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ARMA 3 [Event] Operation Olive Strike; Saturday November 21st 2020; 1900h UTC.

Calendar Details:|2020-11-21 20:00UTC|Arma 3| Operation Olive Strike|

[ARMA3] Operation Olive Strike - Saturday, [email protected]:00 UTC

INFO:

When? 19:00 UTC
Get the mods through our mod downloader, Swifty
Want more info? Our documentation
Join our Arma unit: https://units.arma3.com/unit/themisfitcompany
Recommended reading: http://ttp3.dslyecxi.com/
If you have any issues with mods or teamspeak, do not hesitate to contact the event host or any of the helpers on teamspeak or Discord. DM on Discord and Reddit PM are the easiest way to get a hold of the event host [Syrupy_M00se]
Maps and Mods required:

Map: Malden

Briefing:

Situation

It is July 1965, America is focused on Vietnam, as is most of the world. In the East Atlantic the tiny island nation of Malden has sent a letter to the North Atlantic Treaty Organization asking for two things, membership in NATO and assisting in the elimination of a violent Communist led rebellion that has taken over half of the island. With this plea for help, America has asked other NATO countries for them to directly intervene as the Americans have a shared air force base with the Malden Air Force, and an army base on the south east island.
Just as the Canadians answered the call, so did the Dutch sending their Korps Marinier to help the people of Malden. Two days after 2PPCLI assaulted across the center of Malden the Dutch Marines are conducting an amphibious invasion in the flank of the Soviet positions with plans to move through the enemy and clear the remainder of Malden.

Enemy Forces

The Canadians were surprised by the presence of Soviet infantry, armor, and airborne forces on Malden. Intel shows the Soviets helping to take out the majority of the Malden Military while the Communist Militia secured the people. We expect similar resistance to what the Canadians received, Soviet forces and Communist Militia throughout the southern portion of the island.

Friendly Forces

The Canadians have stopped their attack to secure the north of the island, hunting down communist holdouts. The Nationalist militia was eliminated in this southern region, and those not killed have fled north. There are American forces on the island to the east of the mainland. We are deploying from the HNMLS Amsterdam with either assault dingies or landing craft (COs descretion). The Amsterdam will not be on station for support.

Civil/Terrain considerations

It is believed that all civilians are out of the area, and you are clear on all targets.

Mission

Objective Spanje-Algiers: Clearing this hamlet will secure our rear as we push on and allow follow up teams to land and hunt down holdouts.
Objective West-Indie: We believe we have found the Soviet Airborne Base of Operation on Malden, you are to clear it out. Any helicopter not destroyed will be destroyed later.
Objective Seneffe: The port town of La Riviere is home to enemies and securing this town will cut off enemy retreat in the west and will allow supplies to be brought in. You only need to clear the Harbour Office and the Mayors House as those will be built up as strongpoints. The remainder will be cleared by follow up units.
Objective Kirkduin-Doggersbank: The old palace of the Malden President has been taken over by the Soviet Army and Communist Leadership. Destroying any forces here will stop the Communists from taking over the country.
Objective Bali-Atjeh: The town of Cancon is the central escape route for Soviet forces retreating. Capture the towns strongpoints, the Mayor's house and Harbour office will stop the Communists in the region, allowing follow up units to clear it.
Objective Chatham: The central town of Chapoi is one of the last holdouts of the Soviets, capturing the Town Office and Storage Office strongholds will allow follow up units to clear the town.
Objective Rotterdam: We have found a Soviet motorcade, with armoured vehicles. Clearing it out will weaken the enemy control of the region. Any vehicle not destroyed will be destroyed later.
Objective Javazee: The eastern town of Le Port is the location of the final Communist holdout. Clearing the Town Office should weaken the enemy enough for follow up units to clear the town.
Objective Nieuw-Guinea: The eastern military harbour is the Soviet final escape. Capturing this port will stop any holdouts from taking an obvious exit, making them easier for follow up units to find.

Assets

You have access to Trucks, Jeeps, Mortars, and a small number of Huey and Chinook Helicopters.

