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• View topic - THE CAMPAIGN

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 Post subject: THE CAMPAIGN
PostPosted: Fri Oct 23, 2009 8:13 pm 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
The War in Chernarus

Operation map



The Story behind

A tragic accident on the island of Utes caused the beginning of the war in Chernarus between the US and Russian armies

The critical situation in Chernarus in spring 2009 ended up with political elections in the autumn. The elections were won by a hairsbreadth by the moderate pro-Russian parties. The suspect of gerrymandering and reciprocal accusations led again the country into chaos and once again a large amount of weapons cropped up from the extremist militias hideouts.

Trying to regain political control over this strategical region, the USA ordered their troops displaced in the area to invade it again, but Russia, taking advantage of the election outcome and firmly determined to maintain the political and military control over the area did not repeat the mistake of just a few months before and mobilized its troops as well. As a consequence the country was divided in practice into two halves, the pro-western and the pro-russian area. The United Nation Council had to tacitally acknowledge the situation and USA and Russians peacekeepers were sent in Chernarus.

However, the skirmishes between the CDF (the Chernarus regular Army, controlling the south-west part of the country) and the Chedaki militias of the ChDKZ, backed tacitally by Russians in the North-East, continued

On October 27th a tragic accident in the island of Utes occurred. The Chedaki militias attacked the airport under the control of the CDF. The battle tragically involved the peacekeepers which were attacked and had to return fire ..

Since now the regular armies of USA and Russia never faced on field, they will after this tragic accident on the small island of Utes..

This for the story so far .. now YOU have to write it


Features

Attack/defense system, support system available for the general, hierarchical organization based on roles and specialization reflecting nearly real combat balance, weapon restrictons depending on role and speciality, vehicle limitations depending on soldier's role

The battle

#1.1 Sectors, starting and victory conditions

The map is divided into 10 regions, in each region there are 3 contended sectors, the "strategical" defender starts with a 5 members infantry squad in each of the three sectors, while the remaining forces start from main base

At the end of the battle (2 hrs) the effective possession of each setor is recorded, and wins the faction holding more sectors

#1.2 Sector ownership

To conquer a sector owned by the opposite faction is necessary the presence of at least 8 soldiers of the attacking faction and less than 5 soldiers of the defender faction. In the case the sector is empty (no troops inside sector) it remains in the hands of the faction that conquered it the last time

#2. Support

All support systems are placed on map by the general commander of each faction at the beginning of the battle, they are available as long as the relative support center is not destroyed, if it is destroyed is lost for this battle and will be available again only in the next battle. The supports available are the Communication Center, the Repair Center and the SAM sites.

#2.1 Communication Center

The advanced communication center allows the general to have an unarmed UAV recon on map that allow to mark friendly troops every 30 sec. The antenna is equipped with a 1500 m radius radar able to detect incoming air and ground vehicles

#2.2 Repair Center

The repair center allows the engineer to repair every vehicle

#2.3 SAM sites

When present, the anti air artillery prevents the enemy to perform HALO insertions. HALO insertions are done from the flag in base. Once eliminated, it is possible to perform HALO resp (only for special forces).

#3 Respawn

#3.1 Infantry

- All infantry respawn at the main base. All human personnell has a respawn time of 30 sec, vehicles have in general no respawn (see below)

- Special forces can perform HALO resp once the enemy SAM site is destroyed

#3.2 Vehicles

- transport vehicles such as trucks and jeeps return to base once destroyed or abandoned

- Engineers: they can repair each vehicle as long as repair center is active

#4. Restrictions

#4.1 Weapons restriction

The possibility to use some kind of weapons is restricted to a particular class of soldiers
Soldiers classes comprises more than one tipology of soldier, for example are riflemen also pilots, crewmen, medics, engineer, are Leaders the general, squad and team leaders, automatic riflemen are "machinegunners"

#4.2 Vehicle restrictions

Only crewmen can board armored vehicles (heavy, light and mobile air defence) and only pilots can fly helis - all can board air and terrestrial vehicles as passengers. All can use wheeled and support vehicles, either armed or unarmed

#5. Campaign

#5.1 Battle location

The winner retains the right to choose the next battle location and the choice has to be written in forum within 19.30 GMT of Wednesday

