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« Wield the power of Arma 3's improved Supports. Neutralize the anti-air defences and coordinate a strike on the enemy airbase.
Mission Description
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Supports is a playable showcase mission in ArmA 3.

Overview[]

The player controls U.S. Army infantryman Sergeant Hawkins, callsign Hawkeye. Stratis remains firmly under CSAT's control, but the opportunity to weaken their grip on the island has presented itself after many of their troops have been lured out of the airbase.

Acting as forward observer, SGT Hawkins must execute a coordinated combined arms raid to destroy the remaining garrison, and then fall back to Camp Maxwell before enemy response units can arrive.

Role/class:

  • Specops / Recon Team Leader

Default loadout:

There are no alternate pieces of equipment to choose from.

Objectives[]

Primary[]

  • (1) Neutralize AA Patrol
  • (2) Request CAS
  • (3) Send in Ground Forces
  • (4) Neutralize the Garrison

Optional[]

N/A

Mandatory[]

  • Hawkins must survive
  • Bravo and Echo's combined manpower must not be reduced to 4 units or less
  • Avoid collateral damage/friendly fire
  • Remain within the AO

Walkthrough[]

Primary 1: Neutralize AA Patrol[]

NOTE:

  • It is recommended that you call in a mortar strike on the parked APCs at grid 020-054 and 020-057, as well as the two helicopters at 018-055 first.
  • If you don't do this, the four vehicles (specifically the APCs) can inflict heavy losses on allied units once they begin moving.
Arma3-mission-supports-00

Move the overwatch point to your west. Set up a position on the rocks and look towards the airbase, specifically grid 022-054 where the basketball court and training course are. Your only targets are the two Titan AA-wielding CSAT soldiers who patrol in a loop along the eastern side of the base. You can either snipe them (not recommended) or call in a mortar strike on their position.

To call in a mortar strike, point your crosshairs in the exact direction of a target and open the Supports Menu, then select either of the mortar teams and have them fire however many high-explosive (HE) shells.

Be sure to account for the ~ 39-41 second delay between requesting the fire mission and for when the shells actually impact. Your best bet is to wait for the patrol to walk near the obstacle course as the AI will take a while to circle around the barriers before they loop their patrol route again.

Arma3-mission-supports-01

However, before you even attempt to attack the patrol, try to prioritise calling in a mortar strike on the gunship and the transport helicopter at grid 018-055.

Likewise, call in a second strike on the parked APC at grid 020-054, and finally, a third strike on the second APC at 020-057. These targets pose a significant risk to your allies and if they aren't neutralised early, can potentially inflict severe losses and result in a quick mission failure.

Remember: it doesn't matter whether you use either four, six or eight shells for each fire mission. Just make sure those vehicles are disabled as soon as possible. When they're knocked out, you can resume your focus onto the AA patrol. As soon as you see them enter the course/court area, call in one last fire mission on them (eight shells if needed). Wait for the fireworks before proceeding with other targets.

To be on the safe side, have the second mortar team attack another position close to the patrol. This will ensure that the second team will mop up any survivors if the first team misses or doesn't finish off their targets.

Primary 2: Request CAS[]

When the AA team has been killed, the base's skies will be clear for Whisky-6 to begin their attack run. However, if you haven't knocked out the APC, don't authorise their attack just yet. Try to disable it first as its 12.7 mm heavy machine gun can still potentially bring down Whisky-6.

Since you still have plenty of mortar shells left, try to call in a fire mission once it comes to a halt. Whilst the mortars cannot directly harm the APC, the explosions can still destroy its tyres indirectly and leave it immobilised, rendering it an easy target for Whisky-6's anti-armour rockets.

Regardless, whether or not you choose to do this, give the green-light to Whisky-6 once you're ready. Don't forget to redirect Whisky-6 by using the Supports Menu again. The pilot will attempt to prioritise any targets that you specifically tell it attack, though do be patient as the AI pilot may not always respond to your requests in a timely manner.

Primary 3: Send in Ground Forces[]

Try to knock out a few of the MRAPs and if the mortar teams still have shells left, expend them on the CSAT squads still roaming around the facility.

Once the coast is clear (or the garrison has been weakened enough), give the signal for Bravo squad and Echo to move in. Keep in mind that Bravo's infantry squad will assault the airbase from the south via the harbour while Echo will be attacking from the north via the main road. Do be careful to not to call in any mortar strikes along their routes.

Primary 4: Neutralize the Garrison[]

Once you've called in all three supports, you only need to meet either of the following conditions to complete the showcase:

  • All MRAPs and the APC in the base have been destroyed
  • Only six or less enemy soldiers are left alive

Alternately, the showcase will also automatically end in victory once all support teams have been dispatched and after 45 seconds have passed. Don't forget that you can speed things up slightly by sniping any remaining soldiers out in the open, though do be careful not attract too much attention as the soldiers will eventually target you instead of the support teams.

Once the last target(s) have fallen, Papa Bear will radio in again. There's no need to move; just wait and the showcase will end in victory shortly after.

Tips[]

  • Don't forget to stabilise your sniper rifle with the integral bipod if you intend to snipe the targets.
  • Be careful of the CSAT fireteam waiting inside the outpost at grid 024-056. They can hear your gunshots and will eventually attempt to assault your position if you draw too much attention.
  • If you somehow miss your first two mortar strikes, it may be better to just restart the showcase as attempting to land a mortar strike on mobile targets will be difficult (especially since the APC relocates often).
  • It is not necessary to keep all three support teams alive for a successful completion of the showcase. You can still beat the showcase even after Whisky-6 is shot down so long as Bravo and Echo do not suffer 50% or more losses.

Trivia[]

  • Supports was only added to ArmA 3 during the Beta, specifically after the release of Game Update 0.70.[1]
  • It was prominently featured in the E3 2012 Stage Demo[2] where a brief playthrough of the mission was showcased by former Bohemia Interactive developer, Jay Crowe (the mission itself was played by project lead Joris-Jan van 't Land).[3]

References[]

  1. van 't Land, J.J. 2013, SPOTREP #00006, Arma 3, viewed 30 March 2023, <https://dev.arma3.com/post/spotrep-00006>.
  2. Arma Platform 2012, Arma 3 - 'E3 2012 Sneak Preview' Trailer, 1 June, viewed 30 March 2023, <https://www.youtube.com/watch?v=0tOSjYgGvHw>.
  3. GameSpot 2013, ARMA 3 - E3 2012 Stage Demo, 13 June, viewed 30 March 2023, <https://www.youtube.com/watch?v=tlVt5RLm8hY>.

See also[]

Playable showcases in ArmA 3

Infantry

Armed AssaultCombined ArmsCommandingCultural PropertyDronesEnd GameFiring From VehiclesInfantryMarksmenNightSCUBASupports

Ground vehicles

TanksTank DestroyersVehicles

Aircraft

Fighter JetsFixed-WingsGunshipsHelicoptersSling LoadingVTOL
NOTE: Showcases which do not involve combat are deliberately excluded.
Helicopters DLC | Marksmen DLC | Apex DLC | Jets DLC | Tanks DLC