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kman reacted to Murph in Cold War Ahoyworld Gamenight Wednesday 29/March/2023 19:00 UTC
So far, and with all testing, yes it seems stable.
It's designed so people can play a variety of roles. For Cold War time period it was armour and aircraft intensive, so there are more armour and air slots for people.
There's also nothing to stop it being an all armour and air affair, if people are so inclined, the slots are based on numbers. We can always change on the fly if people want to do a thunder run, just let me know, I can try and accomodate. The aim of it is to be fun for everyone, and give everyone a chance to play their liked roles. The above structure is just an outline of what's available.
It is a tricky balance to maintain so that everyone gets a chance to shoot stuff and get the Michael Nay moments, inevitably I won't get it right all the time so any feedback at end of session is always encouraged, especially if people want to try something different the following week.
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kman reacted to MidnightRunner in PMC Ops REVENGE Week 1 @ 18:00 UTC 25/06/2021
Mission Name:
PMC Ops Revenge Week 1
Server Details:
IP: 116.202.224.207
Port: 2302
Mods Required:
Arma 3 Preset CHADS Revenge.html (Plus usual optional mods)
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT THE TIME STATED IN THE TITLE
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 43
Platoon // 3 man element
Alpha - Delta // 9 man elements
Nomad // 2 man recon element
Vortex // 2 man pilot team
Situation
The CHADS have deployed to Chernarus as a contract force to securely deliver humanitarian aid. Corporate has also accepted an unofficial contract to covertly help the local resistance undermine the Chernarus government.
The local government, backed by Russia, has been putting down a rebellion and the civilian population has taken the brunt of the reprisals.
There are also criminal organisations operating in the area which the CHADS may encounter.
Assets:
1 x UH-60M
1 x MH-6M
Various ground support vehicles
Friendly Forces:
UN Observation force
Chernarussian rebels
Enemy Forces:
Officially none
Neutral Forces:
Chernarus Defense forces
Russian Military observers/advisors
Civilians:
Civilian presence to be expected, concentrated in built up areas.
Mission
Our first mission is to deliver 6 units of aid to 3 locations in the local area. While this happens we must also make first contact with the local rebel elements.
Execution
Objectives:
1. Deliver aid supplies to the designated targets
2. Meet with the rebel elements at the agreed meeting point
3. Maintain the cover supplied by the humanitarian mission
Movement Plan:
At Commanders discretion
Rules of Engagement:
Enemies may be engaged on sight based on current squad orders
Civilians are present in the area so collateral damage is to be kept to a minimum.
Admin & Logistics
Equipment & Resupply:
At the commander’s control, assets are available at base to facilitate this.
Reinforcements:
Unlimited
At commanders discretion, transport assets are available.
Command & Control
Command:
Overall command lays with codename "Overlord" who will set objectives and ROE.
Operational control on the ground lies with the Platoon Commander.
Communication:
Radio channels are set for each element and can be viewed as part of the map. Platoon has limited discretion for change but structure is to be maintained.
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kman got a reaction from RiverWolf in Frontlines Feedback Thread
As I was also discussing with Midnight, there seem to be two separate issues.
One is LAMBS & AI settings, resulting in long range engagements ignoring cover and accuracy. This might be worth adjusting depending on a map played. Some deserty/high hills maps - like Takistan - are benefiting from AI engaging on longer distances, because otherwise AI is just too passive.
But for the most maps with lot of folliage it gets into usual Arma problems with "you've been shot throught 3 bushes".
You could also just take this as higher difficulty and adjust, but that would in this case mean deploying armored & air assets with prejudice and looking for high-ground sniping positions all the time. Doable on gamenight, not so much on Frontlines.
Second thing is the damage and ACE Medical settings. I heard it mentioned before, that one of the reasons people go uncon so often, is that they would have actually died, but settings are preventing this by instead rendering them uncon.
Might be worth pushing this slider little bit back, It is often better to die and respawn than to lie somewhere 2 minutes uncon.
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kman got a reaction from LH5 in Frontlines Feedback Thread
As I was also discussing with Midnight, there seem to be two separate issues.
One is LAMBS & AI settings, resulting in long range engagements ignoring cover and accuracy. This might be worth adjusting depending on a map played. Some deserty/high hills maps - like Takistan - are benefiting from AI engaging on longer distances, because otherwise AI is just too passive.
But for the most maps with lot of folliage it gets into usual Arma problems with "you've been shot throught 3 bushes".
