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Rogue

Antistasi Missions & How To Trigger

City Supplies

Trigger: Petros "Logistic Mission", Random

This mission involves driving a truck to the center of a town and guarding it for 2 minutes while citizens grab its supplies. At the close of the two minutes the truck will magically run out of fuel, stranding you in the town. Be prepared to exfiltrate on foot or scout a nearby vehicle you can “borrow” to high tail it out of there. No enemy troops spawn specifically for this mission so as long as there are no patrols around, you may be able to pull this mission off without firing a shot. A couple of tips for this one:

1. Note that the truck can carry 3 passengers so if you’d like some extra firepower you can conveniently bring along two squadmates to support you.
2. You can go undercover in this truck right from your HQ and then drive carefree to your objective. However, upon reaching within 50 meters of your objective and the 2 minute supply timer will start and you will automatically lose Undercover Mode. Remember that if your supply location happens to be tended by a squad of enemy infantry!

Bank Robbery

Trigger: Petros "Logistic Mission", Randomly (rare = you've to be within 4km from Kavala or Pyrgos)

This is one of the rarer missions in the game but it has the opportunity to provide the FIA with a big payout if successful. In order for the mission to appear the FIA’s headquarters must be near Kavala or Pyrgos and that city must be owned by the AAF. When it triggers the player will have to storm the bank building in that city and park/defend a truck provided by Petros close to the bank for two minutes while it is loaded with cash. The action to load the truck is the same as stealing supplies from an ammo box and the same rules about moving or leaving the truck still apply here as well. This mission will give a big boost to the FIA’s money but it will cost you some support from the local population since you are mostly stealing from their bank accounts! There are no negative effects from ignoring this mission.

Capture/Destroy Ammo Truck

Trigger: Petros "Logistic mission", Randomly

This mission spawns an Ammo Truck near an AAF-controlled zone and tasks the FIA with either capturing it and returning it to base or destroying it. Normally these trucks will spawn in AAF outpost so they are relatively easy to take (in addition to giving you the opportunity to raid an outpost at the same time). If you’re able to capture the ammo truck as you raid the outpost itself you can amass a large amount of firepower in short order. As your Arsenal becomes better supplied with solid equipment, destroying the truck becomes a quick option to damage the AAF’s foothold in the area and local town support. A few mortars directed by a well-hidden FIA soldier can normally complete the destroy method of completing this mission.

Supply Recovery

Trigger: Petros "Logistic mission", Randomly

AAF have found medical supplies abbandoned in a field, a scout group found them and they're attempting to load the goods on a truck. Meanwhile they requested reinforcements from the closest base signaling their location by green smoke. Our job is to take out enemy scouts, load supplies on the truck and then bring that truck to a specific town in order to give supplies to civilians. Timing is important so keep checking your watch because you don't wanna be unprepared about an enemy QRF while you're loading up the truck. Considering those variables, mission can be approached in different ways, it's up to you! Wait for QRF and then strike them all, or act quickly running away even before they could arrive.

Leaflet Drop

Trigger: Petros "Propaganda" (if choosing a town where support is < 10), Randomly

This mission is a variation of the City Supplies concept except instead of delivering supplies you are handing out leaflets to sway the populace of Altis to support your cause. At the outset of this mission you are given a mission truck which is loaded with pro-FIA propaganda. You will be tasked with doing three leaflet drops at three different locations around the chosen town. Each time you approach the drop zone, a minute timer will start which is reset when enemies approach the area or all players venture too far from the truck. News of your propaganda campaign travels fast so expect nearby enemies to be notified of your presence quickly.

Propaganda

Trigger: Petros "Propaganda"

The Establish Propaganda Station mission is a lot like the much bigger, older brother of the Deliver Leaflet mission. At the beginning of the mission you are given a large, brightly-colored propaganda truck that you much drive to the designated down. When you are within 150m of the mission marker you can use the action menu on the truck to deploy the propaganda station which consists of some sandbags, loudspeakers and signs.

Obviously, getting the word out about the FIA in such a loud and proud fashion will alert the AAF immediately. Any enemies within 300m of your propaganda station will make their way there to destroy it and any friendly units within 300m will lose their undercover status.

