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kman

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  1. Thanks
    kman reacted to GhostDragon in Whats your setup like?   
    I have a ultrawide monitor and yes the horizontal fov is a lot wider, If you look at some of the youtube streams on the ahoyworld channel from me they are all ultra-wide content and should provide a idea of the differences between 21:9 and 16:9
  2. Like
    kman reacted to SiegeSix in Iron Front US Campaign Week 4 02/10/2020 @ 18:00 UTC   
    Mission Name:
    Iron front US Campaign Week 4
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset IFA Ahoy.html
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 1800 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 42 (2 Squads of 12, an 8 man weapons team, a 4 man tank crew and 6 man command element)
     
     
    Situation
    With the german foothold being pushed back in France, the US Army advances north to reach Germany. The Germans know full well that we’re advancing at a rapid pace, so they are blowing up every bridge in their control in order to halt our advance. In order to reach Belgium. We need to stop them and cross those bridges.
     
     
    Assets:
    Ground vehicles and tanks are available at spawn area.
     
    Friendly Forces:
    US Army 
     
    Enemy Forces:
    German Wehrmacht
     
    Civilians:
    I severely doubt it.
     
    Mission
    Capture German strongholds and supply depots.
     
     
    Execution
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Enemies may be engaged on sight based on current squad orders
     
     
    Admin & Logistics
     
    Equipment & Resupply:
    At the commander’s control, assets are available at base to facilitate this.
     
    Reinforcements:
    Unlimited
    At commander's 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:
    Radios are only available to a select few. Lead elements have limited scope to move these around to maintain the command structure and organisation. 
  3. Like
    kman reacted to SiegeSix in Iron Front US Campaign Week 2 18/09/2020 @ 17:30 UTC   
    Mission Name:
    Iron front US Campaign Week 2
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset IFA Ahoy.html 6.58 kB · 14 downloads
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 37 (2 Squads of 12, an 7 man weapons team and 6 man command element)
     
     
    Situation
    Operation Overlord is in full effect. With the successful insertion of airborne troops, the main forces are preparing a full scale invasion in order to liberate France from Nazi occupied territory. This will not be an easy task and there will be many casualties, but only with determination and will can we overpower the brute force known as the Nazis.
     
     
    Assets:
    A few landing crafts
     
    Friendly Forces:
    US Army 
     
    Enemy Forces:
    German Wehrmacht
     
    Civilians:
    Let’s hope not.
     
    Mission
    Mission is simple. Establish a beachhead at Dog Red and destroy any coastal weaponry. Then push the enemy back into the mainland.
     
     
    Execution
    Objectives:
    1. Land on Omaha Beach
    2. Clear out the coastal defenses
    3. Push the enemy back into mainland
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Enemies may be engaged on sight based on current squad orders
     
     
    Admin & Logistics
     
    Equipment & Resupply:
    At the commander’s control, assets are available at base to facilitate this.
     
    Reinforcements:
    Unlimited
    At commander's discretion, transport assets are available.
    Spawn points will be made available upon landing
     
     
    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:
    Radios are only available to a select few. Lead elements have limited scope to move these around to maintain the command structure and organisation. 


  4. Thanks
    kman reacted to MidnightRunner in Friday Night WW2 Hype   
    Everyone will need Acre if that's what you are asking. My point was that only a select few roles have radios so won't have to worry about how they work and since diret speech will be the same key as TFAR it won't have much of an impact on their gameplay.
  5. Confused
    kman got a reaction from Noah_Hero in Friday Night WW2 Hype   
    Funny enough, TFAR just got updated, althou changelog seems mostly cosmetic.
     
     
    Are you sure people w/o ACRE will be able to speak to others in local chat?
    I don't know ACRE but TFAR replaces vanila arma local chat as well.
  6. Haha
    kman reacted to ansin11 in PMC Ops Hell Week 7 04/09/2020 @ 17:30 UTC   
    The Tale of Bravo as told by team leader ansin11
    A comedy in five acts
     
    During the final hours of the CHADS' deployment to Hell, the legendary Bravo team was comprised of five experienced operators: @Assault, @Miksi, @Schubz, @Toasted_Bread_Slice and @ansin11.
    The story begins after Bravo, shining in a last moment of undimmed glory, leads the CHADS convoy to the first staging point (after the previous lead vehicle, manned by Alpha, stayed back to heroically face the enemy).
     
