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    RHS: What's up next?

    It has been four months since the last RHS update, and we are still waiting for the update that fixes all issues introduced by the Tanks DLC a month ago. Now the last word is that all bugs are fixed, but they are still waiting for the new content to be finished; since they like to release the bug fixes with new content. But it means that we don't know the release date until they either announce the update or just randomly release it. So until that time, use this article to see what the RHS guys are working on, and get hyped for all the new content they are working on.
    *DISCLAIMER* Most of this is speculation and based on comments made, or pictures shared by the Devs.
    It has been a month since the Tanks DLC update, which brought a lot of changes to the way Arma works. Mosty notably the changes to vehicle interiors and armour values. And all these changes caused a lot of bugs in RHS and many other mods. If you want to look at all the bugs, you only need to look at the list of all issues that have been resolved since then. http://feedback.rhsmods.org/changelog_page.php
    The most notable issues that will be fixed in the next update are the following:
    Seeing through vehicles when turned in, caused by the new vehicle interiors. Views zoomed in vehicles. Not being able to use certain seats on some American vehicles. And much more. Along with all the problems caused by the Tanks DLC, however, also come new features. Top-down attack mode for missiles is one of the features that the RHS developers are implementing for certain weapons. This means that in the future some of the RHS launchers will be more flexible in their usability. A comment has also been made that they are working on improving the TOW launcher, including the ability to use the top-down attack mode. There are more changes coming, mainly in the use of the new armour values and the vehicles needing to be updated to it. But we will have to wait for the release to see it all.
    So we now enter the territory of stuff that is new and may or may not be part of the next update. A lot of new content is constantly teased, but not all of it may be released in the upcoming update. So what I will be discussing here is confirmed to be in the works but has not got a release date. 
    The first tease we got was not long after the previous update, and it was all about the M24. The M24 is definitely not a new weapon; it has been part of RHS for a long time. However, the weapon is getting an update. The original model had three variations, the default with some sort of semi-arid camo, black camo and one with semi-arid ghillie additions. There were not many extra additions, it was just those. But it is now being upgraded with some interesting looking things.

    The most interesting update comes in the form of a suppressor. It is something that the current model does not have and will be an interesting addition that may make the weapon more appealing for Prophet. It is not as heavy as many other sniper rifles and may be more favourable for the Prophet team on foot. It is a similar weight to the M2010, but a bit less powerful. Now, this is based on current statistic, but that may all change since the weapon is being updated anyway. Along with the new suppressor, there are also new camouflages. The old semi-arid camo will probably be removed, and in place of that, there will be woodland and desert variations. BAnd besides the new camouflage, you can see an ammo pouch on the stock, which is probably only cosmetic as I don't know of any way they could make that functional. There is not much more new stuff I noticed about the weapon, but you can check out all screenshots in the album here.
    This next one on the list will spice up the RedFor launcher list a bit. I think it will fit in just above the RPG-26 in terms of regarding usability, but not by much. It will probably be right on par with the M136 on the BluFor side right now. With an effective range of 300m, compared to the RPG-26's 250m, it promises a bit more range. The sight is also a big improvement, being much more open and allowing for easier aiming.

    The RPG-75 is a single shot disposable rocket launcher, which means it will be considered LAT once released. It should offer about the same firepower as the RPG-26 is my prediction. Let us hope though that the weight is not a big downside. If you want to see it kill an MBT, check this test video. Oh, there is an album for this one as well.
    Tacticool VZ
    I didn't name it this, the maker PuFu did (probably won't be the real name). This is a tactical variant of the GREF VZ. Not much to say, other than that I am 99% sure it is part of the next update.

    Get ready to use all the attachments!
    FN FAL
    The FN FAL is already part of our modset, as part of NIArms, but it is now also coming to RHS. There is no information on this other than a couple of screenshots you can see here. Seeing the state of it, I think it is at least another four months before the FN FAL will come to RHS. Seeing the release pattern of RHS, which would mean it will come in 0.4.7, hopefully.
    In the last few updates, there were a lot of RedFor vehicles being added; we didn't get much news on BluFor vehicles. That has flipped this time, only BluFor news this time! Not all of this will be in the next update for sure though. Some of the stuff has been teased, but there is no indication of those vehicles being completed any time soon. But let us start with one that I am certain will be in the upcoming update.
    I think we have all seen a Zeus use the "Attach to" module to attach a weapon to a vehicle, and some will probably have seen a TOW launcher attached to a vehicle. The only vehicle that up to this point did it without is the BAF Milan Land Rover, but that is a British vehicle and doesn't always fit in with other American assets. So now RHS is introducing a TOW HMMWV that will give you the ability to take out MBTs with ease, without needing a bigger asset.

    There isn't much more to be said about this one, it is 4+1 seater Humvee with a TOW instead of the common M2. I hope Zeuses will decide to use this so now and then, as it will provide very different missions compared to armoured assets. But now on to the next vehicle addition that will certainly be in the next update. This vehicle is not the only change related to the TOW system. They are also bringing a new top-down attack mode for the TOW! The Tanks DLC introduced a lot of new stuff including a top-down attack mode for ATGMs and certain rocket launchers, and the RHS developers are also bringing that to the TOW system. This comes along with a complete rework of how the TOW works, which will be interesting to see as there isn't a real comparison in vanilla arma to compare it to.
    USMC RG-33
    Well, it is not so much a new vehicle; more a couple of changes that make it specific for the US Marine Corps. Most likely in the next update is a special O-GPK Transparent Armoured Gun Shield. This was specifically designed for the Marines so it could be folded down, probably for easier transport. It also switches the position of the glass to the upper part of the shield, rather than the bottom of the shield on the other MRAP variants.

