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LH5

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  1. Like
    LH5 reacted to Stanhope in [AWE] Liberation SUNDAY 04/10/20 @ 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
     
    Russian Armed Forces
     
    Opposing Forces
     
    Insurgents
     
    Mission
     
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
    Objective
     
    TBD by Acting Command on Sunday
     

     
  2. Haha
    LH5 got a reaction from Mikael in Knudde [DECO]   
    This ban appeal had me confused as there was no ban report and you stated being already unbanned so I looked into it.
     
    The ban was supposed to be a kick as a final warning but ban was hit instead, a mistake that has been made by many of us as they are so close together hence why you were "unbanned already". However once I looked into this I saw your previous exploits on server under your other names and have reapplied a permanent ban.
     
    You have played on our server for a while and racked up a fair few warnings, kicks and a ban under your other names. I shall place the 2 most notable names I have found so you know what i'm talking about.
     
    Clintwood: you were well warned for offences then kicked for teamkilling, ramming assets, disabling friendly heli's, insulating other players then later temp banned.
    Agent1: you went on a roll harassing a player and insulting them for almost 30 minutes straight before being kicked.
     
    So I think its fair to say you should be well versed in our rules and that racism is no joke.
     
    I pass this on to @Lindi for anything that follows.
  3. Like
    LH5 got a reaction from RiverWolf in Knudde [DECO]   
    This ban appeal had me confused as there was no ban report and you stated being already unbanned so I looked into it.
     
    The ban was supposed to be a kick as a final warning but ban was hit instead, a mistake that has been made by many of us as they are so close together hence why you were "unbanned already". However once I looked into this I saw your previous exploits on server under your other names and have reapplied a permanent ban.
     
    You have played on our server for a while and racked up a fair few warnings, kicks and a ban under your other names. I shall place the 2 most notable names I have found so you know what i'm talking about.
     
    Clintwood: you were well warned for offences then kicked for teamkilling, ramming assets, disabling friendly heli's, insulating other players then later temp banned.
    Agent1: you went on a roll harassing a player and insulting them for almost 30 minutes straight before being kicked.
     
    So I think its fair to say you should be well versed in our rules and that racism is no joke.
     
    I pass this on to @Lindi for anything that follows.
  4. Haha
    LH5 got a reaction from Admiralbumfluff in Knudde [DECO]   
    This ban appeal had me confused as there was no ban report and you stated being already unbanned so I looked into it.
     
    The ban was supposed to be a kick as a final warning but ban was hit instead, a mistake that has been made by many of us as they are so close together hence why you were "unbanned already". However once I looked into this I saw your previous exploits on server under your other names and have reapplied a permanent ban.
     
    You have played on our server for a while and racked up a fair few warnings, kicks and a ban under your other names. I shall place the 2 most notable names I have found so you know what i'm talking about.
     
    Clintwood: you were well warned for offences then kicked for teamkilling, ramming assets, disabling friendly heli's, insulating other players then later temp banned.
    Agent1: you went on a roll harassing a player and insulting them for almost 30 minutes straight before being kicked.
     
    So I think its fair to say you should be well versed in our rules and that racism is no joke.
     
    I pass this on to @Lindi for anything that follows.
  5. Haha
    LH5 got a reaction from Noah_Hero in Knudde [DECO]   
    This ban appeal had me confused as there was no ban report and you stated being already unbanned so I looked into it.
     
    The ban was supposed to be a kick as a final warning but ban was hit instead, a mistake that has been made by many of us as they are so close together hence why you were "unbanned already". However once I looked into this I saw your previous exploits on server under your other names and have reapplied a permanent ban.
     
    You have played on our server for a while and racked up a fair few warnings, kicks and a ban under your other names. I shall place the 2 most notable names I have found so you know what i'm talking about.
     
    Clintwood: you were well warned for offences then kicked for teamkilling, ramming assets, disabling friendly heli's, insulating other players then later temp banned.
    Agent1: you went on a roll harassing a player and insulting them for almost 30 minutes straight before being kicked.
     
    So I think its fair to say you should be well versed in our rules and that racism is no joke.
     
    I pass this on to @Lindi for anything that follows.
  6. Like
    LH5 reacted to Stanhope in [AWE] Liberation SUNDAY 20/09/20 @ 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
    Russian Armed Forces
     
    Opposing Forces
    Insurgents
     
    Mission
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Objective
    TBD by Acting Command on Sunday
     

  7. Like
    LH5 reacted to SiegeSix in Iron Front US Campaign Week 2 18/09/2020 @ 17:30 UTC   
    Mission Name:
    Iron front US Campaign Week 2
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset IFA Ahoy.html 6.58 kB · 14 downloads
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 37 (2 Squads of 12, an 7 man weapons team and 6 man command element)
     
     
    Situation
    Operation Overlord is in full effect. With the successful insertion of airborne troops, the main forces are preparing a full scale invasion in order to liberate France from Nazi occupied territory. This will not be an easy task and there will be many casualties, but only with determination and will can we overpower the brute force known as the Nazis.
     
