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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

Private First Class
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  1. Filth liked a post in a topic by Luke in Training OPORD 07/02/19   
    @Filth Yeah I see your point now and I agree with you. When I fired the HE I was 600m away from on top of a hill and they where randomly fired I didn't see where they landed, it was just before we got in to the town and that was the only time i fired them, a good few was directed at pig and a couple at the squad. I do try to avoid PVP I mainly just tried to used shock tactics in that mission as in suppressive fire and the close HE's to get the squad on there toes. 
    But I see that it would probably be better to make the AI do those things, as people are more used to how they act, and like you said it then avoids the PVP aspect when we are doing Coop so I see where your coming from and can agree with that. 
  2. Filth liked a post in a topic by Luke in Training OPORD 07/02/19   
    @Filth Yeah I see your point now and I agree with you. When I fired the HE I was 600m away from on top of a hill and they where randomly fired I didn't see where they landed, it was just before we got in to the town and that was the only time i fired them, a good few was directed at pig and a couple at the squad. I do try to avoid PVP I mainly just tried to used shock tactics in that mission as in suppressive fire and the close HE's to get the squad on there toes. 
    But I see that it would probably be better to make the AI do those things, as people are more used to how they act, and like you said it then avoids the PVP aspect when we are doing Coop so I see where your coming from and can agree with that. 
  3. Luke liked a post in a topic by Filth in Training OPORD 07/02/19   
    Training:
    Our first specialist training session was a major success in my opinion. @Joe Malley and @Skeliton were very well prepared. Their theory and their way of getting it across was sound. The scenario they used for the session was very well prepared. Personally I don't feel there was as much handholding from myself as Skeliton mentioned. Two quick looks, a few points, and these guys went to work.
    The focus on defensive measures wasn't as heavy as I would have liked. But judging from the comments made in debrief even the veterans learned a thing or two about crewing vehicles, and that's what this was about. The rest is learning by dying.
    Last but not least it's nice to be able to sit back for a thursday and let someone else do the heavy lifting. Happy papa smurf.  9/10
    Mission:
    This mission is a beast. we've sunk five hours into it already and still haven't even completed 50% of the objectives. That alone is a massive achievement.
    However some points were already made during the debrief:
    -Travel times for motorised objectives. On the fence with that one, since I like a relaxed road trip and I think down time like that could easily be made more interesting with some Zeusing action.
    -Bluebell. I don't think the call sign has a place in this mission. Tasking is simply too limited. If you'd like to keep it, please make sure that all its intended purposes (IED clearing, repairs ACE and Neko SS) are working as intended.
    @SoKkada seemed a bit overwhelmed by what he'd gotten himself into at points. Nonetheless I believe this was a valuable experience for him on the use of vehicles in concert with small infantry detachments. If you're bringing combat vehicles, closer cohesion must be kept for close support.
    That's just one of the things Zeus should be used for. Fixing things. No problem there.
    @Luke my problem with it is a different one though. Couple of days ago I told our newest recruit that we were playing Coop exclusively. In a way, I see now that that isn't exactly true. I observed a lot of player behaviour on thermals. Two most noteworthy occasions would be ambushes from high ground in unobserved flanks. One of these lead to a T4 by HE grenade, the other to (I believe) three T3s by rifle. That's significant casualties caused by an omniscient game master directly, meaning by taking control of a unit. In my opinion, this qualifies as PvP. And not in a good way, given that your awareness of our disposition was complete.
    I get that infantry were bunching up and having tunnel vision. I strongly agree with you that this is something that should be punished by an observant game master. I don't take an issue with you doing it, I have a problem with the direct, active, omniscient, and therefor overpowered, PvP approach. It's simply bad gameplay and not really a fair way of getting your point across to players. As an alternative to direct control, I feel that you could have spawned an AI flanking team or any other kind of threat to make us aware of the necessity to spread sectors. This could have been done on a number of occasions and there wouldn't have been any issue with it while at the same time sending the right signals to players.
    Zeus access is limited for good reason and should default to the mission maker. If the mission maker decides not to interefere that's fair enough. After all what we need in missions is players, not game masters. If in turn you feel that the mission was too easy, and that infantry execution was lacking in some way, you're more than welcome to point that out in feedback.
    In the end I feel very strongly about the coop aspect of playing Arma the way we do. Where omniscient game masters decide to take direct control of units to specifically cause severe casualties out of the blue, that in my mind is blatant interference with said coop aspect and personally, I don't appreciate that. As far as I'm concerned, game masters should be observant of the mistakes we make and are more than welcome to exploit them, as long as it's limited to AI controlled threats.
    Lastly, it's worth mentioning that from what I gathered, we had three people on Zeus during this mission. What? Three people so bored they had nothing else to do? Btw, how is that even possible? Do we give out unrestricted admin rights to everyone now?
    Instead of over-gamemastering our ops, it's my opinion that we should work on execution and editing to give everyone significant tasking instead.
    Nonetheless 8/10 very relaxing little op.
     