You could also just take this as higher difficulty and adjust, but that would in this case mean deploying armored & air assets with prejudice and looking for high-ground sniping positions all the time. Doable on gamenight, not so much on Frontlines.
Second thing is the damage and ACE Medical settings. I heard it mentioned before, that one of the reasons people go uncon so often, is that they would have actually died, but settings are preventing this by instead rendering them uncon.
Might be worth pushing this slider little bit back, It is often better to die and respawn than to lie somewhere 2 minutes uncon.
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kman reacted to RiverWolf in Frontlines Feedback Thread
The suppressing fire from Lambs, ACE, whatever it is needs looking at, not only can they see where you are and pin point you regardless of how much cover you are in the suppressing fire is extremely accurate, it's like the whole AO know what time you wake up, brush your teeth, arrive at work and know your every move, it's starting to get a little bit grating. The map Isla Duala is the most ugliest map to every grace my eyeballs, its map textures are ugly as sin and you can see where the terrain manipulation tool was over used, lets say 99% of the map and then there is the lag issue of looking a certain degree and your frames go to 5fps if you're lucky. No disrespect to Siege for his efforts trying to fix the map problems but you can't polish a turd.
TLDR:
Staff: Please remove Isla Duala from the map rotation.
Dom: Please reign lambs in.
Let me just add to this, restrict the amount of ammo the suppressive fire element has or give them a cool down rng based?
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kman reacted to SiegeSix in [AWE] Operation Genome SATURDAY 29/05/2021 @ 18:00 UTC
Operation Genome
Mission Length
~2 hours
Modset
ChernarusReduxOPs (1).html
Situation
Russia is a big player in world politics purely because of their threats and military standing. Although while Russia is a big opponent in the bigger picture, it's also it's own enemy. Since the dissolution of the Soviet Union several states owned by the former Union has been in disagreement with Russia regarding their independence. One such state is Chernarus. Since the state cries out for independence it has gained a massive following military wise and public support from UN. Although Russia does not see this as an inherit thread, they are still in a self proclaimed civil war, which they are determined to win.
Friendly Forces
Russian Army, Ground Forces, Mechanized Infantry
x1 3-man Field Command (CMD, Medic, Engineer)
x4 8-man Squads
x1 2-man Mechanized Team
x1 2-man Transport/CAS Air Crew
Enemy Forces
Chernarus Loyalists, Combined Forces
- Motorized/Mechanized
- Possible Armor
- Rotary & Possibly Fixed Wing CAS Aircraft
- Rotary Transport Aircraft
Independent Forces
Chernarus Ultranationalists, Militia
Mission
We've pushed the loyalits back far enough to finally attack their primary staging point. We are to find and capture/destroy any equipment they are using. Any POW are to be brought back for interrogation.
Execution
At CMD's discretion.
According to our insider information their command structure is fully enforcing a defensive position anticipating our attack from the north.
Command / Logistics
Overall command falls on company commander "Overlord". Operational command falls on CMD.
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kman reacted to Murph in Stargate Arma Gamenight 25/05/2021 @18:00UTC SG-Ahoy
That's because you guys killed all the gliders I sent after you before they could attack, but noted... next week manually control and do merciless gun runs on Kman's team
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kman got a reaction from Murph in Stargate Arma Gamenight 25/05/2021 @18:00UTC SG-Ahoy
Great!
PS: usual optional mods whitelisted? (sound enhancements, squad radar) ?
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kman reacted to Murph in Stargate Arma Gamenight 25/05/2021 @18:00UTC SG-Ahoy
Mission Name:
SG-Ahoy
Server Details:
IP: 116.202.224.207
Port: 2302
Mod Preset:
AWStargate.html
TS. Ahoyworld.net
Mission brief 18:00 UTC. Additional items in brief will be new weapons available.
Expected Mission Length: 120+ minutes (including brief).
Player Slots:
18 + 3 Zeus
For those of you not familiar with Stargate I’ll crash course the lore below.
Situation:
P3X-996 is a world specialising in naquada mining. Its gate is located in a temple complex in the equatorial desert. The inhabitants would be classed as nomadic living in tribal, pre feudal, society and are considered friendly.
SG 24 was to facilitate trade with locals in exchange for small quantities of naqaudah. Their cultural specialist Dr Adams, reported the temple complex containing the gate contained multiple references to Anat. Specifically to her ‘sanctuary’.
