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untilThis mission will be on FK#1, and will continue my campaign, detailed below. Please read it to get full context of the situation of the land. There are also brief updates in the thread for how previous missions went for those who want to catch up. OBJECTIVES: "With the successful rescue of the informant last time, we have gained a small amount of useful information. One such piece was a rumour he heard on the grapevine of a Botanan general who got sent to prison by one of his rivals for political reasons. We sent scouts to ascertain this rumour incognito, and have made contact with this general. We have arranged to break him out, mostly via a nearly finished tunnel he made himself but needs our help to complete. We will then need to extract him as fast as possible. To help with this, we have had a spare car arranged nearby in case it is needed. Try not to let him get killed, his wealth of knowledge on the Botanans and military doctrine in general will be invaluable to our cause." Objective List: - Make it to the prison - Open up the other end of the tunnel - Cause a distraction outside to allow for a team of yours to get inside - Get in, grab the General and get out - Extract back to start MAPS: GEAR: This mission will have heavily restricted gear, to simulate a force that is new and desperately underequipped. You may however loot enemies if possible (no looting radios though due to the fact that all AI spawn with one due to Arma's setup). A basic public loadout will be provided. Uniform: Any Eastern-European Civilian Dress (3CB Factions stuff basically) Vest: Either Chicom Chest Rig, or nothing with protection or obvious military origin, items like "Hip Pouch", "Pistol Holster", or similar. Leadership may take 6B13's or 6B23's in varying patterns. Headgear: Civilian style only. Nothing silly, and no protection. Backpack: Anything non-military looking. Weaponry Selection: Each group may have only two of each: AK47, AK74, AKM, AK-74M. (No rails on any of these) Autorifleman: may take either a PKM, Bren or RPK Otherwise; Primaries: Mosin Nagant M38 (No rails), Kar98k, Kozlice 12G variants, IZh-18, Saiga-12k. Secondaries: TT-33, Chiappa Rhino, PM. You may take both a primary and secondary from this list. Weaponry Limitations: No magnification/weapon attachments. Ammo Limits, Maximum: 5 total clips/magazines for any weapon type not listed below 24 shotgun shells. 200 Rounds total for AR (210 for Bren) 3 total mags for Secondaries If you die and respawn, you must re-loot equipment in the field. Equipment Limitations: Only Leadership Elements may carry SR Radios and binoculars. No LRs allowed. You may loot binos and radios from dead/unconscious friendlies, however you must drop them once they return to the field. None of the following: GPS, NV capable devices, Rangefinders, tactical ladder, placeable/throwable explosives, e-tool, flash/stun/WP grenades, launchers, looting radios. Only 2 of the following per person: Any Smoke grenade or Fragmentation Grenade. General Limitations: No drawing in side after brief BFT disabled No looting enemy radios (Arma limitation reasons) No crewing enemy tagged vehicles. You are only civilians with essentially no military training. SLOTTING: [Tags and regs priority for reserving. Also, I reserve the right to pick who I believe would best suit the mission.] To simulate the more rag-tag nature of this mission, infantry will be broken up into fireteam elements only. Each team will consist of 1 leader and 4 members, slotted into each squads' fireteams in the templates. AR slot is now an actual autorifleman. Commander (Plt Tags): @riccardi48 [No Tags] 2iC (2iC Tags): 3x Doctor (Medic Tags): @Griffin68965, @LurkerOne, @Elkano [No Tags] General (Regs+): @Whitelock Group 1 Lead (TL Tags): @Veagance Group 2 Lead (TL Tags): @Rtiler96 Group 3 Lead (TL Tags): Group 4 Lead (TL Tags): Group 5 Lead (TL Tags): Group 6 Lead (TL Tags): (More slots are available, but there won't be reservations for them. If more than 6 groups are formed, another Doctor will be slotted.)