  4. Luke liked a post in a topic by PARKER in Training OPORD 07/02/19   
    Morning
    Training
    I found the training very useful and well presented by @Joe Malley & @Skeliton...., really good to see some other members of the clan taking charge in their speciality.
    I have two suggestions for future training sessions, though the overall format was good. 1. rather than going through large amounts of information
    from start to finish, break it up a little by asking attendees questions about the subject, make them think and get them engaged. 2. Take control
    of the exercises a bit more, point out mistakes in a constructive manner to help people improve.
    Mission
    As designated Alpha driver my evening was slowish (I didn't mind that) the pace as I said yesterday felt good from an infantry perspective especially
    due to the open nature of the terrain, the amount of building needing clearing and the spaces between potential cover/enemy strongpoints. One point
    I will make about last nights transport is that when Alpha partially dismounted we were forgotten about a little bit and with no clear commander
    (just a driver and a gunner) we had to make judgement calls about best locations and how to interact with the infantry.
    When my boots were on the ground Alpha played well, we moved as B teams and decisively most of the time. We made good progress and enjoyed some good
    teamwork to clear our objectives.
    From an editing point of view, bar a small kit issue and the radios I didn't see any problems, though unfortunately some rubber banding still. Contacts
    encountered were of good strength and kept us on our toes, coming from multiple directions, testing our flanks and rear (good stuff). I really enjoyed
    op and look forward to continuing the scenario.
    Re Zeusing/Remote controlling enemy AI I personally think this is quite fun when used correctly, (laying down suppressing fire or using to compliment
    a mission scenario) tend to agree a 203 in the middle of a group is a little harsh but it certainly will make people space out more if it keeps happening.
     but I also see the frustration it could cause. Some usage guidelines might be worth discussing between the group.
    All in all very enjoyable, very nice training session and op, would come again!
    P
  5. Luke liked a post in a topic by Pilgrim in Training OPORD 07/02/19   
    Shame I missed training as it sounded like the lads had a good one. It’s great to see the younger members so keen and willing. 
    Mission was fun. Love these scenarios. I was kept busy for the first objective. In fact I was a bit of a bloody hero, 150m out front on my own, defusing IED’s under fire, taking out a technical without a range, and tapping the odd ambushing sniper. Beast. I’m surprised you’re not all on here offering me gifts/sexual favours frankly. Just another day.
    Couple silly moments and brain farts, but the team was well led and morale was predictably good. Enjoying this @Chroma.
    Had my head in the game and didn’t see the Zeus moments. So adding another voice to the subject wouldn’t be helpful. But to paraphrase Shakespeare, “If t’were done, ‘tis best t’were done well.”
    I believe he was in a GTA V RP clan..
    GurGur
  6. Blu. liked a post in a topic by Luke in Training OPORD 07/02/19   
