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Just thought Id announce that Ill be holding a fun op later today (30SEP18) standard operation time (2000 EST). Not going to worry about assigned slots, we'll make a plan if anyone shows. The USS Liberty, part of the US 7th Fleet at port at Tembelan Island has suffered damage to its main fuel tank in a surprise attack, rendering it unable to flee to friendly waters. Indonesia has thrown its support in with Russia and China, to show its commitment to the larger countries it has attempted to seize US Military equipment and personnel, sparking a flash point with the USS Liberty at its heart. Lacking support and 1200 miles from the closest US Military Port, the Captain of the Liberty has assigned its MARSOC detachment to assault an small military island to the south west of the main island to secure fuel for the ship while the crew attempts to repair the damaged main fuel tank to operational capacity. If the island can not be seized and fuel acquired the Liberty will attempt to lose itself in the Java Sea till support can arrive, but will run out of fuel 300 miles in to its flight and still be in hostile waters. With the Indonesian Navy steaming toward Tembelan Island the Liberty and its crew must act now or be caught in a unwinnable fight. Major Rays Secret Infantry Detachment MSOT 8310 1x USMC MARSOC UNIT If you think you'd show up post down below. If you got any questions feel free to post them here, let your friends know we'll make it a party.
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Date/Time: THURSDAY, 02AUG2018 @2000ET Additional Mods: These (Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=1450137865 ) plus the 3rd MRB Mod List MINUS PREI KHMOACH LUONG. Step-Off Time: 0830 IGT Mission Brief: Evening, Raiders. As you well know by now, the Japs have been using mountain trails and crudely-constructed wooden bridges to ferry ammo, men, and supplies over the valleys, pinning our boys in place while their arty finishes us off. While the Army can twiddle their thumbs and wait for reinforcements at Tenaru, we don't have that kind of luxury. At 0830 tomorrow, you will step off from our fighting hole here and move on up the trail. Our mission is simple: we are going to do what we do best as Raiders. The Japanese think that they have full superiority over the front lines. They have set up a CP and resupply point in the village of Boridi, just a few klicks North of here. While the 3rd Marines set up a diversionary assault to the East, we will move to raid and destroy any and all supplies, vehicles, ammo, and Japs we find there. This compounded with the battle to come will give the Japs a supply shortage like no other, and we will make them regret ever coming here with the next phase. Phase two will be the destruction of the bridge the Japs build crossing the Boridi river, cutting off the bulk of the Jap Army to the North. With the monsoon season coming on within the next couple of days, the roads will wash out and Tojo will be left with his dick in his hand wondering why he ever wanted to tangle with the United States Marine Corps. MAP OVERVIEW BORIDI VILLAGE BORIDI BRIDGE Slots: Company Commander [ARES]: Platoon Leader: Platoon Radio: Weapons Section Leader: Reeves Machinegunner (M1919A6): Jennings Flamethrower Operator: 1st Squad Leader: Carter Assist. Squad Leader: Rodoli Autorifleman (BAR): DelPercio Medic: Turk Rifleman: 2nd Squad Leader: Bohannon Assist. Squad Leader: Autorifleman (BAR): Kardnal Rifleman: Rifleman:
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Operation Trebuchet As hosted by GySgt Cole & Sgt Kardnal What is Operation Trebuchet? OPTRE is a mod created for our beloved Arma 3 to infuse elements, weapons, tactics, equipment and vehicles from the Halo universe into a milsim environment. Yes, you may see on the battlefield Pelicans, Hornets, Scorpions, ODSTs, SPNKR launchers, Warthogs, and other, lesser known vehicles. Working alongside @GySgt Cole , we will be bringing the Halo Universe to life using as few mods as possible. My missions will focus on the unconventional, smaller unit tactics. Not to say there will be less people, but