ZGM Scenarios

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LtBlack-Fire
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ZGM Scenarios

Post by LtBlack-Fire »

Here Zeus Game Master will upload his Scenarios , it Does not matter whether its For game night or not for game night . Please follow the Instructions by Terox & Striker for Zeusing . ( http://zeus-community.net/a3forums/view ... p=427#p427)

-Remember this Post is restricted only for posting ZGM Missions, no argument is allowed and if you have any problem with someone's mission, contact him on Team Speak 3.
"
1. SITUATION.
Describe the general situation here. What is going on in the battlespace, who is operating in the area and what are they up to?

Example: "NATO forces under the command of General Boom-Boom have recently landed BongoWongoLand to counter last years military coup by the New Militarized Entity (N.M.E.). Last week the N.M.E. carried out a nefarious operation to steal General Boom-Boom's favorite pony, Clarence, from right under our noses. This, of course, will not stand!"

2. MISSION.
Here you put in a concise statement that includes the Who, What, Where, When, and Why of the operation to be conducted.

Example: "You platoon will conduct an offensive dismounted patrol to the N.M.E. held village of Baddie Town, where we believe Clarence is being held captive. Free the proud steed and bring him back to base right snappy, gents."

3. EXECUTION.
Here you put the way higher command wants the mission to be conducted. Any coordinating information can also go in here, like pre-planned artillery, landing and extraction zones, mine field locations and points of interest.

Example: "General Boom-Boom has left the execution of the operation up to your glorious platoon commander. Be aware of the daily 0800 hours bombardment of the field north of baddie town when planning your maneuvers in the area. There are the mines to consider, also."

4. SUPPORT.
Here you put in any support assets available to the player force. This includes fuel and ammo resupply, fire support, air support, bicycles and anything else in that category.

Example: "Seeing as this a strategically important mission, his majesty the General has assigned you full use of the IX Fleet for the duration of this operation. As a platoon commander, use your scroll-wheel to bombard the entire AO. Unfortunately we ran out of fuel for the donkeys last week, so you will have to walk the six miles to target."

5. SIGNALS.
Here you can put in the relevant call signs and their assigned radio frequencies. Most of the missions we play go by the same standard, so you will only really need to expand on this if you have a non-standard signals setup.

"
-Quote : Striker

And you can add some pictures of anything in the mission(e.g: --.jpg)

------
-As A Zeus Game Master, try to have a story line behind your mission, if not then have at least a reason (e.g: In the mid night, a group if insurgence who are against the government attacked and kidnapped a high rank officer in his vacation... etc.)

-As ZGM, you are not here to kill the players without giving them a chance, "Nothing is more frustrating than a mortar that kills half your squad" You must give one, two and three chances for them to respond, if they did not and they kept their ignorance then you are allowed to kill one, maybe 2 of them but no the whole squad.

-When remote control a player, try to do it right.. don't just take control of a guy and run for 5 mins.. or maybe hide in a bush *As you know they are coming* and then you wipe them all.. that's not fun at all. If there is a reason for you to kill some one as controlled AI then it must be good (e.g: Players cleared a compound but they left a small building.. if that building had AI in it, then you can go and control them, punish them so they learn to clear correctly next time.

-When controlling any AI, shot the players but miss at the first couple of times specially when you come behind them, give them a chance. Again this will teach them to check their back every time and then and that goes to the medic if his is not treating anyone.

-As Zeus missions, Try between time and then to develop the players skills.. like Training mission ( Paratrooper missions-Hund's /or/ Compound clearing and hostage rescue missions-Duck's,Black-Fire's ) Try to improve the game play style, this will eventually increase the effectiveness of players in Game nights and in TvT other clans.

-All missions from now on have a base of rating, This means that after every zeus mission played the players will rate the mission on many aspects: (Quality of breifing, How did the mission run, Did zeus give you a chance to respond to a threat of any kind?, How is the gear and does it match with the mission requirement?) Out of 10.

-Not-So-Good-ZGM if found, they should contact Good ZGM to help them to improve and to evolve their skills to make better missions, i am not saying that Bad ZGM Must stop zeusing, but they should get better with every mistake. We all are humans and we do mistakes but the best who LEARN from his mistakes.

