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LH5

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  1. Like
    LH5 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.
     
     
     
     
  2. Like
    LH5 reacted to Johnson in [Guide] (RHS: AFRF) The RPG-7V2 and its ammunition   
    updated: 22/04/20

    Introduction:
     
    About the RPG-7V2's ammunition:
     
    How to use the RPG-7V2's ammunition:
     
  3. Like
    LH5 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.
     
     
     

  4. Haha
    LH5 reacted to Noah_Hero in War for Altis - Act 2 Mission 8 Modded Zeus Ops 19.04.20 @ 16:30 UTC   
    When you're not sure anymore wether your CO said "save private Ryan" or "destroy a Drone Hub"... #AlphasD-Day
     

     

  5. Like
    LH5 reacted to Stanhope in Items that could perhaps be added to I&A3   
    They were removed from the arsenal because they are CSAT equipment and we're fighting CSAT.  I'm well aware that there's several other pieces of CSAT equipment in the arsenal, I'm not particularly happy about that.  Now I'm not saying I won't add them but it needs some more convincing, just having different zoom levels doesn't justify it for me. 
     
    As I said, not particularly happy about those CSAT weapons.  But while working on Liberation I've messed with their arsenal restrictions a bit and think I can make the arsenal whitelist work so you can't take them out of the arsenal but can take them off of the ground.  I make no promises though.
     
    The EOD vests are already in the arsenal for explosive specialists and maybe the engineer as well, can't remember.
     
    Again, enemy equipment, I'm not saying I won't add them but them just looking nice isn't justifying it for me.
     
    These will be in the next update:
     
  6. Like
    LH5 reacted to Stanhope in Arsenal update   
    These will be in the arsenal in the next version of I&A3 (if I don't forget)
  7. Thanks
    LH5 reacted to GhostDragon in Balance/Nerf the tanks   
    also it is generally frowned upon to "copy paste" a thread changing the odd word out to fit your agenda. 
  8. Like
    LH5 reacted to BenjaminHL in [EU3] Operation Hit and Run - Modded Zeus Gamenight 17/4/2020 @ 17:30 UTC   
    Hey everyone,
     
    I know it has been a while since I hosted a gamenight for AW, but I am really looking forward to getting back into it. This should be a really fun, fast paced mission so please come out if you can make it. 
     
    Thanks,
     
    Ben
  9. Like
    LH5 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:
     
  10. Like
    LH5 reacted to GhostDragon in Ahoyworld server upgrades   
    Ahoy all, 
     
    Hope you are all well! 
     
    I would just like to update you on the status of the server upgrades. As you all know we have recently upgraded our primary server, Flagship. This upgrade has gone very well and we are happy with the performance increase that we have experianced.
     
    We have Just ordered the new server that will replace Valient, the box that is currently running MSO and AWE events. This box will have the same specification as Flagship with the difference being that the server will have an extra 500GB M.2 drive. This is to allow us to accommodate the mods and modsets that the modded gamenights require and support the headless clients that we run to ease the load on the main server. We will keep you updated on the progress of these developments to the Ahoyworld infastructure! 
     
    The Corestaff team
  11. Like
    LH5 reacted to Xwatt in AhoyWorld Antistasi Server   
    After some research and testing, we feel the game mode antistasi itself is not viable to be left up persistently, as the actions of a single player can easily ruin the experience for all, and putting the rest of the people back to square one (intentionally killing the officer.) We feel it would be ideal for a weekly gamenight, as it would require heavy moderating for a successful mission.
     
    On the other hand, we have been looking into other similar types of missions, and we feel KP Liberation would be an ideal gamemode to run persistently. Currently, we are still testing the mission back end, and with it being open source, we can make changes to the mission and adapt it to our playerbase. 
     