    Besides the updated turret, the vehicle is getting USMC specific markings. This turret will be used on most, if not all, future USMC vehicles and maybe some current ones will get updated. I am not sure which vehicles currently in the game would use this in real life.
    M142 HIMARS
    Another new addition to be expected in the next update will be an excellent sight for the lovers of Artillery. RedFor has their BM21, and vanilla NATO has the M5 Sandstorm, but RHS BluFor had no rocket artillery vehicle yet. That is now changing with the introduction of the M142 High Mobility Rocket System, or HIMARS. At the base is the FMTV truck that is already a part of RHS, then on top of that is a single pod with six rockets.

    The rocket pod is the M993 Launcher, the same one used on the M270 System which has two pods. It will look familiar since the vanilla NATO M5 Sandstorm is based partially on the M270. This leads me to think that in use it will be the same as the M5 sandstorm, as it should be an almost identical system. Not sure if it will use the same rockets as the vanilla variant, but it will definitely use the artillery computer. Besides the six rockets, there is another possibility, however. The launcher can also take a single MGM-140 ATACMS missile, which is a big 610mm cluster rocket. That sounds very interesting, but it will be very overkill for anything to do with Arma, so it is unlikely.
    Stryker and LAV-25
    The stryker platform is very well known as it is used by the US Army in many recent wars. It comes in many different variants, from a very simple infantry carrier vehicle with an M2 CROWS system to a Mobile gun system like the Tanks DLC Rhino MGS, to a Mortar Carrier. We don't know yet which variants will be part of RHS, but the first "confirmed" variant is the ICV, which is the version with the M2 CROWS. There are about ten variants of the Stryker, but I only expect the ICV and the MGS as the variants that will be in RHS. The only picture we have had so far is this frontal image of the ICV variant.

    As you can see it has an M2 mounted on top, no big gun like the Rhino MGS. But that wasn't the only obscure tease we got. An even more obscure one was this, which seem to be a set of wheels for the LAV-25. We used to have a LAV-25 when we used Arma3Sync, but it was not available on the steam workshop as the vehicle had been merged with CUP. But now we can expect a high detail version in RHS; I don't know when though. Both the Stryke and the LAV have not been shown in their full textured state, so it could be very far away still.
    Cougar 4x4
    This next one was first teased back in 2016 but was then shelved as the original developer left the team. This means that the tease was basically for nothing as the product never got finished. But on the 27th of May, they showed work had continued on the model and we can probably expect it in one of the future updates. They were still working on the basic version, the low and high poly models still had to be made, so it could still be quite a while before it is ready. But it is great to see they are dusting off some of the old stuff that had been put on ice.

    This is part of the original tease, but it will most likely change quite a bit by the time it is actually released. One thing has been announced already about this vehicle; this Cougar 4x4 will replace the 4x4 RG-33! They told us during the stream that this will replace the RG-33 completely as the RG-33 was never actually used and was seen more as a proof of concept vehicle made by BAE Systems. The RG-33L, known in-game as the M1232 will probably stay for a while, but we have not any confirmation for that.
    I hope this got you hyped for the next update that will come soon™, but we don't know how soon. The list of confirmed fixes grows each week, and we keep getting more and more teasers thrown our way. If you want to learn about stuff being added to RHS, it is always worth following their Twitch stream. They aren't shy to tell us some juicy details, and it is a great place to see how they make all the great content they provide.
    In the latest stream, they showed off work on the interior of the Cougar 4x4 that has been taken out of the icebox, but they also shared some details on what we can expect in the next update. Besides all the teasers they released, the M24, M142 HIMARS, TOW Humvee, RPG-75 and the couple other things, they also told us about some new stuff. They told us that everyone will be blown away by the size of the changelog for the next update. Not just the amount of fixes, but also the fact that all the teasers they showed were just the tip of the iceberg. To the point that one of the devs said he is blown away by all the new stuff being added. I can not say much though on all the new stuff being added, as they didn't tell us about much other than what the teasers have shown. They did say, however, that we can expect a new AN/PEQ-15 which should be interesting. But enough about that all, we will need to wait patiently for the update to be released to see all the new stuff they are bringing.

