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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 Jason

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  • Birthday 01/22/1983

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  1. Not sure what happened here. There were waves of retreating Germans scripted that should have surrendered at around 2 hours 45 minutes of gameplay. Looks like something might have broken sadly. Nice to see people enjoyed it though. Shame I couldn't be there
  2. Just steal Des if he comes along Tom did ok on week 1 as a medic also so if the ground can spare him maybe pinch him if needed
  3. Sorry guys but I'm going to have to bow out of tonight. I had a bit of a crap day yesterday with my spinal condition and am spaced to hell on meds today. To the admin that ends up running this then, the mission is entirely scripted and should not require any zeus input. That said you will probably want to keep an eye on the convoys after you secure the last crossroads just to make sure they don't do something stupid which is always a possibility. Apologies but I'd be more of a liability than a help tonight.
  4. Last Bump. Please pay attention to the notes, especially leaders. The AAC deployment for tonight is very fluid to allow for different force deployments. There are half tracks and tanks but there is no hard fast rule that says you must use them.
  5. Bump. Last chance to get your WW2 Big Red 1 freak on
  6. MAP: Neaville Mission Date: 14/07/18 OPORD: Falaise Pocket Terrain: Rural Countryside, Villages, Normandy "Bocage" Weather: Light cloud Forecast: Slowly Clearing Start DTG: 21/08/1944 0900hrs Starting Location: US Field HQ Le Chateau de Pierre-Juliene ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ History: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 1: SITUATION Operations Cobra, Totalize and Tractable have encircled the German 7th Army around the small town of Falaise. A small corridor still sits between the Canadians to the North and the Americans to the South West between the towns of Trun and Chambois. If the allied forces can link up they will completely surround the decimated 7th Army and force it's surrender. Today we close the Falaise Pocket. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 2: MISSION DETAIL The 3rd Army is pushing hard to link up with the Canadians to our North East. We must push the remaining German defences back and cut the two MSRs running North/South between Trun and Chambois. If we can cut the MSRs and hold our line, the Germans will have no choice but to surrender. A. ENEMY FORCES Strength: Exact strength is unknown. Remnants of numerous units are scattered across the countryside in hastily constructed defences. The whole of the 7th Army is stranded North of our AOR and once we cut those MSRs you can expect a stampede as units try to escape. Composition: The 7th Army is strung out all over the place. Force composition is likely to be whatever they can get and throw at us so expect a mish-mash of units and capabilities. The only thing we are sure of is that we shouldn't see many tanks. The counter attack through Mortain cost the Germans a lot of armour which we doubt will have been replaced. Air Defense: Most of the heavy AA defences have already been stripped out and pulled across the Seine. Some heavier MG's might still engage low flying aircraft and the Luftwaffe is still trying to help relieve the defenders but they are running out of fighters and pilots. B. FRIENDLY FORCES E company will advance to our North to secure the town of Les Morinieres and cut MSR 1. F company will head South East aiming to cut MSR 1 at La Durandiere and establish a forward HQ. Our G company will advance in the centre aiming for the 7th Army local HQ at Neaville. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ 3. EXECUTION A. Objective Overview Mission Intent: G company will advance in the centre of our line to attack the 7th Army HQ at Neaville. With the 7th Army HQ neutralised, G company will turn North and assault the 5th Panzer Brigade HQ at Le Vieux Chateau. Finally G company will advance to Hill 91 and cut MSR 2 at Le Carrefour Triste. With all companies in position, we must then hold until the Canadians arrive to seal the gap. Ground Forces Task: The ground force mission has 4 objectives: Secure the 7th Army HQ at Neaville Secure the 5th Panzer HQ at Le Vieux Chateau Secure Hill 91 and the town of Le Carrefour Triste Hold the line against the retreating Germans until the Canadians arrive Air Corps Task: AAC tasks are fluid and should support the overall battle plan (see notes). Tasks could include: Medical Support Air Superiority AT Gun Crew Mortars Tank Crew Sniper/Recon Sapper Work B. Intel Package AOR Overview: Note the Bocage terrain. Roads offer clear transit routes but you can bet the Germans are thinking the same thing. Use the bocage to your advantage. Initial positions and advance: Our first port of call is Le Chateau de Braye. We should clear it to ensure our supply lines are not threatened as we advance. A garrison here would endanger not only our transports but would also threaten our HQ. Neaville: Neaville promises to be a bit of a bastard to be honest. It's only a small town but the presence of the 7th Army HQ element means it'll be defended vigorously. Limited lines of ingress also makes it very dangerous for our tanks to help us out. We should make clearing a tank safe route into town a priority. Le Vieux Chateau: 5 Panzer have been quite canny about the location of their HQ. The Chateau is very easily defended but the woodland surroundings play into our hands. We should be able to get very close before assaulting. Hill 91: Our final stop. We will not have proper defences in place but we need to fortify the location as best we can. Liberated PAK-40s would be a god send along with properly positioned Shermans, mines and booby traps. Le Carrefour Triste offers us a solid flank anchor and controls the MSR so we will want to put some guys in there also. C. Coordinating Instructions Radio Frequencies Long Range Net: 50.1 D. Materiel and Supply Ground Force: 12x M3A1 Half-Track APC AAC: 5x P-61 Black Widow 5x P-38 Lightning 5x P-51 Mustang 8x Sherman Firefly MBT 4x M3A1 Half-Track Ambulance Mortars available at