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  1. Fletch

    TASK FORCE 611

    Task Force 611 Campaign: Feel free to ask any questions or suggestions in the comments below! Prologue: Chapter 1:
  2. Hey all, this is a new campaign that I've been sitting on for a few months now and have been too busy to really start. This post will lay out the initial status of the campaign, and contain updates post each mission for those who missed them to catch up on the developments or failures of each. The campaign will aim to be a little more sandbox in nature, giving choices to leaders about which areas and resources they'd like to capture to help your side in the conflict. Said conflict will be a 4 way battle for the Islands of Fapovo. Story is as follows: "The Islands of Fapovo have splintered. The government has fallen, and many opportunistic and idealist groups have risen up to try and take hold in the power vacuum that followed. Many have already fallen as initial skirmishes have drawn territories and battle lines throughout the region. One such group is that of the Lauramarin, who are the smallest of the 4 remaining major groups. They have found themselves with little to no terrain to speak of, but a lot of wits and heart may just save them yet." The Map Starts as Follows: Each flag roughly indicates the capital of each faction, as well as their primary colour. The coloured areas indicate controlled territory, but are not exact. Unmarked areas are mostly no-mans land, and usually abandoned for a reason. The four sides at the start of the campaign are as follows: 1. The Lauramarin (Players) Idealistic and with a lot to prove, the Lauramarin are easily the underdog in this conflict. With only one unremarkable territory to speak of and very limited equipment with which to wage warfare, they will need to be smart and cautious. 2. The Botana Republic (Former gov forces) On the converse to the Lauramarin, are the Botana Republic. Mostly made up of former government forces, this gives the Botana the advantage of being the best equipped and trained of the forces. Still, corruption and greed still infect this force and may lead to their own eventual collapse. 3. The Sharkovo Nationalists (Numerous Conquerors) Hailing from the largest sub-island in the region, the Sharkovians have long wanted independence. This conflict has been their chance to take it and much more. They have already made significant territory gains, which include roughly a third of the mainland. They have achieved this through usage of their high numbers and clever use of their equipment. 4. The Sossana Separatists (Fierce Defenders) Originating in the more arid part of the main island, the Sossana Separatists are hardy, tough and merciless folk. They claim the North West, as well as the only island airfield, FOB Mermaid, which is a tactical boon they wish to keep. So far they have made few pushes for territory, instead opting to fiercely and brutally defend their territory at all costs. ------ I will likely run the first of these missions as a calendar event, due to the likelihood of wanting to severely restrict equipment due to your side's lack of it in-universe. I also apologise in advance for delays in starting and gaps between each missions, as I will probably be so busy it will be rare that I have energy to run them. But hopefully these posts will serve as a handy catch up before each mission.
  3. until
    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. OBJECTIVES: "With the successful rescue of the informant last time, we have gained a small amount of useful information. One such piece was a rumour he heard on the grapevine of a Botanan general who got sent to prison by one of his rivals for political reasons. We sent scouts to ascertain this rumour incognito, and have made contact with this general. We have arranged to break him out, mostly via a nearly finished tunnel he made himself but needs our help to complete. We will then need to extract him as fast as possible. To help with this, we have had a spare car arranged nearby in case it is needed. Try not to let him get killed, his wealth of knowledge on the Botanans and military doctrine in general will be invaluable to our cause." Objective List: - Make it to the prison - Open up the other end of the tunnel - Cause a distraction outside to allow for a team of yours to get inside - Get in, grab the General and get out - Extract back to start MAPS: GEAR: 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. Weaponry Selection: Each group may have only two of each: AK47, AK74, AKM, AK-74M. (No rails on any of these) Autorifleman: may take either a PKM, Bren or RPK Otherwise; Primaries: Mosin Nagant M38 (No rails), Kar98k, Kozlice 12G variants, IZh-18, Saiga-12k. Secondaries: TT-33, Chiappa Rhino, PM. You may take both a primary and secondary from this list. Weaponry Limitations: No magnification/weapon attachments. Ammo Limits, Maximum: 5 total clips/magazines for any weapon type not listed below 24 shotgun shells. 200 Rounds total for AR (210 for Bren) 3 total mags for Secondaries If you die and respawn, you must re-loot equipment in the field. Equipment Limitations: 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. General Limitations: No drawing in side after brief BFT disabled No looting enemy radios (Arma limitation reasons) No crewing enemy tagged vehicles. You are only civilians with essentially no military training. SLOTTING: [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 4 members, slotted into each squads' fireteams in the templates. AR slot is now an actual autorifleman. Commander (Plt Tags): @riccardi48 [No Tags] 2iC (2iC Tags): 3x Doctor (Medic Tags): @Griffin68965, @LurkerOne, @Elkano [No Tags] General (Regs+): @Whitelock Group 1 Lead (TL Tags): @Veagance Group 2 Lead (TL Tags): @Rtiler96 Group 3 Lead (TL Tags): Group 4 Lead (TL Tags): Group 5 Lead (TL Tags): Group 6 Lead (TL Tags): (More slots are available, but there won't be reservations for them. If more than 6 groups are formed, another Doctor will be slotted.)
  4. Tigernos

