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Jenkins

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  1. Like
    Jenkins got a reaction from RiverWolf in [POSTPONED] War for Altis - Act 3 Mission 8 Modded Zeus Ops 19.07.20 @ 16:30 UTC   
    No need to apologize, these gamenights are a luxury not a right.
     
    Hope its nothing serious, get well soon fella! 👍
  2. Like
    Jenkins got a reaction from Schubz in [POSTPONED] War for Altis - Act 3 Mission 8 Modded Zeus Ops 19.07.20 @ 16:30 UTC   
    No need to apologize, these gamenights are a luxury not a right.
     
    Hope its nothing serious, get well soon fella! 👍
  3. Like
    Jenkins got a reaction from Lindi in [POSTPONED] War for Altis - Act 3 Mission 8 Modded Zeus Ops 19.07.20 @ 16:30 UTC   
    No need to apologize, these gamenights are a luxury not a right.
     
    Hope its nothing serious, get well soon fella! 👍
  4. Like
    Jenkins reacted to MidnightRunner in S.E.R.E 19/06/2020 @ 17:30 UTC   
    Mission Name:
    S.E.R.E Survival, Evasion, Resistance, and Escape
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    DLC Required:
    Apex
     
    Mods Required:
    Arma 3 Preset SERE.html (PMC Kunduz modset less the Kunduz map)
     
     
    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: 42 (4 Squads of 10, and a 2 man command element)
     
     
    Situation
    The Horizon islands are in turmoil. Shortly after gaining it's independence from France the newly formed government collapsed and a the territory is now effectively split in to 3 pieces.  The Government still controls the 3 southern islands of Balavu, Katkoula and Moddergat. The northern island of Tuvanaka along with most of the main island of Tanoa is controlled by a group known as the Horizon Islands Defence Force (H.I.D.F.), their goal is to rid the archipelago of all non natives and have been brutal in their application of this principal. The East side of Tanoa is held by a guerrilla force who hold an unsteady peace with H.I.D.F. they are focused on the growth and export of certain narcotics. The H.I.D.F. seem to have little interest in the guerrilla forces as long as they do not interfere with the mining of heavy metals which is what has sustained the local economy since it's discovery.

    Following allegations of crimes against humanity, and the deteriorating humanitarian situation in the region, the UN Security Council passed a resolution for a Chapter 7 Peace Enforcement Operation. Mission d'assistance des Nations Unies pour Tanoa (MANUT) is tasked with protecting the civilian populace and prevention of atrocities. At its head is a British detachment. 
     
    Not long into the mission a British patrol is ambushed and taken prisoner, the H.I.D.F. aims to use the prisoners as bargaining chips in future negotiations. After several weeks of harsh treatment and terrible conditions the British forces decide, that due to their treatment while captive and the unlawful nature of their captivity, to attempt to break free from their captors and make for friendly lines. 
     
    Assets:
    Assets are procure on site
     
    Friendly Forces:
    BAF
     
    Enemy Forces:
    H.I.D.F. and Guerrilla forces
     
    Civilians:
    Civilians are concentrated around towns and villages.
     
    Mission
     
     
     Survive, Evade, Resist, and Escape. You must escape from captivity and make your way to friendly lines on the island of Moddergat. How you do that is up to you.
     
     
    Execution
    Objectives:
    Escape the prison camp and make your way to the island of Moddergat to friendly lines.
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Armed personnel 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:
    Procure on site
     
    Reinforcements:
    Unlimited
    Re spawn point will move based on a "checkpoint" system, commander will have ability to control the location of spawn based on available "checkpoints"
     
     
     
    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.
     

  5. Like
    Jenkins reacted to Xwatt in Framework For Mission Creators   
    Ahoy,
     
    The following is a framework that are we releasing to aid future gamenight creators for Ahoyworld. These incorporate tools and features that are a standard across our missions, that you can incorporate into your own gamenight to align it with our standards. Credits to @Stanhope
     
    The Features Of The Framework Include:
    - TFAR Comptability (included but not required - sets default radio channels)
    - Includes Admin Tools and Gamenight tools functionality
    - Reapplies loadouts units had in the editor upon every spawn
    - Contains 2 headless client slots
    - Contains logging for friendly fire incidents, grenade throws and launchers being fired
    - Readme compatibility, allowing staff/spartans to have zeus access  
     
    How To Use:
    Replace the ".VR" at the end to the map of your choice. The framework can be used on any map. 
    (e.g change ".VR" to ".altis" and it will be compatible to use on Altis. 
     
