Beach defence
D-Day — Gagra Landing
You are the defender. A red amphibious force is landing on the Abkhazian coast
3 km south of Gagra and pushing inland at STRONGPOINT BASTION, the blue HQ.
Everyone is on blue — your job is to break the landing from the air.
- Where you start: hot on the ramp at Gudauta, 26 km SE — a short
CAS hop. 12 slots: 3 A-10C II, 2 AV-8B, 2 F-16C, 3 AH-64D,
2 UH-1H. Dawn start, 6 June, 05:30 — first light.
- The waves: 8 landing waves, the first about 90 seconds in and then
roughly every 4 minutes. They come ashore at the waterline and drive inland.
Infantry first, then BTRs and BMPs, tanks last — 89 units across the eight.
If the next wave would push the number of red ashore past 120, it holds offshore
until you thin them out, so falling behind stretches the mission rather than ending it.
- Winning: destroy all 8 waves — the last one has to have landed
and every red unit ashore has to be dead.
- Losing, two ways: red units hold within 400 m of BASTION for
60 continuous seconds, or the HQ building is destroyed. You get an
on-screen warning the instant a leaker crosses the 400 m line, so a 60-second clock
is always announced before you can lose to it — do not ignore leakers.
- The flotilla: 4 red ships 12 km offshore (a Grisha, a Molniya and two
Ropucha landing ships) shell your defensive line every 20–40 seconds
— scripted fire, not their actual guns, so distance is no protection from it.
Sink all four and the shelling stops — but the Grisha carries an Osa
(~10 km), so bring standoff weapons. At 12 km your shore Vulcans cannot
touch them: someone has to fly out there.
- Your ground troops will not save you. Five Bradley + infantry clusters
1 km inland, two Stryker ATGM in overwatch behind them, three Vulcans and a garrison
at the strongpoint. That bloodies every wave and stops none of them — your CAS
decides this mission.
- Same server-wide rules apply: persistent stats, fog-of-war map, auto-save and crash
recovery.
Still in development. Everything above is really in the mission
and really will win or lose it for you — but it is the least-iterated of the three and
has had the least time in the air, so expect it to change. Tell Baz what it needs.
Server-wide
Crash recovery
The server auto-saves every 30 seconds: deployed CTLD vehicles, unpacked tanks,
crates on the ground, JTACs (with their laser codes) and knocked-out airbase state. If the
server crashes, the next start puts it all back where it was — you'll see a
"CRASH RECOVERY" message in-game. A deliberate stop or mission restart always starts fresh.
It's fully automatic — there's nothing for you to press.
What gets tracked
The Overview page keeps persistent per-player stats that survive reconnects and
restarts: air/ground/ship kills, deaths, score, plus crates unpacked, JTACs deployed
and repairs — and the Win History of every war fought on this server. The
Live Log page shows kills, takeoffs, spawns and connections as they happen.
The Live Map is fog-of-war. You see your own team's units only — the enemy's
positions are never sent to your browser. (The server admin sees the full picture.)
House rules
- Give a heads-up on the Live Log / chat before restarting the mission or stopping the
server — someone may be mid-sortie.
- Crates and repair kits are shared. Don't hoard or deliberately dump them in the sea.
- Team-kills happen; own up, apologise, move on.
- Have fun. It's a hobby server, not a checkride.