    May Military History - Battle for Maleme & The Battle for Crete, "Operation Mercury", May 1941

    The Greek Island of Crete is located in a key strategic position in the Mediterranean Sea, with airstrips and naval bases which would allow Allied forces to threaten German and Italian shipping throughout the area. Strategically, it was invaluable.
    In October of 1940, the Italian Army attacked Greece without the knowledge of German High Command. British, Australian and New Zealand forces were dispatched to Crete to allow the Greek Fifth Cretan Division to re-deploy to the Greek mainland. After a few months of fighting, the situation looked bleak and the Italians requested intervention of German Forces to assist them. In April 1941, mainland Greece was overrun with 57,000 Allied forces evacuated from the country.
    The issue of Crete was one of major discussion in German High Command. Operation Barbarossa (the invasion of Russia) was in full swing and the Royal Navy (and remnants of the Free French Fleet) controlled the waters around Crete - seizing control would be a major undertaking. Eventually, the Luftwaffe (German Air Force) convinced Hitler that an airborne invasion would seize Crete with little effort, and would open the Eastern Mediterranean and Northern Africa to future operations.
    On the 20th May 1941, the German High Command began an invasion of Crete, dropping around 14,000 Fallschirmjäger (Paratroopers) en-masse as part of the first largely airborne led invasion in history. Previously, Paratroopers had been dropped in small groups to secure important bridgeheads or tactical areas, achieving some success during the invasion of Holland the year before. Due to several mistakes, however, the Luftwaffe lost numerous transport aircraft during this campaign.

    On the 30th April 1941, command of Allied forces on Crete, Creforce, was given to Major-General Bernhard Freyberg. His forces were an amalgamation of Allied troops who were previously stationed to Crete, forces withdrawn from Mainland Greece and leftover Greek troops. As far as I can tell, the forces were re-organised as follows :
    3 Battalions of the 5th Greek Division Heraklion Garrison Battalion 2nd New Zealand Division 19th Australian Brigade Group 14th Infantry Brigade of the 6th British Division In all, there were around 40,000 combat personel defending Crete - all in various stages of readiness and equipment. Some divisions were forced to re-deploy soldiers who had previously deserted.

    Large numbers of Fallschirmjäger were assigned to the operation, over 14,000 in all. Augmenting the operation were 15,000 Gebirgsjäger - German Mountain Commandos. The forces assigned to Operation Mercury were :
    Fliegerkorps XI - 1st Fallschirmjäger Division, consisting of :
    1st Panzerjäger Battalion, 1st Pioneer Battalion, 1st Flak Battalion, 1st Medical Battalion, 13th Nebelwerfer Company, 14 Panzerjäger Company
    1st Fallschirmjäger Regiment, 3rd Fallschirmjäger Regiment, 4th Fallschirmjäger Regiment & 1st Artillery Regiment. 22nd Air Landing Division : 
    Infanterie-Regiments 16, 47 & 65, Artillerie-Regiment 22; Panzerabwehr-Abteilung 22; Aufklärungs-Abeteilung 22; Feldersatz-Batallion 22; Nachrichten-Batallion 22 & Pionier-Batallion 22. 5th Gebirgsjäger Division

    Initially, the plan for Operation Mercury was to capture key airstips on the Northern edge of the island with Fliegerkorps XI, swiftly followed by glider-borne reinforcements in the form of the 22nd Air Landing Division. However, due to pressure for the Luftwaffe to complete operations in Crete by the end of May, the plan was rushed. Several aspects were improvised - troops who were not trained in airborne assaults were assigned to the initial action. After much disagreement eventually Hermann Göring, head of the Luftwaffe, decided on a plan of attack. There were to be 3 major objectives for the initial drop : The airfield of Maleme; the airfield of Rhethymon & the airfield near Herakleion.
    The invasion force was divided into 3 Battlegroups; Group Center (Codenamed Mars) under Generalmajor Wilhelm Süssmann, Group West (Codenamed Comet) under Generalmajor Eugen Meindl and Group East (Codenamed Orion) under Oberst Bruno Bräuer.
    Group West was by far the largest of the Battlegroups - and was given the task of securing the area around Maleme. This is what I shall be focusing on in this article.


    At 08:00 on 20th May 1941, Paratroopers of the 1st and 3rd Fallschirmjäger Regiments landed near Maleme Airfield and Chania town, pushing East towards Maleme Airfield - which was held by the 21st, 22nd and 23rd New Zealand Battalions. Due to the jump being made in daylight, the members of Fliegerkorps XI had no cover when they came under fire from the Greek and New Zealand defenders, suffering many casualties while the drop was in progress. It is recorded by some sources that the Luftwaffe lost 7 aircraft during the drop alone.
    After reorganising themselves, the members of Fliegerkorps XI pushed towards the airfield, clashing with the New Zealanders eventually forcing a breach of the Airfield's defences. While heavy fighting was underway, the second wave of attackers came in - this time a Gliderborne force from the 22nd Air Landing Force. It's difficult to accurately say who was fighting where, as the large amount of Flak and Royal Air Force fighters caused intense disruption to the Luftwaffe formations, with several Gliders being destroyed and even more missing their designated Landing Zones. As some managed to touch down safely, the now alert New Zealand troops stationed on Hill 107 began shelling the Landing Zones with mortars - nearly obliterating the Glider Troops. 
    After hours of fighting, a combined force from Fliegerkorps XI and 22nd Air Landing Force began to force the New Zealanders off of Hill 107, giving reprieve to the assaulting forces below. As the day drew to a close, German losses were severe. The 1st Assault Regiment lost 400 out of it's 600 men in III Battalion, for example.
    Later that afternoon, the Allied defenders were forced to redeploy troops as a second wave of Paratroopers was dropped near Heraklion to the East. This landing was again viciously opposed, mostly by the 2nd Company of the 4th Australian Infantry Battalion.
    As night fell on the 20th May, none of the immediate German objectives had been achieved.

