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Found 17 results

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The AAF requested a single battalion of CSAT Infantry. Instead CSAT send the entire 2nd brigade and soon CSAT outnumbers AAF by 11:1. Altis government realized that they lost control completely and stepped down. CSAT General Tehrani has since been in power and controls all of Altis and Stratis. CSAT is now proven a serious threat to the European region. As diplomatic efforts have not lead to the anticipated result, NATO decided to send a rapid task force to free both islands from CSAT oppression. DEVGRU has been ordered by J.S.O.C. to take out several high value threads on Altis before the NATO campaign commences. Wolf has been tasked with executing 10 missions over a period of 5-10 weeks. SIGN UPS: Please comment below on this thread what TROOP and what ROLE you want to take BEFORE the event WOLF Squadron: Command Troop (WOLF 1): Squadron Squad Leader: Sausag3 Marksman: Deathdealer Squadron Paramedic: System Recon/UAV Specialist: The_Polish_Guy Assault Troop (AT) (WOLF 2): Troop Squad Leader: Hops Assault Specialist: Batmeme Assault Specialist: Soldierofmisfortune Assault Specialist: Fastjack Assault Specialist: Blizzard Assault Troop (AT) (WOLF 3): Troop Squad Leader: Life Assault Specialist: Kavlenko Assault Specialist: Alloah Snaccbar Assault Specialist: Terminator Assault Specialist: SIGNAL & COMMS: RADIO COMMS: SR AND LR FREQUENCIES WILL BE BRIEFED ON-SITE SQUADRON LEVEL WOLF TROOP LEVEL WOLF 1 WOLF 2 WOLF 3 SIGNALS: White smoke - smoke concealment. No signal. Green Smoke - safe area signal. Red Smoke - hostiles area signal (position known). Orange smoke - hostiles area signal (position unknown). Purple smoke - Bluefor at smoke, hostiles near signal. Green chemlight - Safe/Searched (in buildings). Red chemlight - Not Safe/Not searched (in buildings). Day 2 Brief: SUMMARY Following the last successful operation, J.S.O.C. wants your men to get back into the game immediately now CSAT's military intelligence is in disarray. So far CSAT is unaware of our operations. And we intend to keep it that way. We are currently structuring a lot of intel that we have acquired through Nikos' team, Satnav and Wolf 6's mission of last night. So far we have determined that CSAT's forces are more formidable than we anticipated. CSAT has taken over the Abdera Airfield and turned the airfield into a helicopter base. The base is home to the 127 AAC Squadron with 6 or 8 Kajman Attack helicopters and to the 17 Air Support Group. The Kajman is a formidable opponent and can do some serious damage to the upcoming campaign. About one kilometer north east lies the village of Krya Nera. This used to be a little fisherman's village until CSAT stationed a small fleet of attack vessels there. INTEL ON ENEMY FORCES The Krya Nera Naval Base is moderately protected by one CSAT squad. Satnav picked up two small patrols in the immediate area. The Abdera Airfield has tight security with 4 checkpoints, numerous observation towers and patrols. Strategic command ensures that the Kajmans can be sabotaged covertly. I leave the MO up to you. NATO FORCES Three troops: One command troop - SSC, marksman, squadron paramedic and a recon/UAV specialist. Two assault troops (AT) - Troop Leader and 4 Assault Specialists. There will be no support on this op as well. This is a 'plausible deniability' op. We cannot offer any help or assistance if you get caught. You are on your own. You know the drill. Wolf 7 (call sign Redbuck) is on a recon op near Camp Delta, North East Altis. === OBJECTIVES ========== MISSION OBJECTIVES Primary objective: Abdera Airfield, sabotage all Kajman Attack helicopters stationed at the airfield. Secondary objective: Krya Nera Naval Base, take control of the Naval Base and wait for further instructions. === TACTICAL / EXECUTION ========== CONCEPT OF OPERATIONS The area of operations is nice and compact, just 2 square kilometers. You'll need solid tactics to stay covert and maintain your cover. The terrain and weather are ideal for covert routing tactics. TOC will support with up to date Satnav intel. TACTICAL MOVEMENT AT's will relocate in a bounding fashion unless otherwise ordered. Command troop will provide cover and support for the AT's. TOC recommends to approach the airfield from two angles simultaneously. Have two teams cover the airfield whilst a small demo team inserts and applies explosives. Control points, BP's and routes will be briefed on-site by SSC. WEAPONS/FIRE SUPPORT No support available. DEVGRU TOC / Satnav will be monitoring the op. SPECIAL OPERATIONS No other operations available. CALL SIGN To be briefed en-route. === M.O.B. & LOGISTICS ========== PLAYER RESPAWN / PLAYER JIP No respawn available. JIP players spawn on an island and can teleport to the RV using the flagpole at the center of the island. PLAYER LOADOUT Pre-defined, role-specific loadout. VEHICLE RESPAWN No respawn available. VEHICLE SUPPLY CARGO Not applicable. TRANSPORT ARRANGEMENTS Insertion by MH-9 ex Romeo, approx 1.5 mikes east of Krya Nera. Exfil to be briefed on-site. Day 3 Brief: SUMMARY CSAT's primary communications station is situated on the outskirts of Kavala. It is essential we disrupt communications before