     
    Assets:
    A few landing crafts
     
    Friendly Forces:
    US Army 
     
    Enemy Forces:
    German Wehrmacht
     
    Civilians:
    Let’s hope not.
     
    Mission
    Mission is simple. Establish a beachhead at Dog Red and destroy any coastal weaponry. Then push the enemy back into the mainland.
     
     
    Execution
    Objectives:
    1. Land on Omaha Beach
    2. Clear out the coastal defenses
    3. Push the enemy back into mainland
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Enemies may be engaged on sight based on current squad orders
     
     
    Admin & Logistics
     
    Equipment & Resupply:
    At the commander’s control, assets are available at base to facilitate this.
     
    Reinforcements:
    Unlimited
    At commander's discretion, transport assets are available.
    Spawn points will be made available upon landing
     
     
    Command & Control
     
    Command:
    Overall command lays with codename "Overlord" who will set objectives and ROE.
    Operational control on the ground lies with the Platoon Commander.
     
    Communication:
    Radios are only available to a select few. Lead elements have limited scope to move these around to maintain the command structure and organisation. 


  8. Haha
    LH5 reacted to MidnightRunner in Iron front US Campaign Week 1 11/09/2020 @ 17:30 UTC   
    Nobody reads the F***ing briefings but everyone notices the one thing I forget to update
  9. Like
    LH5 got a reaction from SiegeSix in RUSH, Equal US factions (PvP) 10/08/2020 @17:30 UTC   
    RUSH Equal US factions (PvP)
    BLUFOR & OPFOR will have the same loadout choices but different camo patterns/types
     
    Map: Stratis, Semi Urban
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Required Mods:
     
    RUSH_AW.html
     
    TS address: ts.ahoyworld.net
    Short TS brief at 17:30UTC
     
    Mission length:
    2-3 games (rotating teams after each match)
    Mission length expected to be 80-120 minutes
    First match will start promptly at 17:30UTC
     
    Player slots and squad composition:
    Disclaimer: The minimum amount of players needed for the game night to go ahead on the day is 8 players.
    60 player slots (2 teams of 30) 
    2 man command element (SL & Marksman), 4x 7 man teams (TL, Medic, AR, LAT, Grenadier, 2xRifleman)
     
    Mission:
    BLUFOR must destroy 2 out of 3 of the objectives in each of the three areas. OPFOR must defend the objectives. If BLUFOR can destroy the objectives, OPFOR is pushed back to their next area. BLUFOR has a limited number of tickets and time
     
    Time and Ticket limit
    40 minutes per game. BLUFOR has 40 respawn tickets, upon destroying one objective box BLUFOR receives a ticket bonus. OPFOR has no ticket limit Arming and Disarming objectives:
    BLUFOR are to arm the objective box's using an add-action (approx 30 sec to arm) OPFOR can defuse the objective box using an add-action (approx 15 sec to disarm) Rearm:
    BLUFOR and OPFOR can scavenge for ammo, medical and grenades of dead body's using an add-action. OPFOR members can fully rearm once of each objective box if the box is not armed. BLUFOR and OPFOR can pick up each others weapons of the ground if things get desperate (this feature is not to be used to trade weapons or avoid roles) Support assets:
    BLUFOR Squad Lead has access to 1 Darter UAV BLUFOR Teamlead's have access to supply drops through the vanilla support menu Play area:
    Each sector size ranges from 300x300 to 700x200 Any spawn camping and or exploits to get outside of the play area is strictly forbidden.                               
    Communication & Structure:
    BLUFOR & OPFOR will be split equally (give or take 1 slot if we have an uneven number of players)
    Radio channels are preset for each squad/team. Platoon has limited discretion for change but squad structure is to be maintained.
     
     
    Below is what the objective box's look like and approx objective locations:
     

     

     
  10. Like
    LH5 reacted to MidnightRunner in PMC Ops Hell Week 7 04/09/2020 @ 17:30 UTC   
    Mission Name:
    PMC Ops Hell Week 7
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 35 (5 Teams of 6, command and vortex )
     
    Situation
    Following the Russian airbourne incursion and assault on the Farm, the Combat Hounds withdrew to their safehouse, a petrol station disused after an FLF attack. From here they seek to regroup and plan their next move. Obviously the CHADS are not equipped to fight a full on ground war so it is time to leave. However, getting out of the area may prove to be tricky. We have maybe had one stroke of luck. The Finnish government minister Codename Sunray was in the area when the Russians landed, he too has retreated to a safe position. Finnish authorities have agreed to extract the remaining Combat Hounds from the area but only if the Combats Hounds deliver Sunray to the extraction site safely.
     
    Assets:
    1 x MH-6M Littlebird
    Various ground transport and support vehicles
     
    Friendly Forces:
    Finnish Maavoimat (Army)
     
    Enemy Forces:
    Militant Extremists group known as Suomen vapautusrintama or Finnish Liberation Front
    Russian VDV
     
    Civilians:
    Large civilian presence to be expected.
     
    Mission
    Find Sunray and deliver him safely to the extraction zone in the West. 
     
    Execution
    Objectives:
    1. Find and secure Sunray
    2. Escort Sunray to the Extraction site safely.
     
