Complete Troops and Logistics Deployment - CTLD
Back to EVENT
Contents
- 1 Player Deployable Assets
- 2 LRSAM: SA-11 BUK Site (3 crates) - Warsaw coalition
- 3 LRSAM: HAWK Site (4 crates) - NATO Coalition
- 4 MRSAM: SA-15 TOR (3 crates) - Warsaw coalition
- 5 MRSAM: SA-19 Tunguska (2 crates) - Warsaw coalition
- 6 MRSAM: ROLAND ADS (2 Crates) - NATO Coalition
- 7 MRSAM: NASAMS-C (3 Crates) - NATO Coalition
- 8 MRSAM: KUB SA-6 SAM Site (2 crates) - Warsaw coalition
- 9 SHORAD: M1097 AVENGER (2 crates) - NATO coalition
- 10 SHORAD: SA-13 STRELA (2 crates) - Warsaw coalition
- 11 SHORAD: ZU-23 AAA Emplacement (1 Crate) - All coalitions
- 12 SHORAD: ZSU-23-4 Shilka (1 Crate) - Warsaw coalition
- 13 SHORAD: M-163 Vulcan (1 Crate) - NATO coalition
- 14 MANPAD: Stinger (1 Crate)
- 15 GROUND UNITS: EWR - All coalitions (1 Crate) - All Coalitions
- 16 TROOPS: JTAC - All Coalitions (1 Crate) - All Coalitions
- 17 GROUND UNITS: Anti-ship missile batteries (2 Crates) - All coalitions
- 18 GROUND UNITS: Ammo Trucks - (2 Crates) All coalitions
- 19 FOB: - Forward Operating Bases (4 crates) - All coalitions
Player Deployable Assets
Using the CTLD page in the F10 menu, transport and recon airframes are able to load various types of crates into their cargo bay and deploy them in the battlefield. Crates can be loaded from any friendly airbase, FARP, FOB, Navalbase, Roadbase or Samsite, in addition established repair compounds can be used as a source of crates. Position your airframe in close proximity (less than 1nm) of any of the aforementioned friendly assets to load up crates via radio menu. Player created air defences are required to be placed at least 10km or ~5,4nm away from an airfield or FARP. A crate can only be dropped when on the ground using the CTLD commands. Crates must be unpacked to become operational. Player deployed assets will persist or de-spawn with the following conditions; When time has expired, but never mid-session. e.g. Case A) SA-11 placed 160 minutes before server restart will persist throughout the server restart and will be present the whole next session before de-spawning for the 2nd server restart since deployment. Case B) SA-11 placed 200 minutes before the server restart will persist until the end of the session but will be de-spawn for the very next server restart.
UNIT CLASS | Expiry | Max. number of player placed units | Deployable type |
---|---|---|---|
Long Range SAMs | 180 minutes | 3 | SA-11, Hawk |
Medium Range SAMs | 380 minutes | 4 | SA-15, SA-19, Roland, NASAMS, SA-6 |
SHORADS | 380 minutes | 4 | SA-13, Avenger |
Manpads | 380 minutes | 10 | Stinger |
Ground Units | 380 minutes | 10 | BTR-80, AAV-7, M-109, Silkworm, EWR, Ammo Truck |
Troops | Untill the end of the session | UNLIMITED | Troops, JTAC |
FOB | 380 minutes | 6 | FOB |
One player can only carry a single crate at a time - teamplay pays off ! See below for what's available for the players to deploy themselves.
A standard unpacked CTLD crate is represented by a single unit of two generators
LRSAM: SA-11 BUK Site (3 crates) - Warsaw coalition
All player placed assets are deployed in a similar fashion, through the radio menu. Note that spreading out the crates before unpacking makes a difference, rendering the site less susceptible for a single cluster to wipe out.
We'll use the SA-11 site as a multi-crate example:
The number of crates needed to build an asset is indicated by the number on the right of it in the radio menu. 3 Crates are needed to build an SA-11 site.
Once all necessary parts (Launcher, Search Radar and CC Radar in this case) are in place and within 100m of each other, use the Unpack Any crate option to establish the site. SA-11 can not move but it is repairable with one BUK-repair crate as long as just one unit in the group is still alive. If the site is damaged to the point it can no longer fire, it will de-spawn after 30 minutes unless repaired.
The SA-11 site will start engaging targets autonomously. Strongest combination is achieved if the site is supplemented with an ammo truck for reloading and a SA-15 to intercept stand off weapons.
LRSAM: HAWK Site (4 crates) - NATO Coalition
Similar to the SA-11 Buk site, HAWK site just needs one additional crate:
A Hawk site can not move but it is repairable with one Hawk-repair crate as long as just one unit in the group is still alive. If the site is damaged to the point it can no longer fire, it will de-spawn after 30 minutes unless repaired.
MRSAM: SA-15 TOR (3 crates) - Warsaw coalition
SA-15 is a powerful short to medium range mobile radar guided SAM-system. TOR is capable of engaging aerial targets and A/G weapons. Once deployed, player can take control over and move it in JTAC slot manually or leave it for autonomous engagement.
MRSAM: SA-19 Tunguska (2 crates) - Warsaw coalition
SA-19 Tunguska is a short range combined SAM / AAA mobile weaponry. Once deployed, player can take control over and move it in JTAC slot manually or leave it for autonomous engagement.
MRSAM: ROLAND ADS (2 Crates) - NATO Coalition
Roland ADS is a radar guided short to medium range Mobile SAM-system. Once deployed, player can take control over and move it in JTAC slot manually or leave it for autonomous engagement.
