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Post  Jagdgeschwader 26th August 2011, 12:28 am

Heading: While some of us in the UX Paramilitary have been thinking about adding our own sub-board for being a semi-significant factor of the UX body, I feel it is inappropriate to ask for a sub-board but that an official topic of the UX Paramilitary would be sufficient to suit our needs. This topic will serve as a basis for planned large scale operations, (no more than 8 soldiers, this should be the limit IMO for free roam invasions in every case, but exceptions can be made.) a war room of sorts to discuss experimental tactics, and possibly official recruitment into the UX Paramilitary. (Simply being a list of people to call on if bodies are needed. There won't be training, it isn't that serious and you've all played zombies. Consider that training.) The OP will be updated when new plans, new planned operations or anything that is worthy of telling the population of UX. While the UX Paramilitary is all about having fun, in operations, we must be serious. Save the horseplay for when the day is won.

(Note: Any group which operates as UX Paramilitary in a free roam should report this to me via PM, where I'll record it into the "Operations" tab.)

(Note: Anyone who isn't staff, that is a Paramilitary leader who wants to add something, please PM me with the information and I'll add it. Also, this OP is constantly updated. Remember to look it up if it interests you.)


Welcome soldier, recruit or civilian, male or female to the UX Paramilitary war room where planned operations are posted, recruitment procedures are processed, and any and all information that will be essential to you in an operation is provided. Before we start, we must go over basic procedures that exist within the UX Paramilitary. The UX Paramilitary specializes in asymmetrical warfare.

"Asymmetric warfare" can describe a conflict in which the resources of two belligerents differ in essence and in the struggle, interact and attempt to exploit each other's characteristic weaknesses. Such struggles often involve strategies and tactics of unconventional warfare, the "weaker" combatants attempting to use strategy to offset deficiencies in quantity or quality. Such strategies may not necessarily be militarized. This is in contrast to symmetric warfare, where two powers have similar military power and resources and rely on tactics that are similar overall, differing only in details and execution.




Chain of Command:
In UX Paramilitary operations, we are striving for victory against the savage forces that exist in all realms of the GTA universe. Liberty City is crawling with savages, and we're going to teach you how to survive against them. One thing to remember, is to follow the chain of command. While there isn't necessarily ranks in the Paramilitary, there are key components that make the machine run well. These consist of:

Squad Leaders: There will always be one squad leader. He or she commands the entirety of UX forces in the game. They're trusted to make quick tactical decisions for the squad, set gameplans, but aren't necessarily alone in this. If you think something can work, tell the leader.

Rifleman: Every soldier is a rifleman at heart. Every soldier should be able to accurately destroy their enemy at effective range. (In GTA, this is approximately 300ft.) Every soldier is preferably equipped with an AR15 rifle, which is the service rifle within the Paramilitary. If you can't wield one of these fine rifles with precision, your life in the service will be short.

Snipers: Not everyone can wield a sniper rifle proficiently, while there are no regulations against what weapons you have on your person (that would be silly) someone who can take a target down with a headshot from 1000ft away is a valuable asset for the team. In most games, there will be at least one of these in the squad. He is referred to as the designated sniper, but again, anyone can have a sniper rifle.

Sub machinegunners: Sub machinegunners are really just people who haven't found an AR15 yet. While they're efficient at close quarters, they suffer beyond that. If you're using a sub machinegun, get an AR15 as soon as you can. We can't have you working at 50% power now can we?

Pilots: Anyone can pilot, but it is a misconception that they must only know how to fly from point A to point B. More info at (Tactics: Aerial Vehicles)


Friend or Foe:
You're no use to the paramilitary if you are constantly dead. While combat is unpredictable, and Liberty City is a dangerous warzone, there are a few precautions that we can take that will make it a little safer that we must go over.

Note: All units not part of the UX operations are hostile and to be terminated without prejudice.

Identification:
Identify your targets before you fire. Remember who is the enemy and who is an ally. Friendly fire is always on and it's very easy to shoot your friend in the back when you're firing. Likewise, it may take a few seconds for a blip to show up when your friend is moving to your position. In cases like these, it is important to look at your map at the bottom of the screen and see if it is a friend approaching. If it's a friendly color, obviously don't shoot. Your friend will thank you for not ventilating him.

On the flip side, savages usually have no friends, they do not need to worry about friendly fire, and they are more than willing to kill themselves to kill everyone around them including you and your friend.

Communication:
This is vital to successful military operations. If you're not speaking, your team has no idea of what you're seeing. It is important to call out targets when you see them to alert the squad of their existence. Even if it is redundant and has been said before, better safe than sorry.

Example of what a callout may be:
Target, at our 3 o' clock, 20 feet

Or it may be:
CAR!!!

Whatever it may be, it is important to also dictate what the target type is, unless it is obvious. (Obviously, that savage, is a savage. It's simply a target) If the target is an aerial vehicle, call that out, if it's a vehicle that isn't already about to run your ass over, say so. It's also important to look at the map from time to time and see what targets are doing what by paying attention to their speed, direction and mobility. If for instance, the target is traveling fast, through city blocks, it is probably an Annihilator. Whereas if it is moving slower, but still fast, it is probably a Maverick. Other than that, it isn't necessary what the vehicle type is. If you are injured, low on ammunition or for any reason need to be somewhere relatively safe, if there is a pilot, ask him or her to take you to Happiness Island for what you need. (See Happiness Island for more information)


Service Weapons:
Your familiarity with your service weapons if what will save your life. While the AR15 is the only required weapon to have the majority of the time, there are other basics that when going for, you should preferably look for these.

