<?xml version="1.0"?>
<rss version="2.0"><channel><title><![CDATA[JG1 Servers & Events Latest Topics]]></title><link>https://forum.jg1.org/forum/197-jg1-servers-events/</link><description><![CDATA[JG1 Servers & Events Latest Topics]]></description><language>en</language><item><title>Flyboy Server Information</title><link>https://forum.jg1.org/topic/17036-flyboy-server-information/</link><description><![CDATA[<p>
	<span style="font-size:36px;"><strong>Flyboy Fox3 </strong></span><span style="font-size:36px;"><strong>Server Information</strong></span>
</p>

<p>
	<strong>Server Name:</strong> <b>Flyboy's TeamOps | Fox3ms.com V9-72</b><br />
	<strong>IP Address:</strong> <span>147.135.72.72 </span>Port: 10308<br />
	<br />
	<strong>Password:</strong> Request via PM to <strong>@JG1_Flyboy   </strong>(I am also on Discord)
</p>

<p>
	<em>*Fox3 Division level server that can host up to 60 players. Includes support for SRS, LotATC and Tacview<br />
	**Get more information about Fox3 at: <a href="https://www.fox3ms.com/" rel="external nofollow">https://www.fox3ms.com/</a></em>
</p>

<p>
	 
</p>

<hr />
<h2>
	<strong>Purpose</strong>
</h2>

<p>
	This page gathers everything pilots need to know to get the most out of the Flyboy Fox3 server—scripts, missions, mods, and general philosophy.<br />
	I’ll keep this updated as new missions and scripts are added.
</p>

<hr />
<h2>
	<strong>Goals and Design Philosophy</strong>
</h2>

<p>
	The Flyboy Fox3 Server is built for both learning and competition:
</p>

<ul>
	<li>
		<p>
			<strong>Training:</strong> Safe space to practice flying, weapons, navigation, refueling, and teamwork.
		</p>
	</li>
	<li>
		<p>
			<strong>Co-op:</strong> Missions emphasizing coordination and communication between players.
		</p>
	</li>
	<li>
		<p>
			<strong>PvP Events:</strong> Team-versus-team scenarios where strategy and cooperation win the day.
		</p>
	</li>
	<li>
		<p>
			<strong>Realistic but Fun:</strong> “Dead is dead” philosophy—treat combat seriously, but skip the tedious parts of full mil-sim flying.
		</p>
	</li>
</ul>

<p>
	I aim for a balance between <em>"Air Quake"</em> and <em>full mil-sim</em>—enough realism to stay immersive, but not so rigid that it kills the fun.
</p>

<hr />
<h2>
	<strong>Mods Frequently Used</strong>
</h2>

<p>
	For some of the missions you'll need these mods installed in your <code>Saved Games\DCS\Mods\aircraft or </code> <code>Saved Games\DCS\Mods\tech </code>folder.
</p>

<ul>
	<li>
		<p>
			<code>aircraft</code> folder for planes
		</p>
	</li>
	<li>
		<p>
			<code>tech</code> folder for objects (such as 476 Range Targets)
		</p>
	</li>
	<li>
		<p>
			If these folders don’t exist, create them (use lowercase spelling).
		</p>
	</li>
</ul>

<p>
	<strong>476th Range Targets</strong> – Adds range structures, bullseyes, and realistic range targets.<br />
	<a href="https://www.476vfightergroup.com/showthread.php?5304-476th-Range-Targets-Package" rel="external nofollow">https://www.476vfightergroup.com/showthread.php?5304-476th-Range-Targets-Package</a>
</p>

<p>
	<strong>Flag Pole</strong> – Displays correct country flags in missions and events. Put this one in the <code>Saved Games\DCS\liveries folder.</code><br />
	<a href="https://www.digitalcombatsimulator.com/en/files/3336821/" rel="external nofollow">https://www.digitalcombatsimulator.com/en/files/3336821/</a>
</p>

<p>
	<strong>A-4E Skyhawk</strong> – Classic carrier jet—light, agile, great for Cold War missions.<br />
	<a href="https://community-a-4e.github.io/" rel="external nofollow">https://community-a-4e.github.io/</a>
</p>