    Chenarus Campaign Mission 10

    until
    Following the successful capture of Kamyshovo and resupply of essential AT supplies the order has come down to push North Push North and capture the following; Three Valleys, Msta, Staroye. Assets at Balota M2 Humvees - Available. M2 MRAPS - Available (6) M113A3 (M2/Mk19) - Available (2) Bradley - Available (2) Abrams TUSK I - Available (1) Littlebird - Available (6) Blackhawk - Available (6) Chinook - Available (3) A-10 - Available (1) 'Venom' Huey - Available (2) Slots: Platoon Lead: Katla FAC Kreeper Squad Leads Alpha - Foxtrot (6) Alpha Bravo SlouchyOrc Charlie Lenny Delta Anden3 A-10 Pilot (Garrysqueak) Reinforce Pilot (Monocled Badger) "Added after katla found out respawns would have to walk 6KMS" Vehicle Crew (4) M113 Mk19 x2 Woody, Vires, Verich, mrrBatty 7x Rifleman (AA)
  5. until
    Scripted mission by radio. Part 3 of his campaign After we killed both Abdul-Bari and Al-Rahim we now move on to the last Member of the Atar Family. Salah-Ansar is the first born child and is the leader of the Atar Syndicate, he has control over the Villages along the river. Most of his Money comes from dealing drugs and weapons, aswell as extortion of the civilians in the area. We know that Al-Rahim was delivering his drugs to the drug stashes inside the town of Ovallestan, we also found some intel about an ongoing drug deal in the middle of the city. Finally the Afghanistan goverment asked us for help in the town of Yanotabir, where a troops from Salah-Ansar are trying to take over the local police station in an attemp to free some prisoners and they need help in the town of Scarzirah where they spotted an execution camp of Salah-Ansar. Sign up for any of these special slots: first come, first serve (if you have the required experience) Platoon: Lead (Katla) FAC (Roriky) Bradley: Vehicle crew - Gunner (Mouznik) Vehicle crew - Commander (SM) Vehicle crew - Driver (Slouchy Orc) "Verich if slouchy cant make it" 4x Condor + 1x Apache: Heli lead (Woody) Heli pilot (Batty) Heli pilot (Whify) Heli pilot (Urist Mc Putko) Apache pilot (GarySqueak) Apache gunner (Suprec) Prophet: Spotter (Dragosphere) Sniper (Albertostadas)
  6. until
    This will be the third mission in a three-part campaign. Slot reservation limited to regulars+, tag holders get priority. Gear will be restricted to specific weapons and uniforms. The Invasion of Sahrani, Part 3: Conquer In the first mission - Reinforced Assault - the Russian military assisted Chernarussian forces in capturing the island of United Sahrani, under the condition that Russia installs its own president once the island is taken. In the second mission - Breached Contract - the Chernarussian forces turned on the Russians in an attempt to take the island for their own. The existing Russian forces on the island took back as much of it as they could while emergency reinforcements made their way to Sahrani. Reinforcements from Nogova have finally arrived, paradropping additional troops and vehicles to the MSV and landing their air assets on the makeshift airstrip at Pita. These consist of an Mi-28 gunship, a Su-25 bomber and two Su-57 escorts. There was supposed to be an Mi-8, but it's been delayed due to mechanical issues with no accurate ETA. In the meantime, the Russian MSV had taken the town of Ortego in their search for the Chernarussian-installed president. He was not found - though his pilots were killed, stunting his escape. It is now time to fully take back the rest of the island. Current essential targets include a supply port bringing in valuable equipment to the CGF; a vehicle depot responsible for the deployment of armored vehicles; and the main airfield of United Sahrani, crawling with radar-guided anti-air emplacements and acting as a hub for Chernarussian reinforcements. After investigation of the president's helicopter and pilots, Russian intelligence officials suspect that the president is in a hamlet in the hills to the West of the MSV's current position. Corazol is heavy with enemy forces as a result of Russian actions during the second campaign mission. The southern towns will be heavy with civilians. There are additional targets in the mainland that will help in crippling the Chernarussian military power: The CGF have managed to take over FOB Nosorog during the last mission. Deny them this area. The sentry is a small stronghold that is a known hold point for Chernarussian troops. There is an industrial site to the south of this stronghold, responsible for supplying oil for Cherno vehicles. Artillery pieces have been seen during transport in both northern mountain ranges. These are not an objective, but may pose a threat to friendly units. Mountain ranges to the north and south of the airfield will protect low-flying air assets from the AA. Enemy forces: You will be up against the Chernarussian Ground Forces. Expect BMPs, T-72s and attack helicopters. Truck-mounted ZU-23-2s outside of the airfield are a possibility. The Chernarussians may also have acquired various jets from the Sahrani forces when they took the airfield during the invasion. There may be small numbers of Sahrani troops as a result of Chernarussian actions in the first campaign mission. Organizational structure and assets: You will be playing as the Russian MSV; supported by KNGT, RPTR and PRHT assets. Infantry vehicles: 2 x BTR-80, 4 x BRDM-2UM (armed), 1 x GAZ-233011, 1 x UAZ-3151 RPTR: 1 x Mi-28N, 1 x Su-25, 2 x T-50 obr. 2013 (55) KNGT: 2 x T-90 (obr. 1992g.) Infantry equipment "Optional" indicates that you can decide not to take a piece of equipment (e.g. not taking a backpack). "Suggested" indicates that you can decide to take a different piece of equipment (e.g. taking a backpack that is not the one suggested). "Role-specific" indicates that certain variants of a piece of equipment can only be taken by the role for which they were designed (e.g. only a medic is allowed to take a medic backpack). Infantry: Primary weapon: Any AK variant / Autoriflemen: PKM, PKP, M84 / Designated marksmen: any SVDM or SVDS variant. Secondary weapon: PM / MP-443 / 6P9 Uniform: EMR-Desert Vest: 6B23 EMR-Summer (Any variant, role-specific) Helmet: 6B27M EMR-Summer (Any variant, no balaclava) Backpack (optional): Sidor / Field Pack (Olive) / RPG Carrier / Medic bag / AR team: Carryall Backpack (Olive) / MR3000 (BWMOD) (Either variant) / MR6000L Launcher: Any RPG variant / RShG-2 / 9K38 Igla RPTR: Primary weapon: AKS-74U Uniform: DF-15-2 / any vanilla pilot coveralls. Vest: Suggested: 6Sh92 EMR-Summer Helmet: ZSh-7A (white, oxygen mask only for jet pilots) The rest is the same as platoon. KNGT: Vest: Suggested: 6Sh92 EMR-Summer Helmet: TSh-4 The rest is the same as platoon. PRHT: Primary weapon: Spotter: any AK variant (no UGL) / Sniper: Preferably something OPFOR. Keep in mind that the SVDs have poor ranges and the T-5000 doesn't work with the ATragMX. The rest is same as platoon. You can take ghillies given that both members take the same type. Slot reservation is now closed. Infantry units who played in reservable roles during the second campaign mission will have priority for those roles (this does not apply to Echo and Foxtrot). Assets will have no special priority. Players who reserved slots in the second mission and failed to show up will have lowered priority. MSV PLTHQ Platoon leader: @Maverick (no tag) Platoon medic: @FloofyFloof FAC: @Silberjojo RTO: @Jacob_Waltz (no tag) Alpha SL: @EHOPPPS (no tag) Medic: Bravo SL: @hunter7658 (no tag) Medic: Charlie SL: @Muhcreedy (no tag) Medic: Delta SL: @Fletch (evaluation) Medic: Attachee: @Chefla (slot in Drone Operator) Echo SL: @Alex (no tag) Medic: @ThePointForward Foxtrot SL: Medic: PRHT (Prorok) Spotter: @TopKek (sniper tag) Sniper: @Nova RPTR Mi-28 (Skapa 1-1) Pilot: @C-O-B-R-A Gunner: @BonSie Su-25 (Yastreb 2-1) Pilot: @Shroomzeh T-50 (Sokol 3-1) Pilot: @cineafx T-50 (Sokol 3-2) Pilot: @info (no tag) KNGT T-90 (Medvedz 1-1) Commander: @Zenthar Gunner: @Winters Driver: @Mrkosak (no tag) T-90 (Medvedz 1-2) Commander: @OneMadPanda Gunner: @Wafflefox Driver: @DmDWorm (no tag) Additional notes: Platoon leaders will have a limited amount of time to brief. The Mi-28 has three passenger seats The BRDMs have no main cannons, but mounted PKTs. Other important mission details will be revealed in briefing. Additionally; PLT, FAC and RTO can message me beforehand for specific mission details if they so desire. The FAC can take an assistant, but will not get to choose who gets the slot. PRHT can start at Pita if they wish to do so. View distances will be at most 2500 for KNGT, 4000 for PRHT and 7500 for RPTR. The mission will begin at 0400. You will be able to see fine without NVDs. The callsigns refer to the map markers the assets will get; whether or not you use them for radio transmissions is up to you. Be thankful I didn't put everything in Russian text mate
  7. until
    This will be the second mission in a three-part campaign. RSVP and slot reservation limited to regulars+, tag holders get priority. Gear will be restricted to specific weapons and uniforms. The Invasion of Sahrani, Part 2: Breached Contract In the first mission - Reinforced Assault - the Russian military assisted Chernarussian forces in capturing the island of United Sahrani, under the condition that Russia installs its own president once the island is taken. The invasion was a success: the CGF brought in additional reinforcements via the airfield and Russia sent in officials to begin establishing a governing body. In the week that followed, however, Russian-assigned president Vladimir Vasiliev was killed by a Cherno strike team; after which the Republic of Chernarus ceased communication with Russia. They have betrayed the Russian Federation and are forcing a government of their own. From this point forward, transfer of equipment to the CGF is cut off and all Chernarussian troops on the island of Sahrani are to be considered hostile. You will be playing as the Russian MSV, situated at FOB Sokol and tasked with nullifying Chernarussian military capability before they can take full control. Heavy friendly reinforcements are being scrambled and sent in from Nogova, but will take at least 12 hours to arrive. Until then, here is your briefing: FOB Sokol was established by the MSV shortly after the invasion. There is a supply factory nearby responsible for the manufacture of materials for CGF equipment. It is entirely blocked off by mountains, and has a single access road leading to it. Disable it. Eponia is known to have large concentrations of CDF forces, making it a major target. Infantry is housed to its north-west, where vehicles have been spotted entering and leaving the compound. FOB Nosorog was established during the invasion and is currently being used as an armor depot. At 2000 hours, friendlies at Nosorog transmitted a call for help, reporting a large CGF group moving in from their east. In the meantime, the Russian government