     (Outdated look below for newest version)
  6. Like
    Jenkins reacted to Mouldy in [EU3] Operation Red Hammer - Modded Zeus Gamenight 10/05/2020 @ 16:30 UTC   
    Event Date: 10/05/2020
     
    Event Start Time : 16:30 UTC
     
    Server will open 30 minutes before kickoff to allow people to slot in early and troubleshoot mods or set up gear.
     
    Briefing: The war on terrorism is and has always been a plague trying to isolate and eliminate. This time the middle-eastern insurgents has sought to capture and hold the attractive vacation spot, Malden. The Consulate of Malden has made it clear not to turn Malden into a warzone, however this proves to be easier said than done. The lack of a local military force has put a lot of pressure on the local police force. The Consulate of Malden has asked the British Armed Forces for aid in eliminating this plague that has swept the island. For queen and country. The Royal Marines shall return victorious.
     
    Mission: You must clear out the insurgent presence in and around Hotel Sierra and Hotel Weasal. If there's hostages, they need to be rescued and evacuated along with any intelligence you are able to recover from the objectives. 
     
    Player Slots:
    PLATCO / 3-man command element
    Alpha, Bravo, Charlie / 8-man infantry squads
    Vortex / 2-man transport heli pilot team
    Longbow / 2-man attack heli pilot team
     
    Player Assets:
    - x3 Merlins (x2 gunship variants & x1 transport helicopter)
    - x2 Lynx (8-man transport variants)
    - x2 Apache Longbows
    - Ground vehicles may be provided by local authorities
     
    Expected Mission Length: 120 minutes (give/take a couple of minutes)
     
    Mods required*: https://steamcommunity.com/sharedfiles/filedetails/?id=2066221081
    *If you've played in the "War for Altis" campaign you will only need to download and enable 3CB FACTIONS along with the rest of that modset.
     
    Other Notes:
    This is a Gamenight that was created and will be Zeused by SiegeSix.  If you have a mission that you would like to run for our community, please use our Gamenight request form found here: 
     
  7. Like
    Jenkins reacted to ThatAdam in ArmA 3 Screenies & Videos Thread   
    I enjoy playing with you guys. The discovery of bumper cars in the game was a huge one for me. Hope you enjoy my Hollywood-level editing skills.
     
  8. Thanks
    Jenkins got a reaction from LH5 in UAV lasers   
    This is unfortunately one of the gripes of playing on a public server, the Invade and Annex mission is designed in a way that gives players freedom to do their own thing, whether it be lone-wolfing a side objective, storming buildings at the AO with a friend or working as part of a larger team during a Zeus created mission. This is what I believe gives I&A it's charm... Teamwork is only encouraged, NOT enforced.
     
    The only suggestion I can make is to ensure you continue to announce your presence over side channel or jump onto the Teamspeak server during the busier hours for a more likely chance of some team-play.
     
    This issue has been discussed soo many times in the past and I personally believe that the current system for UAV operators works just fine. I've witnessed first hand how often this system can be abused when no one is around to moderate it and I'm really not a fan of it.
     
    Lasers on the Greyhawk were removed to limit their abuse but it was eventually decided to add Darter mini-UAVs to allow operators to do their thing manually at the expense of time/speed (the time it takes to deploy the system and get into position.) Which so far, has worked out just as effective as the old system.
     
    I'm aware of the "bug" that positions the laser off-center above the target, but as for the rest of your statement... I'd say that is down to user-error.
     
    Example:-  Here is a quick work-around for the issue you described.
     - Position UAVs in a way that they are unable to become targets and get shot at. (Like hard-cover, defilade or at a distance outside effective range of the enemy)
     - Wait until enemy anti-air assets are neutralized before setting up
     - If all else fails, only expose the UAVs to enemy contact for a short time to reduce the likelihood of being shot-down. (Target lase from a distance, move into range, drop bombs, exfil.)
     
    Personally, as long as I have followed any one of the three above examples I have rarely experienced any issue of losing drones apart from the occasional patrolling enemy jet and I'm sure many other regulars could join me in agreement.
     