<p>
	<strong>UH-60L Blackhawk</strong> – Fully flyable transport helicopter.<br />
	<a href="https://www.patreon.com/posts/uh60l-mod-2-0-138859868" rel="external nofollow">https://www.patreon.com/posts/uh60l-mod-2-0-138859868</a>
</p>

<p>
	<strong>C-130 Hercules (Anubis)</strong> – Heavy transport—used in logistics and airdrop missions.<br />
	<a href="https://github.com/SkzKatsushiro/DCS-Hercules-Anubis-Mod-Expanded" rel="external nofollow">https://github.com/SkzKatsushiro/DCS-Hercules-Anubis-Mod-Expanded</a>
</p>

<p>
	<strong>T-45 Goshawk</strong> – Navy jet trainer, great for carrier ops practice.<br />
	<a href="https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/" rel="external nofollow">https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/</a>
</p>

<hr />
<h2>
	<strong>Scripts Used on the Server</strong>
</h2>

<p>
	<strong>NOTE: I don’t have links for these scripts and at this time am only holding these internal to JG1 and my own missions  </strong>
</p>

<p>
	Scripts extend what DCS can do. Here’s a quick overview of the ones you’ll encounter and how they help you as a player:
</p>

<h3>
	<span style="font-size:18px;"><strong>Flyboy Custom Scripts</strong></span>
</h3>

<p>
	<strong>ArtySpotter</strong> – Allows players to call in artillery strikes using map markers, lasers, or MGRS coordinates.<br />
	<em>Player Use:</em> Mark a target and call fire missions for precision artillery support.
</p>

<p>
	<strong>Target Range</strong> – Tracks bomb, rocket, and strafing accuracy at designated ranges with live feedback and score messages.<br />
	<em>Player Use:</em> Drop ordnance or strafe targets to see hit accuracy and performance reports.
</p>

<p>
	<strong>Chute Cleaner</strong> – Removes deployed parachutes to reduce lag. Can run automatically or be triggered manually via F10 menu.<br />
	<em>Player Use:</em> Normally runs in the background, or use F10 &gt; Chute Cleaner to clear manually.
</p>

<p>
	<strong>Dynamic AI Spawn</strong> – Lets players spawn specific AI aircraft or ground units for training or dogfights.<br />
	<em>Player Use:</em> Use the F10 menu to spawn bandits, drones, or ground targets.
</p>

<p>
	<strong>Early Warning Radar (EWR)</strong> – Provides realistic “bogey dope” and radar coverage by coalition.<br />
	<em>Player Use:</em> Get situational awareness calls like “Bandit 20 miles north.”
</p>

<p>
	<strong>Persistence Universal</strong> – Saves mission progress (units destroyed, zones captured, etc.) and restores it automatically.<br />
	<em>Player Use:</em> Return later and continue where the battle left off.
</p>

<p>
	<strong>RealRadar</strong> – Simulates radar line-of-sight and range limits for realism.<br />
	<em>Player Use:</em> Expect realistic detection behavior—no omniscient AWACS.
</p>

<p>
	<strong>TeamScore</strong> – Tracks and logs team performance, kills, and objectives.<br />
	<em>Player Use:</em> View team results and mission outcomes for competitions.
</p>

<p>
	 
</p>

<hr />
<h3>
	<span style="font-size:18px;"><strong>Other Public Scripts</strong></span>
</h3>

<p>
	<strong>CTLD</strong> – Logistics and sling-load operations—build FOBs, deploy troops, and spawn vehicles.<br />
	<strong>CSAR</strong> – Search and Rescue—recover downed pilots to earn points or restore player slots.
</p>

<hr />
<h2>
	<strong>Missions on the Server</strong>
</h2>

<p>
	Most of the missions are custom-built for realism and fun, but a few are adapted from popular community missions (like Foothold) with added Cold War flavor.
</p>

<h3>
	<strong>Training Missions</strong>
</h3>

<p>
	<strong>Multi Training Cold War – Caucasus </strong><br />
	Standard go to training map for carrier ops, sparring, SEAD, refueling, bombing ranges, and low-level Top Gun Alley routes. Stay low to avoid SAMs hidden in the valleys.
</p>

