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MidnightRunner

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Everything posted by MidnightRunner

  1. @chicken_no6 you are a zeus so you have extra points to hand out for example as a reward for zeus missions. You have the power use it wisely haha
  2. 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.
  3. Last chance to have your input before I start putting this together.
  4. So how would people feel about a more generic post apocalyptic zombie type thing. Fighting Zombies, other factions etc in order to survive. It wouldn't have a whole lore to learn other than what we create while playing and would fill that niche.
  5. Yea a few of the ideas above (Mass effect, Starship Troopers, Aftermath, S.T.A.L.K.E.R.) would include the zombies and demons mod but I don't think it would be enough on it's own for more than a week or 2 without being repetitive.
  6. To name a few that I have either played with or tested: Star Wars: Legion, clone wars conflict Mass Effect: Opposition Starship Troopers: Opposition Aftermath: Post apocalyptic world based on the Fallout series TIOW (There is only war) Warhammer 40K Nassau 1715, pirates and gunpowder 18th century fun S.T.A.L.K.E.R.: Call of Pripyat Stargate
  7. So now that we are finished the HALO campaign it is time to move on to something else. I was thinking of keeping the midweek mission slot for Sci-Fi or unrealistic modests(read: modsets) and keep Fridays slot for missions based more in the real world such as the WW2 and PMC missions. Is this something people would like? If so what universe should the next Tuesday campaign be based in? Any other suggestions?
  8. Honestly I think adding these rifles to most roles takes away from what makes the marksman role important/different. To be fair to bohemia I think they structured it to have distinctive roles in the game. Graying the lines between these roles dilutes what makes them important and takes us one step towards the one man army loadout that we want to avoid
  9. 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.
  10. 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.
  11. Mission Name: Operation Trebuchet Madrigal Week 8 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 We have received a request from ONI to extract one of their operatives who was investigation the Insurrectionist presence in the ONI facility to the North East of the province. The operative has missed several pre arranged check ins and ONI have decided to attempt an extraction. Assets: Various ground/air transport and support vehicles Friendly Forces: UNSC forces Enemy Forces: Insurrectionists Civilians: Minimal civilian presence to be expected. Mission Find and extract the ONI operative. Neutralise any Insurrectionist presence in the area. Execution Objectives: 1. Assault the ONI facility and search for the operative 2. Extract the operative for debrief 3. Engage and destroy and Insurrectionist presence in the AO, without compromising objectives 1 & 2. 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.
  12. Mission Name: Operation Trebuchet Madrigal Week 6 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 discovery of research files ONI believe that the Innies are working on a last resort solution to the UNSC presence on Madrigal. The research data pointed to 2 locations on the North Western island in the archipelago. Intel suggest that one or more of the targets has apparent weapons designed to combat ODST drop pod insertion. Assets: Various ground/air transport and support vehicles Friendly Forces: UNSC forces Enemy Forces: Insurrectionists Civilians: Minimal civilian presence to be expected. Mission Search the two target locations for information on the Insurrectionists weapon. Execution Objectives: 1. Assault and search the two target locations 2. Recover and data relating to Insurrectionist research 3. Engage and destroy and Insurrectionist presence in the AO, without compromising objectives 1 & 2. 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. I know that when I&A spawns a CAS aircraft it also may spawn a laser target on a friendly unit in order to make that CAS asset more effective. This could be it. Take a screen shot next time you see it and let us know
  14. What you remember seeing may not have been laser targets but rather vehicles with active radar systems such as a Tigris.
  15. Mission Name: Iron front US Campaign Week 3 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: 38 (2 Squads of 12, an 8 man weapons team and 6 man command element) Situation Now that we have landed and captured the vital crossroads at Neaville, our task is to hold them. If the Germans can breach our lines the beachheads, which were so hard won may be lost. We must hold. Assets: A small supply of ground vehicles available at the MSP Friendly Forces: US army Enemy Forces: German Wehrmacht Civilians: Sparse civilian presence to be expected. Mission Prevent German reinforcements from making their way North to beaches where allied forces are landing. Execution Objectives: 1. Prepare defenses in the village of Neaville and along the MSR to the East 2. Repel any German advance 3. Prevent any German reinforcements from reaching the Normandy beachhead 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.
