Campaign 3 Playtest: Difference between revisions

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The '''Campaign 3 Playtest''' (start 26 March 2025) is an informal campaign designed to determine the efficacy of a massive rewrite of the war game rules from version 3 to version 4.
The '''Campaign 3 Playtest''' (26 March 2025 {{Emdash}} 9 April 2025) was an informal campaign designed to determine the efficacy of a massive rewrite of the war game rules from version 3 to version 4. The campaign was abandoned by Fleff due to the workload required on his end to resolve orders every round. Additionally, the Endurance Coalition server was fixed during this campaign, which made the Arma III server accessible again. As a result, interest in Arma III soon dwarfed that of the war game for Fleff and some participants.


{{Infobox military conflict
{{Infobox military conflict
Line 7: Line 7:
| place            = Planet Baolo, Ghoveo Island Chain
| place            = Planet Baolo, Ghoveo Island Chain
| conflict          =  
| conflict          =  
| status            = [[File:OOUI Talk icon - Working.svg|18px|link=]] '''Ongoing'''
| status            = [[File:Antu waiting.svg|18px|link=]] Abandoned
| combatants_header = Factions
| combatants_header = Factions
| combatant1        = {{Br separated entries
| combatant1        = {{Br separated entries
Line 18: Line 18:
| strength1        = {{Br separated entries
| strength1        = {{Br separated entries
|2 battlecruisers
|2 battlecruisers
|Battleship
|1 battleship
|Bomber
|1 bomber
|Cargo tender
|1 cargo tender
|2 cruisers
|2 cruisers
|3 destroyers
|3 destroyers
|Fleet carrier
|1 fleet carrier
|Interceptor
|1 interceptor
|Multi-role fighter
|1 multi-role fighter
|Sea warfare helicopter
|1 sea warfare helicopter
|Stealth destroyer
|1 stealth destroyer
|Strategic reconnaissance aircraft
|1 strategic reconnaissance aircraft
|2 strike aircraft
|2 strike aircraft
|2 submarines}}
|2 submarines}}
| strength2        = To be determined
| strength2        = {{Br separated entries
|5 hydrofoil flotillas }}
<!-- Causalities should only include entire units. Individual FS being damaged but unit remains alive does not count! -->| casualties1      = {{Br separated entries
<!-- Causalities should only include entire units. Individual FS being damaged but unit remains alive does not count! -->| casualties1      = {{Br separated entries
|N/A}}
|{{Br separated entries
|N/A }}}}
| casualties2      = {{Br separated entries
| casualties2      = {{Br separated entries
|N/A}}
|{{Br separated entries
|3 hydrofoil flotillas }}}}
}}
}}


== Background ==
== Background ==
[[File:Playtest3 pregame deployment map.jpg|none|thumb|Map provided by command on 25 February 2025 of the ''Ghoveo Island Chain'' with markings of the deployment zone and the ''Tabar Straight''.|290x290px]]
[[File:Playtest3 pregame deployment map.jpg|none|thumb|Map provided by command on 25 February 2025 of the ''Ghoveo Island Chain'' with markings of the deployment zone and the ''Tabar Straight''.|290x290px]]
The regiment, commanded by BBM_Ping, was ordered to land to the southwest of the ''Ghoveo Island Chain'' and to secure the general area around the ''Tabar Straight'' for further operations in the area.  
The regiment, commanded by BBM_Ping, was advised that he would land to the southwest of the ''Ghoveo Island Chain.'' He was then ordered to secure the general area around the ''Tabar Straight'' for further operations in the area.  


=== Pre-deployment planning ===
=== Pre-deployment planning ===
[[File:Bbm ping meeting predeploy general plan.PNG|none|thumb|Map with writings by BBM_Ping of his general plan of action once deployment was underway.]]
[[File:Bbm ping meeting predeploy general plan.PNG|none|thumb|Map with writings by BBM_Ping of his general plan of action once deployment was underway.]]
The regiment was comprised of 2 battalions led by Sticky and Sirdog. After a regiment leadership meeting held on 3 March it was determined that commanders SierraKomodo and Comrade would fall underneath Sticky's battalion whereas Sirdog's battalion would be comprised of just himself. The general makeup decided upon by BBM_Ping with consultation of all element leaders was that his units would comprise the overall fleet carrier, Sirdog's single-element battalion would focus on air operations, Sticky's element would be a screening fleet, Comrade would be a surface action group, and SierraKomodo would be reconnaissance.
The regiment was comprised of 2 battalions led by Sticky and Sirdog. After a meeting held on 3 March, it was determined that SierraKomodo and Comrade would fall underneath Sticky's command. In contrast, Sirdog was a single element by himself. The fleet makeup decided by BBM_Ping was that he would comprise the fleet carrier, Sirdog would be air operations, Sticky would be a screening fleet, Comrade would be a surface action group, and SierraKomodo would be reconnaissance.


