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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


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About Filth

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    The Sarcastic German
  • Birthday 05/24/1989

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  1. Editing: As is usually the case with @Jason, this had a nicely thought out concept, excellent production value and an interesting build. Interesting ground to work with, too. The only flaw I see is that the reality on the ground did not represent what the OPORD had us expect: There were no paniced Germans rushing south. And when there was, I believe they were Zeused. Nonetheless, well made! Also, this was the first WW2 mission I played that had good performance. Definitely worth mentioning. A decent, surprising conclusion. Well worth the time spent. 7/10 Execution: Well lead by @R4IDER. Good team play by @Pilgrim's Bravo. Good support from @hoofed's Phantom with very nice flybys. I also liked the idea of the sapper team @Blu. @Des. 1-1 had significant trouble at the beginning. I don't believe we expected contact that early, Germans were just 150m away from spawn. This cost us dearly. Further fuck ups involved explosives handling. Same thing really, changed procedures create problems. Hate to say... Personally, I found being the only person in the team with a radio to be a very energy consuming task. All of this wasn't a big deal though, this was an enjoyable mission because we were all focused and played well. My team was a lot of fun, very easy to work with, everybody with their heads firmly in the game. Sure, we got our arses handed to us on several occasions, but we got up and dusted ourselves off, maintaining focus and performance throughout. The only thing to really complain about is the number of casualties, many of them avoidable. 7/10 Campaign: The setting isn't something that interests me, mainly because of the gear and the historical context. So far for my personal feelings. The campaign suffered from a lack of immersion throughout. Some of the mods and gear caused changes that 1-1 was not prepared to deal with for good reason. Even though these issues were pointed out long beforehand, no measures were taken by the editors to avoid them. So, bottom line, I experienced this campaign as very problematic from the perspective of a squad leader. Another thing that bothered me during 2/3 missions I played was terrible performance. Finally it must be mentioned though that @Luke and @Jason put a hell of a lot of effort into this campaign. And that shone through all the bullshit at all times. The missions were meticulously edited with great attention to detail. It was all based loosely on real occurances. Much of the situations we were in were very complex, feeling very large-scale. So A+* for effort gents, I have to give you that. And I believe a great majority of the group welcomed this as a change of pace. So my own impressions aside, you need to be commended on your efforts. Sadly, because I felt that this campaign threw a massive wrench in the works, I'll have to give this only a 6/10 overall. Don't take it personally. Thanks for your hard work.
  2. @Jason Get well soon. Thanks for the mission!
  3. Training Subjects Back to the basics! @falseprophet @Liquid @guyjacklin @Jazz -Contact Reports -Casualty Tier System -ACE familiarisation (where necessary) -AT Teams Procedures Preparatory Reading (Optional) Mission Info Two Towns by @Lt.Chris
  4. You can turn down the radio, so that you can focus better on what your buddies and TL are saying. As a grunt, it's not crucial for you to follow everything upper echelon leadership are discussing. Earplugs are provided by default in our template. If the effects are still too loud, I recommend turning down your effects in sound options to roughly 2-3%. Blue on blue incidents happen with people who have been with us for years. Happens to the best of us. So you are forgiven, and your openness in speaking about it deserves commendation. Thanks for your feedback.