AR15:
http://en.wikipedia.org/wiki/File:PEO_M4_Carbine_RAS_M68_CCO.jpg

This is the standard service rifle of the UX Paramilitary. Its 950 rounds per minute is essential for the close quarters operations that the Paramilitary will find themselves in the majority of the time, while also retaining exceptional accuracy courtesy of the .223 round at long distance. You should be able to drop a target in a few rounds. It is also effective against vehicles (See Tactics: Vehicles) which makes it a mainstay in the UX Paramilitary for the considerable future. Being rare among savages, it is usually not a threat.

Glock 17:
http://en.wikipedia.org/wiki/File:Glock17.jpg

This is the standard service pistol of the UX Paramilitary. The 9mm round is more than sufficient for routing savages and will serve its duty faithfully. It gains an advantage with its 17 round magazine for sustained fire on a target, but some opt for more powerful weapons, chastising the 9mm for "low power". Unfortunately, you will find many of these captured and in savage hands.

M26 Hand Grenade:
http://en.wikipedia.org/wiki/M26_grenade

Hand grenades or hand bombs. When operating, pull the pin. It is NOT recommended to hold these grenades for any longer then its built in safety fuse notification system. You should always throw if cooking these at the first beep for your safety and the squad's.

Remington 11-87:
http://en.wikipedia.org/wiki/File:Remington_11-87_NFM.JPG

Semi-Auto, gas powered assault shotgun. Capable of holding 7+1 rounds in its tube magazine, and its semi-auto firepower make this a shotgun to fear from the business end. Its lethality against vehicles in massive, and anyone sitting in the vehicle will likely be ventilated and eliminated. It is rare among savages.

PSG-1:
http://en.wikipedia.org/wiki/File:Evers_PSG-1.PNG

Designed by Heckler & Koch for Police use, this semi-auto sniper is preferred by UX marksmen. It is capable of putting a shot accurately at 1000ft, semi-auto fire allows for a small margin of error, but some snipers prefer bolt-action sniper rifle variants. You will almost never find these in savage hands.

RPG-7V:
http://en.wikipedia.org/wiki/File:RPG-7_detached.jpg

Firing a PG-7V warhead, this cheap and mass produced weapon is deadly. For UX purposes, we encourage all soldiers to carry these for imminent vehicular danger, and for martyrdom purposes. You will find these in the hands of savages frequently, they will be suicidal with these approximately 75% of the time. Be careful.



Tactics: General:
These are general survival tactics for combat. You should remember them to the letter.

Cover & Concealment:

Note: 90% of the time you shouldn't use the built in cover system. It is flawed and most of the time someone can fire at you and still kill you by nicking you enough. Unless it is cover you can crouch behind, in which case, this is simply a good way to hide.

Cover is any object that will protect against bullets. Most of what you find in Liberty City is cover. On cars, the area to hide is behind the engine block, or behind the axle front or rear. Do not hide behind doors or behind the rear fender of the vehicle. This only works as concealment. Cars are a risky cover in any case, as they can explode, and should only be used in emergencies, or moving from cover to cover.

Concealment is any object that you can hide in or behind, but bullets will still injure and kill you. Examples are: Centers of cars, bushes, trees, or simply shadows. Concealment is only to be used if you really need to hide for the moment. Do not spend too much time in cover or concealment. If the enemy walks right up to you, there is a good chance he will kill you.

Retreating:
When you are retreating from an area. Always zig-zag away from the area. Change up your movements, sometimes go far to the left and then a short distance to the right, or vice-versa. Change the length of your strides, fire back and then keep running, anything to keep you unpredictable. The more unpredictable you are, the less likely you are to be shot. Do not zig-zag in a group. Your friendly may accidentally shoot you in the back.

Advancing:
If possible, use cover when you are advancing to a new position. Try to limit your time in the streets as much as possible, as this leaves you open to attacks from speeding cars and Liberty City's AI. Make sure you and your team are in constant communication when you're advancing or taking a location. Communication is key to successful military operations.

Controlled firing:
Control your fire. You waste rounds when you fire fully automatic for any longer then a second. Bursts of two, three, or four are what is recommended, or semi-auto fire. You can also tighten your accuracy by holding down RT halfway, then firing, but this is slow and is usually not practical.

Tactics: Vehicles:
You will encounter a variety of vehicles in combat. The UX Paramilitary also utilizes these vehicles, so it is imperative you know how to use these.

APC: (TBOGT)
A force multiplier. This vehicle is to be used in conjunction with infantry to maximize survivability. When utilized correctly, this force multiplier will strengthen the odds in your favor considerably, but only if protected.

APC: Anti: (TBOGT)
When encountering this vehicle, there are few tactics you can employ. If there is air support available, call in the big guns to deal with this beast. If a soldier is equipped with an RPG, it is his responsibility to take on the tank and destroy it. Aim for the engine in the rear.

Civilian vehicles:
There is almost no use for these in operations except to move from point A to point B. Once combat is initiated. You should disembark and engage the threats. You will be much more efficient in combat this way. Civilian vehicles offer poor protection against ballistics and explosions.

Civilian vehicles: Anti
While these vehicles are fragile to ballistics, you shouldn't waste your time trying to destroy the vehicle. Simply kill the driver by aiming for the cabin of the vehicle. Savages frequently use this vehicle to commit vehicular manslaughter, so you must be alert when on the streets of speeding vehicles. They can and will kill you!

