Now identified by the opposition as "Task Force Black", the option to stay completely hidden is off the table. While the benefit of being anonymous is gone, there comes the advantage of being able to use more direct tactics and approach the locals with a more open diplomacy.
But to stay and secure their presence they now find themselves in need to secure resources where they can, mostly by taking them by force. The other factions don't seem so keen on sharing them anyways...
Ambushes. Recon. Small scale operations.
Asymmetric warfare.
Task Force Black achieved success during Operation SKY FIRE, completing the majority of their primary and secondary objectives with precision and adaptability. They captured strategic targets, disrupted supply lines through sabotage, and executed devastating mortar strikes, neutralizing key enemy assets like The Bear Tribe's SAM site.
Their covert intelligence operations provided valuable insights into enemy activities and alliances, strengthening their strategic position for future engagements.
While their artillery crippled convoys and disrupted operations, they were unable to secure decisive control of resources or breach the Bear Tribe's fortified FOB, leaving some objectives unfulfilled.
There has been rumors about a withdrawal of TFB troops in the area. But this has not been confirmed yet.
THIS TEAM IS INVITE ONLY AND NO TICKETS WILL BE SOLD TO THE PUBLIC.
Type: MILSIM.
Faction leader: Fireteam commanders. Team HQ.
Color/Patch: Color: Purple. Year-specific patch will be handed out at check-in.
Dedicated radio frequencies: PMR6. 446.068750 + subchannels.
Base: Off game base.
Vehicles: No.
Other: Access to MILSIM-only missions and loot.
Uniforms: ONLY Woodland. No other camo-patterns.
No form or size of worn ghillie suit/viper hood/leaf suit is allowed. Foliage from terrain is OK.
Combat gear such as plate carriers, backpacks, holsters or the like does not need to match the uniform camo patterns. But bear in mind that looking to much like a hostile might get you killed by friendly fire.
Weapons: All kinds of weapons. MGs and support weapons are limited to one per 4-players in the team.
See the rules on full-auto weapons.
Ammo restrictions: Ammo is restricted and limited, A player can only reload their empty mags/boxes in their base.
A player may never carry more than one choice of:
800 rounds each for assault rifles or semi rifles.
2 boxes for machineguns (max 2500 rounds/box, or one box of 5000).
50 rounds for bolt action sniper rifles.
A player may also carry the following on top of the choice above:
6 mags á 16rounds for pistols.
50 shotgun "shots" (pulls of the trigger, no matter the BBs fired per shot).
Grenades. (This includes 40mm BB grenades)
No ammo-trade with other factions is allowed!
Read the game rules for chrono and other weapon related demands.