BBM_Ping then sent out a general order that the specifics of fleet compositions, to be influenced by the aforementioned planning, was due on 9 March 2025. After this was done, BBM_Ping affirmed to command that his regiment was ready to deploy. Initial deployment was executed on 26 March.
BBM_Ping sent out a general order that the specifics of fleet composition, to be influenced by the aforementioned planning, was due on 9 March. After this was completed and approved by him, BBM_Ping confirmed to command that his regiment was ready to deploy.  
 
Initial deployment was executed on 26 March.
 
<!-- == Element makeup ==
{{Ambox|text=Unit and weapon information are not updated automatically; it's done manually on a semi-regular schedule. Editors are '''strongly encouraged''' to fix any issues spotted. '''Critical game decisions should be double checked against the spreadsheet'''.}}See footnotes for more information. Footnotes in the column headers explains how to read the relevant cells. Anything '''<u>bolded and underlined</u>''' means the value/keyword/command has been modified from what the base unit/refit is by something.


== Element makeup ==
=== BBM_Ping ===
=== BBM_Ping ===
{| class="wikitable"
|+Unit Information
|-
! Unit
!Name!! FS/HC !! Armor !! Speed
!View<ref name="view">In order: surface, air, sea.</ref>
!Weapons<ref name="wep">Ordered list corresponds to slot weapon takes up.</ref>
!Upgrades!! Keywords
!Commands
|-
| Unit 1
| Fleet Carrier|| HC 5|| 2||1
|3/-/-
|
# {{Abbr|CIWS|Close-In Weapon System}}
# Anti-Missile Missiles
|
* Anti-Missile Missiles
* Catapult
* Expanded Stores 2<ref name=":0">Increase Munitions by X.</ref>
|
* Cargo-H 9
* Deck Crew
* Headquarters
* Orbital
* Runway-H
* '''<u>Catapult</u>'''
|
* C-Adv
* C-BrkT
* C-Hold
* C-Mnvr
|-
| Unit 2
| Cargo Tender|| HC 3|| N/A||2
|2/-/-
|
# {{Abbr|CIWS|Close-In Weapon System}}
# {{Abbr|MR-AAM|Mid Range Anti Aircraft Missile}}
|
* Mid Range Anti Aircraft Missile
|
* Cargo-H 9
* Deck Crew
* Orbital
* Well Dock
|
* C-Adv
* C-BrkT
* C-Hold
* C-Mnvr
* C-Replenishment
|-
| Unit 3
| Destroyer|| HC 3|| 1||3
|5/-/2
|
# Light Deck Gun
# {{Abbr|MR-AAM|Mid Range Anti Aircraft Missile}}
# Anti-Submarine Rocket
|N/A
|
* Cargo-H 2
* Deck Crew
* Emitter
* Runway-HELO
* Orbital
* Sonar
* WPN Priority
|
* C-Adv
* C-Ass
* C-BrkT
* C-Hold
* C-Mnvr
* C-Yankee Search
|-
| Unit 4
| Multi-role Fighter|| HC 2|| 1||5
| -/4/-
|
# Internal Rotary Cannon
# {{Abbr|SR-AAM|Short Range Anti Aircraft Missile}}
|N/A
|
* Bail Out!
* FW-L
* Jump Gear-Orbital
|
* C-Adv
* C-BrkT
* C-Hold
* C-Mnvr
* C-LandAircraft
|}
{| class="wikitable"
|+Weapon Information
|-
!Weapon Name!! Statistics<ref name="stats">In order: damage die / armor piercing value / range / what it can target / cost to fire.</ref>
!Keywords / Commands
|-
|{{Abbr|CIWS|Close-In Weapon System}}
|D4 / AP0 / RNG0 / Su/A / CST1
|
* Auto
* CIWS
|-
| Anti-Missile Missiles||D4 / AP0 / RNG1 / A / CST1
|
* Auto
* CIWS
|-
|{{Abbr|MR-AAM|Mid Range Anti Aircraft Missile}}
|D4 / AP0 / RNG1-3 / A / CST1
|N/A
|-
| Light Deck Gun||D6 / AP0 / RNG2 / Su/A / CST1
|
* C-ADS
|-
| Anti-Submarine Rocket||D4 / AP0 / RNG1 / Sub / 1
|
* IF
* Precise
|-
|Internal Rotary Cannon
|D4 / AP0 / RNG0 / A / CST0
|N/A
|-
|{{Abbr|SR-AAM|Short Range Anti Aircraft Missile}}
|D4 / AP0 / RNG2 / A / CST1
|N/A
|}