    Act 1: Bravo attempts to complete the first objective
    The first objective assigned to Bravo is simple: Get to a road just north of Sunray's location and provide security for the rendezvous with him. Bravo dismounts 200 meters away and moves in on foot.
    Cresting a hill not ten meters from the road, team leader ansin11 makes a mistake that triggers a series of unfortunate events: He spots one or two Russians walking down the road towards him and his team, but he fails to obtain more information on the enemy force as he hastily retreats behind the hill in an attempt to hide. But in vain - as Bravo realizes far too late, the enemy has seen them and moves in to engage. Only Miksi survives.
     
    Act 2: Bravo attempts to reach the first waypoint
    Four members of Bravo are reinserted by Vortex. The LZ at the Staging Point is lukewarm (Toast dies), but the survivors manage to disengage and link up with Miksi at their GAZ-233014 MRAP. New orders come in: Bravo is to secure the first waypoint on the bumpy road to extraction, ahead of the main convoy. Sadly, Bravo never achieves this. Seconds after regrouping with freshly reinserted Toast, Bravo's MRAP loses both rear wheels to enemy fire. Toast loses connection.
     
    Act 3: Bravo attempts to get airlifted
    The Bravo team abandones the immobile vehicle and retreats to the tiny settlement of Kangas. Platoon commander @kman dispatches Vortex to airlift the team, but the MH-6M comes under fire and has to land hastily. The main rotor collides with a compound wall and is lost. Fortunately, after the crew has conducted emergency repairs (twice), the Little Bird is able to take off with Bravo on board.
    But the joy of flight is short-lived, as the aircraft's engine and rear rotor are taken out by autocannon fire three swift kilometers later. Pilot @Norris expertly carries out an emergency landing in a field northeast of Troihari, but the moment of relief is brief (somewhere in the region of around five seconds), as two Russian MRAPs are on the road just 200 meters to the northwest. When PC arrives on the scene just seconds later, Vortex are the only survivors.
     
    Act 4: Bravo attempts to reinsert
    Back at the safehouse, Bravo is temporarily reunited with Toast, but he soon takes off on a bicycle. The rest of the team is joined by Charlie member @FrOzT, and after acquiring another GAZ they embark on the long journey towards extraction.
    In a completely unprecedented display of tactical driving skill, Assault safely navigates the MRAP through what is referred to by professionals as a non-permissive environment, masterfully breaching a roadblock (as seen in Attachment 1) and taking several patrols head-on. The enemy, unable to counter this remarkable feat, is forced to resort to shooting Bravo in the back with an AA turret (as seen in Attachment 2). Only ansin11 survives.
     
    Act 5: Bravo attempts to exfiltrate
    At the safehouse again, Toast rejoins the returning three Bravo members, and together with Frozt, they begin their second attempt to reach the extraction point. Meanwhile, retaining only a fraction of the normal amount of blood in his body, ansin11 demonstrates basic SERE capabilities and narrowly evades being captured or killed by enemy forces.
    After a while (and one hell of a ride), the others manage to pick up the team leader and the MRAP heads towards the extraction point - which is, unbeknownst to the six heroes, occupied by friendly forces.
    Just as Bravo prepares to engage the units at the extraction point, the mission ends.
     
    And thus, thanks to Bravo's essential contribution to the operation, the other CHADS elements were able to successfully complete the mission - and they lived happily ever after.
  7. Like
    kman reacted to MidnightRunner in PMC Ops Hell Week 7 04/09/2020 @ 17:30 UTC   
    Mission Name:
    PMC Ops Hell Week 7
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 35 (5 Teams of 6, command and vortex )
     
    Situation
    Following the Russian airbourne incursion and assault on the Farm, the Combat Hounds withdrew to their safehouse, a petrol station disused after an FLF attack. From here they seek to regroup and plan their next move. Obviously the CHADS are not equipped to fight a full on ground war so it is time to leave. However, getting out of the area may prove to be tricky. We have maybe had one stroke of luck. The Finnish government minister Codename Sunray was in the area when the Russians landed, he too has retreated to a safe position. Finnish authorities have agreed to extract the remaining Combat Hounds from the area but only if the Combats Hounds deliver Sunray to the extraction site safely.
     
