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SkullCollector

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Posts posted by SkullCollector

  1. F/A-18C Hornet

     

    Lots of A/G, less so A/A.

    Probably going to get the Typhoon day 1, though, for a slicker A/A platform.

     

    For PvE, I also enjoy dynamic and procedural missions, but lately I've been looking into pre-briefed operations gamenight-style with some people from a popular YouTuber's server. To coordinate strikes from different IPs but still hitting at the same time while the CAP kept us safe was very satisfying.

    Haven't done much PvP, but I can see it tickle me.

  2. The way this thread is going is grand. That's something to appreciate.

     

    From what I read, a good part of the dissatisfaction about the unit stemmed from the mission makers for the drop in AW players. I understand that and I think I can relate to the feelings involved.

    To slowly lead that into a suggestion, I would mention that I didn't play those missions because the themes didn't interest me. Vietnam is not my cup of tea, but I played a couple for the banter. Star Wars was three standard deviations removed from what I like, as was Halo. About Star Wars, at least, I let Siege know after a TS poke that it wasn't for me. I think a similar thing held true for other players, in that it just wasn't their interest.

     

    So my suggestion is to have regular polls and meetings. Have polls to gauge interests in future campaign ideas. If you are satisfied with the responses even if small, everyone involved can set their expectations correctly. If you're not, lead that into a discussion about why the interest is low and be open-minded to drop or adjust the idea.

     

    Similarly, in particular for staff, have regular meetings. Monthly.

    Most people avoid confrontation. That's natural and probably relatable. To foster constructive confrontations, the absolute best you can do is to foster a safe, supported platform for communication. Allow members of staff, perhaps even Vet-FA, to submit points for an agenda prior to the meeting, then go through them. If there's nothing, grand, you've spent a few minutes to leave the meeting in the knowledge that you're right as rain.

     

    In the vein of safe communication, foster good feedback philosophy. The gamenight debriefs are once again a marvellous illustration of that, but it can go further: Praise in public, criticise in private. People experienced in HR are rolling their eyes now.

    Over the years, I have been told that I don't look like staff, that I'm too nice. Good! That means you haven't been invited to a private chat by me.

    The rules only allow for so much direct action. You have your hackers and your teamkillers, but situations like the topic at hand are not rare, as uncomfortable as they are. The elephant in the room was difficult to navigate around, so I can wager it was easier to stay in one corner with the people already there.

     

    Artemis noted that the division was apparent long ago. Sadly, it wasn't to me. I was frustrated with some AWE decisions, which I aired, and I just reckoned that some animosity from the sidelines stemmed from a disagreement about creative directions. There was some pushback to an unconventional gamenight idea, plus the minor squabble about event sign-ups.

     

    The rest of it, the real of it, was not once brought to my attention besides a salient question by a dev in #mission-makers about using Discord Rich Presence of our own.

     

    A meeting could have cleared this up many months ago. What's done is done, but just perhaps that's something to take forward.

  3. For those who care about this already, it will be no secret that I was one of the admins playing somewhere else and reported to be recruiting for that place.

     

    One point in @Gambit's first post illustrates quite well how the situation was blown out of proportions based on falsehoods. The supposed multiple credible sources as stated in his post have conjectured an outside impression as fact. Frankly I would suspect this is the theme for most of the situation up to the report. No, you don't get admin or Zeus for collecting medals.

     

    From there, I would like to start identifying the crux of it. Several people have already duly pointed it out: Communication.

    I have been playing with that unit since the end of January. In these five months, I had had no points of communication from any other member of staff as to the nature of my stay there nor that I was to stop. It was a known secret from the start, but I had no qualms about it. I joined it during a phase of AW gamenights that did not interest me, such as Star Wars, and I had been itching to play larger-scale missions. My intention from the start was to enjoy one or two of those a month, having laid out a schedule for myself to play D&D on Sundays, clashing with the big missions there, and split myself for one event in both, here on AW and there.

     

    Here I will point out that the Discord Rich Presence mod was active twice in my case, when I had forgotten to disable it.

     

    At one point, I made good on a promise I had given a good friend to teach them about team leadership and tactics. I figured it's easier with a team to demonstrate with, so I invited others who have expressed interest in learning about it on their own accord. We did this on my local machine while on the AW TS. There was no affiliation with the other unit. Neither was there any semblance of milsim advocating besides trying to teach something proper, to pass on as playing by example like the AWE Veteran Programme already attempts to foster.

     

    Afterwards, I was told that an outside party was not happy with this. I figured they just wanted to be kept in the loop, so I noted that for next time, created a staff post asking what we think about trainings moving forward and closed that book. Had it been a big deal, I thought, I would have been approached about it. I was not.

     

    During all of this I was actively aiding the development of Frontlines spearheaded only by Dom and myself. Outreach under my lead was set to begin a new initiative of social engagement and even art commissions.

    I can say without qualms once again that my interests lay squarely with AW.

     

    Still a month before the report, I pinged Core Staff in a staff Discord channel in a rather inconsiderate manner to point out a lack of communication regarding AWE matters. This was minutes before an Outreach meeting and I was in voice chat with staff who were not in the other unit. Due to my frustration, I mentioned how refreshing it was to have good communication at the other place, naming it clearly in the knowledge it was already an open secret. I outlined their procedures and philosophy and held them in high regard during this.

     

    I still hope and stand by my opinion that we can discuss the accomplishments and shortfalls of other communities by virtue of example, without taking it as advocating for or against migrating.

     

    For several days surrounding this, but particularly a few days later, I noticed that a member of Core Staff was shadowing us on TS. When I switched channels, so did they, but they never spoke up. I had my TS set up to connect me to the Admin Atoll, because it is a better look than sitting in AFK-ish since I looked able to respond to inquiries. As soon as somebody else was in there with me, so was the member of CS. At one point thereafter, they sprang on the exact moment I was alone and started to interrogate me about supposed slandering of CS or recruiting for the other unit. This is recorded.

     

    This was the first time I had ever heard this was a concern. It was a decidedly dysfunctional way to begin the conversation.

     

    It was also the last time there was any attempt at communication prior to the report. I offered. I got no response.

