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• View topic - ATC #7 CAMPAIGN RULES

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 Post subject: ATC #7 CAMPAIGN RULES
PostPosted: Mon Jul 18, 2016 2:49 am 
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Posts: 658
ATC #7 CAMPAIGN RULES

NOTE: due to the APEX release, some changes to the rules and equipments reported below are still possible, in order to fix possible issues due to the last patch.


-What is ATC about?

The ATC is a campaign, a series of battle, between two organized factions. There are tanks, helicopters, and of course infantry: they should work in sinergy all together, leaded by the respective faction commanders, to win battle after battle and then eventually the campaign.

-The battleground

The ATC#7 Campaign is settled in Altis

atc7map.jpg
atc7map.jpg [ 818.39 KiB | Viewed 17214 times ]


-Battle day and time: Sundays at 18.30 UTC

-Strategic rules & goals

At the start of the campaign there are 5 areas for side, each one comprises 3 sectors. The goal of each side/faction is to control the majority of the areas at the best of 9 battles*. Of course if one side conquers all the areas it will win the campaign.

Each battle consists in a side trying to conquer an area and the other side trying to defend it. To conquer an area you need to control at least 2 of the 3 sectors at the end of the battle.
The battle area is chosen by the attacking side commander (in agreement with his faction) and has to be communicated to the ATC staff at the end of each battle. NEW: in ATC7 the Commander can also chose the time of the battle, to be communicated as before.

For the first battle there will be a draw to decide the faction that will be the attacking side, then the attacking side can attack again if they win the battle, and then attack a third time if they win the second battle by conquering all the 3 sectors of the area, if not (if they lose the battle or capture only 2 sectors) the initiative passes to the other (defending) side, with the same rule. If at the end of a battle the attacking side has conquered only one sector, this sector will remain in their control for the next battles, but of course the area will remain under control of the defending side, that will be the attacking side in the next battle. This implies that if the battleground is a region not completely owned by one of the two sides, both sides will start with a 8 men squad in each sector owned.

NEW: In this ATC we will introduce a very simple "envelopment rule" for the areas, to give a little more value to the strategic aspect of the game: every areas is connected to the base with lines. Imagine it as logistic/supply lines. If an area lost all connections with is motherside base, it will be conquered by the other side. How to cut these lines? Conquering all the 3 sector of the areas where these lines pass.

*: This means that if anytime in the campaign it's impossible for a faction to overturn the result and win the campaign (example: 3 areas of disadvantage at the 8th battle) the campaign will end.

-Tactical rules & goals

8 people from teams A (Alpha), B (Bravo) and C (Charlie) of the defending faction will start at sectors A,B, and C. JIP players start at the main base whatever team they are in.

To win a battle and to conquer an area, you need — as we said — to conquer at least 2 of 3 sectors. But how can you conquer them? Simple: taking people inside the sectors and killing the defenders. There is always a minimum number of defenders that block any number of attackers to conquer the sector, and this number depends on the level of the sector, which in turn depends on the time that the sector is in the hands of the defenders, making the sector more difficult to conquer. In details:

- First 20 minutes -> Sector Level 0 -> defenders at least 5 (to hold the sector); attackers at least 6 (to conquer the sector, if defenders are less than 5)

-20 -40 minutes -> Level 1 -> defenders at least 4 ; attackers 6 or more

- 40 -60 minutes -> Level 2 -> defenders 4 ; attackers 7 or more

- 60 -120 minutes -> Level 3 -> defenders 4 ; attacker 8 or more

P.s: the vehicles count as 1.

The battles last 2 hours.


As we explain better below, every class (e.g. Machinegunner, pilot, ecc) has its specific equipment and vehicles allowed. For example, only the pilot can sit in a helicopter driver slot; a Grenadier can't use a M240G machinegun, that are reserved to machinegunners and special forces. If you take a weapon not allowed your inventory will not close unless you put down the weapon.


NEW: for this ATC we have removed the side chat, forcing to use the radio and so forcing the sides to organize well-done long range radio communications, maybe even some good radio protocols.