    Overnight, orders were cut to the 22nd New Zealand Infantry Battalion to withdraw from Hill 107. This left Maleme Airfield undefended. The beleaguered German forces took every advantage and swiftly secured the Airfield itself, digging in around the Airfield and nearby towns. Further reinforcements were flown into the Airstrip overnight -  the 5th Gebirgsjäger Division.
    The following afternoon, Freyberg ordered a counter-attack to retake Maleme Airfield during the night. The task fell to the 2nd Company, 7th Battalion of the 2nd NZD. Due to a lack of transportation, 2 Coy was forced to march the 18 miles to reach their stand-to positions. Hampered by the Luftwaffe, 2 Coy didn't make it to their staging area until 02:45. The counter attack began an hour later, but was repulsed due to intense activity from the Luftwaffe.
    A final attempt to retake the airfield was launched on the 22nd May by 2 Battalions of reserves from the New Zealand Force - the 20th Bn of the 4th Brigade and the 28th Maori Bn of the 5th Brigade. The assault, planned to take place during the night, was again delayed until daylight - giving the now firmly entrenched Fallschirmjägers and Gebirgsjäges chances to expand their territory into the rocky and treacherous foothills surrounding to the South of the Airfield. After several hours, assaulting along the valley and up Hill 107 the attacking New Zealand forces were subjected to multiple overlapping Machine Gun emplacements and a fresh battery of artillery who had recently been landed at the Airfield. 
    The 20th Battalion and 28th Maori Battalion fought viciously, sometimes engaging in hand-to-hand fighting with the entrenched defenders and several times the defences along the valley were threatened. Eventually however, repeated attacks by Stuka Dive-Bombers broke the attackers, forcing them to withdraw. This withdrawal marked the end of fighting over Maleme, and marked a change in the defensive posture of Alied forces on the Island.


    After the Battle of Maleme, Allied forces continued their resistance for several days, eventually evacuating from the Southern side of the Island from the 28th May to the 1st June. Due to rapid encirclement, many Allied soldiers were forced to surrender as Italian troops joined the assault forces.
    The operation did not impress the German High Command as expected. Hitler remained convinced that Paradrops were not a viable means of attack, and instead ordered his Fallschirmjäger be re-deployed as ground combat forces, a role they maintained until the end of the war. Conversely, the Allies (and British especially) were struck by the lightning attacks the Fallschirmjägers and Glider Troops made, leading to the planning of large-scale Airborne landings seen over Normandy and Holland 3 years later.
    Losses during the operation were substantial. British Commonwealth forces suffered over 3,500 killed, with a further 1,900 wounded and 12,000 captured.
    German losses worked out at over 2,000 killed, 2,500 wounded and 17 captured. The Luftwaffe also lost over 280 aircraft.
    I'm going to focus on the intial assault on Maleme, using Stratis Air Base as a replacement for the Airfield itself. Players can either "drop" over the Airfield directly, or drop a little to the South, either way both DZs will be under scrutiny from Hill 97. A small garrison force on-top of the Hill with a pair of mounted MGs will prove a difficult challenge, similar to the one faced by Fliegerkorps XI as they landed. 
    Agia Marina makes a nice objective to clear as well, some close and dirty street fighting to round out the scenario.

    I recommend using the Chenaran Ground Forces. The maximum armour used against the players should be BTR-60s - remember the players won't be able to carry too much AT if they're parachuting in.

    Thanks for reading, that's it this time - I hope it was informative and gave you some decent ideas!

    The Moderator Team Grows

    It's been an eventful few weeks, with the release of the Tonks DLC, our glorious adoption of glorious Mother Russia :^), the "Just ARMA things" of tonk vs Humvee in the UO-FK TvT Joint Op that was fated to crash mid-mission I mean, Neil was on the server, what did you expect?, and the upcoming modset change tomorrow, where we say goodbye to some old faithfuls like Lingor, Abramia, Duala, and say hello to some new (and old) faces in Diyala and Panthera amongst other changes. 
    Throughout these past few weeks though, we've also had something else going on that you might have missed. It wasn't anything important, just Moderator applications. From the moment we opened up the form to apply for Moderator, to when we went "Pls no, NotLikeThis, too many applications" and closed it, we received 50 applications from people who want to step up and help give back to the community. (Well, 51. You'll see what I mean.) Some were extensive, like, very long, and very well written. Others, not so much.

    I mean, look at that. How lazy is that? I should ban this guy. :^)
    Totally wasn't a test submission to make sure the form + thread making worked.
    We in the staff team would like to thank all those who applied and we appreciate their drive and desire to help give back to the community. It wasn't easy coming to a final decision on who we would be adding. There were a lot of good applications and there were good arguments for (and obviously had to have some against) a lot of the people who applied. But in the end, it doesn't even mat- wait no. I mean, in the end, there can be only one... Or six.
    As such, I regret to inform you all that the following six intellectually challenged members have decided to consign their souls and sanity to the depths of FK, to spend the rest of their days growing more and more insane as they try to keep the peace in this special place. But hey, at least they get a cool blue badge on Teamspeak. Going in alphabetical order:
    @Dezree @Dragosphere @gadsada @Silberjojo @Sinderi @TheMinion May we all press F to pay respects.
    Of course, with the promotion of Sinderi, we are also pleased to announce that all new members must pass the rite of passage in the Blood Pool as their initiation, and that the Blood Pool is now an official FK Platform!...Not...Yet. :^)
    That being said, I hope you all join me in welcoming them to the staff team and let's at least give them a month before we all make them reconsider their life choices, shall we? :> If you ever have any problems or issues that need resolving, don't be afraid to approach any of these members or current staff members, we're always around to help. Just don't ask Sarissa for Tech Advice, or Batty for dating advice. You'll probably just end up knowing even less, or getting catfished respectively. :>
    With all that said and done, hope you all have a good day/night/twilight/Nether/End/dimension/whatever random place or time you're at and we'll see you all in places. So area, much web, many connect. Wow.
    & the FK staff team.