    Loved the mission, this was the first time I have had chance to play it hopefully I can catch one of the Saturday missions in the coming weeks, just a little side note as i didn't mention it, but believe it or not I actually used zeus for good in this mission, Chroma was passed out inside a rock and I got him out after his team realized he was MIA. But  yeah it was a nice mission I enjoyed the pacing and the route we took and love the fact the mission has longevity and replayability. 
    Also commendations to pig for quickly taking out all immediate threats to the squad and their vehicle.
  7. Blu. liked a post in a topic by Luke in Training OPORD 07/02/19   
    Loved the mission, this was the first time I have had chance to play it hopefully I can catch one of the Saturday missions in the coming weeks, just a little side note as i didn't mention it, but believe it or not I actually used zeus for good in this mission, Chroma was passed out inside a rock and I got him out after his team realized he was MIA. But  yeah it was a nice mission I enjoyed the pacing and the route we took and love the fact the mission has longevity and replayability. 
    Also commendations to pig for quickly taking out all immediate threats to the squad and their vehicle.
  8. Blu. liked a post in a topic by Luke in Training OPORD 07/02/19   
    Loved the mission, this was the first time I have had chance to play it hopefully I can catch one of the Saturday missions in the coming weeks, just a little side note as i didn't mention it, but believe it or not I actually used zeus for good in this mission, Chroma was passed out inside a rock and I got him out after his team realized he was MIA. But  yeah it was a nice mission I enjoyed the pacing and the route we took and love the fact the mission has longevity and replayability. 
    Also commendations to pig for quickly taking out all immediate threats to the squad and their vehicle.
  9. Blu. liked a post in a topic by Luke in Training OPORD 07/02/19   
    Loved the mission, this was the first time I have had chance to play it hopefully I can catch one of the Saturday missions in the coming weeks, just a little side note as i didn't mention it, but believe it or not I actually used zeus for good in this mission, Chroma was passed out inside a rock and I got him out after his team realized he was MIA. But  yeah it was a nice mission I enjoyed the pacing and the route we took and love the fact the mission has longevity and replayability. 
    Also commendations to pig for quickly taking out all immediate threats to the squad and their vehicle.
  10. Blu. liked a post in a topic by Luke in Training OPORD 07/02/19   
    Loved the mission, this was the first time I have had chance to play it hopefully I can catch one of the Saturday missions in the coming weeks, just a little side note as i didn't mention it, but believe it or not I actually used zeus for good in this mission, Chroma was passed out inside a rock and I got him out after his team realized he was MIA. But  yeah it was a nice mission I enjoyed the pacing and the route we took and love the fact the mission has longevity and replayability. 
    Also commendations to pig for quickly taking out all immediate threats to the squad and their vehicle.
  11. Luke liked a post in a topic by Blu. in Training OPORD 07/02/19   
    Good op today!,
    Did control a single unit just to shoot some rounds around someone who didn't cover their sector, Didn't kill anyone though just tried to wake up some of the guys. Thought I'd let you guys know.
    Tried to get some snaps but not to sure if they came out ok.
    Quite quiet in the air not too many T4's (Jolly Good!)