As in the previous editions, a Communication Center (Antenna) can help the Commanders in taking the strategical decisions on the field. The antenna marks friendly troops every 30 seconds. It can be placed within an area shown in the map by the commander of each faction, and is available as long as it is not destroyed. If it is destroyed is lost for the current battle and will be available again only in the next one.


NEW: No more no-limit respawns, but 5 tickets (life) for everyone, that will be reduced to 1 (so, no respawn) for the last 20 minutes of battle, to avoid tricky strategy like to wait until the last minutes for the main assault on the sector. As in the previous editions, dead players will respawn in the respective bases.

RULES OF GOOD BEHAVIOUR

-No cheat
-No try to exploit possible bug and glitch — of ATC mission or ArmA3 game engine — for personal benefit
-No friendly kills on purpose
-No fighting or even travelling in the enemy base area
-Serious gaming, no messing around at the base and in the radio channels

Transgression will be punished by kicking out from THE CAMPAIGN the entire clan in which the transgressor is ranked.


COMMANDER'S CHOICES

At the end of each battle the victorious Commander has to communicate to the ATC staff

- the next area to attack (mandatory);

- the time of day/night and - if desired - the weather conditions

- the position of the antenna square marker (allowed antenna positions).

_________________
Respectfully,

Nemesi,
Chief of Staff
Arma Tactical Combat


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PostPosted: Mon Jul 18, 2016 3:24 am 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658



ATC#7 CAMPAIGN EQUIPMENTS

All vehicles are without respawn, except for 2 transport trucks. A lot of them are modified: see ATC7 mod changelog.

USA Equipments and vehicles

Vehicles:

2 M1A1FEP
2 M1a1FEP (Tusk I)

6 Bradley

15 Humvee

2 M1083A1P2 (with respawn!)

1 Chinook
2 Armed UH-1Y
1 Unarmed UH-1Y
2 AH-1 Cobra

3 UAV

Static weapons:

4 MG
4 TOW

Allowed equipments by classes:

Common (allowed to everyone):

Pistols: M9 beretta
submachineguns: mp7
Assault rifles: m4a1, m16a4
Optics: holosights, aimpoint
Weapon accessories: an/peq15
Grenades: Vanilla fragmentation grenades; various smoke grenades; various chemlights; IR Grenades.
Items: Map, Compass, Watch, anprc 152 (radio), FirstAidKit, AN/PVS 15 (NV googles), Binocular

TL:

Common +

Assault Rifle: m4a1+m320
Optics: ACOG
Item: GPS


Commander:

Common +
Item: UAV terminal

Engineer:

Common+
Item: ToolKit

Medic:

Common+
Item: medikit

Grenadier:

Common+
Weapon: m4a1 + m320

Machinegunner:
Common+
Weapon: m240B, M27iar

Autorifleman:
Common+

Weapon: m27iar
Optics: acog

Explosive specialist:
Common+
Explosives/mines: Demolition block, satchel charge, AT Mine, Apers mines, claymore
Item: Minedetector, toolkit

AA specialist:
Common+
Weapons: Stinger

AT specialist:
Common+
Weapons: M3 Carl Gustav, m136, m72 law
Optics: M3 optic

Rifleman AT:
Common+
Weapons: M3 Carl Gustav, m136, m72 law
Optics: M3 optic

Special Forces:

Common+

Weapons: m136, m72 law, m4a1 + m320, m4, m16, mk18, mk18+m320, m240b, SDAR, glock, m27, h&k 416.

Optics: SpectreDR (desert), holosights, aimpoint

Weapon accessories: IR laser pointer, bipod, m4 silencer

Explosives/mines: Demolition block, satchel charge, AT Mine, Apers mines, claymore

Items: GPS, Medikit, Laserdesignator, MineDetector, Lerca1200 (spotter binocular), UavTerminal


Sniper:
Common +

Weapons: mk18 EBR, m107 Barrett, SR25, m14, xm2010
Optics: Premier + an/pvs27, Premier, AMS, LRPS, SOS, SpectreDR (desert), Leupold Mk4
Weapon accessories: bipods, SR25 silencer, xm2010 silencer

