![](http://cdn.fkcontent.eu/monthly_2022_02/1915866281_Itter2.jpg.801c6d4de7293e95d7bd0903d737fd89.jpg)
WW2- Castle Itter
![Griffin68965](http://cdn.fkcontent.eu/monthly_2019_09/griffin.thumb.png.c202384a3d830e462e296fced98203c0.png)
Event created by Griffin68965
Event details
Castle Itter
++MISSION BRIEFING++
5th, May, 1945
The war in Europe is in it's final stages, the Germans are falling back across the board and your section of the 142nd infantry regiment is currently marching through Austria clearing up the last remaining pockets of resistance from enemy forces. The next target in your line of advance is a village with vital road and rail crossings over a local river (as marked above), both of these must be taken intact if we are to continue our advance at a reasonable speed. Enemy units in the area consist of both Wermacht and SS forces. Some of them, in particular the Wermacht troops, have been attempting to surrender in increasing numbers of late and while there is no guarantee they will continue to do so, you are to attempt to give them the opportunity to surrender wherever possible. SS units on the other hand have mostly been fighting to the last, they can be distinguished by their camo pattern, as opposed to the Wermacht troop's standard grey uniforms. Once the village and bridges are secured you are to continue pushing west. The longer it takes to get through the village and out the other side, the more time enemy troops further back will have to escape or dig in, try not to get bogged down.
The village in question is occupied and semi-fortified with some trenches being constructed on the eastern end. We believe it is mostly garrisoned by Wermacht troops with supporting static weapons. There are also believed to be remnants of armoured units in the area that include SPGs, armoured cars and a few tanks, up to Panzer 4s. SS forces are located to the west and will likely move to reinforce the village once contact starts. Mortars that have been shelling other friendly units in the area are believed to be located in the vicinity, so keep an ear out for those as well. In better news, the luftwaffe will not be a problem as what's left of their forces are all busy defending Berlin. In addition, all civilians in the area are believed to have fled which makes life a little easier, however there may be resistance operatives working in the area. If encountered, they will likely be more than willing to fight alongside you against the German forces. While the German forces are by no means weak, they do not have the capacity or will to launch a large scale counter attack. With that in mind, falling back to regroup is an option that can be taken without fear of permanent setback.
As far as the support we can provide for you is concerned, air support is unavailable due to being employed elsewhere in the region and the potential existence of an AA threat. Artillery support can be provided through a battery of M116 howitzers, however collateral damage is to be kept to a minimum where possible. An M4A3E8 from the 12th armoured division is being dispatched to support your advance, any resupply for the tank or for your infantry will have to be driven up from your start point.
Recap (briefing without the fluff):
- Playing as US forces
- Marked village occupied by mostly Wermacht forces, with some SS
- Germans supported by armour, with low numbers of tanks, up to Panzer 4.
- Germans potentially have mortars but no air support
- Enemy has constructed trench positions on eastern side of the village (no exact details)
- Limited counter attacks expected, mainly from SS forces to the west
- Main task, capture the two marked bridges intact
- Note-1, German forces may attempt to surrender, provide the option to do so where possible
- Note-2, Possible resistance operatives in the area, check your fire.
- No civilians
- 1x M4A3E8 in support+ 2 spare
- RRR driven up from start point (either by AI or players depending on numbers).
- Artillery support available (M116 howitzers), avoid collateral damage where possible.