    Hope this helps provide some clarity and context. Additionally, once the new version of I&A4 is released this will no longer be an issue as the UAV operator role is removed entirely and replaced by a new system. But for the time being, I find the current system satisfactory.
  9. Thanks
    Jenkins got a reaction from MidnightRunner in UAV lasers   
    This is unfortunately one of the gripes of playing on a public server, the Invade and Annex mission is designed in a way that gives players freedom to do their own thing, whether it be lone-wolfing a side objective, storming buildings at the AO with a friend or working as part of a larger team during a Zeus created mission. This is what I believe gives I&A it's charm... Teamwork is only encouraged, NOT enforced.
     
    The only suggestion I can make is to ensure you continue to announce your presence over side channel or jump onto the Teamspeak server during the busier hours for a more likely chance of some team-play.
     
    This issue has been discussed soo many times in the past and I personally believe that the current system for UAV operators works just fine. I've witnessed first hand how often this system can be abused when no one is around to moderate it and I'm really not a fan of it.
     
    Lasers on the Greyhawk were removed to limit their abuse but it was eventually decided to add Darter mini-UAVs to allow operators to do their thing manually at the expense of time/speed (the time it takes to deploy the system and get into position.) Which so far, has worked out just as effective as the old system.
     
    I'm aware of the "bug" that positions the laser off-center above the target, but as for the rest of your statement... I'd say that is down to user-error.
     
    Example:-  Here is a quick work-around for the issue you described.
     - Position UAVs in a way that they are unable to become targets and get shot at. (Like hard-cover, defilade or at a distance outside effective range of the enemy)
     - Wait until enemy anti-air assets are neutralized before setting up
     - If all else fails, only expose the UAVs to enemy contact for a short time to reduce the likelihood of being shot-down. (Target lase from a distance, move into range, drop bombs, exfil.)
     
    Personally, as long as I have followed any one of the three above examples I have rarely experienced any issue of losing drones apart from the occasional patrolling enemy jet and I'm sure many other regulars could join me in agreement.
     
    Hope this helps provide some clarity and context. Additionally, once the new version of I&A4 is released this will no longer be an issue as the UAV operator role is removed entirely and replaced by a new system. But for the time being, I find the current system satisfactory.
  10. Like
    Jenkins reacted to Minipily in ACE Medical setting change - The Stitching   
    I think stitching in the field could be fine so long as it is limited to one use stiching kits so that to not make any medical teams that are added useless and speed up medical gameplay too much.
     
    It could even be worth having specialised Field Surgeon roles with more specialised abilities like stiching in the field as well as having access to more medical supplies, like a Platoon Medic for example.
     
    If that was done, you could make each Squad Medic act more akin to a Combat Medic or Combat Life Saver. These would essentially be the roles to stabilise units and have limited full heal options where the Field Surgeons would be the ones to travel between units and ensure full heals where available. These Surgeons could even fold into a specialised medical team that act on the ground and/or perhaps have MEDEVAC Choppers. Twisting the gameplay to that scene effectively keeps a sense of difficulty and slower paced, thinking gameplay where leaders will also need to take into account using WP's, OP's and Operational Phaselines as points of reference to gather not only a supply check from their men but also a medical check. On the vast majority of Gamenight's I've attended, a lot of the leaders tend to have a sense of urgency even when they've got Flat Stan and his 1000ml blood brothers walking faint like "s-sir please could we take a knee for just 1 minute and get a medical check." Perhaps that'd slow down leaders in areas where needed and give the medical roles that extra time to get things squared away. Combat Medics could use that time to gather a quick triage of their men and consider whether they can keep them stable or if they need a Field Surgeon to quickly drive/fly over and get their patient fully squared away - IF the Combat Medic has already used up all of his LIMITED Field Surgical Care supplies.
     
    TL;DR - Consider implementing Field Surgeons in perhaps a Medical Team that will be the brunt of Field Surgical Care, leaving Combat Medics with limited Field Surgical Care supplies so that gameplay can still advance at a quicker rate as players desire, but also restrain and withhold dangerous manuevers from taking place too many times as Field Surgeons would be needed to fold between squads either on ground or in the air to full heal players between Operational Waypoints such as WP's, OP's and Phaselines.
     
    Additionally: I agree with Kman that a review of the Medical Situation is greatly needed. ACE's Update has made things much more difficult, I personally believe that a dedicated Medical Team is needed now more than ever. I think they could fill a great gap and would be a welcome addition: carrying extra medical equipment, having access to dedicated medical vehicles that can get them across the battlefield quickly and SHOULD be relatively protected through the Geneva Convention (I'm looking at you Zues). Personally I'd fill it as such:
    Paramedic Team Leader / Pararescue Pilot
    Paramedic / Pararescuemen
    Paramedic / Pararescuemen
     
    *In case you wanted a purely air based role on occasion.
     
