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      ARMA 3 Sync Update   07/14/2018

      ARMA 3 Mods Updated! This update restructures our mod package, previously the mods would get added to either GOLIslandsA3 or GOLAddonsA3 and this resulted in a fairly large mod folder. Before downloading this update it is recommended that you delete your current mods first because A3S doesn't always clean up the old mods. To do this you simply need to head to the location that you downloaded the mods to for example: \Steam\steamapps\common\Arma 3 and delete all of the folders that start with @ The benefits of the new structure include: Being able to see what mods we are/aren't running To give you the option of disabling addons that you don't want to run To have the option of adding mods that some may like to run for example: Blastcore To have the option of downloading the mods outside of the GOL Repository for example: Steam workshop or directly from armaholic To have the option of creating campaign specific mod pack presets so users can select the mod set preset and only the mods required for the campaign will be loaded - this will mean better performance. This can be set on the server side so that the preset is made available to everyone for everyone to select.

      An example of this is that we are playing as the Russians against middle-east rebels. Only the mods required for this would need to be loaded and this can be determined by a mod preset - are present there is only one mod preset which is called "ARMA 3 GOL Mod Pack". Another preset can be added called "Battle for the Falklands" for example and then only the mods for this campaign will be loaded. Obviously by only loading the mods for this campaign would mean better load times and performance.

      Keep in mind that as a mission maker that if you save your mission while all of the mods are running then some mods will added themselves as required mods in the mission.sqm meaning that if you try to load the mission again later it will fail because it believes that the required mod is missing. When making the missions only do so with the required mods - if you do mess up then there is the option of opening the mission.sqm in notepad or some other editor and removing the mods from the required mods selection. The download size can be reduced if you choose to manually move the mod files but if you don't have much experience with the mods then please just delete the existing mods and download the mods fresh. Any problems then post a message in the technical support thread and myself and others who can will be happy to help   Download size:  35.44GB

Luke

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About Luke

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    Advanced Member

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    http://steamcommunity.com/profiles/76561198051143764

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    Male
  • ARMA 3 PLAYER ID
    Overlord