    May Military History - Hill 937, "Hamburger Hill", May 1969

    This is going to be a semi-regular topic that will be appearing on the front page in which I will do small write ups of actions in military history. The eagle-eyed among you may have already spotted, this article will be on the infamous battle of Hill 937, more famously known as Hamburger Hill. I'm gonna talk about the historical action, and then give examples and ideas as to how this could be used in Arma.
    The battle was fought as part of Operation Apache Snow during the Vietnam War, between May 10th and May 20th. The objective of Apache Snow was to locate, fix and destroy North Vietnamese Army bases in the remote A Shau Valley. Apache Snow was a large operation, as the A Shau was decidedly owned by the North Vietnamese and Viet Cong forces and provided a corridor for supply and retreat from South Vietnam into Laos - part of the successful Ho Chi Minh Trail.
    To ensure success in sweeping the valley, the Military Assistance Command - Vietnam (overall command centre of Allied and ARVN units) dedicated 2 infantry divisions, the Army of the Republic of Vietnam (South Vietnamese) 1st Infantry Division and the American 101st Airborne Division. The 101st had previous combat experience with the A Shau and considered it to be a "valley of death". When orders were cut for them to return to the A Shau, morale in the 101st plummeted.
    Hill 937 was named as such by the American forces in Vietnam, following the tradition of naming elevated areas after their designated height on topographical maps. 937, dubbed 'Hamburger Hill' by the troops who fought there, is actually called Dong Ap Bia, or Ap Bia Mountain in Vietnamese. Only sitting 1.2 miles (1.9km) from the Laotion border; if fortified the mountain could have disrupted the NVA and VC resupply routes through the A Shau valley dramatically. There was one major obstical blocking the 101st from this goal, the 7th and 8th Battalions of the 29th NVA Regiment, some 800 men.
    The unlucky few sent to secure the hilltop, were the men of the 3rd Brigade, 101st Airborne. In later actions, support came from the 3rd Regiment, 1st Infantry ARVN; 3rd Squadron, 5th Cavalry US and the 9th Marine Regiment US.

    937 was surrounded by a range of ridges, called the Annamite range. The mountain itself is actually unconnected to this raised ground, meaning that the only way to the top is by forcing your way up the steep sides, metre by metre along the thin and snaky ridges and peaks which extend from the peak to the valley floor.
    The terrain on the mountain is nearly inhospitable. Triple-canopy jungle limits landing zones, and once on the mountain itself there are dense thickets of bamboo and thick concentrations of elephant grass, which sometimes "stood taller than an M113".
    Confounding these tricky conditions, the men of the 101st had to deal with a mountain that had connected trenches and bunkers - almost the entire mountain had been fortified by the NVA. Prior to the assault, the US forces were not aware of how deeply entrenched the NVA were in the A Shau, but they expected a fight. As such, the Order of Battle was pretty hefty for an operation in Vietnam.
    Operation Apache Snow had 3 Infantry Battalions of the 101st assigned to it. The 3rd Brigade, commanded by Colonel Joseph Conmy, consisted of the following : 
    3rd Battalion, 187th Infantry Regiment, commanded by Lt. Col. Weldon Honeycutt 2nd Battalion, 501st Parachute Infantry Regiment, commanded by Lt. Col. Robert German 1st Battalion, 206th Parachute Infantry Regiment, commanded by Lt. Col. John Bowers 2nd Battalion, 1st Infantry Division, ARVN 4th Battalion, 1st Infantry Division, ARVN COMNY'S PLAN

    Comny's plan was a fairly simple one, he ordered the supporting 5th Cavalry and 9th Marines to block the valley in South Vietnam and begin pushing towards the Laotian border in an attempt to flush out the NVA. Meanwhile, the 5 Infantry Battalions under his command were airlifted into the Valley on May 10th, attempting to block any escape route into Laos while pushing back towards the 5th Cavalry & 9th Marines. The hope was to trap fleeing NVA forces between the deployments in a classic hammer and anvil strategy.
    The members of the 29th NVA Regiment had other ideas. They instead kept themselves secured within the safety of their fortifications on Hill 937, sending out small probing patrols to keep the US infantry busy.

