The Professionals - Professional planning in Progress

Great AAR, and really nice job with screenshots! Sure makes you feel alone when you’re writhing in (virtual) pain, bleeding out by the ammo truck. I’ve been there a few dozen times on this campaign.

FYI, Mortars should be found in the Garage under static weapons. Ideally you would select an offroad or flatbed truck, then on the right you can mount a mortar. Caveat being if we have one in the garage (last I checked we did have one left). If there’s none in the garage, you can buy one from the garage (“buy vehicle”) under the statics section, for $800 IIRC. Remember to shoot and scoot, their counter-battery fire is getting better. I try to fire 4 rounds, and be on the move before they’ve impacted. You can also recruit an AI, make him get into the mortar, and you drive the truck. Then you can look at a target (in first person/binoculars, or on the map with your cursor, select the AI (F1-F12) and you’ll have a scrollwheel option to fire mortar, and select the number of rounds. Works really well, and a great force multiplier.

Re: MAAWS sights, there’s two versions of the MAAWS in the game, Mod 0 and Mod 1. The zero has the telescopic sight like you had, graduated 100-1000m with a rangefinding scale on the right side of the sight. I believe it’s height is based on an MBT, but it’s close enough for a truck too. The MK1 version has a different sight with a laser rangefinder built into it. You hit T to lase the target on the red dot, see the range on the bottom, and then use the appropriate chevron on the scale below it:

Enjoyed getting online with you, sorry the comms were so bad on my end. We had a great ambush and poor luck getting back out of it, haha!

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Just did. I would love to join you guys but I’m pinging 900ms to TeTeTe’s Mudspike server :frowning:

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Thanks for the info @WarPig and yes, it was fun this evening. Shame we die so much, but doesn’t really matter in the grand scheme I suppose.

I need to practice more with the AI. I remember thinking it was some weird voodoo in ArmA2 before I tried it and realised how simple it was. probably the same here. I do remember seeing the commands etc on the start guide, so I’ll go back and jot them down.

Looking forward to next joint ops :slight_smile:

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Ooof! I’m sorry, I didn’t think it’d be that bad. We need to bribe one of the airline pilots on here to tie one end of a Cat 5 ethernet cord to the tail and fly down to Australia.

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GEO satellite, so add 480ms (240ms for outbound packets and another 240ms for inbound) onto the ground based network latency.

I have thought about Starlink, but the set-up and ongoing costs are too expensive. My current dish, modem and installation was free under our National Broadband Network (NBN) scheme and I pay 50 bucks per month for unlimited data. I can live with these up and download speeds:

speedtest

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That’s not bad speed for satellite. Here in the states our sat internet is typically awful, roughly 5-10 down and <1 up. My Dad (he’s rural, but not as remote as you are!) has Starlink now and is very happy with the speeds. It does go out for a few minutes every now and then, but that doesn’t bother him as it’s more reliable than the wireless (4g cell network) solution they were using, which was pricier. No 5g coverage or other broadband solutions where he lives.

ETA: Making a careful play for the hilltop outpost south of Negades now with a platoon of AI. It’s dark and rainy and we have NVGs.

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On the destroyed container towers (and other buildings but radio towers): login as admin, look at the building, open the debug console and run this code local:

[cursorObject] remoteExec ["A3A_fnc_repairRuinedBuilding", 2];

Cheers,
TeTeT

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Update from the Frontline:
Combat operations south of Negades concluded two nights ago, resulting in a successful take-and-hold of the enemy outpost.

The full story is that I set out to attempt to take the resource site (dump) as we were at the point where every combat operation we conducted depleted our funds to the point of insolvability. An army marches on its stomach, but the bread has to be paid for somehow. I carefully conceived a plan using a platoon of AI infantry supported by a mortar, with my squad as the scouting party equipped with NVGs and suppressors (carefully issued out and accounted for).

I set up blocking positions both north and south on the main road to slow down expected enemy mechanized reinforcements, and supplemented them by additional AT teams waiting to ambush any that got through. Then I moved the infantry by rifle squads into their assigned starting positions. The terrain surrounding the objective was all elevated, so the risk of 360-degree envelopment resulting in friendly-fire was somewhat mitigated, although ricochets could still be a danger.