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untilThis mission will be on FK#1, and will continue my campaign, detailed below. Please read it to get full context of the situation of the land. There are also brief updates in the thread for how previous missions went for those who want to catch up. This mission will be split into two separate parts. Part 1 will take place at the end of mission 3, with players re-attempting to capture Isla Noela. Then, a timeskip will occur during which Mission 3.5 will have occured (details in above thread), followed by Part 2 of this mission based on intel from 3.5. You may carry your loadouts forward into part 2, and resupply on medical from provided crates. OBJECTIVES: Part1: "We nearly succeeded in capturing Isla Noela, but our forces fell apart just as the enemies' did. We have regrouped, grabbed additional reinforcements and gathered supplies to use in the North East corner of the island. We know the Botanans are also doing something similar, so we must push before they have time to mount an effective defence. To help, you have gathered crates of weapons to grab from for the start of the mission, and an enemy mortar placement has been taken over. Hopefully you can figure out how it works in time." Objective List: - Attack and take Isla Noela. - Once done, reconsolidate and resupply before moving on to part 2. Part 2: "With the schedule we received from our contact in the Sharkovian ammo dump, we have established times it would be effective to use the explosives we captured to ambush some convoys and steal some supplies. We will use our PTS-M amphibious landing craft to steal a truck per convoy and get out. The vehicles are slow however, so we must wait until they reach the Exfil points before getting out ourselves. We must also remember our debt to the informant who gave us this information, and uphold our agreement by doing our best to leave them alive if we end up in contact with the ammo dump at Ambush 1, maybe extracting them if possible. Remember, they wear a wool peaked cap, and will be forced to at least shoot in our direction to keep up appearances for their superiors." Objective List: - Insert at both Insert 1 and 2 markers (via TP pole, boats for exfil already in place) - Divy up explosives and cellphone detonators from the boxes in place at these start points - Move out and set up ambushes at the suggested locations. - Wait for the convoy to pass, and take out any threats before making off with one of the relevant trucks. - Remember not to shoot the wool peaked cap wearing informant. Extract him if possible. - Load a truck into each respective PTS-M, and a friendly will drive it away for you. Defend it while it moves away slowly. - Once the PTS-Ms have reached the exfil points, mount up yourselves and get the hell out of there. MAPS: Part1: Part 2: GEAR: This mission will have heavily restricted gear, to simulate a force that is new and desperately underequipped. You may however loot enemies if possible (no looting radios though due to the fact that all AI spawn with one due to Arma's setup). A basic public loadout will be provided. Uniform: Any Eastern-European Civilian Dress (3CB Factions stuff basically) Vest: Either Chicom Chest Rig, or nothing with protection or obvious military origin, items like "Hip Pouch", "Pistol Holster", or similar. Leadership may take 6B13's or 6B23's in varying patterns. Headgear: Civilian style only. Nothing silly, and no protection. Backpack: Anything non-military looking. Weaponry Selection: Each group may have only two of each: AK47 or 74 Otherwise: Mosin Nagant M38 (No rails), Kar98k, TT-33, Chiappa Rhino, PM, Kozlice 12G variants, IZh-18, Saiga-12k. You may take both a primary and secondary from this list. Assets: Mortar Team: Assistant is considered leadership for restrictions purposes. Crates will be provided for ammo. For part 2 of the mission, you will just be another regular group. HQ MG Team: Gunner may take a 3CB Factions RPK, and the team may take 20 total 75rnd magazines. Assistant is otherwise another rifleman. The MG team form a single element along with the Commander, 2iC and doctors for restriction purposes. None of these asset or HQ teams may take the alloted AKs per group. Weaponry Limitations: No magnification/weapon attachments. Maximum 5 total clips/magazines for any weapon, or 24 shotgun shells. If you die and respawn, you must re-loot equipment in the field. Equipment Limitations: Only Leadership Elements may carry SR Radios and binoculars. No LRs allowed. You may loot binos and radios from dead/unconscious friendlies, however you must drop them once they return to the field. None of the following: GPS, NV capable devices, Rangefinders, tactical ladder, placeable/throwable explosives, e-tool, flash/stun/WP grenades, launchers, looting radios. Only 2 of the following per person: Any Smoke grenade or Fragmentation Grenade. General Limitations: No drawing in side after brief (may be relaxed to allow for additional planning for part 2) BFT disabled No looting enemy radios (Arma limitation reasons) No crewing enemy armoured