     

    The report itself has been discussed at length in the thread. I don't know its contents or what incident it refers to.

     

    For me, none of this was ever a personal matter. It still isn't. The report was made with the right intentions and I will support it, because I have all faith that it was made from genuine concern.

     

    The report simply enabled a pervasive grudge working its way through the backstage to be brought to the foreground.

     

    When I resigned, I left an open letter to staff and in it mentioned in what light I came to see AhoyWorld. It's a place of mates. It's a place to meet new people, hear new voices and the stories they tell when you otherwise wouldn't. Most gaming communities get their people through active recruiting. Very few places live off their innate draw, yet AW does. You want to stay for the people, because AW is not competing as the best. It doesn't pretend to be either.

     

    When I realised I am serving as a wedge to drive people apart, I chose to leave. If there's a regret I have about this, it's that my wedge-like state wasn't communicated to me earlier for me to leave earlier.

     

    In the end, I would like to echo a sentiment from my resignation and I wouldn't be surprised if it ends up verbatim.

     

    When I first came back last year, could you imagine my delight when everyone stayed for the gamenight debrief? There was feedback, criticism, praise. Every single game turned into an opportunity to be better than the one before.

    If nothing else, I would ask to carry that spirit forward into more of what you do. Talk. Find common ground and define boundaries. Lift each other up through adversity and confrontation by knowing you will get through it when you realise you're rigging the same ship.

     

    There's my naval pun in an otherwise far too dry post.

  4.    Banner@0_33x.png.d768239d4d0015a6bdd94ca06bf860ca.png

     

    We're rallying for another mid-week bout of Frontlines!

     

    Mission Length

    ~2 hours, with a chance to carry on open-ended

     

    Leadership Sign-up

    https://forms.gle/uvz2mY3zaqAzjBgUA

    If you would like to lead, signing up will give us and you a chance to organise plans and manage expectations! Leader picks will be messaged ahead of time for a pre-brief.

    Every slot is still open and available for join-in-progress.

     

    Situation

    Spoiler

    We are tasked with clearing out Virolahti along VT7, weakening the enemy's foothold and reducing their numbers.

     

    Friendly forces

    US Marine Corps 

    1x 3-man HQ (CMD, RTO, UAV)

    3x 9-man Rifle Squads

    1x 3-man Fire Support Group

    2x 3-man Vehicle Crew

    2x 2-man Air Crew

    1x 2-man Logistics  

     

    Independent forces

     

     

    Enemy forces

    The Russian VDV is an organised, regular force suspected to have access to these assets:

    Regular infantry

    Airborne QRF

    Motorised and mechanised transport

    Armour

    Rotary-wing aircraft

    Fixed-wing aircraft

     

    Reconnaissance has identified key locations serving as radio communications facilities to sabotage or capture. Reports of quick-response Forward Operating Bases as well as supply depots around the island are also coming in.

     

     

    Mission

    Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace.

     

    Execution

    At CMD’s discretion.

     

    Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.

    Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.

     

    Admin / Logistics

    Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.

    Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.

     

    The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort.

     

    Command / Signal

    Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.

     

    Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly.

     

    Squad leaders are responsible for the operational effectiveness of their teams.

     

     

  5. 2 hours ago, Noah_Hero said:

    Technically you can make it correct if you just turn the map-tool to 180°. The numbers for the horizontal axis are upside down then but the gridding correct again.

    And as we figured out earlier that there are maps with weird axis: If both axis are inverted the gridding is correct when the map tool is turned to 0°, if only one of the map axis is inverted, you can turn the map-tool to either 270° to accomodate for an inverted vertical axis or to 90° to accomodate for an inverted horizontal axis.

     

    This is true and a good tip, I've added inverting the map tool to that line.

    The real purpose of the right-angle scale is for measuring towards a coordinate, not sub-graduation. When you are given an 8-digit (or 10-digit) grid, you would align the 0 in the top right with the south-west (bottom left) corner of the grid. Then you look at your figures, say: 0507 0445. Our maps go to 6-digits, so we can find grid 050 044 and put our 0 in the corner. Then we physically move the tool 7 minor tick marks along the easting to the right. Then we move it 5 minor tick marks upwards along the northing. Now our 0 is exactly on the location of our 8-digit figure.

     

    I didn't think going that deep would be useful, but I'll add it to the guide.

     

    The grid axes flipping, however, is hopefully a sign of rare bad map design and should not be taken as convention, so I won't include it in the guide. The awareness is good, though.

    00 should always be in the south-west corner if it follows MGRS.

  6. Addendum: Keypad

     

    When you need more precision than the 100 metres a 6-digit grid can provide, you have another option: Keypad, kp.

     

    If you play Squad or the old Project Reality, you might have encountered keypads already.

     

    The point to the keypad method is immediately apparent when you look down at your keyboard, at least if you have a numpad. Instead of further 10x10 grids for 8 digits, it divides a grid into 9 squares. That's still plenty accurate for navigation, and even for artillery.

     

    So why faff about with overlaying grids in the first place? The keypad is an elegant solution. It builds on familiarity with an every-day object. Its problem is as annoying as Apple refusing to use USB on their phones: mixed convention.

     

    Grid_Keypad_Compare.thumb.png.4e3d33a8540dd36d955831516b99440a.png

     

    In real-life orienteering, the convention is to use a phone keypad, because unlike us gamers, a soldier will more likely have a radio or sat phone than a keyboard. (It's also what the boy scouts taught me.)

    Their numbers start at 1 in the top left and end at 9 in the bottom right.

     

    Our numpad starts at 1 in the bottom left and ends at 9 in the top right.

     

    So is the flag marker in figures 103-047 kp2 or 103-047 kp8?

     

    For the very simple reason that we have a numpad in front of us at all times (unless you're tenkeyless, RIP), most games and gamers teaching gamers will default to the numpad order. When you do use this method, say your grid and numpad [n], instead of keypad.

    But you cannot be sure.

     

    I would advocate that we familiarise ourselves with the grid system and use 8-digit grids for precision. They feed directly into other gadgets we have available, such as the MicroDAGR.