that most of these missions will focus on special weapons and tactics. Note that Arma isn't kind with non-standard projectiles, meaning that this will strictly be human-on-human warfare. No aliens. MODS REQUIRED: RAIDER 2.0 (Full Pack) OPTRE ( http://steamcommunity.com/sharedfiles/filedetails/?id=769440155 ) OPTRE Insurrection + ( http://steamcommunity.com/sharedfiles/filedetails/?id=1130645540&searchtext=optre ) And thats it! Set the load order for the OPTRE To be after 3dMP but before 3dMini Briefing: //LOGIN ***** ********* *** WELCOME. . . . "I'll keep this short. We've located a smuggling ring within the Insurrection backchannels. They've acquired a few pieces of strategic UNSC technology that is well worth a full deployment to retrieve. However, this being said, I don't have the time to call down a fleet to retrieve a few pieces of black market, but I sure as hell have the initiative to stop the Innies from getting any hand over fist on our grunts. I'm re-routing a team of ODSTs and their air-wing attachments to your theatre, and I expect nothing short of absolute success. These troopers will stop at nothing to complete their tasking, and you shouldn't push them for any less than that. Signing out." CONNECTION LOST . . . RECEIVING INTEL Innies and locals alike are stirring up a ruckus. The noise we made over their airstrip has put them into high alert across the board. Not to mention the recent left-stage entrance of the UNSC Army, the Insurrectionists are on a verge of going underground again. If they disappear without us learning about their local chain of command, we're doomed. I'm authorizing the use of some heavy gear. I'm calling the Army about their ATGM Warthogs, and dispatching another air unit to your position. You're to bomb a fuel depot under Insurrection control, eliminate a local HVT, whose identity is still being confirmed by ONI, and round this out by searching through the wreckage for anything of use. If the Innies know anything, they'll know to put their data in hardcases. If you locate any hard drives, be sure to bag them and tag them. You have your tasking, Coyote. In Summary, Tasking is as follows: Deploy to island with ATGM Warthogs Move to assault position over the fuel depot Raze compound Prevent escapees Eliminate HVT as designated by ONI, verify his elimination Capture any intel on site Exfiltrate ODST Roster "Coyote" Squad HQ Squad Lead: OPEN Squad Sergeant: OPEN Squad Medic: OPEN Squad JTAC: OPEN Coyote 1 Vehicle Commander: OPEN Vehicle Driver: OPEN Vehicle Gunner: OPEN Coyote 2 Vehicle Commander: OPEN Vehicle Driver: OPEN Vehicle Gunner: OPEN Coyote 3 Sniper: OPEN Spotter: OPEN Coyote 4 Sniper: OPEN Spotter: OPEN Conman 1-1 Pilot: OPEN Pilot: OPEN Radio Freqs: Coyote HQ: 111.1 Coyote Squad Net: 111 Coyote 1: 111.2 Coyote 2: 111.3 Coyote 3: 111.4 Coyote 4: 111.5 Air to Ground: 70 Air net: 70.1 Ares Net: 35 Loadouts: Sorting by mod in the arsenal is helpful for finding all the OPTRE stuff in one place. Uniform: ODST BDU (Camo/Named variants for Squad HQ only. If not Squad HQ, you may take the Regular, Medium, or Sniper BDU) Vest: M53 (Camo/Named variants for Squad HQ only) Helmet: CH253 (Camo/Named variants for Squad HQ only) Backpack: ILCS, ILCS+, ILCS Medic (if you need the room, most probably won't). Facewear: Tactical glasses/HUD glasses NVGs: Neural Vision Enchancements Medical: Use your normal medical gear. Server is running advanced med. MISC: Use regular binos, map, cTab etc. WEAPONS Squad Lead: BR55 , MA37 ICWS , M7/Caseless Squad Sergeant: BR55 , MA37 ICWS , M7/Caseless Squad Medic: M7/Caseless , MA37 ICWS Squad JTAC: BR55 , MA37 ICWS , M7/Caseless FTL: BR55 , MA37 ICWS+M301 Explosives Specialist: MA37 ICWS , BR55 AT Specialist: MA37 ICWS , BR55 , M7/Caseless , M41 SSR MAV/AW Trooper: MA37 ICWS , BR55 , M7/Caseless Automatic Rifleman: M73 SAW Designated Marksman: M392 , BR55 , Ranged optics Sniper: SRS99D-S2 Spotter: BR55 , Spotting Scope Sidearms: All ground personnel are authorized M6Gs, weight permitting. Aviators can opt for the M6C. Grenades: M9 Frags, use regular flashes and smokes. Suppressors: Authorized
