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Showing results for tags 'combined arms'.
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[NA] & [EU] 7th Cavalry Gaming Regiment - ARMA 3
Hess.J posted a topic in ARMA 3 - SQUADS AND FANPAGES
7th Cavalry Gaming Regiment Branch: Milsim Main Language: English (We have members from all over the world) Timezone: Zulu Time (UTC/GMT) Operation Times: Usually weekends from 1800z (1100) - 2300z (1600) (Operations are posted at least 7 days in advance) Operation Type: All Required Mods: https://wiki.7cav.us/wiki/7th_Cavalry_Arma_3_Mod_Set Other essential info: The 7th Cavalry Gaming Regiment, often referred to as "7Cav", is a long-standing Military Realism (MILSIM) unit that primarily plays first-person military shooter/simulation games. The Regiment was founded in October 2002, making it one of the oldest clans in the areas the Regiment covers. Joining 7Cav is a unique experience, with over 450 members across ARMA 3, Hell Let Loose (PC & Console), Escape from Tarkov and Battlefield 2042 we offer a community that provides realistic training, dedicated operations, and a simulated CAREER. Soldiers start as a recruit, but quickly advance through the ranks, earning medals and ribbons, and progressing through leadership development in a community dedicated to realism and in this case, historical authenticity. Arma 3 Career Pathway: https://7cav.us/threads/401/ Teamspeak information: https://wiki.7cav.us/wiki/Teamspeak Discord: https://discord.7cav.us/ Website: https://7cav.us/ Feel free to reach out to me with any questions either on these forums or through Discord. -2LT.Hess.J- A highlight of training from Charlie Company : Opportunities within 7th Cav include: Alpha Company, 1st Battalion, is the air asset of the 7th Cavalry. The mission of Alpha Company is to find, fix, and destroy the enemy through fire and maneuver; and to provide combat, combat support and combat service support in coordinated operations as an integral member of the combined arms team. Bravo Troop, 1st Battalion is an Armor & Cavalry sub-unit of the 7th Cavalry's First Battalion. The purpose of Bravo Troop is to find, fix, and destroy the enemy through direct and indirect fire; as well as providing reconnaissance and surveillance and Health Service Support to the Combined Arms Battalion. The mission of the Charlie Company is to close with and destroy the enemy with direct fires. Because of the Airborne capability, Charlie Company can conduct disruption operations in the enemy's rear area. -
Drongo's Command Enhancement Version 021 released DCE greatly enhances control over your AI squadmates and lets you take command of large-scale combined ops, letting you switch to any unit at any time. DCE delivers a huge array of vital enhancements to Arma 3 battles in SP or MP: Streamlined and expanded squad control Command large scale combined-arms operations (platoon, company or even battalion) Detailed information sharing (contact reports, map-markers for enemy and friendly units, casualty reports) Many vital quality of life features Squad dialog: Command dialog: Version 21 trailer: Overview: Squad Engine If you're reading this, you've probably at one point been tempted to headbutt your monitor in rage at your insubordinate AI or the cumbersome vanilla command menu ("F5, F6,0,0,7, argh I'm dead!"). With a single intuitive click DCE lets you control: formation stance behaviour combat mode and more DCE also expands control of your squad with commands such as: quick-posture (Contact!, Patrol, etc) deploy/undeploy statics garrison structure heal self/others dismount cargo only eject all all/dismounts only/vehicles only halt/follow and more Command Engine DCE seamlessly brings all the elements on the Arma 3 battlefield together for that only-in-Arma combined arms experience. Command your tank platoons forward, order your infantry to secure buildings, call in gunships for search and destroy missions, insert your spec ops with via helo. Play Arma 3 as a real-time tactics wargame with a first person option. Control AI groups with single-click orders controlling: waypoints (add, change type, delete, etc) mount/dismount vehicles crew/decrew vehicles