HQ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ SnrAM Jason ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Notes: Grenadiers please remember that you have access to rifle grenades in place of your usual UGL. You need to load each one from the scroll menu. Aiming takes a bit of practice but they are great for area denial once you have the hang of them. As before, Pattons Third Army Cavalrymen are arranged as a regular force. Our AR slots carry the BAR while the MMG slots in Charlie teams carry the M1919. While the BAR is more mobile, the M1919 is way more capable especially when able to properly deploy. While the mission is not time sensitive, there is a lot of ground to cover. We also need to rely on stealing AT guns from the Germans as the US Cavalry don't have their own. To that end there is a stock of Half-Tracks to use. They are optional and there is nothing to say you must use them, but leaving them behind will make the mission take longer and may make the defence of Hill 91 overly difficult. AAC deployment should be based on Actuals battle plan. At least 1 fighter should be deployed to hold off the Luftwaffe but after that the choice depends on how Actual wants to use us. There are possible tasks for: Banshee (Air Superiority) - There will be Luftwaffe fighters and bombers in the area looking to keep the MSRs open Raven (Medical Support via the ambulances) - Obviously medical support will be needed but T-2s are very few and far between making this less desirable Anvil (Tank Support) - Very handy in this setting but is highly vulnerable to German AT defences which will inevitably be present Dragon (Mortar Support) - Decent fire support but does not offer AT capability. Long range accuracy will also suffer without GPS assistance Hunter (Sniper/Recon) - Good for long range recon and precision engagements but not capable of assaulting given the bolt action rifle Sapper (see below) - Brilliant in close combat and carrying AT mines to help cut the MSR. Severely limited range. The UAV trooper slot has been changed to a specialist Sapper role. The Sapper carries mines and the M2 Flamethrower. While suffering from extreme short range, the M2 is brutal in close combat and could be devastating in the fight for Neaville and Le Vieux Chateau. This is entirely optional and is there as a bit of fun to explore the things from the mods that we haven't used yet. The mines however would be indispensable in the defence of the MSR.
  7. Check out hoofed thread in getting into DCS for free, lots of great tips in there for the frogfoot. I can get you flying in it easily enough. Nothing pretty but enough to get you flying and fighting
  8. Week 5 After securing territory in the Cotentin Peninsula south as far as Saint-Lô, the U.S. First Army launched Operation Cobra on 25 July and advanced further south to Avranches by 1 August. The British launched Operation Bluecoat on 30 July to secure Vire and the high ground of Mont Pinçon. Lieutenant General George S. Patton's U.S. Third Army, activated on 1 August, quickly took most of Brittany and territory as far south as the Loire, while the First Army maintained pressure eastward toward Le Mans to protect their flank. By 3 August, Patton and the Third Army were able to leave a small force in Brittany and drive eastward towards the main concentration of German forces south of Caen. Over Kluge's objections, on 4 August Hitler ordered a counter-offensive (Operation Lüttich) from Vire towards Avranches. While II Canadian Corps pushed south from Caen toward Falaise in Operation Totalize on 8 August, Bradley and Montgomery realised that there was an opportunity for the bulk of the German forces to be trapped at Falaise. The Third Army continued the encirclement from the south, reaching Alençon on 11 August. Although Hitler continued to insist until 14 August that his forces should counter-attack, Kluge and his officers began planning a retreat eastward. The German forces were severely hampered by Hitler's insistence on making all major decisions himself, which left his forces without orders for periods as long as 24 hours while information was sent back and forth to the Führer's residence at Obersalzberg in Bavaria. On the evening of 12 August, Patton asked Bradley if his forces should continue northward to close the gap and encircle the German forces. Bradley refused, because Montgomery had already assigned the First Canadian Army to take the territory from the north. The Canadians met heavy resistance and captured Falaise on 16 August. The gap was closed on 21 August, trapping 50,000 German troops but more than a third of the German 7th Army and the remnants of nine of the eleven Panzer divisions had escaped to the east. Montgomery's decision-making regarding the Falaise Gap was criticised at the time by American commanders, especially Patton, although Bradley was more sympathetic and believed Patton would not have been able to close the gap. "Although Patton might have spun a line across the narrow neck, I doubted his ability to hold it. Nineteen German divisions were now stampeding to escape the trap. Meanwhile, with four divisions George was already blocking three principal escape routes through Alencon, Sees and Argentan. Had he stretched that line to include Falaise, he would have extended his roadblock a distance of 40 miles (64 km). The enemy could not only have broken through, but he might have trampled Patton's position in the onrush. I much preferred a solid shoulder at Argentan to the possibility of a broken neck at Falaise." Omar Bradley "The battlefield at Falaise was unquestionably one of the greatest "killing fields" of any of the war areas. Forty-eight hours after the closing of the gap I was conducted through it on foot, to encounter scenes that could be described only by Dante. It was literally possible to walk for hundreds of yards at a time, stepping on nothing but dead and decaying flesh." Dwight Eisenhower Hitler relieved Kluge of his command of OB West on 15 August and replaced him with Field Marshal Walter Model. Kluge committed suicide on 19 August after Hitler became aware of his involvement in the 20 July plot. A few days later, the Allied Liberation of Paris was completed, and on 30 August the remnants of Army Group B retreated across the Seine, which ended Operation Overlord.
