Kujari Tour of Duty Campaign

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    Zoltan
    Keymaster

    Scheduled for Sunday 23 April 2023

    Please read the Campaign Logistics section at the end of this document.

    1. SITUATION

    Situation Time: 06:00L 12 August 2016

    Lighting: Sunrise

    Weather: Clear skies. Light winds forecast to increase to sandstorm strength later in the morning.

    Zulu-Alpha have been deployed to Kujari Province, Camp Tusk, for an extended Tour of Duty (TOD).

    AO
    Camp Tusk

     

    Camp Tusk

    A. Enemy Forces:

    Taliban insurgents have taken over the entire province making life difficult for the local population. Besides roaming the countryside looking for targets of opportunity, the have embedded themselves in almost every town using the locals as shields and forcing them to manufacture IED’s. They have also established numerous recruitment offices to force locals to join them in their Jihad and in some extreme cases they have convinced civilians to be suicide bombers. The area south of the river at latitude 060 are entirely occupied by infantry as the Taliban doesn’t want to risk getting vehicles stuck. Intelligence shows that the further north of latitude 060 you go, and the terrain becomes more open and dry, the chances of encountering mechanized and  armored forces increases drastically. The enemy is relying heavily on IED’s and roadblocks to hinder the movement of western forces. Towns close to western installations seems to be ignored by the Taliban. These include Karaye east of Marway Airfield and Gadjadji Lawan and Masakali to the north of Camp Tusk. Intelligence have further established enemy forces to number around 1000 made up of battalions of infantry and mechanized forces, and a company of armored forces. Zulu-Alpha have been tasked to liberate the province of Kujari.

    Taliban occupying civilian structures
    Enemy roadblock

    Armored vehicle

    B. Friendly Forces:

    Zulu-Alpha is stations at Camp Tusk in the south eastern region of Kujari with Reaper being stationed at Marwey Airfield.

    1) Equipment: Standard equipment with resupply crates at the staging area and Marwey Airfield.

    2) Surveillance: Darter UAV’s

    3) Ground Vehicles:

    Camp Tusk: 1 x Rearm, 1 x repair, 1 x refuel, 1 x medical, 1 x Cargo truck for transporting large amounts of building materials. 1 x Transport trucks, 2 x RG31 MRAP’s, 1 x M1025 (M240), 1 x M1130 APC, 1 x M1129 Crows Mortar artillery, 1 x M1A2 Tusk II MBT

    Marwey Airfield: 2 x Rearm, 2 x repair, 2 x refuel, 2 x medical, 2 x Cargo truck for transporting large amounts of building materials. 2 x Transport trucks, 3 x RG31 MRAP’s, 2 x M1025 (M240), 1 x M1130 APC, 1 x M1129 Crows Mortar artillery, 1 x M1A2 Tusk II MBT

    4) Fixed Wing: 1x A-10D at Marwey Airfield

    5) Rotary Wing:

    Camp Tusk: 1x MH-6M MELB, 1 x MH-60L DAP 2 pylon

    Marwey Airfield: 1x MH-6M MELB, 1 x MH-60L DAP 2 pylon

    Other friendly forces: Ranger patrols at Camp Tusk and Marwey Airfield, Gate guards and tower guards.

    C. Civilian Presence: Civilians are present in the entire province.

    2. Mission

    1. CO to direct mission of the day.
    2. Avoid civilian casualties where possible

    3. General Instructions

    Civilians can be questioned regarding enemy forces. Giving a ration of rice or water may smooth things a little.

    4. Specific Instructions

    None.

    Meta-Mission details:

    Location:

    Kujari-> co@12_Kujari_campaign_V1_#_#

    Medical System:

    Standard medical. Respawn at Staging Area. Medical facilities at Camp Tusk and Marwey Airfield have doctors.

    Special Mods:

    None

    Special Requirements:

    None

    Campaign logistics:

    DO NOT GEAR UP UNTIL PERSIST HAVE FINISHED LOADING OR THE GEAR YOU HAVE TAKEN WILL DISSAPEAR FOREVER.

    We are moving into a new campaign and a new map with friendlier FPS 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 the 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 mission cannot be saved and the load will fail in the next mission. Mission maker will join the last D5 slot in every mission on this campaign as 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, mission maker can drop his 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 large amounts of building supplies in this campaign are the HEMMT cargo trucks. RG31E MRAP’s and all other HEMMT trucks are able to carry smaller amounts of building materials. 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 Marwey Airfield by road or helicopter.

    Since ALiVE will no longer be persistent, it will spawn new enemy every mission. The areas cleared by us will be marked in blue on the map and enemy will no longer spawn in those areas although they can still move back into those areas in the next mission.

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