Spotter:
Common +

Weapon: mk18+m320
Optics: SpectreDR (Desert)
Weapon accessories: bipods, m4 silencer
items: GPS, Lerca1200 (spotter binocular), laser designator, UAV terminal

Marksman:

Common+

Weapons: m14s, mk18 ebr, sr25
Optics: Premier + an/pvs27, AMS, SpectreDR (desert), Leupold Mk4
Weapon Accessories: Bipod, sr25 silencer

Rifleman:

Common+

Weapons: m72 Law, m136


Allowed vehicles / static weapons slots by classes:


Normal infantry (infantry squad classes and any other unspecified classes):

-Any MGs
-Any Boat seats
-Any truck seats (except for repair trucks)
-Cargo and driver slots of of Humvee
-Cargo slots of Quad and Bradley
-Cargo and MG slots of Helicopters

(from now on, difference with the normal infantry are marked with a !)

Tank crew driver:

-Any MGs
-Any Boat seats
-Any truck seats (except for repair trucks)
-Cargo and driver slots of Humvee
-Cargo slots of Quad
-Any seat of Bradley
-Cargo and MG seatss of Helicopters
!-Driver slot of tanks

Tank crew gunner:

-Anyy MGs
-Anyy Boat seat
-Any truck seat (except for repair trucks)
-Cargo and driver slots of Humvee
-Cargo slots of Quad
-Any seat of Bradley
-Cargo and MG seats of Helicopters
!-Driver and gunner seats of tanks

Tank crew commander:

-Any MGs
-Any Boat seat
-Any truck seat (except for repair trucks)
-Cargo and driver seats of Humvee
-Cargo slots of Quad
-Any slot of Bradley
-Cargo and MG seats of Helicopters
!-Commander and driver seat of tanks


Engineer

-Any MGs
-Any Boat seat
!-Any truck seat (included repair trucks)
-Cargo and driver slots of Humvee
-Cargo slots of Quad
!-Driver and cargo slots of Bradley
-Cargo and MG slots of Helicopters

Helicopter pilot:

-Any MGs
-Any Boat seat
-Any truck seat (except for repair trucks)
-Cargo and driver slots of Humvee
-Cargo slots of Quad and Bradley
!-all seats of Helicopters

Special forces (SF and sniper/spotter):

-Any MGs
-Any Boat seat
-Any truck slots (except for repair trucks)
-Cargo and driver slots of Humvee
-Cargo slots of Bradley
!-Cargo and driver slots of Quads
-Cargo and MG slots of Helicopters
!-Parachutes! (for the engine, open parachute are vehicles)


AT specialist:

-Any MGs
!-Can use Kornets
-Any Boat seat
-Any truck slots (except for repair trucks)
-Cargo and driver slots of Humvee
-Cargo slots of Bradley
!-Cargo and driver slot of Quads
-Cargo and MG slots of Helicopters


Russia Equipments and vehicles

Vehicles:

2 T90A
1 T80um
1 T80uk

6 BMP-2D

15 Tigr-M

2 Ural (with respawn!)

2 Mi-8
2 Ka-60
2 Mi24VM

3 UAV

Static weapons:

4 MG
4 Kornet

Allowed equipment by classes:

Common (allowed to everyone):

Pistols: Makarov, Rook40, mp-443
Assault rifle: Ak74m, ak74u
Optics: ekp1,pkas, kobra,
Weapon accessories: perst1ik (IR laser), dtk (flame suppressor),
Granades: Vanilla fragmentation granade; various smoke granade; various chemlight; IR Grenade.
Items: Map, Compass, Watch, fadak (radio), FirstAidKit, 1PN138 (NV googles), Binocular

TL:

Common +

Assault Rifle: Ak74m+gp25
Optics: 1p78, 1pn93,1p29
Item: GPS


Commander:

Common +
Item: UAV terminal

Engineer:

Common+
Item: ToolKit

Medic:

Common+
Item: medikit

Grenadier:

