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 Post subject: ATC #7 CAMPAIGN RULES
PostPosted: Wed Oct 12, 2016 5:30 pm 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
ATC #7 CAMPAIGN RULES

NOTE: updated version according to the new modset

-What is ATC about?

The ATC is a campaign, a series of battle, between two organized factions. There are tanks, helicopters, and of course infantry: they should work in sinergy all together, leaded by the respective faction commanders, to win battle after battle and then eventually the campaign.

-The battleground

The ATC#7 Campaign is settled in Altis

Attachment:
atc7map.jpg
atc7map.jpg [ 818.39 KiB | Viewed 3398 times ]


-Battle day and time: Sundays at 19.00 UTC

REQUIREMENTS:

@ATC v 1.3;
@CBA3 v3.1.1;
@Task Force Radio (v .9.12);

@Zam_Shownames – optional.

ALL MODS USED MUST BE AT THE LATEST VERSION - UPGRADES WILL BE COMMUNICATED

-General features

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

-Strategic rules & goals

At the start of the campaign there are 5 areas for side, each one comprises 3 sectors. The goal of each side/faction is to control the majority of the areas at the best of 9 battles*. Of course if one side conquers all the areas it will win the campaign.

Each battle consists in a side trying to conquer an area and the other side trying to defend it. To conquer an area you need to control at least 2 of the 3 sectors at the end of the battle.
The battle area is chosen by the attacking side commander (in agreement with his faction) and has to be communicated to the ATC staff at the end of each battle. NEW: in ATC7 the Commander can also chose the time of the battle, to be communicated as before.

For the first battle there will be a draw to decide the faction that will be the attacking side, then the attacking side can attack again if they win the battle, and then attack a third time if they win the second battle by conquering all the 3 sectors of the area, if not (if they lose the battle or capture only 2 sectors) the initiative passes to the other (defending) side, with the same rule. In brief if a side wins twice 2:1 this side will lose the strategical initiative and lose the right to attack. If at the end of a battle the attacking side has conquered only one sector, this sector will remain in their control for the next battles, but of course the area will remain under control of the defending side, that will be the attacking side in the next battle. This implies that if the battleground is a region not completely owned by one of the two sides, both sides will start with a 8 men squad in each sector owned.

NEW: In this ATC we will introduce a very simple "envelopment rule" for the areas, to give a little more value to the strategic aspect of the game: every areas is connected to the base with lines. Imagine it as logistic/supply lines. If an area lost all connections with is motherside base, it will be conquered by the other side. How to cut these lines? Conquering all the 3 sector of the areas where these lines pass.

*: This means that if anytime in the campaign it's impossible for a faction to overturn the result and win the campaign (example: 3 areas of disadvantage at the 8th battle) the campaign will end.

-Tactical rules & goals

8 people 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 team they are in.

To win a battle and to conquer an area, you need — as we said — to conquer at least 2 of 3 sectors. But how can you conquer them? Simple: taking people inside the sectors and killing the defenders. There is always a minimum number of defenders that block any number of attackers to conquer the sector, and this number depends on the level of the sector, which in turn depends on the time that the sector is in the hands of the defenders, making the sector more difficult to conquer. In details:

- First 20 minutes -> Sector Level 0 -> defenders at least 5 (to hold the sector); attackers at least 6 (to conquer the sector, if defenders are less than 5)

-20 -40 minutes -> Level 1 -> defenders at least 4 ; attackers 6 or more

- 40 -60 minutes -> Level 2 -> defenders 4 ; attackers 7 or more

- 60 -120 minutes -> Level 3 -> defenders 4 ; attacker 8 or more

P.s: the vehicles count as 1.

The battles last 2 hours.


Every class (e.g. Machinegunner, pilot, ecc) has its specific equipment and vehicles allowed. For example, only the pilot can sit in a helicopter driver slot; a Grenadier can't use a M240G machinegun, that are reserved to machinegunners and special forces. If you take a weapon not allowed your inventory will not close unless you put down the weapon.


NEW: for this ATC we have removed the side chat, forcing to use the radio and so forcing the sides to organize well-done long range radio communications, maybe even some good radio protocols.

As in the previous editions, a Communication Center (Antenna) can help the Commanders in taking the strategical decisions on the field. The antenna marks friendly troops every 30 seconds. It can be placed within an area shown in the map by the commander of each faction, and is available as long as it is not destroyed. If it is destroyed is lost for the current battle and will be available again only in the next one.


NEW: No more no-limit respawns, but 5 tickets (life) for everyone, that will be reduced to 1 (so, no respawn) for the last 20 minutes of battle, to avoid tricky strategy like to wait until the last minutes for the main assault on the sector. As in the previous editions, dead players will respawn in the respective bases.



RULES OF GOOD BEHAVIOUR

-No cheat
-No try to exploit possible bug and glitch — of ATC mission or ArmA3 game engine — for personal benefit
-No friendly kills on purpose
-No fighting or even travelling in the enemy base area
-Serious gaming, no messing around at the base and in the radio channels

Transgression will be punished by kicking out from THE CAMPAIGN the entire clan in which the transgressor is ranked.


