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Stanhope

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  1. Like
    Stanhope got a reaction from Ryko in I&A 4 secondary (side) missions and sub-objectives   
    From the TS channel: people seem to feel that the arty (secondary objective, don't know about sub-obj mortars) have a bit of a too high fire rate.  They perceive it as being artied every minute. 
  2. Like
    Stanhope got a reaction from Johnson in I&A 4 Beta Test Feedback   
    Some ideas:
    Remove the perverse incentive from vortex Currently it's in Vortex' best interest to fly leisurely to the AO and speed back to base.  As vortex gets points when flying people around.  Instead have vortex earn points by dropping people of near an objective (maybe with a multiplier for distance to the objective) and for bringing them back to base. 
    Introduce a kill assist mechanic Currently you can do 99% of the damage to a vehicle but if it blows up on its own after that you get no points.  At least with an assist mechanic (e.g. a hit event handler that pushes back the players uid into an array that's set on server on the affected object with setvariable) you'd get some points. 
     
  3. Like
    Stanhope reacted to MidnightRunner in Iron front US Campaign Week 9 06/11/2020 @ 19:00 UTC   
    Mission Name:
    Iron front US Campaign Week 9
     
    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 18:00 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 36 (2 Squads of 12, an 8 man weapons team and 4 man command element)
     
     
    Situation
    Operation Varsity was part of Operation Plunder the allied plan to cross the Rhine. As part of Varsity, with the final airbourne assault of the war. Allied forces dropped East of the Rhine and its distributaries in order to secure vital crossing points for the ground troops.  A single intact bridge is known to span the IJssel in the Netherlands. It is vital that this bridge be captured so that allied armour can roll freely into Germany.
     
     
    Assets:
    A small supply of ground vehicles delivered by the gliders.
     
    Friendly Forces:
    US army 
     
    Enemy Forces:
    German Wehrmacht
     
    Civilians:
    Sparse civilian presence to be expected.
     
    Mission
    You are to paradrop on the East side of the river IJssel and secure an area for friendly forces to advance. We anticipate that the Germans will attempt to destroy the only intact bridge in the area, it will be down to you to prevent this.
     
     
    Execution
    Objectives:
    1. Paradrop East of the river and regroup.
    2. Secure the Eastern shore while allied forces assault the western side.
    3. Locate and disable anything the Germans could use to destroy the bridge.
     
    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:
    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. Haha
    Stanhope got a reaction from RiverWolf in Invade & Annex 3 Version History And Feedback Thread   
    I see absolutely nothing wrong here. 
    (Noted and should be fixed next version, whenever that's released)
  5. Like
    Stanhope got a reaction from Noah_Hero in How to join and play on our I&A servers   
    This is a guide meant for people who have never or only a few times played on our I&A servers.  At the bottom you can find 3 links to videos created by members of our community on how to join the server.  All 3 are a bit over 40 minutes but all certainly worth watching if you're new.
     
    1. Joining the server
    Let's me quickly just explain how one joins one of our server.
    This can be done in several different ways.  The easiest and fastest is direct connect but you can also look in the server-browser and even in the recent tab if you have recently played on our servers.

    To use direct connect you will need the IP and port of the server.  For our public servers these can be found here.  You'll have to put this information into the IP and port field like this:

     
    If you prefer to use the server browser you can use the following settings:

    You can change the max ping it's not really that important.  You can also hide full servers and passworded servers if you're trying to join one of our public I&A servers.
    And these servers will show up:


    If you use the recent tab, just sort them alphabetically and look for the ahoyworld ones.
     
    2. Picking a slot
    Right after you entered the server you will see this screen, also known as the lobby:


    On the right hand side you see all the connected players.  At the top some information about the server, the mission, ...  And on the left hand side you will find the slots you can connect to, highlighted in the screenshot below.

    To get in the server simply select a slot by pressing on it with the left mouse button and press OK.  Depending on which slot you select you'll have a different role in the game.
    We have slots ranging from rifleman to medic to pilot to UAV operator.  The first roles you'll come across are infantry roles, alpha squad to echo squad, more towards the bottom you'll find roles like snipers, recon squad, pilots, UAV operator, ...
     