-Black-FIre
Last edited by LtBlack-Fire on Mon Aug 01, 2016 11:41 am, edited 4 times in total.
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Re: ZGM Scenarios

Post by LtBlack-Fire »

Operation Air Hunting
Island: Chernarus
Side: BLUFOR
Size: 10-32
Duration: 1 hour
Type: CO-OP Assault

Played (1 Time)

1. SITUATION.
After the Russian have claimed the control of Chernarus , the UN With the help of Nato have started an areal attack on Chernarus from the Sea . US Is on the head of the attack and its supported by UK , Germany , France and Canada .

The 9th Naval Fleet have situated itself South of Chernarus Region. They have conducted recon all over the coast and spotted multiple Russian Military Outpost and Support Position.

The US Will start the Attack by Landing it troops on the cost of Chernarus, but before that they will have to destroy 5 Anti Air Positions + 2 Naval Guns along the coastline.

2. MISSION.
The 5th Navy Seals Platoon have been tasked to take out the 3rd Anti Air Settlement NorthEast of Chernogorsk Town. The mission is :
1- Destroy All 3 AntiAir Vehicles.
2- Destroy The Radar.

Mission count a failure in case of : You losing most of the force /Or/ Command request Evac from Highcommand.
3. EXECUTION.
Intels : a command post been spotted near the Settlement , It contains Command vehicles. Take it out.
As well we spotted what looks like a Speakers in the command Center, we believe they will use it to call for QRF ( From
South / West ) Stop them from using it in any method.

Command Notes : Try to maintain stealth for the longest possible time Before Engagement. even if you stopped the Speakers, it will give you ( approximately 10 Min ) before the QRF Arrive. The enemy are well trained , don't Underestimate them.

4. SUPPORT.
You will have CAS support (F/A-18) with bombs, But its unavailable until the First objective is complete.
In Case you are overwelmed and you want to evac. You will have A quick Evac plan , that has 60% of succeeding .

5. SIGNALS.
LR (50) {squad leaders - commander - high command/A.k.a;Zeus }

class will be as follow:
-Squad leader
-Rifleman
-Medic
-LMG
-LAT-Rifleman
-EOD (Mandatory)
-Marksman (1per/Squad)
-------------------------------------------------------------------------------------------------------
Region Map :
Image
http://imgur.com/a7OIGeI

Mission Area Map :
Image
http://imgur.com/p3WoXyw

UAV Picture of the mission area :
Image
http://imgur.com/KgjaJs3
Last edited by LtBlack-Fire on Sat Aug 13, 2016 11:37 am, edited 5 times in total.
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Cloodden
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Re: ZGM Scenarios

Post by Cloodden »

Helicopter gone missing
Island: Altis
Side: BLUFOR
Size: 10 -16
Duration: 1 hour
Type: CO-OP Search and Rescue

1. SITUATION.
A US air asset is doing a test flight after multiple days of maintenance.

Contact with the air asset has been lost. The 2 pilots are considered MIA.

2. MISSION.
A patrol closest to the point of last known contact is send to look for the air asset and retrieve the pilots.
They will be assisted by a UH-60M and a UH-60M MEV.

Mission count a failure in case of : You losing most of the force /Or/ The search acction being canseled either by the person in lead or High Command.

3. EXECUTION.
Intel: The last known location of the air asset is in rebel territory.

Command Notes: Try to find the missing air asset before the rebels do so. The mission has no time limit unless you want to extract the pilots alive. They are to be expected to be wounded and may bleed out.

4. SUPPORT.
Your CAS support exists out of a UH-60M.
The extract for the pilots is bringing them back to base. Preferable Camp Alexander. The extract for the patrol is at FOB Cesar where there patrol force is stationed.

5. SIGNALS.
LR (70) {squad leaders - commander - high command/A.k.a;Zeus }

class will be as follow:
-Squad leader
-Team leader/Grenadier
-Rifleman
-Medic
-AR
-AR Assist
-LAT-Rifleman
-EOD
-Marksman
-Helicopter Pilot
-Helicopter Crew
-Helicopter Medic

6. EXTRA'S/NOTES.
The pilots who are MIA are AI.
The support pilots are players.
Last edited by Cloodden on Thu Feb 18, 2016 8:33 pm, edited 2 times in total.
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Kyoptic
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Re: ZGM Scenarios

Post by Kyoptic »

Suggestion: "EXTRAS/NOTES" sections with any additional details that might be pertinent.