<p>
	<strong>Dynamic ACM – Caucasus</strong><br />
	Fast-paced dogfighting mission focused on missile training and teamwork. Timer tracks how quickly you down enemy bandits after visual ID within 1nm. Thanks to The Ops Center for this one and I encourage everyone to check out his excellent ACM training videos on YouTube. 
</p>

<p>
	<strong>Multi Training Cold War – Germany</strong><br />
	Features the Dynamic AI Spawn and Chute Cleaner scripts. Spawn a variety of AI aircraft or drones for combat training. Air and ground starts available.<br />
	Target ranges for both Blue and Red now implemented.<br />
	Work in Progress— next up is working on dynamic live fire ground target spawn.
</p>

<p>
	<strong>Multi Training Cold War – Syria</strong><br />
	High realism—no map icons or labels. Focus on visual spotting and proper navigation.
</p>

<p>
	<strong>SAM Evasion / SEAD Training</strong><br />
	Practice detecting, avoiding, and destroying different SAM types from both air and ground starts.<br />
	<br />
	<strong>Target Range Training</strong><br />
	Practice bombing and strafing, with messages that give you feedback on your accuracy. Air/Ground starts and unlimited weapons to hone your skills. 
</p>

<p>
	<strong>Multi Training Cold War – Syria (Non-Precision IFR)</strong><br />
	Low-visibility mission (400–500 ft ceilings, 2 mi vis). Ideal for formation and instrument flight training. Starts pre-dawn—expect changing light conditions.
</p>

<p>
	<strong>Multi Training WW2 – Normandy</strong><br />
	Fly Allies or Axis aircraft against AI or PvP. Intercept or defend realistic B-17 bomber formations—an incredible challenge and visuals. Target Range now implemented with air spawns  
</p>

<p>
	<strong>NAV Training (Various, Caucasus)</strong><br />
	Includes multiple day/night, IFR/VFR missions with varying visibility and ceiling categories:
</p>

<ul>
	<li>
		<p>
			<em>Marginal VFR Easy</em> – 3 mi vis, 1500 ft ceiling
		</p>
	</li>
	<li>
		<p>
			<em>IFR Non-Precision</em> – 400–500 ft ceiling, 2 mi vis
		</p>
	</li>
	<li>
		<p>
			<em>IFR CAT I</em> – 200 ft ceiling, ½ mi vis
		</p>
	</li>
	<li>
		<p>
			<em>IFR CAT II</em> – 100 ft ceiling, ¼ mi vis
		</p>
	</li>
</ul>

<hr />
<h3>
	<strong>Campaign / Co-op Missions</strong>
</h3>

<p>
	<strong>Foothold – Syria Extended Cold War</strong><br />
	Dynamic campaign starting from a carrier or Akrotiri on Crete. Earn credits by capturing zones, destroying targets, or completing missions, then spend them to call AI support (JTAC, CAP, SEAD, etc.). Cold War era loadouts for balance.
</p>

<p>
	<strong>Foothold – Sinai Cold War</strong><br />
	Classic Foothold variant on the Sinai map. No CTLD, but great for teamwork and coordination.
</p>

<p>
	<strong>Foothold – Persian Gulf Cold War</strong><br />
	Older Foothold version for Persian Gulf. No CTLD, but excellent for practicing long-range operations.
</p>

<hr />
<h3>
	<strong>Events</strong>
</h3>

<p>
	TEAMOPS SYRIA YK2 — OPEN TESTING &amp; FAMILIARIZATION
</p>

<p>
	Fox3 Server · Syria Theater · 1975 Era Aircraft
</p>

<p>
	If you've flown Foothold missions, you'll recognize some familiar ideas: capturing territory, pushing frontlines, supporting ground forces, working as a team. TeamOps Syria YK2 is built on that same foundation — but goes considerably deeper.
</p>

<p>
	This is not a public server where you drop in, fly some sorties, and log off. TeamOps Syria YK2 is a structured PvP event — two organized teams, each led by a commander, competing across multiple scheduled event days to win the map. Persistence carries between sessions. Territory captured, supplies burned, ground forces positioned — it all carries forward until one side controls the theater.
</p>