    3. Joining and spawning
    After you pressed OK, arma will start downloading the mission file.  Depending on your internet connection this might go rather quickly or can take quite some time.  After arma has loaded the mission file and synced some other data you will get the respawn-screen, which for altis I&A looks like this:


    To spawn in select a spawn location from the list on the left hand side and when the timer has gone down to 0 a 'respawn' button will appear.
     
    4. Getting your gear sorted
    After you spawn in you will have the default gear, you can change this gear at any of our arsenals.  In main base arsenals can be found on officers standing around in base.  Here are some examples:

    At FOBs (Forward Operating Base) arsenals are located on the big crates that look like this:

    The arsenal on the server is partially restricted.  Things like RPGs, explosives, ... can be taken by anyone.  But sniper-rifles are only available for snipers, marksman-rifles only for marksmen, Titan launchers only for AT specialists, ...
    Things like CSAT and AAF uniforms are not available for anyone to avoid friends and foes from looking the exact same.
     
    Knowing this you can start making your kit.  Feel free to personalize it as much as you want, just be sure not to stand at the arsenal for hours.  After you made your kit in the arsenal you can save it.  This can be done by pressing save at the bottom of the screen and then enter the name and press save again.  

    If you do this you can load that exact loadout from the arsenal next time you join our, or any other, server and even in singleplayer.
     
    After you get your gear sorted I suggest quicksaving your loadout so you respawn with it.  This can be done by using the scroll-option on any arsenal.
     
    5. What is there to do?
    In I&A there are 3 types of objectives and a special one that spawns.
    The primary that will always be active is the main AO.  On the map they look like this:

    The goal in this objective is to push back hostile forces out of that area.  An AO also has a sub-objective.  The current sub-objectives are: a radio-tower, a cache and an HQ building.  They all have to be take out in their own way before that AO can complete and the next one can spawn.  The cache and the radio-tower can simply be destroyed to complete the objective for the HQ building you've got to kill the officer in it.

    A second type of mission are the side missions which look like this on the map:
    (picture to be inserted)
    There are several side missions, too many for me to list here.  But they all come with a description that will tell you what you have to do to complete that specific side mission.  Upon successful completion of a side mission a reward will spawn at base.  These rewards can range from a repair off-road to a main battle tank to attack helos and even jets.  Obviously the chances of a jet spawning are significantly lower than the chance of a car/MRAP/IFV spawning.  (Mine-Resistant Ambush Protected vehicle and infantry fighting vehicle).

    The third type of objective that can spawn are priority objectives.  On the map they look like this:

    Priority objectives should always be take out as soon as possible, they should be your priority.  This because priority objective will have significant impact on how easy the other missions are. 
    We currently have 3 priority objectives: artillery, anti-air and factory.  
    If prio artillery spawn hostile forces will have set up some artillery and start shelling friendly positions they know about.
    If prio AA spawns any friendly air asset within 5 km will be engaged by it and in 95% of cases be taken down.
    If prio factory spawns the AO will be reinforces periodically with hostile forces.
    Each one has it's own way of being taken out.  The AA and arty can be take out simply by destroying the AA and arty assets.  To take out the factory you first have to kill the viper engineer in the factory before you can destroy the factory building.  Only when the factory building is taken out reinforcements will stop spawning.
     
    The final type of mission that might be active is a zeus mission.  There is no set time when one of these will be active.  There will have to be someone with zeus-access (a modded moderator or a spartan) who's willing to do one.
    As they are made on the spot this guide can't tell you what they'll look like or what you'll have to do.  If you don't know what to do at/for that zeus mission, just ask in sidechat.

    6. How do i get to where to fighting is?
    There are several different ways to get there.  First off you've got to see how far the objective is from where you are.  In general if the objective is no more than 1.5km away it'll be fastest to walk/jog/run there.
    If walking isn't an option you have 2 more options: via ground and via air.

    We have helicopter pilots that will fly you around.  How this is done depends on a few things, here are a few examples of what to do in the described situation, they don't cover everything tho.  If you, after reading these situations, don't know how to get an airlift just hop on the server and ask in sidechat.
    If you're out in the field and need evac or to be flown to the next objective just mark your location on the map with a marker and name it evac.  Then type in sidechat something in the lines of 'vortex i need evac at old side mission'.  If you're at an old AO you'll obviously use old AO instead of old side.
     