Unfortunately, about the time I got everyone stealthily in position, FIA high command dropped a completely different objective into my lap:


Stunned, I considered what to do. If I ignored the order and proceeded with my original plan, I would not have time to even attempt a crack at the outpost, and would fail the task, leading to an uptick in AAF attacks and loss of reputation for our faction. Plus, that outpost did present a significant threat to our holdings, and was continually broadcasting radio propaganda affecting the morale of our citizens.
However, if I was to pivot I would have to act fast as I only had one hour and twenty minutes to carefully pull my forces out without being spotted, and get them in position to attack the new objective.


Twenty minutes later I had managed to get my troops in place, which was considerably faster than I’d predicted considering they were all leg-infantry. The plan I’d formed was simpler, since the outpost sits at the precipice of a tall hill, approachable only by one road with forbidding rocks on three sides. Truly a fortress, but since it had been ravaged by mortar fire in the weeks past, the garrison was at reduced strength and the door had been left open for us.

A roadblock was set up at the base of the hill covering the single entrance to the road leading to the top. The rebel infantry would move up under the cover of night, maintaining surprise and attacking from the north and north east, to prevent friendly crossfire, and mortar fire would pin the enemy down once the engagement began.


Unfortunately my hubris got the best of my, and I elected to lead the attack personally along with my picked team. Just as we got into position, the FIA infantry squad to my right broke light & noise discipline and was spotted by the AAF troops on the perimeter, who began firing down on them. My team was in a position to assist, and my men opened up without an order to do so. There was a desperate fight at close range resulting in many casualties on both sides, including myself and most of my team when the AAF opened up with handgrenades and grenade launchers. The loss of the platoon command element led to a breakdown in communications and an inability to call for fire support from the waiting mortar team.

Tracer fire and IR lasers show the firefight on the hilltop.

The fight raged on as my replacement, Commander BattleBacon (FIA, Rspwn’d) rushed in to take charge of the chaos. Mortar fire missions were called in that pinned down enemy rifle squads while our infantry flanked to the south and forced them out of their holes. The rebel troops once again established momentum, and breached the perimeter of the outpost, fighting in CQB and exchanging handgrenades with the remaining garrison.

In the meantime, AAF airmobile forces began troop insertions on both sides of the hilltop, their infantry squads attempting to climb up and relieve the beleaguered defenders. One of the Mowhawk helicopters had the misfortune to landing nearby the blocking forces, who cheerily engaged it with AT weapons and removed them from the playboard, luckily for us.

The other squad was successful inserted on the east side of the hill, and their helicopter managed to escape smoking from machinegun fire which then turned onto the infantry squad it had dropped and prevented them from making any impact on the proceedings. Fortunately for FIA forces, no enemy armor was ever encountered, and after a few more minutes of fighting the outpost was taken and defenses established to hold it for good.


Casualties consisted of the entire platoon HQ, one rifle squad wiped, and a handful of casualties in other squads. Not the unmitigated success I had hoped for, and the FIA elects to lick its wounds and rebuild forces before beginning further operations.

Further update on last night’s combat operation to follow

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Combat Operations Update for 9/12/23:**
Last night at 0200 local, FIA forces began a coordinated attempt to take the resource site north of our HQ, where previous fighting has taken place several times in the last two weeks of conflict.
The decision to take the resource site was based upon the need for an additional source of funding, and an attempt by leadership to turn away from petty crimes such as bank robbery and cash truck ambushes to having a functional economy.

My brother wanted to play on the server again, and twisted my arm to get on, despite my being in a hotel with internet from 2002 and a ping of 173. Surprisingly it worked and communications were actually clear, unlike my previous attempts in another hotel. We began planning to take the resource site due to the dire state of our treasury, which has had to make due with siphoning meager taxes from the towns we control, and occasionally ambushing individual outpost’s payroll trucks since the beginning of the campaign.

The plan was simple and already put together since I’d made an abortive attempt at this the night before:


The blocking forces were actually still in place as well, probably wondering why they’d been posted at the same idle curves in the road for the past 24 hours.

The infantry platoon that had bravely taken the Negades outpost the night before was no longer combat effective due to the loss of it’s HQ section and one rifle squad, and having two of the remaining squads detached to provide a garrison force for the hilltop OP. The remaining rifle squad, mortar team and two AT teams were therefore rolled into a new replacement platoon stood up specifically for this operation.