First thing that springs to mind in Clooden's mission is "Are the pilots AI or players?"

If they are AI... "Has this been tested?"

On a different note; we should that all game night missions should have the location pre thought of and carefully selected.
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Cloodden
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Re: ZGM Scenarios

Post by Cloodden »

FOB Moretus under attack
Island: Altis
Side: BLUFOR
Size: 2 squads
Duration: 1 hour
Type: CO-OP Base Defence

1. SITUATION.
FOB Moretus is a relative fresh build FOB by US forces. This is not to the liking of the Russian occupation on Altis. So an attack is expected within a few weeks.

2. MISSION.
A part of the 216th US infantry platoon is tasked to defend FOB Moretus to there best capability's.

Mission count a failure in case of : You being wiped out. /Or/ When you have to extract and leave FOB Moretus behind for the russians to plunder.

3. EXECUTION.
Intel: The Russian Occupational force is expected to do an aggressive attack. Which means that they will send at least a full sized mechanized platoon.

Command Notes: There is no shame in retreat. The lives of your soldiers above all! Al tough you will be decently equipped.

4. SUPPORT.
Your support exists out of assets found within the base. Be creative.

5. SIGNALS.
LR (70) {squad leaders - commander - high command/A.k.a;Zeus }

class will be as follow:
-C.O.
-Squad leader
-Team leader/Grenadier
-Rifleman
-Medic
-AR
-AR Assist
-MAT-Rifleman
-EOD
-Marksman

6. EXTRA'S/NOTES.
Only C.O./SL/TL should have radio's.
Preferred weather is foggy, no rain.
No night vision. The mission should happen during the day. (Use flares if it the defence takes until dark. Or if the players wish to make things tougher. )
Last edited by Cloodden on Thu Feb 18, 2016 8:33 pm, edited 3 times in total.
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Cloodden
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Re: ZGM Scenarios

Post by Cloodden »

Kyoptic wrote:Suggestion: "EXTRAS/NOTES" sections with any additional details that might be pertinent.

First thing that springs to mind in Cloodden's mission is "Are the pilots AI or players?"

If they are AI... "Has this been tested?"

On a different note; we should that all game night missions should have the location pre thought of and carefully selected.
The support pilots are players. (Also classes prepared for. )
The pilots that are MIA are AI.
I have my zeus missions prepared and ready to go. Outside of the not savable things. (Like the MIA pilots. There wounds won't save. )

I will see to it to edit my posts.
I am who I am, and if you ask to change who I am. Then I am no more..
cookiemonster
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Re: ZGM Scenarios

Post by cookiemonster »

also a suggestion. most of us are using ares for zeus missions so why not post our sqm code here so everybody can use the mission or part of it.

and btw guys ill be back soon, somewhere around the first week of march, with some new zeus mssions (hopefully good ones ^^). :mrgreen:
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LtBlack-Fire
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Re: ZGM Scenarios

Post by LtBlack-Fire »

cookiemonster wrote:also a suggestion. most of us are using ares for zeus missions so why not post our sqm code here so everybody can use the mission or part of it.

and btw guys ill be back soon, somewhere around the first week of march, with some new zeus mssions (hopefully good ones ^^). :mrgreen:
Not a good idea :)
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cookiemonster
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Re: ZGM Scenarios

Post by cookiemonster »

why not i think it would be a good idea so people who wanna learn how to do zeus mission have something they can learn from. obviously they wont be the game master for this mission.
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2600K
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Re: ZGM Scenarios

Post by 2600K »

Putting the SQM into your post, bad idea.

Sharing your SQM via http://pastebin.com/ etc, good idea.

