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ArmA 3 session Sunday 22nd January - 11:00 GMT / 12:00 CET - Hearts & Minds UNMIT

Redbully

FGM Company Sergeant Major
FGM MEMBER
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Location
Norway
UNMIT - United Nation Mission In Takistan
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Force Intervention Brigade - Serbian Armed Forces detachment
2013, Takistan

Mission

Ensure the safety of the civilian population by rooting out and disarming the insurgent groups operating in the Sarman Ghar region.

Situation
In 2012 a UN backed NATO operation codenamed Operation Arrowhead was launched. Its goal was to overthrow the regime of Col. Muhammad R. Aziz, and was assisted by various anti-Aziz government groups. While the operation was a swift success, the new Takmyr government was unable to fill the power vacuum left by Col. Aziz. After the capitulation of the Takistani Army, many of their bases and depots were raided for weapons by militia groups. Various Warlords have risen from local militias and ex government troops and are fighting for control of their local regions.

The United Nations security council has approved the deployment of a Force Intervention Brigade (FIB) to assist the US and British peacekeeping operation in Takistan. This force is spearheaded by the Russian Federation, the Republic of Serbia, and the Republic of Chernarus. The FIB is tasked with bringing the most extreme militias under control to protect the civilian population in the war torn country. Russia and Chernarus UN forces are tasked with securing their neighboring regions while the Serbian force oversees the border region between Takistan and Ardistan. There have been reports of weapons and fighters crossing the border, but this has been denied by Ardistan.

UMIT.png

Logistics and support
Our detachment is supported by the British Armed Forces for long range logistics and heavy lift capacity.
They have placed a Chinook CH2 heavy utility helicopter and a C-130 cargo plane under SAF command.

The detachment also have our own organic support in the form of MI-8 transport helicopters, MI-24 gunships, a MIG-29 CAS airplane and a 2S1 122mm SPH battery.
Several armored and non armored vehicles have been flown in, and some donated by regular UN forces.

New mods
Simplex Support Services - Allows for AI controlled transports (Land, Air), Logistics drops, CAS, etc.
Drongos Artillery - Somewhat realistic artillery system, where an observer can adjust artillery of off spotting rounds, as well as deciding how the artillery should carry out the fire mission.

Note
The first mission will be a test run to make sure everything is in order and working, if there are no problem we will continue the save for the next HnM session.
We do have access to both UN uniforms and Digital Desert uniforms.
The Force Intervention Brigade setting is based on the FIB from the UN mission in Congo, MONUSCO.

If anyone have any input or feedback on the setting, feel free to share.

Modlist
FGM - Modern V3

Server IP: 51.195.39.225
Server Port: 2672
Password: FBM
TS address: srv32.ts3.hu:4000
 
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I should be there.

Behave and leave the server in good order!
38ep8r.jpg
 
Catch up from our conversation last week, for standing influence with locals, am I correct?

Very bad
Us getting killed (respawn dead)
Our vehicles going bang (recovering wreck makes no difference?)

Bad
Killing locals

Opps’ies
Destroying local vehicles

Very good
Destroy insurgent base
Destroy insurgent cache

Good
Collect insurgent dog tags

Thank you
Destroy/disable IED
Kill insurgents

Additionally, we lose Tickets each time we die, however we recover tickets for bringing back our comrades bodies (ours) and for bringing back living prisoners

We can get intel on bases and caches from dead insurgents, also from locals if our standing is good. Locals can/will tells us fibs if they don’t like us
 
I found the below default rep settings

btc_rep_bonus_cache = 100;
btc_rep_bonus_civ_hh = 3;
btc_rep_bonus_disarm = 15;
btc_rep_bonus_hideout = 200;
btc_rep_bonus_mil_killed = 0.25;
btc_rep_bonus_IEDCleanUp = 10;
btc_rep_bonus_removeTag = 3;
btc_rep_bonus_removeTagLetter = 0.5;
btc_rep_bonus_foodGive = 0.5;
btc_rep_malus_civ_hd = - 2;
btc_rep_malus_animal_hd = - 1;
btc_rep_malus_civ_killed = - 10;
btc_rep_malus_animal_killed = - 5;
btc_rep_malus_civ_suppressed = - 4;
btc_rep_malus_player_respawn = - 10;
btc_rep_malus_veh_killed = - 25;
btc_rep_malus_building_damaged = - 2.5;
btc_rep_malus_building_destroyed = - 5;
btc_rep_malus_foodRemove = - btc_rep_bonus_foodGive;
btc_rep_malus_breakDoor = - 2;
btc_rep_malus_wheelChange = - 7;

We are penalised for changing wheels, damaging and destroying buildings, killing Civs or their pets, but can get 25 Rep for disarming and removing IEDs .