A timer will also start. This timer governs both how much support you can pump into the town but also when and how heavy enemy attack waves will spawn. The minimum objective of the mission is to prevent the enemy from penetrating a 50m the perimeter of the Propaganda Station for 10 consecutive minutes. If at any point an enemy disrupts the timer, your 10 minute minimum timer will restart. If you never reach 10 consecutive minutes within 45 minutes of deploying the station, the mission will fail after the 45 minutes is up. In addition, all friendly team members must stay within 300m of the station or the timer will be interrupted. If all BLUFOR die within that 300m before you reach 10 minutes, you will fail the mission.

Once the FIA reaches the 10 minute mark, all friendly forces can make a break for safety or they can decide to stay longer to gather even more support. For each 80 seconds after the 10 minutes are completed you will get additional support in that town. However, these additional points are not locked-in to the town until a player chooses the “Disable Station” action on the truck or the full 45 minute timer runs out. Put another way, if all players are killed within a 300m radius of the station all bonus points will be lost but you will still get the support awarded by holding the station for the original consecutive 10 minutes.

An Example Scenario

0:00 – The mission starts, consecutive 10 minutes required for success starts at 0.
4:30 – An enemy gets within 50m of the station, the consecutive 10 minutes is reset to 0
5:00 – All enemies are cleared of the station, the consecutive 10 minutes again begins counting up from 0.
15:00 – The minimum 10 minutes required is complete and the mission will succeed whether players survive/continue the mission.
Sometime before 45 minutes – The FIA can choose to deactivate the truck and leave the area, locking in not only the award for the 10 consecutive minutes but also any bonus points beyond that.
OR
Sometime before 45 minutes – All friendly forces are killed within a 300m radius of the station, the bonus from the original 10 minutes is still awarded but any extra time spent defending the station is lost.
OR
45:00 – The FIA is awarded a bonus 30 minutes worth of town support points by running the timer down completely in addition to the base award for the first consecutive 10 minutes.

For commanders who want to get some sense of what they’re up against, here’s how the enemy typically responds (minutes indicate number of minutes after the Propaganda Station was established):

Singleplayer:

5 minutes – Small Air QRF
10 minutes – Small Land QRF
16 minutes – Small CSAT QRF

Multiplayer Less than 3 Players:

0 minutes – Small Air QRF
5 minutes – Large Land QRF
10 minutes – Large Land QRF
20 minutes – Small CSAT QRF

Multiplayer More than 3 Players:

0 minutes – Large Land QRF
1 minutes – Small Air QRF
4 minutes – Large Land QRF
8 minutes – Large Air QRF
15 minutes – Large Land QRF
16 minutes – Large Air QRF
25 minutes – Large CSAT QRF

Rescue Refugees

Trigger: Petros "Rescue mission", Randomly

Several refugees (which don't make AI spawn in the AO until blufor is present) will be inside the building marked for this mission waiting for your extraction. Enemies will try to kill them as soon as they are spotted, such as a patrol seeing them through windows. While there isn't a timer for the mission, you have to consider that the longer you stay in the AO, regardless of being undercover or not, the more chances they have to get spotted and killed. Approach them and from your action menu select “Order Refugee to Follow Me”. The beleaguered FIA supporters will join your squad and you can order them around just as you would a squadmate.

  • Approach them and from your action menu select “Order Refugee to Follow Me”. The beleaguered FIA supporters will join your squad and you can order them around just as you would a squadmate.
  • In case squad get bigger than 12, don't panic: you can still use "" to select all, or, for precise selection, select a random one (let's say F1) then hit the action button while looking at the desired unit to specifically control him.

Tactically speaking, your first priority is to free them and order them to stay prone so that they don't get spotted and then, once they are well covered, get out and find enemies that probably are already allerted by your arrival, deal with them, and find a proper veichle to take them back home.

  • The mission is complete when you reach your HQ with the refugees and you're awarded with HR corresponding the number of alive refugees you brought back.

Rescue POWs

Trigger: Petros "Rescue mission", Randomly

Refugees will be into an enemy outpost / base as prisoners, they won't intentionally kill them if they don't feel it necessary so, ofcourse, take your time because you're mostly like going to siege that place.