    If you're at base it's just a little bit more complicated.  First look on the map to see whether or not we have any FOBs.
    If we don't just go to the pickup-pad at base and await arrival of a heli.  The pickup-pads look like this:


    If we do have an FOB it's advised to teleport to the FOB closest to the action.  Teleporting can be done by using the scroll option on the teleport laptop.  The teleport laptop looks like this:
     
    So the last option is to go via ground.  At our base and all of our FOBs vehicles spawn.  You can freely use these vehicles however do make sure nobody else is using that vehicle at that moment in time.  He might not be in it because he's loading things up.  If you're not sure just ask in sidechat.
    Most of our vehicles respawn the only exceptions are the side mission rewards.  They do not respawn.
    One last thing to consider is whether or not it's sensible to take that vehicle.  If you're all by yourself it might not be sensible to take a hemtt which can seat up to 20 people.  
     
    7. final notes
    Just a few final things you should know/do before joining:
     
    War is chaotic, friendly fire incidents will happen but try to avoid them at all cost.  In general we advise new -and experienced- players to check their map before shooting.  Just look whether or not there are friendlies in the area you're about to shoot at.  After having played enough hours in arma and in I&A you'll start recognizing what friendly and what hostile uniforms are, how AI behaves, ...  Just be sure to to rely on this knowledge too much, many people have been TKed this way.

    And finally be sure to read the rules, we have a select few rules that are the opposite of what most other servers out there enforce.  An example of this: if you crash a helicopter or vehicle and there is no sensible way to get it operational again, just abandon it do not blow it up.
    All the other rules can be found here:  

    A video explain on how to join our servers made by @fir_nev can be found here.
     
    And @GamerbugUK also made 2 great videos about how to join: first one, second one.
     
    Suggestions, questions, comments, ... below and i, or someone else, will happily answer your question and i might put your suggestion in this guide.

     
  6. Thanks
    Stanhope got a reaction from Sho_Iwaizumi in Rush?   
    A bit late for a follow up but:  seeing how it's 7-8 against Rush (Fabs voted before knowing what he was voting on and after finding out what he was voting on wanted to change his vote) we're not going to spend a lot of time fixing up Rush.  That being said, I will, once I find some time, port Rush over to the current modset (this should only take me an hour at most) so we have it available to play every once in a while maybe, for example if a gamenight gets cancelled last minute.  It never hurts to have options available. 
  7. Like
    Stanhope got a reaction from Schubz in [AWE] Liberation SUNDAY 25/10/20 @ 17:30 UTC   
    Mission Summary
     
    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.  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
     
    The modset, as well as a full explanation on how to join, can be found here:
     
     
    Mission Runtime
     
    Roughly 2 hours with a chance to carry on open-ended
     
     
    Friendly Forces
     
    British Armed Forces (MTP)
     
    Opposing Forces
     
    Sahrani Resistance
     
    Mission
     
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
    Objective
     
    TBD by Acting Command on Sunday
     

     
  8. Like
    Stanhope got a reaction from Johnson in [AWE] Liberation SUNDAY 25/10/20 @ 17:30 UTC   
    Mission Summary
     
    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.  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
     
    The modset, as well as a full explanation on how to join, can be found here:
     
     
    Mission Runtime
     
    Roughly 2 hours with a chance to carry on open-ended
     
     
    Friendly Forces
     
    British Armed Forces (MTP)
     
    Opposing Forces
     
    Sahrani Resistance
     
    Mission
     
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
    Objective
     
    TBD by Acting Command on Sunday
     

     
  9. Like
    Stanhope got a reaction from MidnightRunner in [AWE] Liberation SUNDAY 25/10/20 @ 17:30 UTC   
    Mission Summary
     
    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.  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
     
    The modset, as well as a full explanation on how to join, can be found here:
     
     
    Mission Runtime
     
    Roughly 2 hours with a chance to carry on open-ended
     
     
    Friendly Forces
     
    British Armed Forces (MTP)
     
    Opposing Forces
     
    Sahrani Resistance
     
    Mission
     
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
    Objective
     
    TBD by Acting Command on Sunday
     

     
  10. Like
    Stanhope reacted to MidnightRunner in Iron front US Campaign Week 7 23/10/2020 @ 18:00 UTC   
    Mission Name:
    Iron front US Campaign Week 7
     
    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 18:00 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 36 (2 Squads of 12, an 8 man weapons team and 4 man command element)
     
     
    Situation
    With Allied forces now moving quickly through France, we have swapped aircraft for trucks and have been charged with aiding in the advance towards the Rhine. Along the way we must deal with any German resistance.
     