    For artillery, being off by one or two grids at this scale will rarely change the outcome (because field cannon dispersion is about 30 metres).

    For navigation, you also orientate yourself by your surroundings and can use communication to pinpoint a location, so again, a couple grids won't do harm.

     

    In contrast, mixing up keypad 2 and keypad 8 can mean the other side of a town, topographic feature or minefield.

  7. Map Basics & Land Navigation

    --- --- ------ --- ------ --- ------ --- ---

    Military Grid Reference System

    Often, an easy place name is unavailable or a description is too ambiguous, or in fact the party you’re talking to is unfamiliar with the terrain. That’s when you can use grids as a common denominator. Every Arma map has them and they work the same way everywhere.

     

    Grids resolve smaller scales the more digits they have. They range from 2-digit, 10 km area grids to 6-digit, 100-metre-accurate positions on an unaided map. Using tools like the MicroDAGR GPS and Vector 21, you can go down to the metre with 10-digit grids, for those times you want to send a JDAM through a window. Most commonly, you will be giving the 6-digit figure.

     

    Gridv2.thumb.png.16b1186f5eb26b79b4778c78e79c1bb5.png

     

    So how do you get there?

    “Along the corridor, up the stairs.”

     

    Your 0-0 point starts in the bottom left corner of the map. From there, you first move sideways to the right along the easting (conventionally bottom) edge to your desired location. This is your east-west position.

     

    Then you move up along the northing (or side) edge to finalise the point. This second half is your north-south position.

     

    You give this point as a series of digits, called figures. Our flag marker is in grid figures 103-047, but only just.

     

    For precision, you can imagine overlaying another grid on any 6-digit grid to get the 8-digit figures. That would put our flag in grid figures 1034-0479.

     

    --- --- ---

    Scale, Elevation & Contour Lines

    The forgotten bottom right of your map shows this:

    Vw4-_JqLCyNjpjXVPSZBhdYgiR9xnqwT3nUL9WuWCgw11eiTc-Mb3Nrc3qt1gIsUn15xI0Nd6iXysK0iOfnKRDJBctuFRG-GLiEL-zvk0JWB4AxMUfQpxjgWjJu747BLWRZB2Epr

     

    This dynamic hint adjusts to your map zoom level and hands you three pieces of info:

    1. Crucially: the contour interval, which tells you the elevation difference between adjacent contour lines (it's in CAPS, so you know it's important)

    2. The unit of elevation of the numbers you find scattered across the map

    3. A linear scale for measuring distances at each zoom level

     

    Using the second bit, we can find hills and valleys at their highest and lowest. You will often hear hills called out as “Hill 123”, which is your cue to look for this elevation number nearby.

    However, sometimes you need to know the elevation of a point not specified as such. This is where contour lines help you out.

     

    -0jL_TpeuDJ2Pt3_JuXQ1KPec1ypEJyJCybpRo_w4Lbpm7vMA59J1Z01p6rLmHbXmbLQmxy4qEiuIb1tenn1eslyz8hAQbTZIOv3mQPLFLV4yWc-LJpq5r0h-2oiCH9mOzLDSIeB

     

    Mind our flag marker. To find out where it is, we first look around and find the nearest elevation number. Let’s say 44, east of it.

    Then we look at the surrounding elevation numbers and see in which direction they increase or decrease. In this case, they decrease towards the east, meaning east is downhill, and increase west where our marker is, so our flag is uphill from 44.

     

    Using the contour interval from our bottom right key, we can simply count the contour lines between 44 and the marker. At this zoom level, each line means we climb 2 metres in elevation. Everything enclosed by two lines is at the same elevation. There are two lines between our reference and the flag, so it’s at 48 metres MSL (= above sea level).

     

    The light grey building by the road is one more contour line up at 50 m, but then the next line is a darker colour. Every fifth contour line is higher-contrast, so at this scale, every dark line signals 10 metres of elevation difference from the last. If our scale were 5 m per contour line, each dark line would be 25 m.

     

    From here we can discover the second useful property of contour lines: slope gradients.

     

    The more space between each line, the gentler the slope. The tighter the lines are together, the steeper the slope. So we can tell: north-east from our flag is a mild downhill, but it becomes a steeper climb the further we go south.

    When you see a lot of dark lines packed closely, for example, you are looking at a sheer drop.

     

    --- --- ---

    Triangulation

    Triangulation is finding your position using two (or three) distinct points. Lacking GPS or local knowledge, triangulation is your quickest chance to get your literal bearings and create a reliable, ever-evolving foundation to navigate from.

     

    The tools you’re going to need:

    - Compass

    - Map

    - Map tools (ideally)

     

    Scenario 1: Stranded

     

    Spoiler

    You shipwrecked and find yourself on a beach with coarse sand in your everywhere. Your MicroDAGR GPS has found a new home in watery depths. You do, however, have your watertight map pouch and a compass, so let’s see where we are.

     

    GstSy5M12ZFLPYnP0wHT_zl4aTzpY9d45JCQpxwrmLQsbGTEFReZAv70Nf9HGWfUbt_Gw-yCUm0eZdp5y7IUOloXk5CViacNeLcEyDIGw4z6BrCJvChsF63zrpwJV26e6Rsib3Sz

     

    Right away we can spot a fishing village with two piers jutting out. That alone won’t help us, but we can also tell we are in a sort of bay. We bring up our compass and align the sighting post with one of the piers, as such:

     62sP_mqiCrdPI-7xuQkEX9ML3VQsX2_zYUCoqetgJ3JpqwBofBOFLiTHOfVra-Ps5gyENUL8-X7CltPsXbA_lfWDkEMdTwxtWYuC479kw1WIKyUPjXrB03U5sUyyswcRC_PGi6NH

     

    We note the bearing, roughly NW at 308°. This makes the pier our first point for triangulation.