    For the first two or so missions we may run them on a game night, so we can build up an FOB and introduce people who have not played the gamemode to the mechanics of Liberation. We will provide you with more information when we are ready for a public release.
  12. Like
    LH5 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
     

     
  13. Like
    LH5 reacted to MidnightRunner in Unsung 11th Armoured Deployment Week 9 27/03/2020 @ 18:30 UTC   
    Mission Name:
    Unsung 11th Armoured Deployment Week 9
     
    Server Details:
    IP: 136.243.150.72:
    Port: 2302
     
    Mods Required:
    TFAR_Beta, CBA_A3, Unsung, Ace, AceX
     
    HTML preset:
    Ahoy Unsung.html
     
     
    Recommended Mods:
    ShackTac User Interface
     
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 39 (3 Squads of 11,  command, and vortex )
     
    Role Descriptions for Platoon and Lead elements:
     
    Situation
    After securing our Eastern flank and supply lines we are now in a position to continue our advance North to drive out the N.V.A. forces. Starting in FSB Melissa we will head North to clear out all areas South of the river. We expect heavy enemy presence across the river, do not cross until air and arty have softened up the target. The bridge to the North of Long Phuoc is one of the only routes North, and if we seek to control this province we must hold that bridge crossing.
     
    Friendly Forces:
    US 11th Armoured Cavalry Regiment
    Army of the Republic of Vietnam (A.R.V.N.)
     
    Assets:
    UH-1D Iroquois (Slick) X 4
    UH-1C/M21 X 2 (Armed Huey)
    CH-47A Chinook X 2
    A-7D Corsair II(CAS) X 2
    A-1H Skyraider (CAS) X 2
    AH-1G Cobra X 1
    M-113 ACAV (M2) 
    M-113 ACAV (Transport)
    M-577 Ambulance
    Various ground transport and support vehicles
     
     
    Enemy Forces:
    National Liberation Front (Việt Cộng)
    People's Army of Vietnam (P.A.V.N.)
     
     
    Civilians:
    Civilians are concentrated around towns and villages.
     
    Mission
     
     
    Move North from FSB Melissa to clear the territory South of the River and create a stepping off point for our assault North.
     
     
    Execution
     
    Objectives:
    Move North and clear an area up to the river crossing.
    Hold that Bridge crossing
     
     
    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.
     
    Good Morning Vietnam!!

  14. Like
    LH5 reacted to Xwatt in Community Update #9   
    Ahoy, 
     
    In this hectic period inside and outside of our community, I feel now is a good time to keep you all updated about all the changes and updates we have to share with you that we have been working on over the past few weeks and months here at Ahoyworld.
     
    Server Upgrades
    I won't say much more in this then what has already been mentioned in a recent announcement in the news section of our forums. In short we are in exciting times here at Ahoyworld, where thanks to the generosity of our community, you have facilitated the ability for us to upgrade our servers, so we can continue to sustain this community for the many years to come. Undoubtedly though this not something that is cheap to do, and upgrading has took a bite into our reserves, and as we transition from server to server, our monthly price will increase drastically due us having to pay for both servers while we transition over, and the associated building cost for the system further increases our monthly paying price. For this, we have drafted a fundraising goal of €250. We understand this is not a small asking price, and we are not expecting people to go out their way and donate lots of money, instead we are asking for your continued support, and using our subscription model can be a viable way to do this.

    With the upgrade of our servers, this means our ip's for our servers will be changing. We will continue to supply plenty of warnings and information to our playerbase, to ensure we give our players a fair amount of transitioning time. Once we are ready to share our new ip's, we will clearly outline where they can be located publicly. All server related information will be found in the following thread.
     
     
    Gamenights
    We will continue to supply weekly gamenight's to our playerbase, and continue to welcome new players that want to get involved. The spike in player numbers in recent game nights is a portrayal that these are a hit amongst the community, and we will continue to host these missions on a weekly basis.
     
    @JANXOL War For Altis gamenight's will be continuing as usual, Every Sunday at 17:30 UTC and new gamenight announcements will be found in the events section of the forum.  https://forums.ahoyworld.net/forum/27-events/
     
     
    As for @MidnightRunner Vietnam gamenight's we are in the final stretch of these missions, with 3 weeks left. A poll has been run in the following thread about what theme the gamenights will be moving to next. 
     
    After a conclusive decision, the next campaign will be a contemporary campaign with a real world setting, and further information will be announced in the events section of the forum, so keep your eyes out for information about the upcoming campaign as we move closer to the final week of the Vietnam Operations.
     
    MSO have now begun their sixth campaign on Altis, and more information can be found about that in the following thread:
    Main MSO gamenight's are ran on Saturday, at 18:00UTC. The MSO team have made an open invitation to our game-night players and public playerbase about joining along in their sessions, I will refer you to the following thread for more information on this topic:
     
    For More Information about MSO or how to join, do not hesitate to contact @Johnson or @kennychr, and they will be more than happy to answer any questions you may have about joining the MSO operations.
     