vehicles. You are only civilians with essentially no military training. SLOTTING: [Tags and regs priority for reserving. Also, I reserve the right to pick who I believe would best suit the mission.] To simulate the more rag-tag nature of this mission, infantry will be broken up into fireteam elements only. Each team will consist of 1 leader and 3 members, slotted into each squads' fireteams in the templates. AR slot is just another member of the team. Commander (Plt Tags): @Whitelock [No Tags] 2iC (2iC Tags): 3x Doctor (Medic Tags): @LurkerOne, @Griffin68965, @TheSalader HQ MG Gunner (Reg+): @Elkano HQ MG Assistant (Reg+): M6 Mortar Assistant (Mortar Tags): @cineafx M6 Mortar Gunner 1 (Mortar Tags): @L00_Cyph3r M6 Mortar Gunner 2 (Mortar Tags): Group 1 Lead (TL Tags): @Silberjojo Group 2 Lead (TL Tags): @Rtiler96 Group 3 Lead (TL Tags): @Veagance Group 4 Lead (TL Tags): Group 5 Lead (TL Tags): Group 6 Lead (TL Tags): Group 7 Lead (TL Tags): Group 8 Lead (TL Tags): (More slots are available, but there won't be reservations for them)
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untilThis mission will be on FK#1, and will continue my campaign, detailed below. Please read it to get full context of the situation of the land. There are also brief updates in the thread for how previous missions went for those who want to catch up. (Heads up that the equipment list has received some upgrades, be sure to check it out!) OBJECTIVES: "We have finally secured enough equipment to bolster our armaments. We have more rifles, new specialist equipment (partly wielded by local hunters) and heavy weaponry, which we have attached to the fisherman's boat. We also found documents indicating that the islands of Tera and Noela near our home were escalating towards a conflict (including placing mines), and our efforts last time have pushed things over the tipping point. Right now, Botanan and Sharkovian forces are engaging each other from across the water. This is our perfect time to strike. Move in where they don't expect, and use their distractions with each other to finally lay claim to our first territory gain in our endeavours. Let us hope that our new equipment is enough to see us to victory." Objective List: - Attack and take Isla Noela and Isla Tera. MAPS: GEAR: This mission will have heavily restricted gear, to simulate a force that is new and desperately underequipped. You may however loot enemies if possible (no looting radios though due to the fact that all AI spawn with one due to Arma's setup). A basic public loadout will be provided. Uniform: Any Eastern-European Civilian Dress (3CB Factions stuff basically) Vest: Either Chicom Chest Rig, or nothing with protection or obvious military origin, items like "Hip Pouch", "Pistol Holster", or similar. Leadership may take 6B13's or 6B23's in varying patterns. Headgear: Civilian style only. Nothing silly, and no protection. Backpack: Anything non-military looking. Weaponry Selection: Each group may have only two of each: AK47 or 74 Otherwise: Mosin Nagant M38 (No rails), Kar98k, TT-33, Chiappa Rhino, PM, Kozlice 12G variants, IZh-18, Saiga-12k. Only one weapon per person from this list. I.e no primary + secondary, just one gun total. Assets: Prophet/Hunter: Spotter is considered leadership. Sniper may take any old wooden bolt action rifle, such as a Mosin or Lee Enfield. They are allowed the KAHLES Helia (Old) scope, or anything with lower magnification and similar aesthetics if they don't own the marksman DLC. They may also take a pistol from the above list. The team may take a total of 70 rounds for the Sniper's primary weapon. HQ MG Team: Gunner may take a 3CB Factions RPK, and the team may take 20 total 75rnd magazines. Assistant is otherwise another rifleman. HQ Grenadier Team: Gunner may take an RHS RPG-7V2. Both parties are otherwise regular riflemen, but may take RPG Carrier backpacks with 10 total rounds, half PG-7VL and half OG-7V. Boat Team: The boat has 4 total DshKM's attached, 1 front and 3 rear pointing in various directions. The boat crew may take a toolkit to fix up their boat, and if needed spare fuel and possibly ammo will be available at start if requested. The MG and Grenadier teams form a single element along with the Commander, 2iC and doctors for restriction purposes. The hunter and boat teams count as separate elements. None of these asset or HQ teams may take the alloted 2 AKs per group. Weaponry Limitations: No magnification/weapon attachments. Maximum 5 total clips/magazines for any weapon, or 24 shotgun shells. If you die and respawn, you must re-loot equipment in the field. Equipment Limitations: Only Leadership Elements may carry SR Radios and binoculars. No LRs allowed. You may loot binos and radios from dead/unconscious friendlies, however you must drop them once they return to the field. None of the following: GPS, NV capable devices, Rangefinders, tactical ladder, placeable/throwable explosives, e-tool, flash/stun/WP grenades, launchers, looting radios. Only 2 of the following per person: Any Smoke grenade or Fragmentation Grenade. General Limitations: No drawing