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement: 
    Marked military vehicles may be engaged at will. Change in ROE 
    Return fire only in all other circumstances.
    Civilians are present in the area so collateral damage is to be kept to a minimum.
    Only buildings clearly being used for a military purpose may be engaged.
    Civilian life must be protected (Hearts and minds)
     
     
    Admin & Logistics
     
    Equipment & Resupply:
    At the commander’s control, assets are available at base to facilitate this.
     
    Reinforcements:
    Unlimited
    At commanders discretion, transport assets are available.
    You are now able to check everyone's role through the map and settings tab.
     
    Command & Control
     
    Command:
    Overall command lays with codename "Overlord" who will set objectives and ROE.
    Operational control on the ground lies with the Platoon Commander.
    You are now able to check everyone's role through the map and settings tab.
     
    Communication:
    Radio channels are set for each element and can be viewed as part of the Diary accessible through the map . Platoon has limited discretion for change but structure is to be maintained.
  11. Like
    LH5 reacted to MidnightRunner in Friday Night WW2 Hype   
    As the title suggests, we have been working on a WW2 campaign which will begin on the 11th of September.

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

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

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

     
     

     
  12. Like
    LH5 reacted to SkullCollector in [AWE] Liberation SUNDAY -- NEXT: 30/08/2020 @ 1730 UTC   
    Mission Summary
    Every Wednesday 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 formed before the mission. Staff will support it all.
    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
    AW Liberation Lythium.html
    For first-time players, read till the end for a setup guide.
     
    Mission Runtime
    Roughly 2 hours with a chance to carry on open-ended
     
    ---
     
    Friendly Forces
    Russian Armed Forces
     
    Opposing Forces
    Insurgents
     
    Situation
    A Russian combined-arms counter-insurgency task force has been deployed to the mountainous region of Lythium to deter and squash a local uprising. The insurgents have captured every town and base in the area of operations and are therefore overly well armed, including an armoured corps and jets from the military airfields. They are supplemented by outdated surplus.
    Our forces have established a preliminary foothold between Razbula and Afsher to create a forward buffer zone.
     
    Mission
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Objective
    TBD by Acting Command on Sunday every Wednesday
     
    Platoon
    1x 3-man HQ (CMD, RTO, UAV)
    3x 9-man Rifle Squads
    1x 3-man Fire Support Group
    1x 3-man Hammer Crew
    2x 2-man Air Crew
    1x 2-man Logistics
     
    Admin & Logistics
    Reinforcements
    - Unlimited
    - Re-insertions via air at CMD/RTO's discretion
     
    Equipment
    - Vehicle deployment at CMD's discretion
    - Ammunition and supplies available at the supply depot
    - FOBs act as an arsenal 
     
    Command & Control
    Operations and ground control lie solely with the platoon commander. RTO handles air traffic and can supplement comms.
    Squad leaders are responsible for the operational effectiveness of their teams.
     
    ---
     

     
     
     
  13. Sad
    LH5 got a reaction from Xwatt in RUSH, Equal US factions (PvP) 27/08/2020 @17:30 UTC   
    RUSH Equal US factions (PvP)
    BLUFOR & OPFOR will have the same loadout choices but different camo patterns/types
     
    Map: Stratis, Semi Urban
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Required Mods:
     
    RUSH_AW.html
     
    TS address: ts.ahoyworld.net
    Short TS brief at 17:30UTC
     
    Mission length:
    2-3 games (rotating teams after each match)
    Mission length expected to be 80-120 minutes
    First match will start promptly at 17:30UTC
     
    Player slots and squad composition:
    60 player slots (2 teams of 30)
    2 man command element (SL & Marksman), 4x 7 man teams (TL, Medic, AR, LAT, Grenadier, 2xRifleman)
     
    Mission:
    BLUFOR must destroy 2 out of 3 of the objectives in each of the three areas. OPFOR must defend the objectives. If BLUFOR can destroy the objectives, OPFOR is pushed back to their next area. BLUFOR has a limited number of tickets and time
     
    Time and Ticket limit
    40 minutes per game. BLUFOR has 40 respawn tickets, upon destroying one objective box BLUFOR receives a ticket bonus. OPFOR has no ticket limit Arming and Disarming objectives:
    BLUFOR are to arm the objective box's using an add-action (approx 30 sec to arm) OPFOR can defuse the objective box using an add-action (approx 15 sec to disarm) Rearm:
    BLUFOR and OPFOR can scavenge for ammo, medical and grenades of dead body's using an add-action. OPFOR members can fully rearm once of each objective box if the box is not armed. BLUFOR and OPFOR can pick up each others weapons of the ground if things get desperate (this feature is not to be used to trade weapons or avoid roles) Support assets:
    BLUFOR Squad Lead has access to 1 Darter UAV BLUFOR Teamlead's have access to supply drops through the vanilla support menu Play area:
    Each sector size ranges from 300x300 to 700x200 Any spawn camping and or exploits to get outside of the play area is strictly forbidden.                               
    Communication & Structure:
    BLUFOR & OPFOR will be split equally (give or take 1 slot if we have an uneven number of players)
    Radio channels are preset for each squad/team. Platoon has limited discretion for change but squad structure is to be maintained.
     