    That's my personal 2 cents. Personally think it would be a fun and engaging way of doing things whilst also filling that speeded up gameplay that people desire, done correctly there is no reason why this would be slower than the current state of things. Just takes clear communication - that is key.
  11. Like
    Jenkins reacted to JANXOL in War for Altis - Act 2 Mission 10 Modded Zeus Ops 03.05.20 @ 16:30 UTC   
    Tactical overview

    The remnants of NATO forces (combined US, British and Altian troops) are holding the airfield, but they are surrounded by Russian troops. They have a line of fortifications to the south and west, but they won't be able to hold on their own. There are still non-combat personnel in need of evacuating, their location will be relayed to you so you can prepare their extraction.
    Situation is delevoping dynamically and additional information will be provided before you depart the ships.
     
    The base is also housing a classified american facility known commonly as The Dome. It is a black site dedicated to conducting illicit operations focused primarily on monitoring or intercepting data relayed by spy sattelites of various countries, or even actively hacking into sattelite networks. The information stored in the data banks of the facility are critical in two ways - firstly, they are a significant asset for our war effort and could be an equally significant asset for the enemy, if captured. Secondly, many of the files are politically sensitive and may or may not involve countries that are neutral or allied - if the operation is revealed to the world, ot could cause us certain diplomatic difficulties.
    The emergency procedures involve transferring critical data onto a mobile platform and wiping the local storage in a way that will make it impossible for enemy technicians to recover it. You must delay the fall of the base untill the process is completed. Afterwards, recover the mobile platform from The Dome and evacuate it to USS Gerald R. Ford. You will need to use a heavy helicopter to slingload the package, as such CH53 is mission-critical equipment.
     
    After the non-combat personnel and the package are secure, evacuate your forces from Malden.
     
     
    Carrier operations
    You deploy on two ships: the carrier USS Gerald R. Ford and escorting destroyer USS Patrick Gallagher.
    The armoury is located aboard the Patrick Gallagher and this should be considered the priamry infantry spawn at the beginning. However, after your gear is sorted it might be easier to depart from the carrier, depending on your reinsert plan. There are means for easy transfer of personnel between ships available.
    Due to limited munitions, the anti-surface weaponry of the destroyer is restricted for self-defense, carrier protection and emergencies, as such you should not expect it to fire in support of the ground forces.
     
    Pilots are expected to take necessary precautions during the flight operations, as deck park is in use. There is still more than enough space to conduct launch and recovery operations and taxi without assistance from deck crew.
    Locations of servicing pads: 1 on each elevator, 1 on rotorcraft landing pad behind the island and 1 on the landing pad of the destroyer.
    Landing strip is angled - when landing line up with the strip and not with the ship itself - this could result in crashing into parked aircraft.
    Overlord will provide deck crew assitance with unfolding and moving rotorcraft as necessary.
     
     
     
     
  12. Like
    Jenkins reacted to MidnightRunner in PMC Ops Kunduz Week 1 24/04/2020 @ 17:30 UTC   
    Mission Name:
    PMC Ops Kunduz Week 1 
     
    Server Details:
    IP: 136.243.150.72:
    Port: 2302
     
    Mods Required:
    Arma 3 Preset PMC OPs.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: 30 (6 Teams of 4,  command, and vortex )
     
     
    Situation
    Newly arrived in the area we have established our main base of operations known as "the Warehouse". We are primarily contracted by the US DOD to operate in the region. They will provide tasking for the company when needed, we may also avail of any open contract on insurgent leaders as we see fit. While finalising our readiness in theatre we get word that a trail has been found for a local mid level insurgent leader, "Ahmad Zubair Kuhestani". Intelligence has placed members of his immediate family in the area, it is therefore likely that Ahmad is nearby. You are tasked to search the area and find where Ahmad is hiding. HE is then to be captured alive and brought in to be handed over to US forces.
     
     
    Assets:
    1 x MH-6M Littlebird
    1 x AH-6M Little Bird
    1 x UH-60M
    Various ground transport and support vehicles
     
    Friendly Forces:
    US Army 
    Afghan National Army and Police forces
     
    Enemy Forces:
    Insurgents and non allied tribal fighters 
     
    Civilians:
    Civilians are concentrated around towns and villages.
     