formation combat mode behaviour speed altitude landing (helos only) deploy statics formation direction searching garrisoning and more Take control of any unit on your side to get into the action yourself. InfoShare Maintain situational awareness with friendly chatter and reports: Contact reports (reporting enemy composition, size and position) Map markers for friendly elements Map markers for spotted enemy elements Casualty reports Quality Of Life We've all been there. You're engrossed in the thrill of capturing that a bitterly-contested town when suddenly a "friendly" APC rear-ends your tank and now your MBT is sitting in the middle of the vital crossroads on its roof. A quick dash of DCE magic sees everything put right. Other blood-pressure reducing features include: Teleport (great for when AI groups just don't want to move) Dynamic view distance settings Enable/disable Dynamic Simulation at any time Clean up dead vehicles Animation fixer FPS counter and more DCE also offers 14 function keys which can be assigned to any script by mission makers. This is extremely useful when testing or when you want to make a custom mission but don't want the hassle of writing a dialog from scratch. Using in game To bring up the menu, hit your DCE key ("Window App" by default, change under CONFIGURE > CONTROLS > CONFIGURE ADDONS in mission). Most of the buttons and functions are self-explanatory or can be learned by playing around in the editor for a few minutes. Known Bugs Not a bug, but a limitation: Only a single group at a time can be given dialog orders (in HC you can select multiple groups and give orders) Using the Switch button from the Command menu seems to disable the AI of the unit switched to Future Plans Make units report when they are under fire with no casualties Scripted modules for quickly setting up company-scaled combined arms missions with objectives, end-game conditions and automatically generated enemy forces Permissions You may not adapt the dialogs for your own usage. The rights of any 3rd party scripts used in this work belong with the owner. I do not and have never claimed ownership over the work of other people. All 3rd party scripts are used in good faith. You may NOT reverse-engineer this addon for your personal use without my written permission. You may NOT publicly distribute altered versions of this system without my written permission. You may NOT use this system or any derivatives thereof in any way for monetary gain. You may NOT use this system or derivatives thereof as part of any submission to any contest of any kind. Credits Thank you very much to SaMara and Tonic-_- for allowing me to use their dialog code in earlier releases. Drongo69: concept and coding. Chops: testing and input. RootLocus: testing DT for OFP. Sanctuary: help with DT for OFP. Macser: help with DT for OFP. Vektorboson: help with DT for OFP. Grumpy Old Man: for letting me use his code for spotting and reporting units. Kenoxite: icons idea, some icons BIS: some functions Requires CBA Download version 21 (~402 KB)
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[SP] Mabuta pack, CWR² v.1.6 demo
Batteriefuhrer 1-288 posted a topic in ARMA 2 & OA - USER MISSIONS
Скачать видео World War III started on 21 July 1985. How exactly did the war sparked is out of anyone's guess now. Probably a development of the recent Maldens crisis. Frontier clashes between Warsaw Treaty troops and NATO forces along the Inner German border quickly escalated into an all-out nuclear exchange with thousands of warheads raining down throughout Europe. As a young Soviet conscript, who serves his draft in the GDR, jump into the thickest of action amidst the atomic butchery of the early battles in central Germany.- 29 replies
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tvt Arma Tactical Combay (ATC) #10 Presentation
{bdr}*nemesi* posted a topic in ARMA 3 - MULTIPLAYER