<p>
	That structure alone sets it apart from the typical DCS multiplayer environment, where strategy elements may exist but there are no set event times, no teams, no commanders, and no campaign outcome.
</p>

<p>
	THE MISSION
</p>

<p>
	This is a full operational campaign where air combat, strike, recon, FAC, logistics, CSAR, special operations, ground command, and supply all feed into the same war effort. Winning is about strategy, coordination, and timing across the whole mission — not just what happens in one cockpit.
</p>

<p>
	EVERY ROLE COUNTS
</p>

<p>
	Player stats are tracked throughout the event, and the top-ranked pilot at the end might not be who you expect. It could be the recon pilot who exposed every enemy position before the main push. The transport crew who kept the supply chain alive at a critical moment. The FAC who guided strike packages onto high-value targets. The SpecOps operator who took down enemy air defenses before the battle even started. Every role has a path to the top of the board.
</p>

<p>
	AIRCRAFT
</p>

<p>
	The event uses a 1975-era aircraft set. Blue flies the F-4E Phantom, Mirage F1CE, A-10A, and more. Red flies the MiG-21Bis, MiG-19P, Su-25, and more. Three community mods are required — all free. The full aircraft list and mod details are in the Players Guide.
</p>

<p>
	OPEN TESTING &amp; FAMILIARIZATION
</p>

<p>
	Before campaign play begins, I'm running open fly sessions so players can learn the menus, roles, rules, and flow at their own pace — no pressure, just come try it.
</p>

<p>
	 Friday, June 5          2100 ET  /  0100 UTC (Sat Jun 6)
</p>

<p>
	 Saturday, June 6     1300 ET  /  1700 UTC
</p>

<p>
	The Players Guide and all event information are posted on the JG1 Forum:<br />
	<a href="https://forum.jg1.org/topic/17319-teamops-syria-yk2-1975/" rel="">https://forum.jg1.org/topic/17319-teamops-syria-yk2-1975/</a>
</p>

<p>
	Come ask questions, pick a role, and see what a fully structured DCS campaign looks like when the whole war is on the line.
</p>

<p>
	 
</p>

<hr />
<h2>
	<strong>Final Notes</strong>
</h2>

<ul>
	<li>
		<p>
			<strong>Fly realistically:</strong> Treat every sortie as if it were real.
		</p>
	</li>
	<li>
		<p>
			<strong>General Rules: </strong>Play fair and be nice!
		</p>
	</li>
	<li>
		<p>
			<strong>Ask for help:</strong> Message <strong>@JG1_Flyboy</strong> or other pilots for assistance.
		</p>
	</li>
	<li>
		<p>
			<strong>Stay updated:</strong> Follow this thread. New missions and scripts are added or improved upon regularly.
		</p>
	</li>
	<li>
		<p>
			<strong>Mission Requests: </strong>If you have a request for me to run a particular mission on a certain day/time let me know in advance and I'll try to make it happen.
		</p>
	</li>
</ul>

<hr />
<p>
	 
</p>
]]></description><guid isPermaLink="false">17036</guid><pubDate>Tue, 14 Oct 2025 06:30:22 +0000</pubDate></item><item><title>TeamOps Syria YK2 (1975)</title><link>https://forum.jg1.org/topic/17319-teamops-syria-yk2-1975/</link><description><![CDATA[<p>
	<strong><span style="font-size:24px;">TeamOps Syria YK2 — EVENT HUB &amp; PLAYERS GUIDE </span></strong><br />
	<span style="font-size:16px;">Fox3 Server · Syria Theater · 1975 Era Aircraft</span><br />
	<span style="font-size:16px;">Designed by JG1_Flyboy</span>
</p>