Annihilators:
Helicopters are a huge factor in military operations. The UX Paramilitary uses these frequently and they are lethal in a multitude of ways. Some tactics employed by the paramilitary include but are not limited to: Grenade bombing, troop deployment, aerial marksmanship, strafing, and rotor ramming. (Last resort and when pilot is injured or knows he's going down)

Annihilators: Anti
Unless dealt with correctly and swiftly, helicopters can become a major hindrance to operations, especially in the hands of a good pilot. When being engaged by enemy air power. Use RPG-7s if close, but mass small arm fire should be used to destroy a helicopter. It will either kill the pilot in the process, injure him, set the helicopter on fire forcing it to bug out, or destroy it ultimately. It should be noted, that unless the target is a known major threat in a helicopter, to NOT make the helicopter priority one. Savages on the ground are much more serious targets as helicopters can be dodged and evaded in the city.

Mavericks:
An alternative to the Annihilator, this helicopter boasts superior maneuverability to the Annihilator. It is used mainly for transport purposes, but can be fitted with a total 75 450gram bomblets for offensive capabilities. The Maverick is capable of carrying one fireteam, fully armed.

Mavericks: Anti
Encountered very rarely, the same tactics for destroying Annihilators should be used.

PT Boats:
All boats (tugboat exempt) are considered PT boats, but preferably Dinghys are to be used. PT Boats are essential for sea landings, protecting Tug Boats, but their openness brings great disadvantages. When in combat with ground forces on PT boats, move as fast as possible, straight lines and keep the boat parallel to the shore. Never beach a boat in the line of fire of enemies. When engaging other boats in a PT boat, keep the boat as maneuverable as possible to avoid being hit by other boats and to dodge fire. When engaging air targets, move as fast as possible and zig-zag lightly, but unpredictably. Always watch for friendly boats, if you capsize your boat by hitting a friendly. The enemy is going to have a hay day with you.

PT Boats: Anti
PT boats are open, they're easy to combat. Always aim for the crew, but keep your distance. Maximum range is preferable when engaging other PT boats.

Tug Boats:
Rarely used in Paramilitary operations, they serve as flagships. They require PT boats to protect them from any and all dangers. DO NOT BEACH.

Tug Boats: Anti
The simply way of destroying these flagships would be to position your PT boats around the target, fire anti-vehicular weapons at it. These are very tough. RPGs are recommended.

Tactics: Aircraft:
Annihilators and Mavericks are commonly seen and used in operations. The vastness of Liberty City requires it. Therefore, this pertains mainly to pilots. As stated before, anyone can pilot, but it is a misconception that they must know only how to fly from point A to point B. There are two types of pilots, and it is possible to be both.

Transport Pilots:
Transport Pilots are tasked with flying fireteams to and fro their objectives and to bases and safehouses. A transport pilot's job is to literally be a taxi, but there are rules and regulations. A transport pilot must deliver the fireteam safely to the objective. This mainly pertains to landing protocol.

Landing Protocol:
When preparing to land, lower the throttle to approximately 20% power, then to idle. Pulling back slowly on the flight stick and either hovering low or landing at the LZ. A suitable LZ must have preferably 20ft of clearance. As reference, the Annihilator has a rotor diameter of 9.6 feet. At the minimum, there must be at least ten feet of clearance to allow soldiers to board properly.

Proper loading procedures: When infantry are loading, keep the helicopter stationary, unless an emergency maneuver warrants that it must move (incoming rocket, or explosive, or similar threat)
The infantry should always load, co-pilot first, then right rear seat, then left rear seat. This is to maximize firepower. Infantry should never bail out of a crashing Annihilator unless over water.

Flight Protocol:
Your aircraft should never bank more than 30 degrees in any direction. This is for safety and maximum control of the aircraft. When speeds excess over 150mph, the aircraft shouldn't bank more than 15 degrees in any direction, again for maximum control of the aircraft. Aircraft should never fly at speeds excessive of 50mph while lower than 10ft to the ground.

Gunship Pilots:
Gunships are Annihilators with the sole purpose of causing mass destruction to the enemy. They will engage any and all targets, should be equipped with at least 40 450 gram bomblets, and two machinegunners on the right side. Their role is to protect transport helicopters, cover fireteams and cause pain to savage ranks.

Strafing:
The standard technique offensively. Strafing is only useful when savages are in the streets, in the open or on buildings. When strafing, your speed shouldn't exceed 100mph, and your altitude should preferably be somewhere from 25ft to 70ft. The nose should dip anywhere from 15 to 25 degrees. Long bursts are necessary.

Bomb run:
This technique is used offensively or defensively. It can be used to cover an extracting fireteam, or to destroy savage positions, or used in support of fireteams. Gunship pilots should position themselves a good twenty feet to the left of the targets to acquire accurate hits. The gunship pilot acts as the bombardier. When the statement "Go" is heard, the passengers are to drop grenades until the bombardier states "Stop".

Tactics: Solo Operations:
Lone Wolf operations are tricky. It's you against everyone, but this has varying levels of difficulty. If the majority of people are disorganized or hostile to each other, its no more difficult than any survival simulation you may have done, except adding in more unpredictability. If the majority of the lobby is organized, this just became a lot trickier. We may have to break a couple of rules and improvise.

(More to update at an undermined time.)


Bases and Safehouses:
We use two different types of "safe areas". Bases and Safehouses. Bases are areas like Happiness Island, areas to safely restock, seek medical attention, and make gameplans. Safehouses on the other hand are quick areas to duck into if transport to a base isn't possible.


Happiness Island:
The main base of UX operations. If you are ever injured, low on ammunition or need to R&R, this is the place to go to. It is secluded, surrounded by water and difficult to assault, making it a perfect area to construct a main base. Any enemy approaching the island is at a severe disadvantage, whereas anyone on the island has a general advantage. Happiness Island is almost always clear of savage hands, and is easy to clear if attacked or trespassed.

Crack House, North Broker, South Dukes:
This is a common safehouse to use, but is constantly attacked by savage ranks. It is the tallest accessible building in the immediate area, and provides long sight lines for a city scape of the situation.

