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| sector_control [2024/03/27 05:22] – blacksharkden | sector_control [2025/11/04 06:45] (current) – blacksharkden |
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| In Sector Control, we have a region with 15 objectives and 3 separate assault lanes. Red and Blue ground units fight to gain control of each objective, using scripted AI logic to make decisions on what to do and where to go. As a rotary wing pilot, your goal is to support the ground forces in this endeavor wherever possible. The AI controller will handle all the ground force activities such as offensive armor fights, mechanized infantry tactics, and reconnaissance. | In Sector Control, we have a region with 10 objectives and 2 separate assault lanes. Red and Blue ground units fight to gain control of each objective, using scripted AI logic to make decisions on what to do and where to go. As a rotary wing pilot, your goal is to support the ground forces in this endeavor wherever possible. The AI controller will handle all the ground force activities such as offensive armor fights, mechanized infantry tactics, and reconnaissance. |
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| In Sector Control, all progress is saved between server restarts. Friendly and enemy forces will have their positions saved and resume the fight. Enemy strongholds will be in the same place with the same units it had before. SAM sites will continue to be a problem until destroyed. Any CTLD assets such as troops, specialists, or facilities will be saved so spending multiple hours building that FOB will not be wasted. When the AO has been 100% secured, it will be considered a win! Congratulations. Come back after the server restarts and do it all again. The entire area gets wiped so enemy strongholds and SAM sites will be in different spots, and the types of enemies out there will be shuffled. | In Sector Control, all progress is saved between server restarts. Friendly and enemy forces will have their positions saved and resume the fight. Enemy strongholds will be in the same place with the same units it had before. SAM sites will continue to be a problem until destroyed. Any CTLD assets such as troops, specialists, or facilities will be saved so spending multiple hours building that FOB will not be wasted. When the AO has been 100% secured, it will be considered a win! Congratulations. Come back after the server restarts and do it all again with a different pair of factions. The entire area gets wiped so enemy strongholds and SAM sites will be in different spots, and the types of enemies out there will be shuffled. |
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| The goal of Sector Control is to support the <button type="primary" size="sm">BLUE</button> groups in capturing all 15 sectors. The AI dispatcher will control all the friendly movements and make sure they are as efficient as possible in securing the sectors. You do not need to worry about using <popover placement="auto top" title="CA" trigger="hover" content="Combined Arms DCS module" delay="0" delay-show="0" delay-hide="0">CA</popover> to move them. Your goal is simply to support the friendly groups in securing these sectors. You can respond to contact reports, perform armed reconnaissance, destroy enemy strongholds and SAM sites, or establish a screen along sector lines. If you are flying in a lift helicopter, you can transport supply depots and ammunition crates where needed. When that’s taken care of, transport infantry, <popover placement="auto top" title="JTAC" trigger="hover" content="Joint terminal attack controller" delay="0" delay-show="0" delay-hide="0">JTAC</popover>, or <popover placement="auto top" title="HMMWV" trigger="hover" content="High Mobility Multipurpose Wheeled Vehicle" delay="0" delay-show="0" delay-hide="0">HMMWV</popover> with <popover placement="auto top" title="TOW" trigger="hover" content="Tube-Launched, Optically Tracked, Wireless-Guided" delay="0" delay-show="0" delay-hide="0">TOW</popover> launchers to strategic places on the battlefield. | The goal of Sector Control is to support the <button type="primary" size="sm">BLUE</button> groups in capturing all 10 sectors. The AI dispatcher will control all the friendly movements and make sure they are as efficient as possible in securing the sectors. You do not need to worry about using <popover placement="auto top" title="CA" trigger="hover" content="Combined Arms DCS module" delay="0" delay-show="0" delay-hide="0">CA</popover> to move them. Your goal is simply to support the friendly groups in securing these sectors. You can respond to contact reports, perform armed reconnaissance, destroy enemy strongholds and SAM sites, or establish a screen along sector lines. If you are flying in a lift helicopter, you can transport supply depots and ammunition crates where needed. When that’s taken care of, transport infantry, <popover placement="auto top" title="JTAC" trigger="hover" content="Joint terminal attack controller" delay="0" delay-show="0" delay-hide="0">JTAC</popover>, or <popover placement="auto top" title="HMMWV" trigger="hover" content="High Mobility Multipurpose Wheeled Vehicle" delay="0" delay-show="0" delay-hide="0">HMMWV</popover> with <popover placement="auto top" title="TOW" trigger="hover" content="Tube-Launched, Optically Tracked, Wireless-Guided" delay="0" delay-show="0" delay-hide="0">TOW</popover> launchers to strategic places on the battlefield. |
