Via Facebook presäntierte Bohemia ein Bild der Insel "Limnos". Grafisch werden die Interessanten zonen schon dargestellt.
Die offizielle Website von Arma3 wurde mit den neuesten Informationen über die Kampagne aktualisiert.
In erster Linie ist hier ein kurzer einblick auf den Hintergrund und die Geschichte von Limnos: "Mitten in den Ereignissen von 2033, wurde die Insel von einer geschwächten Kontingent der Hellenic Air Force und der Hellenic Army verteidigt. Elemente, aus denen iranische Angriffe erfolgreich abgewehrt wurden bevor sie für mehrere Wochen durch die iranischen Streitkräfte besetzt wurden. In den Wochen und Monaten nach dem Jerusalemer Friedensabkommen von 2034, die die Position des Iran in der Ägäis kristalisiert. Eine kleine Gruppe von griechischen Streitkräften richteten eine Widerstandsbewegung die verdeckt von den Vereinigten Staaten und Großbritannien unterstützt werden ein.
Limnos
Einführung
Ihr Einsatzgebiet ist die Insel Limnos, einst eine bedeutende griechische Air Force Base im Mittelmeer, jetzt ein Remote-feindliches Gebiet tief hinter den feindlichen Linien. Immer noch teilweise von einem Bruchteil der ursprünglichen griechischen Bevölkerung und Flüchtlinge aus dem östlichen Mittelmeer bewohnt, trägt die Insel viele Narben von den erbitterten Kämpfen zwischen der NATO und den eindringenden iranische Truppen im Jahre 2025. Der große Flugplatz und der angrenzenden Militärbasis dient nun als Grundlage für eine große Versorgung des iranischen Ziels Omega.
Geographie
Limnos, auf einer Fläche von fast 300 Quadratkilometern, liegt im nördlichen Ägäis (39 ° 54'04 "N, 25 ° 14'25" E) gelegen. Das Gelände der Nord-West-Teil ist erstaunlich hügelig, schrittweise Senkung Richtung Osten bis in das Flachland, dessen höchsten Gipfel erreichen fast 400 Meter über dem Meeresspiegel. Das Klima der Insel ist mediterran, mit besonders starken Winde und Durchschnittstemperatur, etwas kälter als griechische Festland, milde Winter mit dem gelegentlichen Schneefall.
Die meisten bewohnten und entwickelten Gebiete finden Sie auf der Süd-West seite der Insel. Die aktuelle Einwohnerzahl (ohne militärisches Personal) teilweise unter den einsamen Bauernhöfen und Dörfern verteilt, beläuft sich auf etwa 2.000 sein. Geschichte
Limnos spielte eine wichtige Rolle für viele Kulturen im Laufe der Geschichte. Es gibt viele Spuren der antiken Geschichte auf der ganzen Insel zu finden. Die Insel wurde besonders ihre bedeutung während der Schlacht von Gallipoli und später im Jahr 1918 als der Waffenstillstand zwischen den Alliierten und dem Osmanischen Reich in der Stadt Moudros unterzeichnet wurde.
Die jüngste Geschichte ist teilweise unbekannt wegen des allgemeinen Mangels an Aufzeichnungen aus den umstrittenen Gebieten nach dem Ausbruch der Feindseligkeiten in Jahre 2020. Während 2025 wurde die Insel von der 27. MEU des United States Marine Corps zur verteidigung besetzt und konnten sich erfolgreich gegen die Iranschen Streitkräfte behaupten trotz der versenkung der Amphibischen Flotte der 27. MEU. In den folgenden Jahren wurde die Insel unter der Verwaltung der iranischen Streitkräfte gestellt. Etwa 2029 wurde auf Limnos die Marionettenregierung des neuen Griechenland mit Unterstützung des Iran geschaffen. Diese arbeitetenzusammen mit den Kommunen und den lokalen iranischen Militärs(siehe Factions - Milizen). Im Jahr 2030 wurden die ersten Fälle von bewaffneten Widerstand gegen die neue Regierung Griechenlands und iranischen Truppen bekannt, seitdem investieren iranische Truppen und NG Milizen in eine low-intensity COIN-Kampagne.
Situation
Die meisten der ehemals bewohnte Gebiete sind derzeit unbewohnt. Höchste Bevölkerungsdichte können in der Nähe von Myrina und entlang der südwestlichen Küste gefunden werden. Die größte Siedlung ist derzeit die Militärbasis, die nur durch iranische Truppen bewohnt wird.