    Mission Testing
    I&A4 beta testing will resume as normal from next week, and please keep an eye on our discord for time announcement's of when we will be hosting beta tests. We are in the final bug crushing phase of I&A4, and we hope you are enjoying the next iteration of Invade and Annex.
     
    Preliminary talks have begun backend about transitioning the mission over to AWE, and we will share more information as talks and testing progresses.
     
    @Ryko has begun testing of a new gamemode called Operation Chimera. In short this is a PVP/PVE gamemode. There is an attacking team who attacks laid out objectives, and a team that must defend them. The Attacking team is more of a special operations force, who get night visions and suppressors and UAV support, allowing them to defeat objectives using Stealth. (once the mission starts it will begin at night, with it gradually moving to sunrise dependant on the time taken for the objectives to be complete.) The defending team on the other hand are more conventional forces, and do not have gear such as NVG's, and therefore must rely on flares, solid communication and strategical placement to spot the enemy forces.  The defending team also get's AI fire teams that aid them in defending the objectives. We recommend hopping along and trying it out for yourself to get the full experience.
     
    The timing of these missions will be announced on discord, often 2 to 3 hours before the start of the event. Operation Chimera uses the War For Altis Modset, and the link to the workshop playlist can be found here
     
    Final Note
    As you can see above, this is a very exciting (and busy!) time here at Ahoyworld, and we want to personally thank you for your ongoing and continued support. We will continue to update you all publicly as we get new information to share, and hope that you will continue to support us for the forseeable future. It is the members that make this community, and we cannot stress your importance and significance enough.
     
    Yours Truly,
    Ahoyworld Core Staff
  15. Thanks
    LH5 reacted to Ryko in Ahoyworld server upgrades   
    Ahoy mates,
     
    Ahoyworld is upgrading.  The server boxes upon which we run Arma 3 are acceptable, but as it happens we are doing well enough financially that we have decided to implement an update to better servers.  Our current boxes run on Intel i7-6700 Quad-core chips, and our new ones will run on Ryzen 5 3600 Hexa-core chips.  The numbers say it's a 29% upgrade, for essentially the same monthly cost.
     
    Now is a great time for Ahoyworld.  Our implementation of the subscription model has allowed us to actually plan into the future by having a projectable cash flow.  While donations are the life-blood of Ahoyworld, the peaks and valleys of donations have made planning quite difficult.
     
    However, the move to new servers is not free.  If you were considering a donation to Ahoyworld, now would be an excellent time to help us cover these costs, which we are projecting in the realm of €250.  We are on good footing, financially, but this transition will eat into our reserves a bit.
     
    Thanks for your attention!  We'll keep you updated with further information regarding the big upgrade as it becomes available.
     
    Best regards,
     
    Ahoyworld Core Staff members
  16. Like
    LH5 reacted to MidnightRunner in Unsung 11th Armoured Deployment Week 8 13/03/2020 @ 18:30 UTC   
    Mission Name:
    Unsung 11th Armoured Deployment Week 8
     
    Server Details:
    IP: 136.243.150.72:
    Port: 2302
     
    Mods Required:
    TFAR_Beta, CBA_A3, Unsung, Ace, AceX
     
    HTML preset:
    Ahoy Unsung.html
     
     
    Recommended Mods:
    ShackTac User Interface
     
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 39 (3 Squads of 11,  command, and vortex )
     
    Role Descriptions for Platoon and Lead elements:
     
    Situation
    Now that we have secured FSB Cook and pushed the front line back to Xam My Xuan the enemy have attempted a counter attack using a minor route through the dense jungle. This attack threatens to cut off the supply line which was only just established, thus killing all momentum gained in the western push. Our task is to defend against this attack and then move North along the route used by the enemy and link up with Friendly forces North of Xam My Xuan. 
     
    Friendly Forces:
    US 11th Armored Cavalry Regiment
    Army of the Republic of Vietnam (A.R.V.N.)
     
    Assets:
    UH-1D Iroquois (Slick) X 4
    UH-1C/M21 X 2 (Armed Huey)
    CH-47A Chinook X 2
    A-7D Corsair II(CAS) X 2
    A-1H Skyraider (CAS) X 2
    AH-1G Cobra X 1
    M-113 ACAV (M2) 
    M-113 ACAV (Transport)
    M-577 Ambulance
    Various ground transport and support vehicles
     
     
    Enemy Forces:
    National Liberation Front (Việt Cộng)
    People's Army of Vietnam (P.A.V.N.)
     