    I found this on google, it is not me. Photograph shows one of the NVA Bunkers

    Now for the meat of this article, the battle itself.
    The 101st saw limited contact from the day they landed, May 10th, 1969. Sporadic firefights with minute numbers of NVA regulars led the commanders to believe that the plan was working. As such, the men of the 101st pushed onwards towards Hill 937. The men of the 3rd Battalion, 187th led the way onto the Northern slopes of the mountain and began to encounter the first set of defences. Comny decided to surround the Vietnamese by lifting Bravo Company, 2nd Bn, 501 PIR to the Southern slopes of 937. From there, the troops pushed Northwards, encountering a mess of interconnected defensive positions occupied by a stubborn and dedicated foe. With the terrain proving to be more of an enemy than an ally, the men of Bravo Company found themselves alone until the 15th May.
    Meanwhile, the 3rd Bn, 187th, tried to break the deadlock by conducting a multi-company assault to the North on the days of the 14th and 15th. The attempt encurred heavy losses, with the US forces managing to secure a few dozen meters a day and having to withdraw at night. The morale of the men on the ground was being drained rapidly with their base camps becoming full of medical evac cases waiting for Medevac choppers to make it through the withering AA fire to extract them.
    It was around this time that the decision was made to hit the hilltop with Napalm, an effort to strip the NVA of their hiding places. While the devastation was severe, the NVA troops weathered the aerial bombardment in carefully constructed bunkers.
    On May 18th, the order was given for a co-ordinated assault on the hilltop from both sides. Both the 1/506th and the 3/187th pushed against the NVA defenders. Delta Company, 3/187th managed to get within 75 meters of the summit but got bogged down in intense fighting, sometimes with troops engaging each other within 20 meters. Delta took a heavy beating, severe casualties forcing them ultimately to withdraw. The order was eventually given for the 3/187th to be released from the battle and brought back to their basecamp. The 3rd Battalion, 187th suffered 320 killed or wounded, including 2 company commanders and 12 platoon leaders.
    On May 20th, the final assault began. 2 Fresh battalions (2nd, 501st & ARVN 2nd, 3rd Infantry) assaulted the hilltop at 10:00 hours. The attack was proceeded by 2 hours of CAS strikes and 90 minutes of Artillery Bombardment. Despite this heavy "prepping", the NVA defenders managed to defend the hilltop for another 7 hours, finally losing control at 17:00.
    After the battle, a token US force was deployed to hold the hill and block NVA resupply from Laos. This, however, was not to last. On June 5th, Operation Apache Snow concluded, and Hamburger Hill was abandoned. An unconfirmed amount of NVA troops managed to withdraw to Laos, and the 29th Regiment returned shortly after, re-capturing Hill 937. In all, the 10 day battle cost the US 72 KIA and 372 Wounded. It cost the US 19,213 rounds of artillery, 890 tons of bombs and 115 tons of Napalm to take a Hilltop that would ultimately be abandoned.
    Hamburger Hill has a bunch of ideas to be used in Arma, not just assaulting a Hill. If you want to explore possibilities, read up on Operation Apache Snow, but here's one idea for the final assault on May 20th.
    Map: Tanoa
    Objective: The Comms Bravo Outpost
    Hostiles: INDFOR Nationalist Militia

    The Comms Bravo area gives you a nice hilltop to allow you to place bunkers and AA (though I reccomend only using ZU or DshKs), and has a nice commanding view of the surrounding Jungle. You can easily place bunkers of units in defensive positions on the approaches to the hilltop, forcing the players to fight their way to the summit. This is the sort of scenario which could be quite easily operated by one zeus and also gives the option for adding jets to the player side - I recommend the A-10 with a full GBU load. 
    I'd reccomend against adding armour into this mission, as in reality it's shitty conditions for any tanks to operate in. If you want to break from history a little, you could throw some M113s in to see how a Mech platoon operates with tracked APCs pushing the hilltop. 

    I hope you enjoyed the article!

    Arma 3 Modset Update

    It has been four months since the last modset update and we need to breathe some new life into it. We have this time chosen to not add any new gear mods, but we focussed on maps and FW mods. The first server will be changed to the new modset on the 7th of May. Until that time, if you are curious about some of the new jets or maps, you are free to check it all out on the second server. NOTE! The second server is already set to the new modset.
    Important note on VCOM and Serverside mods: 
    One big change compared to the previous modset is the use of serverside mods. Serverside mods do not need to be added locally to be functional and will therefore not be included in the collection or the preset document. This also counts for VCOMAI. If you want to Zeus using VCOM AI, you can run it locally. But if you don't want the AI to use VCOM, don't enable VCOM on startup. The AI will only use VCOM if you run it yourself as the Zeus, or they will use another AI mod like bCombat or ASR3 if you got that loaded. VCOM being loaded on the server means that only scripted missions will have VCOM enabled by default. If you make a scripted mission, there are certain things you can do to stop VCOMAI being used in the missions. For more information on that, you can ask in the #arma_editor channel on discord, or check the VCOM AI mod page.
    This is the full changelog:
    ALiVE CLA CLAFGHAN (included in PROMODS) Isla Abramia Isla Duala Lingor+Dingor Island MBG Buildings 3 MBG Celle 2 TRYK's Multiplay Uniforms F16 Fighting Falcon TO BE ADDED
    Deniland Advanced Towing (serverside) Advanced Rappelling (serverside) Advanced Urban Rappelling (serverside) Island Panthera AV-8B Harrier FA-18 Super Hornet Sabs Su-34 Fullback GOS Al-Rayak GOS Gunkizli Diyala Tembelan Island SU35 Flanker PROMODS Vehicle on Fire (serverside) TO BE CHANGED
    VCOMAI (serverside)  

    New hot releases!