ATC #10 Presentation What is ATC about? ATC is a combined forces TvT campaign that simulates operations between two opposite companies consisting of infantry squads, armored, recon, special forces, logistic sections and air support. ATC #10 campaign will consist of 4 battles. Standalone battles are also possible. Scenario and factions: Chernarus 2020 NATO vs Chedaki Main features: • Code rewritten • Player respawns limited to 2 (3 lives) • No vehicle respawn • Advanced flight system • Equipments with choice possibility (weapons, optics…) • Attack-defense system with line-up time different for attack and defense. Two sectors for AO to hold or conquer • The attacking side switches after each battle. If side A starts attacking the first battle, side B attacks the second and so on • At least 4 players are needed to hold a sector. Below this number, twice as many attackers are needed to conquer it. This means you need to clear the sector as much as you can. Special Forces do not count for sector holding/conquering and vehicles count by one (not by the number of passengers) • Benefit system: the Commander has the choice of some extra assets to be chosen in game to enhance strategical choices and variability from one mission to the other. The choice is not shown to the other side • Blue-tracking: two vehicles per side function as Communication Center when placed in AO and mark friendly troops as long as the vehicle is not destroyed. Just one vehicle is needed for blue tracking Mods: CBA_A3; ACRE2; ACE_ATC (ATC10 version, no medical, no javelin); ATC10 mod; RH_acc; CUP_Weapons; CUP_Terrains_Core; CUP_Terrains_Maps 2.0; RHSUSAF; Russian_Helmets_Project and ACE, CUP, RHS compatibilities Modset is provided with A3Sync Battle day and time: Sundays at 19.00 UTC For more info, please join our discord! https://discord.gg/ezZruJc -
Hi all I'm currently working on a mission featuring STGN's great Abrams addon. The mission involves the player and the rest of the tank platoon breaching a defensive line and capturing a position. ETA, when it's done (soon hopefully). EDIT Version 1.3 released. Download - https://drive.google.com/file/d/1_F3rXwcWPGpew3S2BN_AdJ35qTd7J1Qb/view?usp=sharing ReadMe
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I made this ages ago. Neglected to upload it to the workshop somehow. Its a remake of the brilliant BIS Tac Ops mission of the same name - so perhaps a massive spoiler alert if you haven't played through the DLC campaign. It is not a like for like facsimile, and the story is adjusted to be a continuation of At What Cost. Having said that you don't need to own any DLC. All the assets used I believe are platform assets. The mission was created for zeus-community using 2600K's fork of the F3 Framework which means that its packed full of features and parameters to play with such as weather, ZGM module for admin, safe start, JIP, drop in drop out radio channels, You don't need 61 people - I've left the AI slots open, so you could run this 'full' with as few as 8 people all the way up to 61. The mission briefing is laid out below. It is up to whoever takes the Commander slot to come up with a plan. Subcribe at the Steam Workshop Page. SITUATION The AAF has begun its crack down on the population of Altis. Your Company is assembled from civilians and a portion of the Altis Armed Forces who refuse to take part following the disgusting treatment of IDAP volunteers and the bombing of Zaros a few months ago. A local AAF militia force has fortified Galati and is using its check points to tax and harass the movement of goods, civilians and aid. We just got word of an IDAP supply convoy that has been prevented from moving north to Abdera. If we could secure this the treasure inside could easily keep our forces supplied for a couple of months. OBJECTIVES Take Galati and liberate the blockaded aid convoy. Ensure casualties are kept below (parameter selectable) percent. SPECIAL TASKS Galati is protected by three Check Points - Golf, Hotel and India. The town's garrison will likely call reinforcements from Sytra and Athira at the first sign of attack. If we were to assault and hold Hotel and India we could use the defences there to hold off any counter attacks from the AAF armored platoon at Athira and Syrta's mechanised forces. Once safe on the flanks we'll be able to move on the town, eliminate every last one of those bastards and call in our reserves to move the supplies later once the fighting has stopped. FRIENDLY FORCES Commander at your disposal you have: COMMAND GROUP A 2IC - keep him as your medic or put him in charge of a thing. 