=== Sticky ===
=== Sticky ===
{| class="wikitable"
|+Unit Information
|-
! Unit
!Name!! FS/HC !! Armor !! Speed
!View<ref name="view" />
!Weapons<ref name="wep" />
!Upgrades!! Keywords
!Commands
|-
| Unit 1
| Battleship|| HC 5|| 4||'''<u>2</u>'''
|4/-/-
|
# {{Abbr|A-HDG|Autoloading Heavy Deck Gun}}
# Rotary Cannon
|
* Autoloading Heavy Deck Gun
* Nuclear Propulsion<ref>Your top speed is increased to 2. ''Be aware of reactor failure.''</ref>
|
* Cargo-L 2
* Headquarters
* Orbital
* WPN Priority
|
* C-Adv
* C-Ass
* C-BrkT
* C-Hold
* C-Mnvr
|-
| Unit 2
| Cruiser|| HC 4|| 1||2
|5/8/1
|
# {{Abbr|CIWS|Close-In Weapon System}}
# {{Abbr|LR-AAM|Long Range Anti-Aircraft Missile}}
|
* Close-In Weapon System
|
* Cargo-L 1
* Emitter
* Orbital
* WPN
|
* C-Adv
* C-Ass
* C-BrkT
* C-Hold
* C-Mnvr
|-
| Unit 3
| Stealth Destroyer|| HC 3|| -||3
|5/-/2
|
# Light Deck Gun
# {{Abbr|MR-AAM|Mid Range Anti Aircraft Missile}}
# {{Abbr|VL-ASROC|Vertical Launch Anti-Submarine Rocket}}
|
* Vertical Launch Anti-Submarine Rocket
|
* Cargo-H 2
* Deck Crew
* Emitter
* Runway-HELO
* Orbital
* Sonar
* Stealth 4
* WPN Priority
|
* C-Adv
* C-Ass
* C-BrkT
* C-Hold
* C-Mnvr
* C-Yankee Search
|-
| Unit 4
| Sea Warfare Helicopter|| HC 4|| 1||3
|'''<u>5</u>'''/-/-
|
# Light Homing Torpedo
|
* Surface Search Radar<ref>Increase your surface vision range up to 5.</ref>
|
* HELO
|
* C-Adv
* C-BrkT
* C-Hold
* C-Mnvr
* C-LandAircraft
* C-DipSonar 2
|}
{| class="wikitable"
|+Weapon Information
|-
!Weapon Name!! Statistics<ref name="stats" />
!Keywords / Commands
|-
|{{Abbr|A-HDG|Autoloading Heavy Deck Gun}}
|D8 / AP2 / RNG5 / Su / CST2
|
* C-IFB 3
* C-IFS 1
* IF
* Spread 3
|-
| {{Abbr|VL-ASROC|Vertical Launch Anti-Submarine Rocket}}||D4 / AP0 / RNG3 / Sub / CST1
|
* IF
* Precise
|-
|Rotary Cannon
|D4 / AP0 / RNG1 / Su/A / CST0
|
* C-ADS
|-
| {{Abbr|CIWS|Close-In Weapon System}}||D4 / AP0 / RNG0 / Su/A / CST1
|
* Auto
* CIWS
|-
| Light Deck Gun||D6 / Ap0 / RNG2 / Su/A / CST1
|
* C-ADS
|-
|Light Homing Torpedo
|D4 / Ap0 / RNG0 / Sea/Sub / CST2
|
* Active Homing
* Dumb Drop
|-
|{{Abbr|MR-AAM|Mid Range Anti Aircraft Missile}}
|D4 / AP0 / RNG1-3 / A / CST1
|N/A
|-
|{{Abbr|LR-AAM|Long Range Anti-Aircraft Missile}}
|D4 / AP0 / R1-4 / A / CST2
|N/A
|-
|{{Abbr|VL-ASROC|Vertical Launch Anti-Submarine Rocket}}
|D4 / AP0 / RNG3 / Sub / CST1
|
* IF
* Precise
|}