  9. Bump @guyjacklin @Chroma given that other guys are tagging you I'm assuming this is something you may be interested in. If you have FC3 or at least the Eagle standalone then great. If not let me know what you do have and I can get it added to the mission. Anyone else interested please complete the poll. As above if you don't have access to the F-15C let me know what you DO have access to and I'll try to incorporate it somehow.
  10. My own self critique as always Editing: This mission was a blast to make since, as R4ider pointed out in the debrief, we rarely sit on the defensive. Everything worked out fine apart from a couple of small irritating triggers/effects that didn't work for some reason and ofc the AI being the AI. First up the engine sounds of the bomber formation at launch didn't play. Not sure why as I used the self same script I used on week 1 and that worked fine. It was background ambience and not important but I spent 6 bloody hours finding and editing those 2 sound clips lol. Sods law really. Second was the trigger to populate the front line after we retreated. I've used the same trick in the past to control exactly when a spawn will happen but for whatever reason it didn't work last night. Led to some emergency zeusing and this is why the final push to retake our trench was a bit on the easy side. Well that and the fact that the first lot I zeused in was promptly annihilated by Hoofed and Raptor in their Lightnings (you two are grounded next week ). Lastly was the AI pathing thing. In testing on my own system the AI chose one of three routes. They went to our Northern flank, came straight at us or went to our South flank. No obvious reason for the choice, they just picked a route and favoured it. Testing on the server, the AI chose one of two routes, North or South flank. Mission time, the AI chose the Northern flank. This led to a quiet time for the guys on the South flank but like I said last night at the debrief, I can't really control the AI that much. I tried diverting units toward you, tried spawning additional units from Zeus, tried deleting units and replacing them with waypoints toward you, I literally tried everything that was in my power short of taking command of a unit and physically engaging you. They just really REALLY wanted to go north for whatever crazy AI reason. Execution: Not much to say here that wasn't covered in the debrief tbh. Anvil suffered from it's usual lack of situational awareness but this was compounded by me crewing the tank alone for a long time and the radio situation in WW2. This almost blindness was perfectly illustrated on the second line where a kubelwagon drove right up to me while I was facing the other way and charlie team had to deal with it. This also sadly led to me hosing down Charlie team to the cost of 2 T4s. In my defence I had just retreated from the treeline you guys were in after receiving warnings about encroaching tanks, and watched Banshee strafe the area repeatedly. I saw movement and believing all friendlies to have moved south, I fired rather than risk eating a panzerfaust. Plus side, we cleared it up before I fired the HE I was chambering. Anvil is a great asset but we really REALLY need to get some proper training done in armour support tactics. We can do mech, so we can do armour. Lets see more tanks in missions so we can build on this. The AAC ground units exist so please use them when you see fit. Not just in WW2 but in other operations also. Summary: Despite the small niggles it was great to see us adapt to a scenario we rarely play and still succeed. Yeah the mission felt a little on the easy side but this was in large part due to historical accuracy. The AAC were given free reign to obliterate the vehicle columns and to be frank, the Germans never stood a chance. Those that made it past the wall of Banshee 20mm ran straight into entrenched badass US veterans with tank support. There were meant to be casualties on an epic scale and I think I delivered at least some of that feeling. Von Kluge knew it wouldn't work, Von Schwerin was so convinced of the impending failure that he refused to deploy, and the mission illustrated why these guys were right.
  11. B-17 and B-24 bombers in formation at mission start. Sound effect didn't bloody work though Banshee over the front line Debrief The only German in the village PID script working nicely
  12. Bump Penultimate mission in the Allied Operation Overlord Campaign
  13. Oh No Another One!!!!! Yup it's that time again. I'm having to bring next months forward by a week since I'll be LOA when this should be happening (damn family birthdays). This mission will be a TRAINING SESSION focusing on air to air combat tactics. As usual though if someone wants to come along and learn something else let me know and I'll try my hardest to include it somehow. Training Materiel: Written Guide: https://www.mudspike.com/dcs-f-15c-combat-guide-for-beginners/ NATO Brevity Code: https://en.wikipedia.org/wiki/Multiservice_tactical_brevity_code
  14. teamspeak.gol-clan.co.uk password is the usual
  15. You may have to associate the file with TS first. That had me baffled for a while when my HDD went south last year.

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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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