1st and 2nd Platoon Commanders - If you so wish to divide your forces these roles may be very useful. I would recommend that you use the extended Radio Channels to allow distinct leadership roles or groups to communicate without jamming the airwaves. Are your IFVs all moving together? Have the Command element in charge of them and the Vic Commanders all join a channel together. Are Alpha and Bravo moving together and supporting one-another and moving with one of the IFVs? Have their executive officer and SLS in a common channel. Need an intercom between Vic and Squad? - Put a squad member in charge of comms with the vic and hop on the channel. You could also give the mortar team a direct link to an assigned person in charge of calling fire missions in the Company or each platoon, squad or fire team. Remember that utilising these channels makes the yellow CO channel a way of address all Command elements and may mean talking over another radio channel in use. Another top tip is to record who is on which channel on the map for easy reference should someone need to get in touch and temporarily join the correct channel. RECON Romeo and Juliet - two 2 man teams with quad-bikes for deployment. Each team has a small supply of explosives for sabotage and a limited supply of .408 ammo for very long range engagements. Note they start away from the main force. INFANTRY Alpha, Bravo, Charlie and Delta - four 10 man squads of varying competence and ability. To get about they have a variety of unarmed re-purposed vics ranging from off-roads and 4WDs to trucks and vans. AFV-4 GORGON IFV1, 2 and 3. - When our men left the AAF they brought with them their tax payer funded tools! The three Gorgons are distinguished from their AAF counterparts by their camouflage. Each IFV has a cargo capacity of 8 men so use them as impromptu transports as well as infantry support. Remember these things are glass cannons. They, like the infantry, need cover and concealment in order to last the rounds. SUPPORT Mike - Mortar and Vehicle Rearm. Use the mortar team as a back of house resupply and support contingent. Their vic will also rearm our IFVs. ENEMY FORCES The AAF still have many recruits and some commanders have seen the benefits of becoming local warlords. Expect heavy resistance in the town and QRFS to come from the East and West to support the check points and Galati.
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Hi everyone, we’re going to be hosting an extremely large scale (70v70) PVP event at some point over summer that will run over multiple days. We are looking for players and event staff to help with the planning and smooth running of the event, the applications to which will be released shortly. We are looking for ideas from the community to make this the best ever PvP event and we have already had a sizeable interest in the event since we started advertising recently. General Information: - 70v70 PvP - Rolling event - Running over multiple days (DATE TBC) - Chain of Command - Respawns - Infantry, Armour, Air Assets and Logistics - New and Veteran players welcome as there will be some sort of training Theme Shortlist: GER vs. RU, GDR (East Germany) vs. FDG (West Germany), PLA vs. NATO or GBR vs. RU Gameplay style: A mixture of PvP and milsim with organised teamplay. Discord: https://discord.gg/kXGBXAB Feel free to PM me or any of the admins on discord if you have any questions!
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Every Friday any number of units show up and we divide up teams then play. all missions are player made and all of it is pvp, every Friday, same time, usually 8pm EST sometimes before. We need more members, on average as of now its only been 30 - 40, we can use even more. Here is the discord https://discord.gg/4ejtgHc Don't have to be in a unit to play, simply let one of fnf staff know you're without a unit and they will sort you. This is modded Arma, RHS is commonly used, ace Basic Medical, custom maps occasionally and during holidays or pre-scheduled annual events, RHS can be changed out for IFA or any other gear/vehicle altering mod.