we commence the NATO invasion. The nearby power station provides power to the Kavala region, including the communications station. We need to take both out in order to be sure that CSAT's ability to communicate is disrupted. INTEL ON ENEMY FORCES The communications station is moderately protected. The station itself is located on a hill. The main security forces patrol the immediate area. The power station has a permanent security detail. The power station also functions as an interim military base, although TOC suggests that the garrison is on maneuver elsewhere. NATO FORCES Three troops: One command troop - SSC, marksman, squadron paramedic and a recon/UAV specialist. Two assault troops (AT) - Troop Leader and 4 Assault Specialists. There will be no support on this op as well. This is a 'plausible deniability' op. We cannot offer any help or assistance if you get caught. You are on your own. You know the drill. Wolf 4 (call sign Birdie) is on a recon op near Pyrgos on the south eastern peninsula. === OBJECTIVES ========== MISSION OBJECTIVES Primary objective: Sabotage the communications station. Secondary objective: Sabotage the power station. Detailed information and intel will be provided for whilst en-route. === TACTICAL / EXECUTION ========== CONCEPT OF OPERATIONS The area of operations is partly urban. This will provide opportunity to approach the objectives covertly. Some of the properties are used as CSAT army barracks. Weather forecast is similar to yesterday. Slight fog, moderate wind. You'll meet Nikos at the RV. He'll update you with the latest ground intel. TOC will support with up to date Satnav intel. TACTICAL MOVEMENT AT's will relocate in a bounding fashion unless otherwise ordered. Command troop will provide cover and support for the AT's. TOC wants you to take out the power station first before you engage the communications station. Control points, BP's and routes will be briefed on-site by SSC. WEAPONS/FIRE SUPPORT Nikos will have additional supplies in case yours get damaged during insertion. DEVGRU TOC / Satnav will be monitoring the op. SPECIAL OPERATIONS No other operations available. CALL SIGN To be briefed en-route. === M.O.B. & LOGISTICS ========== PLAYER RESPAWN / PLAYER JIP No respawn available. JIP players spawn on an island and can teleport to the RV using the flagpole at the center of the island. PLAYER LOADOUT Pre-defined, role-specific loadout. Make sure you bring a lot of demo equipment. VEHICLE RESPAWN No respawn available. VEHICLE SUPPLY CARGO Not applicable. TRANSPORT ARRANGEMENTS SDV insertion at Yankee, approx 1.5 mikes west of your RV. Exfil to be briefed on-site. AUTHOR: whiztler / http://forums.bistudio.com/member.php?144637-whiztler Steam: http://steamcommunity.com/id/whiztler/myworkshopfiles/ CREDITS & ACKNOWLEDGEMENTS: This MP campaign was carefully put together with the assistance, support and scripts from the following individuals/groups: Nopryl Community (www.nopryl.no), CIA community (ciahome.net), Project Milsim (reddit.com/r/ProjectMilSim/) LICENSE: Wolfpack Vol. 1 and Wolfpack Vol. 2 are licensed under the Arma Public License (APL). For those who don't know... This event will use ACE Medical! Make sure you use normal default ACE (Advanced Combat Enviroment) instead of "ACE - No Medical" during the event, else you will die instantly when you get shot, just know there are no respawns on this one lol. The server has been LIVE on ACE medical for almost a week now, with many optimizations and improvements in the settings to make the revive experience bareable and not too complicated. It has been configured to a point where it is now balanced enough for all of us to enjoy using it. You can stay "Alive" with no heart beat, or blood in your body for 10 mins before you "Die Die", while being unconscious. Giving enough time for medics to attempt to get you back up. As we are using the basic medical system, medics should know that the CPR option on a casualty only appears when it is REQUIRED!, If you "stabilized" the casualty, gave blood etc, and is still not getting back up in a few seconds, its because CPR has not been administered, there is a CPR success rate, (80%), if the CPR option is still in the menu after CPR, that means it failed and you need to do it again. CPR is the whole reason we experienced players dying even though they were fully patched up and filled with blood. If all the conditions are right, (High Blood Level, Not Bleeding, and CPR not required..) 1 jab of Epinephrine will wake up the player INSTANTLY, Or can wake up in a short time without the jab. Everyone should also know that in Basic medical, all bandages work and all do the same thing, So it doesnt matter which bandages you take with you, I advise to just take the basic bandages only anyway to make it easier to keep track on how much bandages you have in total instead of doing maths lol. Blood, Saline and Plasma bags all are the same, same weight and space taken. So it doesn't matter which bags you take. IV transfusion rates have been increased, you can pump 1000ml into anyone in like 10 seconds. You will still be unconscious no matter how fucked up you get, you will not die. Unless you have no heart beat and no blood for longer than 10 mins. Bleeding rates have been reduced.