     
    Below is what the objective box's look like and approx objective locations:
     

     

  14. Like
    LH5 reacted to MidnightRunner in Operation Trebuchet Madrigal Week 4 25/08/2020 @ 17:30 UTC   
    Mission Name:
    Operation Trebuchet Madrigal Week 4
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Mods Required:
    Arma 3 Preset AW Optre.html
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 17.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 37 (5 Teams of 6, 2 man Spartan team, command and vortex )
     
     
    Situation
    Following the opening of a second flank, UNSC forces have effectively stretched out the insurrectionist forces. To press this advantage command have decided that now is the time to make a push against Castra Arcology and the surrounding area. The walled city is very well defended from external attack, but may be susceptible to attack from inside. Command recommends an airbourne assault on the 2 large towers in the centre of the city. 
     
    Assets:
    Various ground/air transport and support vehicles
     
    Friendly Forces:
    UNSC forces
     
    Enemy Forces:
    Insurrectionists
     
    Civilians:
    Large civilian presence to be expected.
     
    Mission
    Launch an airbourne assault on Castra Arcology. Then secure the surrounding area.
     
     
    Execution
    Objectives:
    1. Launch an assault on Castra Arcology
    2. Capture the rest of the city
    2. Secure the surrounding area.
     
    Movement Plan:
    At Commanders discretion
     
    Rules of Engagement:
    Armed Insurrectionists may be engaged on sight
    Civilians are present in the area so collateral damage is to be kept to a minimum.
    Only buildings clearly being used for a military purpose may be engaged.
     
     
     
    Admin & Logistics
     
    Equipment & Resupply:
    At the commander’s control, assets are available at base to facilitate this.
     
    Reinforcements:
    Unlimited
    At commanders discretion, transport assets are available.
     
     
    Command & Control
     
    Command:
    Overall command lays with codename "Overlord" who will set objectives and ROE.
    Operational control on the ground lies with the Platoon Commander.
     
    Communication:
    Radio channels are set for each element and can be viewed as part of the Diary accessible through the map . Platoon has limited discretion for change but structure is to be maintained.

     
  15. Like
    LH5 reacted to MidnightRunner in Operation Trebuchet Madrigal Week 3 18/08/2020 @ 17:30 UTC   
    Mission Name:
    Operation Trebuchet Madrigal Week 3
     
    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
    Since securing our foothold in the South East of the region Insurrectionist forces have solidified the front line to our North likely anticipating further pushes in that direction. However, the existence of an captured Archer missile system to the West has forced our hand a little. We must destroy that weapons system so that it can no longer be used against us. At the same time we will be effectively opening up a second front forcing the Insurrectionist forces to spread themselves out creating opportunities for us to capture ground. 
     
    Assets:
    Various ground/air transport and support vehicles
     
    Friendly Forces:
    UNSC forces
     
    Enemy Forces:
    Insurrectionists
     
    Civilians:
    Large civilian presence to be expected.
     
    Mission
    Cross the river to the West and destroy the Archer Missile System. Drive out any Insurrectionist forces you find and establish a new front line. 
     
     
    Execution
    Objectives:
    1. Clear out the marked areas.
    2. Destroy the Archer Missile System which has been bombarding friendly positions.
    2. Investigate any Insurrectionist activity that may pose a risk to UNSC forces.
     
    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.

  16. Thanks
    LH5 reacted to Noah_Hero in First rush gamenight feedback   
    As BLUFOR I also experienced that my channel sometimes set itself to a random one upon respawning as well
     
     
  17. Thanks
    LH5 reacted to Karate Pyjamas in First rush gamenight feedback   
    -Out of Bounds is shady. I was way within the demarcated area and still got the out of bounds message as Blufor when approaching the 3rd set of targets at the airbase. (When flanking along the right-most line.)
    -Before Blufor gets the greenlight for the next set of targets, respawning as Redfor instantly gave me the out of bounds message at the airbase. This should perhaps be pushed back before those 2 minutes for Redfor.
    -Spawns at middle set of targets(assaulting final set) for Blufor expose them to take immediate fire from the airbase.
    -No use for medics as far as I have experienced, the time wasted on getting someone back up is too valuable as Blufor and with +/- 8 players in a team the tickets are quite luxurious. That said, I don't think the tickets should be any less.
    -Seems most Blufor objectives are an uphill battle which is a disadvantage, perhaps slightly skewing the difficulty.
    -Maybe add more solid cover across open plains. Concealment works, but it's very, very scarce.
    -Maybe limit zoomed optics only to classes that 'should have' zoomed optics. With ACOG's everyone becomes a marksman.
    -Every other respawn my radio would not default to the right channel.