#5.2.1 Enemy opposition and Initiative lost

The effective possession of the sectors is maintained even in the case of defeat (2:1) and in the subsequent battle the sectors owned by the loser faction is used as advanced post for a 5 men infantry squad. This sector will have a HQ deployed inside (not mobile). If the enemy HQ is destroyed the enemy sector is definitely conquered.
If too many sectors remain in the hands of the loser faction (more than 1) it means the winners cannot effectively control the territory. In this case the loser factions retains the right to counter-attack. When 2 enemy advanced points are present the winner faction loses its strategical initiative till the enemy advanced posts are eliminated. If enemy outposts are present behind enemy lines the last one created will contain the enemy HQ to permit the opposite faction to clean up the area

In the case the two factions ignore completely the presence of enemy HQs they will lose the strategic initiative after each battle notwithstanding the results till the number of enemy outposts is back to less than 2 (1 or 0), in the case above the two factions will alternate attack and defense

Examples given:

1. Blue attacks and wins 2:1 (Red HQ created), Blue attack and wins again 2:1 (Red HQ created, previous HQ destroyed), Blue can attack again as the number of enemy outposts is still les than 2

2. Blue attacks and wins 2:1 (Red HQ created), Blue attack and wins again 2:1 (Red HQ created, previous HQ operational) Blue cannot attack anymore because there are 2 enemy outposts, but in the next Red attack there will be a red HQ in the last outpost so that the Blue can clear it, in this attack the Red win 3:0, in the next attack a new red HQ will be deployed in the last red outpost remaining and the Blue will have the possibility to clear it

3. Blue attacks and wins 2:1 (Red HQ created), Blue attack and wins again 2:1 (Red HQ created, previous HQ operational), Red attacks and wins 2:1 (blue HQ created, previous Red HQ operational), Red attacks and wins 2:1 (blue HQ created, previous Red HQ operational, previous blue HQ operational), blue attacks ..


#5.2.2 Advanced posts

The sectors in the hands of the former loser faction is used by this faction as advanced starting points for a 5 men infantry squad

#5.2.3 Advanced points clearing

To clear an advanced point the enemy HQ located inside the sector must be destroyed. Once the HQ is destroyed the sector is cleared and owned by the winner faction, otherwise it remains assigned to the other faction and available as advanced starting poits for the next battles

#5.3 Frequency

The battles have a weekly frequency

#5.4 Duration

The campaign is divided in seasons of 3 months, waypoints are set each 3 months and when each waypoint is reached the faction holding more territory is declared winner. At these waypoints is possible although not mandatory to introduce changes (even substantial ones) in the rules and structure of the campaign, and is possible too to change island. The war however continues ..


APPENDIX: details on Weapon Restriction and Respawn time

WEAPONS LIMITATION

Please make sure your soldiers understand this in battle

The weapon limitation script will run every 30 sec in order not overload the server cpu

For that reason it is safe not to take a forbidden weapon! or the script may take it off after 30 sec leaving you unarmed

Here the restrictions

Leader

"M9SD", "MakarovSD", "AKS_74_UN_kobra", "bizon", "bizon_silenced", "VSS_vintorez", "G36_C_SD_eotech", "M4A1_AIM_SD_camo", "M4A1_HWS_GL_SD_Camo", "M8_carbine", "M8carbineGL", "M8_compact", "MP5SD", "M249", "M8SAW", "MG36", "Mk_48", "Pecheneg", "RPK_74", "DMR", "Huntingrifle", "ksvk", "m107", "M24", "M40A3", "M4SPR", "M8_sharpshooter", "SVD", "SVD_CAMO", "Igla", "Javelin", "MetisLauncher", "RPG7V", "SMAW", "Stinger", "Strela", "LaserDesignator"

AT specialist

"M9SD", "MakarovSD", "AKS_74_UN_kobra", "AKS_74_pso", "AK_74_GL", "AK_107_GL_kobra", "AK_107_GL_pso", "AK_107_pso", "bizon", "bizon_silenced", "VSS_vintorez", "G36C", "G36K", "G36_C_SD_eotech", "G36a", "M16A2GL", "m16a4_acg", "M16A4_ACG_GL", "M16A4_GL", "M4A1_AIM_SD_camo", "M4A1_HWS_GL", "M4A1_HWS_GL_SD_Camo", "M4A1_HWS_GL_camo", "M4A1_RCO_GL", "M8_carbine", "M8carbineGL", "M8_compact", "MP5SD", "M249", "M8SAW", "MG36", "Mk_48", "Pecheneg", "RPK_74", "DMR", "Huntingrifle", "ksvk", "m107", "M24", "M40A3", "M4SPR", "M8_sharpshooter", "SVD", "SVD_CAMO", "Igla", "Javelin", "MetisLauncher", "Stinger", "Strela", "LaserDesignator"