I've got a few locations set up on Altis, but the SQM was too large for pastebin - Once attachments are enabled on the forums I'll include it here.
cookiemonster
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Re: ZGM Scenarios

Post by cookiemonster »

if there would only be the spoiler bb code ^^ but yea i was obviously thinking of posting it on pastebin or whereever.
Kyoptic
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Re: ZGM Scenarios

Post by Kyoptic »

COMPLETED

Operation Kracken
Island: Bozcaada
Side: BLUFOR
Size: 8-16
Duration: 45 mins
Type: CO-OP Assault

1. SITUATION.

The refugee situation in the mediterranean is deteriorating. Daesh has now managed to deploy a small but significant force to the Turkish island of Bozcaada, and are using it, unofficially, as a staging point for refugees - using the fleeing civilians as a distraction, to drain EU naval forces from other areas of interest. The influx of refugees is also being used as a cover for illicit drug and weapon smuggling into the EU.

Turkey, busy with other activities on its fronts, has been unable to dedicate the time or resources to clearing Daesh troops from the island, and so EU coalition special forces have been covertly deployed in an attempt to cripple the trafficking infrastructure.

2. MISSION.

As a UK special forces team, you have been deployed with two objectives:

1. Destroy a cache of illicit materials identified by an undercover MI6 agent earlier this week

2. Locate and destroy any boats likely to be used as part of the trafficking infrastructure.

3. Avoid any non-combatant casualties. The political consequences of a civilian death would be catastrophic for EU migrant policies.

3. EXECUTION.

Your team will be inserted via helicopter early in the morning to an LZ a short distance from the suspected cache. You should obtain a visual on the location of the cache, preferably before engaging in contact. Civilian and Daesh activity is very likely. Both should be avoided, especially Daesh patrols.

Once the cache has been eliminated, proceed to locate and destroy any boats likely to be used in the trafficking infrastructure.

Extraction will occur via helicopter, at a safe LZ of your own choosing.

IMPORTANT: Avoid causing civilian casualties at all costs, even if it means the escape of a vehicle or the endangering of an objective. Avoid engaging local law enforcement (should any still remain). ROE is red on all unarmed peoples.

4. SUPPORT.

Our MI6 agent was able to secure some civilian transport for your use, should you so wish. Its position has been marked on the map.

An extract chopper is available.

No fire support has been assigned to you for this mission, nor should it be necessary.

5. SIGNALS.
Ideal: two 4-6 man teams

classes:
- Lead (TL or SL)
- Operator (Rifleman+explosive)
- Grenadier
- LAT
- Autorifle
- Marksman
-------------------------------------------------------------------------------------------------------
Mission Plan :

Image
Last edited by Kyoptic on Sat Feb 20, 2016 8:52 pm, edited 1 time in total.
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Re: ZGM Scenarios

Post by Kyoptic »

The Red Zone
Island: FSF Al Rayak
Side: BLUFOR
Size: 18-40
Duration: 45 mins
Type: CO-OP Assault

1. SITUATION.

2010, US Forces have been deployed to topple a brutal dictatorship in the country of Takistan. Your platoon of motorized troops has been deployed to the coastal area of the country known as Al Rayak and participated in the Battle of Al Safyrah. Al Safyrah is a town with crucial importance to control over the area. Its highly defensible surroundings and landing strip have become crucial to Coalition control in Al Rayak.

However, Takistani forces have been launching assault after assault on the North of Al Safyrah, and Coalition forces are struggling under continuous artillery fire. Your platoon has been deployed to ambush a supply convoy believed to be transporting fuel and ammunition for the Takistani artillery batteries in an attempt to silence them, and in so doing give coalition forces the chance they need to regroup and push Takistani forces out of the area.

2. MISSION.

Establish a thorough and well planned ambush. Destroy the Takistani logistics trucks and any forces guarding them.

3. EXECUTION.

Deploy your assets - infantry, armed HMMVs and static TOW launcher as you see fit to ensure that the Takistani logistics column is utterly destroyed. Artillery support has been assigned to engage a pre-dialed location upon request, to prevent a successful retreat by Takistani forces.

4. SUPPORT.

A battery of 81mm mortars has been stationed at the Al Safyrah FOB to provide artillery support on a pre-designated target upon request.