  2. https://veterans-gaming.com/calendar/event/96-feet-first-into-takistan-arma-3-mini-event/ Event Time: Saturday, 27th of March 2000 GMT (PRT) Event Server: VETERANS-GAMING | INSURGENCY ACE | TS3.VETERANS-GAMING.COM Sign-Up: Available, but not necessary! If you did not sign-up you can still join the server but you will be assigned to a role by the commander. Requirements: ARMA 3 installed and up to date All Steam Workshop Mods here https://steamcommunity.com/sharedfiles/filedetails/?id=2115753805 downloaded and installed Teamspeak 3 Discord, if Tech Support is needed Snacks, Beverages and a happy face! Hello everyone, Following up on last weeks mission I am hosting a mini event this Saturday. The plan is to use the available DEV Server with the current known Insurgency mission and augment the experience with sign-up slots, a mission plan coordinated objectives. That means that if you did not sign-up you can still join the server but you will be assigned to a role by the commander. Reserve your slot while their hot! Cheers! Sign-Up Slots (Post a comment below with the role you want): Role "Callsign": <Arma 3 Username> Commander "Command": Keed 2nd In Command "2ic": Airborne Infantry "Alpha": Squad Leader: Blizzard Medic: Batmeme Automatic Rifleman (M249): Fastjack Light Anti-Tank (AT-4): Ingo Designated Marksman: Stixon (Roger-T) Rifleman: KVSH420 Australian Airborne Attachment "Bravo": Squad Leader: Kavlenko Medic: Automatic Rifleman (M249): Light Anti-Tank (AT-4): Designated Marksman: Rifleman: Skiddles Airborne Infantry "Charlie": activated if needed Close Air Support "CAS": AH-1Z Pilot: Bludklot AH-1Z Gunner: Deathdealer Transport (Troop Transport or Vehicle Transport Variant) "Trans": C-130 Pilot: TEDF (ZEUS) If you did not sign-up you can still join the server but you will be assigned to a role by the commander. Radio Communication (Short Range Frequency | Long Range Frequency): Commander: (not specified | 30) Alpha: (110 | 30) Bravo: (120 | 30) [Charlie: (130 | 30)] CAS: (100 | 30) TRANS: (100 | 30) Image used and edited with permission by the creator /u/JediNick9. Source: https://www.reddit.com/r/arma/comments/5o16gx/7th_special_forces_group_conducting_a_halo_jump/
  3. Operation Slayer |Day182| Arma 3 Event 5th December 2020 2000 HRS -GMT Max Players (19) Small Operation - at max 2 Hours Long Server name: VETERANS-GAMING | DEV | TS3.VETERANS-GAMING.COM Address: 5.9.23.136:2302 Required game version: 2.0.0 BRIEF : Success! NATO troops deployed from FOB Triton managed to push back the R.E.D . Now with less ground in their hands, R.E.D has decided to act more hostile and adopt guerilla tactics which now include IEDs mounted on cars and on civilian vehicles. Still holding the airport, R.E.D are willing to throw every plane and helicopter they have, to stop the advance of the North Atlantic Treaty Organization. FOB Karl was established up North from Triton, bringing troops closer to the battlefield. The last push will begin soon and Radovan "Slayer" Kiril will be punished for his crimes! Objectives : The 2 squads will split and and cover these objectives: - The main objective is to capture all marked key zones and if "Slayer`s" location is compromised, kill him. Campaign will be over if "Slayer" is found and killed! - Secure as much intel as possible on the Head of R.E.D . (Recon tasks, Securing documents and hacking devices). - Killing HVT. - Demo targets such as AA emplacements, train, helicopters, radar stations, vehicles... - Defend against QRFs. - Some other may show! Assets : 1 --> Bell UH-1Y Venom (on carrier); 2 --> F18 (on carrier); 2 --> HMMWV with 50. (one being a respawn vehicle) ; 1 --> ToW HMMWV; 1--> abrams tank; 1 --> HEMTT repair; (10 min respawn) 2 --> repair zones; (on the map, check the map legend to see icon) 5--> artillery calls (5 rounds each, after capturing a city, to use place marker called "arty 1,2,3,4 or 5 R (R= rounds) He/Smoke"); infinite--> healing (can be called after a firefight if people are badly wounded/ missing FAKs); 2 special vehicles, this time hopefully working--> if the PorniCorn is found (search area will be marked)! Rules : 1. Infantry is not allowed to Rambo. This is a coop mission, not PR! 2. Follow the commands given by HQ! 3. You are allowed to shoot civilians that may pose a treat! But call it first, before engaging! 4. You only have 2 h to capture some cities/ search for "Slayer". If you can`t manage to capture all, the next event will continue from where you left. 5. Minimize collateral damage. CAS make sure you destroy just vehicles, not houses! 6. Commander is allowed to lead a squad when he deems necessary! Mods : are the same as last time https://steamcommunity.com/sharedfiles/filedetails/?id=2115753805 Squad Selection : General: =VG= .Blizzard. Commander (required): =VG= Sausag3 Alpha NATO (required): Leader: =VG= l3RY4N AR: Marksman(M107): Roger_T LAT: marc1281 Medic: System Grenadier: =VG= Fastjack Tank(required): Commander: =VG= m823us Crew: =VG= asquirrel456 Crew: =VG= keed CAS/Trans(required): Leader: =VG= TEDF Pilot: =VG= Deathdealer Bravo CDF: Leader: Engineer: LAT: HAT: Ammo Rifleman: AR: Tutorials to some mods : - ACE - TFAR - Just Build - read description Good Luck and Good Hunt!
