Destroying Sites in Mike Force.
In order to capture a zone in Mike Force players need to destroy all sites with a 1200 meter radius of the zones center point. This is true even if one zone overlaps a neighboring zone. A known issue is the site not clearing after all zones have been destroyed. The current theory is that if no infantry are in the zone and the CAS aircraft destroy everything this will prevent the zone from being captured and will stop any mission progression. Ground forces need to occupy the zone!
These sites include:
The AA Gun
The Headquarters (HQ) Ammo Boxes
Destroying the mortar is quite simple really. You can just shoot it with your rifle and for the ED guys explosives work too.
When it comes to the AA gun you have several choices. Placed explosives, thrown explosives/incendiaries, and projectile explosives. Most of these explosives are not available until the player gains more rank on the server. Placed explosives are simple and I always recommend using a timer when placed. They are the best option for being stealthy however they have been unreliable in destroying the AA Gun or Ammo Box with just one explosive. Note that in Vanilla ArmA you cannot place explosives in water and for that we need to use another option.
So we destroy the AA Gun with a throw-able or projectile type explosive. This type of explosive should be an Anti-Tank type. i.e. HEAT or HEDP type rounds. The LAW is available to all levels while the M1 Carbine grenade launcher and HEAT grenade are a few ranks higher. The M79 with HEDP comes in at Major I believe and the RKG-3 HEAT grenade at Colonel. You can also find the RKG-3 HEAT grenade on enemy bodies and they are very powerful so don't throw it short. When using a projectile type explosive and to ensure a 100% success rate with just one shot your aim point will be the ammo boxes located on the sides of the AA gun.
In a pinch you can use the M14 Incendiary grenade and ArmA coats their grenades in rubber so they bounce like crazy. But we can adjust to that. Just stand about 15-20 meters away from the AA gun at an oblique angle. Your crosshair aim point is where the closest wheel touches the ground. See off-white circle in the image. When thrown the grenade should hit slightly higher with the goal to have the grenade strike the AA gun below the guns receivers, behind the ammo boxes and above the turret base. See RED circle in image. The grenade should bounce into the various mechanisms and land on the turret base or the ground directly below it. The M14 Incendiary has a large burn radius and will cause damage and death to you and anyone nearby.
The HQ is quite easy. Just blow up the three ammo boxes. The radio and mounted guns do not count and can be ignored (I just shoot or dismantle the static MGs before I leave so I don't get shot in the back by a passing AI). You can use any of the previously mentioned explosives or, in a pinch, the static MG guns at the HQ site can destroy an ammo box after a few magazines are shot into it.
There are a few bugs however. The site may have had the ammo boxes fall through the terrain and ending up under the map. This makes them unreachable and it can occur with any of the sites. This usually happens if the AA gun spawns in the river, sea or rocks and sometimes the ammo boxes will also fall through the terrain. An admin in Zeus can fix that by using the 2d map view, selecting the suspected site item, and using the 'END' key to destroy that item. The other bug is where the site doesn't clear when all objectives are met. One version of this error is client side. The player can use ESC to return to the lobby and rejoining the game should fix that issue. If not then it may be server side and the best option then is to have the admin login and use Zeus to execute this command:
["zone_ba_ria"] call vn_mf_fnc_zones_capture_zone;
where "zone_ba_ria" is "zone_cityname_zone" etc.