements may carry SR Radios and binoculars. No LRs allowed. You may loot binos and radios from dead/unconscious friendlies, however you must drop them once they return to the field.
None of the following:
GPS, NV capable devices, Rangefinders, tactical ladder, placeable/throwable explosives, e-tool, flash/stun/WP grenades, launchers, looting radios.
Only 2 of the following per person:
Any Smoke grenade or Fragmentation Grenade.
- No drawing in side after brief
- BFT disabled
- No looting enemy radios (Arma limitation reasons)
- No crewing enemy armoured vehicles. You are only civilians with essentially no military training.
[Tags and regs priority for reserving. Also, I reserve the right to pick who I believe would best suit the mission.]
To simulate the more rag-tag nature of this mission, infantry will be broken up into fireteam elements only. Each team will consist of 1 leader and 3 members, slotted into each squads' fireteams in the templates. AR slot is just another member of the team.
Commander (Plt Tags): @riccardi48 [No Tags]
2iC (2iC Tags): @L00_Cyph3r [No Tags]
3x Doctor (Medic Tags): @Elkano [No Tags],
HQ MG Gunner (Reg+): @TheSalader
HQ MG Assistant (Reg+):
HQ Grenadier Gunner (Reg+): @Griffin68965
HQ Grenadier Assistant (Reg+):
Group 1 Lead (TL Tags): @Veagance
Group 2 Lead (TL Tags): @Whitelock
Group 3 Lead (TL Tags): @Rtiler96
Group 4 Lead (TL Tags):
Group 5 Lead (TL Tags):
Group 6 Lead (TL Tags):
Group 7 Lead (TL Tags):
Group 8 Lead (TL Tags):
(More slots are available, but there won't be reservations for them)