« | A humanitarian convoy must be rescued from rebel forces. Mission Description
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Avenging Furies is the final mission of ArmA 3's Beyond Hope mini-campaign.
Overview[]
The player controls Government Loyalist fighter Kael Mavros. Humanitarian aid has begun to flow into both pro-AAF and pro-Loyalist settlements.
However, the people of Abdera have been cut off from these supplies by the AAF due to their support for the Loyalists. With the help of Sergeant James' team of British operatives, Mavros and the others must move quickly to clear the roads leading towards the mountain village.
Mavros' role/class:
- Infantry / Squad Leader
Default loadout:
- Primary weapon: Weapon from previous mission
- Secondary weapon: Weapon from previous mission
- Equipment: Equipment from previous mission
- Backpack: Backpack from previous mission
Gear from the previous mission carries over into this one. There are no new equipment choices to select from, however.
Infantry[]
Objectives[]
Primary[]
- (1) Join Hoplite
- (2) Select Loadout
- (3) Get in Vehicle
- (4) Secure Convoy
- (5) Wait
- (6) Capture Galati
- (7) Clear Buildings
Optional[]
N/A
Mandatory[]
- Mavros must survive
- The number of units on Mavros' and all allied squads must not drop below 4 units total
- The number of enemy troops must not exceed that of the allied attack force
- Once captured, the checkpoint and IDAP convoy must not be retaken by the enemy
- Avoid collateral damage/friendly fire
- Remain within the AO
Walkthrough[]
Primary 1: Join Hoplite[]
Meet with Rouvin Carras and his motorised infantry squad (Hoplite). They'll be waiting on the road just to the east of the parked IFVs.
Primary 2: Select Loadout[]
Grab whatever weapons and gear that you need from the crate next to Carras.
This mission will start off with a fair number of engagements that take place well beyond 200 metres, so a magnified optic is a must-have on your weapon. Since you won't get into CQB until the second half of the mission, it may be better to bring the Mk18 ABR with you or any other suitable kind of marksman rifle.
Don't forget to grab a bipod and one of the suppressors as well to make Mavros stand out less in the middle of a firefight (with the added bonus that it'll increase your weapon's muzzle velocity).
If you still have one of the larger backpacks from the previous mission, don't forget that you can stow non-long barrelled firearms into the ruck which you can then swap to once you get into CQB. Remember to factor your stamina bar into account though; take too much stuff and your weapon sway/stamina recovery will be heavily penalised.
Lastly, do not take anti-tank munitions as you will not be fighting enemy armour. Explosive rounds, grenades and rockets on the other hand are perfectly suited to the type of combat you'll be engaging in, so be sure to grab as many as you can fit into your backpack.
Primary 3: Get in Vehicle[]
Hop into the back of the truck or pickup whenever you're ready. You'll be ferried straight to the AO after the screen fades-to-black.
Primary 4: Secure Convoy[]
You will now be given command over your own four-man fireteam of Loyalists. Move down the hill towards the checkpoint alongside the rest of Hoplite's squads. The convoy is 700 metres away from your insertion point so you still have a bit of trekking to do.
However, once you are roughly within ~ 550 metres of the checkpoint, order your troops to transition to COMBAT mode, ENGAGE AT WILL, and switch to a LINE formation. A small fireteam of paramilitary fighters will be waiting for you at the base of the hill to your north, while an unarmed pickup with another group of fighters aboard will stop at the road. Take them out quickly before pushing forward again.
Move up the hill to your right and you should stumble into a rock at grid 098-183. Set up a firing position here and begin sniping the AAF troopers garrisoned at the checkpoint.
So long as your suppressor is fitted and your bipod deployed, you will have an excellent overwatch position to pick away targets with relative safety. RPG-42s or MAAWS launchers loaded with high-explosive (HE) grenades/rounds also work very well at clearing each of the strongpoints, though be careful to not to accidentally destroy any of the aid worker vehicles.
While chipping away at the checkpoint's defences, you should prioritise taking out the static 12.7 mm heavy machine gun at 100-186 first before shifting focus towards the others or else the gunner will inflict heavy casualties on your allies. If you run low on ammo, you can resupply from the crates at each of the barricades (look for a bunch of camouflaged crates).
Once you've eliminated all the defenders, approach the convoy and Carras will report in to Olympos. The convoy will be secured and this objective will be marked complete.