    Mission
     
     
    Using the intelligence gather search known locations of Ahmad Zubair Kuhestani's family and find any trace of his location. Use this information to track down and capture Kuhestani.
     
     
    Execution
    Objectives:
    Finalise mission readiness
    Search identified area for signs of Ahmad Zubair Kuhestani
    Find and capture him alive
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Armed personnel 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.
    Civilian life must be protected (Hearts and minds)
     
    Optional Tasks:
    Provide any necessary support to civilians in the area.
     
    Admin & Logistics
     
    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
    Jenkins reacted to Nyte in Hi Ahoy   
    Hey, I've been playing on Ahoy now for about 2 weeks, Loving the server. Its actually the first multiplayer I've played.
    Joined the forum and am installing ts to see if I can find a slightly more structured game-play than the chaos on EU1.
    I'm having a load of fun playing medic atm, but really hate watching the other medics play as front-line soldiers while ignoring downed players.
    I have tried my hand at helicopters, but man do I suck at it. I'm using a thrustmaster 1.6000 hotas and I'm really bad with it.
  14. Like
    Jenkins reacted to Mouldy in [EU3] Operation Hit and Run - Modded Zeus Gamenight 17/4/2020 @ 17:30 UTC   
    Event Date: 17/4/2020
     
    Event Start Time: 17:30 UTC
     
    Server will open 30 minutes before kickoff to allow people to slot in early and troubleshoot mods or set up gear.
     
    Briefing: Local militia has captured two US hostages. We have determined the location of the hostages but we need to rescue and debrief them in order to locate the rest of the militia. A MARSOC unit has been deployed to the nearby USS Liberty in response. Rescue the hostages and gather intel to dismantle the militia.
     
    Available slots:
    1x 2 player command element
    3x 6 player infantry squads
    1x 2 player sniper team
    4x MH-6 littlebird pilots
     
    Expected Mission Length: 2 hrs
     
    Mods required*: https://steamcommunity.com/sharedfiles/filedetails/?id=2054892768
    *If you've played in the "War for Altis" campaign you already have the required mods, you can either set up a new profile or just turn off the ones that are not included in the above collection.
     
    Other Notes:
    This is a Gamenight that was created and will be Zeused by BenjaminHL.  If you have a mission that you would like to run for our community, please use our Gamenight request form found here:
     
  15. Like
    Jenkins reacted to MidnightRunner in [EU3] Friday PMC OPs starting soon   
    So as we have only one week left in the Vietnam missions, it's probably about time I finally put up this post.
     
    The next campaign, starting either the 17th or 24th April will be a PMC style campaign.
    We will be playing as a small PMC outfit, in a modern setting, operating in contemporary conflict zones, completing various missions for different national and non national bodies.
    The idea is that using the same modset (save for the map) we can complete operations in different theatres, on different continents using different gear against different enemies. It gives us a large scope for mission design and allows for the more small scale PMC style operations.
     
    Needless to say we will not be seeking to engage in pitched battles with the enemy but will favour small unit tactics, emphasis will be on executing the task quickly and extracting before the enemy can fully mobilise against us.  
     
    First Deployment Setting
    We will first be starting in Afghanistan using equipment easily available in that area. Equipment will be mainly western in origin, with items from America, Britain, Belgium and others. While not limited to these items, they were the most accessible in this region. 
     
     
    Modlist
    The attached HTML is the current modlist. This is 99% confirmed but is still subject to change based on final testing.
    Arma 3 Preset PMC OPs.html
     
    As always if you have any questions, comments or suggestions let me know, happy to answer.
     
    Midnight
     

     
  16. Like
    Jenkins reacted to MidnightRunner in Next Friday Night Campaign: What will it be?   
    Hey All,

    Since we have just 4-5 weeks left in Vietnam, it is time to start looking at what will be our next campaign.
    I have been looking at several options some of which I have done a bit of work creating templates & campaign ideas.

    That said I want to know what you guys want to play.
     
    Before I give the options in the poll I want to list some obvious exclusions from the options and the reasons for this.
     
    1.  Iron Front A3, the WW2 mod. I left this out as we are currently running a historical campaign and I didn't think going straight into another was a great idea
    2. Star Wars: Opposition. Mod is not available on steam, the mouse don't play games with copyright, which would require players to source it online or AW to host it, which is just asking for trouble. Obviously neither option is ideal. I will revisit this option if a better solution becomes available.
     