=== Sirdog ===
=== Sirdog ===
Line 59: Line 348:
! Unit  
! Unit  
!Name!! FS/HC !! Armor !! Speed  
!Name!! FS/HC !! Armor !! Speed  
!Weapons
!View<ref name="view" />
!Weapons<ref name="wep" />
!Upgrades!! Keywords  
!Upgrades!! Keywords  
!Commands
|-
|-
| Unit 1  
| Unit 1  
|Strike Aircraft|| HC 2 || 1 || 4  
|Strike Aircraft|| HC 2 || 1 || 4  
|4/2/-
|
|
# Rocket Pod
# Rocket Pod
Line 69: Line 361:
|
|
* Air to Ground Missile
* Air to Ground Missile
* Designator Pod
* Designator Pod<ref>Gain the C-LASE command. Gain surface view range of 4.</ref>
|
|
* Bail Out!
* Bail Out!
* FW-L
* FW-L
* Jump Gear-Orbital  
* Jump Gear-Orbital  
|
* C-Adv
* C-BrkT
* C-Hold
* C-Mnvr
* C-LandAircraft
* C-CAS
* '''<u>C-LASE</u>'''
|-
|-
| Unit 2  
| Unit 2  
|Strike Aircraft|| HC 2 || 1 || 4  
|Strike Aircraft|| HC 2 || 1 || 4  
|4/2/-
|
|
# Rocket Pod
# Rocket Pod
Line 83: Line 384:
* Light Homing Torpedo
* Light Homing Torpedo
| See Unit 1  
| See Unit 1  
|
* C-Adv
* C-BrkT
* C-Hold
* C-Mnvr
* C-LandAircraft
* C-CAS
|-
|-
| Unit 3  
| Unit 3  
|Interceptor|| HC 3 || 1 || 6  
|Interceptor|| '''<u>HC 3</u>'''|| 1 || 6  
| -/5/-
|
|
# {{Abbr|MR-AAM|Mid Range Anti Aircraft Missile}}
# {{Abbr|MR-AAM|Mid Range Anti Aircraft Missile}}
|
|
* Reinforced Airframe
* Reinforced Airframe<ref>Increase HC by 1.</ref>
| See Unit 1  
| See Unit 1  
|
* C-Adv
* C-BrkT
* C-Hold
* C-Mnvr
* C-LandAircraft
|-
|-
| Unit 4  
| Unit 4  
|Bomber|| HC 3 || N/A || 4  
|Bomber|| HC 3 || N/A || 4  
| -/3/-
|
|
# Unguided Bombs
# Unguided Bombs
Line 102: Line 418:
* FW-H
* FW-H
* Jump Gear-Orbital  
* Jump Gear-Orbital  
|
* C-Adv
* C-BrkT
* C-Hold
* C-Mnvr
* C-LandAircraft
|}
|}
{| class="wikitable"
{| class="wikitable"
|+Weapon Information
|+Weapon Information
|-
|-
!Weapon Name!! Statistics  
!Weapon Name!! Statistics<ref name="stats" />
!Keywords
!Keywords / Commands
|-
|-
|Rocket Pod
|Rocket Pod
Line 139: Line 461:
* Precise
* Precise
|}
|}
=== Comrade ===
=== Comrade ===
 
{| class="wikitable"
=== SierraKomodo ===
|+Unit Information
 
== Keywords ==
{| class="wikitable mw-collapsible mw-collapsed"
!Keyword
!Effect
|-
|-
|Active Homing
! Unit
|This weapon may be blind fired towards a grid and will auto aquire targets, mind you it's just as capable of aquiring friendlies as enemies like this.
!Name!! FS/HC !! Armor !! Speed
!View<ref name="view" />
!Weapons<ref name="wep" />
!Upgrades!! Keywords
!Commands
|-
|-
|Aerospace
| Unit 1
|This unit can move to and from Orbit, taking a full round of movement with a maneuver order. Compartments may be filled with units and supply.
| Battlecruiser|| HC 4|| 2||2
|5/-/1
|
# {{Abbr|A-HDG|Autoloading Heavy Deck Gun}}
# {{Abbr|CIWS|Close-In Weapon System}}
|
* Autoloading Heavy Deck Gun
* Expanded Stores 2<ref name=":0" />
|
* Cargo-L
* Orbital
* WPN Priority
|
* C-Adv
* C-Ass
* C-BrkT
* C-Hold
* C-Mnvr
|-
|-
|Agile X
| Unit 2
|Targets up to Range X get a minus one debuff on attacks against you.
| Battlecruiser|| HC 4|| 2||2
|5/-/1
|
# Heavy Deck Gun
# Reinforced Bow
|
* Reinforced Bow
* Damage Control Teams 3
|
* Cargo-L
* Orbital
* WPN Priority
|
* C-Adv
* C-Ass
* C-BrkT
* C-Hold
* C-Mnvr
|-
|-
|All-Terrain
| Unit 3
|Ignore first elevation increase during movement.
| Cruiser|| HC 4|| 1||2
|'''<u>6</u>'''/8/1
|
# Light Deck Gun
# {{Abbr|LR-AAM|Long Range Anti-Aircraft Missile}}
# Cruise Missile
|
* Cruise Missile
* Radar Search<ref>Improve your Surface view detection by 1.</ref>
|
* Cargo-L 1
* Emitter
* Orbital
* WPN
|
* C-Adv
* C-Ass
* C-BrkT
* C-Hold
* C-Mnvr
|-
|-
|Amphib
| Unit 4
|This unit may move across water subgrids at speed 1.
| Destroyer|| HC 3|| 1||3
|5/-/2
|
# Light Deck Gun
# {{Abbr|MR-AAM|Mid Range Anti Aircraft Missile}}
# {{Abbr|S-ASM|Small Anti-Ship Missile}}
|
* Small Anti-Ship Missile
 