Primary 5: Wait[]
Wait for new orders from Olympos. In the meantime, take this opportunity to rearm from the checkpoint's supply caches. Another group of Loyalists will also join you shortly after you reach the convoy (even if you didn't take any losses).
Don't forget that you can customise their loadout by ordering them to access the crates as well, though you need to be patient with them as the AI may often take a while before they actually open the crates.
Primary 6: Capture Galati[]
Now comes the bulk of the mission's fighting. You have two options with regards to tackling the threats inside Galati:
- Sniping
- Take up a position on the hilltop at grid 101-189. You should see the ruins of a destroyed hut. It's an ideal vantage point where you can set up your bipod and snipe without having to worry too much about incoming fire.
- Pick off the defenders at the barricades south of the town. Focus on the Autoriflemen in particular (they will always be taking cover behind the sandbag walls).
- Once you've eliminated all the roaming paramilitary fighters and scattered AAF troopers, order your AI subordinates to secure the houses. You may need to reposition Mavros as a few of the houses will not be visible at your current location (see Primary objective below).
- CQB
- Ditch your marksman rifle and swap it with a Mk200 LMG or an assault rifle of your choice. Grab as many frag grenades as possible and load up on UGL rounds if you have one fitted to your assault rifle.
- If you have a rifle fitted with a grenade launcher, now is the time for it to shine, though any other shorter-ranged weapon which you stored in your backpack will also suffice.
- You will have to move inside the town to clear out each street building-by-building. Make good use of your grenades and always peek around corners.
- Most importantly, whenever you charge into a building always pre-fire your weapon in the direction of the enemy as the AI can react much faster than you'd expect.
Regardless of the method that you picked, check your targets BEFORE firing as there are many civilians running around inside the town.
Shortly after the attack begins, Centaur will divert one of their Gorgon IFVs to assist you for the main assault. They will be arriving shortly from the south so be careful to not mistake them for an AAF vehicle.
Additionally, pay close attention to the balconies as several of the houses will have lone hostiles watching the street below them. If Centaur's IFV managed to survive the initial onslaught and didn't get disabled, you should let them drive through first so that their gunner can deal with the balcony defenders.
Note that this objective runs concurrently with another Primary objective (see below), so you must complete both in order to complete the mission. When both are done, Galati will be captured and the mini-campaign will be finished.
Primary 7: Clear Buildings[]
When you get inside Galati, Carras will ask you to clear out four structures marked in red squares on your map. They are at the following locations:
- A partially destroyed double-storey house at grid 103-190.
- There will be four AAF troopers garrisoned inside: one standing on the outside facing west out onto the street, two on the second floor (facing toward a window east and another behind the sandbag wall to the west) and finally, one on the ground floor hiding in the rear room.
- A fortified double-storey house also at grid 103-190.
- Five troopers will be garrisoned here. Two are on the second floor standing next to an open refrigerator and looking out the window onto the street.
- Another will be in the ground floor living room taking cover behind a flipped table, the fourth will be in the back entrance hallway behind a sandbag wall, and the fifth will be standing outside guarding the front door.
- You will not be able to enter the house from the front due to the sandbags blocking the way. Go in through the back or fire some UGL grenades into the window to clear it.
- Be careful as you enter through the backyard as there will be two paramilitary fighters watching the back entrance if Centaur or your allies haven't killed them off yet.
- A partially wrecked/fortified house at grid 102-190.
- Four AAF troopers will be hiding inside this house. Two are on the ground floor; one is looking through the window looking out onto the street facing east while the other is hiding at the bottom of the stairs leading to the second floor.
- The remaining two troopers will be on the second floor. One is standing at the top of the stairs while the other is behind the sandbags (facing north).
- Inside the destroyed single-storey house at grid 102-191.
- There are only two AAF troopers here; one will be facing south onto the street behind the sandbag walls and the other will be standing next to the front door on the northern side.
- Be careful to not shoot the civilians who will be running around the church.
Each building that you clear will have its red marker removed on the map.
Go into every building firing your primary weapon on full auto. Do not conserve your ammunition. If you need more, you can simply resupply from the corpses of your enemies or at the supply crates near some of the houses. Grenades and even HE-loaded rocket launchers work extremely well since the garrisoned enemies do not move from their default standing positions.
If you intend to not spam grenades and want to breach and clear each building by hand, you should save your game every time you manage to secure one. Do note that whilst you are moving through the streets, there will be isolated groups of paramilitary fighters and AAF troopers as well, so check your corners and do not rush when you need to cross a street.
When all four structures have finally been cleared, this objective will be marked as complete.
