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SECTOR CONTROL (2.0)
BASICS
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, 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.
The goal of Sector Control is to support the CA 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, JTAC, or HMMWV with TOW launchers to strategic places on the battlefield.
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
Tune to either 51.00, 52.00, or 53.00 FM to hear updates from the Ground Force Commander and any friendly ground units making calls and requests.
THE MAP
OBJECTIVES
FRIENDLY SPOT REPORTS
Friendly ground vehicles will spot and report enemy positions on the F10 map. They will also report new contacts over the radio on their lane specific FM channel. The marker will update every 60 seconds.
- LIGHT RED diamonds with solid edges indicate an enemy was spotted there less than 60 seconds ago.
- DARK RED diamonds with dotted edges indicate an enemy was spotted there between 1-5 minutes ago, but the spotter lost visual.
Markers are removed when the target is lost for more than 5 minutes, or the friendly group is KIA.
CONTACT REPORTS
When friendly groups spot, shoot, or are shot at, they will report contact over their lane specific FM channel. They will also deploy flares from their present position. If you see flares nearby, it may be a good idea to head over and provide support.
- LIGHT RED triangles with solid edges indicate an enemy was engaged there less than 60 seconds ago.
- DARK RED triangles with dotted edges indicate an enemy was engaged there between 1-5 minutes ago, but the spotter lost visual.
Markers are removed when the target is lost for more than 5 minutes, or the friendly group is KIA.
ARMOR RESUPPLY REQUEST
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.
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.
AI TYPES
There are several different classes of AI groups in the AO on both the RED and the BLUE teams. Using lua scripting, these AI groups are enhanced in their capabilities and decision making. They will move, defend, deploy, and attack based on criteria such as LOS detection, the state of frontline sectors, and what their role is.
Armor reinforcements spawn in 20 minute waves for both sides and are capped by type.
MECHANIZED INFANTRY
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 POI, they will drop troops and move on to the next objective. RED groups have a slim chance to drop a MANPAD!
RED UNIT TYPES
- MTLB
- BMP-2
- BMP-3
- BTR-80
- BTR-82A
BLUE UNIT TYPES
- MCV-80 Warrior
- Marder 1A3
MAX RED: 6
MAX BLUE: 4
ARMOR HUNTER
Armor Hunters are designed to hunt and kill enemy armor units. They will use LOS 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.
RED UNIT TYPES
- T-72B
- T-90
- BTR-82A
- BMP-2
- BMP-3
BLUE UNIT TYPES
- Merkava IV
- Chieftain Mk.3
- HMMWV TOW
- VAB Mephisto ATGM
MAX RED: 6
MAX BLUE: 6
MOBILE AIR DEFENSE SYSTEM
Mobile ADS are helicopter hunters. Similar to the armor hunters, 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.
RED UNIT TYPES
- SA-8 + BRDM-2
- ZSU-57 + T-55
- BMP-1
- BTR-80
- BMP-1 + SHILKA + SA-9
MAX RED: 3
SAM SITE
RED team will have a total of 3 SAM sites in the AO. These sites start deep in enemy territory and will require a coordinated strike to disable. They typically have some sort of armor defense and SHORAD to keep pesky BLUE guys out. Eliminating these sites is crucial to capturing sectors beyond the midpoint.
RED SAM UNITS
- SA-2 + SHILKA
- SA-3 + T-72 | SA-8 | SHILKA
- SA-5 + T-72 | SA-8 | SHILKA
TOTAL SAM SITES: 3
STRONGHOLD
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 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.
RED STRONGHOLD UNITS
- T-72 | ZSU-57-2 | SA-9
- BMP-2 | KS-19 | SA-18
- BMP-3 | SHILKA | SA-18
MAX STRONGHOLDS: 5
ARMOR DEPOT
BLUE team groups spawn from the armor depot that is closest to the FLOT. They start the match with one depot just outside the AO. 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 DEFENSES
- HMMWV TOW
- MCV-80 Warrior
- Merkava IV