 
|
* Cargo-H 2
* Deck Crew
* Emitter
* Runway-HELO
* Orbital
* Sonar
* WPN Priority
|
* C-Adv
* C-Ass
* C-BrkT
* C-Hold
* C-Mnvr
* C-Yankee Search
|}
{| class="wikitable"
|+Weapon Information
|-
|-
|ARAD
!Weapon Name!! Statistics<ref name="stats" />
|This weapon will only aquire on enemy units with the emitter keyword.
!Keywords / Commands
|-
|-
|Auto
|{{Abbr|A-HDG|Autoloading Heavy Deck Gun}}
|This weapon automatically deploys depending on it's role and circumstances. Auto deployed weapons do not consume your one attack for the turn.
|D8 / AP2 / RNG5 / Su / CST2
|
* C-IFB 3
* C-IFS 1
* IF
* Spread 3
|-
|-
|Bail Out!
| {{Abbr|CIWS|Close-In Weapon System}}||D4 / AP0 / RNG0 / Su/A / CST1
|This unit, when killed, makes a D6 roll modified by circumstances of their death. On a 3+ the unit lives as a Regular Class 'Vehicle Crew' unit. On a 1-2 the unit is killed. Units that survive may obtain new vehicles for 1 Supply Crate.
|
* Auto
* CIWS
|-
|-
|Battery X
|Heavy Deck Gun
|This weapon, mine, or whatever else will remain on the map for X turns.
|D6 / AP2 / RNG6 / Su / CST2
|
* C-IFB 2
* C-IFS 1
* IF
* Spread 4
|-
|-
|Battle Speed X
| Reinforced Bow||D8 / AP2 / RNG5 / Su / CST2
|This weapon can only be fired at or below speed X.
|
* C-IFB 3
* C-IFS 1
* IF
* Spread 3
|-
|-
|Big Signature
| Light Deck Gun||D6 / Ap0 / RNG2 / Su/A / CST1
|This weapon, when deployed, reduces stealth checks by 1. Even with a successful stealth check the enemy is informed of your presence within the grid square.
|
* C-ADS
|-
|-
|Blast X
|{{Abbr|LR-AAM|Long Range Anti-Aircraft Missile}}
|If this weapon rolls X or higher damage it rolls again at a -1 to hit the next nearest target in this grid. The debuff compounds until all targets are hit or Blast isn't rolled.
|D4 / AP0 / R1-4 / A / CST2
|N/A
|-
|-
|Block
|{{Abbr|MR-AAM|Mid Range Anti Aircraft Missile}}
|This unit prevents enemy surface units from moving through their sub-grid.
|D4 / AP0 / RNG1-3 / A / CST1
|N/A
|-
|-
|Cargo-H X
|{{Abbr|S-ASM|Small Anti-Ship Missile}}
|This unit may carry up to X of Supply, and/or non-naval units. Units may not be carrying their own cargo while embarked to avoid nesting dolls.
|D6 / AP0 / RNG6 / Sea / CST2
|
* Active Homing
*IF
|}
 
