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• View topic - ATC #6 CAMPAIGN RULES

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 Post subject: ATC #6 CAMPAIGN RULES
PostPosted: Sun Mar 29, 2015 2:17 am 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
ATC #6 CAMPAIGN RULES

Please read the

Background

2020
At the peak of the Greek economic, political and institutional crisis, some Greek provinces claimed independence from the rest of the country taking up arms. In the North Aegean region, near the Turkish coast, the island of Lemnos proclaimed its independence and the birth of the Republic of Altis, autonomous from both the Hellenic Republic and the European Union. Greece and EU did not recognize the Republic of Altis and asked the help of NATO to suppress the rebellion. As a response the new Republic strengthened its relationships with Iran and the other CSAT countries, which influence reached the nearby turkish coasts.

2021
One year later the Republic of Altis is ravaged by civil war. NATO deployed its forces on the island. Former and defected members of the Altis Armed Forces joined together with other opposition movements to remove the CSAT-backed Altis government and all external influences aiming to reunify the island with the motherland. Altis is de facto divided into two halves, under NATO and CSAT influence, respectively.
There is no more time for diplomacy…

The battleground

The ATC6 Campaign is settled in Altis




Battle day and time: each Sunday at 18.30 UTC (start of the battle). TS assembly starts at 17.30 UTC; briefing and slotting starts at 18.00 UTC.


Features

Attack/defense system, hierarchical organization based on roles and specialization reflecting nearly real combat balance, weapon restrictons depending on role and speciality, vehicle limitations depending on soldier's role.

Thermal view is disabled (ATC addon); optics limited to specific classes.
Radar is disabled from helis (new)
Targets can be locked (helis) via laser designator or IR light (new).

Requirements

@; @;
@

#1. The battle

#1.1 Sectors, starting and victory conditions

The map is divided into two halves containing 7 regions each, plus the respective main bases. In each region there are 3 contended sectors, the "strategical" defender starts with a 5 members infantry squad in each of the three sectors, while the remaining forces start from main base. The region surrounding the bases is protected, and enemies cannot enter there.

At the end of the battle (2 hrs) the effective possession of each sector is recorded, and wins the faction holding more sectors

#1.2 Sector setup

8 people (new) from teams A (Alpha), B (Bravo) and C (Charlie) of the defending faction will start at sectors A,B, and C. JIP players start at the main base whatever teams they are in.

#1.3 Sector conquering rules

The difficulty in conquering a sector rises as a team holds it for a long time, this to encourage fighting on all sectors during the 2 hours and not only the last 5 minutes.

Sector levels

- First 20 minutes -> Sector Level 0 -> defenders at least 5 (to hold the sector); attackers at least 4 (to conquer the sector, if defenders are less than 5)
- 20 -60 minutes -> Level 1 -> defenders at least 4 ; attackers 5 or more
- 60 -90 minutes -> Level 2 -> defenders 3 ; attackers 5 or more
- 90 -120 minutes -> Level 3 -> defenders 3 ; attacker 6 or more

The level change is displayed by a hint.

In the case the sector is empty (no troops inside sector) it remains in the hands of the faction that conquered it the last time

#2. Support

The Communication Center (Antenna) is placed on the map by the general commander of each faction at the beginning of the battle, and is available as long as it is not destroyed, if it is destroyed is lost for this battle and will be available again only in the next battle.

The antenna allow to mark friendly troops every 30 sec. It can be placed within an area shown in the map.

#3 Respawn

#3.1 Infantry

- All infantry respawn at the main base. All human personnell has a respawn time of 30 sec.
- Vehicles do not respawn.

#4.1 Slot and role assignement

You must choose a slot/role based on your faction Commander's decisions.
Different roles have different weapons at start up. In the ammo boxes you will see only the weapons you are allowed to carry. If you take a weapon not allowed your inventory will not close unless you put down the weapon.

#4.2 Vehicles

Vehicle limitations:

Only pilots can pilot helicopters, although the gunner position can be occupied by anyone.

Only crewmen can enter the heavy tanks as gunner, driver and commander. Gunner and Commander seats are limited to gunners and commanders, respectively (new). Gunners and Commanders can take the driver seat, but not vice versa (drivers are limited to driver seat) (new)

APCs can be driven by crewmen and engineers. Other seats can be taken by everyone.

All can parachute, but parachutes are limited.

You can use the various different trucks to refuel or rearm. Only engineers can drive repair trucks.

#5. Campaign

#5.1 Battle location

The winner retains the right to choose the next battle location and the choice has to be communicated at the end of each battle.

#5.2.1 Strategic value of the battle regions

In case of full victory of the attacking side (3 sectors vs 0), the region is conquered by the attackers, on the reverse in case of full victory of the defenders the region remains in the hand of the defending side.

In case of incomplete victory (2:1) the region is conquered by the side who owns 2 sectors. If a side wins twice 2:1 this side will lose the strategical initiative and lose the right to attack.

The defender starts with one 8 men infantry squad in each sector, but if a region not completely owned by a side will be attacked, both sides will start with a 8 men squad in each sector owned.

The regions fully conquered by one side while attacking (3:0 victory) cannot be attacked anymore.

#5.3 Frequency

The battles have a weekly frequency

#5.4 Duration

The ATC #6 Campaign will last 12 battles in total.

_________________
Respectfully,

Nemesi,
Chief of Staff
Arma Tactical Combat


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PostPosted: Wed Jul 08, 2015 6:21 pm 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
ATC ROSTER

NATO/CSAT

HQ- Commander
HQ- Co-Commander
HQ- Designated Marksman
HQ - Medic


ALPHA
1. Team Leader
2. Automatic rifleman
3. Machinegunner
4. Rifleman AT
5. Medic
6. Rifleman GL
7. AA Specialist
8. Explosive Specialist

BRAVO
1. Team Leader
2. Automatic rifleman
3. Machinegunner
4.Rifleman AT
5. Medic
6. Rifleman GL
7. AA Specialist
8. Explosive Specialist

CHARLIE
1. Team Leader
2. Automatic rifleman
3. Machinegunner
4.Rifleman AT
5. Medic
6. Rifleman GL
7. AA Specialist
8. Explosive Specialist

DELTA ONE
1. Team Leader
2. Automatic rifleman
3. Automatic rifleman
4. Rifleman AT
5. Medic
6. Rifleman GL
7. Rifleman
8. Rifleman

DELTA TWO
1. Team Leader
2. Automatic rifleman
3. Machinegunner
4. Rifleman AT
5. Medic
6. Rifleman GL
7. Rifleman
8. Rifleman

ECHO
1. Team Leader
2. SF Operator
3. SF Operator
4. SF Operator
5. SF Operator
6. SF Operator

FOXTROT
AT Specialist
AA Specialist
AT Specialist

GOLF ONE
Sniper
Spotter

GOLF TWO
Sniper
Spotter

HOTEL
1. Pilot
2. Pilot
3. Pilot
4. Pilot
5. Pilot

INDIA ONE
Commander
Driver
Gunner

INDIA TWO
Commander
Driver
Gunner

INDIA THREE
Commander
Driver
Gunner

ENGINEERS
Engineer
Engineer
Engineer
Engineer

_________________
Respectfully,

Nemesi,
Chief of Staff
Arma Tactical Combat


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OfflineProfileSend private message
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