Four rifle squads and their attachments road marched up the gravel road to the edge of the forest west of the N-S road, their jumping off point for a cross-country movement through the night fog under cloudy skies and occasional light drizzle, while the command section rode comfortably in the back of a civilian Zamak truck to their insertion point (typical) on the opposite side of the dump. The mortar set up in the saddle of a ridgeline 800m due south of the objective, where they could move freely along the ridge to escape counter-battery fire.

The command section quietly split into two fireteams, Alpha and Bravo, led by the human players. Bravo consisted of a gun team with an MG, and would set up on the hill overlooking the dump from the north, while I set up Alpha to provide overwatch from the hill to the west. Once set, the rifle squads would move into their respective tree lines, with the 1 & 2 squads moving into and sweeping the site from the south and southeast. IFF would be critical to avoid friendly fire casualties, and would prove difficult in the dark with everyone wearing similar camo and equipment.

We agreed that we would keep our (human) heads down, provide overwatch and situational awareness to our (AI) squad leaders as they worked their way into the site and did the dirty work, and most of all would not repeat my mistake the night before of leading from the front and getting killed in the opening moments. Another mistake I’d learned from was not making use of the fire support available early on: this time I would pre-saturate the target with a mortar bombardment that would thin the enemy numbers from the onset. One reason I’d decided to attack at night was that the civilian workers would not be present at the time and we could be assured of not causing collateral damage.

As the rifle squads finished moving into position, we peered through the darkness and spotted targets for the mortar to engage upon commencement. Once the last of the squads reported ready, the mortar began an eight round fire mission to decimate the guards posted at the front gate and various buildings on the southwest side of the facility. The rounds were on-target, and proved greatly effective. Rifle squads moved in as soon as the last round splashed, and we carried the entire site without a single casualty, AI or human. I think I only fired my weapon three times, although Bravo’s MG proved indispensable at rooting out the last of the pockets of resistance.

The enemy made a weak attempt at a counter-attack, sending in two chalks of airborne infantry despite the horrible weather. Both choppers managed to insert their troops, although one was brought down by gunfire as it took off, crashing on top of and enveloping its disgorged troops in a jet-fueled inferno. The second squad of troops was outnumbered, outgunned, and landed in a poor position between my two rifle squads on the southeast side of the objective, and an AT team in the opposite treeline, which hit them from behind once they were pinned down. A mortar fire mission of four rounds finished them off quickly, once again with no casualties for our side.

At the realization that we had taken the site and fended off a counter attack, our attention immediately turned to the small outpost on the ridgeline north of our position. It seemed likely that we could turn the momentum of our success toward it and carry it as well, with the resources we had on hand. Detaching one rifle squad to hold the first objective at the resource site, we road marched north until we reached a ridgeline south of the outpost, where we could shoot at the outpost atop the opposite ridge, across a small valley. Bravo team once again set up their MG, and I spotted for him and directed mortar fire missions once the mortar team had completed their relocation. The skillful use of the MG at a range of about 250m managed to clear out most of the occupants, taking special care to lay a large amount of fire into the suspicious corrugated metal shack where a number of AAF officers have been known to congregate with several lower enlisted men, for ‘morale enhancement’. Before our infantry squads crossed the road and began up the hill, I put an RPG into this shack, just to be sure.


No sooner had we left our ridgeline and reached the valley floor, we heard the whine of a rapidly approach jet engine, followed by shockwaves of a massive number of small explosions.
The Greenbacks had cluster-bombed us! Or tried to- they’d missed us by mere moments. Whew! The fighter jet climbed out, its empty pylons devoid of any more weapons to drop on us.

By the time the command section arrived atop the hill, the fighting was over and the outpost secured. At that moment we received a contact report that an AAF armored column was attacking the small FIA garrison at Oreokastro, just northeast of us and within visual range. From atop the hill we could see tracers flashing and small explosions. The leader of Bravo team climbed up the adjacent radio tower and set up his MG, but at a range of 1400m tracer burnout occurred prior to rounds impacting, preventing him from employing from there. I’d already sent two of the remaining three rifle squads up there, and left the third to hold the OP. The command element requisitioned our one captured Strider armored recon car, and began cautiously making our way to assess the situation.

As we approached Oreokastro it became apparent that at least two armored vehicles were burning on the opposite side of the town, and our troops inside were receiving fire from the enemy outpost occupying the historic castle north of the town. Infuriated that our cultural and historical heritage was being used by occupiers in this way, we resolved to attack and drive the AAF out of the area for good.