    Well, today is a great day! Two quite impressive games got released today, both of them are made by very experienced developers teams and totally should get your attention!
    So let's roll with the first one:
    Firstly, let me mention how the developers describe their creation:

    "Frostpunk is a brand-new title from the creators of This War of Mine. It’s a society survival game that asks what people are capable of when pushed to the brink of extinction. In an entirely frozen world, people develop steam-powered technology to oppose the overwhelming cold. The city’s ruler has to manage both the citizens and the infrastructure they live in. The leader’s tactical skills face challenges that will frequently question the morality and the basic foundations of what we consider organized society. Optimization and resource management often clash with empathy and thoughtful decision-making. While city and society management will consume most of the ruler’s time, at some point exploration of the outside world is necessary to understand its history and present state."
    If you were a fan of the tycoon-survival games, like Rimworld or This War of Mine, this "Siberia simulator" should definitely pull some of your strings.
    You can check other info on the Steam-store page: http://store.steampowered.com/app/323190/
    Next one is the well-known universe, which probably older than the majority of the community =)
    Next one is the well-known universe, which is older than the majority of this community =D

    From original BATTLETECH/MechWarrior creator Jordan Weisman and the developers of the award-winning Shadowrun Returns series comes the next-generation of turn-based tactical 'Mech combat. 

    The year is 3025 and the galaxy is trapped in a cycle of perpetual war, fought by noble houses with enormous, mechanized combat vehicles called BattleMechs. Take command of your own mercenary outfit of 'Mechs and the MechWarriors that pilot them, struggling to stay afloat as you find yourself drawn into a brutal interstellar civil war. Upgrade your starfaring base of operations, negotiate mercenary contracts with feudal lords, repair and maintain your stable of aging BattleMechs, and execute devastating combat tactics to defeat your enemies on the battlefield.
    So, this is a great turn-based game by the people, who are really know how to make a good turn-based action-RPG, especially with the story, written by the same guy who had written a lot of original Battletech novellas.
    You can check other info on the Steam-store page: http://store.steampowered.com/app/637090/

    FK & UO Joint Op - Operation ***

    Fuck Knows has been invited by United Operations to play a couple of TvT missions. Operation *** will consist of two TvT missions where FK and UO will team up in combined platoons and have some fun. This means that each side will consist of both FK and UO members, working together to defeat the other side. 
    Both missions will take place on Chernarus, but they are not related. The first mission has 58 slots reserved for FK; the second mission has 53 slots reserved for FK. These are the slots that are reserved for FK. Anyone that is not able to get a slot reserved for them can still try and get a slot on the day. Any slots open on the day will be divided among the people that show up.
    Tags are enforced for all slots, meaning that anyone asking for those slots without tags will not get the reservation. There is a special privilege for Squad Leaders; they are allowed to form their squad once they have been assigned the role. To reserve slots in your squad for members you want in your squad; you only need to send me a message with the list of people you want and which slot you want them in. If you decide not to use this privilege, I will assign people signing up to your squad.
    Following will be a short overview of the missions, a full briefing will be available on the event day.
    Mission One
    The first mission will have the BLUFOR defending around Berezino against the OPFOR attack.
    The BLUFOR Red Platoon consists of 6 HMMWVs and acts as the platoon leader for the BLUFOR. The Eagle Squads are under direct command of Red Platoon. Falcon and Hammer are under the command of Red Platoon as well. The Hammer Mortar element will have access to the M6 BAF mortars.
    The OPFOR Sokol Company consists of two Platoons. Each element has access to a BTR or a T72B tank. The Company HQ element consists of the Commander and Sergeant, an RTO, two Medics and the BTR Crew. Each Platoon consists of a Platoon HQ element and three identical squads. The Platoon HQ has along with the Leader and Sergeant a Marksman and an AR team. Each vehicle has an AI Driver module that can be used, in case there is no player driver, to drive around.
    Mission Two
    Mission two will have the INDFOR insurgents defending around Chernogorsk against the OPFOR attack. OPFOR has shelled Cherno to hell and OPFOR will have to clear the ruins of the town of the remaining INDFOR hiding in the destroyed city.
    The INDFOR consists of three different groups of 5 maneuver teams. Each group has two AT teams, one Marksman team, and one AR team. Sokol consists of one Company element with two Medic, two Platoon HQ elements with a marksman and an AR, and six squads. Each Platoon element consists of three identical Squads. 
    The OPFOR Anna Company consists of an identical company layout as Mission One. The only difference is the three T72Bs have been replaced by two ZSU23-4 Shilka's.
    Technical details, as well as the sign-up form, are available on the calendar event page.

    Отчет о встрече / Meeting Report April Fools

    This is the April Fools meeting report! For the actual report go here.