 

Kill the Traitor

Trigger: Corrupted Politician, Randomly

This mission is a find and kill, plain and simple. An FIA soldier wishing to defect will be marked in a town, accompanied by a squad of infantry protecting him. Make the traitor regret his betrayal and put a bullet in his head. This mission can be risky for several reasons:

1. You will definitely have to contend with a squad of prepared infantry to get to the officer and these can be CSAT spec ops who are formidable fighters. Occasionally you can see the traitor sitting near a window and snipe him, but this is rare.
2. Because the traitor normally sets up in a town, mortaring the building into oblivion is obviously a bad idea as the chance for collateral damage is high. If civilians die your popularity in Altis, as well as with your NATO ally, will suffer.
3. There is normally an unarmed MRAP parked outside of the building where your objective is hiding. If the officer starts getting shot at he will make a run for it and then drive to nearest enemy base. If he manage to arrive, Petros' location will be given to CSAT who will immediatly send a special team to kill him (trigger Defend Petros mission)

Commanders face a delicate decision on whether to ignore this mission, becuase the traitor will only give up the names of FIA solders if he manages to defect uninterupted, causing you a loss of a significant ammount of HR and the next income will be lowered; try and stop him, on the other hand, and he will not think twice about giving away the location of Petros himself.

Assassinate the Officer

Trigger: Corrupted Officer

An AAF Officer is ispecting a base making plans to attack your owned territories, greatly accelerating the timeline for an AAF attack. Eliminating him will delay this inevitable attack, but he will of course be far better protected than the traitor and will not attempt to flee anywhere. Note that mortar might be ineffective considering the solid buildings and cover that are usually found in bases.

Contact Corrupted Politician

Trigger: Petros "Contact Corrupted Politician"

When Petros gives you the opportunity to contact a corrupt politician.

  • A politician will be based somewhere in a town and he will only wait for a limited amount of time before going dark.
  • He will accept to meet you only if you approach while undercover. If your get spotted (beware of dogs) for any reason he will refuse to talk so you've to go away, regain undercover status and attempt approaching again.
If you reach the politician he will give you the ability to request a variety of missions from him:
  • Assassinate Traitor
  • Capture Power Station
  • Convoy Ambush (Any of the multiple varieties)

You have the option to request up to two missions from him after which point he will run off to avoid having his cover blown.

Contact Corrupted Officer

Trigger: Petros "Contact Corrupted Officer"

The corrupt police officer mission is exactly the same as the corrupt politician except the set of missions available to you from the police officer is different:

  • Ambush CSAT Spec-Ops
  • Assassinate Officer
  • Neutralize CSAT AA Outpost
  • Destroy Downed Chopper
  • Convoy Ambush (Again any of the multiple varieties)

Sketchy Irishman

Trigger: Petros "Sketchy Irishman"

Upon requesting the Weapons Dealer mission from Petros a shadowy man with a large stockpile of weapons will show himself in a nearby town (the town’s loyalty doesn’t matter so you may luck out and find a weapons dealer in an FIA-controlled area). In order to transact with the weapons dealer you must positively identify yourself as a member of the resistance by removing your Undercover status.

The weapons dealer provides three types of gear: weapons, explosives, and accessories. He will stick around his rendezvous point for 60 minutes or until he is killed. Bear in mind that buying military-grade weaponry can attract attention from locals and the AAF alike. There’s a possibility that the AAF will dispatch a QRF to the town where they suspect a weapons deal is going down so don’t expect every purchase to go smoothly.

True to form, your weapons dealer can get you access to weapons you otherwise wouldn't "see" and he will react dynamically to what weapons mods you may be running with the Antistasi campaign. Below are the rules for what gear he will provide depending on various modding scenarios.

For weapons:

Vanilla, no weapon mods: All vanilla gear
RHS, no weapon mods: All RHS gear
ACE = All vanilla gear
RHS + ACE = All RHS gear
Any weapon mod (NIArms, etc.): Only the weapons available in that custom weapon mod.

For accessories:

Accessories will follow the same rules as weapons.