<p>
	Welcome. If you found your way here from the event announcement, this is the right place. Everything you need to participate in TeamOps Syria YK2 is on this page.
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<span style="font-size:24px;"><strong>Updates </strong></span><span style="font-size:16px;">(new information as of Jun 6, 2026)<br />
	<br />
	- New player English Player's Guide. See changelog at bottom for what's new.<br />
	<br />
	- Russian and German version Player Guide uploaded. The formatting is not perfect but should work. If you speak these languages and find any issues with the translations please let me know. </span><br />
	<br />
	<span style="font-size:16px;">- Additional dates have been added. Check the schedule below. First times are USA Eastern time <br />
	<br />
	- TeamOps Voice is now operational and the .zip is attached here. Follow the readme carefully, and if you have problems let me know. Must have VoiceAttack but this will allow you to use voice commands for up to 65 menu options in game.</span>
</p>

<p>
	<span style="font-size:16px;">- Respond to this post below if you have any issues, questions or suggestions. </span>
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<strong><span style="font-size:16px;">What is TeamOps Syria YK2?</span></strong>
</p>

<p>
	TeamOps Syria YK2 is a structured PvP campaign event hosted on the Fox3 Server. Two organized teams — each led by a player commander — compete across multiple scheduled event days to win the map. Persistence carries between sessions: territory, supply, and ground force positions all carry forward from one event day to the next. The campaign ends when one team controls the theater or time runs out.
</p>

<p>
	This is not a drop-in public server. It is a set-time, set-team event with real stakes and a campaign outcome.
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<strong><span style="font-size:16px;">Player's Guide</span></strong>
</p>

<p>
	The Players Guide is attached here and covers everything: roles, menus, rules, scoring, logistics, commander responsibilities, and strategy. Reading it before your first session will save you a lot of confusion. Includes English and Russian versions.
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<strong><span style="font-size:16px;">Open Testing and Familiarization Sessions</span></strong>
</p>

<p>
	Before campaign play begins I am running open fly sessions so players can learn the mission at their own pace. These are no-pressure learning sessions — try the menus, fly a role, ask questions. I will be on the server in the Admin position to direct traffic and answer questions in real time.
</p>

<p>
	Friday, June 5, 2026: 2100 ET (US) / 0100 UTC (Sat Jun 6)<br />
	Saturday, June 6, 2026: 1300 ET (US) / 1700 UTC<br />
	<br />
	Friday, June 19, 2026: 2100 ET (US) / 0100 UTC (Sat Jun 20)<br />
	Saturday, June 20, 2026: 1300 ET (US) / 1700 UTC<br />
	Monday, Jun 22, 2026: 2100 ET (US) / 0100 UTC (Tue Jun 23)
</p>

<p>
	Check back periodically for other times and dates that will be announced here. <br />
	<br />
	Server: Flyboy's TeamOps | Fox3ms.com V9-72<br />
	Password: Will be given on the day when you join us on the JG1 Discord channel. <br />
	<br />
	JG1 Discord required (where we will meet):<br />
	<a href="https://discord.gg/DNXBduj8" rel="external nofollow">https://discord.gg/DNXBduj8</a>
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<strong><span style="font-size:16px;">Event Format and Slots</span></strong>
</p>

<p>
	Open testing is unrestricted. For the actual campaign event, slots will be limited to 25 players per team (50 players total) to keep the teams balanced and the event manageable. Event session passwords will be issued to registered participants. Details on event registration and scheduling will be posted here as they are finalized.
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<strong><span style="font-size:16px;">Server Information</span></strong>
</p>

<p>
	<strong>Server Name:</strong> <b>Flyboy's TeamOps | Fox3ms.com V9-72</b><br />
	<strong>IP Address:</strong> <span>147.135.72.72 </span>Port: 10308<br />
	<br />
	<strong>Password:</strong> Password will be given when you join JG1 Discord. For passwords in advance, request via PM to <strong>@JG1_Flyboy   </strong>(I am also on Discord as Flyboy25)
</p>

<p>
	<em>*Fox3 Division level server that can host up to 60 players. Includes support for SRS, LotATC and Tacview<br />
	**Get more information about Fox3 at: <a href="https://www.fox3ms.com/" rel="external nofollow">https://www.fox3ms.com/</a></em>
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<strong><span style="font-size:16px;">Questions?</span></strong>
</p>

<p>
	Post questions here and I will answer them. If something in the Players Guide is unclear, say so — your question probably helps someone else too. See you on the server.
</p>

