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  1. until
    ++MISSION BRIEFING++ Mission Summary: Side: BLUFOR. Faction: US Armed Forces. Enemy Faction (OPFOR: Ultranationalist Militia (Gearscript). Armor: MRAPs, IFVs: BRDM-BTR80, BMP1 – BMP2, MBTs: T-72. AA: None. ROTARY: None. FIXED WING: None. ARTILLERY: Light Mortar Emplacements. BRIEF: Ultranationalist forces, supported by the Eastern Bloc, have launched an insurrection against the Romanian government in the western part of Romania, securing a large portion of territory in this district of the country. NATO elements in Europe have been requested to provide aid to contain the threat while mobilization occurs. US Expeditionary Forces have responded and are currently engaging in a delaying action in the area to deny or slow the Ultranationalist forces from gaining control of the region's infrastructure. Defence is being conducted across four key areas, which have been designated Objectives 1-4, each with respective areas of fortifications prefixed with 'DL' denoting defensive works. Objective #1: Nozyba. Objective #1 has been established closest to the current line of contact with Ultranationalist forces and is composed of Defence Lines 1 and 2 in that area. Expected Contact is to come from the North East along the primary MSR and through the fields towards the North East. Notes: Enemy Force will be attacking downhill into fortified positions. Visibility from DLs 1,2 Are good. RTO should make use of DL-2 or DL-1 for artillery calls due to excellent visibility. Armor and Mechanized are expected to advance Primarily from the north east as the town towards the southeast restricts movement. MRTR-1 a pre prepared fortification for MRTR will be available to the west. Objective #2: Industrial Plant. Objective #2 has been established on the outskirts of Nozyba within the Industrial area to provide a fallback position to Defense Line #1 and as a second line of defence if enemy forces penetrate the first line. Is composed of DLs 3-4. Expected Contact is to come from the direct East along the primary MSR and through the woods towards the North East at DL-3. Notes: Enemy Force will be attacking downhill into fortified positions. Visibility from DLs 3 and 4 and are good. RTO should make use of High points in the industrial zone for artillery calls due to excellent visibility. Falling back to OP-2-4 should be taken during a withdrawal to Objective #3 and a splitting of friendly forces. Armor and Mechanized are expected to advance from the east and to a lesser extend the north east axis's of attack. If OP-2-3 is lost expect enemy unity to cross the river west and engage from southwest. Resupply will be available from CP-1 and CP-2. Objective #3: Rostok. Defence line #3 has been established at the town of Rostok to provide a fallback position to Objective #2 and as the third line of defence if enemy forces penetrate the first and second lines. Expected Contact is to come from the direct East along the primary MSR and through the woods. Notes: - Enemy Force will be attacking across fields into fortified positions. - Visibility from DLs 5 and 6 is good. - Mines should be used to offset enemy movement. - Falling back to DLs 7 and 8 should be done in stages to allow prep time. - Armor and Mechanized are expected to advance from the MSR. Objective #4: Airfield. Objective #4 has been established on the outskirts of the airfield to provide a fallback position to Objective #3 as final line of defence if enemy forces penetrate the other Objectives. Is composed of DLs 10 through 12 and CP-4 in this area. Expected Contact is to come from the North East and East. Notes: - Enemy Force will be attacking across fields into fortified positions. - Visibility from DLs 10,11 are good. - Falling back to DL-12 and CP-4 should be taken during a fighting withdrawal through the airfield. - Resupply will be available from CP-4. ++BRIEFING COMPLETED++ EVENT SUMMARY: This is an event organized between FK Gaming and Unqualified Minds. This will be a heavily themed mission with a focus on defensive gameplay and maneuver The mission will be making use of the Arma 3 FK Standard Modset which will be posted as well at the bottom of this event page in a compiled list. Weaponry within the mission will be restricted to role specific weaponry and will be limited to a select number of options to reduce prep time. Tags for applicable roles are not being enforced as this is a cooperative event and will be different from standard slotting. Squad Structure has been reduced to the 7x man template and PTLN structure has not been changed and will remain the same as in standard Main missions. Standard FK Rules apply unless otherwise specified. ++SLOTTING++ (FINAL SAY IS AT EVENT HOSTS DISCRETION) Slot Format: Role, Reserved Person. CoZeus: @colt92 CoZeus: OPEN PLTHQ: PLTN Lead: @KingShibe PLTN 2ic: OPEN PLTN RTO: @riccardi48 PLTN Medic: OPEN ALPHA SQUAD: Alpha Squad Lead: @Veagance Alpha Squad Medic: OPEN Alpha Squad Team Leader: OPEN Alpha Squad Autorifleman: (on the day) 3x Alpha Squad Rifleman: (on the day) BRAVO SQUAD: Bravo Squad Lead: @andyt90 Bravo Squad Medic: OPEN Bravo Squad Team Leader: OPEN Bravo Squad Autorifleman : (on the day) 3x Bravo Squad Rifleman: (on the day) CHARLIE SQUAD: Charlie Squad Lead: OPEN Charlie Squad Medic: OPEN Charlie Squad Team Leader: OPEN Charlie Squad Autorifleman : (on the day) 3x Charlie Squad Rifleman: (on the day) DELTA SQUAD: Delta Squad Lead: OPEN Delta Squad Medic: OPEN Delta Squad Team Leader: OPEN Delta Squad Autorifleman : (on the day) 3x Delta Squad Rifleman: (on the day) Anti Armor Team (1-1): KNGT Assistant/Lead: OPEN KNGT Gunner: @AntiMatter Anti Armor Team (1-2): KNGT Assistant/Lead: OPEN KNGT Gunner: @TheSalader M2 Mortar (2-1): MRTR Assistant/Lead (MRTR Tags): @L00_Cyph3r MRTR Gunner (MRTR Tags): @Monocled Badger [Reg+] M2 Mortar (2-2): MRTR Assistant (MRTR Tags): OPEN MRTR Gunner (MRTR Tags): @Bashfulvideos --SLOTTING-- ++RESTRICTIONS++ Only Weapons and equipment from the provided equipment list may be used within the mission. Squads are restricted to the use of LAT for this operation. Only Anti Armor Teams are permitted to bring HAT for this operation. Ammunition carried per individual is limited to 6+1 for Riflemen and 1400 Rounds of ammunition per AutoRifleman. 4 Grenades of types (Smoke, Fragmentation) may be carried by standard Riflemen, Medics, and AutoRiflemen. Squad Leads, PLTHQ and Team Leads may carry 6. --RESTRICTIONS-- ++NOTES++ Though you have been provided a equipment list at the bottom of this document you will notice that there are options regarding each type of equipment which may be taken. This list has been selected to provide a common ammunition type for primary weaponry and to allow sharing during mission as well as reduce prep time. Cosmetics may be taken for fields not covered by the equipment list as long as they remain in the style of force you are playing as and match with the camouflage which the PLTN is wearing. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads: Medics: Riflemen: AutoRiflemen: MRTR Crew: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #4 IP: arma4.fkservers.eu Port: 2402 Password: On Request Modset (v2)
  2. until