in side after brief BFT disabled No looting enemy radios (Arma limitation reasons) No crewing enemy armoured vehicles. You are only civilians with essentially no military training. SLOTTING: [Tags and regs priority for reserving. Also, I reserve the right to pick who I believe would best suit the mission.] To simulate the more rag-tag nature of this mission, infantry will be broken up into fireteam elements only. Each team will consist of 1 leader and 3 members, slotted into each squads' fireteams in the templates. AR slot is just another member of the team. Commander (Plt Tags): @riccardi48 [No Tags] 2iC (2iC Tags): @L00_Cyph3r [No Tags] 3x Doctor (Medic Tags): @Elkano [No Tags], HQ MG Gunner (Reg+): @TheSalader HQ MG Assistant (Reg+): HQ Grenadier Gunner (Reg+): @Griffin68965 HQ Grenadier Assistant (Reg+): Boat Driver (now considered leadership, Reg+): @LurkerOne Boat Gunner 1 (Reg+): @PVT. J. Mohammed Boat Gunner 2 (Reg+): @mekboy_4000 Hunter Spotter (Spotter Tags): @Silberjojo [No Tags] Hunter Sniper (Sniper Tags): @andyt90 Group 1 Lead (TL Tags): @Veagance Group 2 Lead (TL Tags): @Whitelock Group 3 Lead (TL Tags): @Rtiler96 Group 4 Lead (TL Tags): Group 5 Lead (TL Tags): Group 6 Lead (TL Tags): Group 7 Lead (TL Tags): Group 8 Lead (TL Tags): (More slots are available, but there won't be reservations for them)
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untilThis mission will be on FK#1, and serve as the second part of my campaign, detailed below. Please read it to get full context of the situation of the land. There are also brief updates in the thread for how previous missions went for those who want to catch up. OBJECTIVES: "Our maiden voyage ended in great success my brothers. We are however still a small force and so must cover our tracks such that the Botanans do not suspect us for their losing the personnel of their new military base. To this end, we will be staging what I believe is called a "False Flag" operation. We will be pushing our boats down the narrow rivers of Sharkovo, and ambushing a small convoy of guard shift changers that usually happen around dawn. After ambushing this we will take the bodies for planting later as fake evidence. We have also identified that there is a nearby military uniform production factory, where we will steal some Sharkovian uniforms. We will use these uniforms and equipment looted from the guards there to stage an attack on another Botanan area, planting the bodies of Sharkovians and their equipment to make them believe these attacks are not a new force in the civil war, us. Additionally we will need to secure more waterborne transportation for us. The nearby Isla Tera will be a prime target here, but we will need to be careful as we know they are amassing forces there. Getting in and out quickly will be of utmost importance. We move out at dawn. Best of luck out there." Objective List: - Locate and steal new boats - Ambush a Sharkovian convoy and bodybag at least 6 bodies (cargo space limitations in boats) - Attack and loot a Sharkovian uniform/military factory. - Using the above looted gear, assault two Botanan military compounds and plant bodies as fake evidence before leaving ASAP. MAPS: GEAR: This mission will have heavily restricted gear, to simulate a force that is new and desperately underequipped. You may however loot enemies if possible (no looting radios though due to the fact that all AI spawn with one due to Arma's setup). A basic public loadout will be provided. For looting enemy vehicles - you are only civilians with essentially no military training. You cannot steal vehicles like BTRs and above. Uniform: Any Eastern-European Civilian Dress (3CB Factions stuff basically) Vest: Nothing with protection or obvious military origin, only items like "Hip Pouch", "Pistol Holster", or similar. Headgear: Civilian style only. Nothing silly, and no protection. Backpack: Anything non-military looking. Weaponry Selection: Each team may have only one of each: AK47 or 74 SVD (remember, no scopes!) Otherwise: Mosin Nagant M38 (No rails), Kar98k, TT-33, Chiappa Rhino, PM, Kozlice 12G variants, IZh-18. Only one weapon per person from this list. I.e no primary + secondary, just one gun total. Weaponry Limitations: No magnification/weapon attachments. Maximum 5 total clips/magazines for any weapon, or 24 shotgun shells. If you die and respawn, you must re-loot equipment in the field. Equipment Limitations: Only Leadership Elements may carry SR Radios and binoculars. No LRs allowed. You may loot binos and radios from dead/unconscious friendlies, however you must drop them once they return to the field. None of the following: GPS, NV capable devices, Rangefinders, tactical ladder, placeable/throwable explosives, e-tool, flash/stun grenades, launchers, looting radios. Only 1 of the following per person: Any Smoke grenade or Fragmentation Grenade. General Limitations: No drawing in side after brief BFT disabled No looting enemy radios (Arma limitation reasons) No crewing enemy armoured vehicles. SLOTTING: [Tags and regs priority for reserving. Also, I reserve the right to pick who I believe would best suit the mission.] To simulate the more rag-tag nature of this mission, infantry will be broken up into fireteam elements only. Each team will consist of 1 leader and 3 members, slotted into each squads' fireteams in the templates. AR slot is just another member of the team. Commander (Plt Tags): @riccardi48 [No Tags] 2iC (2iC Tags): 3x Doctor (Medic Tags): @LurkerOne Boat Driver (aka Plt Rifleman, Reg+): @PVT. J. Mohammed Group 1 Lead (TL Tags): Group 2 Lead (TL Tags): @Rtiler96 Group 3 Lead (TL Tags): @Whitelock Group 4 Lead (TL Tags): @Veagance Group 5 Lead (TL Tags): Group 6 Lead (TL Tags): Group 7 Lead (TL Tags): Group 8 Lead (TL Tags): (More slots are available, but there won't be reservations for them)