    Assets:
    1 x MH-6M Littlebird
    Various ground transport and support vehicles
     
    Friendly Forces:
    Finnish Maavoimat (Army)
     
    Enemy Forces:
    Militant Extremists group known as Suomen vapautusrintama or Finnish Liberation Front
    Russian VDV
     
    Civilians:
    Large civilian presence to be expected.
     
    Mission
    Find Sunray and deliver him safely to the extraction zone in the West. 
     
    Execution
    Objectives:
    1. Find and secure Sunray
    2. Escort Sunray to the Extraction site safely.
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement: 
    Marked military vehicles may be engaged at will. Change in ROE 
    Return fire only in all other circumstances.
    Civilians are present in the area so collateral damage is to be kept to a minimum.
    Only buildings clearly being used for a military purpose may be engaged.
    Civilian life must be protected (Hearts and minds)
     
     
    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.
    You are now able to check everyone's role through the map and settings tab.
     
    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.
    You are now able to check everyone's role through the map and settings tab.
     
    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.
  8. Like
    kman reacted to MidnightRunner in Friday Night WW2 Hype   
    As the title suggests, we have been working on a WW2 campaign which will begin on the 11th of September.

    This campaign will involve two story lines from two different Zeus's.
    @SiegeSix and myself will be alternating Fridays and story lines.

    The first story line, my missions, will follow an airbourne division from their D-Day drop into France.
    The second story line, Siege's missions, starting on the 18th, will follow an Infantry division from landing at the beaches of Normandy.

    The plan is to run these campaigns for approx 8-10 weeks. 
     
    Modset:
    Arma 3 Preset IFA Ahoy.html
     
    Points to note:
    We will be alternating week to week between airbourne and infantry units Based on the recent pole carried out the modset uses Acre instead of TFAR, however for the standard rifleman this will have no impact as you will not have a radio anyway Modset is a little larger than normal but the mods required to make this work add a lot of assets and more than a few maps, we have tried to limit it as much as we can  
     
    As usual if you have any questions or comment please let me know.
     
    Midnight

     
     

     
  9. Like
    kman reacted to Minipily in PMC Ops Hell Week 6 28/08/2020 @ 17:30 UTC   
    Honestly, I wouldn't start your message by saying *Your callsign - to ....*

    In the heat of battle, if someone just hears command first on the radio, they might assume its someone calling for command. First call the elements that you are trying to call, then say who you are. That way it will immediately get their attention. I feel that's a better way to do it generally.
     
    So rather than "Command to all elements" just say "All elements, this is command" or start off with a respective unit name.
     
    Shit happens on comms and its something we're all constantly learning and getting better with, at least the op was for the most part a success.
  10. Like
    kman reacted to MidnightRunner in PMC Ops Hell Week 6 28/08/2020 @ 17:30 UTC   
    Mission Name:
    PMC Ops Hell Week 6
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
     Arma 3 Preset PMC Hell.html
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 35 (5 Teams of 6, command and vortex )
     
    Situation
    After multiple instances of trespass in their airspace Finnish authorities have shot down an unidentified and unresponsive aircraft which has crashed south of our position. In order to discover the source of this jet the Finnish authorities have requested we attempt to recover a flight recorder or something similar which will give insight into the source of this aircraft. Early reports suggest it was a jet from the Mig family. ISR is reporting an increased level of activity around the crash site, suggesting that the FLF are looking for the same thing, possibly to cover up the information we are trying to recover.
     
    Assets:
    1 x MH-6M Littlebird
    1 x Bell UH-1H
    Various ground transport and support vehicles
     
    Friendly Forces:
    Finnish Maavoimat (Army)
     
    Enemy Forces:
    Militant Extremists group known as Suomen vapautusrintama or Finnish Liberation Front
     
    Civilians:
    Large civilian presence to be expected.
     
    Mission
    Find and recover the flight info from the crash site before the FLF can get their hands on it.
     
    Execution
    Objectives:
    1. Recover the flight recorder data from the crashed jet 
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement: 
    Marked military vehicles may be engaged at will. Change in ROE 
    Return fire only in all other circumstances.
    Civilians are present in the area so collateral damage is to be kept to a minimum.
    Only buildings clearly being used for a military purpose may be engaged.
    Civilian life must be protected (Hearts and minds)
     
     
    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.
    You are now able to check everyone's role through the map and settings tab.
     
    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.
    You are now able to check everyone's role through the map and settings tab.
     
    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.