     
    Assets:
    A small supply of ground vehicles delivered by the gliders.
     
    Friendly Forces:
    US army 
     
    Enemy Forces:
    German Wehrmacht
     
    Civilians:
    Sparse civilian presence to be expected.
     
    Mission
    We have come to an area which is believed to be a German defensive point, aimed at slowing our advance. From what we know there is a sizeable garrison in the area as well as a vehicle repair facility.  
     
     
    Execution
    Objectives:
    1. Punch through the German defensive lines and capture the area
    2. Secure the MSR for the following allied units
    3. Locate and disable the vehicle repair depot in the area.
     
    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:
    Radios are only available to a select few. Lead elements have limited scope to move these around to maintain the command structure and organisation.

  11. Like
    Stanhope got a reaction from Lindi in Got ban today   
    Fill this in: https://forums.ahoyworld.net/forms/10-ban-appeal/
  12. Like
    Stanhope got a reaction from Schubz in [AWE] Liberation SUNDAY 18/10/20 @ 17:30 UTC   
    Mission Summary
     
    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.  These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not.
     
    There'll also be an update to the mission itself with some minor fixes
     
    Modset Required
     
    The modset, as well as a full explanation on how to join, can be found here:
     
     
    Mission Runtime
     
    Roughly 2 hours with a chance to carry on open-ended
     
     
    Friendly Forces
     
    British armed forces
     
    Opposing Forces
     
    Sahrani Resistance
     
    Mission
     
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
    Objective
     
    TBD by Acting Command on Sunday
     

  13. Like
    Stanhope reacted to Lindi in ahoyworld   
    Hi Bombardak_Joe,
     
    I have reviewed your ban report from today and the one from 2019. The ban reports are near identical and seems to be that there is a pattern here. Both reports mention you being warned and kicked numerous times before being banned. On both occasions for similar offences. In light of this I will not be lifting your ban, you will have to server the time and highly recommend reading the rules of AhoyWorld and EU1 for future reference. 
     
     
     
    BAN APPEAL UNSUCCESSFUL
  14. Like
    Stanhope got a reaction from MidnightRunner in [AWE] Liberation SUNDAY 18/10/20 @ 17:30 UTC   
    Mission Summary
     
    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.  These are the days when we push for harder objectives or complex operations in combined arms, or try things we normally would not.
     
    There'll also be an update to the mission itself with some minor fixes
     
    Modset Required
     
    The modset, as well as a full explanation on how to join, can be found here:
     
     
    Mission Runtime
     
    Roughly 2 hours with a chance to carry on open-ended
     
     
    Friendly Forces
     
    British armed forces
     
    Opposing Forces
     
    Sahrani Resistance
     
    Mission
     
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
    Objective
     
    TBD by Acting Command on Sunday
     

  15. Like
    Stanhope reacted to SiegeSix in Iron Front US Campaign Week 6 16/10/2020 @ 18:00 UTC   
    Mission Name:
    Iron front US Campaign Week 6
     
    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 18:00 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, 4 man tank crew and 6 man command element)
     
     
    Situation
    As of our last assault in the Ardennes, we've managed to put the germans on the run. Command believes they're gathering a larger force to try and retake these bridges and halt our assault.
    However, we're taking advantage of the situation and trying to cross as many assets across the river before a possible counter-attack will halt this advance. In the height of these terrors, our platoon is sent to defend the advancing forces' flank and to launch a possible counter-offensive.
     
     
    Assets:
    Ground vehicles and tanks are available at spawn area.
     
