Join Zulu-Alpha › Forums › Operation T-O-D campaign FRAGORD 6
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March 18, 2023 at 11:36 #10522
Scheduled for Sunday 9 April 2023
1. SITUATION
Situation Time: 12:00L 10 July 2018
Lighting: Day
Weather: Overcast no rain predicted, unlimited visibility, NO possibility of sandstorms
If you are not familiar with this campaign please refer to the original OPORD here. Please also read the new admin and logistics section under Meta-Mission details below
UPDATE: Zulu-Alpha pushed north clearing the town of Khas first and deactivated numerous IED’s. We then pushed further north towards the town of Anizay. Several squads of Taliban were eliminated as we pushed to the center of Anizay. Eventually Dragon 1 set off an IED at the water tower leading to mass casualties forcing a withdrawal back to the FOB. As Zulu-Alpha progresses clearing more areas, NATO has withdrawn all ground and air assets from FOB OBEH back to the Airfield to minimize the force needed to protect the FOB. NATO members freed from this task are being redeployed to patrol newly cleared zones.
Mission
CO will direct operations for the day.
Meta-Mission details:
We are moving into V2.0.0 of this campaign with the introduction of a new MOD “Persist RCO”. ALiVE has proven to be unreliable for saving and reloading gear causing us to kit-up at the arsenal. This has wasted too much time that could be spent on the mission. The new mod has been tested and proofs to reliably reload kit at the start of the mission, down to how many round you had left in the magazine in your rifle. It will now also save kit by slot and no longer by profile. This means that when you change slots between missions you will get whatever kit the previous player in that slot had. You can also Join In Progress and persist will load your kit from the previous time that slot was used.
NOTE TO ALL PLAYERS: At the end of a mission, you are to “Self interact/team management/leave group” and then “Self interact/team management/rename group” and in the window that pops up enter your team and the slot you played. Example “1-1 AR” or “1-2 R” or “Engineer” or “Badger 1 driver” etc. The reason for this is that Persist does NOT save player positions. It only gives the mission maker markers of where the “team leaders” were and not the rest of the team. Mission maker has to move all slots to their new positions manually and being in your own group will add markers for every slot. Those who are in the FOB will spawn in your standard parade positions and your kit will be loaded 5 seconds after the game starts. Slots left open during a mission will be at the FOB for the next mission. If you disconnect before the end of the mission and were unable to return to the game your slot will automatically be placed back at the FOB.
PERSONAL KIT: Persist does not save earplugs if they are in your ears so take them out. Persist does not save any kit that is not on your person at the time of saving. So if you dropped your backpack, pick it up before the save.
MISSION MAKER: Every slot now has a variable name. The mission maker HAS to play the slot named “persist1” or the load will fail in the next mission. Since I (Zoltan) has been the Platoon Medic in every mission on this campaign, that slot has been named “persist1”. If another player wants to be medic they can join any of the other D5 slots. Once the game has loaded the gear I can drop my kit in the D5 crate and then join another team.
NOTE TO CO: Teams can be left out in the field at the end of mission. After the “SAVE” I will teleport everyone to FOB for the AAR.
We will no longer use ALiVE logistics to pick things up but will instead be using Limited Fortify. (Sorry, you are no longer Superman) You will need a Fortify tool in your kit. This will allow you to use ACE self interact to choose an item you wish to build, move it into position and then build it. Depending on the size of the object it will take time to build, just like digging a trench. Larger items will take longer to build. Building can only take place within a 70 meter range of a vehicle that has building supplies in it. The amount of building supplies depends on the vehicle size. The vehicles able to carry building supplies in this campaign are the RG31E MRAP’s and the HEMMT cargo trucks. There are two lists of object you can build, a LARGE list which consists of items to build a new FOB with, or strengthen your current FOB, or a CAMP list for building quick fortifications out in the field. The lists can be changed from the ACE interact options on the vehicle. If you change the list, it will change for every player so coordinate this between teams at FOB and those out in the operational area. You are also able to remove items you have build and apart from lights, you cannot move them. Built items that are removed will add the building supplies back to the vehicle. To make a fortification permanent from one mission to the next, you will have to place a “PortableCabinet” at the fortification or it will be gone in the next mission. Fortifications made permanent in one mission cannot be removed in the next mission. You can refill building materials for your vehicles at the FOB. Fortifications built on top of structures cannot be removed again.
Without arsenal you will now start to experience real shortages on ammo, fuel etc. Supplies can be collected from the logistics hangar at Landay Airfield or CO can request a sling load from the NATO Commander using the Combat Support Tablet. Mission maker will move items to be transported by sling load onto the runway for easy collection by the AI.
Since ALiVE will no longer be persistent, it will spawn new enemy every mission. The areas cleared by Zulu-Alpha ( marked in blue on the map ) will be a no spawn for enemy and also be patrolled and guarded by the NATO commander. Enemy can still move into those areas during a mission but will not spawn there. It also means that intel gathered will no longer be valid in the next mission. (Not that we’ve been using it anyway)
Location:
co@12_Operation T-O-D, Anizay
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