    EVENT SUMMARY: This will be heavily themed event based taking place in the highly acclaimed Turn Based Strategy game Endless Legend, in which players will seek to guide their own nations to survival in a time of great upheaval. This event may be a one-off or a repeated affair, depending on interest. However, to prevent some of the typical issues with Endless Lrgend multiplayer games, there will be some guidelines for behavior in the event to assist with the flow of events. These are not intended to force a particular outcome or victor in the game's conclusion, and if anyone has a suggestion for additional rulings, please feel free to make suggestions in the comments. ++SLOTTING++ (FINAL SAY IS AT EVENT HOSTS DISCRETION) Once the first session is concluded additional info will be added here with nation pictures. Players (8 Max): Broken Lords Player: @Jerichron Intro: Ardent Mages Player: OPEN Intro: The Cultists Player: OPEN Intro: Vaulters Player: OPEN Intro: Necrophages Player: OPEN Intro: Kapaku Player: OPEN Intro: Roving Clans Player: OPEN Intro: Wild Walkers Player: OPEN Intro: Morgawr Player: OPEN Intro: Allayi Player: OPEN Intro: Forgotten Player: OPEN Intro: --SLOTTING-- ++EVENT RULES++ General: Players participating do not require Game DLC due to game host sharing. There will be a ten minute break after every 50 mins of play. If players fail to return with a 5 min grace period after breaks they will be removed from the session. No METAGaming or Exploits. The Host in order to retain the ability to host the game may have their capital taken by domination but may not be eliminated from the game. If the host has clearly lost they will refrain from pursuing victory types and will concede if it is clear they have lost. Players are not allowed to destroy other player's nations before turn 50. Combat where possible will be auto resolved to speed up game progress. Turn and Battle timer will be enabled to avoid game freezes. --EVENT RULES-- ++NOTES++ Game Settings: World Size: Huge. World Shape: Many Continents. Continent Shape: Regular. Temperature: Temperate. Topography: Average. World Difficulty: Normal. --NOTES-- EVENT REQUIREMENTS: SERVER INFO : Host: Jerichron Password: On Request
  3. "Just as it has always been, when our memories of the ancient world fade into twilight, a new era dawns to fill the void; an unfamiliar path with a pulse of its own, a tempo not dictated by the labor of men, but accelerated by the rhythm of machines, launching the world into an age of bold innovation. From this cauldron of steel and sweat, a vision of prosperity emerged; harnessing the untold power of the elements, turning night into day, creating new designs that brought the world's stage to the masses and providing an experience that many had never imagined. The advent of mechanized warfare brought devastation like none the world had ever seen, providing a window of opportunity for some to dictate conformity as regimes spread their ideologies with a heavy hand, inciting the world to the brink of war. And yet, some chose a different path and, through their vision, brought unique prospectives to the world. As singular proponents of free thinking remained striving for peace in their endeavors to unlock the secrets of the universe—some of which, would fill our hearts with fear and regret. And as this progress unfolds, the finite nature of our world becomes clear; our survival, the survival of all the world's peoples, depends on our ability to coexist in peace, but this peace is tenuous. Although mankind will always look onward, yearning for more, searching for new boundaries, only to break through them, with the understanding that this world is one, in which, we all share, comes the responsibility of knowing that the decisions you make today will have a lasting impact on the generations of tomorrow." — William Morgan Sheppard - CIV V Intro - August 24, 1932 -> January 6, 2019. EVENT SUMMARY: This will be heavily themed event based taking place in the highly acclaimed Turn Based Strategy game Civ 5, in which players will seek to guide their own nations on the path through the ages. This event may be a one-off or a repeated affair, depending on interest. However, to prevent some of the typical issues with Civ 5 multiplayer games, there will be some guidelines for behavior in the event to assist with the flow of events. These are not intended to force a particular outcome or victor in the game's conclusion, and if anyone has a suggestion for additional rulings, please feel free to make suggestions in the comments. ++SLOTTING++ (FINAL SAY IS AT EVENT HOSTS DISCRETION) Once the first session is concluded additional info will be added here with nation pictures. Players (12 Max): Random Nation: @Bashfulvideos Random Nation: @colt92 Random Nation: @Lexic Random Nation: @KingShibe Random Nation: @Phanos Random Nation: @Legendo Random Nation: @AntiMatter Random Nation: @Deltabacon Random Nation: @riccardi48 Random Nation: @Jerichron Random Nation: @Conga Line of Neckbeards Random Nation: @Spartan_MiniMe --SLOTTING-- ++EVENT RULES++ General: Players participating must make sure they own the Civ 5 DLC's Brave New World, and Gods and Kings. There will be a ten minute break after every 50 mins of play. If players fail to return with a 5 min grace period after breaks they will be removed from the session. No METAGaming or Exploits. The Host in order to retain the ability to host the game may have their capital taken by domination but may not be eliminated from the game. If the host has clearly lost they will refrain from pursuing victory types and will concede if it is clear they have lost. XCOM Squads are prohibited. All players are required to play on "Prince" Difficulty settings. Players are not allowed to destroy other player's nations before the medieval Era is reached. The event will be making use of the Vox Populi + EUI Modset which can be installed via the instructions below. --EVENT RULES-- How to install a modpack: Modset (VP + EUI Only). To use VP, you must have your game in English. Search for the Civ's DLC folder. The path should be something like C:\...\Steam\steamapps\common\Sid Meier's Civilization V\Assets\DLC. Delete your old modpack if you already have one. Extract the downloaded .zip here. It should add “ZMP_MODPACK”, “VPUI”, “UI_bc1” to your DLC folder: Before the first launch of the game delete the Cache folder from here "Documents\my games\Civilization 5" Now you don't need to use the mod menu from the game's main menu. This installation needs to be done by every players in case of online multiplayer game: the exact same modpack needs to be used on each PC. ++NOTES++ Game Settings: Map Type: Continents. Map Size: Huge (12 Players). Game Pace: Quick. Game Era: Ancient. Turn Mode: Simultaneous. World Age: 4 Billion Years. Temperature: Temperate. Rainfall: Normal. Sea Level: Medium. Resources: Standard. Game Settings: Victory Types: Science. Domination. Cultural. Diplomatic. Adv Game Options (Enabled): Policy Saving. Promotion Saving. Quick Combat. Quick Movement. --NOTES-- EVENT REQUIREMENTS: SERVER INFO : Host: Jerichron Password: On Request