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| {{ :wiki:sc1.png?nolink&600 |}} | {{ :hw_sc.jpg?600 |}} |
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| <alert type="warning">;#; | <alert type="warning">;#; |
| **Tune to either 51.00 (WEST), 52.00 (MID), or 53.00 (EAST) FM to hear updates from the Ground Force Commander and any friendly ground units making calls and requests.** | **Tune to either 51.00 FM (WEST) or 52.00 FM (EAST) to hear updates from the Ground Force Commander and any friendly ground units making calls and requests.** |
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| </alert> | </alert> |
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| **Using SRS**, the ground AI will report what’s going on to help direct you on to their activity. In Sector Control 2.0, this is split between 3 FM frequencies, 51.00, 52.00, and 53.00. Each frequency corresponds with the lanes West, Mid, and East respectively. | **Using SRS**, the ground AI will report what’s going on to help direct you on to their activity. In Sector Control 2.0, this is split between 2 FM frequencies, 51.00 and 52.00. Each frequency corresponds with the lanes West and East respectively. |
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| Consider tuning in to the frequency for the lane you’re operating in to maintain SA with your friendlies on the ground. They will report useful information such as spot and contact reports, support requests, vehicle abandonment, retreating, and troop deployment or extraction. | Consider tuning in to the frequency for the lane you’re operating in to maintain situational awareness with your friendlies on the ground. They will report useful information such as spot and contact reports, support requests, vehicle abandonment, retreating, and troop deployment or extraction. |
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| Friendly armor may be active for extended periods of time, expending lots of ammunition. When the friendly armor’s ammunition supply dips below 10%, they will hold position and await resupply. | Friendly armor may be active for extended periods of time, expending lots of ammunition. When the friendly armor’s ammunition supply dips below 10%, they will hold position and await resupply. |
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| Lift helicopters are able to take a single **ARMOR AMMO** crate out to these friendly groups and build it. Upon building the crate, an M939 transport truck will spawn and begin rearming the group. Once the group has rearmed fully, the ammo truck will despawn and the group will resume with their tasking. | Lift helicopters are able to take a single **ARMOR AMMO** crate out to these friendly groups and build it. Upon building the crate, an M939 transport truck will spawn and begin rearming the group. Once the group has rearmed fully, the ammo truck will despawn and the group will resume with their tasking. A ground rearm convoy may also be dispatched, however can take a long time to reach the group and is at risk of being destroyed. Helicopter rearming runs will get friendlies back in the fight a lot quicker than waiting for the ground forces to do it. |
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| ==BEHAVIOR: SUPPORT REQUESTS== | ==BEHAVIOR: SUPPORT REQUESTS== |
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| When a group receives fire, they will call for any nearby who is not preoccupied to help them. If the called group is available, they will maneuver to defend the requesting group and counter the attack. Up to 3 friendly groups can respond to a single support request. | When a group receives fire, they will call for any friendlies nearby who are not preoccupied to help them. If the called group is available, they will maneuver to defend the requesting group and counter the attack. Up to 3 friendly groups can respond to a single support request. |
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| ==BEHAVIOR: RETREATING== | ==BEHAVIOR: RETREATING== |