Common+
Weapon: AK74m + gp25

Machinegunner:
Common+
Weapon: PKP, RPK74

Autorifleman:
Common+

Weapon: RPK74
Optics: 1p78, 1pn93,1p29

Explosive specialist:
Common+
Explosives/mines: Demolition block, satchel charge, AT Mine, Apers mines, claymore
Item: Minedetector, toolkit

AA specialist:
Common+
Weapons: igla

AT specialist:
Common+
Weapons: RPG-7, RPG-26, RSHG2
Optics: PGO-7V

Rifleman AT:
Common+
Weapons: RPG-7, RPG-26, RSHG2
Optics: PGO-7V


Special Forces:

Common+

Weapons: rpg26, rshg2, ak74m+gp25, ak74m+gp25+npz, SDAR, pkp , rpk74, ak74m_desert, aku12, ak12, ak12GL, RPK12, asval, asval+npz

Optics: rakursPM, SpecterDR,1p78, 1p29, 1pn93,ekp1, pkas, kobra

Weapon accessories: IR laser pointer, bipod, ak12 silencer

Explosives/mines: Demolition block, satchel charge, AT Mine, Apers mines, claymore

Items: GPS, Medikit, Laserdesignator, MineDetector, pdu4 (spotter binocular), UavTerminal


Sniper:
Common +

Weapons: Rahim, GM6 lynx, SVD
Optics: Premier + an/pvs27, Premier, DMS, LRPS, SOS, KHS, 1p78, 1p29, 1pn93, PSO
Weapon accessories: bipods, SVD silencer, Rahim silencer, pistol silencer

Spotter:
Common +

Weapon: AK74m+gp25+npz
Optics: SpecterDR, 1p78, 1p29,
Weapon accessories: bipods, pistol silencer, ak silencer
items: GPS, pdu4 (spotter binocular), laser designator, UAV terminal

Marksman:

Common+

Weapons: Rahim, SVD
Optics: SpecterDR, 1p78, 1p29, 1p93, DMS, PSO
Weapon Accessories: Bipod, SVD silencer, Rahim silencer,

Rifleman:

Common+

Weapons: rpg26, rshg2



Allowed vehicles / static weapons slots by classes:


Normal infantry (infantry squad classes and any other unspecified classes):

-Any MGs
-Any Boat seat
-Any truck slots (except for repair trucks)
-Cargo and driver slots of Tigr-M
-Cargo slots of Quad and BMP
-Cargo and MG slots of Helicopters

(from now on, difference with the normal infantry marked with a !)

Tank crew driver:

-Any MGs
-Any Boat seat
-Any truck seat (except for repair trucks)
-Cargo and driver slots of Tigr-M
-Cargo slots of Quad
-Any seat of BMPs
-Cargo and MG slots of Helicopters
!-Driver slot of tanks

Tank crew gunner:

-Any MGs
-Anyy Boat seat
-Any truck slots (except for repair trucks)
-Cargo and driver slots of Tigr-M
-Cargo slots of Quad
-Any slot of BMPs
-Cargo and MG slots of Helicopters
!-Driver and gunner seats of tanks

Tank crew commander:

-Any MGs
-Any Boat slots
-Any truck slots (except for repair trucks)
-Cargo and driver slots of Tigr-M
-Cargo slots of Quad
-Anyy slot of BMPs
-Cargo and MG slots of Helicopters
!-Commander seat of tanks


Engineer

-Any MGs
-Any Boat slot
!-Any truck slot (included repair trucks)
-Cargo and driver slots of Tigr-M
-Cargo slots of Quad
!-Driver and cargo slots of BMP
-Cargo and MG slots of Helicopters

Helicopter pilot:

-Any MGs
-Any Boat slot
-Any truck slot (except for repair trucks)
-Cargo and driver slots of Tigr-M
-Cargo slots of Quad and BMP
!-any Helicopter slot

Special forces (SF and sniper/spotter):

-Any MGs
-Any Boat slots
-Any truck slots (except for repair trucks)
-Cargo and driver slots of Tigr-M
-Cargo slots of BMPs
!-Cargo and driver slot of Quads
-Cargo and MG slots of Helicopters
!-Parachutes! (for the engine, open parachute are vehicles)