For explosives:

Explosives are available as either vanilla or RHS, and are always available no matter what mods you're running.
Tip: Because the weapons dealer will provide weapons from modifications you've installed by default, he is an excellent way to get modded weapons in the game without modifying the underlying scripting in Antistasi.

Destroy Downed Chopper

Trigger: Petros "Destroy Mission", Randomly (rare)

This mission is just like the two above except the time limit is a bit tighter and you may run into competing AAF forces trying to recover the chopper before you do. If the timing is right and you rush, this mission should be as easy as putting some explosives near the chopper and pushing the detonate button. Speed is key – and often this mission is spawned in the wilderness of Altis so choose your mode of transportation carefully.

Capture the Outpost

Trigger: Petros "Conquest Mission"

This mission comes in two varieties:

1. Capture an outpost out in the woods somewhere that will have a bunker with a few infantry units patrolling it. This will generally be an easy assault as there are not many soldiers and, depending on where the outpost is located, it may be just as easy as a few mortar rounds to complete the objective. However, bear in mind that if you mortar the outpost severely you may destroy the truck and supply box that are sitting next to the base. In this case you will complete the objective but miss out on critical weapons and supplies you could have stolen from the enemy. If the outpost looks easy to capture without mortars, it’s worth trying to keep the supplies/trucks entact.
2. Capture a checkpoint positioned on the road somewhere. In this case you will have to contend with a .50 machinegun encased in a sandbag bunker on either side of the road. You will also have a small squad of infantry roaming around close to the checkpoint. Other than the two guns which you can steal and the gear on the infantry you kill, there is no cache of weapons to bring back with you. Depending on how desperate you are for supplies, it’s generally just easier to drop a couple of mortar rounds on the checkpoint and return to base. If you’re lucky, two well-placed mortar rounds will drop both .50 cal guns as they are the main threats here.

 

Destroy Armor/Arty

Trigger: Petros "Destroy Mission", Randomly (rare)

This mission is simple to understand but can be difficult to achieve. When tasked with the Destroy Armor/Arty mission you generally need to venture close to an AAF base to seek out the heavy vehicle in question. From there it’s just getting something that goes boom onto the target before you’re spotted and killed. This mission will vary considerably in difficulty depending on the target vehicle’s location, time of day, and whether you have the firepower to destroy a hardened target from a safe distance.

Destroy Radio Tower

Trigger: Petros "Destroy Mission", Randomly

Destroying a radio tower normally goes hand-in-hand with capturing an outpost or base as the AAF likes to station troops near these strategic assets to keep them safe. You technically could always mortar a radio tower from a safe distance but they are actually rather resilient targets. Having a mortar perfectly hit a small, concentrated mass of steel and concrete to disable it will require more ordnance than you’d think. Couple that with the fact that firing too many mortars will attract AAF counter-battery fire and sometimes it’s best just to storm the garrison defending the tower and planting a satchel charge.

 

AAF Supply Convoy

Trigger: Randomly, towards town under your control

Supply Convoy is a classic guerrilla mission – strike at the enemy where they are vulnerable and seize their materiel to make yourself stronger. You have the option to destroy or steal the supplies that are traveling with the convoy but early on the extra effort to preserving the supply truck can go a long way for your Arsenal. Supply convoys, pretty much like all convoys in Antistasi, generally depart from an AAF base and then make their way to a town or another AAF zone. It’s not always obvious which route they’re going to take to reach their objective so it’s helpful to have observation posts spread around the map to spot the convoy’s movement for you as you plot your ambush. Typically a convoy will spawn with an MRAP or other light vehicle leading the pack, then the target vehicle, and finally anything from a truck filled with infantry to a full-fledged tank bringing up the rear. The location of your strike is critical here as nearby AAF forces will have no problem getting involved with a firefight you start if you attack too close to an enemy zone or AAF-friendly town.

Money Convoy

Trigger: Corrupt Politician

The Money Convoy mission gives you the option of either destroying everything in the convoy to deny the AAF the funds or using some finesse to actually hijack the money truck and bring it to base. Of course, bringing the truck to base will result in a nice cash bonus for the FIA, but whether you destroy or steal the truck NATO and the destination town will support the FIA less for this transgression.

