COOP: Revenge of the Counter Stommenberg Alliancy Treaty

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Map: Bozcaada
Time: 1400
Weather: Overcast
Host: @Ohdahh with Co-host @Shadisica
DLC Required: None

This mission builds on the story of “COOP: North Atlantic Terrorist Organization”, if you want more details about the lore so far, go read it in the war stories thread. A little TLDR:

In the far future, after years and years of civil wars, the once peaceful European nations have convoluted to a new being: North Atlantic Terrorist Organization, or short, NATO. In service of their great leader Jens Stommenberg they try to take over as much land as possible so they can stretch their influence across the remainder of “Europe”.


I Situation

After our assault on Jens Stommenberg and his North Atlantic Terrorist Organization’s occupation of Stratis, we’ve scared them good. With little to no troops left on the island, they’ve retreated. Now’s our chance to strike back, let’s hit them where it hurts!

We’ve decided that the best way to shake their defenses and push back his influence across Europe, we need to cut off his main forms of communication. This is where Bozcaada comes in, he uses the Turkish island as his main source of telecommunication, everything passes through there, let’s go break it.

With everything we’ll learn today, we might find a way to locate Stommenberg himself and end his tyranny forever!

Friendly Forces

  • Counter-Stommenberg Alliance Treaty
  • Task Force Noctem
  • PLT, A, B, C, ENG, DAG, MAT, MMG


  • 4x Tigr - 5 seats: 1x driver, 1x gunner, 3x passenger - no callsign
  • 1x BTR-60 - 3 seats: 1x driver, 1x gunner, 1x commander - callsign “Dagger”

Enemy Forces

  • North Atlantic Terrorist Organisation
  • These guys are less armored than the ones that captured Altis, but since this is a big base of operations for them, they have other means to defend themselves.
  • USA Army
  • Possibly (multiple) enemy hinds
  • Armored vehicles
  • The opportunity to defend and trap any trespassers
  • Reinforcements from their HQ should it be necessary


  • Unknown, possibility exists that in the town there is a small civilian population.

II Mission

We are dropping you off on the military airbase on the westside of the island, with only two goals: neutralize the enemy activity enough that we can gather enough intel and destroy any means of enemy communication.

From our limited information, we’ve noticed that there are two hotspots of activity on the island, a smaller military outpost and the buildings south east of it. We’re sure that the military outpost acts as the first line of defence, but they won’t know we’re coming, stealth is a possible advantage here. Unfortunately, we can’t disguise your presence forever, so enjoy it while it lasts.

The town is where most of the units come to relax, take a nap and overall live. From the intel we’ve gathered, we did not spot any civilian activity, but it could definitely be possible that there are some locals living here, caution is adviced.

Afterwards, the last piece of intel we’ve gathered is that there are three main communication sources on the island, we also know that these three need to be dismantled in the correct order, since doing it any other way would alert outside reinforcements. Do not fret, we know the first piece of intel will be in the general direction of the churches in the center of the map (careful here for possible traps). Afterwards, the additional intel will be on location itself.

III Execution

Commander’s Intent

  • Neutralize enemy forces on the southside of the island.
  • Optional: Secure any civilians if they are present (careful, there might be sympathizers among them).
  • Gather intel on the churches/graveyard.
  • Destroy the three points of communication in the correct order.

Movement Plan

  • Up to PLT, based on the intel received.

Fire Support

  • Fire support is present in the form of Dagger (BTR-60)

Optional Tasks

  • Be on the lookout for intel that will tell us more about Jens Stommenberg’s possible location, so we might be able to use that in the future.

IV Administration / Logistics


  • Resupply is available for all elements, will be delivered upon reinforcement reinsert


  • 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.
  • At predesignated times, an air transport will be sent out to pick up reinforcements from the base.
  • At predesignated times, an armed escort vehicle will be sent out to escort reinforcements from the base.
  • Upon insertion to the AO, reinforcements should stick together until regrouping with the main force in the AO.
1 Like

Really liked the OP. The overall balance was quitte good, even if the line up on our vics could be rearranged. Like only one armed Tigr, all other unarmed, and maybe a Dagger with better caliber (BTR 80 or BMP?) for support.
Don’t know how exactly what went on the second objective, since Yellow was at the southern entry clearing the compound during the back stab, but damn that was quitte the fort Alamo situation for me at the top of the prefab.
Last objective was quitte chaotic, the helicopter seemed invincible even after firing 3 or 4 pkm’s amo boxes on it, but that more a skill issue :smiley:
Bravo Zulu to Umi who got the Yellow lead for nearly half the OP, really nice job.


Fun op idea in general and well picked positions!

Main issue from my side (as Dagger member), the BTR-60 was not a good pick for this mission with the armed Tigr cars, as the armament on Tigr cars essentially outclassed the BTR. As the BTR has a lot of seats/spaces for transportation, it could’ve been the primary mode of transport by giving other players unarmed Tigrs or UAZ cars, which have less space in them + less armor, but can still be armed if you want players to have more guns. The BTR could have also been taken by 2 people instead of 3 as the driver had the best visibility tbh. The BTR also has no zoomable optics, which really limited its long range shooting.

The operation is otherwise good, though I cannot speak for each encounter as in the BTR we did not see too much. I really do like the mix of western and eastern weaponry and armor, it is really refreshing imho.

I was personally annoyed by the slotting up a bit, I feel like @Hateboarder was forced into repeating themselves and having to either call out multiple people or just go with the chaos and hope it’s fine. We were told by Platoon that we need to pick Alpha, Eng, DGR and we were told that we need 1 ENG only, but then suddenly we had just one in DGR and 4 in Engineers. This wasted some time and caused confusion which could’ve been prevented by just asking/discussing the amount of members in each Element before we started slotting.

I think the presence of civvies could’ve mentioned/emphasised in the Briefing a bit better, as it was mentioned in the OPORD, though I think CNTO needs to realize that sometimes civilian towns may contain civvies too.

Lastly, as the BTR held back most of the time or were on their own, I did not see how Alpha dealt with each of the compounds/objectives except for the last one, where I was viewing through VISCOM. I feel like having CNTO use the buddy teams more would’ve saved lives. There were so many cases where people got K.O.d next to a friendly, but were not noticed for a while, or people were spread out individually, and then had nobody to help them up after being K.O.d


Had lots of fun this op!

I agree with the general consensus of Dagger’s disadvantage of resources over Alpha, so I have nothing to add to that.

However, and I’m being very nitpicky here, if we have previous intel that enemy has CAS support, it’d have been a treat to have some sort of AA asset (a single MANPADS would’ve been fine) to deal with it, noone brings knives to gunfights after all!

During the 2nd half of the op I took over Yellow as Lead, and even though I had a clear lack of initiative, they performed brilliantly, specially clearing the south side of the 2nd radio tower, cohesion was great and that’s what kept us alive until the last objective.

With a little bit more of experience, feedback and with help from our great mission making team you’ll end up making great ops!

Thanks for the mission Ohdahh!