    Perhaps on future renditions of different maps it would be fun for the attackers to have unarmed vehicles. ATV's. Depending on player count. Or perhaps limited to 2 for each objective.
    Maybe Redfor can have a demolitions expert to boobytrap objectives or place tripwires (tripwire flares anyone?), likewise Blufor gets an engineer to disable those.
  18. Sad
    LH5 reacted to SkullCollector in [AWE] Liberation Wednesday -- NEXT: 12/08/2020 @ 1730 UTC   
    Mission Summary
    Every Wednesday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it.
    You can expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command formed before the mission and staff supporting it all.
    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
    AW_Liberation_Lythium.html
    For first-time players, read till the end for a setup guide.
     
    Mission Runtime
    Roughly 2 hours with a chance to carry on open-ended
     
    ---
     
    Friendly Forces
    Russian Armed Forces
     
    Opposing Forces
    Insurgents
    Currently: Local Guerrilla Forces
     
    Situation
    A Russian combined-arms counter-insurgency task force has been deployed to the mountainous region of Lythium to deter and squash a local uprising. The insurgents have captured every town and base in the area of operations and are therefore overly well armed, including an armoured corps and jets from the military airfields. They are supplemented by outdated surplus.
    Friendly forces have established a foothold near Karift around FOB Alpha, then pushed further to maintain a firm grasp on the region with FOB Bravo near Bramar.
    The enemy retains two last bastions in Kinduf and Kalae.
    Progress is unquestionable. Victory is not debatable.
     
    Mission
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Objective
    TBD by Acting Command every Wednesday
    One last push toward victory.
     
    Platoon
    1x 3-man HQ (CMD, RTO, UAV)
    3x 9-man Rifle Squads
    1x 3-man Fire Support Group
    1x 3-man Hammer Crew
    2x 2-man Air Crew
    1x 2-man Logistics
     
    Admin & Logistics
    Reinforcements
    - Unlimited
    - Re-insertions via air at RTO's discretion
     
    Equipment
    - Vehicle deployment at CMD's discretion
    - Ammunition and supplies available at the supply depot
    - FOBs act as an arsenal 
     
    Command & Control
    Operations and ground control lie solely with the platoon commander. RTO handles air traffic and can supplement comms.
    Squad leaders are responsible for the operational effectiveness of their teams.
     
    ---
     

     
     
     
  19. Like
    LH5 got a reaction from Stanhope in RUSH, USMC vs Spetsnaz (PvP) 13/08/2020 @17:30 UTC   
    RUSH USMC vs Spetsnaz (PvP)
     
    Map: Stratis
     
    Server Details: 
    IP: 116.202.224.207
    Port: 2302
     
    Required Mods:
    RUSH_AW.html
     
    TS address: ts.ahoyworld.net
    Short TS brief at 17:30UTC
     
    Mission length:
    2-3 games (rotating teams after each match)
    Mission length expected to be 80-120 minutes
     
    Player slots and squad composition:
    60 player slots (2 teams of 30)
    2 man command element (SL & Rifleman), 4x 7 man teams (TL, Medic, AR, Marksman, Grenadier, 2xRifleman)
     
    Mission:
    BLUFOR must destroy 2 out of 3 of the objectives in each of the three areas. OPFOR must defend the objectives. If BLUFOR can destroy the objectives, OPFOR is pushed back to their next area. BLUFOR has a limited number of tickets and time
     
    Time and Ticket limit
    40 minutes per game. BLUFOR has 40 respawn tickets, upon destroying one objective box BLUFOR receives a ticket bonus. OPFOR has no ticket limit Arming and Disarming objectives:
    BLUFOR are to arm the objective box's using an add-action (approx 30 sec to arm) OPFOR can defuse the objective box using an add-action (approx 15 sec to disarm) Rearm:
    BLUFOR and OPFOR can scavenge for ammo, medical and grenades of dead body's using an add-action. OPFOR members can fully rearm once of each objective box if the box is not armed. BLUFOR and OPFOR can pick up each others weapons of the ground if things get desperate (this feature is not to be used to trade weapons or avoid roles) Support assets:
    BLUFOR Squad Lead has access to 1 Darter UAV Play area:
    Each sector is approximately 600x600m Any spawn camping and or exploits to get outside of play area is strictly forbidden.                               
    Communication & Structure:
    BLUFOR & OPFOR will be split equally (give or take 1 slot if we have an uneven number of players)
    Radio channels are preset for each squad/team. Platoon has limited discretion for change but squad structure is to be maintained.
     
     
    Below is what the objective box's look like and approx objective locations:
     

     

  20. Like
    LH5 reacted to Xwatt in Field Ambassadors and AWE Veterans Overhaul   
    Ahoy all,
     
    With the return of AWE, the Staff team have been formulating ideas about how to better make use of the roles we have available. With this, we looked into how to better make use of the current Field Ambassador program, and how to reintroduce the AWE Veteran scheme, to identify and recognise players we see as ideal role models for the atmosphere we are trying to establish across our modded server. As always, I stress that these roles are not being reintroduced to create a sense of hierarchy, but to instead recognise players that go the extra mile to help newer players, enforce the ruleset and provide an enjoyable experience to their peers. As Field Ambassadors are a greater bar of entry then Veterans, they will have added benefits that the veteran programme does not provide. The benefits of being in both programmes are as followed:
     
    Field Ambassadors
    A Field Ambassador, is a player who is recognised by Staff, as being an role model who contributes frequently to the community.
     
