Arma 3
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Airborne Raiders (Ruha)
   
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Data Type: Scenario
Scenario Gameplay: Multiplayer, Coop, Zeus
Scenario Type: Air, Infantry, Vehicles
Scenario Map: OtherMap
Meta: Dependency
Tags: Tag Review
File Size
Posted
206.719 KB
5 Aug, 2022 @ 9:00pm
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Airborne Raiders (Ruha)

Description
This mission will randomly generate an occupied location on the map. Friendly airborne units will insert via static line drop, complete their objectives and extract via helo. Some variables can be customised in the parameters. SMEAC and tasks will generate after loading in. Area of Operations is chosen and populated randomly. Chance of AI patrols, bunkers, roadblocks, MG nests, vehicle patrols and occupied buildings. The number of enemy reinforcements will increase with more players. Works on dedicated.

SITUATION
The enemy have occupied the Area of Operations as well as a nearby town. NATO Command wants to launch a major offensive in this area however before we can, leadup operations must be carried out to reduce the enemies command and control, numbers and support capacity.

MISSION
1st Platoon will conduct an airborne assault on the AO in order to weaken forces staged in the area. The goal will be to draw at least a platoon away from the nearby town. Primary tasks must be completed prior to exfil.

Refer to Tasks in mission for further objectives.

EXECUTION
1st Platoon will deploy via static line paradrop at a Drop Zone selected prior to mission launch, secure the drop zone and then move to clear an Patrol Base. Platoon commander will have the discretion over rules of engagement however eventually enough of a disturbance must be made to get the attention of the QRF elements. Once triggered, the enemy will proceed to your AO in increasing numbers. Do not overstay your welcome.

NOTES
1) Reinforcement drops are limited to wave number defined in parameters.
2) Respawn point at base is the only one available. If the drop zone is lost, then reinforcement drops will be unavailable until it is retaken. While it won't be a primary target of enemy elements initially, they will soon realise what's going on may try to cut you off.
3) Vehicles can be repaired by anyone with a toolkit.
4) A supply box will be dropped along with the platoon on the initial insertion. This will be your only available resupply. Choose your loadouts carefully and manage your resources. Fresh reinforcements can top up their loadouts at base.
5) Landing area may or may not be opposed. The further away from the AO you are, the safer you will be however you'll then need to travel further.
6) Once primary objectives are completed, a section leader will be able to call for extract. Once this occurs, respawns will be disabled. Do not call for extract until the Platoon is ready. If the pilot role is selected then extract will be via that player. If no pilot is selected then extract will be via AI.
7) A selection of vehicles can be spawned in and loaded into the second aircraft for insertion on the intial drop. This will be the only opportunity to deliver vehicles into the AO. Choose wisely.

DROP NOTES
This mission uses Beerkan's Simple Paradrop Script with some slight tweaks.
1) A drop zone and drop direction must be selected after mission start.
2) The transport aircraft will depart once all alive players in the base are onboard.
3) The ramp will open once the transport aircraft is 2km from the drop zone.
4) Players do not need to equip a parachute in their backpack slot.
5) Players should not manually exit the aircraft. They are hooked into a static line by default and will be automatically deployed with a parachute when over the drop zone.
6) Once on the ground, players backpack will become available again.