is attempting to locate the Chernarussian-assigned replacement for Vasiliev to prevent them from establishing their leadership. They believe that he is currently hidden in a bunker somewhere on the island. Enemy forces: You will be up against Chernarussian Ground Forces. Their exact strength is unknown, but strategies discussed prior to the invasion indicate that they planned on bringing in equipment and assets from Chernarus via the airfield. There may be small numbers of Sahrani troops as a result of the CGF failing to seize Somato in the first campaign mission. Organizational structure and assets: Most players will be part of a Russian motorized platoon, composed of 4 squads plus RPTR and KNGT. Echo and Foxtrot will be part of a separate section with no correlation to the MSV. As far as the MSV is concerned, they don't exist. Their mission will be revealed to them in briefing. Platoon 1: Russian MSV Infantry vehicles: 1 x BTR-80, 3 x BRDM-2UM (armed), 1 x GAZ-233011 RPTR: 1 x Mi-8MTV-3 KNGT: 1 x T-90 (obr. 1992g.) Platoon 2: [совершенно секретно] To be revealed in briefing. Infantry equipment "Optional" indicates that you can decide not to take a piece of equipment (e.g. not taking a backpack). "Suggested" indicates that you can decide to take a different piece of equipment (e.g. taking a backpack that is not the one suggested). "Role-specific" indicates that certain variants of a piece of equipment can only be taken by the role for which they were designed (e.g. only a medic is allowed to take a medic backpack). MSV: Primary weapon: Any AK variant / Autoriflemen: PKM, PKP, M84 / Designated marksmen: any SVDM or SVDS variant. Secondary weapon: PM / MP-443 / 6P9 Uniform: EMR-Desert Vest: 6B23 EMR-Summer (Any variant, role-specific) Helmet: 6B27M EMR-Summer (Any variant, no balaclava) Backpack (optional): Sidor / Field Pack (Olive) / RPG Carrier / Medic bag / AR team: Carryall Backpack (Olive) / MR3000 (BWMOD) (Either variant) / MR6000L Launcher: Any RPG variant / RShG-2 / 9K38 Igla Mi-8 pilot: Primary weapon: AKS-74U Uniform: DF-15-2 Vest: Suggested: 6Sh92 EMR-Summer Helmet: ZSh-7A (white, no oxygen mask) The rest is the same as platoon. KNGT: Vest: Suggested: 6Sh92 EMR-Summer Helmet: TSh-4 The rest is the same as platoon. Undisclosed section: To be revealed in briefing. To avoid risking the CGF getting their hands on even more Russian equipment, you will not be allowed to take: Long-range radios / GPSs / night-vision devices / scopes or sights (with certain exceptions). Additionally, you will use AN/PRC-152s so that the Chernarussians can't listen in on Russian communications in the event that you are captured or killed. Slot reservation is now closed. Infantry units who played in reservable roles during the first campaign mission will have priority for those roles (this applies only to the MSV). Assets will have no special priority. Players who reserved slots in the previous mission and failed to show up will have lowered priority. MSV PLTHQ Platoon leader: Platoon medic: @FloofyFloof FAC: @Lexic RTO: Alpha SL: Medic: @Hentalia Bravo SL: @Simon3373 (no tag) Medic: Charlie SL: @Paintchk Medic: Delta SL: Medic: RPTR (Mi-8MTV-3) Pilot: @PVT. J. Mohammed (no tag) Nose gunner: @DmDWorm Door gunner: Rear gunner: @info KNGT (T-90) Commander: @OneMadPanda Gunner: @Dog Driver: @DollTon (no tag) Undisclosed section: PLTHQ Platoon leader: @Fletch (no tag) Platoon medic: @hunter7658 (no tag) Echo SL: @Muhcreedy (no tag) 2iC: @TredBobek (no tag) Medic: @Gomez919 Autorifleman: @ThePointForward Assistant autorifleman: Rifleman: @BigT Rifleman: @Anorix Rifleman: @Richard Foxtrot SL: @xElectric (2iC tag) 2iC: @Mingy (no tag) Medic: @Godzi Autorifleman: @Mrkosak Assistant autorifleman: Rifleman: @Thorp Rifleman: @Filip Rifleman: @colt92 Additional notes: Platoon leaders will have a limited amount of time to brief. There will be a temporary room set up 20 minutes before the mission for part of the undisclosed section's briefing. The Mi-8 will be capable of transporting all available vehicles, including the T-90. The BRDMs have no main cannons, but mounted PKTs. Other important mission details will be revealed in briefing. Additionally; MSV PLT, FAC and RTO can message me beforehand for specific mission details if they so desire. The mission will happen at night, but at such a time that you should be able to see reasonably well. Blufor tracking will be disabled.
  8. until
    This will be the first mission in a three-part campaign. RSVP and slot reservation limited to regulars+, tag holders get priority. FNGs can join via regular slotting. Gear will be restricted to specific weapons and uniforms. The Invasion of Sahrani, Part 1: Reinforced Assault The Russian military is assisting Chernarussian forces in conquering the island of Sahrani; supporting the invasion with equipment, ammunition and troops under the condition that Russia installs its own president in the new imperial government. You will be playing as a Russian motorized platoon, working in conjunction with Chernarussian ground forces to overthrow the existing leadership and establish your own. Push into the mainland and capture the Sahrani government leaders in an attempt to make them surrender early, and take the main airfield to allow for reinforcements to flow in. Incapacitating Sahrani communications will prevent them from calling out to NATO for help. The Russian forces have managed to capture a small, makeshift airfield on the coast of Pita while Chernarussian troops land on the western coast. Sahrani defense forces in the town of Masbete are already moving into Pita to take it back. Marker key: Yellow: primary objectives, crucial to the success of the invasion. Black: optional objectives, will heavily affect future parts of the campaign. Green: objectives assigned as a result of Chernarussian military interests. Red: objectives assigned as a result of Russian military interests. We have absolutely no idea why the General of the CGF wants the road mined, but orders are orders. Enemy forces: You will be up against the United Sahrani Defense Forces, who have equipment previously supplied by the United States and Britain. Expect APCs, tanks, jets, all of it. The Sahrani military will do everything in their power to remain a sovereign nation. Organizational structure and assets: There are two separate platoons, both composed of three squads and each with their own assets. Both platoons have tanks graciously donated by the TV, and the Russian air force is sending a fighter in to hold the skies during the operation. Platoon 1: Russian MSV Infantry vehicles: 1 x BTR-80, 5 x GAZ-233011 RPTR: 1 x Mi-8MT, 1 x To-201 Shikra (AA only) KNGT: 1 x T-90 (obr. 1992g.) Platoon 2: Chernarussian Ground Forces Infantry vehicles: 1 x BRDM-2UM (armed), 2 x KamAZ-5350 (open), 1 x UAZ-3151 KNGT: 1 X T-80A, 1 x BMP-1P Long-range communication Due to the fact that there are two separate platoons, I suggest setting up your LRs as follows: MSV PLT/SLs on 69 as usual. MSV FAC/RPTR on 68 as usual. MSV RTO/KNGT on 67 as usual. Inter-platoon comms (MSV PLT / CGF PLT / Crossroads) on 66. CGF PLT/SLs on 65. CGF RTO/KNGT on 64. This is my recommendation, but you may choose to organize yourselves however you wish. Infantry equipment "Optional" indicates that you can decide not to take a piece of equipment (e.g. not taking a backpack). "Suggested" indicates that you can decide to take a different piece of equipment (e.g. taking a backpack that is not the one suggested). "Role-specific" indicates that certain variants of a piece of equipment can only be taken by the role for which they were designed (e.g. only a medic is allowed to take a medic backpack). MSV: Primary weapon: Any AK variant / Autoriflemen: PKM, PKP, M84 / Designated marksmen: any SVDM or SVDS variant. Secondary weapon: PM / MP-443 / 6P9 Uniform: EMR-Desert Vest: 6B23 EMR-Summer (Any variant, role-specific) Helmet: 6B27M EMR-Summer (Any variant, no balaclava) Backpack (optional): Sidor / Field Pack (Olive) / RPG Carrier / Medic bag / AR team: Carryall Backpack (Olive) / MR3000 (BWMOD) (Either variant) / MR6000L Launcher: Any RPG variant / RShG-2 / 9K38 Igla Mi-8 pilot: Primary weapon: AKS-74U Uniform: DF-15-2 Vest: Suggested: 6Sh92 EMR-Summer Helmet: ZSh-7A (white, no oxygen mask) The rest is the same as platoon. Jet pilot: Uniform: DF-15-2 if you want to look Russian and pass out, else take any vanilla Pilot Coveralls. Helmet: ZSh-7A (white, oxygen mask) The rest is up to you. KNGT: Vest: Suggested: 6Sh92 EMR-Summer Helmet: TSh-4 The rest is the same as platoon. Chernarussian Ground Forces: Primary weapon: M70B3N / M70B3N (PBG) / Autoriflemen: PKM, PKP, M84 / Designated marksmen: M76 Secondary weapon: TT-23 / PM Uniform: M88 TTsKO (Mountain) Vest: 6B5-19 TTsKO (Any variant, role specific) Helmet: Kaska K93 TTsKO (Mountain) Backpack (optional): Field pack (Khaki) / RPG Carrier / Medic bag / AR team: Carryall Backpack (Olive) / MR3000 BWMOD (Flecktarn) / MR6000L Launcher: RPG-26 / RShG-2 / MAT: RPG-7, RPG-7V2 KNGT: Vest: Suggested: [PO]6B23 CDF (Crew Officer) Helmet: TSh-4 The rest is same as platoon. Slot reservations are now closed. MSV PLTHQ Platoon leader: @Loradas (no tag) Platoon medic: @FloofyFloof FAC: RTO: Alpha SL: @pedrasa (no tag) Medic: @Hentalia (no tag) Bravo SL: @OneMadPanda (eval) Medic: Attachment: @NeilZar (evaluator) (slot in MRTR loader) Charlie SL: @Paintchk (no tag) Medic: RPTR Mi-8 pilot: @PVT. J. Mohammed (no tag) To-201 pilot: @BonSie KNGT Commander: @Zenthar (slot in 3rd RPTR slot) Gunner: @Conga Line of Neckbeards (driver tag) (slot in 4th RPTR slot) Driver: @Joala (slot in 5th RPTR slot) Chernarussian Ground Forces PLTHQ Platoon leader: @Fletch (no tag) (slot in PRHT sniper) Platoon medic: RTO: Delta SL: @SMPureParadise (no tag) Medic: Echo SL: @Crazy Missy (no tag) Medic: @ThePointForward (no tag) Foxtrot SL: @Whisper (no tag) Medic: KNGT T-80A Commander: @Muhcreedy (no tag) Gunner: @SunnyLemon_ (no tag) Driver: @LizzyTrickster BMP-1P Commander: @hunter7658 (no tag) Gunner: @Shadow Wolf (no tag) Driver: @Veagance (no tag) 8 reservable slots remain. Slot reservation will close 20 minutes prior to mission start. Additional notes: Platoon leaders will have a limited amount of time to brief. The Chernarussian Ground Forces will not get AA. The two platoons are expected to cooperate and support each other with the assets they have available to them. The jet pilot will only have a grass runway to work with. You better know what you're doing. The Mi-8 will be capable of transporting all available vehicles, including the T-90. The BRDM has no main gun, but a mounted PKT. Other important mission details will be revealed in briefing. Additionally; PLTs, FAC and RTOs can message me beforehand for specific mission details if they so desire. Players who reserve slots for the first campaign mission will have priority in subsequent missions, with the exception of certain asset slots.
  9. NeilZar