  11. Like
    kman got a reaction from Schubz in PMC Ops Hell Week 6 28/08/2020 @ 17:30 UTC   
    PMC Hell, my role: PLT
    Zeus: @MidnightRunner
    ISR: @SiegeSix
    A @Ryko, B @Miksi, C @Jochem
    VRT: @Gambit, @Norris
     
    Thanks for this mission Midnight, it was rly fun even if tough for me.
    With the benefit of hindsight, it might have been easier to stay in base as PLT because of hectic comms, but still glad I got to be in field.
    Alternatively a FAC could have been helpful, since A, B, C, 2xVortex and ISR on top, make for a LOT of traffic.
     
    Any feedback on my mess and what to improve will be appreciated.

    Also an afterthough:
    I believe it was Jochem, who mentioned that he didnt hear the info about objective location being discovered by ISR, since he can miss (filter out) any comms not mentioning his callsign.
    It is true, that several times during this mission, I have opened comms with:
    "Command to all elements...<message>"
    I used this for objective being discovered by ISR (to redirect all teams to it) and also to call retreat and inform teams about fallback position (or lack of thereoff, once I believed Secondary was overrun).
    I do not know, if this is acceptable radio form, or if it is better to use: "Alpha, Bravo, Charlie...<message>" to make callsigns notice better
    Maybe Norris would have input to that.

    PS: The whole miscommunication with Secondary Extraction being overrun kinda made the mission frustrating and even more fun at the same time, only Arma can give you moments like that.
  12. Like
    kman reacted to MidnightRunner in Operation Trebuchet Madrigal Week 4 25/08/2020 @ 17:30 UTC   
    Mission Name:
    Operation Trebuchet Madrigal Week 4
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset AW Optre.html
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 37 (5 Teams of 6, 2 man Spartan team, command and vortex )
     
     
    Situation
    Following the opening of a second flank, UNSC forces have effectively stretched out the insurrectionist forces. To press this advantage command have decided that now is the time to make a push against Castra Arcology and the surrounding area. The walled city is very well defended from external attack, but may be susceptible to attack from inside. Command recommends an airbourne assault on the 2 large towers in the centre of the city. 
     
    Assets:
    Various ground/air transport and support vehicles
     
    Friendly Forces:
    UNSC forces
     
    Enemy Forces:
    Insurrectionists
     
    Civilians:
    Large civilian presence to be expected.
     
    Mission
    Launch an airbourne assault on Castra Arcology. Then secure the surrounding area.
     
     
    Execution
    Objectives:
    1. Launch an assault on Castra Arcology
    2. Capture the rest of the city
    2. Secure the surrounding area.
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Armed Insurrectionists may be engaged on sight
    Civilians are present in the area so collateral damage is to be kept to a minimum.
    Only buildings clearly being used for a military purpose may be engaged.
     
     
     
    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.

     
  13. Like
    kman got a reaction from Schubz in [POSTPONED] War for Altis - Act 3 Mission 8 Modded Zeus Ops 19.07.20 @ 16:30 UTC   
    @JANXOL as we discussed before, I would like to suggest moving the Sunday mission start to 17:30 UCT, unless that is sheduling problem for you.
     
    On Fridays, we are consistently getting more people for the PMC mission than on Sunday for War or Altis, despite that due to scope we would benefit from more people in this larger ops. People tend to be home Sun evenings, but 16:30 UCT might be too soon for some, also the USA/Canadian people are more likely to be done with lunch at the later hour if they are free.
  14. Thanks
    kman reacted to MidnightRunner in PMC Ops Hell Week 1 26/06/2020 @ 17:30 UTC   
    Mission Name:
    PMC Ops Hell Week 1
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset PMC Hell.html
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 35 (5 Teams of 6, command and vortex )
     
     
    Situation
    Finland has suffered a number of seemingly "home grown" terror attacks in recent months. There is also an increasing amount of nationalist sentiment in the area stemming from a group known as the Suomen vapautusrintama or Finnish Liberation Front (FLF). They have been preaching the standard anti EU/anti immigrant rhetoric which has seen them gain followers who share their ideals.
    They FLF have used this momentum to stage anti government protests, many of which turned violent. It is believed that an extremist militant group is either pulling the strings or has infiltrated the FLF. 
     