UN Building, East Algonquin:
Another common safehouse, this area is easy to defend as there is one practical entrance, but a multitude of other entrances which are difficult to gain access to. Usually, two buses will be put at the main entrance as a suicide barrier. The disadvantages of this safehouse are that many buildings around it offer cover for sniper fire, which will be the main problem when defending this area.

Police Substation, Northeast Algonquin:
The Police substation in Northeast Algonquin is an occasional safehouse used by Paramilitary forces. This area is somewhat dangerous, as the roof is not practical in defending due to aesthetic holes in the guard walls. It can be attacked from virtually every direction, but a helicopter pad offers quick escape if Paramilitary members find themselves overwhelmed. Otherwise, this isn't logical to stay at for long.

Colony Island:
A secondary base, if Happiness can't pertain to the needs of the fireteam, Colony is the next alternative. It is accessible from land and the sea, but only the bridge is practical. It has many areas to hide, defend and route enemies if they attack en force.


Operations:
The UX Paramilitary has engaged in pitched combat numerous times since November 2010. As of 26 August, operation archetypes, soldiers involved, casualty numbers, operation outcomes along with important details will be recorded here.

Date: 26 August 2011
Duration: 2100-2210
Type: Seek & Destroy
Outcome: Tactical Victory- UX Paramilitary
Personnel: Jagdgeschwader, ApocalypseWolf
Casualties: Approximately 80 Savages KIA, 2 UX KIA
Notes: Savages were disorganized, UX infantry easily slaughtered hordes.

Date: 27 August 2011
Duration: 2000-2030
Type: Patrol
Outcome: Tactical Victory- Savage Hordes
Personnel: Mboddz751, Andrew, Jagdgeschwader, SlashmanG, Bman4782
Casualties: Approximately 40 Savages KIA, 22 UX KIA
Notes: Savages were well armed and better organized than previously thought. UX forces were forced to retreat and regroup.

Date: 27 August 2011
Duration: 2035-2115
Type: Counterattack, Clean Sweep
Outcome: Strategic Victory- UX Paramilitary
Personnel: Mboddz751, Andrew, Jagdgeschwader, SlashmanG, Bman4782, ApocalypseVVolf, Steveeeee
Casualties: 45 Savages KIA, 12 UX KIA
Notes: UX were able to expunge savages from the area, but not before taking moderate casualties

Date: 29 August 2011
Duration: 1000-1040
Type: Seek & Destroy (Lone Wolf)
Outcome: Tactical Victory- UX Paramilitary
Personnel: Jagdgeschwader
Casualties: 20 Savages KIA, 0 UX KIA
Notes: Small numbers prevented higher kill counts, no UX casualties, savages were disorganized and somewhat passive. (Note: Eagle, they are still NOT people)

Date: 02 September 2011
Duration: 1720-1840
Type: Seek & Destroy
Outcome: Decisive Victory- UX Paramilitary
Personnel: Jagdgeschwader, Andrew, Masta Shef, Steveeeee, SivyCK
Casualties: Approx. 60 Savages KIA, 15 UX KIA
Notes: Moderate casualties on the UX side, Savages were somewhat organized and proved to be extremely unpredictable and psychotic. Outnumbered, the Paramilitary managed to force them into retreat, running for the hills at the sight of our valorous infantry, gaining a decisive victory for the Paramilitary.

Date: 04 September 2011
Duration: 2350-2430
Type: Patrol
Outcome: Tactical Victory- UX Paramilitary
Personnel: Mboddz751, Meatshield718, Jagdgeschwader, Masta Shef, ztron, Tophat44, NegativeHunter
Casualties: Approx. 50 Savages KIA, 7 UX KIA
Notes: UX forces encountered small amounts of hostile forces and routed them before they could make an effective counter-attack.

Date: 06 September 2011
Duration: 1805-1845
Type: Seek & Destroy
Outcome: Tactical Victory- UX Paramilitary
Personnel: Andrew, Jagdgeschwader
Casualties: Approx. 40 savages KIA, 5 UX KIA
Notes: Nothing to report.

Date: 16 September 2011
Duration: 1925-2020
Type: Patrol
Outcome: Tactical Victory- UX Paramilitary
Personnel: Andrew, Mboddz751, Masta Shef, Westhybrid 360, Tophat 44, Jagdgeschwader, ztron
Casualties: 34 Savages KIA, 4 UX KIA
Notes: A former Paramilitary member has defected and gone to the enemy. He was encountered in combat in operations today.

Date: 18 September 2011
Duration: 2205-2320
Type: Seek & Destroy
Outcome: Pyhrric Victory- Savage forces, Tactical Defeat- UX Paramilitary
Personnel: Mboddz751, Jagdgeschwader, Tophat44, Masta Shef, Andrew, ztron369
Casualties: Approx. 60 Savages KIA, 34 UX KIA
Notes: Due to underestimation of savage forces, UX Paramilitary entered the AO and were immediately swarmed by waves of savage fighters. Limited air support didn't help the situation, and the Paramilitary was simply overwhelmed before heading to the abandoned casino in north Alderney, where they made their last stand for several hours (ingame) before finally retreating from the area.

Date: 19 September 2011
Duration: 1530-1840
Type: Seek & Destroy (Lone Wolf)
Outcome: Tactical Victory- UX Paramilitary
Personnel: Snowwolf1996
Casualties: 26 Savages KIA, 2 UX KIA
Notes: Normal savage activities but lesser in number due to the bombing campaign. The savages in this area seemed to have split into two groups which didn't necessarily war with each other, but borrowed from each other to eradicate common enemies. The Paramilitary reports moderate casualties of the savage ranks and a completion of all objectives.