Die grundlegende Infrastruktur ist weitgehend aufgrund von Intensiven Gefechte, zerfallen. Eingeschränkte Grundversorgungen sind weitgehend intakt. Die Bewohner werden von Myrina aus mit Strom, intakte Kanalisation und Trinkwasser versorgt. Die Lokale Wirtschaft basiert auf direkten Tauschhandel auf lokale Produkte. Vor allem Gemüse, gentechnisch verändertem Mais und Oliven, Fleisch und Fisch. Die Leistungen sind begrenzt, vermutlich stark abhängig von Gebildeten oder ausgebildeten Personen wie in ähnlichen Gesellschaften in der gesamten Europäischen Kriegsgebiet gibt es einen allgemeinen Mangel an hallo-Tech-Ausrüstung, medizinische Versorgung, Kleidung und Luxusgüter. Durch regelmäßige Lieferungen aus der Türkei, sind Treibstoff und Munition gut zugänglich in den Neu griechischen Gebieten.
Mehrheit der Insel ist in den Händen der feindlichen Kräfte. Um die Sicherheit über den Bereich zu halten, wurden viele Beobachtungsposten und Kontrollpunkte eingerichtet. Viele von ihnen in abgelegenen Teilen der Insel. Mehrere Widerstandsgruppen sind höchstwahrscheinlich versteckt in den bergigen Regionen, weit entfernt von den häufig verwendeten Routen und militärischen Außenposten. Iranische Truppen werden per Flugzeug und Schiff mit Gütern versorgt. Die Basis bietet unabhängige Stromerzeugung, Wasseraufbereitung de-Salter und anderen lebenserhaltende Grundversorgungen.
Die Sicherheitsstufe ist im Allgemeinen hoch. Die Gebiete stehen unter Kontrolle der Neu griechischen Miliz, oder unter direkter Überwachung von iranischen Truppen. Entfernte Gebieten stehen unter der Kontrolle von verschiedenen paramilitärischen Gruppierungen.
GameTube war so freundlich uns die Beta ein wenig zu präsentieren. Von den Komentaren mal zu abzusehen sieht die umsetzung recht ordentlich aus. Allerdings recht weit vom letzten release ansatz. Momentan steht die veröffentlichung am 25.Mai diesen Jahres an.
Changed: Server mission duration: On the server list, it should now show the correct estimated time remaining. Previously 15 minutes would show in all cases.
Introduced US Army faction
Prevented eavesdropping by dead players
Added module that randomly closes houses' doors at the start of the game to all missions
Changed and added the in-game help notes and pictures
Fixed most of the v0.1 bugs
Dialogs, UI, HUD's, Map
Added player names on map.
Pressing PR "identify" key with map on will now show/hide the nearby player names for your side within 500m.
In addition, for the SL only, it will show all units in your squad and all other SL's at any distance.
Added 'Asset of interest' to Spot->Structures menu, (as a means to share generic object location with squad more easily)
Added distance to request messages
Added static weapons map icons
Changed squad radar will only auto appear when you join a group
Changed squad radar icons and colours slightly. Added medic icon.
Changed: Previously squad units were visible at an unlimited distance in squad radar. Now they will be limited to ~200m (currentRadius x4) for subordinates and ~400m (x8 ) for SL, plus SL alone will show for up to 1000m for subordinates. Unit icon colour will fade as distance beyond circle radius increases.
Changed capture progress bar. Changed bar into shorter thin line and removed indicator displaying the number of players capturing the flag.
Fixed: Prevent Squad Menu key operating while map is open. Otherwise map click dependent options won't work. Solves various issues.
Fixed: Request pickup menu option was showing your player name instead of caller's in icon's caption
Medic System
Changed: All medic requests are now limited to 500m
Removed "Restrain" option
Fixed bug with treated patients remaining unconscious
Fixed bug where getting injured while healing oneself would render you stuck in animation/unable to interact
Fixed several similar bugs
Cargo System
Added: When loading cargo, vehicle list will now indicate any vehicles squad locked by your squad for easier identification
Changed: Load Cargo menu now provides a choice of where to load it
Changed: certain Landrover Special & UAZ vehicles with weapons can now carry a cargo item
Changed cargo menus and messages to use new short object display names
Changed: prevent ZU23 being transported or dragged
Changed: Drag action can now be aborted early during first few seconds by pressing your move forward key
Fixed bug with unloaded cargo dropping through floor on ships and roof tops
Fixed bug with rotated objects dropping through floor on ships and roof tops
Fixed shortcut support for more than 10 items. (Now handles up to 36)
Fixed attachTo death bug: Added workaround for bug introduced by patch 1.60
Fixed: Certain supplies containers may not have been getting replenished
Improved various aspects and issues
Squad Management
Added icons to every player indicating their weapon class
Added 'Request to Join' a locked or full squad
Added: SL can change his squad size limit from 4-[8/10/12], depending on total players. Default is 6.
Added: SL can override his own set squad size limit when recruiting.
Changed: Squad size limit and "full" status is now indicated in the group's status bar (eg: "(6/6) [Full]").
Changed: player can assign/unassign himself to/from any FT. SL can lock this option.