    Operation Legion

    until
    The slots in this post are limited to Regulars+! Priority will be given to tag holders, doesn't mean you can't try to claim a slot you have no tag for. Mission 10: Operation Legion We move on to our next objective, the russian airbase at Aeropuerto Sargento. We want to use this as our new base on Lingor, which would give us access to additional resources and vehicles. We are expecting quite some resistance, seeing as it is their second biggest base. But we are assaulting in the early morning, to hopefully catch them just before their shift change. At the same time we will have to clear Bilbado and Calamar, because there is quite a large rebel presence there. Be aware that there is AA defending the airfield, which has been peskering us for the past few operations. So air support will be difficult before that is taken out. Main objectives: Capture the Airbase Clear Calamar Clear Bilbado Failure conditions: All soldiers die (no respawns) It takes more than 60 minutes after first contact and russian reinforcements outnumber us. Vehicles 2x AH-6M-M 2x M2A2 ODS Slots to be assigned beforehand: Role: First Pick (Backup or special condition) Platoon Leader: Netheral 2IC: NeilZar FAC: Mulletshock RTO: Gditz Vehicle Crew Commanders (2x): Servok Gunners (2x): Bonsie, Nova Driver (2x): Winters, Shadow Wolf Air Crew Pilots (2x): Trinoc, Oirien Co-pilots (2x): Silberjojo, C-O-B-R-A Squad Leads (4x): Holybunny, Toasty, Chefla, Timberhawk (Charlie) Fireteam Leads (8x): Crazy Missy, Not Connor Prophet Spotter: Tomo Sniper: Andyt90 List will be finalized one hour before the mission!
  10. NeilZar