  4. Operation Just Cause Important Notes: This will be a Zeus mission tags and ranks are prioritized. This will be a night mission. Map: Tanoa Squads 6 Squads total, 2 Airborne squads and 4 Ranger squads. Alpha and Bravo: Airborne Charlie, Delta, Echo Foxtrot: Ranger Basic Equipment Rifle: M16A4 Carry handle (RHS) or Bushmaster .300 Carbine Sights: NONE Attachment: Flashlight Pistol: M9 (RHS) Shirt: TRYK Woodland BDU Vest: TRYK GA Career Rig Wood (Not Typo) Backpack: Kit-bag (MDU02) Helmet: Helmet Mk7 MTP Scrim (D) (BAF) or TRYK MICH (Woodland) Night Vision: (Any) Short Range: AN/PRC-152 Long Range: Bergen DPM Tmp (BAF) or Anything Matching Assets Vehicles Humvee's (Sling Loaded by UH-60's) M113's Helicopters 3x UH-60's 1x MH-60 2x Apache Planes 2x C-130J PLAYER ORGANISATION : (THANK YOU @SarissaFOR THIS FORMAT) Rifleman, AR and AAR slots are included but are not reservable. Engineers can bring mines, explosives, and LAT (PLTHQ) : XVIII Airborne Corps Platoon Corps Commander (Colonel) [LR: N/A] - OPEN 75th Ranger RTO [LR: 69] - OPEN 82nd Airborne RTO [LR: 68] - OPEN Medic [LR : N/A] - OPEN FAC [LR : 67] - OPEN 75th Ranger (Heliborne) [LR: 69] Alpha SL - OPEN 2ic - OPEN Medic - OPEN Bravo SL - OPEN 2ic - OPEN Medic - OPEN Charlie SL - OPEN 2ic - OPEN Medic - OPEN Delta SL - OPEN 2ic - OPEN Medic - OPEN 82nd Airborne [LR : 68] Echo SL - OPEN 2ic - OPEN Medic - OPEN Engineer - OPEN Engineer - OPEN Foxtrot SL - OPEN 2ic - OPEN Medic - OPEN Engineer - OPEN Engineer - OPEN [Pilots] [LR: 67] Condor 1-1 (UH-60) Pilot - OPEN Condor 1-2 (UH-60) Pilot - OPEN Condor 1-3 (UH-60) Pilot - OPEN Bandit 1-1 (F-117) Pilot - (Zeus Controled) Bandit 1-2 (F-117) Pilot - (Zeus Controled) Bandit 1-1 (F-117) Pilot - (Zeus Controled) Reliance 1-1 (MH-6) Pilot - OPEN Vulture 1-1 (AH-64) Pilot - (Liberty Bell 1-1 Pilot) Gunner - (Liberty Bell 1-2 Pilot) Vulture 1-2 (AH-64) Pilot - OPEN Gunner - OPEN Liberty Bell 1-1 (C-130J) Pilot - OPEN Liberty Bell 1-2 (C-130J) Pilot - OPEN Briefing Ground Forces Platoon Platoon will either parachute with the 82nd Airborne or assault with the 75 Rangers. Reliance 1-1 will be your private transport chopper, you can travel with whoever you want. When the port is captured, contact crossroads to have the US army land some lunchboxes. An F-117 callsign will be on standby 82nd Airborne Objectives (NOT in order) Secure the town of Harcourt (Once the town is secured respawns will be flown in) Secure and defend the bridge from QRF (Use Engineers) Destroy the Comms tower (Use Engineers) Destroy the SAM site 75 Ranger Objectives (NOT in order) Capture Belrick Destroy the ammo cache at Fort St. John Capture St. George Airport Kill the HVT Capture Lujhaven Harbour Pilots Vulture Fuck Shit Up (Stay away from SAM's and the airport, don't go Rambo, please) Liberty Bell Condor All 3 UH-60's will fly the 75 Rangers to assault the town of Belrick (LZ chosen by Platoon) Once completed Condor 1-1 will carry respawns to their respected areas at either Belrick or Harcourt. (ONLY ONCE THE TOWNS ARE CAPTURED) Condor 1-2 and 1-3 will sling load Humvees to Belrick or Harcourt. (ONLY ONCE THE TOWNS ARE CAPTURED) If all UH-60's are lost there will be no more respawns
  5. In the grim darkness of the far future, there is only war. ++TRANSFERRING ENCRYPTED DATA++ -This is a priority message from Askellon High command- -The planetary governor of the agri world of Kaldera has refused to pay the annual tithes owed to the Imperium and to representatives of the Adeptus administratum during a recent visit to the planet within the Askellon Sector this has been an insult to the Emperors holy representatives and is a stain upon the honor of the Imperium which must be rectified- -Auspex scans of the planet have revealed that the majority of the planets nobility have moved they're wealth and resources to an outlying settlement on the planet by the name of Zargabad which in addition apears to be the location of the planetary governor at this time. In response to multiple breaches of the Lex Imperialis and crimes against the administratum the governor has had his imperial right of existence revoked and is hereby sentenced to death. Primary Objectives are as follows 1st - SECURE THE GOVERNORS COMPOUND IN ZARGABAD - 2ND ELIMINATE ANY HOSTILE ELEMENTS PRESENT WITHIN THE CITY AND PREPARE FOR FURTHER IMPERIAL GUARD DEPLOYMENT-- -For this operation, the Gothic class cruiser designation Erebus has been attached to this operation in addition to some regiments of the imperial guard infantry and armour as well as 1x tactical squad of an in-system Adeptus Astartes chapter.- -This operation is to be undertaken as soon as the aforementioned forces can be assembled and dispatched...command out.- From the blasphemy of the Fallen, Our Emperor, delivers us. ++TRANSMISSION COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the world of Warhammer 40k and the associated lore. The mission will be making use of the Arma 3 mod There is only War and using elements from the Halo 3 mod Operation: Trebutche which will be posted as well at the bottom of this event page in a compiled list. Squad composition for this mission will, for the most part, be the same as in standard FK missions with the exception of the space marine squad which will be composed of (1X SL,1X Medic and 3x Marines) this is being done due to the nature of Space Marine armor and its effectiveness of itself and the space marine weaponry within the mod and is being done for purposes of lore adherence and for balancing. Weaponry within the mission will be restricted to Warhammer based weaponry and will be restricted to roles....no guardsmen taking space marine bolters!. Tags for applicable roles are being enforced and will not be different from standard slotting. As well the standard ruleset for FK will be in place and any violations of said ruleset will result in your immediate ejection from the event and subsequent barring from any future events of this kind. ++SLOTTING++ (TAGS & REGS PRIORITIZED) (FNGS WHO RESERVE MAY BE OVERWRITTEN) ADEPTES ASTARTES TACTICAL SQUAD #1 -Space Marine Sergeant(SL TAGS): @Mingy (NO TAGS) -Space Marine Apothecary(MEDIC TAGS): @Sarissa -Space Marine HWC(ARMOR GUNNERY TAGS): @Spartan_MiniMe -Space Marine(ARMOR GUNNERY TAGS): @square_cookies (NO TAGS) -Space Marine(ARMOR GUNNERY TAGS): @Colek (NO TAGS) "Yes, this is necessary ^^^" IMPERIAL GUARD SQUAD #1 -Guard Squad leader(SL TAGS): -Guard Apothecary(MEDIC TAGS): @RedNexus -Guard Team leader #1(2IC TAGS): @Setralthan (NO TAGS) -Guardsman HWC Team#1(REGS): @S3XYPANDA (FNG) -Guardsman Team#1(REGS): @Thranwulf (FNG) -Guardsman Team#1(REGS): @Minegriss (FNG) -Guard Team leader #2(2IC TAGS): -Guardsman HWC Team #2(REGS): -Guardsman Team #2(REGS): @samchaddy00 (FNG) -Guardsman Team#2(REGS): IMPERIAL GUARD SQUAD #2 -Guard Squad leader(SL TAGS): -Guard Apothecary(MEDIC TAGS): -Guard Team leader #1(2IC TAGS): -Guardsman HWC Team#1(REGS): -Guardsman Team#1(REGS): -Guardsman Team#1(REGS): -Guard Team leader #2(2IC TAGS): -Guardsman HWC Team #2(REGS): -Guardsman Team #2(REGS): -Guardsman Team #2(REGS): Leman Russ MBT #1 -Commander(COMMANDER TAGS): @colt92 -Primary Armament Operator(GUNNERY TAGS): @BDFoster (NO TAGS) -Secondary Armament Operator(GUNNERY TAGS): @AngryScottishMan (DRIVER TAGS) -Driver(DRIVER TAGS): @BestTrap (FNG) --SLOTTING-- RULES SUMMARY: 1. FK Arma Rules are in effect and any breach of them not cleared by the event host or a present admin will be punished. 2. Only Warhammer based weaponry is to be used for this operation. 3. Any failure to take the mission seriously or to troll in any way will result in a kick from the server and barring from future events of this kind. 4. Additional restrictions may be applied in the mission by the event host and or Zeus and any attempt to avoid and or supplant new restrictions will be met with previously mentioned punishments. MISSION REQUIREMENTS: The modset is subject to change but will be finalized the day before the event. MODSET: https://drive.google.com/file/d/1CjKjmoWMcATnPNIgXcjZrC7uOnhZu9Z6/view?usp=sharing - Download the modset and drag into arma launcher with no mods loaded or open with web browser.
  6. Flash-Ranger