=== SierraKomodo ===
{| class="wikitable"
|+Unit Information
|-
|-
|Cargo-L X
! Unit
|This unit may carry up to X of Supply, and/or Infantry.
!Name!! FS/HC !! Armor !! Speed
!View<ref name="view" />
!Weapons<ref name="wep" />
!Upgrades!! Keywords
!Commands
|-
|-
|Cargo-SMU X
| Unit 1
|This unit may carry up to X of Special Mission Unit class Infantry.
| Destroyer|| HC 3|| 1||3
|5/-/2
|
# Light Deck Gun
# {{Abbr|MR-AAM|Mid Range Anti Aircraft Missile}}
# Anti-Submarine Rocket
|N/A
|
* Cargo-H 2
* Deck Crew
* Emitter
* Runway-HELO
* Orbital
* Sonar
* WPN Priority
|
* C-Adv
* C-Ass
* C-BrkT
* C-Hold
* C-Mnvr
* C-Yankee Search
|-
|-
|Catapult
| Unit 2
|Fixed-Wing takeoffs are no longer at half speed but every take off now consumes 1 munition from the ship.
| Nuclear Attack Submarine|| HC 3|| 1||2
| -('''2''')/-/3
|
# Homing Torpedo
# {{Abbr|S-ASM|Small Anti-Ship Missile}}
|
* Radar Mast<ref>Increase surface vision when performing C-Up Scope by 2.</ref>
|
* Independent
* Orbital
* Sonar
* Stealth 4
* Submerged
* WPN Priority
|
* C-Adv
* C-BrkT
* C-Hold
* C-Mnvr
* C-UpScope
* C-YankeeSearch
|-
|-
|CIWS (Close In Weapon System)
| Unit 3
|This weapon can intercept incoming ordinance in its vicinity. A D6 is rolled, on a 1-2 it fails, a 2-4 reduces incoming damage by 2, on a 5-6 no damage is taken.
| Nuclear Attack Submarine|| HC 3|| 1||2
| -/-/'''<u>4</u>'''
|
# Homing Torpedo
# {{Abbr|S-ASM|Small Anti-Ship Missile}}
|
* Towed Sonar Array<ref>Increase Sea detection by 1.</ref>
|
* Independent
* Orbital
* Sonar
* Stealth 4
* Submerged
* WPN Priority
|
* C-Adv
* C-BrkT
* C-Hold
* C-Mnvr
* C-UpScope
* C-YankeeSearch
|-
|-
|Climb Gear
| Unit 4
|This unit may cross a grid elevation change greater than 1.
| Strategic Reconnaissance Aircraft|| HC 2|| 1||5
|5/3/-
|
# Drop Tanks
|N/A
|
* FW-H
* Jump Gear-Orbital
|
* C-Adv
* C-BrkT
* C-Hold
* C-Mnvr
* C-LandAircraft
|}
{| class="wikitable"
|+Weapon Information
|-
|-
|Deck Crew
!Weapon Name!! Statistics<ref name="stats" />
|Automatically spends your munitions, if you have more than 2, on rearming and repairing units you're carrying costing 1 for repair and 1 for rearm of each unit. Units may not disembark the same turn they are repaired. Rearm is prioritized over repair.
!Keywords / Commands
|-
|-
|Decoy X
|Light Deck Gun
|Buff stealth check rolls by 1. Reduce enemy attack rolls against you by X. Doesn't stack, take largest Decoy keyword for results.
|D6 / AP0 / RNG2 / Su/A / CST1
|
* C-ADS
|-
|-
|Designate
| {{Abbr|MR-AAM|Mid Range Anti Aircraft Missile}}||D4 / AP0 / RNG1-3 / A / CST1
|Heal 1FS of X Force Strength based units in range 0. Costs 1 Munition unless defined.
|N/A
|-
|-
|Drop Tanks
|Anti-Submarine Rocket
|When starting a turn out of cohesion you may spend 1 Munition to ignore cohesion this turn.
|D4 / AP0 / RNG1 / Sub / 1
|
* IF
* Precise
|-
|-
|Dumb Drop
| {{Abbr|S-ASM|Small Anti-Ship Missile}}||D6 / AP0 / RNG6 / Sea / CST2
|This unit must move/pass over a target for this weapon to be deployed.
|
* Active Homing
* IF
|-
|-
|Emitter
| Drop Tanks||D0 / AP0 / RNG0 / - / CST1
|This unit emits radiation with a radar and thus may be targeted by anti-radiation (ARAD) weaponry.
|
|-
* Drop Tanks
|First Aid X
|Heal 1FS of X Force Strength based units in range 0. Costs 1 Munition unless defined.
|-
|Foxholes
|When holding for a turn the following turn you benefit from +1 defense until you move. Not compatible with being garrisoned in a building
|-
|FW-H (Fixed-Wing Heavy)
|Hold actions reduce attack rolls by 1 but orders with movement must go minimum 1 grid. This unit may only safely land on Runway-H. Cannot be rearmed or repaired while airborne. Takeoffs are performed at half speed.
|-
|FW-L (Fixed-Wing Light)
|Hold actions reduce attack rolls by 1 but orders with movement must go minimum 1 grid. This unit may only safely land on Runway-L and Runway-H. Cannot be rearmed or repaired while airborne. Takeoffs are performed at half speed.
|-
|-
|Garrison
|Homing Torpedo
|This unit may enter and garrison structures for bonuses to defense.
|D4 / AP2 / RNG2 / Sea/Sub / CST1
|-
|Headquarters
|
|
|-
* Active Homing
|HELO
|}-->
|This unit may safely takeoff and land in flat and open terrain, including naval helipads. Only mountains slow movement by 1, ignore other terrain types. May be shot by air weapons at normal range or surface weapons at -1 to Range.
|-
|Hitch
|This unit may tow any unit of the Towed Howitzer Base Class. Any other land based unit may also be towed at speed 1.
|-
|Hovercraft
|This naval unit may move across beaches.
|-
|Infantry
|All terrain Buffs are doubled?
|-
|IF (Indirect Fire)
|This weapon is used indirectly ignoring line of sight.
|-
|Independent
|This unit doesn't obey cohesion rules, ignoring all buffs and debuffs.
|-
|Jump Gear-Orbital
|This unit is capable of performing orbital drops from Naval units still in orbit, cargo compartments may only have supply inside on drop.
|-
|Jump Gear-Para
|This unit is capable of performing paradrops from Fixed-Wing aircraft, cargo compartments may only have supply inside on drop.
|-
|LASE
|This weapon benefits from targets lased by the C-LASE command, allowing a second attack roll to be made against lased targets.
|-
|Med Bay X
|Heal X FS on a Force Strength unit you are currently carrying. Costs 1 Munition.
|-
|Mine
|This weapon detonates when a hostile unit moves over the subgrid this is deployed on, dealing the weapons damage.
|-
|Orbital
|This unit may start the game in orbit with limited functionality until they so choose to descend to an available landing zone, often anywhere on the map. Units with the Orbital tag may drop in with other units inside their cargo.
|-
|Precise
|This weapon is fired on sub-grids instead of full grids.
|-
|Probe X
|This weapon deploys a reconnaissance device with a view range of X.
|-
|Runway-H
|This runway can land any type of airborne unit. Landed units are moved into cargo. There must be enough internal space for the occupants when landing.
|-
|Runway-HELO
|This runway may land only helicopter type units. Landed units are moved into cargo. There must be enough internal space for the occupants when landing.
|-
|Runway-L
|This runway can land all aircraft except the bomber class. Landed units are moved into cargo. There must be enough internal space for the occupants when landing.
|-
|Skirmisher
|This unit may ignore enemy Block keywords and move through occupied sub-grids.
|-
|Smoke
|The roll of an attack that is drawn through the sub-grid this lands on has a -2 debuff.
|-
|Sonar
|When not moving apply a -1 modifier to naval stealth rolls in your sea view range.
|-
|Spread X
|Attacks made at or greater than range X have a -2 to attack rolls.
|-
|Starlight X
|Reveal this grid and up to X grids away, modified by the terrains vision cost. If the weapon is Precise then this measurement is done with sub-grids. Spotting type depends on weapon target.
|-
|Static
|This unit, when performing an Advance or Assault, is incapable of attacking but will instead deploy their weapon system. Weapon deployment requires half movement and is required to attack.
|-
|Stealth X
|This unit, when seen, makes a D10 stealth check with a success on X or higher. See stealth rules for modifiers to the roll.
|-
|STOL (Short Take-Off and Landing)
|This unit, when performing landings, may land across 2 flat sub-grids. Roads are treated like runways in this way but plains and deserts are still considered rough landings.
|-
|Street Worthy
|Gain +1 speed if your entire movement is onto and along a road.
|-
|Submerged
|This unit is only detectable by Sea. Only torpedos may be fired unless performing C-Up Scope. When moving at max speed stealth check rolls are modified by -2.
|-
|Suppressive
|Reduce attack rolls from the target of this weapon by 2.
|-
|Surplus
|Your final damage, after modifiers, is halved, rounded up.
|-
|Weakspot
|Successful flank attacks will ignore this units armor value.
|-
|Well Dock
|This units Cargo-H keyword may also carry, load, and deploy Landing Craft Base Class units.
|-
|WPN Priority
|This unit may define a primary weapon other than weapon 1 to be used before other weapons. Priority X or 0 will make the unit hold fire unless they are fired upon.
|}
 