    Operation Lost Memer

    until
    The slots in this post are limited to regulars+! Priority will be given to tag holders, doesn't mean you can't try to claim a slot you have no tag for. Mission 9: Operation Lost Memer With the capture of victoring and lagosa, we have close to our first big objective in the area, the Aeropuerto Sargento. When the russians captured it, it was turned into their southern base, which means it has been occupied for months already. So to take it will require a large force. Therefore, platoon has made the decision to first clear the area around the airport, so we have more angles to attack from on the final assault. So to make sure we have a good approach, we will clear Negrosa and Faunaverde. To make sure we can't get flanked from the north by rebels, we will clear Pancho. And to have an even bigger area cleared, we would also like to clear Montehofo. Because we lost both LAV's in the last mission we need to wait one mission for a resupply of those, so we have taken the M113's out of the garage and dusted them off a bit. Main objectives: Capture Negrosa Capture Faunaverde Secondary objectives: Clear Montehofo Clear Pancho Failure conditions: All soldiers die (no respawns) It takes more than 60 minutes after first contact and russian reinforcements outnumber us. Vehicles 2x AH-6M-M 3x M113A3 (M2) Slots to be assigned beforehand: Role: First Pick (Backup or special condition) Platoon Leader: Netheral 2IC: NeilZar FAC: Mulletshock RTO: Rezonath Vehicle Crew Commanders (3x): Anden3, TEG, Nova Driver (3x): Conga Line of Neckbeards, ThePier, Toffrocket Air Crew Pilots (2x): TheMinion Co-pilots (2x): Silberjojo, Darth_mario Squad Leads (6x): Lenny (Echo), Doctadoone, Brelf (Bravo), C-O-B-R-A, Gditz (Charlie) List will be finalized one hour before the mission!
  11. The slots in this post are limited to regulars+, FNGs will only be able to play regular infantry (YOU DON'T CLAIM INFANTRY SLOTS!). Priority will be given to tag holders, doesn't mean you can't try to claim a slot you have no tag for. Mission 8: Operation Vengeful Vengeance We have captured Palida, giving us a new FOB where we can receive ground vehicles. Because of the small dock at Palida, we have only been supplied with two LAV-25A2's and standard supplies. To get a resupply of helicopters and drones, we need to capture the airfield at El Villon. There is a small problem though, the town is occupied by the rebels, but there is a small russian garrison to the west of it. We need to clear that aswell to make sure that we have no direct threat of any enemies. And we have had rebels trying to take back the oil field we captured. They were coming from the south, so we need to make sure the south is cleared. Main objectives: Capture Victorin Kill the rebel warlord Secondary objectives: Clear Lagosa Free pro-american hostages Failure conditions: All soldiers die (no respawns) It takes more than 60 minutes after first contact and russian reinforcements arrive. Vehicles 2x AH-6M-H 2x LAV-25A2 1x Reaper drone Slots to be assigned beforehand: IF YOU CLAIMED A SLOT IN THE PREVIOUS MISSION, BUT DIDN'T SHOW UP, YOU CAN'T CLAIM A SLOT THIS MISSION! Role: First Pick (Backup or special condition) Platoon Leader: Netheral 2IC: FAC: RTO: Tomo UAV Operator: Vados Vehicle Crew Commanders (2x): Sarissa, OneMadPanda Gunners (2x): Bonsie, Chefla Driver (2x): Unidigit, SGz_Eliminated Air Crew Pilots (2x): cineafx, Mittens Co-pilots (2x): Darth_Mario, Tobe Prophet Sniper: andyt90 Spotter: Linnet Squad Leads (6x): Zenthar (Eval), Lenny (Echo), Timberhawk (Charlie), Servok (Alpha), NotConnor (Bravo) List will be finalized one hour before the mission!
  12. until
    The slots in this post are limited to regulars+, FNGs will only be able to play regular infantry (YOU DON'T CLAIM INFANTRY SLOTS!). Priority will be given to tag holders, doesn't mean you can't try to claim a slot you have no tag for. Mission 7: Operation Double Trouble We have captured Palida, giving us a new FOB where we can receive ground vehicles. Because of the small dock at Palida, we have only been supplied with two LAV-25A2's and standard supplies. To get a resupply of helicopters and drones, we need to capture the airfield at El Villon. There is a small problem though, the town is occupied by the rebels, but there is a small russian garrison to the west of it. We need to clear that aswell to make sure that we have no direct threat of any enemies. And we have had rebels trying to take back the oil field we captured. They were coming from the south, so we need to make sure the south is cleared. Objective: Capture Palida and the surrounding area. Success conditions: El Villon is cleared The russian garrison is cleared Failure conditions: All soldiers die (no respawns) It takes more than 60 minutes after first contact and russian reinforcements arrive. Optional conditions: Secure the swamp/oil field south of El Villon Vehicles 1x AH-6M-L 1x UH-60M 2x LAV-25A2 Slots to be assigned beforehand: (MAKE SURE YOU ARE THERE 5 MINUTES BEFORE MISSION START) IF YOU CLAIMED A SLOT IN THE PREVIOUS MISSION, BUT DIDN'T SHOW UP, YOU CAN'T CLAIM A SLOT THIS MISSION! Role: First Pick (Backup or special condition) Orange name - Tag holder (If you have an orange name, you are certain of that slot. still be on time!) Platoon Leader: Netheral 2IC: NeilZar FAC: Mulletshock RTO: SilberJojo UAV Operator: UniDigit Vehicle Crew Commanders (2x): DHBatman, Chefla Gunners (2x): Bonsie, Andyt90 Driver (2x): Lizzy, Zenthar Air Crew Pilots (2x): Woody, Cineafx Gunners (2x): TheMinion, Wattsits Squad Leads (6x): Callistano (Echo), Rezonath, Kalagen, Nugget30, Loradas, Servok List will be finalized one hour before the mission!
  13. NeilZar

    Operation No Russians

    until
    The slots in this post are limited to regulars+, FNGs will only be able to play regular infantry (YOU DON'T CLAIM INFANTRY SLOTS!). Priority will be given to tag holders, doesn't mean you can't try to claim a slot you have no tag for. Mission 5: Operation Trump Wall After the succesful extraction of civilians from Maruko, we have fled to the island of Fantasmo. We have setup a new FOB, from which we will launch our first attack to retake the island of lingor for our glorious leader Trump! We will capture palida from those rebel scum! And while we are at it, we also need to secure surrounding areas to give us resources to help our attack and cripple the enemy. Objective: Capture Palida and the surrounding area. Success conditions: Palida is secured Failure conditions: All soldiers die (no respawns) Optional conditions: Secure the oil field south of palida Secure the area west of palida Vehicles 2x AH-6M-L 2x UH-60M A bunch of boats Slots to be assigned beforehand: (MAKE SURE YOU ARE THERE 5 MINUTES BEFORE MISSION START) Role: First Pick (Backup or special condition) Orange name - Tag holder (If you have an orange name, you are certain of that slot. still be on time!) Platoon Leader: Netheral 2IC: NeilZar FAC: Shadowlink UAV Operator: Anden3 Pilots Heli (x4): Woody, cineafx, theminion, UniDigit Squad leads: Lenny, Callistano, Kalagen, Siri, Cavalierr, Timberhawk
  14. until
    Mission 4: Operation Best Words - Part 2 Time to clear the southern half of the island. The towns of Mercadio and Medina are the remaining strongholds, while on the hill in between them is an outpost. This should go quickly as we have most assets still left over from the previous mission, while resupplies have also arrived. Objective: Clear the towns of Medina and Mercadio. Success conditions: Both towns are cleared Failure conditions: Everyone dies Slots to be assigned beforehand: Role: First Pick (Backup or special condition) Platoon Leader: Netheral 2IC (optional): FAC: RTO: UAV Operator (MQ4A): Monocled Badger Pilots Heli (x4): Woody, thesecretgames, Anden3 Jet (A10): Verich Prophet Sniper: SABER Spotter: Katla_Haddock Vehicle Crew (x6) (Bradley) Lizzy (Commander), DHBatman (Gunner), Triple (Gunner), Lokyar (Commander), OneMadPanda (Driver)
  15. NeilZar

    Operation Best Words

    Mission 3: Operation Best Words Intel recovered in the previous mission along with information from some of the hostages, has given us the locations of a few hotspots of rebel forces, including some outposts. In this mission we will take care of the first two hotspots and one of the outposts. There have been a few mentions in the intel of russian shipments, but at this moment it is unclear what the meaning or contents of these shipments are. Objective: Clear the towns of Drassen and Pintosa. Success conditions: Both towns are cleared Failure conditions: Everyone dies Slots to be assigned beforehand: Role: First Pick (Backup or special condition (fuck sake lenny, just be happy with what you get)) Platoon Leader: Netheral (Monocled Badger) 2IC (optional): FAC: V1rU5 RTO: Mrrbatty UAV Operator (MQ4A): Anden3 Pilots Heli (x4): Chuck Yeager, Dabliu, Vericht, PVT. J. Mohammed Jet (A10): Seami (Lenny or Chuck Yeager) Prophet Sniper: Hydraa_ Spotter: Fidelias Vehicle Crew (x6) (Bradley) Lenny (Gunner with competent crew), Monocled Badger (Driver), Quebec, DHBatman (Gunner), Cyico (Driver) Other Info: All vehicles not destroyed in this mission will be available in the next mission, along with the newly supplied vehicles in the next mission. (helicopters will not be resupplied)
  16. Tigernos

    Divide and conquer (again)

    until
    Assuming the server is fixed. Its the event from 13/01. Details are there.
  17. Mission 2: Operation Birth Certificate After the Rebel attack in the previous mission, Trump wants to get rid of those little pests. So he called for a Spec Ops mission on a Rebel outpost at Matacan found after the Rebel attack. Images taken of the area using an UAV also show a large presence of Rebel forces in the town of Faunaverde. Objective: Secure the intel at Matacan and liberate the town of Faunaverde. Success conditions: Intel has been recovered from Matacan Town of Faunaverde has been liberated of Rebel forces Failure conditions: More than 3 hostages die Intel is not recovered and Hostages are not rescued Slots to be assigned beforehand: Platoon Leader: Netheral 2IC (optional): FAC: Anden3 RTO: Pilots Heli (x4): Chuck Yeager, Seami, PVT. J. Mohammed Prophet Sniper (DMR): Fidelias Spotter: V1rU5 Vehicle Crew (x4) Vericht, Lokyar, Cyico Hostage: Zoltar Privileged person: Leftymonster Other Info: All feedback of the first mission has been fixed in this mission, so DMR and medics work now. *EDIT* No Heavy Weapons squad!
  18. Tigernos