Heavy AT specialist

"M9SD", "MakarovSD", "AKS_74_UN_kobra", "AKS_74_pso", "AK_74_GL", "AK_107_GL_kobra", "AK_107_GL_pso", "AK_107_pso", "bizon", "bizon_silenced", "VSS_vintorez", "G36C", "G36K", "G36_C_SD_eotech", "G36a", "M16A2GL", "m16a4_acg", "M16A4_ACG_GL", "M16A4_GL", "M4A1_AIM_SD_camo", "M4A1_HWS_GL", "M4A1_HWS_GL_SD_Camo", "M4A1_HWS_GL_camo", "M4A1_RCO_GL", "M8_carbine", "M8carbineGL", "M8_compact", "MP5SD", "M249", "M8SAW", "MG36", "Mk_48", "Pecheneg", "RPK_74", "DMR", "Huntingrifle", "ksvk", "m107", "M24", "M40A3", "M4SPR", "M8_sharpshooter", "SVD", "SVD_CAMO", "Igla", "Stinger", "Strela", "LaserDesignator"

AA specialist

"M9SD", "MakarovSD", "AKS_74_UN_kobra", "AKS_74_pso", "AK_74_GL", "AK_107_GL_kobra", "AK_107_GL_pso", "AK_107_pso", "bizon", "bizon_silenced", "VSS_vintorez", "G36C", "G36K", "G36_C_SD_eotech", "G36a", "M16A2GL", "m16a4_acg", "M16A4_ACG_GL", "M16A4_GL", "M4A1_AIM_SD_camo", "M4A1_HWS_GL", "M4A1_HWS_GL_SD_Camo", "M4A1_HWS_GL_camo", "M4A1_RCO_GL", "M8_carbine", "M8carbineGL", "M8_compact", "MP5SD", "M249", "M8SAW", "MG36", "Mk_48", "Pecheneg", "RPK_74", "DMR", "Huntingrifle", "ksvk", "m107", "M24", "M40A3", "M4SPR", "M8_sharpshooter", "SVD", "SVD_CAMO", "Javelin", "MetisLauncher", "RPG7V", "SMAW", "LaserDesignator"



Machine gunner

["M9SD", "MakarovSD", "AKS_74_UN_kobra", "AKS_74_pso", "AK_74_GL", "AK_107_GL_kobra", "AK_107_GL_pso", "AK_107_pso", "bizon", "bizon_silenced", "VSS_vintorez", "G36C", "G36K", "G36_C_SD_eotech", "G36a", "M16A2GL", "m16a4_acg", "M16A4_ACG_GL", "M16A4_GL", "M4A1_AIM_SD_camo", "M4A1_HWS_GL", "M4A1_HWS_GL_SD_Camo", "M4A1_HWS_GL_camo", "M4A1_RCO_GL", "M8_carbine", "M8carbineGL", "M8_compact", "MP5SD", "M8SAW", "DMR", "Huntingrifle", "ksvk", "m107", "M24", "M40A3", "M4SPR", "M8_sharpshooter", "SVD", "SVD_CAMO", "Igla", "Javelin", "MetisLauncher", "RPG7V", "SMAW", "Stinger", "Strela", "LaserDesignator"];



Grenadier

"M9SD", "MakarovSD", "AKS_74_UN_kobra", "AKS_74_pso", "AK_107_GL_pso", "AK_107_pso", "bizon", "bizon_silenced", "VSS_vintorez", "G36C", "G36K", "G36_C_SD_eotech", "G36a", "m16a4_acg", "M16A4_ACG_GL", "M4A1_AIM_SD_camo", "M4A1_HWS_GL", "M4A1_HWS_GL_SD_Camo", "M4A1_HWS_GL_camo", "M4A1_RCO_GL", "M8_carbine", "M8carbineGL", "M8_compact", "MP5SD", "M249", "M8SAW", "MG36", "Mk_48", "Pecheneg", "RPK_74", "DMR", "Huntingrifle", "ksvk", "m107", "M24", "M40A3", "M4SPR", "M8_sharpshooter", "SVD", "SVD_CAMO", "Igla", "Javelin", "MetisLauncher", "RPG7V", "SMAW", "Stinger", "Strela", "LaserDesignator"