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untilThis mission will be on FK#1, and serve as the opener mission to my campaign, detailed below. Please read it to get full context of the situation of the land. OBJECTIVES: "Our uprising starts in earnest, now. However, due to the extreme failure of our initial operation, we have even less equipment and some cleaning up to do. But no matter, we will cobble together what we have, and use the enemies' weakness and overconfidence against them. Starting with that military base the Botanians built so close to our home territory, we will rush them and claim better armaments for ourselves. To get across the water, one more brave fisherman has volunteered himself and his boat to get us across. From there, we can fight into the village of Vilay and find where our comrades are being held (after being traded incorrectly with the Sharkovians thinking they were theirs). We will need to intercept them before they are moved to the nearby new prison. Timing will be crucial in all of this. We will attack in the evening, hit hard while they do not expect it, and retreat out when darkness falls and use that to our advantage. List: - Cross water to enemy base - Find a cache of weapons or eliminate enemies and take their gear - Find missing friendlies in Vilay - Extract out before it is dark (21:15 UK time) [It will be light enough before this, darkness is just the mission end/extract condition]. MAP: GEAR: This mission will have heavily restricted gear, to simulate a force that is new and desperately underequipped. You may however loot enemies if possible (no looting radios though due to the fact that all AI spawn with one due to Arma's setup). A basic public loadout will be provided. For looting enemy vehicles - you are only civilians with essentially no military training. You cannot steal vehicles that civilians would not be able to man. Uniform: Any Eastern-European Civilian Dress (3CB Factions stuff basically) Vest: Nothing with protection or obvious military origin, only items like "Hip Pouch", "Pistol Holster", or similar. Helmet: Civilian style only. Nothing silly, and no protection. Backpack: Anything non-military looking. Weaponry Selection: 1 M84a Scorpion per team max. Otherwise: Mosin Nagant M38 (No rails), Kar98k, TT-33, Chiappa Rhino, PM, Kozlice 12G variants, IZh-18. Only one weapon per person from this list. I.e no primary + secondary, just one gun total. Weaponry Limitations: No magnification Maximum 5 total clips/magazines for any weapon, or 24 shotgun shells. No weapon attachments. If you die and respawn, you must re-loot equipment in the field. Equipment Limitations: Only Leadership Elements may carry SR Radios and binoculars. No LRs allowed. None of the following: GPS, NV capable devices, Rangefinders, tactical ladder, placeable/throwable explosives, e-tool, flash/stun grenades, launchers, looting radios. Only 1 of the following per person: Any Smoke grenade or Fragmentation Grenade. General Limitations: No drawing in side after brief BFT disabled SLOTTING: [Tags and regs priority for reserving. Also, I reserve the right to pick who I believe would best suit the mission.] To simulate the more rag-tag nature of this mission, infantry will be broken up into fireteam elements only. Each team will consist of 1 leader and 3 members, slotted into each squads' fireteams. AR slot is just another member of the team. Commander (Plt Tags): @riccardi48 [No Tags] 2iC (2iC Tags): 3x Doctor (Medic Tags): @Elkano [No Tags], Boat Driver (Reg+): @LurkerOne Group 1 Lead (TL Tags): Group 2 Lead (TL Tags): Group 3 Lead (TL Tags): @TacticalPanda [No Tags] Group 4 Lead (TL Tags): @Rtiler96 Group 5 Lead (TL Tags): @PVT. J. Mohammed [No Tags] Group 6 Lead (TL Tags): Group 7 Lead (TL Tags): Group 8 Lead (TL Tags): (More slots are available, but there won't be reservations for them)