     
    Civilians:
    Civilians are concentrated around towns and villages.
     
    Mission
     
     
    Counter the NVA push and  then take advantage of void this leaves to secure the eastern route North.
     
     
    Execution
     
    Objectives:
    Prevent the Enemy from cutting supply lines to the Northern push.
    Follow up and secure the area.
     
     
    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.
     
    Good Morning Vietnam!!

  17. Like
    LH5 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
  18. Like
    LH5 reacted to JANXOL in War for Altis - Act 2 Mission 2 Modded Zeus Ops 8.03.20 @ 17:30 UTC   
    Date:
    8.03.2020
    17:30 UTC
     
    Expected mission length: 120+ min (might be over or under)
    Act 2 - Might of the Bear
    Part 2
               
               
    For a moment it seemed that the Russian push is slowly grinding to a halt. After several hours of constant fighting troops on both sides are tired, and Russians are seemingly satisfied with results of their initial assault, their momentum almost spent. Fighting on the south-eastern front slowly dies down and fight for Kavala draws to an end with Altian troops converging on the castle. However, US recon operatives conducting reconnaissance beyond enemy lines discover that Russians are preparing for another attack. They have brought up fresh troops and heavy equipment from third landing wave and aim to assault the town of Dorida. Altian command suspects their intention is to break the frontline while it is still lightly fortified and encircle Pyrgos.

                Warned by the recon element, Altian soldiers mobilize to prepare the defense of Dorida and repel the Russians. With elements of 107th Tank Brigade supporting the enemy push, holding the town will require more than just bullets.

     
    The Assets
    Player faction: Altian military
    Player slots: 32
    - PLATCO - 4 man command element + BRDM-2UM command vehicle
    - 3 Infantry Squads - Alpha, Bravo, Charlie - 8-man each (4-man fireteam, 3-man maneuver team + engineer - effectively two 4-man fireteams)
    - Vortex - 2-man helicopter pilot team (pilot and co-pilot)
    - Deimos - 2-man IFV crew (gunner and driver). Gunner is acting as commander when infantry is dismounted,
     
    - Mi-8 transport helicopters
    -1xMi-24V
     
    -1x BMP-2D
    -1x BMP-1P
    - Various wheeled transport vehicles
     
    The mission
    Prepare defense of Dorida and repel Russian attack.
     
    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
     
     
    For anyone unfamiliar with ACE who wishes to join, I recommend you check out the ACE basic handbook:
     
     
     
    Hope to see you there!
     
     
    Note: I guess not much writing today, but again it is still the first day of war and defense is (in premise) a mission that's easy to explain.
  19. Like
    LH5 reacted to JANXOL in ACE Basic Handbook   
    Here's something we've made to make it handier for people unfamiliar with ACE to learn basic stuff. It can be used both as quick reference and more in-depth read and should cover anything you need to get started and join a zeus op using ace.
     
    ACE 3 Basic Handbook.pdf
     
     
    Prepared by myself and @Jenkins, with visual design by @Xwatt. Also includes some of the charts made by @Stanhope.
     
  20. Like
    LH5 reacted to Lindi in Aledged Recruiting/Advertising (perma ban)   
    Hello Metallboy.
     
    In my eyes you are pretty accurately describing recruiting. You mention that you are in a clan outside Ahoy, you mention inviting people to Discord channels outside Ahoy and you mention inviting players to play your Liberation server while playing on Ahoy. That very much IS recruiting, regardless your intent of harm or no.

    We suspected recruitment for a while since Discord names were the only thing shared in text chat on server. We looked into it, but we did not take any action due to only Discord names. In the end got confirmation in the form of a player report of actual recruiting. 
     
    AhoyWorld does provide open servers, modded game nights, Forums, TS, Discord. We even give players the option to submit game nights of their own design. We put a lot of effort into making sure we provide extensive services for our player base. This is one of the reasons I find recruiting on our server a low blow.
     
    In the case of permanent bans the offence is serious, I see nothing in the appeal to dispute the evidence of recruiting and I do not detect any real remorse, I will let the ban stand. Permanent bans can be appealed in approximately 6 months.
     