Date: 26 September 2011
Duration: 2210-2315
Type: Seek & Destroy
Outcome: Tactical Victory- UX Paramilitary
Personnel: Mboddz751, Jagdgeschwader, ApocalypseVVolf,
Casualties: Approx. 60 Savages KIA, 5 UX KIA
Notes: Everything's above board

Date: 27 September 2011
Duration: 2110-2355
Type: Seek & Destroy, Clean Sweep
Outcome: Decisive Victory- UX Paramilitary
Personnel: Mboddz751, Jagdgeschwader, ApocalypseVVolf, Steveeeeeeee
Casualties: Over 150 Savages KIA, 23 UX KIA
Notes: Flasktoss, an official from the UX Government participated in military operations, an event organized by the Military Relations Board. Flasktoss was thoroughly impressed with our performance and more military spending is currently being talked over in the Staff Boards.
See "Famous Battles, Operation Shield of Hope" for more details on operation.

Date: 12 October 2011
Duration: Duration 1825-1930
Type: Seek & Destroy
Outcome: Strategic Victory- UX Paramilitary
Personnel: Mboddz751, Jagdgeschwader, Andrew, Masta Shef, ztron369, Sir Manguydude
Casualties: 60 Savages KIA, 14 UX KIA
Notes: Air Superiority and submission through force.

Date: 17 October 2011
Duration 1825-1910
Type: Aggressor Clean Sweep
Outcome: Tactical Victory- UX Paramilitary
Personnel: Mboddz751, Jagdgeschwader, Andrew, Tophat44, ApocalypseWolf, Steve
Casualties: Upwards of 80 Savages KIA, Approximately 15 UX KIA, Approximately 15 Rebel Fighters KIA
Notes: The UX Paramilitary encountered Rebel fighters in combat with savage tribes and savage independents. Notably, the X5X tribe, the UX Paramilitary worked with the Rebels to destroy savage targets, but quickly turned on the rebels as soon as the savages had been routed and destroyed.

Date: 7 November 2011
Type: Seek & Destroy
Outcome: Tactical Victory- UX Paramilitary
Personnel: Mboddz751, Jagdgeschwader, Tophat44
Casualties: 143 Savages KIA,
Notes: Extremely successful operation where 3 operatives entered the heart of Liberty City, laying waste to an entire legion of savage fighters after several weeks of inactivity on the UX side. The savages were defeated by the cunning and tactical intuition of the UX operators and were sent running by what they deemed to be a much larger force. It is the mark of a return of UX operations in Liberty City, and a victorious and glorious one at that.

Date: 25 November 2011
Type: Seek & Destroy
Outcome: Tactical Victory- UX Paramilitary
Personnel: Mboddz751, Jagdgeschwader, NegativeHunter, Meatshield718, ApocalypseVVolf
Casualties: 20 UX KIA, Approx. 100 Savage fighters KIA
Notes: Successful operation as a retaliatory strike against savage fighters that surrounded a stranded reconnaissance team a few days before. UX personnel fought hard and took down at least five times their number in enemy combatants. Encountered organized groups, and some savages tried to call talks into play, but previous experience has advised against responding.


Famous Battles:
Raid on the Platypus/First Battle of Broker
Date: 02 September 2011- 03 September 2011
Location: Broker Docks, Southwest Broker
Result: NYPD Pyrrhic Victory
Belligerents:
UX Paramilitary, 1st Division
NYPD Police and SWAT

Commanders and Leaders:
UX Paramilitary: Jagdgeschwader, Mboddz751
NYPD: Eaustinn36


Strength:
UX Paramilitary: 500 Soldiers
5 Helicopters
NYPD: 800+ Officers and SWAT Officers
15 Helicopters

Casualties and Losses:
UX Paramilitary: 405 Soldiers KIA
64 Wounded
95 MIA
NYPD: 616 Officers
103 Wounded

Important Notes: UX Paramilitary successfully held the Platypus throughout the night, seizing it from local authorities and gangs. Sustaining minimal casualties throughout the night. NYPD reinforced in the morning, bringing heavy casualties to the Paramilitary as well as the NYPD, to avoid further casualties, the Paramilitary retreated from the docks and attempted to get to South Bohan, but were effectively scattered, routed and caught out by the pursuing NYPD. The Paramilitary would go to lose the majority of its force before being scattered, the rest of the strike force reporting MIA. NYPD suffered heavy casualties as a result of the Paramilitary's fierce defense and retreat, but ultimately outnumbered the Paramilitary in the long run with its standing department numbering in the thousands.

It is the opinion of this soldier that the Paramilitary should NOT try to take on such a large force in conventional combat.


Operation Trolling Thunder
Date: 16 September 2011-20 September 2011
Location: Liberty City
Result: UX Paramilitary Strategic Victory
Belligerants:
UX Paramilitary
Savage Forces

Commanders and Leaders
UX Paramilitary: Mboddz751
Savage Forces:

Strength:
UX Paramilitary: 100 Mavericks, 300 Annihilators
Savage Forces: Anywhere from 2000-5000 Savage Fighters

Casualties and Losses:
UX Paramilitary: 16 Mavericks, 35 Annihilators, 187 Crews
Savage Forces: Unknown, estimated anywhere from 1000-2400 fighters


Important Notes: Increased savage activity has resulted in the UX Government ordering a strategic bombing campaign to take place over the course of four days. During which, The UXAF dropped approximately 75,000 pounds of ordinance all over Liberty City to thin out savage numbers. Massive savage casualties resulted, and while exact numbers are not possible, the UXAF estimates at least 1000 savages killed in the operation, but definitely a higher number was eliminated.