    Chenarus mission

    until
    Mission 14: Assault the Airfield Objectives: Take Chenarus Int'l Airport from the Russians and recover the F/A 18s that were abandoned by Chenarus forces at the beginning of the invasion. I am not mandating most slots this mission aside from the below. All assets are available. All slots are open at platoons discretion. Platoon. Leader: Lenny Medical Squad Medical Officer: | Combat Medical Technician(x2): Medical Squad can be deployed via Humvee (Map marker MED1) or by CASEVAC Chopper (Map marker VALK1) at platoons discretion. Multiple barrage jammers are in operation which has nullified squad level location equipment. Vehicle transponders are unaffected. Squads are in fireteam layout however seeing as you guys insist on clumping into 8 man squads. However the SL/Auto/Grenadier/Marksman and 2iC/Auto/Grenadier/Marksman layout has been retained. Marksmen now spawn with range cards. Assets at Balota 'Humvee' M1025A2 (M2) - Available. 'MRAP' RG-33 (M2) - Available (6) 'Gremlin' M113A3 (M2/Mk19) - Available (2) 'Dagger' Bradley M2A1ODS - Available (2) 'Broadsword' M1A1SA Abrams TUSK II - Available (2) 'Falcon' AH-6M-M Littlebird - Available (6) 'Condor' UH-60M Blackhawk - Available (6) 'Albatross' CH-47F Chinook - Available (3) 'Eagle' A-10 Warthog - Available (1) 'Venom' UH-1Y Huey - Available (2) 'Dragon' Self propelled gun - Available (2) 'Shrike' F/A-18 Super Hornet - Unavailable, current runway insufficient. Capture Chenarus International Airfield
  19. NeilZar

    FK Racing Day

    All Karts are standard issue Kart DLC karts, no tuning or modifications. Mission 1: FK Racing Day Trump wants to brainwash the lingorians, so he is hosting a Karting day. Objective: Complete the race and make sure the event is kept safe by performing checkpoint checks and patrolling the area. Success conditions: The 5 lap race is completed, without any delays Checkpoint duties have been fulfilled Failure conditions: Civilian deaths Slots to be assigned beforehand: Platoon Leader: Netheral 2IC (optional): FAC: Radio Pilots Heli unarmed (x2): Kreeper, V1rU5 Prophet Sniper (DMR): Albertostadas Spotter: Drivers (10x) Rifleman AT Slots Anden3, MrrBatty, Lenny, Toahmes, DarkisWolfen, Dabliu, Draviner, TFDLokyar, Leftymonster Squad roles are free to take, but Platoon Leader can decide if he wants to assign the SL roles, make it a dibs routine or free to take at mission start. Other info I will not tell you which roles are the drivers, but there are 2 drivers for each squad and 5 squads total. PL is in charge of the race, so make sure it is a fair and fun race, but he can designate someone to do this for him. All squads are the regular layout , SL, 2IC, medic, Autorifle, Bitch, 3x Rifle. There are no explosives, since this is a civilian event, so no GL, AT or armed Heli. All Karts are standard issue Kart DLC karts, no tuning or modifications. Kudos if you manage to find the easter egg.
  20. Tigernos

    Hammer and Anvil

    until
    Mission 13: Hammer and Anvil The rescued TUSK II tanks (Mission 11 - Operation Red Snow) have been smuggled south and are awaiting crew at Shakhovka. Infantry vehicles and the Bradley are at Mogilevka along with the Artillery available for the mission. Objectives: Push northwest and take Stary Sobor and Novy Sobor then repel the the retaliatory assault from the Airfield. Slots are as follows. It is suggested you take the assets available (RIP Mission 12) as a lack of them will be will be felt... Possible compromise depending on player levels is only two Abrams or three but with AI loaders. Suggest tank crews add Tigernos on steam and ping me immediately if the AI loader leaves the tank. Platoon. Leader: | FAC: | RTO: | ShellDrake: (Artillery can be controlled via RTO of FAC if needed but for ease of LR Comms there is a slot for it) Artillery (SPGs have been added for this mission however without full crews as only gunner is required) Dragon Gunner(x2): Pilots. Heli(x3): Broadsword Vehicle Crew (Abrams TUSK II x3) Commander(x3): | Gunner(x3): | Loader(x3): | Driver(x3): Dagger Vehicle Crew (Bradley) Commander: | Gunner: | Driver: Medical Squad Medical Officer: | Combat Medical Technician(x2): Medical Squad can be deployed via Humvee (Map marker MED1) or by CASEVAC Chopper (Map marker VALK1) at platoons discretion. Squads are in fireteam layout however seeing as you guys insist on clumping into 8 man squads I've removed the custom fireteam markers and turned them back into single squads. However the SL/Auto/Grenadier/Marksman and 2iC/Auto/Grenadier/Marksman layout has been retained. Marksmen now spawn with range cards.
  21. Operation Crusader KP Liberation, Lythium - What is Liberation - Liberation is a long term scripted, Dynamic mission made for large communities to play, the military composition of both forces is relatively the same including Air, Artillery, Armored, and Wheeled assets. All are worth a certain amount of resources, and some have to be unlocked through the capture of military bases. The Resources are Supplies, Ammunition, and Fuel. With supplies being the basic building material of everything from AI squads to planes. These can be found randomly through out the map or produced constantly in factories. Factories are randomly assigned a resource at the beginning of the mission which will be that factories starting resource though these can be changed with a small investment. Now away from the complexities of logistics and production, lets discuss the enemy. The enemy is run by a rudimentary commander AI which will try to push the players back and cut them off from resources and assets A.K.A factories and military bases. The commander's awareness or more aptly named 'Readiness' to attack you is based off of a percent. which increase as you gain ground, kill units, also is drastically increased when you killed surrendered units. Readiness will actually dictate what units spawn in and assets the enemy utilizes against you, while secondly how willing he is to retaliate against you after you push him out of an objective. Enemy battle-groups won't just halt after taking one objective from you, they will try to steam roll your lines and continue to take the next closest objective. This leads to a massive Tug-a-war gameplay where players gain ground only to be forced back if they don't successfully defend an objective. You can reduce enemy readiness through secondary objective missions, but these cost you Intel a fourth resource. This can only be gained through capturing enemy soldiers or finding Intel in military bases when you attack them. FOB hunts, and Convoy ambushes are the two missions you can use to reduce enemy readiness. Lastly, the battle-zone is not barren and filled with only enemies and buildings only useful for being destroyed by heavy assets, Civilians are a factor and civilian happiness is a major player in the speed and smoothness of your progression. Buildings in City and village objective zones that are destroyed will impact the population's opinion of you. with the most negative score coming from dead civilians, if unhappiness grows the civilians will plant IEDs and even aid your enemy in defending civilian objectives. Raiding your supply convoys and making a muck of everything. But if they are happy they will provide civilian informants and even show up in battles and attack Opfor. - mission info - The mission file has been edited and mods added that make certain aspects of the game more realistic, VCOM and ASR-AI will give the soldiers more realistic flanking and suppression actions, grenades will be thrown at you, and any building you hide in will be breached and cleared by enemy AI. They are aggressive and will act as Hunter Killer AI, seeking and destroying any players in their defense zone once they are alerted to your existence. ADV Splint and CPR overhauls Ace medical to make medics more important and broken limbs are an easy fix. The CPR mod allows players to use ACE Revive with out PAKs enabled. All players can revive with CPR certain classes though have a higher chance to revive a player. Epie now increases the revive chance. A suppression mod adds a RO2 style suppression system and immersion adds FX and screen effects when firing, or others fire near you, a slew of minor ace modifications are made to give a balanced experience and keep players from instantly being put into a revive state by just being sneezed on. FX and Sound mods are included in the mod-list. Players have US RHS Assets and 3CB assets. with the enemy being Takistani Nation Army from 3CB Factions. - Rules - No Team killing, this goes without saying but it still has to be put up here. Do Not Suicide/Respawn due to broken legs/Revive state just because you don't have a medic 2 feet from you, part of the medic's job is to try to save his teammates not to be mothballed by the Respawn button. Always ask your Squad Lead or Commander if you wish to use an asset, they cost resources and are not one person's but the team's resources and time. Following the last rule, your Squad Lead can ask the commander for an asset, if the commander says NO, it means NO. his goes for Squad Leads and players asking their Leads to make additional requests. Play your role, if you choose to be a medic be a medic. Not a Sniper, MAT, EOD, Medic Thing. We have slots for a reason they are named for a reason and have medic and engineer perms for a reason. An Addendum to the Previous rule, Play roles you know. I want this mission to be a place to learn at the same time I want people to semi know what they are doing, so if you are learning a new role please pair up with a competent player who can teach you. This heavily leans toward Medics, Squad Leads, and Pilots. Explosives being used in civilian areas are frowned upon, ROs/JTACs be very mindful of weaponry you request near civilian objectives, and where it is being dropped. Engineers, Demo charges are not viable building clearing tools in Urban areas. Lastly, Do not use gunfire and explosives as IED removal, defuse kits and engineers are suppose to clear the path for Men and Vics in streets. - Final Notes - Serious Fun is the name of the game here, you can have fun and joke around, laugh at the funny things Arma does, but you have to know how to flip the switch and get your head in the game. The people that will enjoy this will be those who don't care if an assault was a success or a failure but will learn from their mistakes and even move forward to correct themselves before others. In this game mode mistakes follow you and actions have net Positive and Negative outcomes that should be looked at, I want players to think before they act. The Three things I want to see during these game sessions if they ever get big enough to fill out the mission is Teamwork, Maturity, and Integrity. With a Quality over Quantity mindset. Modset: https://www.dropbox.com/s/ox3un4fvv923z27/Arma 3 Mod Preset Liberation V1.html?dl=0
  22. Basically our PMC has to preform a "Hostile Takeover" on a Rival PMC's base in Nogova. Local paramilitary forces along with the mercenary army themselves will be the OPFOR. Cont. of the last PMC Op.
  23. Sarissa