  4. Operation Slayer |Day175| Arma 3 Event 28th November 2020 2000 HRS -GMT Max Players (19) Small Operation - at max 2 Hours Long Server name: VETERANS-GAMING | DEV | TS3.VETERANS-GAMING.COM Address: 5.9.23.136:2302 Required game version: 2.0.0 BRIEF : After the success of the covert mission, NATO command decided to bring more troops and reclaim Chernarus from the hands of the R.E.D (Russian elite division). The first stage of the invasion was a success, but soon a stalemate set. Radovan "Slayer" Kiril, the head of the R.E.D, is now the key to ending the war on Chernarus. The newly formed CDF (Chernarus defence forces) joined NATO troops and soon command will decide to start an attack on the last defenses of the R.E.D . Objectives : The 2 squads will split and and cover these objectives: - The main objective is to capture all marked key zones and if "Slayer`s" location is compromised, kill him. Campaign will be over if "Slayer" is found and killed! - Secure as much intel as possible on the Head of R.E.D . (Recon tasks, Securing documents and hacking devices). - Killing HVT. - Demo targets such as AA emplacements, train, helicopters, radar stations, vehicles... - Defend against QRFs. - Some other may show! (RECON TASKS ARE RANDOM, they are not like in the img bellow) Assets : 1 --> Bell UH-1Y Venom (on carrier); 1--> A10 thunderbolt 2 (on carrier); 1 --> M3 Bradley; 2 --> HMMWV with 50. ; 2 --> ATVs; 2 --> respawn trucks (1 respawns, the other one will not make sure you take care of them); 1--> abrams tank (after capturing a city, doesn`t respawn, can be manned only by Apc squad or commander+1) 5--> artillery calls (5 rounds each, after capturing a city, to use place marker called "arty 1,2,3,4 or 5 R (R= rounds) He/Smoke"); infinite--> healing (can be called after a firefight if people are badly wounded/ missing FAKs) 2 special vehicles--> if the PorniCorn is found (search area will be marked)! Rules : 1. Infantry is not allowed to Rambo. This is a coop mission, not PR! 2. Follow the commands given by HQ! 3. DO NOT KILL CIVILIANS! Mission will be a failure if you kill even a single civilian! 4. You only have 2 h to capture some cities/ search for "Slayer". If you can`t manage to capture all, the next event will continue from where you left. 5. Minimize collateral damage. CAS make sure you destroy just vehicles, not houses! 6. Commander is allowed to lead a squad when he deems necessary! The mission contains sensitive stuff, that some may find disturbing! Mods : https://steamcommunity.com/sharedfiles/filedetails/?id=2115753805 Squad Selection : General: =VG= .Blizzard. Commander (required): =VG= Sausag3 Alpha NATO (required): Leader: =VG= l3RY4N AR: =VG= Deathdealer Marksman(M107): Roger_T LAT: System Medic: X0R or System Grenadier: IFV/APC(required): Commander: =VG= m823us Crew: =VG= asquirrel456 Crew: CAS/Trans(required): Leader: =VG= keed Pilot: =VG= Orracis Bravo CDF: Leader: Engineer: LAT: HAT: Ammo Rifleman: AR: Tutorials to some mods : - ACE - TFAR - Just Build - read description Good Luck and Good Hunt!
  5. ARMA IDEAS AND SUGGESTIONS: Please put down your ideas and suggestions you would like to see in the next series of ARMA Events To help you think, here is a list of questions you can think of: 1. What Maps interest you? Did you find any interesting maps on the workshop or other sites? 2. What Mods would you like to see? Any thing interesting on the workshop? 3. What Countries/Factions/Organisations interest you? 4. Any Interesting Scenarios you can think of? 5. Organisation structure? Would you like to see a set objective with set guidelines on how to carry out an objective? Or would you like to see Commanders/Squad Leaders figure out and plan how to do things themselves? 6. Do you need any training to prepare for Arma Events? ACE,TFR, Basic Arma Functions, Useful Tips? 7. Would you like to see a campaign? (Multiple Events in one "Story Line") The more Ideas, and suggestions the better the content and quality for your future events.