Mechanized Infantry[]
Objectives[]
Primary[]
- (1) Join Centaur
- (2) Select Loadout
- (3) Get in APC
- (4) Capture Checkpoint
- (5) Defend Checkpoint
Optional[]
- (6) Attack Galati
- (7) Rearm
Mandatory[]
- Mavros must survive
- Centaur's mechanised force must not be wiped out
- Enemy QRF must not be allowed to recapture the checkpoint
- Avoid collateral damage/friendly fire
- Remain within the AO
Walkthrough[]
NOTE:
- Mechanized Infantry is significantly more difficult to play than the Infantry/Sniper roles.
- It is strongly recommended that you familiarise yourself with the Gorgon IFV's controls and weapon systems, along with general AI commanding/targeting processes (either in the editor or VR Training missions).
Primary 1: Join Centaur[]
Link up with Loukas Thanos and the rest of Centaur. They'll be standing in the middle of the staging area next to the parked IFVs.
Primary 2: Select Loadout[]
There's an assortment of medium calibre weapons and an RPG inside the crate next to Thanos' men. However, keep in mind that the majority of the mission takes place with Mavros mounted up inside an armoured vehicle, so your infantry loadout ultimately doesn't matter all that much beyond the first few minutes of the mission.
That being said, if your current primary weapon is low on ammo, you may want to swap it with one of the MX rifles as they're better at long range against most of the plate carrier-wearing foes you'll be encountering early on.
You can safely ignore the RPG as there's going to be a cache with better AT weapons once you arrive at the AO. However, don't forget to bring along a magnified optic since this mission will initially involve a firefight that extends beyond 200 metres.
Primary 3: Get in APC[]
When you're suited up, hop inside Thanos' IFV (any position will do). You'll be transferred to the AO shortly afterwards.
Primary 4: Capture Checkpoint[]
Dismount once the IFV reaches the waypoint. Stick close to your squad and let Thanos' IFV lead the way towards Point Delta.
The main threat you'll be encountering as you push up towards the first checkpoint are the static 12.7 mm heavy machine gun turrets and the MRAP. Focus those down first if Thanos' gunner doesn't take them out in time (the MX's UGL grenade rounds will come in handy for this scenario).
Once you're at Delta, you may want to check the garage next to the fortified strongpoint at grid 109-189. Eliminate the troopers garrisoned behind the sandbag bunker before opening the supply crate.
You should find a Titan launcher along with plenty of other weapons and ammunition. This is your chance to grab a backpack (one of the larger "Bergens") and load up on AT missiles. If you need more missiles, there's a couple at the other strongpoint's crates on the opposite side below.
After you've secured the supplies (or not), slowly move up and continue to clear the surrounding buildings and the strongpoints until all hostiles are dead.
There's roughly two squad's worth of enemy troopers and paramilitary fighters so take your time and do not rush. Thanos' IFV should do most of the heavy lifting; you only have to help them against the threats garrisoned inside the nearby buildings.
Primary 5: Defend Checkpoint[]
Save your game if you haven't already. This next section of the mission will be a brutal gauntlet in mechanised warfare so it may or may not take you several retries depending on your gunnery skills.
Centaur Two will drive up the road and stop near Point Delta. You will then be given leadership over your own crew and have the option of joining the rest of Hoplite for the main assault against Galati (see Optional objectives below), or staying behind with the rest of Thanos' men to prepare for the defence of the checkpoint against the incoming enemy QRF.
To prevent the checkpoint from being overrun, you need only make sure that at least one of Centaur's vehicles remain intact and that the dismounted infantry squads do not get wiped out. Since the QRF take time to arrive and Thanos' crew will immediately set up position anyway, you don't need to stay behind at Delta for the start and should assist Hoplite instead.
However, regardless of whether or not you decided to support Hoplite, the enemy QRF will start driving from Athira after 270 seconds (~ 4 and a half minutes) have passed. It consists of the following threats:
- Two wheeled Gorgon IFVs with surface-to-surface ATGMs
- Two tracked Mora IFVs
- Two Strider MRAPs with automatic grenade launchers
- Three rifle squads armed with anti-tank launchers
Ignore the MRAP and focus solely on the enemy IFVs first as their missiles/autocannon fire will disable your Gorgon very quickly if the enemy gunners are given the chance. Note that they do not move all at once; if you eliminate one of the vehicles, chances are a second will be following behind it 10-30 seconds later. Keep this in mind if your main gun or missile pods are reloading so as to not get caught off-guard.