In addition to strategic bombing, Annihilators initiated 'Wild Weasel' operations tearing savage defenses and destroying savage anti-air batteries. Success rates were high, but the savages never had a lack of missiles and several Annihilators were destroyed.

All in all, it is the opinion of this operator, that savage ground forces will be minimal for a good while.

Operation Shield of Hope
Date: 25 September 2011-28 September 2011
Location: Liberty City, Alderney City
Result: UX Paramilitary Decisive Victory
Belligerants:
UX Paramilitary
Savage Forces

Commanders and Leaders
UX Paramilitary: Mboddz751, Jagdgeschwader
Savage Forces: Unknown

Strength:
UX Paramilitary: Four Infantry Battalions, One Aerial Battalion
Savage Forces: Approximately 2500 semi-organized fighters allied with handfuls of organized fighters.

Casualties and Losses:
UX Paramilitary: 214 Soldiers, 10 Warrant Officers and Pilots
Savage Forces: Estimated 1500 casualties, no less than 1300.

Notes:
Operation Shield of Hope is a follow up operation to Operation Trolling Thunder, where infantry battalions supported by aerial assets sweeped the streets of LC and AC looking for resistance fighters and supporters. Clean sweeps proved extremely effective, but during the operation several savage snipers stationed themselves in remote areas of the city, where they would frequently catch out UX soldiers. In most cases, these fighters were tracked, found, outflanked, outgunned and if captured promptly executed. The savages seem to be somewhat instructed, organizing themselves into fighting groups and taking on UX soldiers in open combat, where UX soldiers again laid waste to waves upon waves of resistance fighters, but none the less it suggests that they may be lead into battle now, and may be training themselves for combat with UX soldiers after months of intense and bloody scourges by the UX into Liberty City, decimating their numbers by the thousands. The use of formations and street to street combat tactics suggests that there may be leaders who have gained some momentum in their society, and also another fact that suggests this is the severe drop in savage infighting, refraining from fighting amongst themselves and instead embracing who would normally be enemies as friends to fight a greater force.

Given that, it is also becoming more prevalent for resistance fighters to simply run away when our forces show themselves, rather than fight like they used to.

They're getting smarter, that's for sure.


Last Stand
Date: 25 November 2011
Location: Liberty City, North Broker, Southern Dukes
Result: UX Tactical Victory
Belligerants:
UX Paramilitary
Savage Forces

Commanders and Leaders
UX Paramilitary: Jagdgeschwader
Savage Forces: Unknown

Strength:
UX Paramilitary: 3 Soldiers
Savage Forces: Unknown amount of fighters

Casualties and Losses:
UX Paramilitary: None
Savage Forces: 121 dead

Notes:
3 UX Paramilitary soldiers, specifically, Jagdgeschwader, Westhybrid 360, and ApocalypseVVolf while on reconnaissance for future operations, were compromised when they stumbled upon a sizable number of savage fighters. While those were easily routed, more savage fighters came to the fight, until the reconnaissance team was outnumbered and outgunned. They fell back into a train station, shooting their way through more savage fighters, until legions were on their heels. After seizing a train station, they shot at fighters from the train tracks, taking fire in the process. They walked the train tracks until they came adjacent to a 5-story apartment building, entering the building and waiting for reinforcements. After help was denied after the area being declared too hot, they moved to another fifteen blocks east until reaching the eastern shore of Broker, where they held out at a Burger Shot, defending against more savage fighters until a boat came to give them extraction.

The three man team held out for one hour before the fighting ceased, downing a number of fighters and suffering no casualties.









Personnel:
Personnel are redacted.














The Battle of Liberty City has come to a close
20 November 2010 - 4 February 2012

UX is proud to report that today marks the end of hostilities in Liberty City, having cleansed the city of over 90% of its savage populace. This is a historic day, the battle having lasted over a year and a half. Many lives were lost, but many more were lost by the enemy, who has been forced into the safety of their dungeons, alleys and subway tunnels.

UX now looks to the future, as more settlements have to be cleansed of the savage threat. We now look to the Western seaboard, beginning with the Los Angeles metropolitan area. The beginning of these operations are to begin anywhere in the next year.

The UX Government would like to extend its gratitude for all servicemen who fought gallantly for their people. In total, 996 UX Paramilitary personnel at least were killed in the battle, but this number is expected to be much higher.

Currently, the UX Government looks to devote its resources towards quelling coups and insurrections.


Last edited by Jagdgeschwader on 5th February 2012, 6:02 pm; edited 48 times in total
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Post  Super Mega King 26th August 2011, 12:56 am

Very extensive, I like it.
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Post  ApocalypseVVolf. 26th August 2011, 1:45 am

someone who can take a target down with a headshot from 1000ft away is a valuable asset for the team.

I hope everyone remembers the headshot I pulled off on Steve.

Anyways, nice topic.
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Post  BLACK SNOW 13 26th August 2011, 1:48 am

BLACK SNOW 13 REPORTING!

Head of Demolition, Rescue, and Scouting!
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Post  x Swiftyy v 26th August 2011, 4:52 am

Private, Toxic Reporting for Call of duty!....erm i mean Reporting for Duty!


We need to do one of these soon maybe today? haven't been with the Paramilitary in a long time.

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Post  x Swiftyy v 26th August 2011, 5:12 am

Just thought i would like to add something to the Para, i was considering adding Ranks which make it easier to follow someone *Instead of someone screaming follow me* Even though people follow the Veterans but i think this will make it alot easier so i have posted these Ranks of the official US Army so these are the enlisted Ranks *Feel free to add Officer ranks* but i think just having these are more appropriate. So this is just a idea to add ranks and appoint specific ranks to "High up" Members like for example Mboddz, Apoc, etc *I am not counting the staff members because i dont have a record of them joining alot of games.