Administration/Logistics

The Huey crew will be running reinsertion and resupply runs, as well as provide light air support (Door Guns) and recon from above.
If you respawn proceed to the radio on the table to inform the pilots that you need a pickup, by interacting with it. If you join late you will have to either grab a radio and call for a pickup at the Destroyer or respawn and activate the radio there.
Just after the beach landing you will be able to regroup with a section of Canadians with trucks, ammo, and mortars. These will allow you to be faster and more mobile.

Due to the limits of technology only Command team, Section Leaders and Section 2iCs will have radios.

If you are missing kit:

There are 2 Limited Arsenal boxes near (re)spawn. One is at the front end of the HNLMS Amsterdam's Hanger. The second is just outside of the wall to the right from respawn. Only use these if you are missing kit, as mentioned above only Command Roles will have Radios.

Slotting:

Make sure your slotting comment has these vital pieces of information:
in-game name, discord name, role
CO, squad leaders and special roles (all roles in bold letters) should join the teamspeak 30 minutes before the event starts for planning the mission.
If this is your first event with us we would also like to ask you to join 30 minutes early for a quick introduction to MC.
ROLES
The FOO will pass this info onto the Mortar Team by grid coordinates.
X-Ray: The Helicopter will serve as logistics, light air support via the door guns, and recon for the platoon.
Each Gunner in Mike has a piece of the mortar, for the gun to be effective during the beach assault the team will have to be full. Two additional mortars and trucks will be available at the Canadian Line.
Assistant Autorifleman: AARs have tripods for the AR's FN MAG MMGs. These are optional and can be dropped.

Slots

This list is not guaranteed to be up to date! Do a quick look through the comments to make sure your slot hasn't already been claimed.
You need to have played at least three events with us for all leadership and special roles like pilots or vehicle crew.
Callsign/Role IGN Equipment Notes
Zeus Darthaetheous
Co-Zeus Syrupy_M00se
Romeo
CO NuKuBu FN FAL
2iC Embrodak FN FAL
FOO BlueBlack FN FAL
Medic Kunge FN FAL
Alpha
Section Leader Kmouse FN FAL
Medic Maple FN FAL
Automatic Rifleman Korey FN MAG
Assistant Automatic Rifleman Lelldorin FN FAL has tripod for FN MAG
Rifleman (AT) KJ Trey FN FAL/M3 Carl Gustav
Rifleman TPM FN FAL
Rifleman Zunder FN FAL
Rifleman Ms.Cyanide FN FAL
Rifleman FN FAL
Bravo
Section Leader Red FN FAL
Medic FN FAL
Automatic Rifleman FN MAG
Assistant Automatic Rifleman FN FAL has tripod for FN MAG
Rifleman (AT) FN FAL/M3 Carl Gustav
Rifleman FN FAL
Rifleman FN FAL
Rifleman FN FAL
Rifleman FN FAL
Charlie
Section Leader Scarecrow FN FAL
Medic SonicCZ FN FAL
Automatic Rifleman Michael FN MAG
Assistant Automatic Rifleman LordPhil FN FAL has tripod for FN MAG
Rifleman (AT) Dexterityb FN FAL/M3 Carl Gustav
Rifleman Hansel FN FAL
Rifleman MaevisFR FN FAL
Rifleman Geelik FN FAL
Rifleman Kira FN FAL
Delta
Section Leader FN FAL
Medic FN FAL
Automatic Rifleman Traaseth FN MAG
Assistant Automatic Rifleman FN FAL has tripod for FN MAG
Rifleman (AT) FN FAL/M3 Carl Gustav
Rifleman FN FAL
Rifleman FN FAL
Rifleman FN FAL
Rifleman FN FAL
Mike
Mortar Crew Officer Bytor FN FAL
Mortar Crew Piloh FN FAL
Mortar Crew klausman FN FAL
Mortar Crew LtCuddles FN FAL
X-Ray
Pilot SaltyR Browning Hi-Power
Co-Pilot Squire_Gareth Browning Hi-Power
Door Gunner Libation FN FAL
Door Gunner Legensassy FN FAL
Reserve:

Gunsalot,

submitted by Syrupy_M00se to The_Misfit_Company

Stone isn't op: quick tips on how to deal with all elements.