For the infantry threats, they will always move down from the hills south-east of Point Delta (around grid 111-187). The third squad may move in from the low ground at grid 111-191 instead. The only main risk from these infantry are the anti-tank troopers so hit them immediately with the coaxial machine gun and HE shells (not AP). You can also call in a fire mission with the help of Medusa's mortar batteries, but be sure to time ahead to account for the delay.
In general, you should take over the gunner's controls by yourself as your AI crew are not particularly good at reacting to fast moving threats. Don't forget that you can essentially drive and gun simultaneously since the AI driver will respond to your "commands" as if you were behind the steering wheel.
Do not be conservative with your Gorgon's munitions. The ammo truck west of Point Delta has an almost limitless supply of ordnance, so spam as much of your weapons upon the QRF as possible.
During the initial assault, it is highly likely that at least one of Centaur's vehicles will be knocked out so let them draw the bulk of the fire while you concentrate on sniping the threats from a distance. Taking cover behind the white warehouse (north-east of Delta) is a decent place to hit the QRF from as you can use it to block enemy missiles. Just don't park too closely to it, however.
Lastly, bear in mind that as a last resort you can dismount from the Gorgon and use your own Titan launcher to engage the QRF's vehicles. That being said, try not to do this unless your Gorgon's wheels/engine/turret have all been disabled and you have no other options left.
How long it takes to complete this objective will depend on you and your allies' performance early on, so don't neglect providing support to the rest of Centaur once the main threats are destroyed. Olympos will announce the mission's success once the enemy QRF has been destroyed and the town has been captured. The mission and mini-campaign will end in victory shortly afterwards.
Optional 6: Attack Galati[]
Swap to the driver's position once you hop aboard Centaur Two (for good reason as the AI are terrible drivers). Order the crew to transition to COMBAT mode and allow them to ENGAGE AT WILL. Begin driving towards Galati but stop near the hut at grid 106-189.
Now swap to the vehicle's gunner position. Toggle thermals as needed and look to the north of the town (close to grid 103-192). There should be an enemy IFV driving down the hill alongside an MRAP. Destroy both using either 30 mm armour piercing shells or a single ATGM.
If the enemy IFV manages to somehow get a lock-on first, pop smoke and order your driver to immediately pull back to take cover behind the house. If done properly, the missile will hit the house instead.
The objective will be completed once the enemy vehicles are neutralised. Keep in mind that you do not have to clear out the infantry garrisoned inside Galati; Hoplite's men will be taking care of that. Return back to Point Delta and don't forget to rearm at the truck before assuming defensive positions.
Optional 7: Rearm[]
If your IFV runs low on munitions, you can park next to the logistics truck north-west of Point Delta to resupply.
Sniper[]
Objectives[]
Primary[]
- (1) Join Falcon
- (2) Select Loadout
- (3) Get on Quadbike
- (4) Secure Convoy
- (5) Defend Convoy
Optional[]
- (6) Prepare Ambush
Mandatory[]
- Mavros must survive
- Sgt. James' team must not be wiped out
- Hoplite must not be wiped out
- Enemy reinforcements must not be allowed to enter Galati
- The convoy must not be recaptured by enemy QRF units
- Avoid collateral damage/friendly fire
- Remain within the AO
Walkthrough[]
NOTE:
- It is highly recommended that you bring an anti-tank launcher with you before deploying to the AO.
- AT launchers and large backpacks can be acquired in the previous mission and will automatically carry over into this mission.
Primary 1: Join Falcon[]
Rendezvous with Sergeant James and the rest of his British special forces team. They'll be hanging around the ruined house west of the staging area.
Primary 2: Select Loadout[]
The supply crate contains the following stashed inside:
- An M320 LRR sniper rifle with five magazines (35 rounds total) and fitted with an LRPS for optics
- A Mk-I EMR fitted with a DMS plus five magazines (100 rounds total, shared with other 7.62 mm DMRs)
- A SPAR-17 battle rifle with no optics attached by default (100 rounds total, shared with other 7.62 mm DMRs)
- A Mk18 ABR fitted with a DMS and five spare magazines (100 rounds total, shared with other 7.62 mm DMRs)
- A Mk14 battle rifle with an Old variant of the Kahlia scope attached (100 rounds total, shared with other 7.62 mm DMRs)
- A MAR-10 marksman rifle with five magazines spare (50 rounds total) and a DMS fitted
- Three smoke grenades
- An AMS riflescope
- A single bipod
- A DMS riflescope
- A handheld laser rangefinder
- Three Full Ghillies (in Arid, Semi-Arid and Lush varieties)
Take either the M320 LRR or the MAR-10. It doesn't really matter as to which one you take (as it ultimately comes down to personal preference and skill level) but if you managed to scrounge a .338 suppressor from the previous mission, the MAR-10 is the better option as its suppressor will make it difficult for the AI to spot you once you begin engaging.