    The Finnish government are hesitant to deploy their armed forces within their own territory, as this could be seen as an escalation in a time when reconciliation is needed. As such they have contracted the Combat Hounds a less overt force to help in both proving security and investigating the militant activity related to the FLF. We have been granted the rights to carry weapons and to fly our unmarked aircraft within Finnish territory but the Finnish government has stopped short of allowing the Combat Hounds to execute CAS missions in domestic soil. 
     
    Assets:
    1 x MH-6M Littlebird
    1 x Bell UH-1H
    Various ground transport and support vehicles
     
    Friendly Forces:
    Finnish Maavoimat (Army)
     
    Enemy Forces:
    Militant Extremists group known as Suomen vapautusrintama or Finnish Liberation Front
     
    Civilians:
    Large civilian presence to be expected.
     
    Mission
    Now that we have arrived in the area and set up our base of operations our next goal is to gain intel on our foe, to this end we have arranged a meeting with members of the counter insurgency branch of the Finnish military. There is also the site of a recent attack where we can hopefully gain insight into their tactics. 
     
     
     
     
     
    Execution
    Objectives:
    1. Meet with the Finnish COIN forces and learn what they know about the FLF
    2. Inspect the site of the recent attack for any clues into FLF tactics or activities
    3. Act against any militant activity you discover
    4. Increase security and protect civilian life wherever possible 
     
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Return fire only.
    Civilians are present in the area so collateral damage is to be kept to a minimum.
    Only buildings clearly being used for a military purpose may be engaged.
    Civilian life must be protected (Hearts and minds)
     
     
    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.
  15. Like
    kman got a reaction from Maulkin in AO spawns are too close   
    Hard to change this to everyone's satisfaction, AOs spawning close has pros and cons.
     
    What I would like to see (if technicaly possible @Stanhope ?), is to create delay between red circle of new AO appearing on the map, and enemy units spawning there.
    This would give pilots - and also drivers -- time to react to situation where AO is about to spawn under their very asses.
     
    The delay should not be long - maybe like 30-45 seconds between circle appearing and units spawning - so it cannot be exploited by players for easy kills.
  16. Thanks
    kman got a reaction from MidnightRunner in Testing the waters: Midweek Halo Campaign   
    for me, monday or thursday are best
  17. Thanks
    kman reacted to MidnightRunner in Testing the waters: Midweek Halo Campaign   
    Alright given the response, I will go ahead and set this up. I will be back to you guys in about a week or so with more detail.
  18. Haha
    kman reacted to Stanhope in AO spawns are too close   
    Possible?  Yes. 
  19. Like
    kman reacted to JANXOL in War for Altis - Act 3 Mission 4 Modded Zeus Ops 07.06.20 @ 16:30 UTC   
    Date:
    07.06.2020
    16:30 UTC
     
    Expected mission length: 120+ min (might be over or under)
    Act 3 - Weather the storm
    Part 4
               
                    
               
               
               
    Despite insurgent pressure and artillery bombardment, the Altian forces did not retreat from the territory they have secured. The firebases were eliminated and insurgents forced back. It seems that this move allowed to secure the area, as no further pushes were made by the insurgents. It is clear that they were hoping to force the Altian retreat by putting pressure on the Altian forces. It is now clear that Altians have intent of moving and the insurgents lack the strength to retake the territory in an open battle. It also appears that Templar is either unwilling or unable to commit his force at this time.

                However, despite these successes, the Altians must now limit their actions against the insurgency and focus on the threat in the south. With general Vsevolod Mikhailovich Izhutin, known as "Chessmaster" in command of the Russian force and fresh troops that arrived from Malden and mainland, it is only a matter of time before...

                BREAK! BREAK! The Russians have just begun their offensive. Things look bad. Everything is on fire.

     
     
     
               
     
     
       
       
       
     

     
    The Assets
    Player faction: Altian armed forces
    Player slots: 33
    - PLATCO - 4 man command element + BRDM-2UM command vehicle
    - 3 Infantry Squads - Alpha, Bravo, Charlie - 8-man each
    - Vortex - 2-man helicopter pilot team (pilot and co-pilot)
     
    - Ares - 3-man tank crew with access to T-72 as well as newly aquired M1
     
     
     
     
    - Mi-8 and UH-60 transport helicopters
     
    - 1x M1A1
    - 1x T-72
      - 1x BTR-70
    - 1x MT-LB
    - Various wheeled support vehicles
     
     
     
    The mission
    The Russians have begun a large scale offensive on both fronts. Your task is to contain the western advance and retake our fortifications line.
     