     

    On our map, we have a look along coasts for bays and such. We find Baie d’Orange, where we quickly spot a familiar composition of boat-mooring edifices. To confirm that this is our pier, we keep ourselves aligned with it, which will rotate the compass on our map to match our orientation. Indeed, it looks to be it:

     

    CF-qB6tEomD4DbzIVGSEx-2jvUfQpNkPULbf8gYz9ZIUY0ptdIPFUbnbV999f6pC8S7lE8S1RX7mNvuNY1U-9Hn_vY1luMvPlpFKRu3fLUIBP-mnznzUNlvq2jCn5HP9hcwJf-0b

     

    That transparent ruler intruding on this scene is our map tool. You bring it up through your ACE self-interaction on the map screen and navigate to Map Tools – Show Small Map Tool.

     

    You can of course use the normal-sized map tool, but it can be a little unwieldy for most infantry-scale uses. It will spawn in the bottom-left corner of the map, from where you can drag it to where you need it.

     

    As long as we are still aligned with our reference point, the pier, and with the compass still sighted on it, we can navigate to the ACE self-interaction – Map Tools menu again and select Align Map Tools with Compass. With that done, the red arrow in the map tool’s centre circle that previously ran straight through North now intersects a bearing of 308°, just like our compass. Now we can move its ruled edge over the pier and draw a long line along it, holding down Ctrl and left-click while keeping to the ruler. Don’t worry if it’s jiggly, it will straighten itself out:

     n6kDDpb-zEkwxvL2V6_IUdDDZy4VQ2MGeqM7slLDS0A93A87mvxOqRTig_5s6nne5E_sp4d8lHqO3SE5x_WxDdd8ytd3Nk-NO0aLqEPv4ARegrxyVA-hfAZTrvtmTXE1qhK3yHUg

     

    The eagle-eyed among us will extrapolate where we are, but let’s carry on.

     

    On the map we spotted another pier. Turning right, indeed, there it is:

     CJVHbi4g_wLcVhabWkXEAj9q81y-ZeXJY7vbNZDUlO3qvsEJat7ID8RcC0cq-E7fb-PTKsiMSVvJ0QPh64aYpJfrkm5U2mcWUntVlei33rv1LkbIwVnOaBGMohjSU23pmp5tLt1J

     

    Using the same method of sighting down the compass…

     

    iPgfx-YMVaZA83u-qaKIXgR15aTUF4LXcgJYsbDOjPmQLXnw9DbMemsBX-IttO9IMoGVkUfcIi1qupV7-54ZefExJ_lEuZZk9Zj_4n7-fBHBzr9C4m-XFxaHZWqIpr2naI9E3gic 

    … and aligning the map tool with it to draw a line: 

     

    Nvta-Jbq2d_aGYhaTVT8nwAxUasnJ2yJKwhJKIHiO9fddhLNsR6GFVloBg6dcQUYWu7vvwpLDcey-hvark3BPaK8g_jT77htuqGkERkVcVvUpTWDTfR4twTmtcNLzPTVdv0SiZXZ

     

    We have successfully triangulated our position at the line intersection.

     

    As a last step, we can increase our confidence in this location by looking for confirming references near us. On the map, we can see there is a rock formation marked next to the intersection of our red lines.

     

    Turning left, there it is:

     CBlym6tSooe2jZOkw3L97zcgPYlIpPmgNLXgK4RMZhN2HogRsqXatqmRGiQjFzrwPUExRke5YSyS-nx5DWK9MSkPHN2QReMF_NdPDUKwtt-qCl6sdUMC2ACi91NTV3jvS17rxF8H

     iYCONDesuZpzVJ3qWoNrsW2XbG2Ul3q5D8Gh8olBreQmI5BMbfF7YNcPP9wgT9KY5xzwM8oozPXOxBEFp9oUSFQQIJLqmVMxOEsdbaHlHA5T11Bmkkix8rgCyy9spO2cgf7pPguW

     

    After mere minutes of looking around us, we can relay our position as in grid 112-019, or at least get moving with confidence to where we can.

     

     

    Scenario 2: Organising Support

     

    Spoiler

     

    With our newfound skills in triangulating our own position, we can also start triangulating for others far away.

     

    We get a radio call from a patrol asking for CASEVAC. Their team leader took a bullet to the plate carrier through the pocket that kept his MicroDAGR, and the panicked recruits skipped their land nav courses.

     

    “Crossroads, Rover 2-2. We moved East from the temple ruins, we’re now on a rocky peak above the jung- oh god, he just coughed up bloo-“

     

    Looking at our own map, we remember where the temple ruins are. Having a look east of it:

     VMw8YOJIsUoeLZ9BXsrSlNovUNklqnY8CzBfcf5EvOC1lo8K0OcSKe2Zjbhq22wZXPfqChR6n1xvPk6UOb0DD1gqEWE5TG24RLG-3UrAsBXw56rYiQkki98PdNI1mVpk_-x5hw6A

     

    There are a lot of rocky peaks, so this much information is not yet useful enough to organise help.

     

    We radio back: “Rover 2-2, Crossroads. Have a look around for landmarks. What is their bearing to you? Over.”

     

    “Crossroads, there is a radio tower to our 95°, like a klick away?”

     

    With that info, we can move our map tool over the radio tower we find east of the ruins, so that the locating hole central to the compass circle lines up with the map marking. Now hold Alt and drag the outer bit of the tool until the red line crosses 95°.

     

    bYcLfAIA1p5Pr2LcbX3MGR2WcM4Kks7N_DPT4-8dIWfa57Jpeg4SBLeaqHCItMt6Ry4RcsmVm8kcKMo44GbYGwCBKf-wM6z1zZ-khCtL_w216moQ-CzFv-aAx5G5dLbkc8AxBdNG

     

    Crucially, we only know the bearing from the observer. The reciprocal of that bearing is where the observer is from this point. Just as south is 180° from north, reciprocal bearings are 180° apart. To find the reciprocal, add 180° if the initial direction is less than 180°, or subtract 180° if it's more. 

     

    In our case, Rover 2-2 is at 275° from the radio tower.

     

    Move up the map tool so the ruled edge lines up with the tower and draw a long line:

     UCKdYQic3UBdwVUNAEHqQM_Sb2q2YKy0iLtRRjtB7xrYckRaMf2spkGOWHizPUMX70OfqyqlMcDQ8Gzqgo-lfGAjViG0jsxLBTsmZOlxyQzXT4BM-VdA7aSw7HBIElpPB6WFpKS7

     

    We now radio back to ask for a second reference landmark.