== Campaign chronology ==
== Campaign chronology ==


=== Round 1 ===
=== Round 1 ===
: [[File:Artículo bueno.svg|18px|link=]] ''Orders opened 26 March. Orders resolved 31 March.''
[[File:Playtest3 round1 battlemap.jpg|none|thumb|The battle map provided by command at the conclusion of round 1.]]
A combined force of air and sea {{Emdash}} comprised of units from SierraKomodo's, Comrade's, and Sticky's forces {{Emdash}} head towards the north east. They quickly engage three hydrofoil flotillas which are immediately destroyed on contact. Then, to the western perimeter of the island of ''Kula'', two more hydrofoil flotillas are seen heading south towards a grid with one of SierraKomodo's nuclear attack submarines. Nothing else of note occurs this round.
BBM_Ping instructs Sirdog's air units to continue heading east towards the air field on ''Sopau''. Sticky is instructed to ensure the patrol boats spotted off the western perimeter of ''Kula'' cannot threaten the rear of the carrier, but otherwise, Sticky's forces should maintain general direction with the fleet.
=== Round 2 ===
: [[File:Artículo bueno.svg|18px|link=]] ''Orders opened 31 March. Orders resolved 3 April.''
[[File:Playtest3 round2 battlemap.jpg|none|thumb|The battle map provided by command at the conclusion of round 2.]]
The battle for the ''Tabar Straight'' begins proper. The chunk of Sticky's battalion engage multiple destroyers, a cruiser and a battle cruiser right on the straight, with both sides getting direct hits on one another. As a stroke of bad luck, one of SirreaKomodo's submarines makes direct contact with an OPFOR submarine in YR-76, resulting in it being targeted by both destroyers, taking damage. Further to the north, a battleship under Sticky's direct command engages a battle cruiser at the ''Iron Bottom Sound'' with both units hitting the other. Even further north, SierraKomodo's strategic reconnaissance aircraft spots yet another destroyer and battle cruiser at the mouth between the islands of ''Karu'' and ''Ghoveo''.
To the west, a destroyer under SierraKomodo's command that was sent to the west of ''Kula'' at BBM_Ping's orders receives fire from the two hydrofoil flotillas spotted in the previous round, though they fail to meet their target. SierraKomodo's previously unspotted submarine in grid YL-76 engages one of the flotillas, failing to get a hit.


