COOP: Full Throttle

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Map: Colombia
Time: 05:30
Weather: Thunderstorms and foggy, with clearing of fog and overcast weather predicted later in the day.
Host: @Justarico
DLC Required: None

OPORD

I Situation

For years the Cartesian government has battled local and international cartels in the war on drugs. And safe to say, they’re losing the fight. Corruption is at an all time high, whilst enforcement is at an all time low. For this very reason the congress of the Federated Territories of Zambwilla has instructed the creation of a specialized taskforce with the sole objective of aiding the struggling Cartesian government. You have been selected to participate in it.

Friendly Forces

Years of government neglect have taken their toll on Cartesian government forces. Pay, and therefore morale are low, so always keep your guard up around government forces appearing where you don’t expect them to. They might not be on your side.

  • Platoon, Alpha, Bravo, MMG, DMT and MAT are available.
  • Cartesian Militia
  • Cartesian 7th light armour brigade.
  • Cartesian motorized Rapid Response Brigade
  • FTZ Drug Enforcement Officers
  • FTZ Logistical support units

Special note should be taken of a local squad called the Perro Del Infierno, Filled with veterans of the third Guerra de Independencia. They’re anti-drug hardliners and a natural ally in this deployment. Whilst not particularly liked by Cartesians, due to their questionable ethical standards and morality, they’ve proven themselves incorruptible to the cartels. You are therefore ordered to turn a blind eye to all but the most egregious of activities. For those activities that seem to break even the loosest of standards, you are instructed to let them proceed, but record evidence of it happening. It might one day prove useful when new elections come around.

Assets

Due to the rapid nature of the deployment your own assets are heavily dependent on what the Cartesians had spare laying around.

  • 3x Hilux (open) - 8 seats: 1x driver, 7x passenger - no callsign
  • 3x Hilux (armed, light amour package) - 5 seats: 1x driver, 1x gunner, 3x passenger - no callsign

Any equipment you come across in the field which can be repaired by FTZ Logistical support or don’t require repair can also be utilized.

Enemy Forces

  • Due to the unpredictable nature of the cartels, we’ve been unable to garner much information about size, composition or location of enemy units. Heavy armour is extremely unlikely in the jungle terrain, as the cartels prefer faster and more mobile solutions. The Cartels also heavily use the various rivers and lakes to transport goods and men by water. Often in unreinforced wooden boats, sometimes fitted with static gun emplacements.

  • That being said, more and more military grade equipment has gone missing from government including River patrol boats, transport helicopters, APC’s and mechanized troop transports, and even older (bi) planes.

Civilians

  • Civilians often know it’s in their best interest to leave areas under heavy Cartel influence. However Cartel members might stage ambushes in civilian and government controlled sectors.

  • Civilians are indifferent to our forces for the time being.

II Mission

Due to the rapidly changing nature of deployment, all assignments are delegated to regional OPCOM located at FOB Blackwood. Your main priority after touchdown is gearing up and making your way over there. Unfortunately, the runway near Blackwood has been out of commission for a while after one of our transports was shot down over final approach. Luckily for us, Perro Del Infierno pilots have volunteered to act as a shuttle service between the airbase and FOB as well as for reinserting.


III Execution

Commander’s Intent

  • Clear the immediate surrounding of Blackwood.
  • Clear out suspected Cartel locations.
  • Destroy any drugs and secure found weapon caches…
  • Hold cleared areas until friendly forces arrive.
  • Under no circumstances implicitly trust Cartesian government forces not sent by HQ. If unsure contact HQ for clarification of situations that might arise.

Fire Support

  • Due to current taskforce logistical situation no fire support is available. If ground team manages to secure any sort of fire support friendly forces can be tasked with said equipment.

Optional Tasks

  • Secure and repair enemy assets for later use.

IV Administration / Logistics

  • If any cartel members are taken prisoner, they are to be held until evacuated by friendly forces.

Resupplying

  • Ammo resupply is handled by FTZ Logistics teams.Reinserts/Reinforcements can take ammunition and medical crates with them as well where applicable.
  • Due to nature of terrain, MEDEVAC is unavailable. Instead mobile hospital trucks known as MOHO’s are available in certain regions.

Reinforcements

  • 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 two time reinsertion wild card at their disposal, call this in through HQ.
  • Reinforcements and Reinserts are free to bring repaired assets with them from base once cleared by command.
  • Upon insertion to the AO, reinforcements should stick together until regrouping with the main force in the AO.
3 Likes

OCAP: OCAP

TS3 Stats: Grafana

Some feedback/thoughts:

  1. I can see that a lot of effort and thought was put into quite a few objectives and parts of the mission. The intro was fun, though maybe not for everyone, mainly due the limits of Arma, which caused quite the bit of desync in the intro sequence for a lot of people, me included. I don’t mind too much, but it was a bit glitchy/laggy after landing.
  2. The set pieces were nice, especially the mine/quarry area. Scouting enemies while they were slowly revealed by the fog was fun, but after fighting started, it was just target practice due to the static and unresponsive enemies. Might have been dynamic sim causing issues. I was also expecting some sort of flank from behind but we mainly just had to deal with the static enemies making the approach quite straight forward for yellow team. I would’ve liked it to be a bit more dynamic, but otherwise it was a cool compound to fight in.
  3. The boat chase made sense in terms of story, but in Arma it was a bit silly, especially til we got boats with equal speeds for the squad.
    We could overtake the boat, and they clearly knew we were there, but the ambush after their landing was mild, at least at first, but we did get pummeled after the reinforcements arrived. It felt a bit forced and slow is all, after landing it was quite fun.
  4. The bridge crossing sequence was quite fun, especially with the armour surprise. I will try to steal this idea.

In short, the mission clearly had a lot of polish and A LOT of work put into it in the editor, and I definitely saw and appreciated it, but I wish there was a bit more dynamic events from the Zeus end. Performance was a bit eh due to the heavy fog and rain, but at this point I am a bit more in the lower end PC specs wise and there’s only so much you can do for Arma. I did not hear or see anyone complaining about it myself though.

Thank you for an epic intro, and the polish and I can’t wait to see your future missions!

1 Like

Really interesting and fun mission. I thought you did really well with something for everyone in the mission. Even things that I personally might not love I could see other people liked and you did well to hit a good balance. Personally I really loved the tricky combat bits because they were tough but we managed to avoid being completely wiped out. When we got surrounded we still managed to just scrape through by falling back to rocks and defending. The bridge was full of great action. Looking forward to your future events!

3 Likes