    Links to the main mod for each option:
    HALO: Operation Trebuchet
    Starship Troopers: Opposition
    Mass Effect: Opposition
    Aftermath: The Fallout mod
    Warhammer 40k: There is Only War
     
     
    For anything I've missed or any comments please leave them below or send to me directly.
     
    Thanks,
    Midnight
  17. Like
    Jenkins reacted to Minipily in Next Friday Night Campaign: What will it be?   
    Contemporary are always nice, especially given there's a plethora of settings that I have very rarely or never seen.
     
    Afghanistan or some Middle Eastern one is always easy and seems to still fall in favour of a lot of folk, but there's some other neat areas to explore:
     
    African Conflict:
    - Boko Haram vs Nigerian Army x United States Special Forces.
     
    Somalian Insurgency
    - Somali Pirates/Insurgents x ISIL x Al-Qaeda vs Somalian Army x US Army SOCOM x British Royal Marines
    + Pretty neat, you could also employ some anti-shipping raids with helicopter rapelling or ship boarding of sorts, I've seen it a few times and it's awesome.
     
    Syrian War:
    - ISIS vs YPG x Kurdish x SAA
     
    War in Donbass:
    - Pro-Russian Militants vs Ukranian Military
     
    Vanilla Campaign Style War Scenario:
    - NATO x AAF x CSAT
    + Very flexible
     
    Just a few ideas, anything can be fun!
     
  18. Haha
    Jenkins reacted to MidnightRunner in War for Altis - Act 1 Mission 4 Modded Zeus Ops 2.02.20 @ 17:30 UTC   
    @Jenkins Picture 1, Behind the shed
  19. Like
    Jenkins reacted to JANXOL in War for Altis - Act 1 Mission 3 Modded Zeus Ops 26/01/20 @ 17:00 UTC   
    Date:
    26.01.2020
    17:00 UTC
     
    Expected mission length: 120+ min (might be over or under)
     
     
    Act 1 - Prelude to a Nightmare
    Part 3
     
               
               
                The situation is stable for now, but it won't remain that for long. As worrying news reach Altian high command, they realize they must make their move. The insurgent leaders that were captured during recent operation were persuaded to reveal vital information about the strength and plans of the insurgency. None of them were high enough rank to know all the details, but the information will prove valuable in the upcoming operation. Unfortunately the Freedom's liaison couldn't be captured which means our information regarding Freedom's own operations is still very limited. Regardless, we have received some worrying news as well. Freedom is bringing in more and more people and equipment into the archipelago, particularly Altis. It appears they are committed to civil war on Altis, even bringing in some commanders, whose names are well known to the world. Some of them are supposed to already be on the island, with others scheduled to arrive in the near future. One name in particular, the man known as The Templar, is especially worrying. He is one of the best - if not the best - Freedom's commanders and the fact he's coming to Altis can only mean one thing: things are bound to get a lot worse.

                The Altian command made the decision that the time to strike is now, and push back the insurgents from the territories they're terrorizing. Intel provided by captured insurgent leaders indicates that they are preparing for our offensive and that they are aided by Freedom's troops in this effort. While we do not have full information on Freedom's own operations, it appears that a field commander known as The Watcher - a well known figure - is in command of Freedom's forces in the area, where the offensive will take place.

                Additionally, during the operation to capture insurgent leaders our forces found and freed an altian officer captured by the insurgents. He revealed that he was brutally interrogated by both insurgents and Freedom's troops and for whatever reason they seemed to be particularly interested in Altian anti-air installations. It is also clear that insurgents have been busy gathering intel on our moves, bases and supply lines.

                Once more Russia offered help to Altian government, but this time also expressed deep concern about the presence of US troops. In the international waters surrounding Altis destroyer USS Patrick Gallagher narrowly avoided a collision with Russian missile frigate after both ships refused to give way.

                The Altian clock still shows 3 minutes to midnight...

               

     

     
    The Assets
    Player faction: Altian military
    Player slots: 30
    - PLATCO - 4 man command element
    - 3 Infantry Squads - Alpha, Bravo, Charlie - 8-man each (4-man fireteam, 3-man maneuver team + engineer - effectively two 4-man fireteams)
    - Vortex - Pilot and Co-pilot
     
    - 1x Mi-24V attack helicopter
    - Mi-8 transport helicopters
     
    - 1x M113 APC
    - Various wheeled transport vehicles
     
    The mission
    The goal is to push back the insurgents before they have too much time to dig in and bring in support. The primary objective is to capture the nearby field airfield, but there are bound to be other enemy installations or camps in the area. Expect heavy resistance. Insurgents will be supported by Freedom forces and our intel indicates they are under command of a field commander (colonel equivalent in Freedom's structure) known as The Watcher*. During the operation American destroyer USS Patrick Gallagher will be available to provide long range fire support if needed.
     
