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TeamOps Syria YK2 — EVENT HUB & PLAYERS GUIDE 
Fox3 Server · Syria Theater · 1975 Era Aircraft
Designed by JG1_Flyboy

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.

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Updates (new information as of Sep 25, 2026)

I have done a complete rewrite of the Player's Guide. See the changelogs below. 

Also included is the TeamOps Voice package. Included is a readme on how to set it up but if you have questions or problems let me know. TeamOps voice will tie VoiceAttack commands directly through the script/server to greatly simplify menu operations, especially for helo pilots. 

 

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What is TeamOps Syria YK2?

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.

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

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Player's Guide

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. 

NOTE: In order to download the attachments below you need to register on the forum.

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Open Testing and Familiarization Sessions

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.

Generally we are group testing on Wednesday evenings at 2100 ET (US). Other times/dates will be announced. 

Server: Flyboy's TeamOps | Fox3ms.com V9-72
Password: Will be given on the day when you join us on the JG1 Discord channel. 

JG1 Discord required (where we will meet):
https://discord.gg/DNXBduj8

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Event Format and Slots

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.

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Server Information

Server Name: Flyboy's TeamOps | Fox3ms.com V9-72
IP Address: 147.135.72.72 Port: 10308

Password: Password will be given when you join JG1 Discord. For passwords in advance, request via PM to @JG1_Flyboy   (I am also on Discord as Flyboy25)

*Fox3 Division level server that can host up to 60 players. Includes support for SRS, LotATC and Tacview
**Get more information about Fox3 at: https://www.fox3ms.com/

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Questions?

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.

— JG1_Flyboy

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TeamOps Syria YK2 Cover Promo.png

 

 

TeamOps Voice 2.002 Setup.zip

 

 

TeamOps Syria YK2 Players Guide 2026-09-28 v2.26.pdf

Posted

PLAYER TIP — SMOKE SIGNAL COLORS

  - Blue smoke:   Blue coalition extraction signal (downed pilot or special unit)
  - Red smoke:    Red coalition extraction signal (downed pilot or special unit)
  - Orange smoke: Target marker — FAC target or JTAC ground designation
  Simple rule: coalition color = come pick something up; orange = target marked.

Posted

Uploaded new player's guide above.

Changelog 
(since script 1.086 / Players Guide 2026-06-01)

**Campaign, zones, and commanders**

- Zone threat alerts: two-stage armor approach/breach warnings on every owned zone, with distinct voice callouts and a yellow (approaching) / orange (breached) map label

- Commander Transport Unit Deployment: commanders can now deploy and return troops/vehicles directly at any owned airport, FARP, or FOB — no helicopter required — organized into GH Zones / Other Zones submenus

- Commander Engineer Transfers (Low Population mode): redistribute Engineers between owned zones without a transport aircraft

- Unused commander budget now carries over to the next event day; a budget-balance bonus (up to +10) helps a trailing coalition catch up when the score gap exceeds 40%

- Owned-zone commander placement opened to any owned non-capital zone; placement capacity is tied to that zone's current supply level

**New: end-of-day force persistence threshold.**
- A commander-placed or zone-defender group must retain at least 40% of its original strength when the event day ends to carry over — below that, the group does not persist. A qualifying group is fully reconstituted to original strength for the next day, not just its survivors

- Warehouses reworked: a Logistics Offline zone (all warehouses down) now blocks loading *and* returning units to inventory there — Engineer is the only exception, either direction. Supply delivered to a destroyed warehouse queues a 30-minute repair and still earns full points

- Driving a Combined Arms ground vehicle no longer resets your aircraft sortie state, pending points, or CSAR status

**Reconnaissance**

- Unified recon envelope for all Recon-tagged aircraft and helicopters: 20-3,000 m AGL, no speed restriction

- Recon scoring rebalanced (~80% reduction in raw values) so the sortie cap requires genuine map coverage rather than a couple of lucky zones

- Airborne recon detection latency cut from up to 10 seconds to about 1 second

- Ground spotters (JTAC, Scout, Spy, SpecOps) produce instant map markers — no RTB required

**Special-unit intelligence**

- Target intelligence is now shared and canonical across FAC, Recon, JTAC, Spy, SpecOps, and Scout — any eligible source can refresh or invalidate another's mark

- Detected groups now show SAM / AAA / EWR tactical labels (classification hardened so radar-guns show AAA, search/track radars show EWR, launchers show SAM — no more misclassification)

- JTAC, Spy, and SpecOps scans are one-time snapshots, not continuous live sensors — a new scan is needed to refresh contacts

- Marker and badge cleanup overhauled — a watchdog and kill-event hooks now reliably clear stale intel instead of leaving orphaned marks on destroyed targets

**Special-unit ROE**

- SpecOps, Spy, JTAC, and Engineer teams now default to Weapons Hold in every mission phase; Scout vehicles default to Return Fire

**Downed pilots and CSAR**

- Ejection and CSAR pending-point handling rebuilt for reliability — your 75%/25% split survives crash/ejection event-ordering quirks, respawns, and multicrew ejections cleanly

- Multicrew CSAR: the second pilot from a two-seat ejection now spawns offset from the first instead of stacking on top of them

- Friendly downed pilots show an exact marker and badge to their own coalition; the enemy coalition sees only an approximate grid-based "CSAR?" label until a Spy or SpecOps scan reveals the exact position

- Combat-zone CSAR bonus (+50) is now side-aware — Blue only inside the Syria DMZ belt, Red only inside the Israel DMZ belt

