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ATC CAMPAIGN RULES - SEASON 2011-2012 http://www.arma-tactical-combat.com/forum/viewtopic.php?f=17&t=263 |
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Author: | {bdr}*nemesi* [ Tue Oct 19, 2010 4:09 am ] | ||
Post subject: | ATC CAMPAIGN RULES - SEASON 2011-2012 | ||
ATC CAMPAIGN RULES - SEASON 2011-2012 Chernogorsk, November 2011 Just after one year and a half since the conclusions of the Chernarus Operations in April 2010, an international coalition is called again to arms. The area is again under military pressure and the Chernogorsk government has recently formalized his request of international help. The United Nations are trying a composition of the conflict but the probabilities of success are very scarce. An armed intervention seems inevitable .. The battleground The ATC4 Campaign is settled in the Chernarus scenery Battle day and time: each Wednesday at 20.30 GMT 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 Requirements For the ATC Campaign Season 2011-2012 you will require Combined Ops (Arma2 + Operation Arrowhead) and the "@ATC" mod, courtesy from HARC TeaCup. You can download the mod #1. The battle #1.1 Sectors, starting and victory conditions The map is divided into two halves containing 9 regions each, plus the respective main bases, located at the two edges of the map, 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. The region surrounding the bases is protected, and enemies cannot enter there. At the end of the battle (2 hrs) the effective possession of each sector is recorded, and wins the faction holding more sectors #1.2 Sector setup 5 people from teams A1,B1 and C1 (it is not the 1-1-A team that counts so look carefully) of the defending faction will start at sectors A,B, and C. JIP players start at the main base whatever teams they are in. In each sector there is: - AA static weapon - 2 armed cars (MG and Tow/Spg9) - Ammobox and Field Hospital (tent) #1.3 Sector conquering rules The difficulty in conquering a sector rises as a team holds it for a long time, this to encourage fighting on all sectors during the 2 hours and not only the last 5 minutes. Holding a sector for less than 30 minutes -> Level 0 -> defender<5 ; attacker>4 Holding a sector for more than 30 minutes -> Level 1 -> defender<4 ; attacker>5 " 50 minutes -> Level 2 -> defender<3 ; attacker>6 " 70 minutes -> Level 3 -> defender<2 ; attacker>7 " 90 minutes -> Level 4 -> defender<1 ; attacker>8 The level change is displayed by a hint. The number of attackers/defenders needed is shown on the Commander's and the Team Leader's HUD so everybody should have a clear picture on the situation. 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 The support system (Communication Center) is placed on the map by the general commander of each faction at the beginning of the battle, and is available as long as it is not destroyed, if it is destroyed is lost for this battle and will be available again only in the next battle. 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 The Commander has a system that can keep the count of vehicles in his base, this allowing a better allocation of vehicles to the single squads and a wise use of them (please keep in mind vehicles in general do not respawn). #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) #3.2 Vehicles - transport vehicles such as trucks and jeeps return to base once destroyed or abandoned - engineers can repair vehicles #4.Slot and role assignement You must choose a slot/role based on your faction Commander's decisions. Different roles have different weapons at start up and you will be asked to choose your primary preferred weapon. You may change your equipment at the ammo boxes, but you may not choose weapons which are not allowed for your class. Near the ammo boxes in the base a window will pop up reminding you the equipment you can carry. You can bring ammonitions of any kind to assist another player. The main roles are: Riflemen Includes: Riflemen, engineers, pilots, crewmen, medics, Commanders Can use: Rifles of any faction with ironsights or non magnified sights (CCO, Kobra..) Anti Air Can use: Rifles of any faction with ironsights or non magnified sights (CCO, Kobra..) and Stinger/Igla. Machine gunners Can use: Machine guns (M240,M249,M240 optics,PKM,RPK,PKP) or Rifles of any faction with ironsights or non magnified sights. Team/Squad Leaders Can use: Rifles with granade launchers both with optics or without, plus rifles of any faction with ironsights or non magnified sights. Heavy AT specialists Can use: Rifles of any faction with ironsights or non magnified sights and the Maaws anti tank weapon or the lighter M136/Rpg18. Light AT infantry Can use: Rifles of any faction with ironsights or non magnified sights and the lighter M136/Rpg18 AT weapon. Spotters Can use: Rifles with granade launchers both with optics or without, plus rifles of any faction with ironsights or non magnified sights. Snipers Can use: Sniper rifles (M107, M40A3, SVD, KSVK) plus rifles of any faction with ironsights or non magnified sights. Special Forces Team They can use any weapon except AA and Heavy AT (Maaws). They are the only ones who can use and carry mines and satchels. #4.2 Vehicles Vehicles are available in the base and in the sectors. Only pilots can pilot helicopters and planes, although the gunner position can be occupied by anyone. Only crewmen can enter the heavy tanks in any position. Vehicles in general do not respawn apart from unarmed vehicles (trucks/cars). There is a vehicle rearming/refueling point in each base or you can use the various different trucks to refuel or rearm. The main transport helicopters (Blackhawk and Mi8) are able to lift any land vehicle. Important note: only empty vehicles can be lifted. Some vehicles have been given different weapons than those in the originale game for balancing purpose. In general all locking missiles (apart from AA) have been removed. Also the "Stick and stones" mod will remove radars and other technological equipment from them to keep the game on an aim and shoot style. Attack helicopters have the same type and number of rockets (Hydra). BTR90 has the missile removed to balance it with the Lav25. T90 have the missile removed to balance it with the M1A1. #5. Campaign #5.1 Battle location The winner retains the right to choose the next battle location and the choice has to be communicated at the end of each battle. The sector to be attacked needs to be adjacent to the ones in possession of the attacking side. The attacker also choose the in game time of the attack - his choice will be known only when the game starts and communicated to the server admin (surprise attack). #5.2.1 Strategic value of the battle regions In case of full victory of the attacking side (3 sectors vs 0), the region is conquered by the attackers, on the reverse in case of full victory of the defenders the region remains in the hand of the defending side. A notifying system will reveal, although not precisely, the units (infantry, vehicles, air) passing through a region completely owned by the enemy faction. In case of incomplete victory (2:1) the region is conquered by the side who owns 2 sectors, but in this case both sides will be notified when passing through this region. If a side wins twice 2:1 this side will lose the strategical initiative and lose the right to attack. The defender starts with one 5 men infantry squad in each sector, but if a region not completely owned by a side will be attacked, both sides will start with a 5 men squad in each sector owned. #5.3 Frequency The battles have a weekly frequency, each Wednesday. The hostilities can be suspended in case of festivities upon areement between the two Commanders. #5.4 Duration The campaign has in principle no duration limit, but a minimum of ten battle has to be played. The war will end if one side conquers all territory. Note: Since it has proven very difficult to make the initial goal and the minimum duration of the Campaign has been meet, as decided and agreed in the Team Leaders Meeting on March 28th, the duration of the Campaign will be of 15 battles in total. Appendix See attached .pdf file for a list of all vehicles available for the two sides
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