     






  12. Filth liked a post in a topic by Luke in Training OPORD 07/02/19   
    Cant do any mission making for a good few more weeks, till i get situated in my new place and job but looking forward to doing some again.
  13. Filth liked a post in a topic by Luke in Training OPORD 07/02/19   
    Cant do any mission making for a good few more weeks, till i get situated in my new place and job but looking forward to doing some again.
  14. Filth liked a post in a topic by Luke in Training OPORD 07/02/19   
    Cant do any mission making for a good few more weeks, till i get situated in my new place and job but looking forward to doing some again.
  15. Luke liked a post in a topic by falseprophet in Replacement Server   
    Here are the information for the replacement server which we could use if necessary (e.g if our server has any issues).
    - IP Adresse: 31.214.159.54
    - Port: 2302
     - Password: god
    Admin password is the same as on the gol server.
    Anybody who needs to be able to restart the server should register on http://www.nitrado.net
    How to start the server:
    1.) Login to Nitrado and select the Webinterface

    2.) Stop my 7days to die Server :-( This may take 1-2min. You must wait until it says "server stopped" (important!)

    3.) Select Switch-Game on the bottom of the menu

    4.) Find the Arma3 Server in the Menu and Select "Change". This may also take 1-3min. If finished the server should start automatically with everything set ready

    Remember: Starting the server may take 5min. If we know, that we may have technical difficulties with our server, i suggest to start it up as a backup plan beforehand. Our server is trough the usage of headless clients indeed better optimized then this one, therefore it is (which its momentary configuration without headless clients), just an emergency solution.
    Trough the webpanel you can start the arma3 server, as shown above, if it is needed. otherwise on my server is 7days to die running. (btw. feel free to join there aswell ;-) for those who need it, i will show you how to access the ftp server and everything. just contact me. i would just kindly ask, if you need the arma3 server and the op is done, please switch it back to 7days to die :-)
    If you want to add the replacement server to your arma3sync, you will find a short guide how to do so within a few easy steps. You don't need to add it to arma3sync as you still can join trough the friends tab in the server browser.
    Optional Guide:
    1.) Open the ArmaA3Sync and click on the Tab "Online".
    2.) Click on the Blue + and
    3.) Modify each column of the "New Server" as shown in the picture:
    - Description: GOL ARMA 2 Replacement (or whatever you like)
    - IP Adresse: 31.214.159.54
    - Port: 2302
     - Password: god
    - Join with modset: ARMA 3 GOL Mod Pack

     
    If everything worked you should now be able to switch between the servers if necessary in the bottom of arma3sync

     
  16. Luke liked a post in a topic by Filth in Mission 19/01/19   
    Congrats @falseprophet to your first GOL mission.
    Editing:
    A lot to be said for keeping it simple. Vanilla gear and assets, a few objectives to be assaulted.
    Heavy presence of enemy air defenses made it difficult to get support and reinserts in the beginning. @hoofed tells us the Gripen isn't well suited to dealing with the AA and had to be replaced. A minor point.
    Terrain was well selected, objectives well laid out. The logistical aspect added to the challenge.
    Enemy GMGs usually spell sudden death for entire teams, crucial transport vehicles, etc. Lucky this time, but something to consider with regards to balance. Ties in with what I already said in the beginning: Armed transport vehicles would have been extremely useful throughout.
    We did encounter moving patrols at a few points, but very few of them. Some counter attacks and more moving formations would have made things more interesting.
     
    Execution:
    Not too much to mention. On the infantry side of things, everything went fairly well. It's worth mentioning though that casualties were atrocious considering what we were up against. Basic self preservation was neglected once more. This continues to be one of the main issues infantry teams encounter in the field. I've said and demonstrated this hundreds of times: There is no shame in staying alive. This goes on a team level, as well as on an individual level. Loss of leadership, extensive waiting times for reinforcements, siginificant delays making it more difficult to operate. Continuous hits to morale.
    Logistics were difficult due to the anti air threats. I took some flak from @slayer for this. I believe lacking awareness in Alpha and @Blu. hanging on to his Dragon duties contributed to the situation. Fair enough. But by stealing civilian vehicles you put yourself, the squad, and the mission objectives in jeopardy. The same rules apply to all of us: We stay at base to wait for reinsert if AAC is present. If not, we use an MHQ. Both Dragon and Raven went back to base for you and did not encounter you, worsening our logistical situation.
    On to the good stuff. We managed to make good use of support assets Dragon and Banshee to destroy enemy emplacements, heavy weapons and fortified locations. @Byleth (while he was here) managed CAS and supported the command element. @Pilgrim and @Chroma are very proficient at working together by now. I appreciate this. One thing to consider in the future though is: I'm very busy with a lot of stuff at times and can't keep up with you. Please remember what we said about initiative: On one hand, I depend on it. On the other, I need a chance to veto. Make sure we're not getting ahead of ourselves.
     
    Overall: Simple, yet engaging and challenging. 9/10
  17. Filth liked a post in a topic by Luke in Mission 19/01/19   
    For a first mission I loved it, I liked the detail you put in to the mission @falseprophet I would love to see more!  
    Essentials in war.
    The Blacks in their eyes can see in to your soul. 

  18. Pilgrim liked a post in a topic by Luke in Training OPORD 03/01/19   
    Good mission enjoyed the booms . And thanks @Blu. for the air support made it more enjoyable.