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  1. Loved it, good final mission to the campaign!, Managed to get some pictures along the way. Love this first photo. It was a long campaign he needed a break He didn't like the photo...
  2. Oh no! Look at this smoke
  3. Yeah heard you did a good job in that mission, and i saw it to, so thanks for that appreciate it
  4. @Chroma
  5. Important^ If you tend to forget like me, Right click on ts icon > Properties > Compatibility > and at the bottom there is a check box to run program as admin all the time.
  6. Editor notes: Over all the mission went well heard @Chroma / bravo team, had good cooperation from all team members, so that was good to hear, There was a small hicup with the not having the right ammo but this was due to me wanting you to have m1 grands but also to play as the airborn i must have forgotten to change the ammo, but this was solved by giving people carbines instead or m1 grand ammo once i found it lol. I hope the objects on the bridge and the blockades before helped and changed the game play to not have to rush over it, i liked the use of the AT cannon we requisitioned but we was cutting it close on time so the counter attack was not as heavy as i could have made it. Im glad the AAC liked the missions assigned to them. Also hope you liked the airport i made for you with the runway bearings on the ends matching the rough direction of the runway. Did the tasks on the map screen help the NCO's keep track on the basic idea of what to do?. Note: I said that next week was the last, we do have one more mission, but depends on if we want another mission.
  7. *Bump / Poll added*
  8. MAP: WW2: Merderet River v3 Mission Date: 30/06/18 OPORD: Operation Overlord / Battle of Carentan Terrain: Rural Countryside, Villages, Normandy, River Weather: Clear Forecast: No Change Start DTG: 06/06/1944 1000hrs Starting Location: West of Chef-du-Pont ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ History: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 1: SITUATION The allies have taken the beachheads of Normandy and now the next phase is to push in land and take the next major town Carentan, it has heavy axis forces garrisoned in the town they are attempting to hold the city long enough to allow reinforcements en route from the south to arrive, we need to first prevent or delay the merging of the reinforcements then take the town. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 2: MISSION DETAIL As the 101st air born we are located at an FOB far west from the intended target we will mount up in a halftrack and make our way down to the next FOB From there we will go on foot to the town and attempt to take the town and capture / destroy any AA guns in the area, we will also need to clear the road of debris to allow for reinforcements to pass easily over the bridge. Each building will need to be cleared to make sure we capture the town. A. ENEMY FORCES Strength: The town is defended by two battalions of troops with reinforcements en route. Composition: We will be dealing with static MG emplacements throughout the town meaning more fortified positions. Air Defense: For Air defences we are looking at two flak cannons with in the town and then another two located at separate ammo dumps east of the town. B. FRIENDLY FORCES ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 3.EXECUTION A. Objective Overview Mission Intent: Our mission Ground Forces Task: 1. Make your way down to the FOB. 2. Dismount and make your way to the town. 3. Clear the first half of the town west of the bridge destroy any AA or ammo dumps. 4. Clear a path for allied reinforcements across the bridge, aka mines, blockades. 5. Clear the East part of town. 6. Hold the town form the expected counter attack Air Corps Task: The Air core tasks are as follows: Ideally infantry will want to destroy the AA in the town before they can get support but while that is happening AAC can go around and scout east of the town for the other two flak cannons, intel markers are not accurate for ammo dumps. Recover any flight recorders or downed pilots. Destroy reinforcements convoy from the south. Possible Mortar team (3 Man crew / Provide cover for the units ) 2/3 Man tank team when needed. C. Coordinating Instructions Radio Frequencies Platoon Net: 50.1 Air Corps Net: 50.3 Overall view of the area AAC Objectives. Off map airbase for AAC
  9. Update of Release from Open Beta 27 JUNE https://steamcommunity.com/games/223750/announcements/detail/1691547818892096937 Do we not need the beta now ?
  10. Oh right makes it easier then thanks for letting me know downloading now, whats in the new up dates ? Oh right i didnt realize there where two haha right yeah ill just try the f15c for now then:P.
  11. Ok ill go do that will i need to download the game again ? and I can use an A-10 also so u dont have to juggle if easier
  12. Just did the poll, F15 if i can for the mission ?
  13. F-15C might get it.
  14. This is a scene here, but guess you can see what went on Killed all 4 just in time.
  15. MAP: Omaha (I44) Mission Date: 23/06/18 OPORD: Operation Neptune Terrain: Beach, Rural Countryside, Villages, Normandy "Bocage" Weather: Clear, Full Moon Forecast: No Change Start DTG: 06/06/1944 0700hrs Starting Location: NW of the beachhead, codenamed Omaha, Dog Red ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ History: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 1: SITUATION The time has come. The invasion fleet is under way, today we will be breaking through the "Atlantic Wall" as the 1st Infantry Division, we are going to do an amphibious landing along the beaches of Normandy, We will be the second wave on Omaha, the division that landed just before us have taken most of the bashing but they have not been able to break though the barbed wire laid along the beach, this is where we come in. In Operation Neptune there are 5 zones codenamed UTAH, Omaha, Gold, Juno, Sword. We are joined by the British 5th infantry Division fighting on Gold / The Canadian 3rd Infantry Division on Juno / British 3rd Inf Division 6th & airborne division at Sword ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 2: MISSION DETAIL Strong currents forced many landing craft east of their intended position or caused them to be delayed. For fear of hitting the landing craft, American bombers delayed releasing their loads and, as a result, most of the beach obstacles at Omaha remained undamaged when the men came ashore. Despite the rough seas, a couple of tanks have made it ashore they will be able to assist in the assault. We will need to push up the beach and clear out all the bunkers in our sector of Dog Red and also we need to clear the town of Les Moulins and the strongpoint on the hill overlooking the beach. A. ENEMY FORCES Strength: We know that the beach defences and at Omaha area is manned by the 352nd Division. The 914th and 916th Grenadier Regiments are expected to form the brunt of the defence force with support from 352nd Panzerjaeger Abteilung and some Feld-Ersatz units. Total strength in our area is estimated at around 6000 on the front lines with another 6000 in reserve. For our specific AOR we're looking at a composite battalion of around 500/1000 from the 352nd Infantry Composition: The German defensive preparations show there their plan is to stop the invasion at the beaches. Four lines of obstacles are constructed in the intertidal zone. The first, a non-contiguous line with a small gap in the middle of Dog White and a larger gap across the whole of Easy Red, is 250 m (270 yd) out from the highwater line and consists of 200 Belgian Gates with mines lashed to the uprights. 30 meters (33 yd) behind these is a continuous line of logs driven into the sand pointing seaward, every third one capped with an anti-tank mine. Another 30 meters (33 yd) shoreward of this line is a continuous line of 450 ramps sloping towards the shore, also with mines attached and designed to force flat-bottomed landing craft to ride up and either flip or detonate the mine. The final line of obstacles is a continuous line of hedgehogs 150 meters (160 yd) from the shoreline. The area between the shingle bank and the bluffs was both wired and mined, and mines were also scattered on the bluff slopes. We will be dealing static emplacements with in trenches and tunnels. As well as the MG bunkers that line the cliffs as well as the weaponry of rifles and machine guns, more than 10 light artillery pieces are deployed at these strongpoints. Air Defense: For Air defences we are looking at flak batteries. These are expected to be a combination of big flak 38's and smaller flakvierling systems which fire smaller rounds but faster. The Luftwaffe has a limited presence in the area. B. FRIENDLY FORCES We are landing part of the first wave. The second wave will arrive approximately an hour later with the third wave an hour after that. The British 5th infantry Division fighting on Gold / The Canadian 3rd Infantry Division on Juno / British 3rd Inf Division and the 6th Airborne division at Sword. Essentially, we're on our own. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 3. EXECUTION A. Objective Overview Mission Intent: Our mission tasks are to push up the beach clear the main trenches covering the beach and destroy the pak emplacements located there, then we push in and clear Les Moulins, then we need to clear out WN 68 strongpoint of all contacts. Ground Forces Task: 1. Insert into Dog Red via landing craft 2. Set up Squad fall back points near where you landed. 3. Push up the beach, being careful of the mines and blow up a whole in the barbed wire. 4. Eliminate all PAK 40 emplacements in front of the town. 5. Move in and clear the town of Les Moulins. 6. While town is being cleared we can have a squad clearing WN 66 7. Regroup outside Les Moulins and assault WN68 Strongpoint 8. (OPTINAL) Push Further in to Normandy Air Corps Task: The Air core tasks are as follows: Land the tank on the beach and give cover to the units if possible (2-man crew) Mortar team (3 Man crew) Provide cover for the units C. Coordinating Instructions Radio Frequencies Platoon Net: 50.1 Air Corps Net: 50.3 Once you reach the beach take a minute to figure out who made it and what teams we have then make a push. Area Overview Routes each team are going to take Mission objectives

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We enjoy playing ArmA3 in a tactical and professional way and ensuring at the same time a high level of fun is kept within the game. We use tactics and procedures from various armies and modify them to suit our own needs. This allows us to operate in the ArmA 3 platform effectively.

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