Arma 3
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D-Day: Band of Brothers Mission 1 - The Jump
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer
Scenario Type: Infantry
Scenario Map: OtherMap
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
6.327 MB
9 May @ 4:59am
18 May @ 5:05am
2 Change Notes ( view )
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D-Day: Band of Brothers Mission 1 - The Jump

Description
Gday everyone !

This is a single player remake of my famous D-day Band of Brother mission played with the FAWR milsim team.

Expect a fully voiced single player mission. If you miss the old call of duty feels and yearn for HBO's BOB look no further.

The reason there's so many of them mods is simple: this is the first of a long series of missions I intend to do. I know plenty of you will ♥♥♥♥♥ and man and its your right. That being said what's made for free shall be received for free. Enjoy!

Expect:

1. A one hour plus Singe player mission
in the style of the old Call of Duties of Yore and Band of Brothers the HBO TV Show
2. It is fully voiced and animated with over a 100 voice lines
3. Challenging and hand holding you the entire time
4. Use your brain, your map and your compass
5. Expect follow up missions!



PLOT:

Your name is Eugene Connor - You are a Private First Class in Baker Company - 101st Airborne. You are in line to jump over the skies of Normandy ahead of the beach landings on UTAH beach. Once on the ground your task is to clear an enemy held junction that is vital to both allied troop movements and a hindrance to enemy movement. You will be dropped far behind enemy lines without any hope of reinforcements or support for hours. Expect enemy resistance to increase as your landings are made public to the germans. 1 out of 3 are not expected to come back. Good luck!


TIPS:

Don't paradrop by yourself - Let the script run its course.

Use your compass and your map and stick to the roads.

Good luck trooper!

PS: if you use 3rd person god will kill a kitten

UPDATE: 11-5-24

Removed 22 Mods from the required list

UPDATE: 13-5-24

bug noticed - GPS equipped at launch when it shouldn't. GEIST might have a bug making the soldiers invincible.

11 Comments
Ostendadler  [author] 28 May @ 9:43am 
Here is a teaser for Mission 2: https://www.youtube.com/watch?v=OtjQJBgI_AU
Ostendadler  [author] 28 May @ 9:29am 
Mission 2 is still in development - It should be done by end of this week. Each mission takes about a minimum 24 hours of real life to write up, script, test, voice and debug - That's mixed with real life - work - duty and all. I'm humbled to see a 100+ people have taken the time to download this mission. I'm not really doing this for clout but rather for a selfish reason - It takes my mind away from grief. Everything I've put together as dependencies enable my story telling to come to life with the right props. I wish I could do with less (and i have - we're down 90% in mod sizes and numbers). Thank you all for being part of this. See you all for Episode 2 !
countryman 27 May @ 5:23pm 
also i cant find mission 2
countryman 27 May @ 5:20pm 
will download when i get the ww2 dlc
FUBAR 27 May @ 1:10pm 
This looks awesome. I can tell a shit load of dedicated work went into it. Is there by chance any way you could exclude some of the mods, make a different more barebones version? I guarantee you, you'd get a hell of a lot more subs. I'm subbed
Ostendadler  [author] 18 May @ 5:10am 
Updated - Lost 20GB + of mods required.
Komodo 14 May @ 7:46pm 
for an SP mission 2-3 mods is ideal i would say
crystalsexton31 14 May @ 6:24pm 
why is JM's Second Assault not on the workshop anymore
Ostendadler  [author] 12 May @ 11:47am 
How many mods - or how many gb can you guys stomach? I'll see what I can do for the Mission 3. Mission 2 is way too far gone for less mods.
Frost 12 May @ 1:14am 
@Komodo I agree. The mission seems very interesting. Thought, too many mods. Some of them seem also completely unnecessary from a gameplay pow. I'm a big fan of realistic aesthetic, but this is a bit too much
:(