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« Group 15 is deployed to ambush a Syndikat convoy en route to Tanoan village.
Mission Description
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Warm Welcome is the second mission of ArmA 3's Apex Protocol campaign.

Overview[]

This is a premium mission that requires ownership of the Apex expansion pack.

The players control four operatives from CTRG's Group 15. Local intelligence from a CTRG asset, codename Blue Cap, has revealed that Syndikat intends on carrying out a massacre against the village of Regina on the main island of Tanoa.

At the request of the government, CTRG have been sent to put a halt to their plans while continuing their investigation into the source of Syndikat's hi-tech weaponry.

Recommended team composition:

  • 1× Grenadier, 2× Autorifleman, 1× Sharpshooter OR 2× Autorifleman, 2× Grenadier
  • (Optional) 1× Autorifleman, 1× Grenadier, 1× Paramedic, 1× Sharpshooter

Paramedics are optional on this mission and should only be picked if you expect your team to incur heavy casualties. Otherwise, stick to Assault/Recon classes with heavy/long range weapons and large magazine capacities.

AT Riflemen are not needed as there are no head-on fights with armoured vehicles. Saboteurs/Engineers are similarly redundant as you will be granted access to explosives and vehicle repair is not needed for this mission.

Objectives[]

Primary[]

  • (1) RV with Raider 1
  • (2) Ambush the Convoy
  • (3) Investigate the Footpath
  • (4) Extract

Optional[]

N/A

Mandatory[]

  • If enabled, the team must not run out of respawn tickets

Walkthrough[]

Primary 1: RV with Raider 1[]

All players start off in the jungle near the rendezvous point where Raider 1 are waiting for you. You'll see them inside the temple ruins where a Quadbike is parked.

About halfway towards the RV point, you will stumble onto the corpse of a Gendarmerie officer next to a rock: this is your first warning that enemies are nearby. If playing with a full team, you can expect at least four targets to engage at the Syndikat camp nearby. Whoever is playing as marksman should be able to dispatch the bandits easily.

While Raider 1 briefs you on the situation, take the opportunity to rearm from the crates with a few explosives of your choice. If you're playing as a class that doesn't start with a backpack, grab one of the Assault Packs to store a satchel. Don't bring more than one per player, though, as they're quite heavy and eat up a lot of stamina.

Primary 2: Ambush the Convoy[]

As instructed by Riker, head to the ambush point near the bridge (do not follow Grimm). Set up your explosives along the dirt road in a line or in one single spot - whichever you prefer. Get to cover behind any of the trees or large ditch away from the explosion radius.

Wait for the convoy to drive past and for Raider 1 to give you the signal. As soon as the lead vehicle drives over your explosives, detonate the charges and eliminate the remaining insurgents who dismount. The rear vehicles will always unload at least a squad's worth of fighters.

Take your time mopping up the survivors and don't be conservative with ammunition. Autorifleman players can spray their LSWs for suppressive fire while grenadiers spam UGL rounds like there's no tomorrow. Don't forget to use the tree trunks for cover as you move to the rear of the convoy.

Primary 3: Investigate the Footpath[]

Move across the bridge but watch the left side as there are enemies just below the valley. Follow the dirt path and proceed down slowly as there's another squad's worth of fighters along the way.

Keep going until you reach the camp with the wreckage of a WW2 bomber and Quadbikes. Once all enemies are killed and the plane's fuselage searched (there's a weapons crate stashed inside), the objective will be completed.

Primary 4: Extract[]

You can take the Quadbikes at the camp or move on foot towards the exfiltration point. Hop onto the helicopter, callsign Angel 3-1, to finish the mission. Enjoy the fireworks as the drone blows up the insurgents' cache.

Trivia[]

  • If your team fails to trigger the ambush for whatever reason, Raider 1 will automatically trap the lead vehicle with their own charges to prevent the convoy from escaping.

References[]

  1. Mořický, K et al. 2011, Armaverse Timeline, Bohemia Interactive Community Wiki, viewed 16 May 2022, <https://community.bistudio.com/wiki/Armaverse_Timeline>.

See also[]

Playable missions in ArmA 3

Beyond Hope

No ReprieveAvenging Furies

Prologue

Reality CheckCommon DenominatorDiplomatic RelationsRising TensionsDamage Control
The East Wind Survive Drawdown 2035Situation NormalBlackfoot DownPatrolDeath ValleyRadio SilenceWet WorkCrossing PathsTipping Point
Adapt Signal LostCommon EnemyScouting [Bomos]Supply NetworkScouting [Gori]Breaking EvenBingo FuelExit StrategyWithin ReachAttention DeficitScouting [Topolia]Beyond Recognition
Win New DawnResurgent WestAir SuperiorityMoral FiberPreventive DiplomacyParadise FoundStatus Quo (Game Over)
Hubs MaxwellBomosGoriTopolia
Optional Scouting

Stepping Stone

Fait AccompliDisintegration Point

Steel Pegasus

LZ NowhereBreaking ThroughFinal Strike

Altis Requiem

Lost HorizonsSalient ForceTerminal Defiance

Apex Protocol

KeystoneWarm WelcomeFirestarterHeart of DarknessExtractionApex ProtocolEnd Game
Remnants of War Memories The PeacekeeperThe GuerrillaThe RedactedThe SurvivorThe MajorThe Brother
Hubs Oreokastro Memory

Old Man

Old Man

First Contact

False NegativeGoing DarkClose EncountersAnomalous PhenomenaCarpe NoctemElimination CodaAnother Earth
Missions are listed in order of left-to-right based on chronological order.
(Parenthesis) indicate alternate and/or non-canon missions.