5. SIGNALS.
Command
Alpha
Bravo
Hammer - TOW Team (2 man)
(Charlie)
(Axe - HAT Team)

() - Denotes optional, based on available numbers/commander's choice.


classes:
- SL
- TL
- Rifl
- Autorifleman OR Integrated Automatic Rifleman (M27)
- Assist Auto/IAR
- LAT
- Corpsman (Medic)
- Marksman (At Commander's/SL discretion)
- 1 x MAT + Ast MAT OR 1 x HAT + Ast HAT (At commander's discretion)
- MMG + Ast MMG (At commander's discretion)
- Engineer (mines)

-------------------------------------------------------------------------------------------------------
Mission Plan :

Image
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Tom
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Re: ZGM Scenarios

Post by Tom »

Cool missions kyo :)
Kyoptic
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Re: ZGM Scenarios

Post by Kyoptic »

Tom wrote:Cool missions kyo :)
Thanks! Went a little heavy handed on the first one... out of practice.


COMPLETED, NO MAJOR ISSUES

River Snappers

Island: FSF AL Rayak
Side: BLUFOR
Size: 20 -> 40
Duration: 1hr15
Type: CO-OP Assault

1. SITUATION.

Your forces are fighting against a foreign backed insurgency in the region of Al Rayak. The insurgents are known to have been terrorizing civilians in the area, and are launching regular raids on the outskirts of the city of Al Safyrah. These skirmishes have generally been small scale, and friendly forces are well entrenched, so your casualties have been light.

High Command has received intel that the nearby town of Al Muqaib, situated in a tactically solid defensive position on a peninsula created by a nearby river has been fortified and turned into an Insurgent stronghold. Your platoon has been assigned to take the stronghold by force, eliminating the hostile presence in the area and liberating the civilians within.

2. MISSION.

1. Destroy the insurgent stronghold in Al Muqaib. Avoid civilian casualties when possible.

2. Maintain friendly casualties below 67%

3. Loss of all of your BTRs will result in severe reprimand from High Command, and a court marshal for those responsible. Avoid it.

3. EXECUTION.

The mission commander should decide which of the two vectors of attacks he wishes to conduct and warn High Command. He should move initially down MSR Kelb, then should proceed with either an amphibious assault on Al Muquaib from the South, or attempt a bridge crossing from the West.

Upon exiting Al Safyrah, your platoon should be alert for hostiles conducting skirmishes with friendly forces on the outskirts of the city.

Civilians may be present in the area, and their deaths should be avoided where possible.

FRIENDLY FORCES.

Your platoon consists of 2 rifle squads and one weapons squad, alongside a motorized element of BTRs for transport and fire support. Your command group (3 men total) also has one UAZ available for transport.

Friendly forces are in the process of modernizing, but are still behind many NATO and Western nations. ONLY THE COMMANDER, JTAC, VEHICLE COMMANDERS, SQUAD LEADS AND TEAM LEADS have RADIOS.

Only SQUAD LEADS, THE COMMANDER, JTAC AND VEHICLE CREW have MAPS

CAS Support is being provided by one SU 25 ground attack jet, equipped with bombs, unguided rockets, and guns.

HOSTILE FORCES.

The Insurgent Stronghold is expected to be held by around 20 to 30 insurgents. They are expected to have fortified the position and are known to have access to HMGs.

Expect a timely QRF from the direction of ASR Tavir once the Insurgents are aware of your attack.

Be aware that the insurgents have been known to use civilians as human shields previously. Be careful with your use of fire support and explosives.

4. SUPPORT.

An SU25 CAS Jet is on standby at the Al Safyrah airbase. Refuel and Repair facilities are available. No extra ordnance has been assigned to you for this mission, however, so no rearm is available for your CAS.

5. SIGNALS/ORBAT.

Command Group
- Commander, FO/JTAC, Command Medic
Alpha - SR 51
- Rifle Squad
Bravo - SR 52
- Rifle Squad
Charlie SR 53
- Weapons team
Delta SR 54
- BTR 70 Crew (one for each squad)
Echo LR 60
- SU25 Pilot

SR 50 - PLATOON COMMAND NET
JTAC LR 60
Alpha - SR 51
Bravo - SR 52
Charlie - SR 53
Delta - SR 54
Echo - LR 60

classes:
- Commander
- JTAC/FO
- SL
- TL
- Rifle
- Gren
- MG
- MG ast
- LAT
- MAT
- MAT Ast
- Crew
- Crew Commander
- Pilot

-------------------------------------------------------------------------------------------------------
Mission Plan :

Image
Last edited by Kyoptic on Sat Mar 19, 2016 8:58 pm, edited 1 time in total.
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