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- DEVELOPMENT DISCONTINUED - Singleplayer Campaign Ice Version: 0.50 ALPHA Good evening, I would like to use this thread to officially announce my recent project in the Armaverse's splendid singleplayer content. A few of you might have stumbled upon my other projects, namely M.E.R.C.S. or Contention Zone, or my various re-texturing efforts and scripting frameworks. This work here, simply called Ice, is my newest and probably biggest baby since I started its development in the beginning of this year. I have reached a state in which I can share some of the details with you and do a fair shair of shameless marketing. Veterans of M.E.R.C.S. will hopefully find Ice to be a worthy successor, both in terms of gameplay and story. Contrary to my approach in M.E.R.C.S., I will not run a public Alpha as the complexity of Ice outruns the complexity all of my other projects, and I am not able to provide easily upgradable releases where I can iteratively add more missions without having you lose your saved progress. Instead, my plan is to finish a rough version of the playable content and release it in Beta state, hopefully in the first quarter of 2016, for you to evaluate and to attract some of you talented voice actors out there. Thanks for your attention. Let's jump right to the shameless marketing, shall we? Overview Ice introduces a new and snow-swept setting to the Armaverses’s Singleplayer content. Through the course of over thirty missions – featuring story-driven, combined arms action – the player will alternate between three characters, each representing one of the campaign’s major factions; EUROFORCE, CSAT, and Black Star Movement. From this shared perspective, the devastating conflict in the Barents Sea region will be experienced, through the unique lens of its combatants. From infantry encounters, stealth missions, and armoured engagements to strategic planning, base expansion, and casino capitalism, the gameplay boasts an imaginative, diverse and dynamic style where your decisions really matter. Moreover, veterans of Ice’s predecessor, M.E.R.C.S, will find friends and enemies, old and new, in the sprawling tundras and Alpine forests of Helvantis. A BETA release, aiming to attract the attention of talented community voice actors, is targeted for the first quarter of 2016. Story More than a year has passed since the events of M.E.R.C.S and European Armed Forces are back in control of the Mediterranean islands, Altis and Stratis. The British ultra-nationalistic paramilitary group, commonly referred to as the ‘British Knights’, is still at large and intelligence services around the world have lost track of the prototypic fusion power generator they acquired on Altis. As European Armed Forces seek to extend their influence over the Mediterranean and Middle East, an association agreement between the Russian Federation and Canton-Protocol Strategic Alliance Treaty is signed, leading to joint military exercises close to European territories. Already, the fragile peace between the Independent Republic of Helvantis and the Russian Federation is beginning to crumble and now threatens to fall apart completely after the discovery of a valuable chemical element in Helvantian soil, Astatine, in its stable isotope 222. Both Canton-Protocol forces and European reconnaissance teams are converging on the region, eager to confirm the findings and to establish a strategic foothold in Helvantis. But there are others too, who are willing to stake their claims in this geo-political gambit, operating in the upmost secrecy, between the faultlines of warring global powers... Features Story-driven singleplayer campaign, revolving around three playable characters. Strong focus on character development, with a rich and dynamic narrative. Introducing a new and wintry landscape to Arma 3 Fully voice-acted Strategic decisions that affect the path of your characters First and third-person cutscenes Infantry, light vehicle, and armoured gameplay Custom weather effects Custom conversation system Custom shop system, supporting a vast amount of third party content Three custom, re-textured factions Customised HUD enhancements (optional) More than thirty missions (including cutscenes) on four different islands (Altis, Stratis, Chernarus, and Helvantis) Multiple endings Media Gallery on Abload.de. Requirements All official Arma 3 DLCs available on release of this campaign and the Mods listed below. Required Mods This work builds on both community Addons and my work. It therefore requires the installation of the following Mods. EUROFORCE by IndeedPete CSAT Snow Tigers by IndeedPete Black Star Movement by IndeedPete (Already part of this release.) All in Arma Terrain Pack OR Cup Terrains (Base + Chernarus) Helvantis by Animander Supported but Optional Mods Community Base Addons (Must be used with EUROFORCE CBA Extended Eventhandler Support Addon, CSAT Snow Tiger CBA Extended Eventhandler Support Addon, and Black Star Movement CBA Extended Eventhandler Support Addon. All part of their original releases.) Toadie's Weapon Packs (Can be run together with Black Star Movement HLC Replacement Config Addon in order to exchange weapons for the INDEP faction throughout the campaign.) Weapon Packs, Item Packs, and Uniform Packs are supported by the shop system. No guarantees given for not explicitly listed content. Unlisted third party content might affect the balancing. Development Roadmap - Scopes & Features Beta - Voice Actor's Preview (INCOMING) Release Q1/2016 Campaign Completed Test Options Still Active Text-To-Speech Samples as Place-holders Gold Voice Acting Replacing TTS Place-holders Contact You can reach me on the BI-Forums. Or feel free to locate me on social media: Steam Twitter Share your thoughts!
