COOP: Continued Aid

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Map: Mutumbara
Time: 06:00
Weather: Clear skies
Host: @Karl
DLC Required: None

The central-African nation of Mutambara has been embroiled in a civil war for nearly a year now and it has grown into a full blown humanitarian crisis. IDAP has set up aid station in towns and villages across the country, but the war makes it difficult to get these stations supplied. Our allies set up a coalition to aid IDAP in their work. Their mission OPORD can be read here: COOP: Foreign Aid
After recent shifts in regional power, a local warlord captured an old munitions supply which contained large quantities of mines. To get a leg up on their foes, they have mined many of the roads in the region, as to prevent their movement. This has also caused new issues for IDAP.


I Situation

The US has decided to join the coalition started by our allies to provide assistance and stability to the region. The 4th Infantry Division has been deployed to the region. We are part of the 2nd Stryker Brigade Combat Team (Mountain Warrior) with our Engineers to provide assistance to IDAP Aid workers in de-mining the area. We are also tasked with helping deliver some vital supplies to a town which recently was subject to combat.
IDAP EOD Specialists have found an area with a high density of mines, and also marked some other areas causing them troubles, which seem to have been set up recently. This has caused some of their units to be stranded or cut off from their camps.

Friendly Forces

  • 4th Infantry Division, 2nd Stryker Brigade Combat Team, US Army
  • Platoon, Alpha, Bravo, Charlie, Engineers, Dagger, MMG, Mortar
  • 1x M977A4-B (O-GPK/M2) loaded with IDAP supplies


  • 1x M977A4-B (O-GPK/M2/Repair) - 3 seats: 1x driver, 1x gunner, 1x passenger - Repair Truck
  • 2x M1132 (SMP/M2) - 10 seats: 1x driver, 1x vehicle commander, 1x troop commander, 8x passenger - Demining Stryker
  • 1x M1126 (Mk19) - 10 seats:1x driver, 1x vehicle commander, 1x troop commander, 8x passenger - HGM Stryker
  • 3x M1151A1 - 4 seats: 1x driver, 1x co-driver, 2x passenger - reinforcement vehicle

Enemy Forces

  • Local warfighter armed with classic soviet-era stuff.
  • They usually move around on foot or via modified civilian vehicles, however, with the recent capture of the ammo depot, they might have something heavier too.


  • All villages still have a sizeable amount of villagers, especially those with IDAP camps.
  • Civilians have mixed opinions regarding our presence, some are loyal to local warlords while some have been impacted by war and rely on IDAP Aid.

II Mission

Our unit has been deployed to assist IDAP with demining the roads and help deliver some vital and urgent supplies. We are to escort the supplies to the IDAP Camp in Mutambara while keeping an eye out for any mines on the roads. We are also to keep an ear out for any camps belonging to the local warlords and eliminate them should they be causing trouble for IDAP.
Lastly, should we have the chance, we are to create a new safe corridor through the red zone.

III Execution

Commander’s Intent

  • The most urgent task is to deliver the supplies to Mutambara.
  • Gather info from IDAP workers regarding enemy activity.
  • Once the supplies have been delivered and IDAP confirms the safety of the roads, we can RTB.

Movement Plan

  • Due to the sensitive and urgent nature of the supplies, we are to avoid the heavily mined area marked with red on the map with it.
  • Due to the risk of mines, the demining Stryker should be in the convoy.
  • Heavy risk of mines on the roads. The Western area of the map has more hostile activity as well.

Fire Support

  • As our FOB was set up very recently, we have no extra fire support.

Optional Tasks

  • We are to create a safe road route through the red zone between the bigger cities to allow faster aid.

IV Administration / Logistics

  • Any captured hostiles can be left with IDAP.


  • IDAP Camps might have some medical supplies if required.
  • Resupplies are available at base.


  • Reinsertions will be on the hour every hour and be adhered to strictly, no deviation is allowed.
  • Reinsertions are the same for all, including vehicles teams.
  • Platoon Commander has a one time reinsertion wild card at his disposal, call this in through HQ.
  • At predesignated times, reinforcements will be sent out of the base in the smallest transport vehicle which can hold reinforcements.
  • Upon insertion to the AO, reinforcements should stick together until regrouping with the main force in the AO.

Globally good mission, nothing particular to say.
About the infantry around Dagger, damn my inner thoughts were all over the place. I saw myself as a bowling player ready to do a strike or spare, no pun intended. When you have a vehicule or armor in the fight near you, don’t stay behind or front of it. I nearly ran over Alpha so many times, you’re lucky there is a camera feed when backing up. Dagger (or Engineer in this case) could need to move in hurry, and when we needed to we couldn’t because there was 3 guys 2m behind Dagger. Price can tell you, that was supper close. Don’t forget that our vision is restricted, even in the front (a crouched or proned guy like 5 m ahead is not visible).

On the Stryker itself: nice vic, not too much bugs (can’t set the speed limiter under 15kph or it will start to jump like a lowrider in a Snoop Dog rap clip). Visibility is okay’ish but that normal since it’s an armored vic.
If another set of armament is available, like a combine MK19 and 7.62/12.7mm or even a 25mm (I think that was one of the iterations available IRL) it would be preferable. The engineer vic had far more potent fire support capability than Dagger.


Great mission from Karl!

The setting of the mission continuously kept us on our toes, I found myself looking at the ground looking for mines 90% of the time instead of looking at my sectors, luckily it didn’t end up being detrimental.

The tension was really high, and every engagement I found myself second-guessing my movements.

I had a exceptional performance from Yellow team, quick to follow orders and take initiative, the only reason we had casualties was due to a bad call from my part during the very first assault, but hopefully once they reinforced I kept them safe until the end of the mission.

I look forward to taking lead of a fire team again and learning the ropes as I keep going!


Our modpack only has these three options: M2, Mk19 or TOW launcher.

IRL there is the Stryker Dragoon which has the 30mm auto cannon, but that is sounding a lot like the LAV we have (and which the Stryker is based on).
There is also the 105 mm MGS (Mobile Gun System) which would make it essentially into an anti-tank vehicle, and I loved it in Arma 2, but idk if there are mods for these two.

The engineering vehicle worked fine when we got going, and it seemed to work as intended when we had low enough speed through the minefield.

Maybe have some object that forced us to leave the vehicle and do some clearing on foot, like some buildings with bombs/EOD in them.

Another fun thing might have been combining it with a heavier dagger, and they need to work together to reach a target.


I really liked the use of the demining vehicle. It worked much better than I had anticipated.

Due to the presence of AP mines everywhere, Alpha was forced to stay on the road for much of the op. @Mastick I don’t think there was a much better way to place alpha and DGR than what we did. Yes, you had to constantly watch where you were driving. However, the alternative was that Alpha is either too far behind you to support, or too far in front to receive support.

I would love to see a similar mission concept again in the future. Maybe give all infantry access to mine detectors, so we can still navigate slowly through minefields without being completely restricted by the path cleared by ENG :smiley:

@Sagu You are a very good FTL. You should do it more often.


Overall when going to an objective I didn’t get any problems, it was more on the fourth objective that it went batshit (Eng was down), and everybody was running front and back around Dagger without care, just to get a firing angle. That’s the moment I was pointing.
Pushing an objective using armor cover is a most than sound tactic, but then we need to know it.


CNTR: CNTR - Carpe Noctem Tactical Recap
TS3 Stats: Grafana

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