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Operation Sea SwordTop Secret 17NOV2100 No additional mods will be required for this operation. Day Five. The raid on the military base put fear into the hearts of the Russians stationed there. With the inclusion of Russian fast-air responses from the airbase on Malden, the Raiders pulled back shortly before the assault of Fort Glaskau, giving the Russians time to dig in. We have to abandon that objective for now. With their armored pool crippled, the only source of QRF remains the airbase and a light-armor pool outside of La Trinite in the northeastern portion of the island. This allows Raiders a lot more free activity without the constant threat of incoming medium to heavy armor responding to their firefights. Intel Collected (What we know so far): The intel confirms the location of a few of TF332's training facilities. Why the Russians haven't used them so far to respond to Raider missions, we don't know. However, with the absence of Lt. Egorov and his direct knowledge of this task force, it must be said that the Russians know that we know, and the shroud may be removed from the big guns backstage. Enemy maps have shown that there are a selection of high-value small targets scattered across the heart of Malden, and we've decided to take them out as our next tasking. Objectives: Sniper's Nest: Initial scouting reports of the area have been met with sporadic sniper fire from a mountain overlooking the town of Chapoi, as well as IR-lock missiles. Approach safely and remove the sniper threat from the AO. AA Positions: The two marked positions are vague grids. Supposedly the Russians have constructed multiple small bases and use the Shilka's mobility to change positions regularly. We do not know the times at which they change positions, but we will need those AAA destroyed for an air corridor to be made. Ammo Cache: We had eyes on a few supply convoys moving from the town of La Passagne out to various fortifications and back. This may be giving us an idea that this location is currently being used as an ammo cache. With historic consideration, we are allowed to demo any caches we find, but we are not allowed so far to drop shells and level the town. These buildings are well over a hundred years in age, particularly the chapels. It would be a shame if this part of Malden's history were to be reduced to rubble. HVT: Somewhere in this AO is another comms base. Intel suggests that the base is being operated by one of the VPVO Captains organizing the local AAA grid. Putting one through his head would definitely aid our efforts. MSOT "Pirate" MSOT HQ Team Lead: Cpl Carter Team Chief: OPEN Team SARC: OPEN Team Communications Chief: OPEN Element 1 "Pirate 1" Element Lead: OPEN Assistant Element Lead: Cpl Jones CSO: Capt Koch CSO: OPEN Element SARC: OPEN Element 2 "Pirate 2" Element Lead: OPEN Assistant Element Lead: OPEN CSO: OPEN CSO: OPEN Element SARC: OPEN
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Come check out the new mission running on the 2nd MAW server! Server IP: 162.248.92.97:2302 Password: 2ndmaw It's called Dynamic Combat Generator, it features: Occupied locations with patrolling and garrisoned enemies Enemy forces scale in strength based on occupied location Enemy patrols and sniper teams throughout map Enemy static emplacements Enemy count scales based on player count Civilian interaction Civilian approval system Civilian traffic Civilian rebels and suicide bombers FOB construction system AI transportation system Dynamic weather Unit caching Headless Client support There are Kill, Capture, Rescue and Liberate style missions along with a robust FOB building and Transport system. The missions are handled by server side mods optimized for performance. Running overlapped with our standard Unit Templates allowing for Zeus support as well. Put simply, the possibilities are endless. Currently the missions can be run using our standard mods or an extended Mod Pack. See pics HERE. Coming soon there will be a fun OP using the newly released map Lythium and the extended mod pack to introduce players to it's new addons. Lythium uses Jbad Buildings. So be sure to pick that up as well.
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