MRSAM: NASAMS-C (3 Crates) - NATO Coalition
NASAMS is an area denial SAM system complemented with 4 x AIM-120C AMRAAM launchers. NASAMS will inconspicuously track targets noticeable only by RWR nails. Tracking radar won't spike targets at any point. Only the missile launch is detectable by RWR. Although limited in range, the smokeless and active missiles make the NASAMS a deadly combo. NASAMS is also capable of intercepting A/G-Munitions'. NASAMS can not move but it is repairable with one NASAMS-repair crate as long as just one unit in the group is still alive.
MRSAM: KUB SA-6 SAM Site (2 crates) - Warsaw coalition
A Kub SAM site requires a single search radar and a single launcher crate to become operational. Once both Launcher and Search radar crates are dropped within 100m of each other, you can use the "Unpack nearby crate(s)" CTLD command to deploy the SA-6 and it will begin operating automatically. A KUB-site will persist between restarts and a duration of 6hrs 30 minutes. A KUB repair crate will reload the missiles and repair any damaged or destroyed units as long as at least one unit is still alive. A KUB site consists of 1 x Radar and 4 x Launcher. A KUB site can not move but it is repairable with one KUB-repair crate as long as just one unit in the group is still alive.
SHORAD: M1097 AVENGER (2 crates) - NATO coalition
M1097 AVENGER is a Short range IR guided mobile SAM -system. Once deployed, player can take control over it in JTAC slot manually or leave it for autonomous engagement. Avenger feature a lot more ammo over the man-pads, however, they are more easily observed by the enemy team.
SHORAD: SA-13 STRELA (2 crates) - Warsaw coalition
SA-13 Strela is a Short range IR guided mobile SAM -system. Once deployed, player can take control over it in JTAC slot manually or leave it for autonomous engagement. Although it has a radar for missiles firing solution, the missiles are IR-guided.
SHORAD: ZU-23 AAA Emplacement (1 Crate) - All coalitions
One crate is needed to establish a fixed ZU-23 AAA emplacement. Once deployed, player can take control over it in JTAC slot manually or leave it for autonomous engagement.
SHORAD: ZSU-23-4 Shilka (1 Crate) - Warsaw coalition
Shilka is an anti air artillery gun equipped with a radar for ranging and firing solution. Once deployed, player can take control over it in JTAC slot manually or leave it for autonomous engagement.
SHORAD: M-163 Vulcan (1 Crate) - NATO coalition
Vulcan is an anti air artillery gun equipped with a radar for ranging and firing solution. Once deployed, player can take control over it in JTAC slot manually or leave it for autonomous engagement.
MANPAD: Stinger (1 Crate)
One manpad crate is needed to establish a stinger / igla infantry. Manpad has three missiles. An ammo truck can keep the manpad supplied with ammo. Stingers cannot be deployed on static ships or anywhere else over the water. Low observability is a key feature of man-pads
GROUND UNITS: EWR - All coalitions (1 Crate) - All Coalitions
One EWR crate is needed to establish an Early Warning Radar. This asset comes in handy when there's no friendly AWACS coverage. EWR contributes for the GCI picture. EWR reports found in the F10 radio menu - updated every 7 seconds are subject to EWR coverage. Player deployed EWR's will additionally contribute for the Flanker datalink. Where live automated GCI via SRS is available, both base and player deployed EWRs contribute for the picture.
TROOPS: JTAC - All Coalitions (1 Crate) - All Coalitions
JTACs are deployed in the same fashion as EWR's and AAA. Once deployed. They will automatically search for targets, mark them accordingly, red smoke for red units, blue smoke for blue units and laze them one by one. A server message including the coordinates and a lazer-code is sent to your coalition on targets acquired. Line of sight is required. AI-JTAC will prioritize air defenses and will switch targets automatically upon destruction. NATO unit = Scout HMMWV armed | WARSAW unit = Scout BRDM-2 armed
Coalition | Default laser code |
---|---|
NATO | 1688 |
WARSAW | 1687 |
GROUND UNITS: Anti-ship missile batteries (2 Crates) - All coalitions
Silkworms can be deployed by both teams and by same criteria as any deployable. Silkworm battery includes 6 x launcher 1 x radar. Upon Unpacking they will autonomously engage ships within 37km or 20nm distance. Vessels illuminated by the AWACS can increase the maximum distance up to 100km or 54nm. Site elevation has an impact on maximum range. The radar should be situated in the direction of fire to make ensure line of sight. Silkworms can be reloaded manually by supplying it with a silkworm launcher crate -> unpack.
GROUND UNITS: Ammo Trucks - (2 Crates) All coalitions
An ammo truck can be unpacked from two pieces of crates placed in close proximity of each other. Ammo truck will then automatically re-supply any friendly CTLD-deployed units within 100 meters.
FOB: - Forward Operating Bases (4 crates) - All coalitions
FOB's require 4 crates to be established. FOB's are currently available for modern scenarios. A FOB will expire after 6hrs 20minutes. Each created FOB will also have a built in beacon which you can home in to find it's location and will broadcast until expired. Frequencies and FOB positions can be obtained via radio menu.
FOB's may then be used to pick up more crates for as long as the concrete compound is intact. FOB also features an invisible FARP, meaning you can re-arm and refuel any aircraft, including fixed wing as long the fuel truck and ammo-truck are alive and within 100 meters distance. FOB's can only be deployed outside 10km or 5,6nm from a friendly airfield or a FARP. From the FOB itself, one can load up and place deployables outside 3.7km or 2.0nm distance.
FOB |
---|
1 x Watchtower |
1 x Ammo truck |
1 x Fuel truck |
2 x Tents (single unit) |
1 x FARP Ammo Storage |
1 x FARP Fuel Depot |
1 x Concrete compound |