AT specialist:

-Any MGs
!-Can use Kornets
-Any Boat slots
-Any truck slot (except for repair trucks)
-Cargo and driver slots of Tigr-M
-Cargo slots of BMPs
!-Cargo and driver slot of Quads
-Cargo and MG slots of Helicopters

_________________
Respectfully,

Nemesi,
Chief of Staff
Arma Tactical Combat


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PostPosted: Mon Aug 01, 2016 2:02 am 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
APPENDIX: @ATC7 addon

ATC7/Stick&Stones.pbo changelog:

-Kornet
NV instead of TI
lock capability (After 0.4.1: sadly, no lock sound, 4s delay)
modified optic zoom to even Tow optic zoom
3 ammo instead of 4 (2 AT, 1 thermobaric)


-Metis
Basically, upgraded to a sort of 9M133 kornet with a low tripod.
modified optic zoom to even Tow optic zoom
NV instead of TI
lock capability (After 0.4.1: sadly, no lock sound, 4s delay)
3 ammo instead of 4 (2 AT, 1 thermobaric)

-Tow
NV instead of TI
3 ammo instead of 4
lock capability (After 0.4.1: sadly, no lock sound, 4s delay)
Fixed the ammo with a Tandem HEAT charge

-RPG7v2
increased weight of RPG7v2 ammunitions
Slightly decreased damage made by 7VL ammo

-M3 Maaws (tf47 mod)
Increased weight of ammunitions.
Copied all ammo properties from RHS SMAW ammos.

-Vests
Decreased armour of SPC and russian vests by roughly 1/3

-Mi24v(cas)
Upgraded in Mi-24VM (sort of)
Added NV to gunner optic
Allowed use of cannon with every gunner optics
Increased zoom of gunner optics
Rockets loadout: from 40 HE rockets & 40 KOM(HEDP?) rockets to ---> 28 HE, 12 KOM
Missile loadout: from 4 atgm to ---> 2 atgm
Added Kayman HUD to pilot
Changed the 12,7mm cannon with a 23mm cannon (not visually)

-AH1Z(multi-role)
Removed TI
Hellfire transformed in tow-like/saclos-like missile.
No sidewinder
No laser designator
Disabled HUD's markers on lockable targets.
Rockets loadout: 38 HE -----> 28 HE, 12 KOM/HEDP-like.
missile loadout: 8 atgm to ------> 2 atgm.
NOTE: The four hellfire that you can see mounted on the pods are fake, only for aesthetical purpose.

-Ka60:
Due the similarity and for balancing reason, we will use the Orca modified for the last
ATC, with weakened rockets in strenght and number.

-Bradley:
Changed all TI optic/camera in NVG optic/camera
Decreased AT missiles from 8 to 2.

-BMP2D:
Better gunner optic zoom to even Bradley gunner optic.
NV mode usable with every zoom using "N" and not finding the NV mode with "+".
Less reload time for the AT missile
Changed AT missiles from 9k113 to 9m117

-Gaz (TIGR-M)
Decreased passenger capacity from 8/9 to 5.

-Tanks
Changed TI with NV.
Increased zoom of russian tanks gunner optics.

_________________
Respectfully,

Nemesi,
Chief of Staff
Arma Tactical Combat


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PostPosted: Thu Sep 08, 2016 2:36 am 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
ATC #7 REQUIREMENTS

@CBA (v3.0.0.160713)

@RHSAFRF (v.0.4.1.1)
@RHSUSAF (v.0.4.1.1)
@Task Force Radio (v0.9.8)

@ - optional

_________________
Respectfully,

Nemesi,
Chief of Staff
Arma Tactical Combat


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PostPosted: Sun Sep 18, 2016 6:18 pm 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
COMMANDER'S CHOICES

At the end of each battle the victorious Commander has to communicate to the ATC staff

- the next area to attack (mandatory);

- the time of day/night and - if desired - the weather conditions

- the position of the antenna square marker (allowed antenna positions).

_________________
Respectfully,

Nemesi,
Chief of Staff
Arma Tactical Combat


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OfflineProfileSend private message
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