  6. Operation Antistasi - 1 Arma 3 Campaign 17th October 2020 16:30hrs to 04:30hrs(Next Day) - ZULU Time (UTC) Max 20 Players Large Campaign - 12 & 1/2 Hours Long (Join Whenever and Leave Whenever) - For this event Server Status: ONLINE - Joinable Password: antiballs EVENT BREIF & GUIDE: Antistasi is a 3 way war between Bluefor, Redfor, and a player led local rebellion represented by Greenfor. As a rebel faction, you will start severely outnumbered and outgunned. The US is the main occupying force and will start owning most of the land. Russia is an invader who will start with very little land. The rebels are, well, rebels! As such we will start with no land at all. Here are the Rebel classes you really should choose before entering the game along with their advantages: Medic - Able to revive heavily wounded troops, You are part of the backbone of the team, If there are no medics in a vicinity of a fallen solider, Don't expect an engineer to be able to revive Engineer - Able to repair components of damaged vehicles, Weather its a track or a turret off of an APC. GAME LOOP: Every 10 minutes Antistasi does a check/update of the scenario’s situation and many things are updated or changed. Your money, HR, town ownership, arsenal, and more will be recalculated based on how the situation has changed since the last update. This also happens to your enemy as well. At the beginning of the game they start with relatively little resources (still far more than you) but since they own so many factories and resources they are able to replenish and grow their military hardware very quickly. Disrupting this flow of resource is very important. The longer you let the enemy sit on factories and towns the stronger they will become! Victory and Defeat: Win and Lose conditions are very easy to grasp in Antistasi: 1. You win the game when over 50% of the population on Altis supports the Rebels. Note that cities have different amounts of people living in them. Larger cities contribute more to victory than tiny villages. You also must have control of the Altis Central Airport (in the middle of the map near Gravia) regardless of how much of the population supports you. 2. You lose the game if Russia destroys eight towns (happens if you fail an AFRF Punishment Mission). If Petros (OUR HQ COMMANDER) is killed by the enemy you do NOT lose the game. Instead, all items and weapons in your Temporary Arsenal are lost, some items and weapons within the Permanent Arsenal are randomly chosen to be lost, and the commander will have to select a new place for the HQ far from any enemy zone. Vital Factors: There are five vital statistics in Antistasi that will change continually throughout the campaign: Human Resources (HR): This represents the amount of manpower you have at your disposal. Purchasing entire squads or soldiers for your squad all cost HR. Of course, if no one wants to join your revolution it would be difficult to recruit a large army so the fastest way to gain HR is by winning the allegiance of the local towns. Additionally, you can immediately gain HR by either rescuing AAF Prisoners or saving Refugees. These are both randomly available missions throughout Altis. Player Money: Each player in a multiplayer game of Antistasi will have their own money account. They can use this to purchase vehicles and soldiers for their squad. Completing missions, killing enemies, stealing from your own rebel faction (hurts your standing), or receiving donations from other players are the main ways to gain Player Money. Rebel Faction Money (Commander Only): The commander in a multiplayer game will have access to the FIA’s overall money account. This money is used to purchase vehicles, units, and squads, rebuild assets, deploy roadblocks, etc. The amount of money you receive for each 10 minute check-in depends mostly on how many towns and powered resources you own. Owning factories also contributes to the effectiveness of resources, thus increasing the money output indirectly by making each resource pump out more cash. USAF Aggression: This value represents NATO’s willingness to send Major attacks against you, The higher the value, the more powerful the forces you will have to face, Reduce the agro by releasing US POWs after you capture them, reviving wounded enemy soldiers instead of killing them, and simply playing the waiting game and not do any aggressive hostile actions against them. AFRF Aggression: This value is like USAF Aggression, but is very difficult to control, you cannot lower agro by reviving or releasing their POWs but actually by letting them capture back the territory you took from them. Territory Types: In Antistasi Altis is classified into two types of territory: zones and towns. Both serve different purposes and must be taken by the player through totally different means. 1. Zones are areas of the map directly controlled and garrisoned by either yours or enemy forces. They include Outposts, Airports, Factories, Resources, and Seaports. In order to conquer zones the player must storm them, approach the flag, and use the Take the Flag option to formally claim the zone for the Rebels. At that point the zone will change to the Rebel Faction and they will start benefiting from having that zone immediately. Bear in mind that zones that are in radio contact will have the help of nearby enemy bases. Most of the time capturing a zone will result in a QRF from the enemy to take it back. The severity of the QRF depends on the aggression of the enemy factions, their resources (Have you kicked their butt too much lately?), distance and finally radio contact from comms towers If you lack the resources to capture a zone but still want to deny the enemy the benefit of it, you do have the ability to destroy the zone. Factories are easy enough to demolish given enough time and mortars. If you capture that factory later, you can always rebuild the zone for $5,000 to restore its benefit. 