    Friendly Forces:
    US Army 
     
    Enemy Forces:
    German Wehrmacht
     
    Civilians:
    I severely doubt it.
     
    Mission
    Halt the german counter-offensive and push them back.
     
     
    Execution
    Objectives:
    Do not let the germans past the town in the north.
     
    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. 
     
     


  16. Like
    Stanhope reacted to MidnightRunner in Operation Trebuchet Madrigal Week 9 13/10/2020 @ 18:00 UTC   
    Mission Name:
    Operation Trebuchet Madrigal Week 9 Finale
     
    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 18.00 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
    A UNSC scientist captured by the Insurrectionists has made contact with ONI in secret. He has described to them his work on the Insurrections final plan for Madrigal. They have been forcing to work on a nuclear device capable of laying waste to the region. He fears now that the Innies have been pushed back to Barcelenova they may actually detonate the device.
     
    Assets:
    Various ground/air transport and support vehicles
     
    Friendly Forces:
    UNSC forces
     
    Enemy Forces:
    Insurrectionists
     
    Civilians:
    Minimal civilian presence to be expected.
     
    Mission
    Find the scientist and the nuclear device before the Insurrectionists can detonate it.
     
     
    Execution
    Objectives:
    1. Insert into Barcelenova
    2. Make contact with the scientist
    3. Prevent the Innies from detonating the bomb
     
     
    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.

  17. Like
    Stanhope got a reaction from Sho_Iwaizumi in [AWE] Liberation 2.0 release SUNDAY 11/10/20 @ 17:30 UTC   
    AW Liberation 2.0 release
     
    This Sunday we'll be release AW Liberation 2.0, the changelog can be found in the changelog topic and the modset can be found here. From now on we'll change maps, enemy factions and friendly faction whenever a map is completed. 
     
    Mission Summary
     
    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.  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
     
    The modset can be found here:
     
    Mission Runtime
     
    Roughly 2 hours with a chance to carry on open-ended
     
    Area of operations
     
    Chernarus
     
    Friendly Forces
     
    Randomly picked at mission start
     
    Opposing Forces
     
    Randomly picked at mission start
     
    Mission
     
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
    Objective
     
    TBD by Acting Command on Sunday
     

     
  18. Like
    Stanhope got a reaction from Fabs in Rush?   
    With the squad server now up for a while and the new Liberation modset out and the new Liberation mission file made we'd like to know if there are still people who are interested in playing rush.  It'd be with the same modset as Liberation for easier management back-end.  This means a lot of the maps unsuitable for Liberation (zargabad for example) can be used for rush.  We'd also have a lot more options available for factions (All of BAF, all of RHS, all of project opfor).  But before we spend a lot of time making rush playable on these maps and making those factions we'd obviously like to know if there's still interest in Rush. 
     
  19. Like
    Stanhope got a reaction from Sho_Iwaizumi in Rush?   
    With the squad server now up for a while and the new Liberation modset out and the new Liberation mission file made we'd like to know if there are still people who are interested in playing rush.  It'd be with the same modset as Liberation for easier management back-end.  This means a lot of the maps unsuitable for Liberation (zargabad for example) can be used for rush.  We'd also have a lot more options available for factions (All of BAF, all of RHS, all of project opfor).  But before we spend a lot of time making rush playable on these maps and making those factions we'd obviously like to know if there's still interest in Rush. 
     
  20. Like
    Stanhope got a reaction from LH5 in Rush?   
    With the squad server now up for a while and the new Liberation modset out and the new Liberation mission file made we'd like to know if there are still people who are interested in playing rush.  It'd be with the same modset as Liberation for easier management back-end.  This means a lot of the maps unsuitable for Liberation (zargabad for example) can be used for rush.  We'd also have a lot more options available for factions (All of BAF, all of RHS, all of project opfor).  But before we spend a lot of time making rush playable on these maps and making those factions we'd obviously like to know if there's still interest in Rush. 
     
  21. Like
    Stanhope got a reaction from Fabs in [AWE] Liberation 2.0 release SUNDAY 11/10/20 @ 17:30 UTC   
    AW Liberation 2.0 release
     
    This Sunday we'll be release AW Liberation 2.0, the changelog can be found in the changelog topic and the modset can be found here. From now on we'll change maps, enemy factions and friendly faction whenever a map is completed. 
     