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| If a group is down to the last vehicle remaining, it will not stick around to die. The group will retreat to whatever base it came from to get out of the fight. If you see vehicles flying down the road running away from the fight, this is why. | If a group is down to the last vehicle remaining, it will not stick around to die. The group will retreat to whatever base it came from to get out of the fight. If you see vehicles flying down the road running away from the fight, this is why. For enemies fleeing the fight, it is recommended you let them live to save on ordinance and ammunition. It might even prolong their respawn time! |
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| ==BEHAVIOR: ABANDONING== | ==BEHAVIOR: ABANDONING== |
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| When a vehicle has taken too much damage to be effective in the fight, the crew will abandon it. If there are still operational vehicles in the group, they will board those vehicles. Otherwise, they will find a place to hide and wait for a recovery vehicle to pick them up. The abandoned vehicle becomes a static object, incapable of doing anything. | When a vehicle has taken too much damage to be effective in the fight, the crew will abandon it. If there are operational vehicles left in the group, they will board those vehicles. Otherwise, they will find a place to hide and wait for a recovery vehicle to pick them up. The abandoned vehicle becomes a static object, incapable of doing anything. |
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| ==BEHAVIOR: REARMING== | ==BEHAVIOR: REARMING== |
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| When a vehicle in the group dips below the minimum ammunition levels, they will request rearming. For Blue force, this means they will place a map marker and wait for a friendly helo to bring them ammo. For Red force, a resupply group will be dispatched to handle the request. | When a vehicle in the group dips below the minimum ammunition levels, they will request rearming. For Blue force, this means they will place a map marker and wait for a friendly helo to bring them ammo, or the slower option of a ground rearming convoy. For Red force, a resupply group will be dispatched to handle the request. |
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| ===ARMOR=== | ===ARMOR=== |
| {{:wiki:sc9.png?nolink&600 |}} | {{:wiki:sc9.png?nolink&600 |}} |
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| Armor is tasked with attacking and defending objectives. They will maintain a balance of attackers and defenders, with the priority being to attack. Armor will respond to support requests as well. They hunt for and attack any enemy they see. | Armor is tasked with attacking and defending objectives. They will maintain a balance of attackers and defenders, with the priority being to attack. Armor will respond to support requests as well. They hunt for and attack any enemy they see. |
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| <text type="danger" size="Small">RED UNIT TYPES</text> | |
| * T-55 | |
| * T-72B | |
| * T-80 | |
| * BMP-1 | |
| * BTR-RD | |
| * MTLB | |
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| <text type="primary" size="Small">BLUE UNIT TYPES</text> | |
| * Chieftain Mk.3 | |
| * M1A2 Abrams | |
| * Leopard 2A4 | |
| * HMMWV TOW | |
| * VAB Mephisto ATGM | |
| * Stryker ATGM | |
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| <text type="danger" size="Small">MAX RED</text>: 3 per lane | \\ |
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| <text type="primary" size="Small">MAX BLUE</text>: 2 per lane | \\ |
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| ===MECHANIZED INFANTRY=== | ===MECHANIZED INFANTRY=== |
| {{:wiki:mechinf.png?nolink&600 |}} | {{:wiki:mechinf.png?nolink&600 |}} |
| Mechanized infantry groups are tasked with capturing and holding sectors. Using infantry with anti-tank capabilities, they will travel to sectors that are either Uncontrolled or Enemy controlled. Upon reaching a <popover placement="auto top" title="POI" trigger="hover" content="Point of Interest" delay="0" delay-show="0" delay-hide="0">POI</popover>, they will drop troops and move on to the next objective. RED groups have a slim chance to drop a <popover placement="auto top" title="MANPAD" trigger="hover" content="Man Portable Air Defense" delay="0" delay-show="0" delay-hide="0">MANPAD</popover>! | |
| <text type="danger" size="Small">RED UNIT TYPES</text> | |
| * MTLB | |
| * BMP-2 | |
| * BMP-3 | |
| * BTR-80 | |
| * BTR-82A | |
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| <text type="primary" size="Small">BLUE UNIT TYPES</text> | |
| * MCV-80 Warrior | |
| * Marder 1A3 | |
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| <text type="danger" size="Small">MAX RED</text>: 6 | |
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| <text type="primary" size="Small">MAX BLUE</text>: 4 | |
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| ===ARMOR HUNTER=== | |
