Jump to content

SiegeSix

Donator
  • Posts

    398
  • Joined

  • Last visited

  • Donations

    15.00 GBP 

Everything posted by SiegeSix

  1. Hi, I recently (4 years ago) found this community and I thought of making an introduction, but found myself long overdue. So hi. See you on AWE, primarily. Love, SiegeSix
  2. We're getting paid to kill? I thought we did it for fun?
  3. Maybe: AW Biggest Cry Baby of the Year?
  4. Denmark just tighten up on the rules about wearing masks. Now we have to wear them in every public area, but there's a lot of grey zones in the laws.
  5. Mission Name: Iron front US Campaign Week 8 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 19.00 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 The Allied forces has penetrated the german defenses and are now feeling virtually unstoppable. Blasting through the Ardennes has landed the infantry at the doorstep of Germany. We are now preparing an invasion of Germany, beginning with the Rhineland. Assets: Ground vehicles and tanks are available at spawn area. Friendly Forces: US Army Enemy Forces: German Wehrmacht Possible Waffen-SS Civilians: Civilian presence is expected. Mission We are on the brink of winning the war, but we must start with the invasion of the Rhineland. Crossing the border we've come across a heavily defended area. From what we know, a Tiger Ace is known to have setup in the area. Execution Objectives: 1. Punch through the german defenses 2. Destroy enemy strongholds 3. Destroy enemy Tiger Ace 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.
  6. Why take the reigns in I&A when you decimate even the smallest of foes in a brand new Isreal Merkava tank?
  7. 1. Name the MOD or MAP Advanced Sling Loading 2. Describe what it does, or how you see it working Advanced Sling Loading is like the Advanced Towing, but for aircrafts. It keeps the vanilla automatic sling loading, but also adds a manual sling loading feature. This feature includes the ability to sling load up to THREE different objects. The user or the pilot can then adjust rope length, drop individual cargo, carry vehicles which the vanilla system can't sling and more. Weight is also a factor in this mod, so the bigger the bird, the bigger the cargo it can lift. 3. Provide a Steam-link or Bi-Thread to the request (if available or applicable) https://steamcommunity.com/sharedfiles/filedetails/?id=615007497 4. Concisely tell us why you think it will improve the server, or player experience, by implementing it As of the current iteration of Liberation (BAF VS idk), the Merlin is not able to sling load an infantry vehicle like a Jackal, this should create a workaround. It also allows the ability for a pilot to grab up to three supply boxes at a time across the map, which is a boring drive for logi. A major improvement is the ability for vortex to pick up captured vehicles and all the pilot needs to do is drop the ropes and let the soldiers hook up the vehicles. Here's a Pro & Con: Pro: Sling vehicles that can't be slung with the vanilla system, carry more than 1 object at a time, saves time transporting objects back and fourth, can use the features inside and outside of the aircraft. Con: It's a manual feature like the towing mod
  8. 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.
  9. The Walking Dead kinda lore or World War Z lore sounds fun. Generally Post Apocalyptic gameplay without any major alliance established would be fun
  10. 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.
  11. Whenever I open the I&A4 menu and click on "Vehicle Respawn...," it does not show me the box with a list of vehicles and their respawn time. I've tried as a Alpha Rifleman, Gambler Commander and Vortex Pilot.
  12. 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.
  13. After a brief talk with Midnight, this was already something added, just too late. From this friday there will be an M1 Garand and M1A1 Carbine in the arsenal
  14. I'm not fluent, but I know some
  15. it wasn't uncommon for american to have someone who could speak german
  16. Nein, wir spielen als die Amerikaner
  17. When you're the only one that can see the threats, you need to inform the neccessary parties. Besides, I only have a radio and a satellite feed, not a gun to shoot stuff with. Yes, sadly, you don't get the portable satellite anymore, so you're stuck in base, outside of SR range This was the case with Kunduz, as the ISR could join the guys in the field. As we moved to Finland, it can feel ackward dropping it on ISR, since he's not with you, but ultimately, if Command doesn't feel he can handle Vortex and all infantry elements, then he can ask ISR to take over for the pilots, as he can find safe LZs, MANPADs, hidden shooters and such. Again, every commander and every mission is different, but FAC and ISR was combined due to the lack of need for both.
×
×
  • Create New...