Sirdog's units make contact with the airfield on ''Sopau'' and, after getting the greenlight from BBM_Ping, begins bombing it, managing to do some damage. Sirdog's interceptor recieves contact from an OPFOR multi-role fighter and gets hit, with the interceptor responding and missing.


Nothing else of note occurs this round. Surprisingly, no units in the operational area were destroyed.
[[Category:Campaigns]]
[[Category:Campaigns]]

Latest revision as of 19:01, 9 April 2025

The Campaign 3 Playtest (26 March 2025 — 9 April 2025) was an informal campaign designed to determine the efficacy of a massive rewrite of the war game rules from version 3 to version 4. The campaign was abandoned by Fleff due to the workload required on his end to resolve orders every round. Additionally, the Endurance Coalition server was fixed during this campaign, which made the Arma III server accessible again. As a result, interest in Arma III soon dwarfed that of the war game for Fleff and some participants.

Campaign 3 Playtest

Photograph of a playtest of Crysis (2007) in Leipzig, Sachsen, Deutschland.
Location
Planet Baolo, Ghoveo Island Chain
Status Abandoned
Factions
BBM_Ping
Sticky
Sirdog
SierraKomodo
Comrade
OPFOR
Strength
2 battlecruisers
1 battleship
1 bomber
1 cargo tender
2 cruisers
3 destroyers
1 fleet carrier
1 interceptor
1 multi-role fighter
1 sea warfare helicopter
1 stealth destroyer
1 strategic reconnaissance aircraft
2 strike aircraft
2 submarines
5 hydrofoil flotillas
Casualties and losses
N/A 3 hydrofoil flotillas

Background

Map provided by command on 25 February 2025 of the Ghoveo Island Chain with markings of the deployment zone and the Tabar Straight.

The regiment, commanded by BBM_Ping, was advised that he would land to the southwest of the Ghoveo Island Chain. He was then ordered to secure the general area around the Tabar Straight for further operations in the area.

Pre-deployment planning

Map with writings by BBM_Ping of his general plan of action once deployment was underway.

The regiment was comprised of 2 battalions led by Sticky and Sirdog. After a meeting held on 3 March, it was determined that SierraKomodo and Comrade would fall underneath Sticky's command. In contrast, Sirdog was a single element by himself. The fleet makeup decided by BBM_Ping was that he would comprise the fleet carrier, Sirdog would be air operations, Sticky would be a screening fleet, Comrade would be a surface action group, and SierraKomodo would be reconnaissance.

BBM_Ping sent out a general order that the specifics of fleet composition, to be influenced by the aforementioned planning, was due on 9 March. After this was completed and approved by him, BBM_Ping confirmed to command that his regiment was ready to deploy.

Initial deployment was executed on 26 March.

Campaign chronology

Round 1

Orders opened 26 March. Orders resolved 31 March.
The battle map provided by command at the conclusion of round 1.

A combined force of air and sea — comprised of units from SierraKomodo's, Comrade's, and Sticky's forces — head towards the north east. They quickly engage three hydrofoil flotillas which are immediately destroyed on contact. Then, to the western perimeter of the island of Kula, two more hydrofoil flotillas are seen heading south towards a grid with one of SierraKomodo's nuclear attack submarines. Nothing else of note occurs this round.

BBM_Ping instructs Sirdog's air units to continue heading east towards the air field on Sopau. Sticky is instructed to ensure the patrol boats spotted off the western perimeter of Kula cannot threaten the rear of the carrier, but otherwise, Sticky's forces should maintain general direction with the fleet.

Round 2

Orders opened 31 March. Orders resolved 3 April.
The battle map provided by command at the conclusion of round 2.

The battle for the Tabar Straight begins proper. The chunk of Sticky's battalion engage multiple destroyers, a cruiser and a battle cruiser right on the straight, with both sides getting direct hits on one another. As a stroke of bad luck, one of SirreaKomodo's submarines makes direct contact with an OPFOR submarine in YR-76, resulting in it being targeted by both destroyers, taking damage. Further to the north, a battleship under Sticky's direct command engages a battle cruiser at the Iron Bottom Sound with both units hitting the other. Even further north, SierraKomodo's strategic reconnaissance aircraft spots yet another destroyer and battle cruiser at the mouth between the islands of Karu and Ghoveo.

To the west, a destroyer under SierraKomodo's command that was sent to the west of Kula at BBM_Ping's orders receives fire from the two hydrofoil flotillas spotted in the previous round, though they fail to meet their target. SierraKomodo's previously unspotted submarine in grid YL-76 engages one of the flotillas, failing to get a hit.

Sirdog's units make contact with the airfield on Sopau and, after getting the greenlight from BBM_Ping, begins bombing it, managing to do some damage. Sirdog's interceptor recieves contact from an OPFOR multi-role fighter and gets hit, with the interceptor responding and missing.

Nothing else of note occurs this round. Surprisingly, no units in the operational area were destroyed.