Using the powerful optics provided to the commander position of the Strider, I directed fire from the .50 machinegun on the RCWS, and after a few mortar fires from our (again repositioned) mortar, our rifle squads enter and clear the OP. A counter attack never happens because the enemy has run out of steam, and so after waiting and watching for a while we begin looting. Unfortunately in the middle of this, I managed to drive the Strider over a previously-undiscovered AT mine in the middle of the road up to the fort, and my brother steps on an AP mine on his way down to help, further confirming our theory that there just might be a minefield in front of the castle.


Approaching Oreokastro, replacement commander BattleBacon (FIA, Rspwn’d) readies the .50 to repel a counter-attack that never came.

So we lost the Strider, but gained two arsenal crates, a resource site, and two outposts in the time between 0200 and first dawn, with surprisingly minimal AI casualties. Lots of new gadgets and gizmos unlocked now, and now our economy awards us drops of about $500 every thirty minutes (IIRC). So a pretty good nights work, and great fun.

We’ve established a stable front, and have operational momentum. Hope to see you guys on soon.

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saluting tv show GIF by Star Wars

Stunning job.
It’s a small pain to read this and not be able to participate, but great job nevertheless.

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I know, wish you were here. Our economy with the resource site in hand is incredible, up to $9K today.
Any chance you’ll be able to get back in soon?

Combat Operations Update for 9/13/23
Tonight was not exactly a resounding success. My ping to the server was hovering in the 300ms, but surprisingly voice comms worked fine. How it started:

Attacking the outpost keeping Syrta in chains.
Then since JohnnyBoI had his controls hooked up:

How it ended:


They attacked us with two Mowhawks, a Gorgon APC, platoon strength infantry, and a Leopard MBT simultaneously. I got the AI rifle squads to pull back, attempted to engage the APC and MBT with my Titan until I ran out of rounds without scoring any hits (they’re quick on the smoke, and use cover effectively), and then was in the process of calling in a firemission on my own pos when the Gorgan finally opened up with 25MM from underneath. Minimal casualties, but a waste all the same. All the FIA got out of it was one arsenal crate stolen like the Provie Birdie on a helicopter jailbreak.

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sorry not to have been around … hectic week with real life … but just saw this

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Me too - apologies for not being on this week - would not have been ideal as I’ve been knackered most of the time. Hope to get back to normal next week.

*I’ll read your AARs tomorrow WarPig - just too big a headache right now and need my bed! They look interesting…

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Beginning and end of that video are strongly reminiscent of being in BAOR in the mid-late '80’s when I’d get my detachment set up - usually on a hilltop but always under green cover - and then grab my rifle and go off on foot for a couple of hours to recce the lay of the land (official reason) and enjoy the local countryside in peace and quiet (real reason).

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So, last night before packing my stuff I did something.

Logged in, picked up my usual sniper gear, loaded all on a new quad I allowed myself to buy, and drove to the high peak of our newly conquered outpost in the south, the one overlooking the power station… You can see where this is going. :sunglasses:

Shot 14 bullets, missed with one, killed 10 outright, and three were dropped but still moving. No one dared to help them though. :stuck_out_tongue_winking_eye:

There’s probably still from 8 to 10 more foot soldiers, but I made a priority of shooting dead the 6 ones that were on top of a POL-like cylindrical tank that looked like playing watchtower.

Undetected and unharmed I disappeared in the night leaving behind only laser pointers fruitlessly aiming around.

Game Play GIF by SiteShopB

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wedding crashers comedy GIF

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LOL, about to board my plane… See you on the other side guys.

Remember, if you want to take a leaf out of my book about sniping:

  1. aim small, and make sure you range your optics
  2. wait at least 10 seconds between shots
  3. shoot from afar! More than 500 meters.
  4. relocate after few shots, but keep it low and slow.
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Install now up to date with the right mods. Will try and joint Tetetetetetetetetetetetetetetete’s server when I can and try not to break anything.

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I was the same when I first jumped in - concerned I’d mess it up for everyone else. No need, though - it’s difficult to do that (unless you do something extreme like spending all the money!).

Just take missions from Pesos or go and snipe some enemy like @komemiute described or simply go round collecting vehicles or loot for the cause as a few examples.