    -  Selected By Staff
    - Exclusive Teamspeak Tags
    - Exclusive XML
    - Access to a discord channel with Field Ambassadors and Veterans (where both will get access to mission testing and feedback discussion with Staff)
    - Access to the "mission makers" discord chat, used directly between Staff and Devs in communicating the current and future development of AW
    - Acces to AW Gitlab, to report issues and give feedback on opinions on "to be delayed" features that will/won't get added to our missions
     
    AWE Veteran
    An AWE Veteran, is an exemplary and experienced player who is recognised by Staff.
     
    -  Selected By Staff
    - Exclusive Teamspeak Tags
    - Exclusive XML
    - Access to a discord channel with Field Ambassadors and Veterans (where both will get access to mission testing and feedback discussion with Staff)
     
    We hope that by overhauling these schemes that it would both reward players that Staff believe to be making a positive impact on our servers, but also giving us a direct line in incorporating non-staff roles into the future development decisions we make at AW.
  21. Sad
    LH5 reacted to SkullCollector in [AWE] Liberation Wednesday -- NEXT: 05/08/2020 @ 1730 UTC   
    Mission Summary
    Every Wednesday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it.
    You can expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command formed before the mission and staff supporting it all.
    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
    AW_Liberation_Lythium.html
    For first-time players, read till the end for a setup guide.
     
    Mission Runtime
    Roughly 2 hours with a chance to carry on open-ended
     
    ---
     
    Friendly Forces
    Russian Armed Forces
     
    Opposing Forces
    Insurgents
    Currently: Local Guerrilla Forces
     
    Situation
    A Russian combined-arms counter-insurgency task force has been deployed to the mountainous region of Lythium to deter and squash a local uprising. The insurgents have captured every town and base in the area of operations and are therefore overly well armed, including an armoured corps and jets from the military airfields. They are supplemented by outdated surplus.
    Friendly forces have established a foothold near Karift around FOB Alpha and created a buffer zone around it, then pushed further to maintain a firm grasp on the region with FOB Bravo near Bramar.
    The enemy retains two last bastions in Kinduf and Kalae.
    Progress is unquestionable. Victory is not debatable.
     
    Mission
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Objective
    TBD by Acting Command every Wednesday
    One last push toward victory.
     
    Platoon
    1x 3-man HQ (CMD, RTO, UAV)
    3x 9-man Rifle Squads
    1x 3-man Fire Support Group
    1x 3-man Hammer Crew
    2x 2-man Air Crew
    1x 2-man Logistics
     
    Admin & Logistics
    Reinforcements
    - Unlimited
    - Re-insertions via air at RTO's discretion
     
    Equipment
    - Vehicle deployment at CMD's discretion
    - Ammunition and supplies available at the supply depot
    - FOBs act as an arsenal 
     
    Command & Control
    Operations and ground control lie solely with the platoon commander. RTO handles air traffic and can supplement comms.
    Squad leaders are responsible for the operational effectiveness of their teams.
     
    ---
     

     
     
     
  22. Like
    LH5 reacted to SkullCollector in [AWE] Liberation Wednesday -- NEXT: 29/07/2020 @ 1730 UTC   
    Mission Summary
    Every Wednesday, we turn a regular bout of Liberation around to show off what we can do when we put our minds to it.
    You can expect a solid experience with high emphasis on teamwork and structure, with an established Chain of Command formed before the mission and staff supporting it all.
    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
    due to an incoming minor update, please refer to the guide linked below and keep an eye on this thread for the preset
     
    AW Liberation Lythium.html
     
    For first-time players, read till the end for a setup guide.
     
    Mission Runtime
    Roughly 2 hours with a chance to carry on open-ended
     
    ---
     
    Friendly Forces
    Russian Armed Forces
     
    Opposing Forces
    Insurgents
    Currently: Local Guerrilla Forces
     
    Situation
    A Russian combined-arms counter-insurgency task force has been deployed to the mountainous region of Lythium to deter and squash a local uprising. The insurgents have captured every town and base in the area of operations and are therefore overly well armed, including an armoured corps and jets from the military airfields. They are supplemented by outdated surplus.
    Friendly forces have established a foothold near Karift and created a buffer zone around it.
     
    Mission
    Clear the region of insurgent forces. Capture strategic objectives. Establish favourable relations with the local populace.
     
    Objective
    TBD by Acting Command every Wednesday
    Our momentum is carrying us towards Kalea. High Command has yet to sanction further action.
     
    Platoon
    1x 3-man HQ (CMD, RTO, UAV)
    3x 9-man Rifle Squads
    1x 3-man Hammer Crew
    2x 2-man Air Crew
    1x 2-man Logistics
     
    Admin & Logistics
    Reinforcements
    - Unlimited
    - Mobile respawns at CMD's discretion (cooldown after use)
    - Re-insertions via air at RTO's discretion
     
    Equipment
    - Vehicle deployment at CMD's discretion
    - Ammunition and supplies available at the supply depot
    - FOB acts as an arsenal 
     
    Command & Control
    Operations and ground control lie solely with the platoon commander. RTO handles air traffic and can supplement comms.
    Squad leaders are responsible for the operational effectiveness of their teams.
     