  5. Difficult session to give feedback on. A lot to say really, many perspectives. What I'd be particularly interested in is the perspective of our newer members. @falseprophet @Liquid @Jazz @guyjacklin Nobody expects you to write a novel, like I usually do. Leave us a quick message in the OPORD. What did you like, what was shit? How can we improve missions, leadership and teamwork? Just a few lines of feedback go a long way. Training Attendance was through the roof. Because of it, I couldn't conduct the training as I had planned. I was thinking a vehicle, two understrength teams. Easy. Suddenly, a full platoon shows up. In the middle of the week. In the middle of summer. This is unprecedented in the history of the group when I was part of it. As a result, the training was far more chaotic than I would have liked and I was unable to get some of my points across. Nonetheless, useful I would agree with @PARKER and @Pilgrim. Both for you lot and myself. In hindsight, I think my emphasis on initiative along the lines of Mission Type Tactics was misplaced. We're not at that stage yet. As a result, mechanised gameplay will have to be slower than it potentially could be. Our operations need to be segmented in neat little pre-planned steps. This is usually the way in which we are most successful as a mechanised force. I took this realisation into the mission as best I could. Stuff to work on: Cohesion - finding a sweet spot with our dispersion as a fighting force. Use of cover - particularly with the vehicle. Communication. Using cTabs. Had fun, learned a lot. 8/10 PS: Zeus is broken as fuck. Mission Same thing really. I had anticipated a much lower attendance. We were able to field a squad at full strength supported by two pilots (cheers @hoofed and @Blu.) Organising this great number of elements effectively was a source of frustration for me personally, particularly during the initial 20 minutes. Sensory overload. The result was slow progress and confusion. The major flaw of our operations was deployment and positioning. We were often stretched very far with hundreds of meters of dispersion between fire teams. When I tried to concentrate our forces more, I was unable to get the message through in the beginning. Not sure what the reason for that was. A lack of cohesion and a tendency of both infantry and vehicle to set up out of position dictated the outcome of many engagements throughout. This is not what I have in mind when I use the term initiative, but may be a good sign that the TLs are taking more responsibility for their actions in the field. Another flaw was, as Pilgrim pointed out during the debrief, our over-eagerness in some situations. Take for example, rushing the last objective. Avoidable casualties. All that said, the performance of the entire force was good all things considered. We were particularly effective in long range engagements, carried mostly by @Joe Malley's Pig. Great numbers of enemy vehicles and heavy weapons could be taken out before they became a relevant threat. The infantry @Pilgrim @SoKkada made a noteworthy contribution to scouting and awareness, which prevented enemy forces from outmanoeuvering us. What there was in the way of close range fighting resulted in decisive victories for our side. Combined with eyes in the sky and some devastating CAS, I would say we operated successfully as a combined arms force. We were unable to use our mobility effectively and maintain close cohesion. When cooperating with air assets an FAC is an absolute requirement for a mechanised SqL. However, there was plenty of cooperation between all elements. This is good progress for the implementation of the mechanised concept as a whole. Mission objectives were largely accomplished. With their right flank clear, AAF forces managed to occupy Paros by midday. Useful lessons for the future. 8/10
  6. It'll all be cleared up in my briefing, but you pretty much figured it out.
  7. First off, you need to run everything as admin. That is Teamspeak, Steam, A3Sync, and Arma 3 itself. For TS specifically, obviously you need to set up a push to talk button in Settings - Record (I think). You also require the TaskForceRadio Teamspeak plugin. As follows: -Find your "@task_force_radio" mod folder. It'll be wherever you set A3Sync to download your mods to. Usually, we recommend the main Arma 3 game directory. -In there, you will find another folder named "teamspeak". It contains a file called "task_force_radio.ts3_plugin". Double click to execute. Click install. This will automatically install the TS3 plugin. -Open up TS. Under Settings -> Addons (I think, I have TS in German), find the Task Force Arma 3 Radio plugin. Make sure it is enabled. And you're good to go. Any problems, feel free to give me a shout on Steam.