  19. Luke liked a post in a topic by Joe Malley in 22-12-18 - Christmas mission?   
    Incredibly fun mission today, the initial insert was super cool, would love to see some similar inserts in the future, thanks to @Oksman for leading and @Luke @Byleth @Skeliton performed well in bravo. Had pretty good attendance as well considering how close it is to Christmas so thanks to everyone for playing.
  20. Luke liked a post in a topic by R4IDER in GOLSYNC   
    What is GOLSYNC?

    GOLSYNC is a program that offers basically the same functionality as Arma 3 Sync with the difference that it has been created for the requirements of GOL and its members. The way in which mods are distributed via GOLSYNC is different to that of Arma 3 Sync and where with Arma 3 Sync there is just a single server for you to download files from, GOLSYNC offers eight locations which can be changed based on your location in the world meaning that you will always get the best download speeds available.
    What is wrong with Arma 3 Sync?
    There aren't any major flaws with Arma 3 Sync and this will continue to be maintained as an available option however the bad things about Arma 3 Sync are as follows.
    Java requirement (Doesn't work with the most recent version of Java) Only HTTP/FTP is supported Single server for repository distribution (Paris) resulting in slower download speeds Doesn't clean up well after itself if mods are removed For most Arma 3 Sync as been a suitable option and works flawlessly however some people have experienced many problems with it so GOLSYNC serves as an alternative.
    GOLSYNC Overview

    Starting at the top right and working down I will give a bullet point list of what each of the options do.
    'Check Available Updates' = This will simply compare your mods with the mods on the server and if any updates are available they will be listed within the large grey box, nothing will actually be downloaded at this stage.
      'Download Available Updates' - This is basically the same as the above with the only difference that any available updates will be downloaded to your computer.
      'Find Best Server' - This option will run a test which will check your connectivity to each of the servers, the one with the best connectivity will be automatically set for you to use.
      'Save Settings' - This will save any setting changes you make so the next time you option GOLSYNC the settings will be the same.
      'Game Path' - This is the location that you have installed your game, This one of the only two settings which you're required to manually enter so navigate to the location that your game is installed to and copy the folder path - It is usually something such as "C:\Steam\steamapps\common\Arma 3\"
      'Mod Path' - This is the second and final option which you're required to manually configure. This usually would be the same as the game path but you have the option of choosing another location if you have the mods downloaded to another location.
      'Persistent Share' - By default this is set to no, if you change this to yes then the difference will be that you will be able to browse the remote mod directory from your computer and any future checks for updates will be slightly faster.
      'Content Server' - This will give you a list of the available content servers for mod downloads, the best one will be set after clicking 'Find Best Server'.
      'Preset' - This allows you to select mod presets, by default there will be three options - All, Minimum and Custom. Selecting All will load up all of the available mods when Launching ARMA 3. Selecting Minimum will load up the essentials only and any cosmetic mods such as BloodLust won't be included. Finally Custom will allow you to choose which mods you would like to run the game with.
      'Letter' - When checking or downloading mods a new drive will be mapped to your computer the letter selected here will be the letter assigned to the mapped drive on your computer.
      'Game Settings' - Default settings for loading up Arma 3 have been set so not much tweaking should be required here but you have the option to do so if wanted.
      'Launch ARMA 3' - Does what it says on the tin and loads ARMA 3 will the selected settings and mods. For Mission Creators

    As a mission maker you have the option of defining Mod Presets. Mod Preset can be created here -> http://www.gol-clan.co.uk/mod-manager Once a preset has been created then your name will appear within the Preset drop down list meaning that players have the option of selecting this and only loading the mods required for your mission. The reason this option is available is because it will offer reduced loading times and better performance. It is only possible to have one mod preset per person active at any one time, if you wish to create another mod preset then you will need to delete the current mod preset.
    Download GOLSYNC

    GOLSYNC Can be downloaded here, no installation is required and you will be notified of any new versions from within the program.
    Questions, Problems or Feedback

    If you have any questions, problems or feedback then please post them below.
  21. Pilgrim liked a post in a topic by Luke in Training OPORD 13/12/18   
    Enjoyed the mission and doing the background work, I may have enjoyed it to much haha as it caused me to be afk ill need to try find a good balance of when to use zeus.
     