    CTF Play Session

    until
    CAPTURE THE FLAG PLAY SESSION Date : Thursday 22-11 Time : 8pm GMT+1 TeamSpeak : Server name: Electronic Sports Masters Address: 176.31.218.234 No Password. Game Server : 159.69.56.146:2402 Streaming Channel : twitch.tv/esm_official
  7. Jerichron

    SG:WARGAME RED DRAGON

    As runner-up for the latest strategy game poll im running a separate event for... Wargame Red Dragon! The event will start around the start point for 1st main on Saturday where we will then gather in one of the game rooms or a temporary room if it can be acquired. Once we have all gathered we will decide what game modes to play and what teams to form. If anyone does not have this game but is interested in learning more about it and or purchasing it I will include a link to the games steam page at the bottom of this event page. Note: If you cannot make the start time for the event this event this is fine but I would still appreciate being notified if you cannot attend after RSVPing Wargame Red Dragon: https://store.steampowered.com/app/251060/
  8. Jerichron

    SG: STELLARIS

    By selection of a community poll the next game I will be hosting an event for is... STELLARIS! The event will start after the 1st main on Sunday where we will then gather in one of the game rooms or a temporary room if it can be acquired. Once everyone is gathered we will start a game of STELLARIS and play until completion or until we wish to move on to another game which will then be decided by the group. As always if you do not know what this game is but are interested in playing I have included a link to the games steam pages below. STELLARIS: https://store.steampowered.com/app/281990/Stellaris/
  9. Jerichron

    SG:Starcraft 1&2

    By selection of a community poll the next game I will be hosting an event for is... STARCRAFT! The event will start after the 1st and second main on Friday where we will then gather in one of the game rooms or a temporary room if it can be acquired. Once everyone is gathered we will start a game of either Starcraft 1 or 2 and play until completion or until we wish to move on to another game. As always if you do not know what this game is but are interested in playing I have included a link to the games steam pages below. STARCRAFT: https://starcraft.com/en-us/ STARCRAFT 2: https://starcraft2.com/en-us/
  10. Jerichron

    Post Scriptum Test Event

    Due to the consistent interest expressed from the community in playing Post Scriptum as a group, I've decided to host an event to accommodate this interest. To assist with this event ive decided to host a private server for the community which can be used from now until after the event. If you wish to play on this server now the details can be found at the event page. The event will start after 1st main on Friday where we will then gather in a temporary room if it can be acquired. Once everyone is gathered we will hop on the server and form teams by agreement and or randomization possibly selecting slots as we would usually in a main. Event Rules: 1st. Friendly fire will not be tolerated and may result in a kick and or ban from the server. 2nd. Event disruption may result in a kick and or ban from the server. EX: Arguing over chat, interfering with other players legitimately trying to play, taking assets that are not part of your section. 3rd. Refusing squad lead orders. EX: Ignoring your squad leads commands, Lone Wolfing will also result in similar punishment. Server Info: Server Name: Post Scriptum Community Server #1 Server Password: Princess Server IP:46.251.234.4
  11. until
    Seeing as we literally plan this for AGES now, and @Digby Tatham-Warter seems to need a firm german hand to get to this, I just pluck this in here. It will be a fun and hearty BlackWake stuff, and if we get bored with it we can switch to TTT or FK against Humanity if needed. I will put up a RSVP to see if we get enough people for this, - and if we have too many, we can rotate a bit between games so join in on this me hearties Cheers EDIT: Moved event back an hour, - Will probably end for slotting for Main Mission
  12. until
    The purpose of this event is to conduct a number of semi-competitive rally's, races and challenges on Sea Land and Air in Arma with a winner being declared for each set. In order to participate you and a partner for each challenge must register as a team by commenting using the following format. --------------------------------------------------------- Your Name: Team Name: Example team name. Team Members: Member#1, Member#2. --------------------------------------------------------- Note: - Inappropriate or offensive team names may result in you being barred from the event. Challenges will take place in the order shown below. Land: For the land event each team will perform in a Rally event across the south western area of Altis along the indicated route with one team member driving and the other giving instructions. Each team will depart from the starting gate 30 seconds apart from one another and their times will be recorded for running the entire length of the track down to the Finish gate. Once a team has finished the track they may choose to spectate by re-spawning or by waiting at the finish line for the other teams to arrive. If your team wrecks their car and are unable to recover you will be considered as not having finished the race and will be then able to spectate using the previously mentioned methods. Sea: For the sea event the location will be in Zaros Bay and the object will be to be the last team standing in a FFA battle. Each team will have 2 minutes to move to a start position within the bay after which the battle will begin where each team will attempt to eliminate the others with the team left standing at the end being declared the winner. Air: For the air event the location will be in the skies over the southeastern peninsula of Altis with each team flying one of the recently added A-29 Super Tucanos with the last standing team being the winner. Each bird will be restricted to its machine guns and as a result fighting should be focused more on direct dog fighting than our usual air combat. Once a plane has been downed the team it was flying is now out and may now spectate using the after death camera.
  13. Jerichron