- Enemy pilots can be captured by helicopter or by a Spy/SpecOps team in the field; capture pays half recovery value plus full CSAR bonus, friendly rescue pays full recovery plus full CSAR bonus

- New "Downed Pilots" menu with sorted friendly/enemy lists, bearing, and distance

- Eject vs. Despawn clarified and rebalanced: despawn forfeits everything (0%), ejecting credits 25% immediately — if your aircraft is crippled, eject rather than despawn

**Spy and SpecOps operations**

- Committed away-missions (sabotage, rescue, capture) now go fully off-map for their duration and return survivors near the insertion point when complete

- Mission risk now scales with target danger — success, detection, and casualty odds are all higher against a harder target

- Supply sabotage risk is now explicit and scales with how many supplies you target (1/2/3): higher-value hits carry both worse detection odds and a real chance of losing the team if discovered

- Spy and SpecOps scans can now detect enemy Spy/SpecOps teams operating nearby — a valid defensive/counterintelligence use for either role

**SAM and ground-force changes**

- The old custom SHORAD missile-limiter framework has been removed entirely — the SA-9 (used by both coalitions now) and all other SAMs use fully native DCS firing, guidance, and reload behavior

- Zone-threat armor detection scales to each zone's actual defense geometry, with a two-stage (approaching / breached) response

**Transport and artillery**

- Mi-24P added: 2-pilot CSAR capacity plus 8-troop transport (no vehicle crates)

- C-130J-30 Super Hercules added as a valid logistics transport, alongside the helicopter fleet

- Engineers can now be stationed forward at non-capital zones, persist there across event days, and (in Low Population mode) transfer between zones without a transport aircraft

**Player statistics and FAC**

- FAC scoring overhauled: FAC now earns full kill value on an assisted kill (was 50%), the sortie-action point cap was removed (max ~120 non-assist points per sortie), and each unit in a marked group can earn its own assist

- Fixed: My Stats now correctly shows your live FAC pending points while still in flight (previously showed 0 until RTB)

- Population Mode (Standard / Low Population) added for smaller sessions — halves SpecOps/Spy scan and mission times, speeds up deployment token regeneration and sabotage recovery, and (as of the latest script) increases JTAC's smoke loadout from 10 to 15 charges

- JTAC scripted smoke corrected to orange, matching FAC

- Tournament Rules mode added for admin-run competitive sessions (locks coalition switching, enables special missions automatically)

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Players Guide — complete rewrite

 

The Players Guide has been rebuilt from the ground up since the June 1 PDF — new structure, full page numbering, inline images throughout every section, four new appendices, and dozens of accuracy passes reconciling every mechanic described above against the actual script behavior. Notable additions: a Strategy Fundamentals section for commanders (classical and operational command principles, plus the new 40% persistence-threshold guidance), a smoke/flare color quick-reference table, a slot-naming-convention breakdown, and explicit sabotage-risk odds tables.

**English Players Guide (v2.24):** 

*Russian and German versions are being retired for now given the scope of this revision — they'll return once translated against the new English source.*

Posted

## TeamOps Syria YK2 Players Guide — v2.25 Changelog

**§5.7 Blue Package Reference: LAV-25 replaces M113**
Mixed A and Armor B compositions updated to match the current Mission Editor templates. *Why:* ground-balance testing found the M113 too weak against Red's T-62/BMP-1, so Blue's mechanized packages were upgraded to the LAV-25.

**New §5.13 Ground Force Doctrine section**
Added after Strategy Fundamentals — strengths, weaknesses, and attack/defense doctrine for both coalitions' ground forces, plus a "Recognizing and Breaking a Stall" guide.

- *Why the doctrine:* Blue's M-60/LAV-25 crews carry a deliberate training edge over Red's T-55/T-62M/BTR-60/BMP-1 crews — matched in numbers, and Red's Soviet-supplied equipment isn't inferior on paper. The advantage is specifically better gunnery and fire discipline, not better hardware, so each side needs a different approach: Blue wants range and prepared positions, Red wants close-in mobile fights and to force Blue out of position.
- *Why the stall section:* a prolonged fight with no shots fired usually means something fixable — blocked line of sight, poor positioning, or low ammo — not that everyone's out of the fight. Includes a specific tip that artillery can go quiet on a valid target for no clear reason, and a short move order often gets it firing again.

Posted

Player's Guide version 2.26 Changelog
Commander Recon Scouts (see Commander’s section in the Player Guide)

-          Commanders can now place a Recon Scout directly from the placement menu, at a staging zone or any owned zone — a cheap, disposable ground recon option separate from the aircraft-deployed Special Unit Scout.

-          Cost: 1 credit. Stock is 2 per coalition per event day, on its own replenishment track — entirely separate from the normal Special Unit Scout inventory. Buying one never competes with or reduces the other.

-          Exempt from both the 4-per-staging-zone cap and the 30-group force cap. A single vehicle should never have to compete with a real combat purchase for a slot.

-          Same detection behavior as the standard Scout: same sensor range, same recon markers, same marker-charge limit per deployment.

-          Earns no points of any kind — no marker points, no extraction bonus, no team score. Its only value is the shared coalition intel it produces.

-          It's a real, vulnerable target: if destroyed, the enemy earns the normal 20-point Scout kill credit.

-          Cannot be returned to inventory once placed — committed for the day like any other commander placement past its reset window.

-          Persists to the next event day under the standard 40% force-survival rule — as a single vehicle, that means it simply has to still be alive at day's end to carry forward at no additional cost.

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