    ---
     

     
     
     
  23. Like
    LH5 reacted to Mikael in Letters From The Front - 29/07/20   
    29/07/20
    Dear brother Dmitry.
    I hope you are doing well, I miss you very much here on the front. How are things back in the motherland?
     
    Today was an interesting day, we were tasked with providing overwatch for Alpha during an assault.
     
    The day started like any other in the army, spending more than an hour just to get to the AO.
    Once there we dug a ton of trenches, my back hurt like hell but we kept digging until some unknown voice chimed in over the radio on channel 51. 
    <<That's probably enough trenches guys, server is struggling with FPS as is and it will be even worse once Alpha starts their assault>>
    I had no idea who it was, or what he was talking about, but I asked the others and they heard the same message, so we figured we should take it as an omen and stop digging.
    I’m not complaining, by this time my hands were blistered as well, but the medic just said “toughen up buttercup”.
     
    After a lot of waiting, we had a small group of insurgents flanking us from our left side, we delivered a decisive counterattack and quickly dealt with them, but we lost a comrade in the initial contact. While mourning the loss of our comrade, Alpha requested assistance.
     
    We quickly dumped some static weapons into the truck and made our way over to the hill next to the village to provide fire support.
    After digging some trenches, despite what the weird voice said, we had a good overwatch going, but the situation was pretty much handled by then.
    There was a lone straggling insurgent flanking alpha and we had to take quick decisive action, no time to call it in.
    We managed to kill the insurgent, but it seems we angered alpha and they fired back at us.
    Fortunately, alpha are not very good shots, so we took no casualties. 
     
    While we were helping alpha, another group of insurgents were attacking our main trenches from the right side. We loaded the gun back up and drove back to help.
     
    Unfortunately we were too late.
     
    Coming back into the trenches, we returned fire on the insurgents and managed to push them back, but we lost more comrades, including our SL.
    While trying to deal with the last of the attack, one of them managed to get me, I am not sure what happened, but I woke back up in our operations base, eager to return to the battle.
     
    Vortex picked up myself and some re-inserts for alpha and flew us back into the field.
    Unfortunately the area was still really hot and we have to choose an LZ quite far away from my group.
    I radio bravo squad lead and tell him I am on my way, but far out.
     
    While walking back to bravo, I came across a perturbed tank crew. It was kinda hard to hear what they were saying over the noise of the tank, but it seemed they were having some problems with a guy with an RPG.
    As I crested the hill, I couldn’t see what they were complaining about, so I scanned the hillside but no one presented themselves.
    As I turned back around to face the tank, I heard a bunch of yelling. 
    I turned around to see the RPG guy lining up a shot!
    I managed to quickly dispose of him and his teammate, but they had another friend.
    The insurgent managed to hit me, but the great russian body armor saved my hind, and I took cover behind the hill and patched myself up before dispatching the last insurgent.
     
    The tank crew seemed very relieved and even let me steal an ammo box from their tank.
     I wonder how they will explain the missing ammo to platco, but I thanked them and started the long trek back to my squad. 
     
    Once back, i got tasked with building even more trenches, blyat!
    While we were setting up, reaper did a gun run which seemed to piss off the entire HQ we were attacking (Who would have thunk). Luckily our mortar team was quick on the trigger and managed to put a salvo right into the middle of the HQ, destroying an MBT and most of the guard towers. 
    The enemies fired mortars back at us, but our crew managed to not only kill the enemy mortar team, but to save one of the mortars for ourselves!
     
    I charged into the HQ alongside my comrades in red team!
    We had a quick and decisive victory, but lost some people in the battle. We managed to stabilize an unconscious comrade and placed him in a barrack for the medic to fix properly. 
    Once the medic arrived, he got intercepted by someone else who wanted a doctor and he decided to help that one first.
    I wondered about the decision to prioritize someone who was walking, over an unconscious casualty, but the medic is the boss so I let him do his job. 
    You should have seen the inside of this HQ, it was a maze, so once the medic was done with the first guy, I helped him find the casualty and he managed to save his life while we were repelling a counter attack.
     
    By this time I only had one box left, the one I stole from the tank crew. I put it to good use, taking down some enemies that were attacking my SL. 
    I asked where our supply truck had gone, but apparently no one knew, it did not blow up or anything, just disappeared.
    I suspect alpha was still pissed and stole it, but I can't be sure. 
    We tried asking the voice in the radio, but either he did not hear us or could not help us.
    I requested more PKP ammo from my SL, but we did not have time to wait for vortex.
     
    So off I went, looting shitty AK’s with ironshites.
    I definitely felt my aim was off, but I did good work even without our fancy new optics.
     
    Anyways brother, I always drone on for too long in these letters, sorry for that. 
    Please, take care of mother and say hello to the family from me.
     
    Always yours
    Igor 
  24. Like
    LH5 reacted to SiegeSix in Letters From The Front - 29/07/20   
    Dear Diary,
     
    To whom's eyes this may be read from.
     