    BAN APPEAL UNSUCCESSFUL
  21. Like
    LH5 reacted to MidnightRunner in [EU2] Unsung 11th Armoured Deployment Week 4 14/02/2020 @ 18:30 UTC   
    Mission Name:
    [EU2] Unsung 11th Armoured Deployment Week 4
     
    Server Details:
    IP: 136.243.150.72:
    Port: 2302
     
    Mods Required:
    TFAR_Beta, CBA_A3, Unsung, Ace, AceX
     
    HTML preset:
    Ahoy Unsung.html
     
     
    Recommended Mods:
    ShackTac User Interface
     
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 39 (3 Squads of 11,  command, and vortex )
     
    Role Descriptions for Platoon and Lead elements:
     
    Situation
    Following the successful defence of the FSB at Nui Dat we had several days of rest and recuperation. We now have been tasked with meeting the village elders from Xa Binh Ba who have requested a meeting with us. This is a good opportunity to improve relations with the local population. Your task is to meet with the elders convince them to share any information they can give us and to then act on that information in whatever way you see fit.
     
    Friendly Forces:
    US 11th Armored Cavalry Regiment
    Army of the Republic of Vietnam (A.R.V.N.)
     
    Assets:
    UH-1D Iroquois (Slick) X 4
    UH-1C/M21 X 2 (Armed Huey)
    CH-47A Chinook X 2
    A-7D Corsair II(CAS) X 2
    A-1H Skyraider (CAS) X 2
    AH-1G Cobra X 1
    M-113 ACAV (M2) 
    M-113 ACAV (Transport)
    M-577 Ambulance
    Various ground transport and support vehicles
     
     
    Enemy Forces:
    National Liberation Front (Việt Cộng)
    People's Army of Vietnam (P.A.V.N.)
     
     
    Civilians:
    Civilians are concentrated around towns and villages.
     
    Mission
     
    Meet with the elders of Xa Binh Ba to gain intel on the local area. Act on that intel in whatever way you see necessary.
     
     
    Execution
     
    Objectives:
    Meet with the Elders
    Retrieve any available intel
    Act on any intel received.
     
     
    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.
     
    Good Morning Vietnam!!

  22. Like
    LH5 reacted to Ryko in I&A 4 Beta Test Feedback   
    IA4 076 change log - beta test forthcoming
     
    076
    ---
    NEW
    1. Custom control user action 20 bound to sling / unsling weapon. You will have to set the particular keybind up yourself.
    2. Ability to remove roles of custom group, and to change group name (between 4-9 characters, bad word filtering included).
    3. Added custom keybinds for Zeus users in Zeus interface.
    4. Added N/S/E/W icons to UAV interface.
    5. Added End Counter attack, modify counter attack chance buttons to admin interface.
    6. Added custom AI defend task (used primarily in counter attack sub-mission).
    7. Respirator goggle items and backpacks added to arsenal. Inventory/arsenal subroutines add regulator valve textures automatically.
    8. New secondary mission: Disarm Radiological device. Players must wear CBRN gear (uniform, respirator mask and respirator backpack) or succumb to the damaging effects of radiation.
     
    FIXES
    1. Added rolledup uniform variants.
    2. Player donation fixed to avoid certain issues.
    3. Deletion of helicopters at Terminal helipads.
    4. Tweaks to dynamic groups.
    5. Vehicle locking.
    6. Admin scripts
    7. Spotting
    8. Zeus shouldn't ping other zeuses when entering Zeus.
    9. Zeus: when controlling remote control units, should show map position as zeus unit, not player
    10. Enemy counter attack objective changed to ground assault (helicopter paradrop was too CPU intensive)
     
    TWEAKS
    1. OPFOR squad leaders binoculars removed so they will actually shoot weapons.
    2. Zeus players may now donate negative rewards (penalties).
    3. Staff players may now map teleport (ALT+Left click) in any role.
    4. Ambient spawned units receive a new waypoint if they run out of waypoints.
    5. OPFOR Close Air Support should be more regularly spawned.
  23. Like
    LH5 reacted to Stanhope in ACE Medical flowcharts (Quickstart for new players)   
    Here are a few flowcharts I made that could help new players or people unfamiliar with ace medical.  These flowcharts are not the only correct way of doing it.  They probably aren't even the best way of doing things.  They are intended to be a guide for new people.  Once you become familiar enough with ace you'll figure out how to do this better. 
     