Marksman

"M9SD", "MakarovSD", "AKS_74_UN_kobra", "AK_74_GL", "AK_107_GL_kobra", "AK_107_GL_pso", "bizon", "bizon_silenced", "VSS_vintorez", "G36_C_SD_eotech", "M16A2GL", "M16A4_ACG_GL", "M16A4_GL", "M4A1_AIM_SD_camo", "M4A1_HWS_GL", "M4A1_HWS_GL_SD_Camo", "M4A1_HWS_GL_camo", "M4A1_RCO_GL", "M8_carbine", "M8carbineGL", "M8_compact", "MP5SD", "M249", "M8SAW", "MG36", "Mk_48", "Pecheneg", "RPK_74", "Huntingrifle", "ksvk", "m107", "M24", "M40A3", "M8_sharpshooter", "Igla", "Javelin", "MetisLauncher", "RPG7V", "SMAW", "Stinger", "Strela", "LaserDesignator"


Rifleman

"M9SD", "MakarovSD", "AKS_74_UN_kobra", "AKS_74_pso", "AK_74_GL", "AK_107_GL_kobra", "AK_107_GL_pso", "AK_107_pso", "bizon", "bizon_silenced", "VSS_vintorez", "G36C", "G36K", "G36_C_SD_eotech", "G36a", "M16A2GL", "m16a4_acg", "M16A4_ACG_GL", "M16A4_GL", "M4A1_AIM_SD_camo", "M4A1_HWS_GL", "M4A1_HWS_GL_SD_Camo", "M4A1_HWS_GL_camo", "M4A1_RCO_GL", "M8_carbine", "M8carbineGL", "M8_compact", "MP5SD", "M249", "M8SAW", "MG36", "Mk_48", "Pecheneg", "RPK_74", "DMR", "Huntingrifle", "ksvk", "m107", "M24", "M40A3", "M4SPR", "M8_sharpshooter", "SVD", "SVD_CAMO", "Igla", "Javelin", "MetisLauncher", "RPG7V", "SMAW", "Stinger", "Strela", "LaserDesignator"

Sniper

"AKS_74_UN_kobra", "AK_74_GL", "AK_107_GL_kobra", "AK_107_GL_pso", "bizon", "bizon_silenced", "VSS_vintorez", "G36_C_SD_eotech", "M16A2GL", "M16A4_ACG_GL", "M16A4_GL", "M4A1_AIM_SD_camo", "M4A1_HWS_GL", "M4A1_HWS_GL_SD_Camo", "M4A1_HWS_GL_camo", "M4A1_RCO_GL", "M8_carbine", "M8carbineGL", "M8_compact", "MP5SD", "M249", "M8SAW", "MG36", "Mk_48", "Pecheneg", "RPK_74", "M8_sharpshooter", "Igla", "Javelin", "MetisLauncher", "RPG7V", "SMAW", "Stinger", "Strela"


Special forces

"Igla", "Javelin", "MetisLauncher", "Stinger", "Strela"


Scout

"AKS_74_UN_kobra", "bizon", "bizon_silenced", "VSS_vintorez", "G36_C_SD_eotech", "M4A1_AIM_SD_camo", "M4A1_HWS_GL_SD_Camo","M8_carbine", "M8carbineGL", "M8_compact", "MP5SD", "M249", "M8SAW", "MG36", "Mk_48", "Pecheneg", "RPK_74", "DMR", "Huntingrifle", "ksvk", "m107", "M24", "M40A3", "M4SPR", "M8_sharpshooter", "SVD", "SVD_CAMO", "Igla", "Javelin", "MetisLauncher", "RPG7V", "SMAW", "Stinger", "Strela"



VEHICLES
Please be aware vehicles have in general no resp at all, so use them wisely and keep the count of losses, see below details

*US FORCES

3 HMMWV (respawn: 30s destroyed, 120s deserted)
4 MTVR (respawn: 30s destroyed, 120s deserted)
10 HMMWV K19
10 HMMWV M2
10 HMMWV M240
6 HMMWV TOW
4 MTVR AMMO
4 MTVR FUEL
4 MTVR REPARATION
4 HMMWV AMBULANCE
10 LAV25
10 AAVP7A1
6 M1A2 TUSK
5 HMMWV AVENGER
6 MH60S
2 MV22
2 UH-1Y
2 AH1Z

*RUSSIAN ARMY

3 UAZ (respawn: 30s destroyed, 120s deserted)
4 KAMAZ (respawn: 30s destroyed, 120s deserted)
4 KAMAZ AMMO
4 KAMAZ FUEL
4 KAMAZ REPARATION
4 VODNIK AMBULANCE
12 UAZ AGS30
12 VODNIK HMG
12 VODNIK MG
10 BTR90
10 BMP3
6 T90
5 TUNGUSKA
6 Mi8 armed
2 Mi8 MedEvac
2 Mi24V
2 Ka52

_________________
Respectfully,

Nemesi,
Chief of Staff
Arma Tactical Combat


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