++BRIEFING COMPLETED++
MISSION SUMMARY: This will be a heavily themed mission with elements taken from the Second World War, with some artistic liberties taken. The mission will be making use of the Arma 3 mods Iron Front, Faces Of War and CSA38 which will be posted as well at the bottom of this event page in a compiled list. Weaponry within the mission will be restricted to WW2/Faction based weaponry and will be restricted per your chosen role. Tags for applicable roles are being enforced and will not be different from standard slotting. Squad Structure and PTLN structure have been changed to accommodate the theme and structure of operations in the Second World War. There may be some potentially offensive imagery present in the mission. If anyone doesn't mind spoilers and would like a gloriously over the top song about the inspiration for this mission, here you go. https://www.youtube.com/watch?v=BwfJsKfCnaM
++SLOTTING++
(TAGS & REGS PRIORITIZED)
(RESERVED SLOTS MAY BE OVERWRITTEN BY TAG-HOLDERS)
(FINAL SAY IS AT EVENT HOSTS DISCRETION, AND I RESERVE THE RIGHT TO PICK THOSE WHO I BELIEVE BEST SUIT THE MISSION)
(Mission is limited to 61 slots)
-
PLTN:
- PLT (PLT Tags) (M1A1 Thompson, M1911) @Servok (SL Tags)
- RTO (RTO Tags) (M1A1 Thompson, M1911) Open
- Medic (Medic Tags) (M1 Garand) (on the day)
- 4x overflow rifleman (M1 Garand) (on the day)
-
Able:
- Squad Lead (SL TAGS) (M1A1 Thompson, M1911) @Silberjojo
- Medic (MEDIC TAGS) (M1 Garand) @Monocled Badger
- Auto Rifleman (B.A.R, M1911) (on the day)
- 2x Rifleman (M1 Garand) (on the day)
- Team Lead (TL Tags) (M1A1 Thompson, M1911) @Veagance
- Grenadier (M1 Garand- with M7 rifle grenade adapter) (on the day)
- 3x Rifleman (M1 Garand) (on the day)
-
Baker:
- Squad Lead (SL TAGS) (M1A1 Thompson, M1911) Open
- Medic (MEDIC TAGS) (M1 Garand) Open
- Auto Rifleman (B.A.R, M1911) (on the day)
- 2x Rifleman (M1 Garand) (on the day)
- Team Lead (TL Tags) (M1A1 Thompson, M1911) Open
- Grenadier (M1 Garand- with M7 rifle grenade adapter) (on the day)
- 3x Rifleman (M1 Garand) (on the day)
-
"Jenny" (Sherman M4A3E8):
- Commander (Commander tags) (M3 grease gun) @Jerichron
- Gunner (Gunner tags) (M3 grease gun) @L00_Cyph3r
- Driver (Driver tags) (M3 grease gun) Open
- Hull Gunner (M3 grease gun) (on the day)
-
Resistance squad:
- Squad Lead (SL Tags) @Tomo
- Medic (MEDIC TAGS) @Melo
- 2x Rifleman @BadBarry/@Nick Aryson
- Team Lead (TL Tags) Open
- Machine Gunner @Protton
- MG Assistant Open
- Rifleman Open
- Scout Lead (TL Tags) @riccardi48
- Scout Open
Scouts separate from resistance squad in template for technical reasons
Resistance SL = backup medic
Charlie, Dog = overflow and cannot be reserved
--SLOTTING--
++RESTRICTIONS/NOTES++
-
Zeus' note, there is no mention of the objectives for the Resistance squad in the briefing and information
is generally limited for reasons of mission flow. However, if anyone does wish to know anything about the
squad, for whatever reason, please message me on Discord. The resistance squad will be given a briefing
in mission. For the avoidance of doubt, once encountered they will fight alongside the main PLT. - scripted loadouts (no SR radios or GPS, resistance have no LR)
- Looting of enemy weapons is allowed if absolutely necessary (Resistance squad may do it whenever)
-
RRR driven up from start point (either by AI or players depending on numbers).
for personal resupply, loadouts will be made public relating to your role. - Respawns, unlimited for infantry, 2x for M4A3E8 (requested by PLT, granted at Zeus' discretion)
- BFT disabled.
- There will be no "Zeus" briefing, the text above is all you have. (Resistance squad will have a briefing)
- Failure conditions= PLT wiped out to the point of being combat ineffective (no exact %)
-
Map Markings: No marking in side after briefing unless all (living) lead elements are together.
No marking in group unless all (living) squad members are together.
--RESTRICTIONS--
MISSION REQUIREMENTS:
SERVER INFO :
- Name: FK #4 Custom Mission Server
- IP: arma4.fkservers.eu
- Port: 2402
- Password: On Request
- MODSET WW2 Modset