    “Crossroads, yeah, there is a plantation south of us. It has a water tower and a windmill?”

     

    With that info, we can immediately pinpoint their location: 

     

    gbW6QJ-1CZPHXxykxye46NpEHDbtxndKcEzORhfgrxO1iPePEX6FYLaYMLufeGh6lb33oy9GEjZp8y3A_Vn3wgPxlz7AoaCdstTjlWT052swuLJI1PWGP0u_07nw1cPuv0YfoI_-

     

    “Rover 2-2, Crossroads. Your location is in figures 121-086. CASEVAC is on its way, sit tight. Out.”

     

     

    Map Tools: Bonus

    Spoiler

     

    2050347530_MapToolOverview_v2.thumb.png.3652756fdfd6393cd71f010a212281b1.png

     

    The map tool is an unassuming little fellow quickly proving to be your friend in all things land nav.

     

    1. Centre alignment

      1. Put this on your point of interest (POI) to make it a reference

      2. Rotate the tool by holding Alt and dragging the outside around

    2. Alignment line

      1. This red line intersects all points at a given bearing

      2. With the centre alignment on your position, align the red line with a remote POI to get its bearing

    3. Bearing (degrees)

      1. The bearing in degrees (360° in a circle)

      2. Fits all your infantry needs

    4. Bearing (milliradians)

      1. The bearing in milliradians (mils, 6400 in a circle1)

      2. When you need high precision, e.g., call for artillery fire

      3. Note: The graduation is given in hundredths, so add 00 to the number you read

      4. At 1000 metres, 1 metre is 1 mil

    5. Ruler (kilometres)

      1. Hold Ctrl-LClick and draw along the ruled edge to make a thick straight line

    6. Grid coordinate scale

    Remember the grid we had to imagine over a 6-digit grid to get 8 digits?

    This square scale helps us pinpoint these precise coordinates without the use of GPS and without risk of misjudging your inner eye.

     

    If you are given coordinates and want to find them on the map:

    1. Align the 0 0 point with the bottom left (south-west) corner of your area grid (the scale will be “open” towards the grid south-west of your target grid)

    2. Physically move the map tool to the right until the top rule intersects the vertical grid line with the mark corresponding to the first coordinate figure the map does not resolve

    3. Physically move the map tool up until the side rule intersects the horizontal grid line at the first figure your map does not resolve

     

    If you want to find the coordinates of a point you see on the map:

    1. Move the 0 0 point over your POI

    2. Read along the horizontal rule to the left until a mark intersects the vertical grid line; the numbers are your 6-digit figure and count each tick mark between the numbers 0 to 9 for your 8-digit figure

    3. Read down the vertical rule until a mark intersects a horizontal grid line; note the marks as before

     

    On the small map tool, the numbers represent 100 metres and each minor tick mark 10 metres.

    On the normal map tool, the numbers still represent 100 metres, but each minor tick mark is now 20 metres (and is therefore no use in determining 8-digit grids).

     

    Zero-Aligned.thumb.png.17e82eca3db9424fb89d3b8e3f52facf.png

    Compound.thumb.png.f753835775bda20f0cc9beb05f0b9c66.png

     

    1The military expresses a circle to 6400 mils; mathematicians roll their eyes, knowing it's 6283

     

     

     

     

    --- ------ ------ ---

     

    To see what silly things I might eventually do with formatting, here's the GDocs link:

    https://docs.google.com/document/d/1CvcM2uJ7ANaKmnalOIUOS3brFQNdRxg-Q-0jIRMhs8o/edit?usp=sharing

  8.   Banner@0_33x.png.d768239d4d0015a6bdd94ca06bf860ca.png

     

    This one is coming in fast and hot on the verge of overdue. The Frontlines don't wait!

     

    Mission Length

    ~2 hours, with a chance to carry on open-ended

     

    Leadership Sign-up

    https://forms.gle/UJYm3xaiyDFwDDJk9

    If you would like to lead, signing up will give us and you a chance to organise plans and manage expectations! Leader picks will be messaged ahead of time for a pre-brief.

    Every slot is still open and available for join-in-progress.

     

    Situation

    Spoiler

    We are tasked with liberating Takistan, weakening the enemy's foothold and reducing their numbers.

     

    Friendly forces

    US Marine Corps 

    1x 3-man HQ (CMD, RTO, UAV)

    3x 9-man Rifle Squads

    1x 3-man Fire Support Group

    2x 3-man Vehicle Crew

    2x 2-man Air Crew

    1x 2-man Logistics  

     

    Independent forces

     

     

    Enemy forces

    The Takistan Armed Forces is an organised, regular force suspected to have access to these assets:

    Regular infantry

    Airborne QRF

    Motorised and mechanised transport

    Armour

    Rotary-wing aircraft

    Fixed-wing aircraft

     

    Reconnaissance has identified key locations serving as radio communications facilities to sabotage or capture. Reports of quick-response Forward Operating Bases as well as supply depots around the island are also coming in.

     

     

    Mission

    Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace.

     

    Execution

    At CMD’s discretion.

     

    Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.

    Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.

     

    Admin / Logistics

    Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.

    Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.

     

    The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort.

     

    Command / Signal

    Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.

     

    Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly.

     

    Squad leaders are responsible for the operational effectiveness of their teams.

     

     

  9.  Banner@0_33x.png.d768239d4d0015a6bdd94ca06bf860ca.png

     

    The circumstances notwithstanding, a staggering number of people stayed on to complete the mission. That's the sort of spirit we love to see.

     

    Just so, let's carry it forward every week with Frontlines Wednesday. Here you can expect an established chain of command, fully supported by staff and with a fresh twist each time. 

     

    Mission Length

    ~2 hours, with a chance to carry on open-ended

     

    Leadership Sign-up

    https://forms.gle/9658WHZkwnpTb8AT6

    If you would like to lead, signing up will give us and you a chance to organise plans and manage expectations! Leader picks will be messaged ahead of time for a pre-brief.

    Every slot is still open and available for join-in-progress.