  22. Pilgrim liked a post in a topic by Luke in Training OPORD 13/12/18   
    Enjoyed the mission and doing the background work, I may have enjoyed it to much haha as it caused me to be afk ill need to try find a good balance of when to use zeus.
     
  23. Luke liked a post in a topic by Chroma in Training OPORD 13/12/18   
    Completley agree with @Filth The training was great and the mission went okay. It wouldve been a lot more enjoyable if people played properly. Im not the kind of person to get mad at someone over a game but when half of your team are out doing their own thing and complaining all the time about stuff they wouldve avoided if theyd stayed with the team it takes all your attention away from what youre meant to be doing. I think in the past when we had a couple of people messing around consistently we had to split them up and im up for that again.
    Otherwise everyone else did their part i know @Luke was afk a lot which was completely fine as he had to fix the mission as we went along.
    Hopefully wont have these problems with future missions and we can get this modpack sorted for next week.
  24. Luke liked a post in a topic by Chroma in Convoy 08-12-18   
    So afew mission faults which i take full blame for and afew technical faults which made things worse. I think maybe if we had started at the point where we finished it would have been a lot more progressive with anvil and infantry able to focus on their more suited environments in towns and open areas.
    AAC had issues with something i wasn't even aware of which is totally on me but still the aircraft are all broken. It seems that theres always one game-breaking bug or one air frame thats massively op vs the other. I second @Pilgrim saying a mod overhaul for AAC is needed.
    I would've preferred if players with more experience had crewed anvil as only a small handful have actually done any MBT training or know about crucial thins like hit zones and such which is why i suggested @Filth as commander because he knows everything about anything and would be able to school the rest of the crew during the mission. I do however understand that there was something causing enemy MBTs to take an insane amount of hits with no damage and in future i will either lower their health 90% or just not use them.
    @falseprophet im sorry things didnt go well for you it sounded like you had a pretty rough one. Just know that this was one of the first missions attempted in over a year that i know of where weve tried including an MBT working along side infantry.
    @GuzzenVonLidlis also working on fixing the repair script and last night after we finished he fixed the radio rage issue so a couple things off the list there.
    As far as infantry game play went apart from a massive friendly fire incident and AAA splashing us with fire intended for anvil we did really well given the circumstances and both teams worked pretty phenomenally from what i could see. Falling back when we needed to and making flanking/bounding manoeuvres assisting anvil even when comms broke down. GG @GuzzenVonLidl @Def @Luke
    I do want to try more armoured stuff like i did on the Finland map when the tanks dlc first came out.

    A Giant @slayer appears. Never seen this before..
  25. Luke liked a post in a topic by Chroma in Repel   
    REPEL
    29/11/18
     
    Situation-
    At 07:00 US Navy forces have launched an assault on the town of Lijnhaven from the sea. Being stationed on CP Cherno just out of town 1-1 will be the first to react to the waves of enemy forces coming in from the East and South.
    Mission-
    Starting from the Checkpoint 1-1 will move through the trees to the end of the runway to investigate and assess the situation on the AO. Moving down the NE side of the runway the airstrip will be the first objective before making a push into town.
    Enemy air assets will be continually being brought in from air and sea throughout as the invasion continues.
    Once moving through the town you will have the option to go for the cargo port in the bay or to a small fishing village where US Marines are assaulting by sea. Extra AT is recommended for this.

    Objectives-
              Infantry 1-1 -
    Recon Airstrip Recapture St George Airstrip Move through and clear Lijnhaven Recapture Harbour Clear Baie d'Orange village Repel amphibious assault  
    @R4IDER @Filth @PARKER @Pilgrim @unionjak @SoKkada @GuzzenVonLidl @Luke  @madmatt @Devastator @Joe Malley @Evilcommand  @Skeliton @Wazowski @falseprophet @Byleth

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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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