    "Коммунизм это лучшая жизнь для человека, а лучшая жизнь это материальные и духовные блага для человека. Поэтому только лишь лучшую жизнь, то что мы, коммунисты, называем коммунистическим обществом, мы можем трудом своим создать. Так давайте, товарищи, всё сделаем, чтобы сегодняшнее наше хорошо... чтобы завтрашнее ещё было лучше. Чтобы верным шагом, уверенной поступью двигаться самим, вести за собой товарищей. Чтобы вся Партия, весь народ под руководством нашей Партии, под знаменем Ленина уверенно двигались в строительстве коммунизма, к победе коммунизма!"
    Мы рады сообщить, что после долгих поисков, команда Коммьюнити менеджеров нашла способ сократить наши операционные расходы, а также улучшить производительность наших игровых серверов. Мы получили предожение от компании в России (которую мы не можем пока что назвать) разместить наши игровые сервера в их дата центре без дополнительных оплат за аренду серверной стойки. Мы получим более быстрое интернет-соединение и лучшую производительность. Нам придется платить только за техническую поддержку серверов, что положительно скажется на требуемую сумму пожертвований.
    Однако, это также означает что Русский язык теперь становится вторым оффициальным языком коммьюнити, так как наш спонсор ожидает, что это позволит привлечь игроков из СНГ и повысить популярность нашего коммьюнити. В связи с этим вскоре мы откроем курсы Русского языка для всех текущих членов сообщества. Также все отчеты о собрании коммьюнити-менеджров будут доступны на обоих языках. Ожидайте, что через пару дней форум изменится, поскольку мы изменим искусство на то, что было согласовано с российской компанией.
    We are pleased to announce that after a long search, the Community Management Team has found a way to reduce our operating costs, as well as improve the performance of our gaming servers. We received an offer from a company in Russia (we are not at liberty to disclose their name as of yet) to place our gaming servers in their data centre without additional fees for renting the server. We will get a faster Internet connection and better performance. We still will have to pay for the technical support of servers,  but it will positively affect the required amount of donations.
    However, it also means that the Russian language is now becoming the second official language of the community, as our sponsor expects that this will attract players from the CIS and increase the popularity of our community. In this regard, we will soon start giving Russian language courses for all current members of the community. Also, all meeting reports will now be available in both languages. Expect the forum to look a bit different in a couple of days as we change the art to something agreed upon with the Russian company.
    Чтобы обеспечить единообразие стила в сообществе, названия ролей персонала будут изменены. Роль Коммьюнити-менеджера теперь будут называться «Генеральный секретарь», а модератора - «Комиссар». Мы также обновим иконки на форуме и TS, чтобы отразить эти изменения. Новые названия никак не скажутся на рабочем процессе, привилегии и обязанности персонала останутся те же.
    To make sure the style is consistent, we will be changing the staff role names. Community managers will from now on be called "General Secretaries" and Moderators will be called "Commissars". We will also be changing the art on TS and the forums to reflect these changes. There will be no changes to the way we operate; we will still carry out the same tasks.
    Мы рады сообщить что мы возвращаем возможность минусовать сообщения других пользователей. Участники сообщества давно просили нас об этом и мы думаем что время для этого наконец настало. Минусование будет работать также как и остальная система кармы, никаких дополнительных действий не потребуется.
    We are happy to announce the return of the Downvote Button! People have asked a long time for it to return, and we thought the investment was the opportune time to reintroduce it. It will work just like the rest of the reaction system; there is no special button.
    Как  часть соглашения с нашим спонсором, все миссии теперь будут теперь ориентированы на оперирование войсками Российской Федерации / стран СНГ. Миссии войск стран НАТО будут разрешены только после обсуждения с коммьюнити-менеджерами. Также мы внесем некоторые изменения в список наших модов, чтобы облегчить эту задачу, но как мы упоминали ранее, все изменения списка модов будут сделаны после выхода обновления "Tanks DLC".
    As part of the agreement, from now on every regular mission will be required to be played on the Russian side. NATO missions will require permission from CM team. We also will be making a couple of changes to the modset to accommodate this, but as mentioned in the previous meeting report, those will wait until after the Tanks DLC.
    Чтобы отметить грядущие изменения, мы запускаем новую линейку сувенирной продукции от FK. Весь старый товар скоро исчезнет из магазина, чтобы освободить место для новых вещей. Поэтому убедитесь, что вы купили что-то из текущих товаров, потому что их больше не появится в продаже! Шапки-ушанки, стилизованные костюмы Adidas с тремя полосками и автоматы Калашникова. Также на данный момент комманда коммьюнити-менеджеров вместе с нашим спонсором ведет переговоры о создании своего бренда водки!
    To mark the coming changes, we are launching a new line of merch from FK. All the old goods will soon disappear from the store to make room for new things. So make sure that you bought something from the current goods because those will no longer be available! FK Ushanka-hats, stylized FK three-stripe Adidas jumpsuits, and FK Kalashnikov assault rifles. Also at the moment, the CM team together with our sponsor are negotiating to create its own brand of vodka! Stay tuned!
    В связи с возросшим количество жалоб на нарушения правил все баны становятся перманентными. Только лучшие из лучших достойны находится в нашем сообществе и мы не будем больше терпеть сознательное нарушение правил. Обжалование бана теперь будет возможно только после прохождения курса психологической коррекции в одном из учреждений ФСБ РФ, находящимся в центральной части Сибири. 
    Due to an increased number of complaints about violations of rules, all bans become permanent. Only the best of the best is worthy of being in our community, and we will no longer tolerate a conscious violation of the rules. Appealing the ban will only be possible after passing a course of psychological correction in one of the institutions of the Federal Security Service of Russia, located in central Syberia.
    Мы надеемся что вам все понравится в новом и улучшенном FK!
    We hope you will all enjoy your time in the new and improved FK!
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