    Lieutenant SiegeSix, commander of Hammer, commander of both the T-80UM and T-90SM, and his crew, embarked on a horrific journey. 
     
    The T-80UM was a massive failure only surviving 2 rockets in all of 30 seconds of combat. But a quick return with superior armor made quite the difference in the field.
    For the T-90SM, our superior on the ground was unmatched. Having to fire more rounds than what we had at our disposable, we killed every higher threat to the half-dead infantry.
     
    Our first engagement from Hammer Fireline proved our support better needed than Reaper. Having to destroy both a rocket technical, heavy MG technical and a dirt sniper, we raised our spirits with small chatter.
    After a dear amount of time had passed, the enemy seemed to very unhappy with us, so they tried flanking us, on two seperate occasions. The first one, they managed to fire rockets at us, but missing or otherwise not doing any damage. We managed to kill everyone... every last one of them. Knowing we were marked for death, we relocated further west to get a better view, where a new AT team tried to flank us. These never made it past the ridgeline...
     
    So a tale arise, a savior, a hero, a god amongst men, a true Rambo, who out of his way, came to rescue a silly tank crew. Armed with nothing but a PKP(?), he cleaned up those muppets. A noble Hammer crew, could offer nothing less, then to replace his lost bullets (he got a 100 rnd box mag from us).
     
    Before being flanked by our ineviatable doom, we had a tally of all our kills excluding the infantry:
     
    x2 ZSU Trucks (one were just disabled)
    x2 Tanks (and x1 M113)
    x7 Technicals (rockets, MG and SPG)
    x1 Sniper
  25. Thanks
    LH5 reacted to WinterMute in Letters From The Front - 29/07/20   
    "Hey, I just met you, and this is crazy, but there's a phone-detonated IED, so Kalae Me Maybe"
     
    Attack on Kalae - 2020-7-29
     
    Alpha 2, Rifleman (AT), Green squad
     
    My account of events, which may be accurate: 
     
    A mad dash to load up vics, absolute hive of activity, followed by a long old convoy to the objective alongside Hammer, with a few IEDs spotted and dealt with. We achieved early eyes on Kalae Village, dismounted and approached in defillade to go loud a bit closer to the enemy.

    During this I got domed, but while I waited for reinsert everyone else got killed as well.
     
    After reinserting, I think we lost Hammer and I unknowingly had a broken radio. We managed to capture Kalae Village North (taking some losses to a VBIED set off by a guy with a dead-mans switch and then to blue-on-blue caused when the bomber was being targeted by another squad... didn't help that the victim was CLS!)

    Highlight is me hitting the wheels of a vehicle from 550m with an RPG that only ranged out to 300m.
     
    Regrouped, discovered the broken radio situation, remounted and moved to a plateau further down the mountain. Dug in some trenches behind smoke and proceeded to draw a lot of attention, with primary threats being an M113 and a sniper, as well as a few attacks via defillade from Kalae Base.

    I launched about 5 RPGs at the M113 and decided that I shouldn't quit the day job...
     
    We made good use of vehicle mounted guns in the attack on the base, but lost both vehicle gunners during the attack (I was one) and so I missed the rest of that objective. I then ditched the RPG part of my loadout in favour of light weight.
     
    Reinserted again, near the radio tower, and retraced steps down to the base, then down into Kalae Village South, where we were working on regrouping with the surviving Alpha force as we ended up in a literal minefield. Patched up 2 engineers who had made a good attempt at disarming a mine, and learned a lesson about spacing.
     
    Regrouped with Alpha. Was given a functioning radio, and proceeded to Kalae HQ with 1 Gaz (the other remained at Kalae Base), where as far as I can tell a total MASCAS happened.
     
    Reinserted (see the theme?) at Kalae Village North, hoofed it down to Kalae HQ, where we transported down to Kalae HQ and linked up with Bravo. We had achieved Phase line Blue.
     
    The next target was Kalae Barracks. Under cover of smoke and mortars, we pushed across the runway and captured small outposts en route to the HQ, providing cover from incursions from other local objectives whilst Bravo went capturing the objective. An Su-25 attempted to take off but was dispatched rapidly.
     
    Whilst this was in place we received word of a counterattack to the West, focussed on the HQ we had previously taken, so we moved to a small outpost East of the runway and suppressed some enemies, and then... my connection failed.
     
    Feedback type stuff:
    Other than the comms issues (that I and Riverwolf experienced), which pissed me off immensely, I enjoyed the op. It did feel at times that we were not particularly working in concert with other elements, the later assault with Bravo across the runway was a highlight in multi-squad co-operation and a big morale boost after a challenging OP.
    Don't know the nitty gritty of how comms were between squads because I don't monitor 30.
    I'd rather not take an RPG in the short term. I think I am more effective in other roles.
    I would like it if we have a Forward Operating Base that is close to the front line as the convoy there and the reinserts were lengthy.
    The pacing was very strange as a result, and it was theoretically possible to spend 20 minutes out of the battle and immediately have to respawn.
    Some weird thing went on with TFAR.
     
    Ok, let's hear your side of the story...
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