     

    Situation

    Spoiler

     

    Russian airborne forces (VDV) have occupied the island of Malden. We have been deployed as a task force to secure a beachhead for further operations and drive out the invaders.

    Local resistance has activated, but due to the escalating nature of our operations and destruction of civilian property since, they are flipflopping in their support. We must not let their favour slip away.

     

    We have liberated half of Malden, weakening the enemy's foothold and reducing their numbers.

     

    Friendly forces

    British Armed Forces, Combined Arms, Task Force Platoon

    1x 3-man HQ (CMD, RTO, UAV)

    3x 9-man Rifle Squads

    1x 3-man Fire Support Group

    2x 3-man Vehicle Crew

    2x 2-man Air Crew

    1x 2-man Logistics  

     

    Independent forces

    Local resistance ("FIA")

     

    Enemy forces

    The Russian VDV is a highly organised, regular force suspected to have access to these assets:

    Regular infantry

    Airborne QRF

    Motorised and mechanised transport

    Armour

    Rotary-wing aircraft

    Fixed-wing aircraft

     

    Reconnaissance has identified key locations serving as radio communications facilities to sabotage or capture. Reports of quick-response Forward Operating Bases as well as supply depots around the island are also coming in.

     

     

    Mission

    Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace.

     

    Execution

    At CMD’s discretion.

     

    Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.

    Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.

     

    Admin / Logistics

    Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.

    Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.

     

    The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort.

     

    Command / Signal

    Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.

     

    Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly.

     

    Squad leaders are responsible for the operational effectiveness of their teams.

     

    BAF_Team_Domed50.jpg.8dab29ff553975efe78393fa029ee2c9.jpg

  10. Banner@0_33x.png.d768239d4d0015a6bdd94ca06bf860ca.png

     

    Thank you so much for the record-breaking 42 player turn-out on Frontlines Friday! This was unprecedented. It showcased what amazing things we can get rolling when we're all in the same groove.

     

    In that spirit, we will put our minds to the mission every week with Frontlines Day. Here you can expect an established chain of command, fully supported by staff and with a fresh twist each time. 

     

    Mission Length

    ~2 hours, with a chance to carry on open-ended

     

    Leadership Sign-up

    https://forms.gle/FwN944kDCL8C6exL7

    If you would like to lead, signing up will give us and you a chance to organise plans and manage expectations! Leader picks will be messaged ahead of time for a pre-brief.

    Every slot is still open and available for join-in-progress.

     

    Situation

    Spoiler

     

    Russian airborne forces (VDV) have occupied the island of Malden. We have been deployed as a task force to secure a beachhead for further operations; however, supplies are limited. 

    Local resistance has activated, but due to the escalating nature of Operation #1 and destruction of civilian property since, they are flipflopping in their support. We must not let their favour slip away.

     

    Friendly forces

    British Armed Forces, Combined Arms, Task Force Platoon

    1x 3-man HQ (CMD, RTO, UAV)

    3x 9-man Rifle Squads

    1x 3-man Fire Support Group

    1x 3-man Vehicle Crew

    2x 2-man Air Crew

    1x 2-man Logistics  

     

    Independent forces

    Local resistance ("FIA")

     

    Enemy forces

    The Russian VDV is a highly organised, regular force suspected to have access to these assets:

    Regular infantry

    Airborne QRF

    Motorised and mechanised transport

    Armour

    Rotary-wing aircraft

    Fixed-wing aircraft

     

    Reconnaissance has identified key locations serving as radio communications facilities to sabotage or capture. Reports of quick-response Forward Operating Bases as well as supply depots around the island are also coming in.

     

     

    Mission

    Gain a foothold and fortify our position. Capture strategic objectives. Establish favourable relations with the local populace.

     

    Execution

    At CMD’s discretion.

     

    Section cohesion is of utmost importance. The enemy outnumbers us greatly and will not hesitate to exploit gaps in our situational awareness.

    Counter-attacks and a general resistance to our efforts will ask for quick shifts in our tactics.

     

    Admin / Logistics

    Reinforcements are unlimited and directed by CMD. Resupply is CMD’s prerogative.

    Enemy prisoners of war (POW) are to be treated well and brought to base for questioning.

     

    The Logistics team has full discretion as to the fortification of our FOB under CMD's guidance. If no other tasking, default to supply and POW escort.

     

    Command / Signal

    Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.

     

    Support unit slots are under Platoon Command's prerogative and can be asked to reconsider their slot, but never forced to give them up in favour of another player. All units must be tasked fairly.

     

    Squad leaders are responsible for the operational effectiveness of their teams.

     

    BAF_Team_Domed50.jpg.8dab29ff553975efe78393fa029ee2c9.jpg

  11. The final modset for Friday has been attached!

    AW_Frontlines.html

     

    Your usual clientside mods are also still allowed.

    Please note that we have moved from ShackTac UI to the current and supported DUI. If you use a custom FOV, the squad radar will render weird. This is an Arma bug. STUI is still keyed and you can swap DUI for STUI, but you will miss out on a number of cool features.

     

    Also, we're changing to exciting new medical settings!

    With these settings, your teamwork will shine. The more you stick together, the earlier you will catch your buddy going down, and the faster you can get them back up or call the medic.

    Get ready to drag your downed mates out of danger and scramble to a casualty collection point.

     

    Medic_at_work_higherQ2_75.thumb.png.55b628eab21cf2bc1c0191f262eae69a.png

  12. 14 minutes ago, LH5 said:

    I could go on a path of significantly less players dyeing = slots running reinserts suffering heavily.

     

    This is true and I'm honestly not sure how gameplay will change because of it, but William has a good picture. People will still die, especially as there is only one medic per squad. If every fireteam had one, I'd be more concerned.

     

    Quote

    But its mostly just me liking the aspect of if im shot in the head or by something the size of my arm, an explosion, etc and just flopping over instant dead is more fun than complete arcade walk it off.

     

    Luckily you now also ragdoll when you go unconscious, so you go all floppy either way! You will not be able to walk off a Browning to the face. It will still mess you up. There is a good chance you die from one bullet, you just get to see a black screen first. In fact you'll probably bleed out before your cardiac arrest timer hits 0.