    The modset:
     For your convenience, here's the modlist:
    War For Altis act3.html 10.39 kB · 30 downloads
     
     
    For anyone unfamiliar with ACE who wishes to join, I recommend you check out the ACE basic handbook:
     
     
     
    Hope to see you there!
  20. Haha
    kman got a reaction from Schubz in War for Altis - Act 3 Mission 3 Modded Zeus Ops 31.05.20 @ 16:30 UTC   
    Come on, everyone here is seriously into RP - have you seen how much time we spend playing dress-up and complaining about orders? 😄
  21. Like
    kman got a reaction from Johnson in War for Altis - Act 3 Mission 2 Modded Zeus Ops 24.05.20 @ 16:30 UTC   
    Role: PLT
    Zeus: @JANXOL
    ASL: @Jenkins BSL: @Johnson
    Vortex: @Xwatt, @Mouldy
     
    That was suprisingly smooth. I was worried that sending Bravo alone searching for MANPADS - unable to be assisted until they found them - could end badly, but Johnson held it together, at least until they ran into that Katusha-Technical from hell.
     
    Alpha also did excellent, coordinating with Vortex for very effective assault on the eastern command post and later utilizing the same Katusha for pummeling enemy FOB.
    Moving Alpha west by Air, to quickly re-deploy against FOB was risky, but luckily worked. We skipped guerillas in the forest, that Janxol no doubt lovingly placed to ambush us.
     
    Vortex juggled CAS/reinserts well. I guess you owe The Hind an apology Xwatt, it kicked ass.
     
    PS: I didn't realized until the mission was on the way, how small the AO actually is, so initial LZ was danger close to enemy positions, which Vortex fortunately called out.
     
    PPS: @Geb I noticed you had some problems seeing bleeding wounds on Icze when we were saving him. Are you using Medical menu when looking on patients?
    It can be hard to see the wounds, if you use only the radial ACE interaction.
  22. Like
    kman got a reaction from JANXOL in War for Altis - Act 3 Mission 2 Modded Zeus Ops 24.05.20 @ 16:30 UTC   
    Role: PLT
    Zeus: @JANXOL
    ASL: @Jenkins BSL: @Johnson
    Vortex: @Xwatt, @Mouldy
     
    That was suprisingly smooth. I was worried that sending Bravo alone searching for MANPADS - unable to be assisted until they found them - could end badly, but Johnson held it together, at least until they ran into that Katusha-Technical from hell.
     
    Alpha also did excellent, coordinating with Vortex for very effective assault on the eastern command post and later utilizing the same Katusha for pummeling enemy FOB.
    Moving Alpha west by Air, to quickly re-deploy against FOB was risky, but luckily worked. We skipped guerillas in the forest, that Janxol no doubt lovingly placed to ambush us.
     
    Vortex juggled CAS/reinserts well. I guess you owe The Hind an apology Xwatt, it kicked ass.
     
    PS: I didn't realized until the mission was on the way, how small the AO actually is, so initial LZ was danger close to enemy positions, which Vortex fortunately called out.
     
    PPS: @Geb I noticed you had some problems seeing bleeding wounds on Icze when we were saving him. Are you using Medical menu when looking on patients?
    It can be hard to see the wounds, if you use only the radial ACE interaction.
  23. Like
    kman got a reaction from Xwatt in War for Altis - Act 3 Mission 2 Modded Zeus Ops 24.05.20 @ 16:30 UTC   
    Role: PLT
    Zeus: @JANXOL
    ASL: @Jenkins BSL: @Johnson
    Vortex: @Xwatt, @Mouldy
     
    That was suprisingly smooth. I was worried that sending Bravo alone searching for MANPADS - unable to be assisted until they found them - could end badly, but Johnson held it together, at least until they ran into that Katusha-Technical from hell.
     
    Alpha also did excellent, coordinating with Vortex for very effective assault on the eastern command post and later utilizing the same Katusha for pummeling enemy FOB.
    Moving Alpha west by Air, to quickly re-deploy against FOB was risky, but luckily worked. We skipped guerillas in the forest, that Janxol no doubt lovingly placed to ambush us.
     
    Vortex juggled CAS/reinserts well. I guess you owe The Hind an apology Xwatt, it kicked ass.
     