Anat was the Semitic Cultures' (those from Syria to Egypt and as far south as Yemen) Goddess of War and fertility. She’s the older sister and consort of Baal who would regularly slaughter those who opposed him. In myth when Baal died, she killed his murderer and later resurrected him. Dr Adams hypothesised that Anat was a Goa’uld queen, her current whereabouts, unknown.
SG 24 have missed their assigned check in and are unresponsive.
Mission:
As the MALP cannot leave the complex, SG teams 21, 22, and 23 will travel to P3X-996 and establish the reason for communications blackout.
Support will be what you carry through the gate. Some supplies from SG 24 may be in situ.
Execution:
SG teams will move to the local village nearby the gate and establish what has happened to the team.
Civilians are expected in the area so check your targets and if using explosives make sure civilians are not caught in the blast radius.
Sustainment:
Upon making contact with SG 24 a new respawn will be placed, logistics will be what you can carry through the gate.
Command and Control:
Operational command will be with one of the Team Leaders.
Notes:
Symptoms of Goa’uld possession include, but are not limited to, skimpy fashion sense, superiority complex, deep voice, glowing eyes, and inexplicable outbursts of “I am a god!”, homicidal rage, paranoia, and, irrational fear of O’Neill spelt with 2 ‘L’s.
Depending on feedback will determine a continuation and the illustrious acting of the one and only Xwatt and his understudy Jenkins…
Lore Dump:
Stargate:
Goa’uld Symbiotes:
To’kra:
Goa'uld Society:
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kman reacted to Norris in Invade & Annex 3 Prairie Fire 23/05/2021.
INVADE & ANNEX 3 PRAIRIE FIRE ADDITION
Launching: Sunday 23rd May @ 04:00 UTC on EU 2
23/05/2021
Server Details:
IP: 176.9.8.125
Port: 2602
TS address: ts.ahoyworld.net or join here
Discord: Join here
Server Slots: 61
Allowed Mods: click here
Slots & Assets
Server Rules
AhoyWorld General + I&A Ruleset applies
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kman reacted to MidnightRunner in [Finale] Vietnam 2: Napalm Boogaloo Week 11 07/05/2020 @18:00UTC
Mission Name:
Vietnam Campaign Week 11 [Finale]
Server Details:
IP: 116.202.224.207
Port: 2302
Mods Required:
Arma 3 Preset AW Unsung ZEN.html
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18:00 UTC ***Note time change due to daylight savings***
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 44 (3 Squads of 11, Vortex, Hammer and a 4 man command element)
Situation
With the enemy counter attack halted it is time for us to drive them from this area. Fortuitously, our intel boys have narrowed down the location of the enemy command post for the entire region.
Assets:
2 x IH-1D Iroquois
2 x UH-1C/M21
3 x A-7D Corsair II
1 x A-4E Skyhawk
1 x M-48A3 Patton MBT
Friendly Forces:
US Armed Forces
Enemy Forces:
North Vietnamese Army
Viet Cong
Civilians:
Civilian presence to be expected, concentrated in built up areas and centred around villages.
Mission
Push the NVA out of this region and destroy their command post.
Execution
Objectives:
Push the NVA troops back across the river
Find and destroy their command post, capture any officers you can.
Engage and destroy any enemy positions or infrastructure encountered
Movement Plan:
At Commanders discretion
Rules of Engagement:
Enemies may be engaged on sight based on current squad orders
Civilians are present in the area so collateral damage is to be kept to a minimum.
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kman reacted to MidnightRunner in Upcoming Friday Misisons
Hi All,
Quick update on Friday stuff since we have had a 2 week break.
Firstly Vietnam will return this Friday and continue for the next 3 to 4 weeks. Then, I have a 2 to 3 week story based set of missions, with some different mechanics than we are accustomed to but I think will make it interesting. Following this the CHADS will make their return in a new setting, to make some money while getting some payback for previous offenses against them.
More info will be revealed on these in the next few weeks.
Midnight
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kman reacted to SkullCollector in [AWE] FRONTLINES FRIDAY -- Grand Opening, Friday 16 April 2021 @ 1730 UTC
We have been hard at work to create an exciting in-house game mode that is set to replace Liberation. It will feel familiar, but different in intriguing ways. Care to find out? Join us for the Grand Reveal this Friday!
Mission Length
~2 hours, with a chance to carry on open-ended
Modset
AW_Frontlines.html
Leadership Sign-up
https://forms.gle/xoCUnkn4e8F9DVEn6
If you would like to lead, signing up will give us and you a chance to organise plans and manage expectations! Every slot is still open and available for join-in-progress.