    The suspense of disbelief here is a price I'm personally happy to pay if it means we can make all the rest of it more fun.  

  13. 1. Adjust ACE Medical to favour player unconsciousness

     

    2.

    • Fatal damage source: either
      ace_medical_fatalDamageSource 2

       

    • Player fatal injuries: in cardiac arrest 
      ace_medical_statemachine_fatalInjuriesPlayer 1

       

    • AI fatal injuries: always 
      ace_medical_statemachine_fatalInjuriesAI 0

       

    • Cardiac arrest timer: 2 minutes 30 seconds 
      ace_medial_statemachine_cardiacArrestTime 150

       

    • Bleedout during cardiac arrest: true 
      ace_medical_statemachine_cardiacArrestBleedoutEnabled true

       

    • Consume surgical kits: false 
      ace_medical_treatment_consumeSurgicalKit false

     

     

    3. /

     

    4. We all share the Arma experience of dropping dead out of nowhere. To make our lives and the medic's job more meaningful, the settings above should entirely disallow damage sources from instantly killing players, and instead bring death from cardiac arrest or bleeding out during cardiac arrest, the latter being especially relevant to keep realism intact when you're hit by a tank.

     

    Cardiac arrest time is brought down to reduce black-screened idle time. This also serves to reinforce sticking together as a team, because missing somebody going down leads to a quicker death. CPR still extends it, so a quick response can save lives.

     

    Fatal injuries for players can then occur only during cardiac arrest. This means AI cannot instakill you, but they can double-tap. You can also die if caught uncon in an explosive barrage.

    A .50 cal to the head will still give you a large wound, send you uncon, then into cardiac, and you bleed out within minutes. 

     

    Fatal injuries for AI can always occur.

     

    Lastly, with the increased length of your life, you will be a sieve sooner or later. Surgical kits will show their value there, and limiting them can feel overly punishing, so they're not consumed in this situation.

  14. 1. BoxLoader 

     

    2. The mod allows loading appropriate cargo and logistics objects onto vehicles to transport more conveniently and awesomely. It comes with a container / pallet functionality, which allows stacking of smaller items such as ammo and launcher crates onto a pallet, which is loaded as a whole onto the bed of a lorry or a roof rack. Much of it is available for paradrops.

    There is also a fortifications module that I have not tested, but promises to meaningfully adapt fortifications like sandbags and H-barriers to cargo and a built-in construction system.

     

    3. BoxLoader: https://steamcommunity.com/sharedfiles/filedetails/?id=1199318917

    ACE compat: https://steamcommunity.com/sharedfiles/filedetails/?id=1201499127

     

    4. Liberation is already playing towards logistics, but it can be a little unsatisfying with only ACE cargo available. Loading up supplies adds a gameplay dimension we don't often explore past bringing a medical crate, which is mostly forgotten about, hidden in a Humvee way back.

    The fortifications can feasibly replace or supplement GRAD trenches (depending on their bug status), without being magic. 

     

    Outside of Liberation, getting used to it for gamenights enables us to bring logistics into the scope of a mission. Establish a forward observation post. Supply it. Defend it.

     

     

    78879AE53563B0A0D5713D6A572E157CF19B28C2

  15. LibWednesday_2_@0_33x.png.e5ee9a7abf6e9b94d2148aa01fa1690b.png

     

    Mission Summary

    Every Wednesday This Sunday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it.

    Expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command formed before the mission. Staff will support it all.

    These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not.

     

    Modset Required

    AW Liberation Lythium.html

    For first-time players, read till the end for a setup guide.

     

    Mission Runtime

    Roughly 2 hours with a chance to carry on open-ended

     

    ---

     

    Friendly Forces

    Russian Armed Forces

     

    Opposing Forces

    Insurgents

     

    Situation

    A Russian combined-arms counter-insurgency task force has been deployed to the mountainous region of Lythium to deter and squash a local uprising. The insurgents have captured every town and base in the area of operations and are therefore overly well armed, including an armoured corps and jets from the military airfields. They are supplemented by outdated surplus.

    Our forces have established a preliminary foothold between Razbula and Afsher to create a forward buffer zone.

     

    Mission

    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.

     

    Objective

    TBD by Acting Command on Sunday every Wednesday

     

    Platoon

    1x 3-man HQ (CMD, RTO, UAV)

    3x 9-man Rifle Squads

    1x 3-man Fire Support Group

    1x 3-man Hammer Crew

    2x 2-man Air Crew

    1x 2-man Logistics

     

    Admin & Logistics

    Reinforcements

    - Unlimited

    - Re-insertions via air at CMD/RTO's discretion

     

    Equipment

    - Vehicle deployment at CMD's discretion

    - Ammunition and supplies available at the supply depot

    - FOBs act as an arsenal 

     

    Command & Control

    Operations and ground control lie solely with the platoon commander. RTO handles air traffic and can supplement comms.

    Squad leaders are responsible for the operational effectiveness of their teams.

     

    ---

     

    RussianOnHill.thumb.png.ea8bf20fe03d7106811db3bf86ce2e40.png

     

     

     

  16.  

    LibWednesday_2_@0_33x.png.e5ee9a7abf6e9b94d2148aa01fa1690b.png

     

     

     

    Mission Summary

    Every Wednesday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it.

    You can expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command formed before the mission and staff supporting it all.

    These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not.

     

    Modset Required

    AW_Liberation_Lythium.html

    For first-time players, read till the end for a setup guide.

     

    Mission Runtime

    Roughly 2 hours with a chance to carry on open-ended

     

    ---

     

    Friendly Forces

    Russian Armed Forces

     

    Opposing Forces

    Insurgents

    Currently: Local Guerrilla Forces

     

    Situation

    A Russian combined-arms counter-insurgency task force has been deployed to the mountainous region of Lythium to deter and squash a local uprising. The insurgents have captured every town and base in the area of operations and are therefore overly well armed, including an armoured corps and jets from the military airfields. They are supplemented by outdated surplus.

