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• View topic - ATC#9 CAMPAIGN: RULES

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 Post subject: ATC#9 CAMPAIGN: RULES
PostPosted: Sun Nov 18, 2018 12:01 am 
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ATC#9 CAMPAIGN: RULES

Rules may be updated and revised since the start of the campaign. After that they are definitive.





, Ellman's courtesy!

The Battleground: Lythium
battleground.jpg
battleground.jpg [ 1.11 MiB | Viewed 40405 times ]


No Entry zone (blue), No Mortar zone (grey) and Base Area (blue diagonals), Blufor Base
blu-base.jpg
blu-base.jpg [ 1.18 MiB | Viewed 40405 times ]

No Entry zone (red), No Mortar zone (grey) and Base Area (red diagonals), Redfor Base
red-base.jpg
red-base.jpg [ 1.58 MiB | Viewed 40405 times ]


Details on Blufor Base
details-blu.jpg
details-blu.jpg [ 2.32 MiB | Viewed 40405 times ]


Details on Redfor Base
details-red.jpg
details-red.jpg [ 2.19 MiB | Viewed 40405 times ]


Scenario: Lythium for the first part of the campaign.
Lythium map is divided in 4 areas for side. The fourth area is the last to be conquered. It can be attacked if one side has at least two of the other 3 areas. If conquered, the Lythium map is won.

Mods: See Section. Mods may be updated and revised since the start of the campaign. After that they are definitive.

Frequency & Lenght: 8 battles, once a week

NEW RULE ABOUT ATTACKING-DEFENDING SIDES

Previously the attacking side kept on attacking unless it lost or won twice for 2 sectors to 1. Example first battle 2:1, keep attacking, second battle 3:0 keep attacking, third battle 2:1 keep attacking ...

New rule in ATC #9: the attacking side switches after battles disregarding the outcome of the battle itself. So side A starts attacking in the first battle, side B attacks in the second battle and so on.
In ATC #9 there are 8 battles, 4 times side A is attacking, same for side B.
The areas which are completely won by winning all 3 sectors cannot be attacked anymore.

About ACE:
- No ACE-specific medical system in ACE_ATC9, we will use the vanilla one
- CBA Settings for ACE modules detailed below in Appendix

Stamina: AT/AA Specialists Assistants (new role) has increased stamina (1.3). They are equipped with Bergen backpacks.

Advanced Flight Model is forced in the mission.

Line-up time: 12 minutes for the attackers, 6 minutes for the defenders. Exception: if the attackers have a bridgehead in the area, line-up time will be equal.
The Recon Team and Sniper/spotter Teams don't have line-up time, so they can do recon. Same for one pilot that can transport them.
Attack choppers: they are locked for 12 mins (until the lineup time for both sides ends).
Warning! During the line-up time players that are not recon (Recon team, sniper and spotter teams and pilot for recon teams) may NOT leave the base area (red or blue diagonals) or they will be killed with no warnings!

Sector Defenders:

Alpha, Bravo, Charlie squads are tasked with defending the sectors (for the defending side). They spawn in base and can equip there. They can do volunteer teleport to their respective sectors when they are done (mouse wheel action at billboard). At the end of the lineup time all who did not teleport are automatically deployed in their sectors. See detailed base picture for base zones.

Delta Squad: it is a mechanized infantry squad. Delta riflemen can drive APCs and IFVs. Details on vehicle restrictions in Appendix

New capture rules:

Level 0 : defenders at least 6 (to hold the sector) ; attackers 10 or more
Level 1. defenders at least 6 ; attackers 11 or more

-Vehicles count as one for the sector capture

- Disputed sector (new): if the attackers are 2 times more than the defenders (and the defenders are enough to hold the sector), the sector becomes "disputed" and a countdown starts. During the countdown time both sides should try to "solve" the dispute, that is to kill some opponents in order to reverse the situation. At the end of the countdown time if the situation has not changed the sectors remains of the defenders. Countdown time is currently set at 4 minutes.

- New: the Recon Team do not count for sector capture

Respawn rules:

Respawn time for players: 1.5 minutes
No vehicles respawn. Only exception, the transport trucks.

New! Individual respawn tickets for players are now set as 3 tickets (3 lives in total). After each respawn players will lose something in their equip (for example, optics). Details on equips and equip levels in Appendix

Antenna:

Has to be deployed by the commander in the first 15 minutes of the game. The antenna can be destroyed by all means except attack choppers. As in previous versions the antenna functions as blue forces tracking.


Antenna defenders (new):

A 4 men squad (Hotel) has the task to defend the antenna. They start in base and can equip there, but they are teleported at the antenna position when it is deployed

Repair/rearm time in base service areas: 60 sec for ground vehicles, 90 sec for air vehicles.