  16. Mission Name: Operation Trebuchet Madrigal Week 6 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 With the Western Island liberated it is time to capture the remainder of the Eastern island. Assets: Various ground/air transport and support vehicles Friendly Forces: UNSC forces Enemy Forces: Insurrectionists Civilians: Large civilian presence to be expected. Mission Liberate the remainder of the Eastern Island. Execution Objectives: 1. Capture Laredo military base 2. Clear out the two nearby industrial compounds 3. Regain control over the Research Range Optional Objectives: 1. Recover any research data intact in the Research Range 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. Nobody reads the F***ing briefings but everyone notices the one thing I forget to update
  18. Yea that was my boo boo, I did add several things to the arsenal then accidentally overwrote the new arsenal with an older version so it was gone, hence some of the arsenal mishaps on Friday, will be fixed in future missions
  19. @Schubz 1. Yes 2. Don't know, not necessary to check like with TFAR 3. It will install automatically when you run Arma with the mod loaded 4. The direct speech key is your Teamspeak PTT key so can stay the same. No problem. We will help anyone that is having issues before the mission start so don't worry too much.
  20. Mission Name: Iron front US Campaign Week 1 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 17.30 UTC Expected Mission Length: 120+ minutes (may go over or under expected mission length) Player Slots: 38 (2 Squads of 12, an 8 man weapons team and 6 man command element) Situation Soldiers, Sailors, and Airmen of the Allied Expeditionary Force! You are about to embark upon the Great Crusade, toward which we have striven these many months. The eyes of the world are upon you. The hope and prayers of liberty-loving people everywhere march with you. In company with our brave Allies and brothers-in-arms on other Fronts, you will bring about the destruction of the German war machine, the elimination of Nazi tyranny over the oppressed peoples of Europe, and security for ourselves in a free world. Your task will not be an easy one. Your enemy is will trained, well equipped and battle-hardened. He will fight savagely. But this is the year 1944! Much has happened since the Nazi triumphs of 1940-41. The United Nations have inflicted upon the Germans great defeats, in open battle, man-to-man. Our air offensive has seriously reduced their strength in the air and their capacity to wage war on the ground. Our Home Fronts have given us an overwhelming superiority in weapons and munitions of war, and placed at our disposal great reserves of trained fighting men. The tide has turned! The free men of the world are marching together to Victory! I have full confidence in your courage, devotion to duty and skill in battle. We will accept nothing less than full Victory! Good luck! Assets: A small supply of ground vehicles available at the MSP Friendly Forces: US army Enemy Forces: German Wehrmacht Civilians: Large civilian presence to be expected. Mission Drop into Nazi held France in the early hours of the morning. Our goal? to capture the crucial crossroad village of Neaville. We are to disrupt any German reinforcements heading to the beaches of Normandy. Execution Objectives: 1. Drop into occupied France 2. Regroup and capture the village of Neaville 3. Prevent any German reinforcements from reaching the Normandy beachhead 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.
  21. Mission Name: Operation Trebuchet Madrigal Week 5 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 It's now time to liberate the entire Western island. Attacking on both fronts has stretched the Insurrectionist forces thin in some areas. We shall take full advantage of this and secure the remaining area in the Western island. This includes the towns of Monroy and Caralis the nearby industrial complex and the military base at Malaca. Assets: Various ground/air transport and support vehicles Friendly Forces: UNSC forces Enemy Forces: Insurrectionists Civilians: Large civilian presence to be expected. Mission Liberate the remainder of the Western Island. Execution Objectives: 1. Clear out Insurrectionist positions on the Western Island. 2. Clear the military base in Malaca Optional Objectives: 1. Ensure the survival of the solar power plant near the industrial complex 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.
  22. 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.
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