    Arma 3 FK WW2 (Berlin)

    until
    ++MISSION BRIEFING++ -This is a priority message from Red Army High command- - The war is nearing its end men and we will be the ones to strike its final blow the Seelow heights fell under the combined might of our advance and now we stand in the downtown area of Berlin. The final steps of our victory are now being taken and its greatest act has been given to you the Headquarters of the Wehrmacht itself. - -High Command cannot allow any delay in the advance which would allow German forces the chance to regroup and have ordered a full advance from our forces in order to seize the defenses leading to the German HQ and the HQ itself. Primary Objectives are as follows 1st - SECURE THE TWO FLAK TOWERS BETWEEN YOUR FORCES AND THE GERMAN HQ - 2ND SECURE THE GERMAN HIGH COMMAND BUILDING AND RAISE THE RED FLAG ON ITS ROOF -- -For this operation, your platoon has been transported to Berlin with the intent of dislodging the German forces from the flak towers leading towards the German HQ and to seize the HQ itself and raise the Red Flag on its roof.- -This operation is to be undertaken as soon as the aforementioned forces can be assembled and have arrived in the area...command out.- ++BRIEFING COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the second world war. The mission will be making use of the Arma 3 mod Iron Front and using elements from the mod Faces of War which will be posted as well at the bottom of this event page in a compiled list. Squad composition for this mission will, for this mission, be the reverted to the previous standard in FK missions which will be 7 Soldiers per squad this is being done due to the nature of the mission and my desire to make use of more lead elements in this situation. Weaponry within the mission will be restricted to WW2 based weaponry and will be restricted to per your chosen role. Tags for applicable roles are being enforced and will not be different from standard slotting. As well the standard ruleset for FK will be in place and any violations of said ruleset will result in your immediate ejection from the event and subsequent barring from any future events of this kind. ++RESTRICTIONS++ 1st. SR Radios are prohibited and only LR Radios may be carried by only the Radioman role. 2nd. GPS, NVDs and vanilla mine detectors are prohibited. 3rd. No drawing on the map after the briefing. 4th. No modern looking items. 5th. Tracking will be disabled. --RESTRICTIONS-- ++SLOTTING++ (TAGS & REGS PRIORITIZED) (RESERVED SLOTS MAY BE OVERWRITTEN BY TAGHOLDERS) (FINAL SAY IS AT EVENT HOSTS DISCRETION) PLTN COMMAND SQUAD: -PLTN 1st Lieutenant (PLTN TAGS): -PLTN 2nd Lieutenant (PLTN 2IC TAGS): -PLTN Radioman (REGS+): -PLTN Medic (MEDIC TAGS): ALPHA SQUAD: -ALPHA Sergeant (SL TAGS): -ALPHA Medic (MEDIC TAGS): @FelixMcgee (FNG) -ALPHA Radioman (2IC TAGS): -ALPHA Machine gunner (REGS+): -ALPHA Machine gunner Assistant (REGS+): -ALPHA Rifleman (REGS+): @square_cookies -ALPHA Rifleman (REGS+): BRAVO SQUAD: -BRAVO Sergeant (SL TAGS): -BRAVO Medic (MEDIC TAGS): -BRAVO Radioman (2IC TAGS): -BRAVO Machine gunner (REGS+): -BRAVO Machine gunner Assistant (REGS+): -BRAVO Rifleman (REGS+): -BRAVO Rifleman (REGS+): CHARLIE SQUAD: -CHARLIE Sergeant (SL TAGS): -CHARLIE Medic (MEDIC TAGS): -CHARLIE Radioman (2IC TAGS): -CHARLIE Machine gunner (REGS+): -CHARLIE Machine gunner Assistant (REGS+): -CHARLIE Rifleman (REGS+): -CHARLIE Rifleman (REGS+): DELTA SQUAD: -DELTA Sergeant (SL TAGS): -DELTA Medic (MEDIC TAGS): -DELTA Radioman (2IC TAGS): -DELTA Machine gunner (REGS+): -DELTA Machine gunner Assistant (REGS+): -DELTA Rifleman (REGS+): -DELTA Rifleman (REGS+): SNIPER TEAM (PRHT): -PRHT Sniper (PRHT TAGS): @Val3ntine -PRHT Radioman/Spotter (REGS+): JS-122 (KNGT 1-1): -Commander (COMMANDER TAGS): @ZeFlyingDutchman (NO TAGS) -Gunner (GUNNERY TAGS): @RedNexus (NO TAGS) -Driver (DRIVER TAGS): @BestTrap (NO TAGS) SPG SU-85 (KNGT 1-2) -Commander (COMMANDER TAGS): -Gunner (GUNNERY TAGS): -Driver (DRIVER TAGS): @Txtspeak (NO TAGS) --SLOTTING-- ++EQUIPMENT++ Platoon Leads: Uni: SOV RKKA Uniform (Starshiy Leutenant) Vest: SOV Field Officer Set. Backpack: Any Russian Backpack. Helmet: SOV RKKA M-40 Helmet Primary: PPsh-41, Mosin Nagant, SVT-40. Squad Leads: Uni: SOV RKKA Inset Pocket (Serzha nt). Vest: SOV Matching Belt. Backpack: Any Russian Backpack. Helmet: SOV RKKA M35 Side Cap, SOV RKKA M-40 Helmet. Primary: PPsh-41, Mosin Nagant, SVT-40. Radio Operators: Uni: SOV RKKA Spring. Vest: SOV Matching Belt. Backpack: RA Radio. Helmet: SOV RKKA M35 Side Cap, SOV RKKA M-40 Helmet. Primary: PPsh-41, Mosin Nagant, SVT-40. Medics: Uni: SOV RKKA Spring. Vest: SOV Matching Belt. Backpack: SOV Medical Satchel. Helmet: SOV RKKA M35 Side Cap, SOV RKKA M-40 Helmet. Primary: PPsh-41, Mosin Nagant, SVT-40. Machine Gunners: Uni: SOV RKKA Spring. Vest: SOV Matching Belt. Backpack: Any Russian Backpack. Helmet: SOV RKKA M35 Side Cap, SOV RKKA M-40 Helmet. Primary: DP, DT. Anti-Tank Troops: Uni: SOV RKKA Spring. Vest: SOV Matching Belt. Backpack: Any Russian Backpack. Helmet: SOV RKKA M35 Side Cap, SOV RKKA M-40 Helmet. Primary: PPsh-41, Mosin Nagant, SVT-40. Launcher: Any Allied Launcher. Riflemen: Uni: SOV RKKA Spring. Vest: SOV Matching Belt. Backpack: Any Russian Backpack. Helmet: SOV RKKA M35 Side Cap, SOV RKKA M-40 Helmet. Primary: Mosin Nagant, SVT-40. Snipers: Uni: SOV RKKA Spring. Vest: SOV Matching Belt. Backpack: Any Russian Backpack. Helmet: SOV RKKA M35 Side Cap, SOV RKKA M-40 Helmet. Primary: PTRD-41, Mosin Nagant. --EQUIPMENT-- RULES SUMMARY: 1. FK Arma Rules are in effect and any breach of them not cleared by the event host or a present admin will be punished. 2. Only era accurate and faction based weaponry is to be used for this operation. 3. Any failure to take the mission seriously or to troll in any way will result in a kick from the server and barring from future events of this kind. 4. Additional restrictions may be applied in the mission by the event host and or Zeus and any attempt to avoid and or supplant new restrictions will be met with previously mentioned punishments. MISSION REQUIREMENTS: The modset is subject to change and will be finalized before the event with an announcement. MODSET: https://drive.google.com/file/d/1NaNCNzspQGrzdxrz5I9jXrwbN6XR9y4l/view?usp=sharing - Download the modset and drag into the arma launcher with no mods loaded or open with a web browser.