Once you’ve got the hang of it you can screw things up good and proper like the rest of us! :crazy_face:

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Takes broken eggs to make an omelette. At this point we have a secure foothold, rocking economy and the AAF on the back foot. Feel free to cause as much chaos as possible!

Just IFF your targets, and don’t let civilians hit your AT mine ambush like happened to me last night. :woozy_face:

ETA:
Combat Operations Update from last night (9/15/2023):
Last night commander TheJohnnyBol took the lead, meticulously planning an operation to take Syrta. The previous attempt had failed spectacularly, leading to the sacking of former commander BattleBacon (FIA, Respwn’d) and demotion of myself to a newly-created rank subordinate to Private, to be named at an indeterminate future time.


Commander Bol’s plan was to stage forces on the hill and rain well-aimed chaos onto the Garrison below, hiding inside the small chapel from barrages of incoming mortar fire. The disgraced Cmdr. WarPig meekly suggested the establishment of a minefield on the MSR east of town prior to commencement of hostilities, to prevent enemy armor from joining the fight and repeating the events of the last night. A brief discussion ensued wherein TheJohnnyBol wanted to use command detonated IEDs with a human-in-the-loop overwatch, but I convinced him that we would need both of us on objective to take the outpost. This proved correct, but his acquiescence to my suggestion to use AT mines would later manifest unexpected consequences.

We set out on quads loaded with AT mines and found a promising spot to build a mined ambush. The road was straight to prevent AI drivers from cutting the corners, with guardrails on the south side and a rock wall on the north that would funnel any enemy vehicles right through our V-shaped minefield.


Once the mines were set, we once again took a circuitous route around the town keeping out of sight until we were back on the chapel hill facing the outpost. From there we engaged and destroyed the infantry garrison with machinegun fire, and moved into the outpost. An AI infantry platoon moved in to route out the last of the AAF holdouts.

Enemy infantry was sweeping down to counterattac
Minutes after the FIA flag was raised, we heard the sound of incoming helicopters. A flight of Mowhawks laden with airmobile infantry entered the AO, escorted by an attack helicopter that immediately engaged our troops in the open with guns and rockets. I managed to get my MANPAD ready and shot it down after its first pass, while the first of the Mowhawks was landing its troops between the chapel hill and the edge of town. I desperately reloaded and got the second Mowhawk as it flared to land, the loss of power sending it into the ground hard and taking that chalk out of the fight altogether.

The airmobile infantry had dropped into a bad situation that quickly turned worse for them. Two rifle squads suppressed them from the chapel hill, while an AT team and another rifle squad flanked them to the south, hitting them from the cover of a farmstead at the edge of town. Soon they surrendered en masse and the fight was over, without a single FIA loss.

Once the dust settled, we hurried through the town and over the hill to the ambush site we’d selected, expecting enemy armor to roll in from the twin outposts to the northeast.

Upon reaching the saddle of the ridgeline overlooking the minefield, we discovered to our horror that a civilian offroad had hit (at least) one of our mines and exploded, something neither of us had given any consideration to. My focus was on force protection and interdiction of enemy reinforcements, and unlike the night mission to capture the resource site, civilian casualties had not been a factor in my planning.

Once it was clear that no land-based counterattack was forthcoming, making mockery of our careful efforts to prepare for one, we noticed movement on the hilltop above us.

Enemy infantry was sweeping down to enter the east side of Syrta. We engaged with MG fire and took them out, but drew fire from two more squads on the hilltop in the process. Leapfrogging the AI rifle squads and using mortar fire liberally, after a hard fight we took both outposts within minutes of each other. Running out of time, we decided to charter a local helicopter operator with FIA sympathies to get us and the most critical captured equipment back to base.

The best part is I just logged into check, and the chopper is still there, 24 hours later despite not being able to be garaged until we hold an airfield. Reading about this, it looks like anything parked within 50m of the HQ flagpole is kept persistent across server restarts. We were unaware of this before, and hadn’t been parking the (one or two) previously captured helicopters close enough to save. FIA has air mobility! If anyone sees a Lynx that is possible to steal, we could use it to move crates a little faster. :grin:

Present situation in area of operations, and theatre overview:

CSAT is making inroads, and while we do not have intelligence to determine the exact conditions on the eastern side of the islands, I expect that they will control the entire north west sector in the next few days. Prepare to begin running into CSAT roadblocks instead of greenbacks.

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