Arma 3
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[SP/CO-OP 06] Chernarussian Uprising: Airborne Assault
   
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Data Type: Scenario
Scenario Gameplay: Singleplayer, Multiplayer, Coop
Scenario Type: Infantry, Vehicles
Scenario Map: OtherMap
Meta: Dependency
Tags: Tag Review
File Size
Posted
Updated
212.300 KB
2 Jan, 2018 @ 11:44am
3 Jan, 2018 @ 9:51am
6 Change Notes ( view )

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[SP/CO-OP 06] Chernarussian Uprising: Airborne Assault

In 1 collection by RandomTShirtGuy
[SP/CO-OP] Chernarussian Uprising
9 items
Description
Airborne Assault is a 6 player CO-OP mission where you play as elite Airborne infantry of the CDF. This scenario is filled with intense combat and amazing moments.

SPOILER ALERT!
THE VIDEO ABOVE IS THE WHOLE MISSION! (except the first minute or so, started recording kinda late :D)

Briefing (story):
The situation is as follows: The Chedaki insurgents have been pushed back for the past few months. They've regrouped in Grishino, which is stratetically a very important town, since it's so close to the airfield. If we can retake Grishino from the Chedakis, we can utilize the airfield during future operations. After retaking Grishino locate the enemy HQ in the area and clear it too from hostiles, call in artillery if you have to, just take them out.

You vill be deployed with infantry and armoured units alike, so check your targets. We don't want even more feud between Airborne and the Ground Forces. Keep in mind that the Chedakis won't let you have Grishino easily, so they'll deploy every tank and APC they have in the area.

You've been given lots of support units for this one. Artillery and mortar support should make it easier for you to get in close, while the air-to-ground support can take care of heavy armour if our tanks can't handle that.

Features:
- Intense Combat
- Combined Arms
- Custom Music!
- Slightly Slower Frame Rates in the beginning (due to high unit count (don't worry, they die pretty quick :D))

Mods: Standard mods for this series, and as with the last few scenarios, Custom Soundtracks For Zeus mod is not required but keep in mind: without it there is no soundtrack. If you don't care for music in Arma anyway, you don't need to download the mod.

NOTE: There have been instances of helicopters throwing the players out before they land. This has been extremely rare, but if you experience this simply restart the mission (or play it with fewer soldiers, whatever suits your playstyle :D)
NOTE #2: Keep in mind, if you play without being the Squad Leader your squad will just sit there and do nothing. Not as big of an issue as usually, since there is a crapton of units running around.
Popular Discussions View All (1)
0
2 Jan, 2018 @ 2:52pm
Bug Reports/Fixes and General Feedback
RandomTShirtGuy
12 Comments
marco.toppy 31 May @ 3:40pm 
Good mission and medium-hard difficulty for AI teammates manage and artillery fire point location. :steamhappy:
RandomTShirtGuy  [author] 14 Aug, 2019 @ 6:26am 
@bottle

Indeed this mission does end normally for me. The HQ area that needs to be clear of enemies was even smaller than I remembered. Remember to check the barn and the "vehicle factories", as there may be the occasional insurgent. To prevent any further issues, try to have as few mods as necessary running.

Hope this helps :D
RandomTShirtGuy  [author] 13 Aug, 2019 @ 3:00pm 
@ bottle

The end trigger is synced with enemy presence at the HQ. If there's a single enemy left in the area (including the small woods south-east (i think) of the HQ) the mission won't end. Make sure they're all dead or have retreated, otherwise the mission won't end.

The friendly paras stay to defend the village, so you're on your own when pushing the insurgent HQ (this simply because if the whole platoon would attack the HQ the firefight would be slightly short-lived).

I'll check the ending within the next few days, just to be sure.
seashell 13 Aug, 2019 @ 2:45pm 
mission won't end
friendly paras are not helping
wuffman 6 May, 2018 @ 7:52pm 
Quite the challenge! Been working on this for a couple of weekends now; really well done! This mission makes you want to kik that Chedaki Azz !!!
RandomTShirtGuy  [author] 5 Feb, 2018 @ 3:07pm 
Glad you enjoyed it, mate :steamhappy:! Remember to rate up and favorite in case you think it deserves that :D
OFFA273 5 Feb, 2018 @ 2:15pm 
What a battle ... I'm exhausted! Great work Rumpus - thanks.
RandomTShirtGuy  [author] 18 Jan, 2018 @ 4:09am 
In this mission there are sometimes enemies AFK just behind the HQ on the edge of the forest. They should be outside the clear_hq trigger area but I can't know for sure, since they shouldn't be AFK in the first place. Did you also make sure to check the heavy and light factories? There should be some hostiles in either/both. Some enemies may have entered the barn.

I hope this narrows down the search for the enemies if that is the problem.
RandomTShirtGuy  [author] 18 Jan, 2018 @ 4:05am 
It's very weird because I just played both missions in SP and they did finish. Train Yard Raid has always been kinda sketchy with the ending but it also ended just fine. I have been using this mod when making scenarios, but that shouldn't be an issue.

I got to ask, how long did you play/wait until you deemed the scenarios un-ending (that isn't a word, I know)? In Train Yard Raid the end timer is 5 minutes after the counter attack , so you may have "not waited long enough"

My advise is to try playing them with only the required mods loaded. This is kinda dull, I know, but that would narrow down your the search for these ending issues.
Gopan 18 Jan, 2018 @ 3:41am 
SP. Mods - RHS all, mag repack, vts weapon resting, simple single player cheat menu, MGI tactical pack v3, cup terrains.