  14. until
    In the grim darkness of the far future, there is only war. ++TRANSFERRING ENCRYPTED DATA++ -This is a priority message from Armageddon High command- -A space hulk of equivalent size and shape to a Gothic class cruiser has been deposited on the edge of the system by the winds of the immaterium. Preliminary surface scans have revealed the vessels identity as the Imperial vessel Tempestus which was reported lost approximately in the year 0123678.M41.- -Further scans to the vessel have revealed that the majority of the ship's systems are intact which has levied cause for recovery to be ordered. Primary Objectives are as follows 1st - SECURE THE VESSEL AND VITAL COMPONENTS - 2ND ELIMINATE ANY HOSTILE ELEMENTS PRESENT ONBOARD AND PREPARE FOR CLEANSING TEAMS-- -Scans have in addition revealed that the ships primary hangar doors are intact and are recommended for use in the boarding action mechanicus adepts are allready at work coaxing the machine spirits within to open. -For this operation, the Gothic class cruiser designation Erebus has been attached to this operation in addition to some regiments of the imperial guard and a 1x tactical squad of an in-system Adeptus Astartes chapter.- -This operation is to be undertaken as soon as the aforementioned forces can be assembled and dispatched command out.- ++TRANSMISSION COMPLETED++ MISSION SUMMARY: This will be a heavily themed mission with elements taken from the world of Warhammer 40k and the associated lore. The mission will be making use of the Arma 3 mod There is only War and using elements from the Halo 3 mod Operation: Trebutche which will be posted as well at the bottom of this event page in a compiled list. Squad composition for this mission will, for the most part, be the same as in standard FK missions with the exception of the space marine squad which will be composed of (1X SL,1X Medic and 3x Marines) this is being done due to the nature of Space Marine armor and its effectiveness of itself and the space marine weaponry within the mod and is being done for purposes of lore adherence and for balancing. Weaponry within the mission will be restricted to Warhammer based weaponry and will be restricted to roles....no guardsmen taking space marine bolters!. Tags for applicable roles are being enforced and will not be different from standard slotting. As well the standard ruleset for FK will be in place and any violations of said ruleset will result in your immediate ejection from the event and subsequent barring from any future events of this kind. ++SLOTTING++ (TAGS & REGS PRIORITIZED) (FNGS WHO RESERVE MAY BE OVERWRITTEN) ADEPTES ASTARTES TACTICAL SQUAD #1 COZEUS @Maverick -Space Marine Sergeant(SL TAGS): @Fletch (2IC TAGS) -Space Marine Apothecary(MEDIC TAGS): @Godzi -Space Marine(ARMOR GUNNERY TAGS): @info (NO TAGS + REG) -Space Marine(ARMOR GUNNERY TAGS): @Mingy (NO TAGS + REG) -Space Marine(ARMOR GUNNERY TAGS): @OTipsy (NO TAGS + REG) "Yes, this is necessary ^^^" IMPERIAL GUARD SQUAD #1 -Guard Squad leader(SL TAGS): @BDFoster -Guard Apothecary(MEDIC TAGS): @Colek (NO TAGS + REG) -Guard Team leader #1(2IC TAGS): @PinkMunn -Guardsman HWC Team#1(REGS): -Guardsman Team#1(REGS): -Guardsman Team#1(REGS):@FPS121 (FNG) -Guard Team leader #2(2IC TAGS): @Leprechaunlock (NO TAGS) -Guardsman HWC Team #2(REGS): @SMPureParadise -Guardsman Team #2(REGS): @Fred -Guardsman Team#2(REGS): @MarloK IMPERIAL GUARD SQUAD #2 -Guard Squad leader(SL TAGS): @Spalone (NO TAGS) -Guard Apothecary(MEDIC TAGS): @Glad1us (NO TAGS) -Guard Team leader #1(2IC TAGS): @Eaglestrike -Guardsman HWC Team#1(REGS): @Nikolai -Guardsman Team#1(REGS): @Thranwulf (FNG) -Guardsman Team#1(REGS): @Setralthan (FNG) -Guard Team leader #2(2IC TAGS): -Guardsman HWC Team #2(REGS): @AntiMatter -Guardsman Team #2(REGS): @Anorix -Guardsman Team #2(REGS): @Synikan --SLOTTING-- RULES SUMMARY: 1. FK Arma Rules are in effect and any breach of them not cleared by the event host or a present admin will be punished. 2. Only Warhammer based weaponry is to be used for this operation. 3. Any failure to take the mission seriously or to troll in any way will result in a kick from the server and barring from future events of this kind. 4. Additional restrictions may be applied in the mission by the event host and or Zeus and any attempt to avoid and or supplant new restrictions will be met with previously mentioned punishments. MISSION REQUIREMENTS: The modset is subject to change but will be finalized the day before the event. MODSET: https://drive.google.com/file/d/14c8YjWgsvOxqUR4G6QsOdTFHTpMUgJUX/view?usp=sharing - Download the modset and drag into arma launcher with no mods loaded or open with web browser.
  15. By selection of a community poll the next game I will be hosting an event for is... HEARTS OF IRON 4! The event will start after the 1st and second main on Friday where we will then gather in one of the game rooms or a temporary room if it can be acquired. Once everyone is gathered we will start a game and play until the completion of a scenario or until we wish to move on to another game. The primary mod we will be playing for this event is... Kaiserreich! this mod is an in-depth conversion of HOI and is centered around the alternate timeline if Germany had been victorious in WWI and the following events. In addition, a couple other quality of life mods will be played alongside the main mod which will be available in the links below. As always if you do not know what this game is but are interested in playing I have included a link to the games steam page below. HEARTS OF IRON 4: https://store.steampowered.com/app/394360/Hearts_of_Iron_IV/ Modset: https://steamcommunity.com/sharedfiles/filedetails/?id=1432841351
  16. Jerichron