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pvp campaign Arma Tactical Combat (ATC) Campaign #9 presented
{bdr}*nemesi* posted a topic in ARMA 3 - MULTIPLAYER
ATC#9 Campaign Presentation Since 2009, ATC is a Large Scale Combined Arms PvP Campaign. We are presenting now the ninth Campaign. ATC #9 has been largely rewritten with a lot of new features! Code mostly rewritten Multiple battle scenarios (maps) Player respawns limited to 2 (3 lives) As usual no vehicle respawn Advanced flight system New equipments with choice possibility (weapons, optics…) More value to the first life. After respawn you lose something in your equipment New rules in capture system. More defenders needed for holding the sector, more attackers needed to capture it Sector defenders squads increased to 10 members Recon Team and sniper teams do not count for sector capture New: sector disputed if attackers are more than 2.5 times the defenders Added: Antenna defenders squad New rules for antenna destruction (only attack chopper weapons can’t destroy the antenna) New roles added (eg. Specialist Assistants with specific benefits: more stamina, microdagr, Bergen backpack) Delta Squad becames a Mechanized Infantry squad: Delta riflemen can man IFVs Added a Parachuters Squad Benefit system: the Commander has the choice of some extra vehicles to be chosen in game to enhance strategical choices and variability from one mission to the other. The choice is not shown to the other side. Line-up will be maintained as in last version Removed UAV/UGV, added new Tank DLC vehicles and weapons (launchers) And more to see… Scenarios: The first part of the Campaign will be played on Lythium. Then we will move to Chernarus (Open Chernarus version) or Taunus and Altis Mods: CBA; ACE3 (ATC9 version); @ATC9 mod; RH_acc (plus ACE RH_acc compat); Task Force Radio (Stable version), plus the specific map mods (Lythium & Jbad for the first part). Battle day and time: Sundays at 19.00 UTC Schedule and Campaign opening: will follow soon Registrations are now OPEN! Stay tuned and thanks for playing ATC! To learn more: http://www.arma-tactical-combat.com -
SP The Bridge at Davle This is a Cold War combined arms mission based on the 'Soviet Assault (Large)' scenario featured in the 'Cold War Gone Hot: World War III 1986' book of the Force on Force wargame series. During 1987's spring season, the Soviets launch a massive assault across the Inner German Border. Elements of the US Army's 2nd Battalion, 64th Armor and 2nd Battalion, 30th Infantry occupy a German village and nearby high ground awaiting the enemy assault across the bridge. The Soviet forces consist of the lead tank company of the advanced guard battalion of the 120th Guards MRR, 39th Guards Motorized Division. This scenario is based on an actual training mission fought by these US Army units NE of Schweinfurt, Germany during January 1987. Can you succeed? Required Addons The mission requires Mikero's Editor Update 103 which can be downloaded from the link below: https://www.ofpec.com/editors-depot/index.php?action=details&id=158&game=OFP Readme Download Link https://drive.google.com/file/d/1ZgO3VTXfA2m4sPjwcRLUWJO-NblL8nL2/view?usp=sharing
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Player Vs Player Large Scale Combined Arms Event
BloodyEarlobe posted a topic in ARMA 3 - MULTIPLAYER
2nd Ranger Battalion will be hosting a Public Player vs Player event on Saturday the 23rd of December (2pm CST). The aim of this PVP event will be to get our name out into the public, and possibly show some people what we are all about but overall, the aim of the event is to have fun, and play the game we all have come to love, the way it was meant to be played. In a large scale, Combined Arms, Player vs Player, environment. The game mode will be as follows: There will be one attacking team and one defending team, after each round the teams will switch. The game will be moderated by a player acting as Zeus. Who may add certain events to keep the battle interesting, like weather changes and perhaps assistance to the losing side. Teams will be assigned on join, and each player will