Situation
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, initial supplies are limited.
Resistance to the invasion is as yet undecided, since the take-over seems to have happened swiftly and softly. 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
-
Enemy forces
The Russian VDV is a highly organised, regular force suspected to have access to these assets:
Regular infantry
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 FOB. 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.
Command / Signal
Operations and ground control lie solely with the Platoon Commander. The RTO handles air traffic and can supplement communications.
Squad leaders are responsible for the operational effectiveness of their teams.
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kman reacted to MidnightRunner in Vietnam 2: Napalm Boogaloo Week 2 05/02/2020 @19:00UTC
Mission Name:
Vietnam Campaign Week 2
Server Details:
IP: 116.202.224.207
Port: 2302
Mods Required:
AW Unsung.html
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 19:00 UTC
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 41 (3 Squads of 11, Vortex and a 4 man command element)
Situation
Now that we have established our base of operations in the area we shall begin to make our presence felt. Our orders are to patrol out and look for the enemy. We are to draw the enemy out and then engage them with overwhelming firepower from the available CAS assets.
Assets:
2 x IH-1D Iroquois
2 x UH-1C/M21
2 x A-7D Corsair II
Friendly Forces:
US Armed Forces
Enemy Forces:
North Vietnamese Army
Viet Cong
Civilians:
Civilian presence to be expected, concentrated in built up areas.
Mission
Patrol along the designated routes to specific spots in order to draw out the enemy and have them reveal the positions.
Execution
Objectives:
1. Patrol along the 2 designated routes
2. Engage and neutralise any enemy forces or equipment encountered
Movement Plan:
At Commanders discretion
Rules of Engagement:
Enemies may be engaged on sight based on current squad orders
Civilians are present in the area so collateral damage is to be kept to a minimum.
Admin & Logistics
Equipment & Resupply:
At the commander’s control, assets are available at base to facilitate this.
Reinforcements:
Unlimited
At commanders discretion, transport assets are available.
Command & Control
Command:
Overall command lays with codename "Overlord" who will set objectives and ROE.
Operational control on the ground lies with the Platoon Commander.
Communication:
Radio channels are set for each element and can be viewed as part of the Diary accessible through the map. Platoon has limited discretion for change but structure is to be maintained.
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kman got a reaction from Karate Pyjamas in Op. Breakthrough 2\1\21 @ 19:00 UTC
@kennychr
I enjoyed this mission a lot, despite fears, that disabled HUD and nameplates will make it total chaos.
Kudos to @Jochem and @Karate Pyjamas for keeping the mission rolling with such limitations.
I still would prefer to see at least the nameplates tho. I often opened MED menu on people, just to see who am I talking to, which is super awkward.
Another suggestion: slightly speed up fluid infusions. It took VERY long time for people with blood loss to regain consciousnes - simply because how slowly they regained fluids.
Stitching was disabled as well, but somehow I saw almost no wound re-openings, possibly again due to medical settings.
If the wounds re-opened the way, we are used to from AWE, inability to stitch wound make the mission nightmare for everyone - but as I say, the re-open chance seemed to be supressed, perhaps intentionally?
On a side note (not regarding just this mission):
The medical crates at mission start were so "raided", that I - as medic - wasn't able to get more than 20 or so elastic bandages from FOUR of them.
There is an abuse happening on all Ahoyworld modded missions. Since no rule prevents non-medical personel from doing so, people tend to make themselves walking medical cabinets in very unrealistic fashion (6+ bandages on riflemen etc..).
Not sure what can be done about that.
Perhaps making bandaging (but not tourniqueting!!) very slow - or ugly high re-opening chance, unless you have medical status assigned.
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kman got a reaction from Noah_Hero in Op. Kaamos 26\12\20 @ 19:00 UTC
Sorry for being bit grumpy about EMT team being forgotten. I understand, it is very hard to create - especially story - mission, that would involve everyone present.
Police people aparently had amazing time, but such is Arma. Sometimes you draw a short one.
I would suggest two possible fixes, if the mission ever gets repeated:
1) make EMT part of police squads as attached medical personel, not a separate team.
or
2) have EMT team start at the festival location (on festivals, you would have an ambulance to deal with injuries etc), so they are part of the story build-up from the start.