    The Sahrani Situation

    April 9th, 1999 - Tarik al-Quadri assumes office of President. Pledges to reduce the military budget and increase civilian economy. June 13th, 1999 - Lingor Crisis begins. July 3rd, 1999 - Tarik al-Quadri deploys the Sahrani Expeditionary Force to Lingor to assist in Peacekeeping duties. July 10th, 1999 - New legislation removing internal policing powers from the Sahrani National Guard is brought into effect. July 12th, 1999 - Colonel Shaamil el-Naim refuses to withdraw his 'Police Escort' from the streets of Eponia. When ordered to surrender their arms to the National Police, a brief gun battle breaks out. Colonel Shaamil el-Naim is killed. July 15th, 1999 - Growing tensions between the National Guard, National Police & Republican Guard come to a head during a government security council meeting. General Abdur Raqeeb el-Morad storms out of the meeting. July 20th, 1999 - 8 National Guard bases go into lockdown. National Police personnel are deployed to besiege these bases. July 24th, 1999 - 12:32 - A bomb at the National Assembly Building explodes; killing 42 and wounding 13. Among the wounded is Tarik al-Quadri. 13:06 - First Minister Adham Iqbal sword in as Acting President. 13:26 - Troops from the Dolores National Guard Garrison occupy Dolores & Ortego. 13:52 - Abdur Raqeeb el-Morad declares martial law. The Northern Island is occupied by National Guard. July 30th - Lead elements of the S.E.F. returns to Sahrani. The Sahrani Situation is a small campaign of smaller, shorter linked missions. Set before the Sahrani Conflict; gear is limited, the enemy uses similar equipment and uniforms. This is a Coup. The factions involved are both arms of the same military. Positive Identification of Targets is paramount in this campaign. Sharani Expeditionary Corps Members return from deployment Prepared and ready to Roll on hostile positions
  24. Guest

    U.N.D.O.A.