Hey everyone. I'm not a pre-alpha player, and have only been playing this since launch (although I'm playing the game every day like an absolute addict). However, seeing all those "stone is op" posts is getting kinda boring, so I figured I could share some of the things I've learned from playing and watching veterans play.
Stone:
The key thing for countering stone isn't jumping nonstop, because if you do that you'll exhaust all your mana and become unable to fight back effectively. So, what should you do?
It's simple. You'll always want to be on a different level than the stone user. See that little house over there? Get on top of it! Once the stone player jumps up there, you should already be at ground. This tip completely shuts down the stone gauntlet (well, except for the boulder they might try to throw at your face). Bear in mind that pretty much any structure that's at least half the size of your character works for this (even little fences).
But what if you're fighting on a plain field, with nothing to get on top of? Well, in that case, just accept that the stone gauntlet will always have the advantage in that type of situation. From there, you have two options: either get the hell out of there ASAP or do your best to kill them before they kill you.
Fire:
The fire gauntlet is a tricky one to counter. When playing against it, try your best to keep your distance and avoid touching the ground. The fire gauntlet is a lot harder to use against airborn opponents, due to the projectile speed. Don't rely too much on that though, as good players can (and will) hit you multiple times while you're mid air during a fight.
The best advice I can give here is to fight back. Don't let fire users rush you too hard. Try to give them a hard time landing those fireballs. Also, be aware of those sneaky flame walls they will place behind your back if you try to flee from them.
Ice:
Break line of sight, if possible, and close the distance on them as unpredictably as possible. Ideally, you should be dashing/jumping around as much as possible. Throwing your spells at them while doing this is also recommended. It's a lot harder to land ice shots when opponents are on top of you. Landing those ice snipes isn't as easy as you might think, especially if you have good movement. Don't (ever) try to fly away from an ice user in a straight line, and for God's sake, don't use the featherfall rune against one (you're literally asking to get shot).
Quick tip here, using the harmony talent completely shuts down thei ice gauntlet sorcery. You can walk right into it and blast then in the face with whatever you have. If you're not running that talent though, keep in mind that you can shoot inside the ring from above. The sorcery blocks lightning, fire and toxic.
Toxic:
Keep track of toxic gauntlet users at all times. If you're not sure were they are, retreat as quickly as possible while looking in the direction you think they are. Keep in mind that invisibily in this game doesn't make you 100% transparent, so if someone goes invisible right in front of you, try your best keep track of them.
This gauntlet is only good at really close range, so do your best to stay 10 meters or so away from it and you should be good. As for the toxic cloud, try to disrupt it quickly to make sure Toxicologists don't use it to their advantage to go invisible.
Quick tip, flame walls and ice rings completely stop toxic sprays. You can use those to shift the fight in your favor.
Finally, watch out for dragonfire (Fire + Toxic). Seriously, it hurts REALLY bad.
Wind:
Wind is another gauntlet that is only good at close range. Keep your distance if possible. Tempest players will try to get on top of you to get their maximum damage output, so beware of that.
You can walk out of tornados. Don't panic and don't jump, you'll be fine in no time. Keep in mind that wind, just like toxic, has a lot of elemental interactions, so beware of wind users second gauntlet.
Lightning:
Lightning has great sustained damage, but (usually) no burst. Break line of sight and close the distance on them as fast as you can if you're using close range gauntlets, or take quick peek shots at them if you're using long range ones. Basically, just don't let them laser you for too long.
Watch out for their sorcery as it can stun, rendering you completely unable to fight back for a couple seconds.
This is honestly the worst gauntlet to deal with IMO, so good luck. Keep in mind that on PC aim assist for controllers is busted right now, so don't be too surprised if you get lasered in seconds by this gauntlet. It will be fixed soon enough.
Please comment your tips on how to deal with elements so we can make improve this guide for players that are struggling a bit learning the game!
I apologize for any grammatical errors in advance. Brazillian player here. Thanks for reading!
submitted by Wardraugr79 to Spellbreak

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