    PS: I didn't realized until the mission was on the way, how small the AO actually is, so initial LZ was danger close to enemy positions, which Vortex fortunately called out.
     
    PPS: @Geb I noticed you had some problems seeing bleeding wounds on Icze when we were saving him. Are you using Medical menu when looking on patients?
    It can be hard to see the wounds, if you use only the radial ACE interaction.
  24. Like
    kman got a reaction from WinterMute in War for Altis - Act 3 Mission 2 Modded Zeus Ops 24.05.20 @ 16:30 UTC   
    Role: PLT
    Zeus: @JANXOL
    ASL: @Jenkins BSL: @Johnson
    Vortex: @Xwatt, @Mouldy
     
    That was suprisingly smooth. I was worried that sending Bravo alone searching for MANPADS - unable to be assisted until they found them - could end badly, but Johnson held it together, at least until they ran into that Katusha-Technical from hell.
     
    Alpha also did excellent, coordinating with Vortex for very effective assault on the eastern command post and later utilizing the same Katusha for pummeling enemy FOB.
    Moving Alpha west by Air, to quickly re-deploy against FOB was risky, but luckily worked. We skipped guerillas in the forest, that Janxol no doubt lovingly placed to ambush us.
     
    Vortex juggled CAS/reinserts well. I guess you owe The Hind an apology Xwatt, it kicked ass.
     
    PS: I didn't realized until the mission was on the way, how small the AO actually is, so initial LZ was danger close to enemy positions, which Vortex fortunately called out.
     
    PPS: @Geb I noticed you had some problems seeing bleeding wounds on Icze when we were saving him. Are you using Medical menu when looking on patients?
    It can be hard to see the wounds, if you use only the radial ACE interaction.
  25. Thanks
    kman reacted to JANXOL in War for Altis - Act 3 Mission 2 Modded Zeus Ops 24.05.20 @ 16:30 UTC   
    Date:
    24.05.2020
    16:30 UTC
     
    Expected mission length: 120+ min (might be over or under)
    Act 3 - Weather the storm
    Part 2
               
                    
               
                As insurgent activity spikes across all of Altis outposts are attacked, convoys are lost and both Altian and Russian operations are being disrupted. The insurgents feel bold, they have concluded that with both sides preparing for another major clash they can move and operate freely. The Altian command has finally reached the conclusion that enough is enough and this issue must be dealt with right now, even if it means temporarily weakening the Russian frontline. With Russians steadily pulling more forces towards Altis, the frontline situation will only get worse with time, and so the operation against the insurgent threat is authorized.

                Altian intelligence uncovered interesting information about the insurgents thanks to intel gathered in the field and questioning captured insurgent leaders. They believe they have located several important installations used to store weapons, equipment and ammunition, as well as facilitate communications and ops control. These facilities must be taken out if the insurgent threat is to be contained. It is also apparent that many insurgent operations are looking to gather information on "Thor's Hammer". Recently, they were searching for a Russian recon outpost in Altian territory, hoping to find data and encryption keys, but that attempt was thwarted by Altian forces, who secured the outpost first. The data found there would be useless to the insurgents but they were certainly useful to the Altians, revealing Russian recon plans as well as any weak points and movements scouted by the enemy - weak points which can now be reinforced, movement plans which can now be altered.

                Now Altian forces are preparing to venture into insurgent-controlled territory, aiming to show them they cannot operate with impunity.

     
               
     
     
       
       
       
     

     
    The Assets
    Player faction: Altian armed forces
    Player slots: 30
    - PLATCO - 4 man command element + BRDM-2UM command vehicle
    - 3 Infantry Squads - Alpha, Bravo, Charlie - 8-man each
    - Vortex - 2-man helicopter pilot team (pilot and co-pilot)
     
     
     
     
    - Mi-8 and UH-60 transport helicopters
    - 1x Mi-24V
      - 1x BTR-70
    - 1x MT-LB
    - Various wheeled support vehicles
     
     
     
    The mission
    Advance into insurgent territory and destroy major enemy installations used to store equipment and as command centres for insurgent operations across Altis.
     
    The modset:
     For your convenience, here's the modlist:
    War For Altis act3.html 10.39 kB · 30 downloads
     
     
    For anyone unfamiliar with ACE who wishes to join, I recommend you check out the ACE basic handbook:
     
     
     
    Hope to see you there!
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