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untilThis mission will be on FK#1, and will link Missions 3 and 4 together of my campaign, detailed below. Please read it to get full context of the situation of the land. There are also brief updates in the thread for how previous missions went for those who want to catch up. This mission will be of a more serious nature, for those that enjoy those sorts of missions. Stealth and subtlety will be of utmost importance. If I do not feel we have suitable people to run the mission, I will delay or even cancel it. OBJECTIVES: "After our success in capturing Isla Tera, we have received a mysterious anonymous message asking to meet us, deep in Sharkovian territory. They say they want to defect from the Sharkovians, and have valuable information to offer us in exchange. Go and see what they have to offer, but be wary and careful. They set up the meeting near their military post so they can apparently sneak out quickly and back, so be sure not to raise any alarms. To supplement this, the meeting will take place late at night. Take head lamps to assist you in navigation, but use them sparingly. Best of luck out there." Objective List: - Start at the start marker, use your 1 boat to move towards the meeting area. - Meet with this mysterious individual and see what they have to offer. Be nice. MAPS: GEAR: This mission will have heavily restricted gear, to simulate a force that is new and desperately underequipped. You may however loot enemies if possible (no looting radios though due to the fact that all AI spawn with one due to Arma's setup). A basic public loadout will be provided. Uniform: Any Eastern-European Civilian Dress (3CB Factions stuff basically) Vest: Either Chicom Chest Rig, or nothing with protection or obvious military origin, items like "Hip Pouch", "Pistol Holster", or similar. Alternatively, anyone may take 6B13's or 6B23's in varying patterns. Headgear: Civilian style only. Nothing silly, and no protection. Backpack: Anything non-military looking. Weaponry Selection: Each group may have only two of each: AK47 or 74 Otherwise: Mosin Nagant M38 (No rails), Kar98k, TT-33, Chiappa Rhino, PM, Kozlice 12G variants, IZh-18, Saiga-12k. Only one weapon per person from this list. I.e no primary + secondary, just one gun total. Weaponry Limitations: No magnification/weapon attachments. Maximum 5 total clips/magazines for any weapon, or 24 shotgun shells. If you die and respawn, you must re-loot equipment in the field. Equipment Limitations: Only Leadership Elements may carry SR Radios and binoculars. No LRs allowed. You may loot binos and radios from dead/unconscious friendlies, however you must drop them once they return to the field. None of the following: GPS, NV capable devices, Rangefinders, tactical ladder, placeable/throwable explosives, e-tool, flash/stun/WP grenades, launchers, looting radios. Only 2 of the following per person: Any Smoke grenade or Fragmentation Grenade. General Limitations: No drawing in side after brief BFT disabled No looting enemy radios (Arma limitation reasons) No crewing enemy armoured vehicles. You are only civilians with essentially no military training. Once you are dead, you are dead. There will be no respawns this mission, barring technical issues. SLOTTING: [Tags and regs priority for reserving. Also, I reserve the right to pick who I believe would best suit the mission.] To simulate the more rag-tag nature of this mission, infantry will be broken up into fireteam elements only. Each team will consist of 1 leader and 3 members, slotted into each squads' fireteams in the templates. AR slot is just another member of the team. Group 1 Lead (TL Tags): @Rtiler96 Group 1, Member 1 (Reg+): @Conga Line of Neckbeards Group 1, Member 2 (Reg+): @L00_Cyph3r Group 1, Member 3 (Reg+): @Sasquatch Rick Group 2 Lead (TL Tags): @Silberjojo Group 2, Member 1 (Reg+): @riccardi48 Group 2, Member 2 (Reg+): @TheSalader Group 2, Member 3 (Reg+): @Griffin68965 1x Doctor (Medic Tags): @LurkerOne [One other person in the mission may take medic status to fix the doctor]
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untilThis mission will be on FK#2, and serve as a prequel/setup mission to my campaign, detailed below. Please read it to get full context of the situation of the land. This mission will also be "sandbox" in nature. There will be no markers beyond your start, and you will have to complete your objective as best as possible within the time limit. This also means that you may run into little to no contact, which is probably advisable given your extremely poor equipment. OBJECTIVES: "In order to prepare for our first major action in this conflict we are going to need more transportation to help leave our home island. To this end we need to secure (read: steal) boats. We don't care where or how you get them from, but know that some will be harder and some will be easier, depending on your location of choice. Do also make sure you bring no one back to our island via your trail, we don't want to expose ourselves too early." Due to the sandbox nature of this event, before the mission actually starts I will speak with the lead element of the mission and ask for some vague ideas of locations they'd like to go so I can prepare them or provide locally available intel on who or what is there, if known. They will also be able to decide time of day, and perform other scouting duties if they believe it will be helpful to future operations. You will also start with just 1 boat, and need to bring it and any others at least partially back towards your start location on Isla