    Friendly forces have established a foothold near Karift around FOB Alpha, then pushed further to maintain a firm grasp on the region with FOB Bravo near Bramar.

    The enemy retains two last bastions in Kinduf and Kalae.

    Progress is unquestionable. Victory is not debatable.

     

    Mission

    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.

     

    Objective

    TBD by Acting Command every Wednesday

    One last push toward victory.

     

    Platoon

    1x 3-man HQ (CMD, RTO, UAV)

    3x 9-man Rifle Squads

    1x 3-man Fire Support Group

    1x 3-man Hammer Crew

    2x 2-man Air Crew

    1x 2-man Logistics

     

    Admin & Logistics

    Reinforcements

    - Unlimited

    - Re-insertions via air at RTO's discretion

     

    Equipment

    - Vehicle deployment at CMD's discretion

    - Ammunition and supplies available at the supply depot

    - FOBs act as an arsenal 

     

    Command & Control

    Operations and ground control lie solely with the platoon commander. RTO handles air traffic and can supplement comms.

    Squad leaders are responsible for the operational effectiveness of their teams.

     

    ---

     

    RussianOnHill.thumb.png.ea8bf20fe03d7106811db3bf86ce2e40.png

     

     

     

  17.  

    LibWednesday_2_@0_33x.png.e5ee9a7abf6e9b94d2148aa01fa1690b.png

     

     

    Mission Summary

    Every Wednesday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it.

    You can expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command formed before the mission and staff supporting it all.

    These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not.

     

    Modset Required

    AW_Liberation_Lythium.html

    For first-time players, read till the end for a setup guide.

     

    Mission Runtime

    Roughly 2 hours with a chance to carry on open-ended

     

    ---

     

    Friendly Forces

    Russian Armed Forces

     

    Opposing Forces

    Insurgents

    Currently: Local Guerrilla Forces

     

    Situation

    A Russian combined-arms counter-insurgency task force has been deployed to the mountainous region of Lythium to deter and squash a local uprising. The insurgents have captured every town and base in the area of operations and are therefore overly well armed, including an armoured corps and jets from the military airfields. They are supplemented by outdated surplus.

    Friendly forces have established a foothold near Karift around FOB Alpha and created a buffer zone around it, then pushed further to maintain a firm grasp on the region with FOB Bravo near Bramar.

    The enemy retains two last bastions in Kinduf and Kalae.

    Progress is unquestionable. Victory is not debatable.

     

    Mission

    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.

     

    Objective

    TBD by Acting Command every Wednesday

    One last push toward victory.

     

    Platoon

    1x 3-man HQ (CMD, RTO, UAV)

    3x 9-man Rifle Squads

    1x 3-man Fire Support Group

    1x 3-man Hammer Crew

    2x 2-man Air Crew

    1x 2-man Logistics

     

    Admin & Logistics

    Reinforcements

    - Unlimited

    - Re-insertions via air at RTO's discretion

     

    Equipment

    - Vehicle deployment at CMD's discretion

    - Ammunition and supplies available at the supply depot

    - FOBs act as an arsenal 

     

    Command & Control

    Operations and ground control lie solely with the platoon commander. RTO handles air traffic and can supplement comms.

    Squad leaders are responsible for the operational effectiveness of their teams.

     

    ---

     

    RussianOnHill.thumb.png.ea8bf20fe03d7106811db3bf86ce2e40.png

     

     

     

  18. 30 June, 2020

    Dear █████ ████████,

    It is with great sadness that I must inform you of your son Efreitor ████████’s passing in the events of 29 June, 2020. He fought valiantly for the lives of his comrades and brothers, and ultimately lay down his own as a hero.

     

    His duty and skills as a combat engineer proved invaluable to his comrades, and the world is without a doubt a safer place because of him.

     

    As well that I may not disclose the details of his last act, I assure you that, without it, many of his friends could not hence speak his name in such gratitude and reverence. It is little solace, but solace I cherish all the more for it.

     

    With solemn regards,

     

    Lieutenant █████████████

    503rd SPD, █████ ASL

     

     

     

    Exhibit 1 of 34

     

  19.  

    LibWednesday_2_@0_33x.png.e5ee9a7abf6e9b94d2148aa01fa1690b.png

     

    Mission Summary

    Every Wednesday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it.

    You can expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command formed before the mission and staff supporting it all.

    These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not.

     

    Modset Required

    due to an incoming minor update, please refer to the guide linked below and keep an eye on this thread for the preset

     

    AW Liberation Lythium.html

     

    For first-time players, read till the end for a setup guide.

     

    Mission Runtime

    Roughly 2 hours with a chance to carry on open-ended

     

    ---

     

    Friendly Forces

    Russian Armed Forces

     

    Opposing Forces

    Insurgents

    Currently: Local Guerrilla Forces

     

    Situation

    A Russian combined-arms counter-insurgency task force has been deployed to the mountainous region of Lythium to deter and squash a local uprising. The insurgents have captured every town and base in the area of operations and are therefore overly well armed, including an armoured corps and jets from the military airfields. They are supplemented by outdated surplus.

    Friendly forces have established a foothold near Karift and created a buffer zone around it.

     

    Mission

    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.

     

    Objective

    TBD by Acting Command every Wednesday

    Our momentum is carrying us towards Kalea. High Command has yet to sanction further action.

     

    Platoon

    1x 3-man HQ (CMD, RTO, UAV)

    3x 9-man Rifle Squads

    1x 3-man Hammer Crew

    2x 2-man Air Crew

    1x 2-man Logistics

     

    Admin & Logistics

    Reinforcements

    - Unlimited

    - Mobile respawns at CMD's discretion (cooldown after use)

    - Re-insertions via air at RTO's discretion

     

    Equipment

    - Vehicle deployment at CMD's discretion

    - Ammunition and supplies available at the supply depot

    - FOB acts as an arsenal 

     

    Command & Control

    Operations and ground control lie solely with the platoon commander. RTO handles air traffic and can supplement comms.

    Squad leaders are responsible for the operational effectiveness of their teams.

     

    ---

     

    RussianOnHill.thumb.png.ea8bf20fe03d7106811db3bf86ce2e40.png

     

     

     

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