Logistic vehicles: 2 logistic vehicles for side, they can do rearm, repair, refuel. Do not respawn. Engineers can drive them.

Mortar: there are 2 mortars in base. In ATC#9 edition everyone can use the mortar. There’s an area marked on map forbidden for the mortar (around the enemy base, so blufor mortars cannot enter the area around the redfor base and vice versa), make sure do not enter this area or the mortar will disappear. The use of the mortar is forbidden in the last 20 min of the game (the mortar will be deleted), this to avoid last minute rushes for conquering the sector.

No Entry Area! Bases are off-limits for the enemy faction. Trespassing will simply kill you with no warning! So beware!

New! Benefit system:

The Commander has the choice of extra vehicles/equipment. This choice has to be made within 15 min from the start of the game.

Benefits are as follows:

- SPECOPS: 2 Little Bird (unarmed) but 1 transport helicopter less in base (Ghosthawk or Orca depending on the side); 2 extra armed jeeps (uncovered); 6 non-steerable parachutes in Benefit box (marked in map).

- ANTI TANK: 1 extra Nyx AT (no vehicle restriction, can be driven/manned by everyone) plus 3 NLAW and 3 MRAWS launchers, 6 MRAWS_HEAT ammunition and 6 AT mines (can be carried by everyone) in the Benefit box (marked in map)

- RHINO: 2 Rhino (different camos for the two sides) that substitutes 2 MBTs (2 Merkava for Blufor and 1 T-140 and 1 T-100 for Redfor), so instead of 4 MBTs you have 2 MBTs and 2 Rhinos

- FACTION POWER: different for Blufor and Redfor
Blufor: 2 armed Wildcats (Hydra 70 Rockets) instead of 3 unarmed Ghosthawks
Redfor: 2 T-140 K (Command variant) that substitute the two T-140

- SECTOR DEFENSE (for defending side only, and only if the defenders hold all sectors in the area). Sector crates will have the following extra equip (in each sector crate):
1 extra Titan AA launcher
1 extra NLAW launcher
2 extra AA missiles
2 extra MRAWS_HEAT and 2 MRAWS_HE
2 extra AT mines, 2 SLAM, 2 APERS, 1 claymore
In addition there will be:
1 Static Grenade launcher in each sector
1 extra logistic vehicle in base

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PostPosted: Sun Nov 18, 2018 4:29 am 
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Joined: Wed Jul 15, 2009 11:22 pm
Posts: 658
APPENDIX 1 and 2

For Appendix on Equipment by Classes and Vehicle Restrictions please refer to the ATC#9 Booklet

https://www.arma-tactical-combat.com/atc-9-booklet/

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PostPosted: Mon Nov 19, 2018 2:28 am 
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Joined: Wed Jul 15, 2009 11:22 pm
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APPENDIX #3

CBA SETTINGS FOR ACE3


Advanced Ballistics:
Enabled, default settings

Wind deflection:
All enabled

Mk6 mortar:
Air resistance: enabled
Artillery computer: disabled
mk6 compass: enabled
Manual ammo recharge: enabled

Explosives:
Request specialist: no; penalty for non-specialist; explosion while defusing: enabled

Repair:
Repair allowed to: engineer only
Change wheels: everyone
Max repair with toolkit: 0.6
Max repair by engineer (without toolkit): 0.4
Remove toolkit after use: no
Complete repair locations: repair vehicles and facilities
Complete repair allowed to: Engineer only

Rearm:
Rearm amount: all vehicle
Ammo supply: unlimited

Advanced fatigue:
Overall performance: 1*
Recovery factor: 1
Gear factor: 1
Terrain factor: 1
Sway factor:1

*Specialist Assistants have the stamina (overall performance) increased to 1.3

Hearing:
Enabled

Advanced throwing:
Fly arc disabled;
Everything else enabled

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PostPosted: Tue Feb 19, 2019 1:02 am 
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ATC#9 CAMPAIGN, SECOND PART, ALTIS

The battleground

altis.jpg
altis.jpg [ 988.1 KiB | Viewed 40024 times ]


File comment: Details on BLUFOR base
blubase.jpg
blubase.jpg [ 1008.62 KiB | Viewed 40024 times ]


File comment: Details on REDFOR base
redbase.jpg
redbase.jpg [ 1.21 MiB | Viewed 40024 times ]


Boats addition for Altis:

3 transport boats (no restrictions)
2 armed boats (no restrictions)
2 SDVs (restricted to Recon Team)

Crate with diver's suites and rebreathers

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Arma Tactical Combat


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