Laura. MAP: (Start and general surrounding locations.) GEAR: This mission will have heavily restricted gear, to simulate a force that is new and desperately underequipped. You may however loot enemies if possible (no looting radios though due to the fact that all AI spawn with one due to Arma's setup that I can't change easily). For looting enemy vehicles - you are only civilians with essentially no military training. You cannot steal vehicles that civilians would not be able to man. Uniform: Any Eastern-European Civilian Dress (3CB Factions stuff basically) Vest: Nothing with protection, only items like "Hip Pouch" or similar. Helmet: Civilian style only. Nothing silly, and no protection. Backpack: Anything non-military looking. Weaponry Selection: 1 M84a Scorpion per squad max. Otherwise: Mosin Nagant M38 (No rails), Kar98k, TT-33, Chiappa Rhino, PM, Maglite ML300L. Only one weapon per person from this list. Weaponry Limitations: No magnification Maximum 5 clips/magazines for any weapon No weapon attachments. Gear Limitations: Only Leadership Elements may carry SR Radios and binoculars. No LRs allowed. None of the following: GPS, NV capable devices, Rangefinders, BFT, tactical ladder, placeable/throwable explosives, launchers. Only 1 of the following per person: Any Smoke grenade or Fragmentation Grenade. SLOTTING: [Tags and regs priority for reserving. Also, I reserve the right to pick who I believe would best suit the mission.] Lead Element (SL): @Root Medic: @TheSalader Team Leader 1: @vladdis611 Rifleman 1: @Conga Line of Neckbeards Rifleman 2: @Dog Rifleman 3: @Resurge Team Leader 2: @johnb43 Rifleman 1: @GloppinBoopin Rifleman 2: @SAUCEGODISHALL Rifleman 3: @EpsilonNiner
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untilThis mission will be on FK#1, and will continue my campaign, detailed below. Please read it to get full context of the situation of the land. There are also brief updates in the thread for how previous missions went for those who want to catch up. OBJECTIVES: "It seems like us getting away with General White has really upset the Botanans. They have managed to track us down and are amassing forces across the water to send at our beloved home island. This could be the end of our forces, but General White assures us that it's only his old political rival that'll care enough to send men. Hopefully he's right, we could not withstand a full attack from the Botanans. We also should hope that the Sharkovians don't catch wind of this and try to get some revenge themselves, on both us and the Botanans while they are distracted. It's time we put that stolen ZU to use, and strap it to our fisherman's boat. We will need it to defend against enemy aircraft. Our Hunter team has returned too, to help point infantry in the right direction of enemies given we can't cover the entire island at once..." Objective List: - Defend your home. MAPS: GEAR: This mission will have heavily restricted gear, to simulate a force that is new and desperately underequipped. You may however loot enemies if possible (no looting radios though due to the fact that all AI spawn with one due to Arma's setup). A basic public loadout will be provided. Uniform: Any Eastern-European Civilian Dress (3CB Factions stuff basically) Vest: Either Chicom Chest Rig, or nothing with protection or obvious military origin, items like "Hip Pouch", "Pistol Holster", or similar. Leadership may take 6B13's or 6B23's in varying patterns. Headgear: Civilian style only. Nothing silly, and no protection. Backpack: Anything non-military looking. Cache: This mission contains a cache, marked on map and with a blue flag outside the building. The cache contains: 10x Sterlings, 99x 34Rnd mags 4x RPG-7V2, 8 OG-7V Rnds, 8 PG-7VL Rnds, 8 PG-7VR Rnds, 4x RPG Carrier backpacks 10x AK-47, 90x 30Rnd mags. IED Box, 10x Large IED, 10x Small IED, 4x Cellphone detonator You also have a pool of vehicles to draw from. The pool contains: 2x Car, 5 Seats 1x Boat carrying Truck, 2 Seats 1x Praga Truck, 14 Seats 3x Motorbike, 2 Seats 5x Bicycle, 1 Seat 1x Tractor, 1 Seat 1x Ambulance car, 4 Seats 3x Armed boat, 12 seats 2x Unarmed Boat, 8 seats 2x PTS-M landing craft, 2 seats Assets: Hunter/Prophet: Spotter considered leadership. Sniper may take any wooden bolt action rifle, such as a Mosin or Lee Enfield. Can take the KAHLES Helia (Old) scope. (Or anything with lower magnification and similar aesthetics if they don't own the marksman DLC) The team may take a total of 70 rounds for the Snipers main weapon. Boat Team: Given a fishing boat with ZU attached to the front. Driver is considered leadership for gear purposes, but the group cannot take an AR or AKs. Weaponry Selection: Each group may have only two of each: AK47, AK74, AKM, AK-74M. (No rails on any of these) Autorifleman: may take either a PKM, Bren or RPK Otherwise; Primaries: Mosin Nagant M38 (No rails), Kar98k, Kozlice 12G variants, IZh-18, Saiga-12k. Secondaries: TT-33, Chiappa Rhino, PM. You may take both a primary and secondary from this list. Weaponry Limitations: No magnification/weapon attachments. Ammo Limits, Maximum: 5 total clips/magazines for any weapon type not listed below 24 shotgun shells. 