Last known mission intel is still Imgur: The magic of the Internet + whatever you discovered since then (you can post your own maps / suggestions / approaches / etc. here if you want).
The reason I want these details now (instead of ingame) is so that I can prepare and script the area for you. If you don’t tell me, I’ll have to pull stuff from my behind and the story and immersion will be of significantly inferior quality.
I do the same thing with tabletop games - I usually have my players travel to a new city/region/area by the end of one session, so I know what backstories/accents/history/encounters/etc. to prepare and memorize for the next session. They can of course decide to go elsewhere for the next session, but there will be less cool references, less interesting dialogue and I’ll have to search for stuff in my book more often. Usually the players don’t know about this trade-off as I generally can pull out even unicorns out of my ass, but in Arma, I have to GM (read: argue with AI/script) as well as to keep track of RP elements, which is somewhat of a double duty, so the more prepared the mission can be, the better.
I’d like to scout Armor Depot and then move north if it’s strongly defended. My opinion is that enemy is now too strong in this area after our activity and we should lay low and attack weaker points.
I agree with Highway. We still don’t have enough weapons and ammo to try anything big and I’ve a feeling we’re being searched in this area. We should relocate and on our way try to ambush small patrols and gather intel. We could maybe even test the opfor’s response time and strength etc. and try to spread them out into smaller search teams by faking a ton of radio chatter. We could also try to get them reinforce a certain base by faking attack preparations by radio near it, but then attack another weakened base or other small point of interest. We should also try to find and destroy their long range radio mast.
Next session will be next weekend, Sunday, 20:00. I’d like sooner, but I have so much stuff on the plate that I simply don’t have time to prepare it for this weekend.
After fleeing the castle and hiding through the night in the sparse forests of southern Everon, your guerrilla movement hit another brick wall trying to seize an enemy base with medium armor presence, in a desperate attempt to make a dent in the ever-present forces of the oppressors, with remaining forces managing to flee further north and west. What was intended as a call for help from the civilian population turned into nearly witnessing another guerrilla group in action, executing a small ambush in the village of Figari. Taking whatever equipment was left behind and following the footsteps of the unknown guerrilla group, you stumbled upon a small forward operating camp of the guerrillas and their commander, who - upon hearing what you went through - has agreed to provide you a temporary shelter, a transport to their main operating camp and hopefully a chance to fight for yet another day.
(Continuing the story.)
Prior to arriving to the base, you were disarmed, searched, questioned (somewhat) as, despite seeing familiar faces, the overall situation calls for extra precautions. Upon arrival (the place looked like this - Imgur: The magic of the Internet ), the commander in charge was to meet you, but he had to leave suddenly for an important mission several hours earlier. However he left you this letter:
Persistent assets - weapons/ammo/vehicles you recover or drop/leave somewhere stay with you for further missions.
Limited lives overall - value your ingame life as if you die too much over the span of the campaign, there won’t be anybody to fight it.
Freedom of choices - work with GM to perform in-game tasks that players normally can’t, like waiting in a location through the night, "fast travel" across safe areas of the map, build defenses out of game objects (crates, …) and so on.
Limited technical assets - no ACE blueforce tracking (dynamic map markers), no magical map drawing sharing, etc. (if you want something on your map, you have to draw it yourself) - ACE map pointing works, though.
Limited radio usefulness - there’s no such thing as a safe radio channel. Any communication may be heard by the enemy, keep your radio ranges short and/or use alternate means (pre-defined map markers with time stamps).
Language barrier - you can generally understand the enemy language, but they can recognize yours somewhat badly. This means ie. random shouts / transmissions might be unintelligible to them, but ie. explaining a plan over the radio is a bad idea as there still are team leaders or translators who can "decipher" your speech. Player wise, english (with accents) is used on both sides.
Suggested tactics:
Hit and run - when you are outnumbered, don’t stick around or try to salvage the situation. From the moment bullets start flying, you have (at most) seconds of advantage over the enemy if you manage to surprise them. If your surprise fails, don’t stick around, flee.
AI reacts to how loudly you speak in-game, be very quiet when near patrols or enemy bases.
Use pre-defined map markers - name specific positions (like fallback points) on the map and assign times to them and have multiple plans for when things go well/badly - this way, you can synchronize over distances without using radios. Always have a "last resort" fallback point somewhere, with a time stamp for the next morning (or so), so that even if you get completely lost, you know where and when to be within 24 hours.
Use hand gestures close-range (quiet) or over distance (as a signal to retreat/attack) with another friendly element watching you with binoculars, blink flashlights or vehicle lights, number of single shots, etc. to convey information covertly.
Don’t be afraid to radio - sure, the enemy might be suspicious of unknown radio activity, but it won’t send them full rage on, it would take many minutes for them to do something significant, so use (short range) radios for ie. ambush coordination if you need to.