| {{:wiki:armhunter.png?nolink&600 |}} | |
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| Armor Hunters are designed to hunt and kill enemy armor units. They will use <popover placement="auto top" title="LOS" trigger="hover" content="Line of Sight" delay="0" delay-show="0" delay-hide="0">LOS</popover> detection to find an enemy nearby. Once they find one, they will transition to a Cone formation, head directly toward the target, and enter a battle ready state. Each group is assigned a task to either Defend or Attack. Defending groups will move to Contested or Friendly sectors when not chasing a target. Attacking groups will move to Uncontrolled or Enemy sectors. | Mechanized infantry groups are able to deploy and extract troops to attack. They will attack or defend similar to the armor groups, however will also deploy troops at objectives that do not have any friendly infantry to hold the ground. When a mechanized infantry group gets close to its target or meets contact, they will deploy troops and advance with them to engage. Deployed infantry are typically equipped with small arms and RPGs. |
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| <text type="danger" size="Small">RED UNIT TYPES</text> | \\ |
| * T-72B | \\ |
| * T-90 | \\ |
| * BTR-82A | \\ |
| * BMP-2 | \\ |
| * BMP-3 | \\ |
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| <text type="primary" size="Small">BLUE UNIT TYPES</text> | \\ |
| * Merkava IV | \\ |
| * Chieftain Mk.3 | \\ |
| * <popover placement="auto top" title="HMMWV" trigger="hover" content="High Mobility Multipurpose Wheeled Vehicle" delay="0" delay-show="0" delay-hide="0">HMMWV</popover> <popover placement="auto top" title="TOW" trigger="hover" content="Tube-Launched, Optically Tracked, Wireless-Guided" delay="0" delay-show="0" delay-hide="0">TOW</popover> | \\ |
| * VAB Mephisto <popover placement="auto top" title="ATGM" trigger="hover" content="Anti Tank Guided Missile" delay="0" delay-show="0" delay-hide="0">ATGM</popover> | \\ |
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| <text type="danger" size="Small">MAX RED</text>: 6 | \\ |
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| <text type="primary" size="Small">MAX BLUE</text>: 6 | \\ |
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| ===MOBILE AIR DEFENSE SYSTEM=== | ===MOBILE AIR DEFENSE SYSTEM=== |
| {{:wiki:mobads.png?nolink&600 |}} | {{:wiki:mobads.png?nolink&600 |}} |
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| Mobile <popover placement="auto top" title="ADS" trigger="hover" content="Air Defense System" delay="0" delay-show="0" delay-hide="0">ADS</popover> are helicopter hunters. Similar to the armor hunters, they will use <popover placement="auto top" title="LOS" trigger="hover" content="Line of Sight" delay="0" delay-show="0" delay-hide="0">LOS</popover> detection methods to locate helicopters (you). If they are far away, they will move to the location they spotted the helicopter. Once they get close enough, they will stop for better attack accuracy. Some Mobile ADS groups are tougher than others. | Mobile ADS are helicopter hunters. Similar to the armor, they will use LOS detection methods to locate helicopters (you). If they are far away, they will move to the location they spotted the helicopter. Once they get close enough, they will stop for better attack accuracy. Some Mobile ADS groups are tougher than others. |
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| <text type="danger" size="Small">RED UNIT TYPES</text> | \\ |
| * SA-8 + BRDM-2 | \\ |
| * ZSU-57 + T-55 | \\ |
| * BMP-1 | \\ |
| * BTR-80 | \\ |
| * BMP-1 + SHILKA + SA-9 | \\ |
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| <text type="danger" size="Small">MAX RED</text>: 3 | |
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| {{:wiki:samsites.png?nolink&600 |}} | {{:wiki:samsites.png?nolink&600 |}} |
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| RED team will have a total of 3 <popover placement="auto top" title="SAM" trigger="hover" content="Surface to Air Missile" delay="0" delay-show="0" delay-hide="0">SAM</popover> sites in the <popover placement="auto top" title="AO" trigger="hover" content="Area of Operations" delay="0" delay-show="0" delay-hide="0">AO</popover>. These sites start deep in enemy territory and will require a coordinated strike to disable. They typically have some sort of armor defense and <popover placement="auto top" title="SHORAD" trigger="hover" content="Short Range Air Defense" delay="0" delay-show="0" delay-hide="0">SHORAD</popover> to keep pesky BLUE guys out. Eliminating these sites is crucial to capturing sectors beyond the midpoint. | RED team will have a set number of <popover placement="auto top" title="SAM" trigger="hover" content="Surface to Air Missile" delay="0" delay-show="0" delay-hide="0">SAM</popover> sites in the <popover placement="auto top" title="AO" trigger="hover" content="Area of Operations" delay="0" delay-show="0" delay-hide="0">AO</popover>. These sites start deep in enemy territory and will require a coordinated strike to disable. They typically have some sort of armor defense and <popover placement="auto top" title="SHORAD" trigger="hover" content="Short Range Air Defense" delay="0" delay-show="0" delay-hide="0">SHORAD</popover> to keep pesky BLUE guys out. Eliminating these sites is crucial to capturing sectors beyond the midpoint. |