Changed: FT leader can reassign (non-FT) members to join/leave his FT
Fixed Name Squad edit box hiding itself while editing, when info refreshes
Fixed bug with dead players appearing in squad with no name
Armaments dialog
Changed various kit availability rates
Decreased HAT kit requirements from 1 in 24, to 1 in 18
Decreased AA kit requirements from 1 in 24, to 1 in 15
Decreased Combat Engineer requirements from 1 in 6, to 1 in 4
Fixed: your backpack will not reset each time you leave Armaments
Fixed various minor bugs - backpack icons, kit icon widths, list sizing, dialog loading speed, blocked blank slots, etc
Fixed exploits in Armaments - premature access
Removed MG kit from Armaments at insurgents base for CI game mode. You now need to use the cache.
Base Deployment/Respawn dialog
Added respawn penalty times to Base Deployment dialog
Added support for base deployable vehicles (boats/amphibians at LHD)
Changed: your backpack will not reset each time you leave Armaments
Fixed various minor bugs - Fixed cancel button, text flicker, list contents, etc
Fixed exploits in base deployment - vehicle transport
Fixed players occasionally being active but "unconscious" after respawn, preventing action menu use, etc.
Fixed LHD floating respawn bug
Fixed deployment screen flickering if you had the map open in the background
Models
Added woodland FV510 Warrior
Fixed damaged state on FV510 Warrior
Added static weapons ammo supply models for all factions
Added 3 retextured east Landrover vehicles with different camo's
Added 2 replacement cargo transport trailer models for towing tractor (single & double)
Added replacement cache model (for CI)
Removed PR Hesco's and custom fortifications from this release
Weapons
Introduced weapon switching system via numeric keys
Added tracer rounds for many weapons
Added NVG/scope block for some weapons
Added zeroing for some weapons (various SVD's, AKS-74 PSO & more)
Added new weapon variations
Removed 'Touch off' and 'Place satchel' action menu options
Changed: Combat Engineer kit can now be obtained at mortar
Changed mortar: removed automatic messages, removed map from HUD, removed artificial round tracking on map
Added WP & Illum mortar rounds with custom effects
Fixed mortar ammo name display in mortar HUD
Fixed mortar bug where assembled mortars would lose access to the mortar HUD
Changed static & HAT METIS launchers to include normal vision mode
Changed All static weapons now start off empty
Added 40+ backpacks with all new contents for all kits/factions
Added 5 basic ammo boxes for all factions
Changed all kit loadouts, to encourage squad cohesion
Many weapons added or removed
Binoculars removed from most military kits
Insurgents get binoculars for most kits
NVG's removed from all Insurgent kits, except SL
Removed all laser designators
Removed Igla static weapons from Insurgent factions
Fixed bugs related to Satchels menu (via Squad menu)
Fixed recoil on M249 and L110
Fixed recoil on DMR
Removed AP mines/claymores pending improved future implementation
Ammunition and Maintenance
Changed: overhauled vehicle maintenance system
Removed generic rearming ability from VSP's
Added ammunition system for static and vehicle weapons
Added static weapons ammo supply (new models), to separate it from VSP
Added cargo menu to VSP's for access to ammo/maintenance objects
Added separate ammo boxes/pallets for every vehicle & static weapon ammo type
Added transportable repair containers for helicopters and armour field repairs. These are in VSP.
Added menu option Maintenance->Supported Ammunition, which lists (and remembers) all supported ammo types for the vehicle or static weapon. Remembered items are highlighted in VSP cargo menu.
Fixed tyre repairs sometimes not remaining fixed
Vehicle Specific
Added PR config'd Jackal & Wildcat AH11 with woodland camo
Added vehicle locking feature, by squads with at least 2 players in them. Any squad member can lock/unlock. Cargo seats are not locked, only crewman seats are locked.
Added crew checking features:
Added same-squad crewman seat occupancy rules. You may not crew the gunner seat with crewmen from other squads.
Added solo armour gunner rules. You may not crew the vehicle by yourself. The gunner seat may only be occupied while a driver and/or the commander seat is occupied by another person.
Added construction materials box to armoured vehicle to allow tank emplacements to be built
Added reminder message if vehicle has no ammo upon boarding
Added towing ability to towing tractor to tow trailers
Removed 'Manual fire' action menu option
Removed all ammo, repair and fuel trucks (to prevent unlimited supply exploits)
Changed: Many vehicles have changed configs
Changed: added zu23 ammo boxes to cargo in Zu23 ural truck by default
Reduced vehicle respawn duration of unarmed cars and trucks from 10 to 4 minutes
Improved cargo airlifting system - hook alignments, LHD support, roof top support, etc.