200 Rounds total for AR (210 for Bren) 3 total mags for Secondaries If you die and respawn, you must re-loot equipment in the field. Equipment Limitations: Only Leadership Elements may carry SR Radios and binoculars. No LRs allowed. You may loot binos and radios from dead/unconscious friendlies, however you must drop them once they return to the field. None of the following: GPS, NV capable devices, Rangefinders, tactical ladder, placeable/throwable explosives, e-tool, flash/stun/WP grenades, launchers, looting radios. Only 2 of the following per person: Any Smoke grenade or Fragmentation Grenade. General Limitations: No drawing in side after brief BFT disabled No looting enemy radios (Arma limitation reasons) No crewing enemy "tagged" vehicles. You are only civilians with essentially no military training. SLOTTING: [Tags and regs priority for reserving. Also, I reserve the right to pick who I believe would best suit the mission.] To simulate the more rag-tag nature of this mission, infantry will be broken up into fireteam elements only. Each team will consist of 1 leader and 4 members, slotted into each squads' fireteams in the templates. AR slot is now an actual autorifleman. Commander (Plt Tags): @riccardi48 [No Tags] 2iC (2iC Tags): 3x Doctor (Medic Tags): @Elkano Hunter Spotter (Spotter Tags): @Cyico Hunter Sniper (Sniper Tags): @LurkerOne Boat Driver (Considered leadership, Regs+): @TacticalPanda Boat ZU Gunner (Regs+): @Griffin68965 Boat Gunner Assistant (Regs+): Group 1 Lead (TL Tags): @Veagance Group 2 Lead (TL Tags): Group 3 Lead (TL Tags): Group 4 Lead (TL Tags): Group 5 Lead (TL Tags): Group 6 Lead (TL Tags): (More slots are available, but there won't be reservations for them. If more than 6 groups are formed, another Doctor will be slotted.)
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Hey all, this is a new campaign that I've been sitting on for a few months now and have been too busy to really start. This post will lay out the initial status of the campaign, and contain updates post each mission for those who missed them to catch up on the developments or failures of each. The campaign will aim to be a little more sandbox in nature, giving choices to leaders about which areas and resources they'd like to capture to help your side in the conflict. Said conflict will be a 4 way battle for the Islands of Fapovo. Story is as follows: "The Islands of Fapovo have splintered. The government has fallen, and many opportunistic and idealist groups have risen up to try and take hold in the power vacuum that followed. Many have already fallen as initial skirmishes have drawn territories and battle lines throughout the region. One such group is that of the Lauramarin, who are the smallest of the 4 remaining major groups. They have found themselves with little to no terrain to speak of, but a lot of wits and heart may just save them yet." The Map Starts as Follows: Each flag roughly indicates the capital of each faction, as well as their primary colour. The coloured areas indicate controlled territory, but are not exact. Unmarked areas are mostly no-mans land, and usually abandoned for a reason. The four sides at the start of the campaign are as follows: 1. The Lauramarin (Players) Idealistic and with a lot to prove, the Lauramarin are easily the underdog in this conflict. With only one unremarkable territory to speak of and very limited equipment with which to wage warfare, they will need to be smart and cautious. 2. The Botana Republic (Former gov forces) On the converse to the Lauramarin, are the Botana Republic. Mostly made up of former government forces, this gives the Botana the advantage of being the best equipped and trained of the forces. Still, corruption and greed still infect this force and may lead to their own eventual collapse. 3. The Sharkovo Nationalists (Numerous Conquerors) Hailing from the largest sub-island in the region, the Sharkovians have long wanted independence. This conflict has been their chance to take it and much more. They have already made significant territory gains, which include roughly a third of the mainland. They have achieved this through usage of their high numbers and clever use of their equipment. 4. The Sossana Separatists (Fierce Defenders) Originating in the more arid part of the main island, the Sossana Separatists are hardy, tough and merciless folk. They claim the North West, as well as the only island airfield, FOB Mermaid, which is a tactical boon they wish to keep. So far they have made few pushes for territory, instead opting to fiercely and brutally defend their territory at all costs. ------ I will likely run the first of these missions as a calendar event, due to the likelihood of wanting to severely restrict equipment due to your side's lack of it in-universe. I also apologise in advance for delays in starting and gaps between each missions, as I will probably be so busy it will be rare that I have energy to run them. But hopefully these posts will serve as a handy catch up before each mission.