2. Towns are where you will find the residents of Altis trying not to get killed. Conquering towns involves convincing the people that they should back the Rebels. The player has many options to do this. They can complete missions like delivering supplies, rescuing prisoners, killing enemy forces, and, crucially, controlling the zones around that town. Zones: There are 8 types of zones, seen below. Outposts This is a small fortified area where the enemy stations a garrison of troops and occasionally a vehicle. Exactly what equipment compliment the outpost will have varies on the outpost. Sometimes a tower with a .50 cal machinegun will be present. Sometimes just a few soldiers with some sandbags are all that defends the outpost. Scouting is key to make sure you bring the right amount of force to conquer an outpost. Outposts don’t have a very large direct impact on the Rebel’s wealth but it does provide an area where you can garrison troops and watch enemy movements. Since attacked must originate from a base, if an outpost stands between an enemy attack and its intended target, the outpost will provide an extra layer of defense for you. They also contain good loot crates. Airports Airports are like Outposts/Bases except they have the luxury of close air support that can be scrambled at any moment. Much like bases, expect many soldiers and heavy weaponry to support their defense. You will also have to contend with helicopters providing support and reconnaissance almost immediately. Bear in mind, though, that these helicopters will start the attack on the ground; they must be manned and scrambled to be used. If you’re stealthy you can disable most of the enemy’s aircraft before they can be brought against you. Note, however, that this will require careful movement as airports normally have guard dogs patrolling, especially near the airport’s flag. Sneaking across the runway to “headshot” an airfield will be difficult if not impossible when dogs are on the prowl. They contain great loot crates and gives the players the ability to deploy air vehicles from the flag of the airport Factories Factories produce money and many other advantages for whichever side controls them. Do note that factories are inhabited (or at least manned) by civilians. Pummeling a factory with mortars may lead to innocent casualties. Of course, if you destroy the factory structure itself it will no longer provide resources to its owner. Similarly, you also have the option of murdering all of the factory’s workers to prevent it from operating, although this has consequences. A operating factory will produce a considerable boost in income for the player with each 10 minute check-in. This also means that the enemy will not be getting this same advantage. Conquering many factories, and destroying the ones you can’t, puts an immediate strain on enemy strength. You can reduce the amount of armor and helicopters pestering your troops by denying the enemy economic resources. Both Rebel and Enemy resources are calculated by multiplying existing resources by the number of factories owned. So, although resource zones generate cash for the rebels, capturing or destroying factories do more to harm the enemy’s production capabilities. Factories also reduce the amount cash needed to recruit new soldiers. Resources Resources are the main money generator for the rebels and they become even more powerful if used in conjunction with factories. It is helpful to think of resources as the base money-making zone and factories as a force multiplier. Resources are generally simpler zones to capture and have a much lower chance of civilian casualties. They generally lack large structures or large civilian worker populations and can often be quite remote. Radio Towers Radio towers are important for two reasons: enemy counterattacks and intercepting enemy communications. Just like factories or resources, radio towers can be destroyed to deny the enemy access to them. Each radio tower has a 3km range that allows it to relay communications between different zones in the island. This means attacking an enemy zone in radio communication with a major enemy base will elicit a major counterattack. On the flip side, if an enemy base or resource is not in communication with other zones, the player can attack that zone without fear of a major response. The advantage of cutting lines of communication with other zones is available both with destroying or capturing radio towers. However, capturing a radio tower also has the added benefit of allowing the Rebels the chance to intercept enemy radio communications. With each 10 minute check-in, Antistasi will also determine if the player is successful in intercepting enemy comms. If successful, the composition and location of enemy patrols and other roving units will be revealed on the map. The information is only a snapshot of the moment in which communications where intercepted, so the information begins to go stale as soon as the enemy’s whereabouts