    Factorio Event

    By selection of a community poll the next game I will be hosting an event for is... FACTORIO! The event will start after the 1st and second main on Friday where we will then gather in one of the game rooms or a temporary room if it can be acquired. Once everyone is gathered we will start a game and work together to achieve the primary goal of the game which is to construct a rocket and go to space. In addition, we will be playing on the latest version of the game which adds a number of new features and items to the game. EX: Artillery: As always if you do not know what this game is but are interested in playing I have included a link to the games steam page below. FACTORIO: https://store.steampowered.com/app/427520/Factorio/
  17. Jerichron

    Wargame Red Dragon Event

    By popular demand and the result of a recent poll I am creating an event for...*drumroll* Wargame Red Dragon! The event will start after the 1st and second main on Friday where we will then gather in one of the game rooms or a temporary room if it can be acquired. Once we have all gathered we will decide what game modes to play and what teams to form. If anyone does not have this game but is interested in learning more about it and or purchasing it I will include a link to the games steam page at the bottom of this event page. Wargame Red Dragon: https://store.steampowered.com/app/251060/
  18. until
    "Just as it has always been, when our memories of the ancient world fade into twilight, a new era dawns to fill the void; an unfamiliar path with a pulse of its own, a tempo not dictated by the labor of men, but accelerated by the rhythm of machines, launching the world into an age of bold innovation. From this cauldron of steel and sweat, a vision of prosperity emerged; harnessing the untold power of the elements, turning night into day, creating new designs that brought the world's stage to the masses and providing an experience that many had never imagined. The advent of mechanized warfare brought devastation like none the world had ever seen, providing a window of opportunity for some to dictate conformity as regimes spread their ideologies with a heavy hand, inciting the world to the brink of war. And yet, some chose a different path and, through their vision, brought unique prospectives to the world. As singular proponents of free thinking remained striving for peace in their endeavors to unlock the secrets of the universe—some of which, would fill our hearts with fear and regret. And as this progress unfolds, the finite nature of our world becomes clear; our survival, the survival of all the world's peoples, depends on our ability to coexist in peace, but this peace is tenuous. Although mankind will always look onward, yearning for more, searching for new boundaries, only to break through them, with the understanding that this world is one, in which, we all share, comes the responsibility of knowing that the decisions you make today will have a lasting impact on the generations of tomorrow." — William Morgan Sheppard - CIV V Intro - August 24, 1932 -> January 6, 2019. EVENT SUMMARY: This will be heavily themed event based taking place in the highly acclaimed Turn Based Strategy game Civ 5, in which players will seek to guide their own nations on the path through the ages. This event may be a one-off or a repeated affair, depending on interest. However, to prevent some of the typical issues with Civ 5 multiplayer games, there will be some guidelines for behavior in the event to assist with the flow of events. These are not intended to force a particular outcome or victor in the game's conclusion, and if anyone has a suggestion for additional rulings, please feel free to make suggestions in the comments. ++SLOTTING++ (FINAL SAY IS AT EVENT HOSTS DISCRETION) Once the first session is concluded additional info will be added here with nation pictures. Players: Random Nation: @BDFoster Random Nation: @colt92 Random Nation: @Resurge Random Nation: @Jerichron Random Nation: @AntiMatter Random Nation: @Griffin68965 Random Nation: @Legendo Random Nation: @Lexic Random Nation: OPEN Random Nation: @KingShibe Random Nation: @Phanos Random Nation: @Deltabacon Random Nation: OPEN Random Nation: @TheFantasticFlyingTaco Random Nation: OPEN Random Nation: @Bashfulvideos AI: Random Nation: OPEN Random Nation: OPEN Random Nation: OPEN Random Nation: OPEN Random Nation: OPEN Random Nation: OPEN Random Nation: OPEN Random Nation: OPEN Random Nation: OPEN Random Nation: OPEN Random Nation: OPEN Random Nation: OPEN Random Nation: OPEN --SLOTTING-- ++EVENT RULES++ General: Players participating must make sure they own the Civ 5 DLC's Brave New World, and Gods and Kings. There will be a ten minute break after every 50 mins of play. If players fail to return with a 5 min grace period after breaks they will be removed from the session. No METAGaming or Exploits. The Host in order to retain the ability to host the game may have their capital taken by domination but may not be eliminated from the game. If the host has clearly lost they will refrain from pursuing victory types and will concede if it is clear they have lost. XCOM Squads are prohibited. All players are required to play on "Prince" Difficulty settings. Players are not allowed to destroy other player's nations before the medieval Era is reached. --EVENT RULES-- ++NOTES++ Game Settings: Map Type: Continents. Map Size: Huge (12 Players). Game Pace: Quick. Game Era: Ancient. Turn Mode: Simultaneous. World Age: 4 Billion Years. Temperature: Temperate. Rainfall: Normal. Sea Level: Medium. Resources: Standard. Game Settings: Victory Types: Science. Domination. Cultural. Diplomatic. Adv Game Options (Enabled): Policy Saving. Promotion Saving. Quick Combat. Quick Movement. --NOTES-- EVENT REQUIREMENTS: SERVER INFO : Host: Jerichron Password: On Request
  19. until