    Here's a guide on which bandage to use:
    Here's a guide on what to do as a rifleman when you get shot:
    And here's a guide on what to do as medic when someone gets shot:
    And this is a backup link in case these pictures disappear.  They'll probably be outdated before that but just in case.
  24. Like
    LH5 reacted to MidnightRunner in [EU2] Unsung 11th Armoured Deployment Week 1 24/01/2020 @ 18:30 UTC   
    Mission Name:
    [EU2] Unsung 11th Armoured Deployment Week 1
     
    Server Details:
    IP: 136.243.150.72:
    Port: 2302
     
    Mods Required:
    TFAR_Beta, CBA_A3, Unsung, Ace, AceX
     
    HTML preset:
    Ahoy Unsung.html
     
     
    Recommended Mods:
    ShackTac User Interface
     
     
     
    TS address: ts.ahoyworld.net
    TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 18.30 UTC
    Expected Mission Length: 120+ minutes (may go over or under expected mission length)
     
    Player Slots: 39 (3 Squads of 11,  command, and vortex )
     
     
    Situation
    You are part of the 11th Armoured Cavalry Regiment of the United States Army, currently serving in Vietnam. We are base in the province of Vung Tau East of Ho Chi Minh City. We are tasked with holding this province and driving out the NVA and VC forces from this area. The airport at Vung Tau is of strategic importance and is our number 1 priority. Its operations can not be compromised.To defend the area we have setup many FSBs to exert our influence on the area. We have just received word that one of these FSBs named Arrow is under attack from NVA forces and are running low on supplies. Our attempts to resupply them by air have failed due to the presence of enemy AA weapons. The 11th ACR have been tasked with rolling in and breaking the siege. Get it done.
     
    Friendly Forces:
    US 11th Armored Cavalry Regiment
    Army of the Republic of Vietnam (A.R.V.N.)
     
    Assets:
    UH-1D Iroquois (Slick) X 4
    UH-1C/M21 X 2 (Armed Huey)
    CH-47A Chinook X 2
    A-7D Corsair II(CAS) X 2
    A-1H Skyraider (CAS) X 2
    AH-1G Cobra X 1
    M-113 ACAV (M2) 
    M-113 ACAV (Transport)
    M-577 Ambulance
    Various ground transport and support vehicles
     
     
    Enemy Forces:
    National Liberation Front (Việt Cộng)
    People's Army of Vietnam (P.A.V.N.)
     
     
    Civilians:
    Civilians are concentrated around towns and villages.
     
    Mission
     
    Patrol out from main base to break the siege on FSB Arrow. Once the attack has been defeated counter attack and destroy the enemies staging area.
     
     
    Execution
     
    Objectives:
    Patrol from the Airbase at Vung Tau Airport 
    Break the Siege on FSB Arrow
    Counter attack the enemy once their attack has been broken
    Push and clear their staging area
     
    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.
     
    Good Morning Vietnam!!
  25. Like
    LH5 reacted to Ryko in I&A 4 Beta Test Feedback   
    074 Beta test change log
    ---
    FIXES
    1. Added BIS_fnc_spawn to CfgRemoteExec restrictions. Thanks, script kiddie, for alerting us to that!
    2. Made repair/rearm/refuel pods invisible, you should now be able to rearm just by rolling onto the service pad.
    3. Add emergency fuel action repaired
    4. Additional fallback trigger for cases where player doesn't spawn off of Makrynisi island on first connect.
    5. Revisions to player speed detection.
    6. Goblin UAV RTB on fuel now changed to a straight despawn instead of landing and despawn, Goblin had found a way to land on the runway and hog it.
    7. Viper fuel issues reviewed (no fuel if less than full crew occupy the vehicle).
    8. VIPER/ REAPER/ TALON teleport to pads addActions
    TWEAKS
    1. Players won't get revive reward points while in base.
    2. Reward menu vehicle names trimmed to 21 characters to fit into list menu.
    3. Capture UAV side mission now provides an alert
    4. Added OnEachFrame command to cfgDisabledCommands as IA4 doesn't use it.
    5. Added Stealth Balaclavas to reward menu.
    6. Revisions to teamkill logging.
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