For optics, take the AMS and replace the DMS if using the MAR-10. If you're taking the M320 LRR, you can keep the LRPS as that specific optic is already calibrated for use with the M320 LRR's .408 Cheetah cartridge. Don't forget to grab the rangefinder.
You may be wondering as to why the 7.62 mm-chambered DMRs have not been recommended; that is because the enemies you'll be facing are going to have body armour vests and heavier plate carriers which can shrug off a single 7.62 mm bullet at the distances you'll be engaging them from. Therefore, weapons which can consistently land one-shot kills to the torso like the MAR-10/M320 LRR are crucial for this reason.
However, should you insist on taking a 7.62 mm rifle, stick to either the Mk-I EMR or the SPAR-17 and be sure to attach an AMS onto either of them. Both of these DMRs retain higher muzzle velocities than the Mk14/Mk18 ABR and have significantly less dispersion beyond 600 metres.
Lastly, although the briefing doesn't actually mention this, you will need to bring an anti-tank launcher with you. The final phase of the mission involves destroying two armoured vehicles which cannot be stopped with gunfire alone. Whether it's a PCML, MAAWS, Titan or even an RPG, bring at least three spare anti-armour (not explosive) rounds for your chosen launcher.
Do not neglect to bring one or you WILL struggle with the mission's final phase.
Primary 3: Get on Quadbike[]
Jump into the back of the waiting ATV. You will be transported to the outskirts of the AO once the screen transitions out of the fade-to-black.
Primary 4: Secure Convoy[]
NOTE:
- Hoplite and/or Sgt. James' team members can prematurely trigger the QRF's activation and blow your stealth even if Mavros was not the one at fault.
- Take care to not accidentally reveal yourself if this happens; just because the area's enemies are alerted, this DOES NOT mean that Mavros himself has been detected.
You'll be dropped off near the AO on the hills east of Syrta. The IDAP convoy will be to your north-west while the ambush point is due north of your insertion point.
You can take this time to sneak into position and begin setting up the ambush by placing a satchel charge and/or claymore mine along any section of the road (see Optional objective below). Alternatively, you can ignore the Optional objective and set up a firing position on any of the nearby hilltops of your choosing and start identifying enemy positions. Try to avoid firing your weapon for now as this will automatically blow your stealth.
Additionally, keep in mind that if any of the roaming patrols detect Mavros, stumble in Falcon's team members, or spot one of Hoplite's fighters, you will have to deal with an armed pickup truck that will start driving down the road towards your location. If this happens, you won't fail the mission and can still set up the ambush. However, all enemies in the surrounding area will be alerted, making them much harder to snipe without being detected (even with a suppressor attached).
Regardless of whether your cover has been blown or the attack has been green-lit by Olympos, start clearing the area and help Hoplite secure the convoy. Focus especially on taking out the static 12.7 mm heavy machine gun turret at grid 098-187, as this gunner is particularly eagle-eyed and can spot Mavros from extremely long distances even with his ghillie suit on.
Note that shortly after the attack begins, Sgt. James' spotter will alert you to the QRF in Syrta being on the move. You will have approximately anywhere from between thirty seconds to one minute (depending on AI driving...) to prepare yourself for their arrival. Once the lead vehicle drives over your satchels and/or claymores, detonate them and this should get rid of the first vehicle instantly.
The second van will almost always survive so your task isn't done just yet. There will always be eight fighters on the second vehicle. So long as you have your suppressor fitted and you stagger your shots, the AI won't have a chance to see where you're hiding and retaliate in time. When the QRF has been fully eliminated, resume your focus on supporting Hoplite's assault.
Once all enemies in the surrounding area have been eliminated, the QRF dealt with, and the convoy secured, this objective will be marked complete.
Primary 5: Defend Convoy[]
Save your game if you haven't already. This next phase of the mission can and will go horribly wrong if you mistime your artillery strikes or don't have the right equipment on you.
You must now protect the convoy from a second wave of QRF, only this time there's two trucks loaded to the brim with AAF troopers and an IFV plus an MRAP supporting them.