<p>
	— JG1_Flyboy
</p>

<p>
	─────────────────────────────────────
</p>

<p>
	<strong><span style="font-size:16px;">Changelog</span></strong><br />
	 
</p>

<p>
	TeamOps Syria YK2 Players Guide — Changelog<br />
	Version 2026-06-01 (updated from 2026-05-22)
</p>

<p>
	<strong>Gameplay Rule Changes (Script v1.054)</strong>
</p>

<p>
	Zone capture — attacker count: At least one attacker must be inside the capture zone, but the full 4:1 ratio now counts all your managed ground units anywhere in the defense zone — not just those in the inner capture zone. Units that have pushed through count toward the ratio.<br />
	<br />
	Recon markers last 45 minutes (previously 30 minutes).<br />
	<br />
	Recon zones can be re-reconned after a 20-minute cooldown. New markers replace old ones on RTB and the 45-minute clock resets. Points are awarded for each refresh pass.<br />
	<br />
	Special unit scan and action timers (scan start, countdown, completion) are now broadcast to the entire coalition. Tac Commanders and JTAC-position players will see these messages without needing the deploying pilot to relay them.<br />
	<br />
	Tac Commander — preserving Z defenders: Groups moved outside the defense zone before capture now survive and are preserved for the next event day in a nearby friendly zone.<br />
	<br />
	Newly captured zones reset immediately to supply level 1 with a level-1 defensive group for the capturing side.<br />
	<br />
	<strong>Aircraft Changes</strong>
</p>

<p>
	Blue — OH-58D Kiowa confirmed as FAC aircraft.<br />
	Blue — SA342M Gazelle added as anti-tank helicopter (carries HOT-3 missiles). Not a FAC aircraft — anti-armor role only.<br />
	Red — Mi-24P Hind added as anti-armor assault helicopter (carries AT-6 Shturm missiles). Not a FAC aircraft — direct fire support role only.<br />
	L-39C and C-101EB removed (not used in this event).<br />
	<br />
	<strong>Rule Clarifications and Corrections</strong>
</p>

<p>
	Commander staging placements are available in any zone your coalition owns or has captured — GH zones, Kiryat Shmona, Rosh Pina, Al Harah, and any other held territory. Not limited to GH zones.<br />
	<br />
	FAC workflow description corrected — scan populates a target list; player selects target and chooses Mark, Smoke, or both. Markers appear after RTB, not instantly.<br />
	<br />
	Recon aircraft map markers clarified throughout to distinguish from FAC marks.<br />
	<br />
	Peace phase clarified: ground kills cost team points. Neutral airspace violations remain active in War phase.<br />
	<br />
	Ground units in Peace phase may move within limits (same as Waiting phase).<br />
	<br />
	Special unit command corrected: any coalition player can issue orders to already-deployed teams via the Special Units menu; loading, deploying, and extracting teams requires a logistics helicopter.<br />
	<br />
	<strong>New Content</strong>
</p>

<p>
	End-of-day force disposition reports — at the close of each event day, commanders and teams receive a force disposition report for planning the next session. Distributed by admin before the next event.<br />
	<br />
	Recon markers now include a timestamp — check it to gauge how current the intel is.<br />
	<br />
	Added note on Special Missions: read the tasking orders carefully before committing — each mission has specific objectives and rules.<br />
	<br />
	RealRadar script explained — limits radar contacts to realistic line-of-sight coverage including for Tac Commander and JTAC positions.<br />
	<br />
	My Stats example added showing actual in-game display format with abbreviation key.<br />
	<br />
	Page number additions, layout improvements, and minor wording corrections throughout. 
</p>

<p>
	<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="8630" href="https://forum.jg1.org/uploads/monthly_2026_05/TeamOpsSyriaYK2CoverPromo.png.a6e5a4efa70b54f057ffc95e31837ea3.png" rel=""><img alt="TeamOps Syria YK2 Cover Promo.png" class="ipsImage ipsImage_thumbnailed" data-fileid="8630" data-ratio="129.98" width="577" src="https://forum.jg1.org/uploads/monthly_2026_05/TeamOpsSyriaYK2CoverPromo.thumb.png.7c3983a1e35038029bf9ae94219a91c2.png" /></a>
</p>

<p>
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