    The modset:
    The modset didn't change, but I'm putting it here for anyone who might need it: https://steamcommunity.com/sharedfiles/filedetails/?id=1944287184
     
     
     
    Hope to see you there!
     
     
     
     
    *Note: This is the first mission where you face a custom enemy commander. Each commander is different and his command style will influence composition and actions of enemy forces. With that said it's not necessarily harder. Some of them are easier to defeat than others, some excel in certain scenarios. More will be explained before the mission.
  20. Like
    Jenkins reacted to TheScar in Bomber saying hello   
    yuk 😷
    this is about the 3rd worst combination possible - but that aside i seen that guy playing (semi-)early on EU1#
    i can recommend 🤪
    also a hint,stay away from those ackward people on (ex)EU2#
    they all abit koo-koo in their inner self
    especially that Jenkins guy above
    be afraid !
    be very,very afraid !
     
    Other than that,welcome to the forums!
  21. Like
    Jenkins reacted to JANXOL in War for Altis - prologue Modded Zeus Op 05/01/20 @ 17:00 UTC   
    People wanted a modded gamenight and so you shall have it. Join for a fun, immersive*, teamplay-oriented experience in a zeus mission led by me. All players are welcome, regardless of prior experience with mods, so do not be afraid to join and have fun. There will be a quick introduction to ACE and its features for all who haven't had prior experience with it.
    *if you're fine with a bit of political fiction
     
     
    Date:
    05.01.2020
    17:00 UTC
     
    Expected mission length: 120+ min (might be over or under)
     
    Introduction Political fiction inbound
                The island of Altis has a history full of violence, as does the rest of the Altis Archipelago. During the Cold War, Altis fell into Soviet sphere of influence, which was welcomed by some of its people and resented by others. A short lived insurgency against the communist rule was quickly ended, not without help from Soviet troops. With the collapse of Soviet Union in 1991, Altis regained some of its lost freedom, but it would not be an end to unrest on the island. In fact, it would only get worse.
                The original government decided to keep close bonds with Russia, but it quickly became apparent that the government has no way of remaining in power. Over the years Altis would gradually drift away from Russia and towards NATO, as its external politics stabilized. Nothing stabilized internally, however. Since 1991 Altis experienced multiple snap elections, political assassinations, mass shootings and two attempted coups. "Altian clock" - originally a comedic gag inspired by "the doomsday clock" - is counting down time to Altis descending into chaos, and people look at it with concern. The unrest on the island made for fertile ground in which to plant dangerous ideas. Ideas that are poison to the society, ideas that can only result in more violence. And with recent geological surveys suggesting presence of uranium on the island, Russia once more turns it's gaze towards Altis, which - one could say - "rightfully" belonged to them.
                Now Altis is on the brink of civil war. Rebellion has taken root on the island. The rebels were swayed by the poisonous words of the anarchists to take up arms against the government. It is almost certain that they are backed by the international organization, who call themselves "Freedom" - a large group regarded by most countries as terrorists, anarchists. Freedom fights to overthrow all governments, all systems of justice, all that which in their view limits the freedom of an individual. There is no proof of their involvement on Altis, but the rebellion seems to share their viewpoint, and it is certain that they are funded by an external power - most likely Freedom, but suspicion also falls on Russia.
                Situation on the island is likely to worsen, as Altian Army struggles to deal with the insurgency. The government tries to seek help abroad. The corporate-funded mercenary group "Gatekeeper" refused cooperation, as it seems Russia offered them a much better contract to avoid their involvement with Altian government. The international task force "Epsilon" operating under NATO banner and dedicated to counteracting global terrorism threats refused involvement for now, uncertain of the situation on Altis. The only hope of bringing them into the fray is to find definite proof of Freedom's involvement. USA and UK agreed to send equipment to support the Altian army, as well as a token military force, which is yet to arrive. The only open offer of "help" came from Russia, but the government was forced to reject it. Despite that, the Russian military is clearly on the move, as the bear is sensing an opportunity.  This caused concern in NATO and so the scene is set...
                With NATO and Russian forces approaching the island in turmoil and a terrorist organization seemingly acting from behind the scenes, it seems all ingredients for a disaster have been added to the cauldron. It is only a matter of time before it starts to boil.
                The Altian clock shows two minutes to midnight...
     