Prisoner Convoy

Trigger: Corrupted Officer "Convoy Ambush" (rare)

This mission requires a delicate approach to pull off as you cannot just RPG the target vehicle into oblivion to succeed. Since the FIA’s own captured soldiers are the cargo here, it’s best to find a way to take out the lead vehicle (generally an MRAP or APC) and then disable the truck carrying the prisoners. Sniping the driver or hitting the engine block with a high-powered weapon will generally do the trick but this is infinitely more difficult than just pelting the vehicle small arms fire until it just stops moving. If you’re able to rescue the prisoners from the convoy and return them to your HQ you get an added HR bonus for every man you rescue.

HVT Convoy

Trigger: Corrupted Officer "Convoy Ambush"


The Destroy Convoy mission follows a similar format as the other convoy missions except that you can just go with sheer firepower to annihilate anything traveling with it, preserving the target vehicle is not required. You also have the added advantage of being able to track where the convoy is on your map at all times which means a well-coordinated ambush is much easier.

 

Counterattacks

AAF counterattacks are triggered when the FIA takes a zone from the AAF. The size and response speed of the counterattack will vary widely depending on several factors like the proximity of the conquered zone to an AAF base, overall AAF strength, and other factors. Radio coverage is an important factor here as AAF zones that have been isolated from friendly forces by having no radio communication will not have the ability to call for help and thus normally do not trigger counterattacks. If a counterattack is imminent, Petros will dispatch a few units from HQ to help you but note that if you’ve taken a zone far from your HQ they may not arrive in time. If the player is successful in fending off the AAF counterattack, Antistasi will display a message saying that the zone was “Consolidated”. When this happens the garrison units Petros sent will de-spawn at which point you will need to buy your own garrison to keep this zone defended.

AAF Attack

Trigger: Randomly, depend on AAF resources, can be more frequent if failing an Assassinate The Officer mission.

This mission is simply the AAF assaulting a position you hold in the attempts to take it back from you. Attacks are generally more frequent on FIA zones that are strategically important and close to AAF bases. Be prepared to repeatedly defend areas that are close to AAF bases. The frequency of this mission is calculated by a formula that considers the number of zones the FIA controls with their most recent tax income amount. This provides the base likelihood which can be diminished by completing certain anti-AAF side missions like stealing/destroying supply convoys and killing AAF officers. Thus, failing to assassinate officers, destroy convoys, and other disruptive operations will make it easier for the AAF to organize and attack. As the player progresses through their campaign, the frequency of AAF attacks will increase to the point where they are nearly constant regardless of the number of anti-AAF side missions completed.

Defend Petros (FIA HQ)

Trigger: Traitor escape and reach safely an AAF base, Mortar usage closeby your HQ

If the FIA is careless with where they place their HQ, a traitor escapes the wrath of the FIA, or a player fires too many artillery rounds when the arty unit is placed near the FIA HQ, the AAF may discover the location of your HQ. If this happens, the AAF will immediately call CSAT for support and CSAT will dispatch at least three choppers filled with spec ops infantry to attempt to kill Petros. If your base is well-defended by anti-aircraft guns and a strong garrison, the AI will know an air assault is too dangerous and they will not bother to attack. If you’ve left Petros in a poorly defended area, however, it will be only a few minutes before squads of CSAT are fast roping to his position to kill him. It is best to have at least one player at your HQ to defend Petros as it only takes one well-placed bullet to severely set back the FIA and any time Petros is in combat is very risky.

CSAT Punishment (Town)

Trigger: Randomly, depend on CSAT support value

When CSAT support levels get too high for the AAF (i.e. CSAT is panicking because their AAF allies are getting their butts kicked) they will send spec ops and fixed wing aircraft to FIA-controlled towns to punish the populace for supporting their enemy. CSAT will try to completely destroy the town and will kill everyone they find. Note that this mission will not appear if the FIA does not control any military bases.

Not all defensive missions require direct player involvement. Garrisoning your zones with a strong force is often sufficient to fend off the attacking AAF. Bear in mind that AAF attacks often come in either the ground-based armor/mechanized infantry or air-based attack chopper/troop transport chopper variety (or even both). Just because a zone is protected by a “front line” does not mean the AAF will not airlift troops to a weak spot deeper in FIA territory.

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