    ++MISSION BRIEFING++ Mission Summary: Side: BLUFOR. Faction: US Armed Forces. Enemy Faction: Ultranationalist Militia (Gearscript). Armor: MRAPs, IFVs: BRDM-BTR80, BMP1 – BMP2, MBTs: T-72. AA: None. ROTARY: None. FIXED WING: None. ARTILLERY: Light Mortar Emplacements. BRIEF: Ultranationalist forces, supported by the Eastern Bloc, have launched an insurrection against the Czech government in the western part of Czechoslovakia, securing a large portion of territory in this district of the country. NATO elements in Europe have been requested to provide aid to contain the threat while mobilization occurs. US Expeditionary Forces have responded and are currently engaging in a delaying action in the area to deny or slow the Ultranationalist forces from gaining control of the region's infrastructure. Defence is being conducted across four key areas, which have been designated Objectives 1-4, each with respective areas of fortifications prefixed with 'OP' denoting defensive works. Objective #1: Defense Line #1 (Southeast of Padhorská Kvilda). Defence line #1 has been established closest to the current line of contact with Ultranationalist forces and is composed of OPs 1 through 3 in that area. Expected Contact is to come from the direct East along the primary MSR and through the woods towards the South East. Notes: Enemy Force will be attacking downhill into fortified positions. Visibility from OPs 1,2 Are good. RTO should make use of OP-2 or OP-1 for artillery calls due to excellent visibility. Visibility from OP-3 is poor past 75 meters and are recommended to be reinforced with mines and other delaying countermeasures. Armor and Mechanized are expected to advance only from the east as the woods towards the southeast restrict movement. MRTR-1 a pre prepared fortification for MRTR will be available to the northwest. Objective #2: Defense Line #2 (Outskirts of Žichovice). Defence line #2 has been established on the outskirts of Žichovice to provide a fallback position to Defense Line #1 and as a second line of defence if enemy forces penetrate the first line. Is composed of OPs 2-1 through 2-4 in that area. Expected Contact is to come from the direct East along the primary MSR and through the woods towards the South East. Notes: Enemy Force will be attacking downhill into fortified positions. Visibility from OPs 1,2 and three Are good. RTO should make use of OP-2-1 for artillery calls due to excellent visibility. Falling back to OP-2-4 should be taken during a withdrawal to Objective #3 and a splitting of friendly forces. Armor and Mechanized are expected to advance only from the east and south east axis's of attack. If OP-2-3 is lost expect enemy unity to cross the river west and engage from southwest. Resupply will be available from Supply Point-1. Objective #3: Defense Line #3 (Čepice). Defence line #3 has been established at the town of Čepice to provide a fallback position to Defense Line #2 and as the third line of defence if enemy forces penetrate the first and second lines. Is composed of OPs 3-1 through 3-2 in that area. Expected Contact is to come from the direct East along the primary MSR and through the woods. Notes: - Enemy Force will be attacking through forest into fortified positions. - Visibility from OP-3-1 is poor mines should be used to offset enemy movement. - Falling back to OP-3-2 should constitute falling back over the river completely. - Armor and Mechanized are expected to advance only from the east. Objective #4: Defense Line #4 (Outskirts of Rabí). Defence line #4 has been established on the outskirts of Rabí to provide a fallback position to Defense Line #2 and to a more indirect degree Defense Line #3 and as a final line of defence if enemy forces penetrate the first line and Second Lines. Is composed of OPs 4-1 through 4-4 in that area. Expected Contact is to come from the direct South and if Defence Line #3 is breaches to the Southwest. Final Defence if All OPs are lost is to be conducted from the Castle and Supply Point-2 Notes: - Enemy Force will be attacking across fields into fortified positions. - Visibility from OPs 1,2 and three Are good. - Falling back to OP-4-3 should be taken during a fighting withdrawal through the town. - Armor is expected to advance only from the South Bridge Crossing. - Resupply will be available from Supply Point-2. ++BRIEFING COMPLETED++ EVENT SUMMARY: This is an event organized between FK Gaming and BSG. This will be a heavily themed mission with a focus on defensive gameplay and maneuver The mission will be making use of the Arma 3 FK Standard Modset which will be posted as well at the bottom of this event page in a compiled list. Weaponry within the mission will be restricted to role specific weaponry and will be limited to a select number of options to reduce prep time. Tags for applicable roles are not being enforced as this is a cooperative event and will be different from standard slotting. Squad Structure has been reduced to the 7x man template and PTLN structure has not been changed and will remain the same as in standard Main missions. Standard FK Rules apply unless otherwise specified. ++SLOTTING++ (FINAL SAY IS AT EVENT HOSTS DISCRETION) Slot Format: Role, Reserved Person. CoZeus: @TheSalader CoZeus: OPEN PLTHQ: PLTN Lead: OPEN PLTN 2ic: @KingShibe PLTN RTO: @Legendo PLTN Medic: OPEN ALPHA SQUAD: Alpha Squad Lead: OPEN Alpha Squad Medic: @SGz_Eliminated Alpha Squad Team Leader: OPEN Alpha Squad Autorifleman: @Misfit 3x Alpha Squad Rifleman: @Yung_Cider @TrainDoctor BRAVO SQUAD: Bravo Squad Lead: OPEN Bravo Squad Medic: OPEN Bravo Squad Team Leader: Howe (BSG) Bravo Squad Autorifleman : Commando3718 (BSG) 3x Bravo Squad Rifleman: Scottishwill (BSG) @GingerRocker CHARLIE SQUAD: Charlie Squad Lead: OPEN Charlie Squad Medic: OPEN Charlie Squad Team Leader: OPEN Charlie Squad Autorifleman : (on the day) 3x Charlie Squad Rifleman: (on the day) DELTA SQUAD: Delta Squad Lead: OPEN Delta Squad Medic: OPEN Delta Squad Team Leader: OPEN Delta Squad Autorifleman : (on the day) 3x Delta Squad Rifleman: (on the day) Anti Armor Team (1-1): KNGT Assistant/Lead: @magnusnielsen KNGT Gunner: @Bashfulvideos Anti Armor Team (1-2): KNGT Assistant/Lead: @Cyico KNGT Gunner: @AntiMatter M2 Mortar (2-1): MRTR Assistant/Lead (MRTR Tags): @Jacob_Waltz MRTR Gunner (MRTR Tags): @colt92 M2 Mortar (2-2): MRTR Assistant (MRTR Tags): @Servok MRTR Gunner (MRTR Tags): Jamie (BSG) --SLOTTING-- SLOTTING REQUEST FORM SLOTTING SHEET ++RESTRICTIONS++ Only Weapons and equipment from the provided equipment list may be used within the mission. Squads are restricted to the use of LAT for this operation. Only Anti Armor Teams are permitted to bring HAT for this operation. Ammunition carried per individual is limited to 6+1 for Riflemen and 1400 Rounds of ammunition per AutoRifleman. 4 Grenades of types (Smoke, Fragmentation) may be carried by standard Riflemen, Medics, and AutoRiflemen. Squad Leads, PLTHQ and Team Leads may carry 6. --RESTRICTIONS-- ++NOTES++ Though you have been provided a equipment list at the bottom of this document you will notice that there are options regarding each type of equipment which may be taken. This list has been selected to provide a common ammunition type for primary weaponry and to allow sharing during mission as well as reduce prep time. Cosmetics may be taken for fields not covered by the equipment list as long as they remain in the style of force you are playing as and match with the camouflage which the PLTN is wearing. --NOTES-- ++EQUIPMENT++ Note: FK Weaponry and equipment rules unless otherwise specified remain in effect for this mission. PLTN Lead: Squad Leads: FAC, RTO, Team Leads: Medics: Riflemen: AutoRiflemen: MRTR Crew: General Equipment: --EQUIPMENT-- MISSION REQUIREMENTS: SERVER INFO : Name: FK #1 IP: arma1.fkservers.eu Port: 2102 Password: On Request Modset
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