Fixed zeroing on woodland & desert Warrior
Fixed rear-view mirror bug, where you couldn't exit camera mode
Fixed duplicated parachute appearing when bailing from choppers
Fixed major bug with 'unconscious' players in armed vehicles becoming invincible to fire but still able to shoot back
A&D Game Mode
Changed A&D game mode mechanism & rules
Attacking side will have tickets. If these tickets reach zero, they will lose the match. They can only win by securing all zones.
Defending side will now also have tickets. When these tickets reach zero, they will not be able to spawn at FO's, RP's or HO's, but can use FB's.
Changed: Upon securing/losing a zone, the tickets for both sides will reset.
Changed A&D starting tickets
Changed: Set starting tickets to 120 for attackers
Added 80 starting tickets for defenders
Added 20 starting bonus tickets for both sides (until first zone secured/lost).
CI Game Mode
Fixed multiple issues with CI gamemod
Removed Watchtower concept from CI missions
Removed general ticket bleed for CI game mode
Fixed: bug in CI where sometimes cache #2 was revealed before #1
Fixed: bug in CI where you could reveal 3+ caches (but limit is 2)
Fixed bug where destroying a tunnel entrance would count as destroying a cache
Added marker to indicate destroyed tunnel entrances
General Game Mode changes
Changed default mission duration from 240 mins to 180 mins
Added Battle prep time at start of mission. First 1.5 minutes are for squad management and briefing where vehicles have no fuel, then next 2 minutes are for vehicle preparation and cargo handling.
Changed end game result due to game time limit expiration, has been changed to a "Stalemate" for game modes: CI and A&D, rather than flags held
Changed RP deployment rule - it must now be deployed near a friendly zone or FO. This can now be checked via the Build Boundaries sub-menu.
Changed vehicle spawn conditions, to make missions playable with lower numbers
Changed zone capture rates were changed for low/high player numbers. (With few players it will take longer than before and with many players it will take less than before.)
Changed RP: The team size rates have changed to be less, which determines whether you need 1-4 squad members nearby when setting up RP, depending on total players
Changed sandbags from weapons crates can now only build basic sandbag walls, (unlike FO)
Added minimum spacing of 200m for HO's
Added minimum spacing of 50m for RP's
Removed FO MG/AT containers from medium FO supply. FO's will now need to bring their own heavy weapons.
Added: vehicle respawn times increased, if sides unbalanced
Added: player respawn times increased, if sides unbalanced
Fixed bug where packing up RP would delete your current backpack
Fixed bug of unconscious units still contributing to the capture of zones
Scoreboard & ROE Violations Dialogs
Added: Scoring now supports JIP, so it remembers scores & penalties upon re-joining, even if different slot used.
Added: everyone will now receive a short ROE violation message when one occurs. No details in message, just that it occurred, so that you can check the log for full message yourself.
Changed: airbourne aircraft over safezone (over 25m) are now allowed to be shot down without ROE violation. It should help with choppers firing from inside protected safezone.
Fixed bug with dead JIP players not appearing in scoreboard
Fixed bug with scoreboard not updating statistics after certain events
Fixed various other scoreboard bugs
Removed red TK indicators on scoreboard
Scoring & Penalties
Changed/Added/Fixed various awarded score points plus penalties and criteria
Added scoring: first aid will now get points: 2 for CPR or field dressing and 1 for quick injections.
Fixed bug with cache destruction scoring being incorrect
Fixed: Differentiate between a TK and a "crew kill" (your crew). Also, for a crew kill, the killers are not the gunners but the driver.
Changed: crewed vehicle kill scores are now roughly doubled based on vehicle value
Changed: empty friendly vehicle kills now have lower penalty (vehicleValue), than crewed ones (3*vehicleValue + TK's)
Fixed work point from 1 to -2 for suicide
Sounds
Replaced Jackal L111A1 and L7A2 sounds
Replaced Chinook Rear gun sound
Replaced BTR and BRDM KPVT sounds
Replaced Lynx M621 sound and impact sounds for HE ammo
Replaced various vehicle and weapon sounds
Added Menu music
Maps
Introduced Chernarus
Missions
Added 6 new missions for Chernarus
A&S - Battle for Sobor (UK)
A&S - Operation Chainsaw (UK)
A&S - Electricity (UK)
A&S - Gorka (UK)
A&D - Portside (UK)
A&D - Take Down (UK)
Added 2 new missions for Takistan
CI - Endless Blood (US)
A&S - 'skirmish' mission: First Light (US)
Changed missions Sisyphus and Strength & Honor missions to use US faction
Modified layouts on some existing missions
Changed Battle for Rasman to default as night mission
Changed default starting times and weather conditions on all missions for variety
Fixed issues with Iron Forge mission not progressing
GoonCorp veröffentlichte seinen Sandsturm Script der ein neues Battle erlebnis hervorrufen könnte. Meiner meinung nach ein muss für die zu einfache Takistan-map.