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kman reacted to kennychr in Op. Kaamos 26\12\20 @ 19:00 UTC
Mission Name:
Operation Kaamos
Server Details:
IP: 116.202.224.207
Port: 2402
Mods Required:
neptuneV2.html
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 19:00 UTC
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots:
21 Police and EMS slots including police command.
[REDACTED]
Total slots: 27
Situation
The police force has just had its shift change on the island of Suursaari. The island is currently hosting a festival to the south. Take missions as they come trickling in.
There is also[REDACTED]
Assets:
Various police vehicles.
Friendly Forces:
Enemy Forces:
None
Neutral Forces:
None
Mission
At police commands discretion as the situation develops.
Execution
Objectives:
Movement Plan:
At Commanders discretion
Rules of Engagement:
Only fire if fired upon. Use lethal force only if required.
Admin & Logistics
Equipment & Resupply:
Reinforcements:
None in the start, limited after progression of mission.
Command & Control
Command:
Overall command lays with codename "Overlord" who will set objectives and ROE.
Operational control on the ground lies with the police commander.
Communication:
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kman reacted to Norris in Ahoyworld End of the Year 2020 RESULTS
Congratulations to the members below, you earned it!
AW MVP 2020: @Stanhope
AW Most Friendly Admin/Moderator/Spartan 2020: @Lindi
AW Most Helpful Admin/Moderator/Spartan 2020: @Stanhope
AW Most Active Staff Member 2020: @MidnightRunner
AW Strictest Staff Member 2020: @LH5
AW Best Team Player 2020: @Bomer
AW Most Helpful Member *Non Staff* 2020: @Gambit
AW Most Friendly Member 2020: @Art3misZA
AW Tacti-cool member 2020: @Minipily's moustache
AW Underrated Member 2020: @RiverWolf
AW Most Incoherent Member 2020: @RiverWolf
AW DAAASSS BOOOOT (formerly Drunkest member) 2020: @RiverWolf
AW Best Pilot 2020: @Gambit
AW Worst Pilot 2020: @Toasted_Bread_Slice
AW Best Voice 2020: @Murph He's Batman
AW Funniest Person on Team Speak 2020: @WinterMute
AW Worst Joke 2020: @LH5 the shear amount of "Hi back" among other jokes was...well you earned it!
AW Best Moment 2020 (can be in-game, on Team Speak or Forum): @MidnightRunner rendition of "Sick note"
AW Best Forum Post (please put URL in):
AW Dankest Meme Post In Discord 2020: N/A
AW Best Driver 2020: @Minipily
AW Worst Driver 2020: @Xwatt
AW Best Fail 2020: @Jochem, there were many different situations you were in to get you this. ACRE was second
AW Best Ban of 2020:
AW Team Speak Channel 2020: Setup room
AW Best Screen Shot 2020:
AW Best/Worst Call-out 2020: @Stryker990, many different situations here.
AW Candidate for the Hague 2020: @Sho_Iwaizumi
AW Role Model 2020: @MidnightRunner
Thank you all for participating. Next year we will have a new format for you to fill so it should be easier. Once again congratulations to the winners and we will see you next year.
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kman reacted to WinterMute in PMC Ops WAR Week 04/12/2020 @ 19:00 UTC
Leaping from tree to tree as they float down the mighty rivers of British Columbia!
The giant redwood!
The larch!
The fir!
The mighty scots pine!
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kman reacted to MidnightRunner in PMC Ops WAR Week 04/12/2020 @ 19:00 UTC
Mission Name:
PMC Ops WAR Week 3
Server Details:
IP: 116.202.224.207
Port: 2302
Mods Required:
AW_Liberation.html
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 19:00 UTC
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 38 (3 Squads of 11, Vortex and a 3 man command element)
Situation
It appears that the loyalists are not happy that the UN has recognised our government as the rulers of the West African Republic. They have begun targeting UN forces. They have ambushed a UN group escorting a humanitarian aid convoy to the North and simultaneously begun to assault the main UN HQ in Camara. The UN forces have requested our aid.
Assets:
3 x BTR80 (Usable only when a full crew is available)
2 x Mi-24G
Various ground support vehicles
Friendly Forces:
Army of the Western African Republic
Enemy Forces:
Loyalist forces controlled by the government of Joseph Lumumba
Neutral Forces:
A coalition of UN troops
Civilians:
Civilian presence to be expected, concentrated in built up areas.
Mission
Provide aid to the UN forces to the North and to their HQ near Camara.