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| <text type="danger" size="Small">RED SAM UNITS</text> | \\ |
| * SA-2 + SHILKA | \\ |
| * SA-3 + T-72 | SA-8 | SHILKA | \\ |
| * SA-5 + T-72 | SA-8 | SHILKA | \\ |
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| <text type="danger" size="Small">TOTAL <popover placement="auto top" title="SAM" trigger="hover" content="Surface to Air Missile" delay="0" delay-show="0" delay-hide="0">SAM</popover> SITES</text>: 3 | \\ |
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| {{:wiki:strongholds.png?nolink&600 |}} | {{:wiki:strongholds.png?nolink&600 |}} |
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| RED team groups spawn from strongholds. The more strongholds they have, the faster they can replenish lost units. These are scattered around RED territory at the start of the match. Similar to the <popover placement="auto top" title="SAM" trigger="hover" content="Surface to Air Missile" delay="0" delay-show="0" delay-hide="0">SAM</popover> sites, they will have armor and air defense units supporting them. Eliminate all units and buildings to disable the ability for RED groups to respawn here. | RED team groups spawn from strongholds. They will spawn at the southernmost stronghold for that lane. These are scattered around RED territory initially and remain in place until destroyed. Similar to the SAM sites, they will have armor and air defense units supporting them. Eliminate all units and buildings to disable the ability for RED groups to respawn here. |
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| <text type="danger" size="Small">RED STRONGHOLD UNITS</text> | \\ |
| * T-72 | ZSU-57-2 | SA-9 | \\ |
| * BMP-2 | KS-19 | SA-18 | \\ |
| * BMP-3 | SHILKA | SA-18 | \\ |
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| <text type="danger" size="Small">MAX STRONGHOLDS</text>: 5 | \\ |
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| {{:wiki:armordepot2.png?nolink&600 |}} | {{:wiki:armordepot2.png?nolink&600 |}} |
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| BLUE team groups spawn from the armor depot that is closest to the <popover placement="auto top" title="FLOT" trigger="hover" content="Forward Line of Troops" delay="0" delay-show="0" delay-hide="0">FLOT</popover>. They start the match with one depot just outside the <popover placement="auto top" title="AO" trigger="hover" content="Area of Operations" delay="0" delay-show="0" delay-hide="0">AO</popover>. Transport helicopters may bring 4x crates to a marked ARMOR DEPOT location on the map to set up a new one, allowing BLUE groups to respawn closer to the fight. | BLUE team groups spawn from the armor depot that is furthest North in that lane. They start the match with one depot just outside the AO. Transport helicopters may **bring 6x crates** to a location somewhere in the AO, allowing BLUE groups to respawn closer to the fight. |
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| <text type="primary" size="Small">BLUE DEFENSES</text> | \\ |
| * <popover placement="auto top" title="HMMWV" trigger="hover" content="High Mobility Multipurpose Wheeled Vehicle" delay="0" delay-show="0" delay-hide="0">HMMWV</popover> <popover placement="auto top" title="TOW" trigger="hover" content="Tube-Launched, Optically Tracked, Wireless-Guided" delay="0" delay-show="0" delay-hide="0">TOW</popover> | \\ |
| * MCV-80 Warrior | \\ |
| * Merkava IV | \\ |
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| | ===HOW DO I HELP?=== |
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| | With such a dynamic battlefield, there are many ways you can help. The simplest way to help is to stay around frontline friendlies and support them with their attacks, giving them the upper hand in battles. If you prefer the transport side of things, deploying and relocating infantry and specialists in the battlefield to strategic positions can make a difference. Deploying depots and FARPs beyond the main base side of the AO can also be a great benefit to friendlies. If you prefer recon and an artillery battery has been deployed, you can use the firemission script to call in a barrage of shells on the enemy, eliminating entire battalions without firing a single weapon of your own. |
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