    Story The UN has been deploying military personnel for service in peace operations since 1948 when the Security Council authorized the deployment of UN military observers to the Middle East to monitor the Armistice Agreement between Israel and its Arab neighbours. UN military personnel can be called upon to: Protect civilians and UN personnel; Monitor a disputed border; Monitor and observe peace processes in post-conflict areas Provide security across a conflict zone; Assist in-country military personnel with training and support Assist ex-combatants in implementing the peace agreements; they may have signed. One of the biggest changes UN Peacekeeping has seen over the 70 years of its existence has been the increasingly multi-dimensional nature of UN peacekeeping operations. UN military peacekeepers are often deployed in inhospitable, remote and dangerous environments where they face an unprecedented scale of challenges especially when protecting civilians, under asymmetric threats. You will also be tasked to end slave trades, illegal arms trades, and any and all WMD's. Good Hunting Equipment and Assets Because the U.N. peacekeeping force is made up of the volunteers from over 120 countries, it will be chosen at random which one of 20 countries you will be. The equipment and assets vary on the country. The countries and their equipment are as follows: Germany France Canada The United States of America Republic of Korea United Kingdom Spain Uganda Argentina Ireland Ukraine Norway Israel Russia Australia Japan China Italy Brazil Iran Head Gear: -Cap (Blue) -Beret (UN) -PASGT (UN) -SSh-68 UN -Beret UN [BAF] -MNP: UN Boonie -MNP: UN MICH -[PO]Beret UN Vest: -[PO]6B23 UN and it's variants Backpack: -Unrestricted, except for emplacements, unless told otherwise Uniforms (In order of country): GER MNP: Flecktarn Combat Fatigues (Desert variant if in desert) FRA MNP: Lizard CAN MNP: CADPAT (Desert variant if in desert) USA FROG MARPAT -D & -WD ROK MNP: GRANITE-B Fatigues(ROK) UK Combat Uniform DDPM & DPM SPA Rolled Shirt MTP [BAF] UGA Combat Uniform DPM ARG MNP: MARPAT Combat Fatigues IRE MNP: Irish DPM Fatigues & Irish DPM Fatigues (Desert) UKR MNP: Ukrainian TTSkO Uniform NOR MNP: Norwegian Fatigues & Desert Fatigues ISR MNP: Israel Drab Uniform RUS EMR-Desert & EMR-Summer AUS MNP: AMCU Fatigues JAP BDUs, blouse/trousers, woodland CHI MNP: Type 07 Universal & Type 07 Desert ITA MNP: ANCU Uniform BRA FROG MARPAT -WD IRAN MNP: 6-colour Desert Fatigues Weapons (In order of country): GER SMG: MP7, MP5 Rifles: HK416, H&K G36 LMG: H&K MG4, Rheinmetall MG3 Pistol: FNX-45 Tactial Sniper Rifle: AWM, M107 AT: M136, SMAW, Javelin FRA SMG: MP5 Rifles: HK416, M16 LMG: FN Minimi Pistol: Glock 17 Sniper Rifle: H&K 417 AT: M136, SMAW, Javelin CAN SMG: MP5 Rifles: L119A1, L129A1 LMG:FN Minimi Pistol: FNX-45 Tactial Sniper Rifle: L135A1, L115A3 AT: M136, SMAW, Javelin USA SMG: MP5 Rifles: HK416, M4, M16 LMG: M249 Pistol: M9 Beretta Sniper Rifle: M107, Mk14, M2010 ESR AT: M136, SMAW, Javelin ROK SMG: MP5 Rifles: HK416, M4, M16, M14, LMG: M60 Pistol: FNX-45 Tactial Sniper Rifle: AWM AT: M136, SMAW, Javelin UK SMG: L91A1 Rifles: L85A2, L129A1 LMG: L86A2, L7A2, L110A1 Pistol: Glock 17 Sniper Rifle: AWM, L134A1 AT: M136, SMAW, Javelin SPA SMG: MP5 Rifles: HK417, H&K G36 LMG: H&K MG4, Rheinmetall MG3 Pistol: FNX-45 Tactial Sniper Rifle: AWM AT: M136, SMAW, Javelin UGA SMG: PP200 Rifles: AK-74, AS Val, AKM LMG: RPK, PKM, PKP Pistol: PMl Sniper Rifle: T-5000, SVD AT: Igla, RPG-7V2 ARG SMG: MP5 Rifles: FN FAL, M16, Steyr AUG LMG: Rheinmetall MG3 Pistol: Glock 17 Sniper Rifle: M107 AT: M136, SMAW, Javelin IRE SMG: MP5 Rifles: FN FAL, Steyr AUG LMG: FN Minimi Pistol: FNX-45 Tactial Sniper Rifle: AWM AT: M136, Carl Gustav, Javelin UKR SMG: Sa vz. 61 Rifles: AK-74U, AS Val, AKM, AK-74 LMG: RPK, PKM, PKP, RPK-74 Pistol: PM Sniper Rifle: SVD, VSS Vintorez AT: Igla, RPG-7V2 NOR SMG: MP7, MP5 Rifles: HK416, H&K G3 LMG: FN Minimi, Rheinmetall MG3 Pistol: Glock 7 Sniper Rifle: HK417 AT: M136, SMAW, Javelin ISR SMG: Vektor Rifles: TAR-21, M4, M16, AKM, AK-47 LMG: Negev Pistol: Glock 17 Sniper Rifle: M107, M14 AT: M136, SMAW, Javelin RUS SMG: PP2000 Rifles: AKM, Ak-74, AS Val LMG: RPK-74, PKP, PKM Pistol: PM Sniper Rifle: SVD, T-5000, VSS Vintorez AT: Igla, RPG-7V2 AUS SMG: MP5 Rifles: Steyr AUG, M4A1 LMG: FN Minimi Pistol: FNX-45 Tactial Sniper Rifle: HK417, M107, AWM AT: M136, SMAW, Javelin JAP SMG: MP7 Rifles: M4, H&K G36 LMG: FN Minimi Pistol: FNX-45 Tactial Sniper Rifle: HK417 AT: M136, Carl Gustav, Javelin CHI SMG: CPW Rifles: AK-47, QBZ-95 LMG: PKM, PKP Pistol: PM Sniper Rifle: SVD AT: Igla, RPG-7V2 ITA SMG: MP7, MP5 Rifles: Remmington ACR-E 6.8mm LMG: Rheinmetall MG3, FN Minimi Pistol: M9 Baretta Sniper Rifle: AWM AT: M136, SMAW, Javelin BRA SMG: MP5 Rifles: HK416, M16, FN FAL, TAR 21 LMG: Fn Minimi, Rheinmetall MG3 Pistol: M9 Beretta, Colt 1911 Sniper Rifle: M2010 ESR, M107 AT: M136, SMAW, Javelin IRAN SMG: MP5 Rifles: AKM, KH2002, H&K G3, M4 LMG: RPK, PKM, PKP Pistol: Colt 1911 Sniper Rifle: SVD AT: Igla, RPG-7V2 Vehicles: If vehicles are outright destroyed, they will not be available for 5 missions, if they are brought back to base and are damaged it will be repaired, but repairs are determined by how severe the damages are. You are limited to 1 Knight and/or 1 Raptor, with the possibility of 1 Prophet per mission. Air Transport: Mi-8 (x3), UH-1Y (x3), CH-53E (x2) IFV: M1117 ASV (x2), BTR-60PB (x2), BMP-1 (and it's variants) (x1), BMP-2 (and it's variants) (x1) Tank: T-72 (x2) Attack Heli: Mi-24 (x1), AH-1Z (x1) Fixed Wing: F/A-18 F Super Hornet (x2) Anti-Air: ZSU-23-4V (X2) Artillery: BM-21 (x2) Attachments: You will start with iron sights, no muzzle attachments, normal ammo, binoculars and no GPS $1000: Muzzle Attachments $2000: Scopes $3000: Range Finder and Laser Designators $4000: GPS Assets Store: $500: Resupply Airdrop $750: Gun Emplacement $1000: A.I. Reinforcements $2500: Instant Respawn $3000: Artillery Strike $3500: UAV Spotter at one objective $4000: CAS Strike $4500: Emergency Evac $5000: M1113 $5500: BMP-1 $6000: UH-1Y $7000: ZSU-23-4V $8000: T-72 $9000: Mi-24 $10,000: CH-53E $15,000: M1 Abrams (Base) or T-90 $25,000: TUSK II or Challenger $27,500 AH-1Z $30,000: F/A-18 Super Hornet $45,000: A-10 $50,000: F/A-181 $75,000: F-22 Raptor $80,000: Experimental IFV or Transport (x3) $85,000: Experimental Air Asset (x3) $90,000: Experimental Armor Asset (x2) $95,000: Mystery Asset $1,000,000: ??? $10,000,000: ??? $100,000,000: ??? $1,000,000,000: ??? Medical Services: Advanced wounds are turned on (if I remember), Instadeath will be either on or off depending on the mission, respawns happen after objectives are finished Points of Opportunity: There may be points in a mission where "Points of Opportunity" which can be taken for benefits, like donations from nations such as weapons, vehicles etc. Retreat: If overwhelmed by enemy forces, Platoon has the option to cut their losses and retreat. Though doing that will cause severe repercussions. Funding: After every mission you will receive funding from the UN, depending on the mission you will either get more or less. CURRENT FUNDS: $1050.00 Missions will be posted later. AS SOME HAVE ALREADY POINTED OUT THE U.N. ARE PEACEKEEPERS. THEREFORE THE R.O.E. IN EVERY MISSION IS ONLY TO RETURN FIRE WHEN FIRED UPON. If you have any suggestions for how I could edit the loadouts or camo of your nation, please DM me
  25. BlackJack

    Lost on Lingor

    You originally were tasked to conquer Tanoa together with the 3rd carrier fleet of the NATO forces. However during deployment of the invasion vehicles a storm appeared out of nowhere and got your entire platoon to the neighboring Island instead. Lingor. Lingor and Tanoa are both puppet states of the Syndicate, which was able to steal all kinds of equipment during the fall of the USSR. Since then it was able to maintain a not unsignificant budget by forcing locals to harvest plants used in the creation of drugs and distributing drugs over western countries. Unlike most other organized crime organisations it's believed that a former PMC owner that has gone bankrupt, because of NATO withdrawal from Afghanistan, has recently taken lead over the Syndicate. It is believed that he wants to take revenge on NATO for closing his source of income. Due to his experience in organizing military operations, ties to corrupt officials in Russia and competent staff the Syndicate are expected to be extraordinarily well equipped, including Russian infantry equipment, Anti-Air launchers, Anti-Tank rockets and even Armor/Helicopters/Jets. Eventhough the main force was stationed on Tanoa at the point of invasion, we have no Intel on the remaining forces on Lingor due to heavy troop movements around 72 hours ago. Cut off from any supplies your mission is to either: contact the NATO Fleet via Sat comms escape from Lingor to Tanoa and link up with NATO forces Disrupt the government activities on Lingor, allowing for a better strike position on Lingor In my missions Platoon has to decide what is to be done and what not. You could for instance destroy a bridge, but if it cuts off civilians they might get angry at you, leading to more personell for Syndicate forces, that make your life harder, aswell as shattering any hope of the locals of a Syndicate-free future and maybe even resulting in guerillia warfare against your troops. And it will also draw the attention of the local forces, so be careful and consider every step you take, especially since you won't have reinforcements or ammo resupplies. If you should like the general concept of my Idea, vote for it and I will try to host them on Tuesdays/Wednesdays/Thursdays, starting off next week (13.06.2017). If you do not like it just vote against. Voting will be closed on 12.06.2017 and after that I will decide where it goes. Another thing is that I need a somewhat experienced zeus for the missions, as I have not zeused a live mission before (only editor and basic training from Katla), basically someone that knows how to do more complex stuff like scripts and such.
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