The first truck will arrive roughly 30 seconds after Olympos notifies Mavros about Medusa having access to a battery of mortars ready to fire on your command. The second will stop on top of the hill at grid 094-185 and unload the troopers there. The supporting IFV will arrive after the second truck unloads its cargo and follows the same path as the first truck. Finally, the armed MRAP will be the last to pass through and also follows the IFV.
To eliminate the first two vehicles, you can call in a fire mission at the same place where you set up the ambush initially. If any of the original vehicles are still intact and weren't completely disabled, you can hop into them to form an improvised roadblock and jam the road momentarily.
If done right, the first truck's AI driver will stop and attempt to circle around them but will be too late to avoid Medusa's mortars. As for the second truck, call in a fire mission at grid 094-185 and pick off any stragglers that manage to get through.
As for the supporting IFV and MRAP, this is where your AT launcher comes into play. A single round to both vehicles will turn them into scrap metal.
...but if you did NOT bring an AT launcher as advised initially, you'll have to improvise with Medusa's mortars (very difficult to pull off and unreliable at best) or grab the two RPG-7s stowed away at the strongpoint near grid 099-184. Regardless, the objective and mission will be completed once the last of the QRF are eliminated.
Note that once you're informed about Hoplite taking heavy losses from the second wave of QRF, you will have roughly two minutes (120 seconds) to stop them before the mission actually fails. You can still use this time to recover by grabbing the RPGs to finish off any remaining QRF units before they overrun the convoy.
Optional 6: Prepare Ambush[]
To set up the ambush, you need to place the explosives given to you by Sgt. James' team on the road at the marked location. As you move towards the ambush point, there will be four teams worth of paramilitary fighters patrolling the ditch just below the insertion point and on the hills opposite of your location.
Of the four, there are only two that you need to be concerned with as they can give away your position and alert the checkpoint's defenders:
- The team closest to you, which consists of only two fighters who patrol in a straight line between grids 094-183 and 096-0182
- A three-man team on the hill directly opposite of your insertion point patrols along a jagged triangle route which passes between three grid coordinates: 093-186, 094-186 and 097-184
At the start of the mission, watch the two closest fighters and move in only once they turn east again. Depending on how far they've already progressed, you should be able to avoid the team on the opposite side of the hill altogether by simply running in and planting your explosives. Once the charges are set, run back to cover and wait for orders to initiate the attack.
Tips[]
- Unless you're aiming for the achievement, pick the playstyle that suits you best for this mission. Each of them have the same primary goal of capturing Galati but their mid-mission objectives will differ, so factor this into consideration before picking a squad.
- You may want to consider lowering your difficulty settings and/or the enemy AI skills as this mission can be fairly brutal on higher levels (though not painfully difficult). This especially applies if you opt to play the Mechanized Infantry role.
- A ruined house due south of Hektor's command centre has a MAR-10 marksman rifle rested against the wall with a few magazines inside the crate next to it. It's a decent and much lighter alternative to the M320 LRR that can be suppressed (unlike the M320).
- The stone hut right behind the command centre has an SPMG hidden behind the barrel/crate pallet. It'll cut into your stamina reserves but will be very useful if you opt for the Infantry route.
- When engaging enemy vehicles with Titan missiles (both vehicle-mounted and shoulder-fired), you may want to default to SACLOS guidance as opposed to locking on via infrared. This will eliminate the risk of having your missile get warded off by smoke countermeasures, though you need to be careful to maintain a steady aim on the vehicle's hull until the missile actually hits its target (be sure to only do this at a safe spot).
- As Mechanized Infantry, be sure to deploy your smoke grenades if the enemy manages to lock onto you with a missile.
- Although you may still be potentially struck by the incoming missile, the smoke has a high chance of confusing the missile's seeker. You can further bolster your chances of survival by hiding inside the smoke cloud or better yet, moving behind a hard structure so that the building takes the brunt of the hit.
Achievements[]
- Different Perspective
- Complete all three mission roles (Infantry/Mechanized Infantry/Sniper).
- This requires a minimum of three playthroughs as you need to complete all primary objectives.
- There is no fixed order; it can be earned by playing either of the three roles in any order of your choosing.
Trivia[]
- Avenging Furies is the last mission where the Loyalists are a playable faction in ArmA 3's campaigns.
- What eventually becomes of Mavros, Hektor, Carras and Thanos in the aftermath of the civil war remains uncertain.