We’re gonna have to stop getting killed ;)
 
Very bad
Having a vehicle destroyed

Bad
Getting Killed*
Killing a civilian

Oopsie
Killing an animal
Damaging buildings
Destroying a building**
Shooting in the direction of a civilian with no enemy close by
Shooting a civilian corpse
Stealing vehicle parts
Stealing food
Breaking down doors

Neutral
Killing enemy combatants***

Good
Remove Graffiti
Give food
Healing civilians

Decent
Disarming IEDs
Cleaning up real and fake IEDs

Great
Completing side missions
Destroying weapon caches
Destroying hideouts

*Only when respawning, no penalty if you are either A) stabilized and brought back to a medical facility or B) "revived" in the field
*Destroying a building and killing a farm animal has the same penalty Oo.
***You would need to kill 40 opfor to make up for a single death. (Removing one graffiti equals killing 12 opfor.

Note:
I have reduced the intelligence found on insurgents bodies as i feel they are less likely to be carring maps or electronic devices, and to incentivize taking prisoners and speaking with civilians.
 
I found the below default rep settings

We are penalised for changing wheels, damaging and destroying buildings, killing Civs or their pets, but can get 25 Rep for disarming and removing IEDs .

We’re gonna have to stop getting killed ;)
Yes those are accurate, tho i might change them a bit. A farm animal having the same value as a building is a bit weird.

I will see if i can refund us for dsync deaths, as loosing 3 men and a vehicle is about -55 points.

Edit:
You are penalized for taking wheels from civilian cars, not changing our own wheels.
 
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Very bad
Having a vehicle destroyed

Bad
Getting Killed*
Killing a civilian

Oopsie
Killing an animal
Damaging buildings
Destroying a building**
Shooting in the direction of a civilian with no enemy close by
Shooting a civilian corpse
Stealing vehicle parts
Stealing food
Breaking down doors

Neutral
Killing enemy combatants***

Good
Remove Graffiti
Give food
Healing civilians

Decent
Disarming IEDs
Cleaning up real and fake IEDs

Great
Completing side missions
Destroying weapon caches
Destroying hideouts

*Only when respawning, no penalty if you are either A) stabilized and brought back to a medical facility or B) "revived" in the field
*Destroying a building and killing a farm animal has the same penalty Oo.
***You would need to kill 40 opfor to make up for a single death. (Removing one graffiti equals killing 12 opfor.

Note:
I have reduced the intelligence found on insurgents bodies as i feel they are less likely to be carring maps or electronic devices, and to incentivize taking prisoners and speaking with civilians.
So everyone carries a couple of bananas when we head out (y)

How do we clean graffiti?

I had a play with Drongo and Simplex stuff, really easy to use, I liked the arty stuff, very effective (y)
 
According to our intelligence:
After the capitulation of the Aziz goverment and the Takistani Army, the base of the 3rd Reserve Armored Regiment in Kalae Noowi was raided, the new government reports several armored vehicles, and a few T-55 tanks, are missing.

I won't be adding many restrictions for this campaign, if you wan to fire a battery of 122mm into a city be my guest.
(I do however have a plan for how to deal with "bad" decisions)
 
So i need some feedback:

Should we make IED's easier?
Should we change up our tools (supports, etc)?
Should i change some of the reputation penalties (for deaths, etc)?
-Should i try to make it so that we gain rep from bringing prisoners back to base?
What is the ideal respawn option (on all vehicles, on transport vehicles, on squad members, halo jump)?
-Spawning on the tent bags does not seem to work for some reason)
Is the AI fine or should they have their skills reduced?


Some side notes:
A dedicated Medic and AT is probably required, in conjunction with some sort of engineer. We should also remember that we can call in smoke barrages with our artillery, even in towns.

While they can't disarm, spotting IEDs is much easier with the deminer drone. (it also has a shotgun attached so that i can shoot the mine/ied)

The modpack needs to be updated again as we seem to have found the mod/mods causing the stability issues.
 
I like the map and the insurgent setting. I struggled with having no backpack space because of carrying the respawn tent, maybe allow respawn on the officer or a specific role/character?

As we're such a small group, having multi roles may be helpful, not sure how that looks, engineer/AT, Medic/FO etc.

Rep on the prisoners sounds good, anything to help rep which we loose pretty easily

Is there anyway to setup a practice area or scenario for IED disarming which doesn't screw our rep when we die?
 
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