are reported. Seaports Seaports provide two key benefits: they are the only place where you can purchase boats and they lower the cost of purchasing vehicles for the rebels. The logic behind this is seaports allow for the shipping in of vehicles and resources at a lower cost, thus your land operations benefit from having easy access to the sea. In general, Antistasi does not have many features for sea-based warfare although the enemy will station a minigun attack boat near the seaport for defense. Note that when capturing a seaport the enemy’s supply box will often have some interesting items in them that you can’t find anywhere else. Rebreathers and other sea-specialized gear are available at seaports. Towns As mentioned above, towns are an important part of Antistasi but they function very differently from conquerable zones. Since the Rebels are fighting to free the people and not subjugate them, your job is to prove to the residents of Altis that the Rebels are worth supporting. To do this, you must either disrupt and discredit the enemy or accomplish charitable acts for the people. Unlike bases and other zones, you cannot just kill the enemy and march into the center of the town and raise your flag. The residents will decide when they think the Rebels is worth supporting. Each town has several important attributes: 1. Population – Population generally does not change throughout the campaign but it is a very important statistic because the more civilians support you the closer you are to victory. The higher the population the more people you will see walking around the general vicinity of the town. Bear in mind that citizens may support the enemy and will report your position if they spot you (or blow your undercover if you’re seen doing something aggressive like plant mines or driving through the wilderness). 2. USAF Support – This is a percentage of the town’s population that supports your enemy, the USAF. At the start of the game, towns will support the USAF at 50% if playing on Recruit or Normal and 75% on Veteran and Elite. Regardless of difficulty, towns will start out with no support for the Rebels. 3. Rebel Support – This is the percentage of the town’s population that supports the Rebels. Capturing and Holding Towns When the Rebel’s support number is greater than the Enemy’s number the town will change to the player’s control and begin providing you with money and HR. Note that this does not mean the town is permanently in Rebel control. There is a chance that the Enemy will send a supply convoy to a newly-converted town to make a last bid to win the population’s support back. Even if this initial attempt is thwarted, the Enemy will still periodically run operations in and around the town to win it back. Be sure to continually address missions that arise in your towns to avoid having them flip back to the Enemy. You can work the population’s opinion in two ways: Lower the support for the Enemy (by disrupting their activities and destroying their assets) or raise the population’s support for the Rebels. Of course, you can capture a town simply by doing a lot of good deeds for the population, but also disrupting the Enemy’s control of the town helps to accelerate flipping the town to your side while simultaneously harming the Enemy’s ability to make war. There are several ways to change a town’s opinion of the Rebels to your favor: Completing missions in that town. Conquering zones near to the town like resources and outposts. Just destroying Enemy assets and killing soldiers near the town in general. Minimizing civilian casualties and collateral damage in and around the town. However, bear in mind that there are two types of collateral damage: killing civilians directly by small arms fire (i.e. a very direct method). This will lower the population’s support for the faction responsible for killing the civilian(s). Indirect fire like NAPALM or playing with ACE active is counted by Antistasi as indiscriminate killings where the civilians do not know exactly who was responsible. In this case, both factions lose support from the population. RULES: Do not use Weapons, Armour or any other items from the arsenal if they are not unlimited, If you want to use that specific item, gather enough loot that contains it to convert it to unlimited quantity (Usually 15 Units to convert to unlimited), So if you want that cheeky SVD, go and find enough for the rest of the team to have one. If you are caught carrying a weapon that isn't unlimited and you die in combat you will be forced to retrieve it back from your dead body. Always carry out missions and tasks with teamwork, DO NOT ASSAULT ZONES ON YOUR OWN. Seek approval from the current ingame Team Leader if you would like to form a group to carry out your own task such as recon, assaults, side missions etc etc. Team Leaders orders go first. There will be 1 Main Team Leader, A 2IC and a 3IC. If the 1st team leader is AFK, or is not in game, The leader position will go to the 2IC, if not due to same reasons, Will go to the 3IC. (IF YOU WOULD LIKE TO APPLY FOR 2IC AND 3IC AND YOU HAVE GOOD EXPERIENCE IN ANTISTASI LET ME KNOW AND ILL ASSIGN YOU IT.) IT IS HIGHLY ADVISED TO JOIN TS UPON JOINING THE EVENT FOR EVENT WIDE COMMS, IF THERE ARE MANY PLAYERS KEEP CHAT TO MINIMUM AND USE ARMA 3 COMMS SYSTEM MORE OFTEN! Team Leaders: 1IC - =VG= Sausag3 2IC - ? 