PRIVATE (PVT/PV2)
(Addressed as "Private")
Lowest rank: a trainee who’s starting Basic Combat Training (BCT). Primary role is to carry out orders issued to them to the best of his/her ability. (PVT does not have an insignia)

PRIVATE FIRST CLASS (PFC)
(Addressed as "Private")
PV2s are promoted to this level after one year—or earlier by request of supervisor. Individual can begin BCT at this level with experience or prior military training. Carries out orders issued to them to the best of his/her ability.

SPECIALIST (SPC)
(Addressed as "Specialist")
Can manage other enlisted Soldiers of lower rank. Has served a minimum of two years and attended a specific training class to earn this promotion. People enlisting with a four year college degree can enter BCT as a Specialist.

CORPORAL (CPL)
(Addressed as "Corporal")
The base of the Non-Commissioned Officer (NCO) ranks, CPLs serve as team leader of the smallest Army units. Like SGTs, they are responsible for individual training, personal appearance and cleanliness of Soldiers.

SERGEANT (SGT)
(Addressed as "Sergeant")
Typically commands a squad (9 to 10 Soldiers). Considered to have the greatest impact on Soldiers because SGTs oversee them in their daily tasks. In short, SGTs set an example and the standard for Privates to look up to, and live up to.

STAFF SERGEANT (SSG)
(Addressed as "Sergeant")
Also commands a squad (9 to 10 Soldiers). Often has one or more SGTs under their leadership. Responsible for developing, maintaining and utilizing the full range of his Soldiers' potential.

SERGEANT FIRST CLASS (SFC)
(Addressed as "Sergeant")
Key assistant and advisor to the platoon leader. Generally has 15 to 18 years of Army experience and puts it to use by making quick, accurate decisions in the best interests of the Soldiers and the country.

MASTER SERGEANT (MSG)
(Addressed as "Master Sergeant")
Principal NCO at the battalion level, and often higher. Not charged with all the leadership responsibilities of a 1SG, but expected to dispatch leadership and other duties with the same professionalism.

FIRST SERGEANT (1SG)
(Addressed as "First Sergeant")
Principal NCO and life-blood of the company: the provider, disciplinarian and wise counselor. Instructs other SGTs, advises the Commander and helps train all enlisted Soldiers. Assists Officers at the company level (62 to 190 Soldiers).

SERGEANT MAJOR (SGM)
(Addressed as "Sergeant Major")
SGMs experience and abilities are equal to that of the CSM, but the sphere of influence regarding leadership is generally limited to those directly under his charge. Assists Officers at the battalion level (300 to 1,000 Soldiers).

COMMAND SERGEANT MAJOR (CSM)
(Addressed as " Command Sergeant Major")
Functioning without supervision, a CSM’s counsel is expected to be calm, settled and accurate—with unflagging enthusiasm. Supplies recommendations to the commander and staff, and carries out policies and standards on the performance, training, appearance and conduct of enlisted personnel. Assists Officers at the brigade level (3,000 to 5,000 Soldiers).

SERGEANT MAJOR OF THE ARMY
There’s only one Sergeant Major of the Army. This rank is the epitome of what it means to be a Sergeant and oversees all Non-Commissioned Officers. Serves as the senior enlisted advisor and consultant to the Chief of Staff of the Army (a four-star General).


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Post  WestHybrid 360 26th August 2011, 5:54 am

Eh. Toxic..

Those ranks are extensive, well detailed and all, but there are more ranks for each player than there should be people for Paramilitary. In all honesty, I think a Squad Leader and Squad ranking system is simple, and doesn't demand further changes.

Anyways, Jag. I like the detail you put into this. Really impressive. Any time you need another member for the Invasions, call me up.

-W
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Post  snake eyez 89 26th August 2011, 8:06 am

this sounds great cant wait to do another invasion Smile
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Post  . ADestroyer360 26th August 2011, 9:57 am

I like. If you guys ever need some more manpower, I'd be more than happy to help.
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Post  Vicious Fox 26th August 2011, 12:15 pm

Lol at the post a reply part

and Toxic how about we have squads and the captain .Boom there is your dinner.
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Post  mboddz751 26th August 2011, 1:42 pm

This topic is filled with so much win jag Very Happy Very Happy Very Happy Very Happy Very Happy

btw scopes we like to keep it casual so the ranks won't be needed. Appreciate the enthusiasm though.
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Post  ApocalypseVVolf. 26th August 2011, 3:49 pm

Yeah Toxic, this isn't Grand Theft Auto Milsim edition.










Uhh yeah, yell at me more.


Last edited by ApocalypseVVolf. on 26th August 2011, 5:28 pm; edited 1 time in total
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Post  Cry Vengeance 26th August 2011, 4:13 pm

Pfft, I remember when we would just do the "Hup Hup" dance into a dumpster and then jump into a free roam.

Now there's this.
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Post  andrew 26th August 2011, 4:52 pm

ToxicMarinez wrote:Just thought i would like to add something to the Para, i was considering adding Ranks which make it easier to follow someone *Instead of someone screaming follow me* Even though people follow the Veterans but i think this will make it alot easier so i have posted these Ranks of the official US Army so these are the enlisted Ranks *Feel free to add Officer ranks* but i think just having these are more appropriate. So this is just a idea to add ranks and appoint specific ranks to "High up" Members like for example Mboddz, Apoc, etc *I am not counting the staff members because i dont have a record of them joining alot of games.

