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Op. Breakthrough 2\1\21 @ 19:00 UTC


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Mission Name:

Operation Breakthrough.

 

Server Details: 

IP: 116.202.224.207

Port: 2402

 

Mods Required:

 

nepV3.html

 

TS address: ts.ahoyworld.net

TEAMSPEAK MISSION BRIEFING FOR ALL PLAYERS WILL BEGIN AT 19:00 UTC

Expected Mission Length: 120+ minutes (may go over or under expected mission length)

 

Player Slots: 

Chaos(command): 2

Hitman 1-1: 10

Hitman 1-2: 10

Shindig: 1

Wolverine: 3

 

Total slots: 26

 

Situation

USMC forces are gearing up to take the last stronghold of the insurgent forces in Takistan. Aided by a detachment from the engineer corps from the army, they are to do a final push in their AO to seize the last strongholds of the insurgents.

 

 

Assets:

4x M1240

1xM1152 SICPS

1xUH-1Y

1xM1132

 

 

 

Friendly Forces:

USMC and Army

 

Enemy Forces:

Takistan Insurgents

 

Neutral Forces:

None

 

 

 

Mission

This is a last push to clear out any insurgents still left in our AO. We have engineer support from the Army to help with any IEDs and mines.

Its gonne be a straight up assault on enemies strongholds.

 

 

Execution

Objectives:

1. Clear the road through the waypoints given by command. 

2. Attack and clear out HUZRUTIMAM

3. Attack and clear out the Airfield 

 

 

Movement Plan:

At Commanders discretion

 

Rules of Engagement:

Any person holding a gun is deemed a combatant and should be neutralized.

 

 

 

Admin & Logistics

 

Equipment & Resupply:

Ammocrates with ammo and supplies.

 

Reinforcements:

Respawn available. Ferried in by Shindig.

 

 

 

Command & Control

 

Command:

 

Operational control on the ground lies with the platoon commander.

 

Communication:

TBD

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@kennychr

I enjoyed this mission a lot, despite fears, that disabled HUD and nameplates will make it total chaos.

Kudos to @Jochem and @Karate Pyjamas for keeping the mission rolling with such limitations.

 

I still would prefer to see at least the nameplates tho. I often opened MED menu on people, just to see who am I talking to, which is super awkward.

 

Another suggestion: slightly speed up fluid infusions. It took VERY long time for people with blood loss to regain consciousnes - simply because how slowly they regained fluids.

Stitching was disabled as well, but somehow I saw almost no wound re-openings, possibly again due to medical settings.

If the wounds re-opened the way, we are used to from AWE, inability to stitch wound make the mission nightmare for everyone - but as I say, the re-open chance seemed to be supressed, perhaps intentionally?

 

On a side note (not regarding just this mission):

The medical crates at mission start were so "raided", that I - as medic - wasn't able to get more than 20 or so elastic bandages from FOUR of them.

 

There is an abuse happening on all Ahoyworld modded missions. Since no rule prevents non-medical personel from doing so, people tend to make themselves walking medical cabinets in very unrealistic fashion (6+ bandages on riflemen etc..).

Not sure what can be done about that.

Perhaps making bandaging (but not tourniqueting!!) very slow - or ugly high re-opening chance, unless you have medical status assigned.

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