COMMANDER'S CHOICES

At the end of each battle the victorious Commander has to communicate to the ATC staff

- the next area to attack (mandatory);

- the time of day/night and - if desired - the weather conditions

- the position of the antenna square marker (allowed antenna positions).


FINAL NOTE: for ease of communications the ATC Staff reqires at least ONE Team Representative to be active on a special Discord channel - for the invites please ask the ATC Staff.

_________________
Respectfully,

Nemesi,
Chief of Staff
Arma Tactical Combat


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PostPosted: Wed Oct 12, 2016 5:55 pm 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
VEHICLES AND VEHICLE RESTRICTIONS

NATO

Vehicles:

4 M2A1 SLAMMER

2 IFV Panther
3 AFV Gorgon

12 Hunter
4 Prowler (armed)

2 Transport HEMTT (with respawn!)

9 Quads

Logistic trucks

1 Huron
2 UH-80 Ghost Hawk
1 WY-55 Hellcat
2 AH-99 Blackfoot

3 UAV

Static weapons:
4 Mk30 HMG

Boats


2 SDV
2 Armed boats (minigun)
4 Lifeboats

CSAT

Vehicles:

4 T-100 Varsuk

3 BTR Kamysh
2 MSE Marid

12 Ifrit
4 Qilin (armed)

2 Transport Tempest (with respawn!)

9 Quads

Logistic trucks


2 Mi-48 Kajman
2 PO-30 Orca (1 armed + 1 unarmed)
3 Mi 290 Taru (2 transport, one without passenger cargo, for lifting)

3 UAV

Static weapons:
4 Mk30 HMG

Boats


2 SDV
2 Armed boats (minigun)
4 Lifeboats

Allowed vehicles / static weapons slots by classes:


Normal infantry (infantry squad classes and any other unspecified classes):

-Every MGs
-Every Boat slots
-Every truck slots (except repair trucks)
-Cargo and driver slots of
-Cargo slots of Quad and APC/IFV
-Cargo and MG slots of Helicopters

(from now on, difference with the normal infantry marked with a !)

Tank crew driver:


-Every MGs
-Every Boat slots
-Every truck slots (except repair trucks)
-Cargo and driver slots of Humvee
-Cargo slots of Quad
-Every slot APC/IFV
-Cargo and MG slots of Helicopters
!-Driver slot of tanks

Tank crew gunner:


-Every MGs
-Every Boat slots
-Every truck slots (except repair trucks)
-Cargo and driver slots of Humvee
-Cargo slots of Quad
-Every slot APC/IFV
-Cargo and MG slots of Helicopters
!-Driver and gunner slot of tanks

Tank crew commander:

-Every MGs
-Every Boat slots
-Every truck slots (except repair trucks)
-Cargo and driver slots of Humvee
-Cargo slots of Quad
-Every slot APC/IFV
-Cargo and MG slots of Helicopters
!-every slot of tanks

Engineer

-Every MGs
-Every Boat slots
!-Every truck slots (included repair trucks)
-Cargo and driver slots of Humvee
-Cargo slots of Quad
!-Driver and cargo slots of APC/IFV
-Cargo and MG slots of Helicopters

Helicopter pilot:


-Every MGs
-Every Boat slots
-Every truck slots (except repair trucks)
-Cargo and driver slots of Jeeps
-Cargo slots of Quad and APC/IFV
!-every slots of Helicopters

Special forces (SF and sniper/spotter):

-Every MGs
-Every Boat slots
-Every truck slots (except repair trucks)
-Cargo and driver slots of Humvee
-Cargo slots of APC/IFV
!-Cargo and driver slot of Quads
-Cargo and MG slots of Helicopters
!-Parachutes! (for the engine, open parachute are vehicles)


AT specialist:

-Every MGs
-Every Boat slots
-Every truck slots (except repair trucks)
-Cargo and driver slots of Jeeps
-Cargo slots of APC/IFV
!-Cargo and driver slot of Quads
-Cargo and MG slots of Helicopters

_________________
Respectfully,

Nemesi,
Chief of Staff
Arma Tactical Combat


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PostPosted: Fri Oct 14, 2016 7:06 pm 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
ATC/Stick&Stone.pbo changelog:

-Titan AT
NV instead of TI
No Lock, wire-guided
Increased damage
-Titan AA
NV istead of TI

-RPG42
Increased damage

-PCML
Renamed LAW
No Lock
Same optic and ammo of rpg42

-Attack choppers:
No radar
Missiles: wire-guided, lock only with the help of a laser-designator
Less damage for rockets

-IFVs (BMP, Gorgon)
Wire-guided missiles
Increased missiles reload time

-APCs (Marid, Panther)
NV instead of TI

-Laser designator
Removed TI

_________________
Respectfully,

Nemesi,
Chief of Staff
Arma Tactical Combat


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OfflineProfileSend private message
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