PRIVATE (PVT/PV2)
(Addressed as "Private")
Lowest rank: a trainee who’s starting Basic Combat Training (BCT). Primary role is to carry out orders issued to them to the best of his/her ability. (PVT does not have an insignia)

PRIVATE FIRST CLASS (PFC)
(Addressed as "Private")
PV2s are promoted to this level after one year—or earlier by request of supervisor. Individual can begin BCT at this level with experience or prior military training. Carries out orders issued to them to the best of his/her ability.

SPECIALIST (SPC)
(Addressed as "Specialist")
Can manage other enlisted Soldiers of lower rank. Has served a minimum of two years and attended a specific training class to earn this promotion. People enlisting with a four year college degree can enter BCT as a Specialist.

CORPORAL (CPL)
(Addressed as "Corporal")
The base of the Non-Commissioned Officer (NCO) ranks, CPLs serve as team leader of the smallest Army units. Like SGTs, they are responsible for individual training, personal appearance and cleanliness of Soldiers.

SERGEANT (SGT)
(Addressed as "Sergeant")
Typically commands a squad (9 to 10 Soldiers). Considered to have the greatest impact on Soldiers because SGTs oversee them in their daily tasks. In short, SGTs set an example and the standard for Privates to look up to, and live up to.

STAFF SERGEANT (SSG)
(Addressed as "Sergeant")
Also commands a squad (9 to 10 Soldiers). Often has one or more SGTs under their leadership. Responsible for developing, maintaining and utilizing the full range of his Soldiers' potential.

SERGEANT FIRST CLASS (SFC)
(Addressed as "Sergeant")
Key assistant and advisor to the platoon leader. Generally has 15 to 18 years of Army experience and puts it to use by making quick, accurate decisions in the best interests of the Soldiers and the country.

MASTER SERGEANT (MSG)
(Addressed as "Master Sergeant")
Principal NCO at the battalion level, and often higher. Not charged with all the leadership responsibilities of a 1SG, but expected to dispatch leadership and other duties with the same professionalism.

FIRST SERGEANT (1SG)
(Addressed as "First Sergeant")
Principal NCO and life-blood of the company: the provider, disciplinarian and wise counselor. Instructs other SGTs, advises the Commander and helps train all enlisted Soldiers. Assists Officers at the company level (62 to 190 Soldiers).

SERGEANT MAJOR (SGM)
(Addressed as "Sergeant Major")
SGMs experience and abilities are equal to that of the CSM, but the sphere of influence regarding leadership is generally limited to those directly under his charge. Assists Officers at the battalion level (300 to 1,000 Soldiers).

COMMAND SERGEANT MAJOR (CSM)
(Addressed as " Command Sergeant Major")
Functioning without supervision, a CSM’s counsel is expected to be calm, settled and accurate—with unflagging enthusiasm. Supplies recommendations to the commander and staff, and carries out policies and standards on the performance, training, appearance and conduct of enlisted personnel. Assists Officers at the brigade level (3,000 to 5,000 Soldiers).

SERGEANT MAJOR OF THE ARMY
There’s only one Sergeant Major of the Army. This rank is the epitome of what it means to be a Sergeant and oversees all Non-Commissioned Officers. Serves as the senior enlisted advisor and consultant to the Chief of Staff of the Army (a four-star General).


Absolutely not.
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Post  x Swiftyy v 26th August 2011, 4:55 pm

Okay guys, it was just a suggestion.

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Post  steveeeee 26th August 2011, 4:58 pm

All you have to do is pay close attention to the chaotic bullshit going on around you at all times, and hopefully you'll be fine.

and apoc i don't know what ur talking about bro
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Post  Jagdgeschwader 26th August 2011, 7:59 pm

Bump (OP has been updated)
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Post  Jagdgeschwader 26th August 2011, 8:15 pm

Cry Vengeance wrote:Pfft, I remember when we would just do the "Hup Hup" dance into a dumpster and then jump into a free roam.

Now there's this.

I remember the good ol' days when we used to have state militias, now we've got the Army.

Makes me so proud... Crying or Very sad
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Post  Eaglendia 26th August 2011, 11:51 pm

I swear to God if you make this Milsim I am staging a coup so hard.
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Post  Jagdgeschwader 27th August 2011, 1:10 am

lol. Not making it milsim. As stated in the heading, the Paramilitary is all about having fun, but military operations require a certain level of professionalism that must be present in order to succeed. If we're joking around the entire time, nothing is getting done. Besides, there's nothing in here that we don't do practically every time we do an operation.
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Post  ApocalypseVVolf. 27th August 2011, 2:55 am

Jagdgeschwader wrote:lol. Not making it milsim. As stated in the heading, the Paramilitary is all about having fun, but military operations require a certain level of professionalism that must be present in order to succeed. If we're joking around the entire time, nothing is getting done. Besides, there's nothing in here that we don't do practically every time we do an operation.

Doesn't take much to be a part of the Paramilitary.

It's like playing Road Hockey, but with RPGs.

"Car!"
"RPG!"
"Get off the road!"
"We're getting surrounded!"
"Evac!"
"Retreat!"

Basically all you need to know.
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Post  Jagdgeschwader 27th August 2011, 3:17 am

True, by professionalism I don't necessarily mean constant military jargon that nobody understands though. Just a goal and a purpose, the means to execute that.
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Post  G00EY LOUIE 27th August 2011, 8:02 am

Very well-worded and well-organized. I love it. I'll definitely put my good shoes on for this one. Where do I sign?
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Post  DJDemitri 27th August 2011, 8:45 am

Pvt Demitri reporting in, lol very good this is what I was talking about. I love it
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Post  snowwolf1996 27th August 2011, 5:01 pm

i shall become one with the paramilitary group and defend against the savages with my life
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