Execution
Objectives:
1. Rescue the UN escort and the humanitarian workers they are protecting.
2. Break the siege on the UN HQ at Camara.
3. Engage and neutralise any loyalist forces or equipment encountered
Movement Plan:
At Commanders discretion
Rules of Engagement:
Enemies may be engaged on sight based on current squad orders
Civilians are present in the area so collateral damage is to be kept to a minimum.
Admin & Logistics
Equipment & Resupply:
At the commander’s control, assets are available at base to facilitate this.
Reinforcements:
Unlimited
At commanders discretion, transport assets are available.
Command & Control
Command:
Overall command lays with codename "Overlord" who will set objectives and ROE.
Operational control on the ground lies with the Platoon Commander.
Communication:
Radio channels are set for each element and can be viewed as part of the Diary accessible through the map . Platoon has limited discretion for change but structure is to be maintained.
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kman got a reaction from Schubz in PMC Ops WAR Week 2 27/11/2020 @ 19:00 UTC
We have tactically halted our advance on town just behing nearest hill, creating suspense that was literally killing the loyalists.
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kman got a reaction from RiverWolf in PMC Ops WAR Week 2 27/11/2020 @ 19:00 UTC
We have tactically halted our advance on town just behing nearest hill, creating suspense that was literally killing the loyalists.
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kman got a reaction from MidnightRunner in PMC Ops WAR Week 2 27/11/2020 @ 19:00 UTC
We have tactically halted our advance on town just behing nearest hill, creating suspense that was literally killing the loyalists.
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kman reacted to Noah_Hero in PMC Ops WAR Week 2 27/11/2020 @ 19:00 UTC
Private Military Vacation ?🤔😉
Edit:
Totally planned that, as Bravos Military Mastermind😌
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kman reacted to MidnightRunner in PMC Ops WAR Week 1 20/11/2020 @ 19:00 UTC
Mission Name:
PMV Ops WAR Week 1
Server Details:
IP: 116.202.224.207
Port: 2302
Mods Required:
AW_Liberation.html
TS address: ts.ahoyworld.net
TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 19:00 UTC
Expected Mission Length: 120+ minutes (may go over or under expected mission length)
Player Slots: 38 (3 Squads of 11, Vortex and a 3 man command element)
Situation
Following 5 years of civil war between Republicans, who fought for a democratic government, and the former government of Joseph Lumumba, the now deposed dictator.
Loyalist forces are continuing to wage a semi-guerrilla style campaign against the newly formed government. The loyalists hold much territory as the forces of the new government have not been able to muster the strength to take and hold these areas.
The UN has recognised the new government and deployed to the area to protect civilian life and oversee the democratic elections scheduled for later in the year.
UN peacekeepers are present in the area. Their primary role being the protection of civilian life.
Mission des Nations Unies dans la République d'Afrique de l'Ouest (MINURAO) was established by Security Council resolution to support political processes in that country and carry out a number of security-related tasks. The Mission was asked to support the transitional authorities of the Western African Republic in the stabilization of the country and implementation of the transitional roadmap.
Fresh in country the CHADS following a short training period have been assigned their first mission. To secure the MSR to the country's second city Kirabo. The city has been effectively cut off from friendly territory and we have been tasked with opening a safe passage to the city.
Assets:
3 x BTR80 (Usable only when a full crew is available)
2 x Mi-24V
Various ground support vehicles
Friendly Forces:
Army of the Western African Republic
Enemy Forces:
Loyalist forces controlled by the government of Joseph Lumumba
Neutral Forces:
A coalition of UN troops
Civilians:
Civilian presence to be expected, concentrated in built up areas.
Mission
Secure a safe corridor to Kirabo and end the attacks on friendly forces there.
Execution
Objectives:
1. Secure the full length of the MSR leading to Kirabo
2. Break the blockade on the city
3. Engage and neutralise any loyalist forces or equipment encountered
Movement Plan:
At Commanders discretion
Rules of Engagement:
Enemies may be engaged on sight based on current squad orders
Civilians are present in the area so collateral damage is to be kept to a minimum.
Admin & Logistics
Equipment & Resupply:
At the commander’s control, assets are available at base to facilitate this.
Reinforcements:
Unlimited
At commanders discretion, transport assets are available.
Command & Control
Command:
Overall command lays with codename "Overlord" who will set objectives and ROE.
Operational control on the ground lies with the Platoon Commander.
Communication:
Radio channels are set for each element and can be viewed as part of the Diary accessible through the map . Platoon has limited discretion for change but structure is to be maintained.