3IC - ? Players: You are free to join or leave at any time of the event due to it being very long. That's exactly why there are 3 chains of command due to some tendencies of being afk for a break sometimes if playing all day lol. You DO NOT need to register for this event, But however you can reply here that you will be attending at some point if you'd like to let others know. Password for the event will be released when the time comes. MODS: Below I will provide links of the most biggest mods for the event, I wont put all of them as some are so small you will just have to wait seconds to download when joining from the launcher RHS - All 3 RHS Mods: https://steamcommunity.com/sharedfiles/filedetails/?id=843577117 - RHSUSAF - 2.7GB Download https://steamcommunity.com/sharedfiles/filedetails/?id=843425103 - RHSAFRF - 2.0GB Download https://steamcommunity.com/sharedfiles/filedetails/?id=843593391 - RHSGREF - 2.65GB Download ACE (NO MEDICAL) - Not original ACE https://steamcommunity.com/sharedfiles/filedetails/?id=1377912885 - 155MB Download Blastcore https://steamcommunity.com/sharedfiles/filedetails/?id=767380317 - 89MB Download
  7. OPERATION FROSTY DAGGER (ARMA 3) 08/02/2020 2000hrs GMT Max 20 Players On Event! EVENT BRIEF: WHO: OUR TEAM: British Armed Forces - 7th Infantry Brigade - 1st Battalion (Royal Anglian Regiment) - D Company - A Platoon ENEMY TEAM: Chernarus Russian-Backed Seperatists OBJECTIVE: Using the British FOB set up in the Castle, Set up attacking patrols to clear out Enemies positioned in nearby villages Hold a Defensive Position on the Last RV and expect enemy Rapid Reaction Forces to attack your position (They can come from anywhere) Intelligence about where enemies are, will be linked to the RV points on the MAP - Will be Marked in RED EXPECT LIGHT ARMOUR, MOTORIZED INFANTRY OR TRANSPORT HELICOPTERS IN THE RRF! TIME FOR AMMO WILL BE PROVIDED AFTER EACH COMPLETED ASSAULT ON AN RV! ASSETS: 1x MAN HX60 6x6 Infantry Truck 2x MAN HX60 6x6 Ammo and Equipment Truck 1x MXT-MV RULES: The Basic ARMA VG Rules Apply All Transport Vehicles Carrying Troops must dismount near RV-1 Before proceeding the patrol ALL PLAYERS MUST REMAIN AT CASTLE UNTIL COMMANDER GIVES GO AHEAD TO START PATROL TO JOIN EVENT PLEASE COMMENT WHICH SQUAD YOU WANT TO BE ASSIGNED TO AND WHICH ROLE YOU WANT TO PLAY AS (LIST WILL BE PROVIDED) MODS LIST: CBA_A3 3CB BAF Equipment 3CB BAF Weapons 3CB BAF Vehicles 3CB BAF Vehicles (Servicing Extension) 3CB BAF Units L3A1 Bayonet - 3CB RKSL Studios: Attachments v3.01 CUP Weapons CUP Vehicles CUP Units CUP Terrains - Core CUP Terrains - Maps Interiors for CUP Enhanced Movement Advanced Towing Blastcore Edited (standalone version) Bloodlust Camofaces Shacktac User Interface SQUAD LIST: THERE WILL BE 4 SQUADS IN TOTAL To get registered for this event please comment the squad you want to take and which available role you want to take - I will update as time goes by ALPHA SQUAD (1) 1. SQUAD LEADER = =VG= keed 2. MEDIC = Hoops0320 3. MEDIC = =VG= Orracis 4. AUTO-RIFLEMAN = JCLA 5. HEAVY AT = =VG= TEDF BRAVO SQUAD (2) 1. SQUAD LEADER = =VG= Ciro 2. MEDIC = =VG= SemlerPDX 3. MEDIC = =VG= .Blizzard. (tentative) 4. AUTO-RIFLEMAN = Finsam 5. HEAVY AT = CHARLIE SQUAD (3) 1. SQUAD LEADER = 2. MEDIC = 3. MEDIC = 4. AUTO-RIFLEMAN = 5. HEAVY AT = DELTA SQUAD (4) 1. SQUAD LEADER = =VG= Kavelenko 2. MEDIC = =VG= Fastjack 3. MEDIC = = VG= Blazer 4. AUTO-RIFLEMAN = =VG= I3RY4N 5. HEAVY AT = =VG= Deathdealer Update/Bump: If you have not downloaded all the required mods please urgently download them AS SOON AS POSSIBLE! The mods required require a few Gigs of space and downloading will require some time. DO NOT LEAVE IT TILL LAST MINUTE! 2 Ways of Downloading all the mods effectively: 1. Find the server that is currently open and running (Playing a custom game) and attempt to join FROM THE LAUNCHER! This will download all the mods required and will prepare you for the event on the 8th. Steam Listing: VETERANS-GAMING | OPERATION FROSTY DAGGER | TS3.VETERANS-GAMING.COMGame port: 2302Password to connect: event 2. Use the steam workshop link below to subscribe to a collection (kindly assembled by =VG= I3RY4N) that contains the majority of the mods. https://steamcommunity.com/sharedfiles/filedetails/?id=1980039013 If any additional mods are required with short notice, they will be small enough to download at the time of the event from the launcher, so no need to worry if anything else needs downloading. As long as the CUP and BAF mods are downloaded before the event, you'll be fine.
  8. So we have a server that is currently turned off, was used for dev purpose's but... Semler and I were talking about a few mods / conversions we would like to try: The Unsung mod: https://www.armanam.eu/ https://youtu.be/PySE0RD6bgk Iron Front Mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1329031255 https://www.youtube.com/watch?v=Oif6vKPiEeY Any other suggestions? Let us know here....
  9. Hey since ARMA 3 Apex released yesterday anyone up for some sweet coop missions? Played with randoms yesterday, was surprisingly high quality story telling. And fun! Hit me up!
  10. Good evening, The Arma 3 Apex preview Liberation server with ip: "5.9.23.136:2412" is refusing connections. For Me as well as 2 friends it's impossible to connect, all we get is the "Connection Refused" message, lobby never loads (had the same problem 6 hours ago, so retried later this evening). Checked my client to make sure it did not load any mods. Kind regards, TimiteMessor
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