     
    The assets
    Player faction: Altian military
    Player slots: 32
    - PLATCO - 4-man command element and armored command vehicle
    - 3 Infantry Squads - Alpha, Bravo, Charlie - 8-man each (4-man fireteam, 3-man maneuver team + engineer - effectively two 4-man fireteams)
    - Deimos - BMP-1P IFV - 2-man crew (Gunner/commander and driver)
    - Support team - 2-man team equipped with either an HMG or recoilless rifle, at commander's discretion
    - Various wheeled transport vehicles

    There will be no arsenal, players are given custom loadouts. Resupply will be possible.
    Despite using a mix of western and russian weaponry, squad layouts are organised so that there should always be someone who uses the same ammo type.
     
     
    The mission
    The goal is to put an end to insurgent activity in the area. The rebels have attacked the town of Abdera, most likely to retaliate against the civilians loyal to the government. We are also expecting the insurgents to have several camps, outposts or weapon caches in the area. We must retake the town, and find and neutralize any insurgent threat in it's vicinity. Safety of civilians is a priority. Securing intel or capturing insurgents for interrogation could also prove beneficial to our efforts. We should also be ready to counter any insurgent movements in response to our actions and be on the lookout for possible proof of Freedom's involvement in the insurgency.
    The modset
    We will be using BAF, RHS, ACE and TFAR and associated compatibility patches. To make it extra easy, here's a colection link:
    https://steamcommunity.com/sharedfiles/filedetails/?id=1944287184
     
     
    Just a prologue?
    If people like it and want more, this will likely evolve into a zeus campaign, with a player-driven story and future missions influenced by your efforts, successes and failures. You will get the opportunity to play as Altians, Americans and British and face unique enemy commanders with personalized command styles. It will aim to be the best possible mixture of fun, immersive and challenging.
     
  22. Thanks
    Jenkins got a reaction from Minipily in Bomber saying hello   
    Welcome to the community John!

    We have a quite a few regular members and staff that play on the #EU1 server, so if you ever have any questions or wish to team-up, just ask!
    (There is also a teamspeak and discord server available to the public, should you wish join)
     
    AhoyWorld occasionally hosts public (lightly-modded) operations on the #EU2 server on the weekends, so be sure to keep an eye on the "events" sub-forum if you would like to check that out. Additionally, we also have a team of lads that run "Multi-Session Operations" (MSO), which has a more "Serious Fun" approach to gameplay and utilizes a larger collection of mods.
     
    All the information regarding the different servers can be found on this forum:
     
    List of Official Servers
  23. Like
    Jenkins got a reaction from Bomberjohn in Bomber saying hello   
    Welcome to the community John!

    We have a quite a few regular members and staff that play on the #EU1 server, so if you ever have any questions or wish to team-up, just ask!
    (There is also a teamspeak and discord server available to the public, should you wish join)
     
    AhoyWorld occasionally hosts public (lightly-modded) operations on the #EU2 server on the weekends, so be sure to keep an eye on the "events" sub-forum if you would like to check that out. Additionally, we also have a team of lads that run "Multi-Session Operations" (MSO), which has a more "Serious Fun" approach to gameplay and utilizes a larger collection of mods.
     
    All the information regarding the different servers can be found on this forum:
     
    List of Official Servers
  24. Like
    Jenkins reacted to Bomberjohn in Bomber saying hello   
    Hi guys i am john 38 British living in South Germany  . I am x British army (mechanized infantry ,Anti tank pl) , and i love to play arma 3 ! . I would like to say thankyou to your mods and admins on the server , some awesome people (very active) .. always there to help when its needed  . Ive been playing arma for a good while now , started back when it was arma 2 then Arrowhead . Ive been involved with having my own servers , and admins in the past .   
     
    I did have a long break from playing for a while with life getting in the way . Your server is the best one ive seen , and i plan to spend a bit more time on it getting to know everyone . I hope in the near future to get more involved with the guys in Ahoy it really is a fun place to be.
     
    see you on the Battlefield  .. john 🙂
     
  25. Like
    Jenkins reacted to MidnightRunner in 2019 End Of Year Awards RESULTS   
    @TheScar should have been disqualified for voter manipulation haha
    Also, does this mean that "Hi back" is now officially put to bed?
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