respawn in waves. The game will be modded and use Task Force Radio. A plugin for both arma and teamspeak. We are trying to keep the game mode relatively simple, we want everything to be fun. How to apply: Just respond to this forum. We will reach out to you with a modlist and a teamspeak IP. Make sure you double check the mods before joining. Any extra mods that are not aesthetic will result in a ban (i.e. Blastcore and JSRS, personal arsenal will result in a ban) Requirements: A legal copy of Arma 3. A working Microphone. A general knowledge of the game and modding it. (we're willing to help you out if need be) Semi-Maturity -
Requesting Experienced Mission-Maker for Collaboration
REFORGER88 posted a topic in ARMA 3 - USER MISSIONS
Hi all, I have a something of a predicament before me. I find it very enjoyable making simple scenarios for myself to replay as short, fun showcases of squad-level infantry tactics, armored warfare, and combined arms using the fairly realistic assets afforded by RHS and the various Bundeswehr gear mods. I feel I Have a fairly decent grasp of mission structure and what makes a mission fun while still incorporating the somewhat realistic objectives, circumstances, and jargon I've picked up through my service. Unfortunately, I don't have an expert grasp on the Eden Editor. I can use waypoints and triggers effectively to create a fairly simple and effective version of a real mission, and can use simple ambientAnim scripts to provide a fairly varied environment, but I lack the intimate knowledge with the Editor to use more advanced scripting, and creating actual tasks. My request is this. Is it possible that any advanced mission or scenario makers on here would have the patience or interest in taking the basework missions I have provided, and creating a more well-rounded and improved experience from them? I can provide the links to the missions I've made so far on the Workshop, and if anyone is interested, I would greatly appreciate it. I would absolutely love it if the simple missions I enjoy making could somehow be elevated by a more experienced hand with the interest in pursuing this LINKS: - Bundeswehr: Armored Warfare http://steamcommunity.com/sharedfiles/filedetails/?id=912514095 -Bundeswehr: Infantry http://steamcommunity.com/sharedfiles/filedetails/?id=908530453 -RHS US Combined Arms Showcase - Takistan http://steamcommunity.com/sharedfiles/filedetails/?id=914002496 -
[RECRUITING] 10th Armored Cavalry Brigade [21+]
commandrawesome posted a topic in ARMA 3 - SQUADS AND FANPAGES
The 10th Armored Cavalry Brigade The 10th Armored Cavalry Brigade [10thACB] is a community of dedicated gamers who desire to play Arma3 the way it was meant to be played — using teamwork, unselfish role playing and the latest mods and communication technologies to simulate a serious military experience in a fun and relaxed gaming environment. We are currently accepting new recruits and have openings in all four elements: 1. Infantry 2. Armor 3. Artillery 4. Air Team If you are interested in learning more about us but are not quite ready to apply as a recruit, we recommend you come to our Teamspeak Channel and talk with one of our members. TS3.10thACB.com Basic requirements for joining our group: 1. Must be 21 years old 2. Must be willing to attend a 3-hour basic training class within 30 days. (Basic training is a review of the basic gaming tools, simulation procedures and military terminology and tactics required of all of our members.) 3. Must be willing to commit to playing regularly. We don’t expect or require you to attend every event we hold, but we do expect you to be as active as you can and to stay in touch with your unit so we can plan. (We conduct two operations a week plus an occasional training session. OPs are generally held Thursday and Saturday at 9 p.m. ET / 6 p.m. PT). 4. Must be a teamplayer and check your ego at the door. (We expect all our members from the Commander to the newest Recruit to treat others with respect and consideration and we don’t want drama. If you can’t get along and leave your ego at the door, then you probably won’t want to join us.)