  8. Updated and bumped
  9. Training Subjects Basics Revision: Squad Structure - Organisation and Hierarchy Mechanised Focus Deploying & picking up infantry Reaction to contact Live fire practice, experimentation Emphasis on Fire Team/Vehicle leader initiative Preparatory Reading (Optional) Mission-type Tactics - Wiki Link Mission Info The Third Patrol Situation The AAF campaign to recapture a failed island state is now in full swing. Having broken through the enemy's first line of defence, the AAF is faced with an increasingly complex situation. Mission Any advance along the MSR will expose friendly forces to the North. Because of this, our platoon has been tasked with going on a night patrol on the right flank ahead of 5th Armoured Regiment's advance on Paros in the morning. Main Mission Objectives Secure Northern Flank so that friendly forces can advance on Paros Threaten Northern Flank of Paros Secondary Mission Objectives Assault militia base, capture commander alias Knife Investigate home of a bomb maker alias Shark Enemy Forces According to AAF intelligence services, the militia cell at Paros is receiving support from CSAT. The Paros Cell have been able to replace all their previous losses in men and equipment. Our AO is defended by a mechanised/motorised force at company strength. Performance of hostile forces has also seen an increase thanks to CSAT advisors. Note: AAC is invited to further the exchange of mechanised tactics. @Raptor @hoofed @Blu. @Byleth
  10. A very mixed bag. Editing: First off I think it's worth mentioning that, when difficulties become apparent during dedi testing, they must be adressed and fixed right away. Ideally, before Saturday 19:00. Granted, the initial problem wasn't caused by you @Luke but since you already knew about it, something could have been done about it before mission time. We lost a good half hour to finding out what was wrong. Further small problems caused grief throughout. Mismatching ammo took fire teams out of the fight for long periods of time. Enemy weapons were looted and equipped in ridiculous combinations. Objectives not working as intended. All of this - thoroughly and entirely avoidable. Which was a shame because the mission itself was a very good idea and it was obvious a lot of time and effort was put into it. A clear, limited concept with great tactical and organisational freedom. However, it was plagued by the usual issues of the WW2 setting: Insufficient radios (coop with air assets almost impossible), sniping bolt action AI, average framerate of 18, cumbersome machine guns. In this mission more than in the last one I played, the setting in my mind seemed to heavily interfere with what the mission maker attempted to create and kept on breaking my immersion and enjoyment of the game. I'd have loved to play a scenario like this in a modern setting. As it was, the one thing I appreciate most about the setting is the maps. Bottom line, it's apparent Luke poured sweat and blood into this mission which is a fact that deserves commendation, even though I believe the setting ruins much of it. Execution: Here again, the setting interfered quite heavily, more heavily than in the first mission of the campaign, but I'll get to that later. About a month's worth of trainings and training missions have gone into practicing motorised/mechanised operations. Yet, using the half track in the beginning was an organisational desaster. Similarly, our first movements in the town itself caused mass casualties and didn't accomplish much. Anvil @Raptor and @hoofed tell us that the infantry was swarming around their vehicle so as to inhibit their movements and firing arcs. It took a good half hour to accomplish cohesion within the teams and the squad as a whole. This is when the whole thing became somewhat enjoyable, with house to house infantry fighting and a tank to take care of. As we progressed, my personal highlight came up: the bridge. A very interesting terrain feature we had some difficulty overcoming. Throughout, teams weren't responsive to my commands. Alpha had to be told four times to get off the MSR and watch their sector. From what I saw there was a lot of fucking about and very little focus on the important matters. On many occasions, team leaders, especially @Pilgrim weren't given the attention they deserved and needed to do their jobs. @Chroma in the face of 4 NCOs on leave of absence took over the Bravo team. A job well done, no complaints here. Fighting for the eastern parts of town was much more chaotic and difficult, partly I believe because of Anvil's absence. At least at this point the teams were working better together, and they had to. Within somewhat of a timely fashion, the squad had cleared the town. Because of the insufficiency of radio communications, I gave the two Phantoms a carte blanche. This blunted the majority of counter attacks to a point where 1-1 was able to manage them easily. Further support was provided by @Blu. and @Byleth who improvised with some heavy weapons to lock down the MSR. I had anticipated becoming surrounded and having to pull back to the western side of the river, but this did not happen. And thus: Success. Doesn't feel like that to me though. We may have accomplished all our objectives. But as a squad leader I measure success by the effectiveness and cohesion of the teams, and most importantly by the number of casualties we take. Both left a lot to be desired. I feel bad giving this a 5/10 because it was in essence a good mission with high production value, but the setting, technical issues and sub par execution ruined much of it for me personally.
  11. Bump - it's tonight!
  12. Training Subjects CQB Focus - Live Fire Exercise 1. Breach construction site 2. Breach compounds Mission Info Rogue Forces WW2 Mods Required for map only Map: WW2: Merderet River V2 (I44) Objective #1: Destroy Fuel Trucks Objective #2: Destroy AA Objective #3: Steal BM-21 Objective #4: Drop Off BM-21
  13. More feedback required.

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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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