Hey guys I got Us set up for this Below Let me Know If you are Down for it. I Will Register you with our Team... and email you your User and Pass word...

I would like to invite you into to a Join Operations with us (=SEALZ=; =FC=; and 1-8th Marines) in combining a team for playing in Frontline Combat Tournament/Scrimmage 75 vs 75 or 100 vs 100 for Arma 2 AO.
This is due to kick off in about 8 weeks. Right now we are beta testing the server. The tournament’s map making team took a specific direction for the past few beta battles; aiming to create maps with an appropriate size for 75-100+ players. Layouts were designed to maximize infantry engagement while allowing players the option to become familiar with sophisticated armor assets and TTP’s. This past Sunday’s missions was to include a larger quantity and variety of armor and air assets than the prior battles. The vehicles were handpicked with tournament community input, and their placement will enhance the hallmarks of AAS: Teamwork, Communications, Speed, Maneuver, and the Concentration of Force.
How this works:
The FC style AAS Battles constitute a series of small missions, situated on the major maps.(Chernarus/Takistan/Utes/Zargabad)
There are an even number of zones to each side, and occupied. There may be one to several unoccupied neutral zones to be contested that separate the belligerents. The zones are to be captured in a designated sequence, and are usually between 50-200 meters in diameter. There is a flag in the middle of each to be touched which signifies the capture. Spawning is available in any zone by the occupying army. That zone must be fully "capped" by one side in order for that side to begin the spawning procedure. Each AAS battle mission lasts 60 min., and there will be a pre-determined number of those missions on battle day. In order for a side to win a 60 min. battle mission, they must occupy more zones than their opponent. In that case, a winning side will receive 1 battle point, unless they capture all the neutral, and all rival contested zones, then they shall receive 2 points, and that particular AAS mission will end. Sound simple? It's all about gaining control and holding territory. It doesn't matter how many enemy are eliminated. Those type statistics are not relevant here. Teamwork, communications, speed, maneuver, and the concentration of force are the hallmarks of this AAS style.
A campaign are done over 13 Weeks. Battles are done once a week on Sunday. On Sunday we play a series of 10, one hour battles. (A team plays one side for an hour and then flips side) Join in Progress we be on and having it set up this way also allows people who have to Work, Family Events, Church, Live in Different Time Zones or ect… the ability to take part and play in the Battles. Scrimmages are done when players are able to hop on during the Week and should attend at least one a week.
Maps and War Planning:
Maps are given out the XO or POC of each Army every Monday. This is also nice because most clan will take them back to their own server with their Objectives that were giving to them and develop their own Battle Plan and Request of Armor and Air Assets that will be need to achieve the mission. Requests must be turned in no more than 48hrs after the receiving the Maps and Mission.
Below are Pass Battles Maps Examples.
*Note* Notice the first map is played with both side being even. As a team advances, the winning team plays each map with more of a handicap due to getting deeper into the enemies territory. Equipment will still be available

1. Mods: Custom Loads outs are being implemented for the real Campaign battles. Both side will be Bluefor but with different SKINS.
• No Mods/Addons to be installed. As of yet.
• X-Ray Spawn-Protection
• 20 Second Spawn-Armor
• A robust AI system that may be enabled to entertain players when numbers are low. The AI have been scripted to understand AAS, allowing them to defend and capture objectives.
• Medic revive & heal.
• Medic distance tracker - No more laggy HUD's! You will now know exactly where your medics are.
• Friendly-Tag Display [Range 1000m].
• Helicopter vehicle lift - Can't get your armor across unfriendly terrain? Airlift it!
Class System:
2. Each class provides a specific and unique load-out for the side you're playing on, offering a different identity and gaming experience.
3. For a side to be successful each class must be utilized in appropriate quantities. The Class System is easy to use; no more messing around in overloaded ammo-crates.
• Rifleman - Carries an assault rifle an some grenades.
• Grenadier - Has access to grenade launchers (M203/GP25).
• Gunner - Holds the biggest guns.
• Medic - Can heal wounded and revive dead teammates at the cost of firepower.
• Engineer - Carries Anti-Tank and Anti-Air weaponry.
• Sniper - The sharpshooter.
• Recon - Carries silenced weapons only and satchels.
Use the Spawn Selector to spawn at the location of your choice or see how close a medic is to your body.
Check these new maps out on the server today! We now have 13 maps formatted specifically for FC
New Maps
Advance&Secure_Electricity_v1_02.Chernarus
Advance&Secure_Embassy_v1_02.Chernarus
Advance&Secure_FivePrayersADay_v1_02.Zargabad
Advance&Secure_IndustrialZone_v1_02.Chernarus
Advance&Secure_Krasnostav_v1_02.Chernarus
Advance&Secure_Sandbox_v1_02.Zargabad
Edits:
- Class gun selection screen should appear longer while you are standing near armory. 10->40sec timer.
- Default viewdistance from 1000m->3000m, can be changed in game parameters.
- Default Punishteamkills now 'off'
- Maxtagdisplay 1000m -> 3000m, default is 1000m, can be toggled to show further
- All classes can revive (atm) -- This is to have everyone become comfortable with the revive system so that the medic class won't be foreign or unused later.
- Custom classes can revive.
- Class Change delay from 30 ->0sec
- All vehicles respawn in 30sec, planes 60sec

Current Maps
Advance&Secure_NagaraFalls_v1_02.Takistan
Advance&Secure_NaygulValley_v1_02.Takistan
Advance&Secure_PobedaDam_v1_02.Chernarus
Advance&Secure_Airborne_v1_02.Chernarus
Advance&Secure_AnarCrossroads_v1_02.Takistan
Advance&Secure_AzizaytHeadquarters_v1_02.Zargabad
Advance&Secure_ZargabadAirport_v1_02.Zargabad
How We Do Joint Operations:
How I have done joint operations before in the pass with other Clans, is to let the clans (XO,CO or POC of the clan or Battle Commanders) plan their own mission or ask them what they are capable of doing. Then we would Hop on the map/s and Review it; give each clan a Sector or Mission to do. Take an ingame Photo of our plan and share with your soldiers. I don’t like telling other clans how to use their own guys! Why should I, you know your capabilities of your team better than I do would. We would pre-plan an attack or defense that ties us all together into one Mission. We would have our own pilots for each of our units. We would not have to depend on other clans to fly us in or drive us. If you do decide to take part due to our size, we will be allotted a budget for buying Asset for our mission that we are given from {FC} Commanders. (Armor, Air Assets, ect…) If our Group is successful in battles we will be used more and more as Offences or Special Operations vs. a defensive mission.
For More Info about the Hosting Clan