    Mission Summary
     
    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.  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
     
    The modset can be found here:
     
    Mission Runtime
     
    Roughly 2 hours with a chance to carry on open-ended
     
    Area of operations
     
    Chernarus
     
    Friendly Forces
     
    Randomly picked at mission start
     
    Opposing Forces
     
    Randomly picked at mission start
     
    Mission
     
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
    Objective
     
    TBD by Acting Command on Sunday
     

     
  22. Thanks
    Stanhope got a reaction from Minipily in [AWE] Liberation 2.0 release SUNDAY 11/10/20 @ 17:30 UTC   
    AW Liberation 2.0 release
     
    This Sunday we'll be release AW Liberation 2.0, the changelog can be found in the changelog topic and the modset can be found here. From now on we'll change maps, enemy factions and friendly faction whenever a map is completed. 
     
    Mission Summary
     
    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.  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
     
    The modset can be found here:
     
    Mission Runtime
     
    Roughly 2 hours with a chance to carry on open-ended
     
    Area of operations
     
    Chernarus
     
    Friendly Forces
     
    Randomly picked at mission start
     
    Opposing Forces
     
    Randomly picked at mission start
     
    Mission
     
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
    Objective
     
    TBD by Acting Command on Sunday
     

     
  23. Like
    Stanhope got a reaction from Schubz in [AWE] Liberation 2.0 release SUNDAY 11/10/20 @ 17:30 UTC   
    AW Liberation 2.0 release
     
    This Sunday we'll be release AW Liberation 2.0, the changelog can be found in the changelog topic and the modset can be found here. From now on we'll change maps, enemy factions and friendly faction whenever a map is completed. 
     
    Mission Summary
     
    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.  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
     
    The modset can be found here:
     
    Mission Runtime
     
    Roughly 2 hours with a chance to carry on open-ended
     
    Area of operations
     
    Chernarus
     
    Friendly Forces
     
    Randomly picked at mission start
     
    Opposing Forces
     
    Randomly picked at mission start
     
    Mission
     
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
    Objective
     
    TBD by Acting Command on Sunday
     

     
  24. Like
    Stanhope got a reaction from LH5 in [AWE] Liberation 2.0 release SUNDAY 11/10/20 @ 17:30 UTC   
    AW Liberation 2.0 release
     
    This Sunday we'll be release AW Liberation 2.0, the changelog can be found in the changelog topic and the modset can be found here. From now on we'll change maps, enemy factions and friendly faction whenever a map is completed. 
     
    Mission Summary
     
    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.  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
     
    The modset can be found here:
     
    Mission Runtime
     
    Roughly 2 hours with a chance to carry on open-ended
     
    Area of operations
     
    Chernarus
     
    Friendly Forces
     
    Randomly picked at mission start
     
    Opposing Forces
     
    Randomly picked at mission start
     
    Mission
     
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
    Objective
     
    TBD by Acting Command on Sunday
     

     
  25. Like
    Stanhope reacted to MidnightRunner in Iron front US Campaign Week 5 09/10/2020 @ 18:00 UTC   
    Mission Name:
    Iron front US Campaign Week 5
     
    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 18:00 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 36 (2 Squads of 12, an 8 man weapons team and 4 man command element)
     
     
    Situation
    It is D-Day +4 hrs, after being dropped into your LZ using gliders your unit has regrouped ahead of your assault on a vital bridge across the Merderet river.
    Your task is to capture and hold the bridge until friendly forces landing at Utah beach can relieve you.
     
     
    Assets:
    A small supply of ground vehicles delivered by the gliders.
     
    Friendly Forces:
    US army 
     
    Enemy Forces:
    German Wehrmacht
     
    Civilians:
    Sparse civilian presence to be expected.
     
    Mission
    Capture and hold the vital river crossing at Merderet near the La Fière manor.
     
     
    Execution
    Objectives:
    1. Capture the village and secure the bridge crossing
    2. Hold the bridge against German counter attack
    3. The bridge must survive
     
    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:
    Radios are only available to a select few. Lead elements have limited scope to move these around to maintain the command structure and organisation. 


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