SOG Prairie Fire

Skid_Marc_

Staff member
Admin
Sunday, 22 January, 1pm EST

With Saturday and Sunday off this weekend, and B2O running the Friday night - Saturday night PST race, I have all-day Sunday off. I talked with @JMart and we'd both really like to continue along with the campaign of SOG Prairie Fire!

We could use 4 people minimum with up-to 12 player-slots available per mission!
One-zero TL - @Skid_Marc_
One-one RTO - (Not sure if this job functions yet)
One-two Medic - @Nejtun
Point man - @Ogami Itto
Machine Gunner - @Deb
Demolitions - @JMart

Two-zero TL -
Two-one RTO -
Two-two Medic -
Point Man -
Machine Gunner -
Demolitions -

Discord - MIL-SIM - 69th JMAD - B2O Co.

ArmA III ($30 US)
SOG Prairie Fire ($23 US)

Each mission usually takes us 90-120 minutes, so I think we could plan to get through three missions. I ordered the mission as Recommend Play, Maybe Play, Already Played, and Not Recommended.

The last time we played, we finished Mission "01 CO14: Eldest Son" and "02 CO15: Spindown".

03 CO15: Bright Light - "During another SOG operation, the FAC relays a mayday. A SOG helicopter has gone down in the Western A Shau. RT Comlumbia has been tasked with the recovery of downed airmen."
This is probably the most tense mission we played in the whole campaign the last time we played.​

04 CO14: Ashtray III - "RT Columbia has been tasked to snatch a prisoner from the Ho Chi Minh trail in Cambodia. Locate a trail, observe enemy patrols covertly, snatch a suitable prisoner and extract."

05 CO15: Ma Bell - "RT Columbia has been tasked to locate enemy communications and intercept it, make a recording and bring it back for analysis."
Pretty straight forward, kind of boring, probably the most skippable mission in the campaign.​

06 CO15: Oscar Eight - "Spike Team Columbia has landed right in the middle of an NVA regimental headquarters. The team must fight for its life and extract."
The final mission of the original campaign, and the most fun, imo, as it's the most adept to a "run & gun" play style.​


Two missions have been added to the campaign since we last completed it;

07 CO12: Eldest Son II: "Covertly insert into an AO, locate an enemy way-station on the Ho Chi Minh trail. Plant booby-trapped ammo boxes near the NVA trucks and escape undetected."
You might say this sounds like mission 01, and you'd be exactly correct. That's why it's called "Eldest Son II", it's the sequel!​

08 CO06: Black Spear - "Covertly insert into North Vietnam, plant charges on NVA AA batteries and set them off just before a Navy strike package attacks the port."
This one takes advantage of the included scuba gear and requires a water infil.​
 
Last edited:

Skid_Marc_

Staff member
Admin
Sorry that that didn't go as smoothly as I had hoped. I thought we could get through at least a couple of missions, but the trouble getting started obviously set us back.

I'm pretty disappointed with the issues, but I appreciate everyone who joined. It's fun when it works, but it's just super annoying when it doesn't. Port-forwarding, no port-forwarding, nothing worked, and then Ken tries it when we're done (using "ports" that aren't even recommended) and it works. Hopefully we can find another time to get together again AND be able to have custom loadouts.

If anyone wants to set up their loadouts ahead of time, you can use the "Virtual Arsenal" in the game to create/save a loadout (make sure to sort items by mod and only use "SOG" items), or you could just launch a mission on your own (make sure to enable the Virtual Arsenal) and then create and save your own custom loadouts.

Some notes for loadouts:
Recommended everyone have 10 FAKs. You need to have 4 FAKs on your person to "Withstand", or self-revive, from a downstate. 10 FAKs allows for two "Withstands" and two emergency heals. Recommended carry 4 FAKs on your person, and 6 in your backpack. If you're a medic with a medkit, you can "Withstand" if you have just 2 medkits in your inventory, so make sure you have 2 FAKs on you at all times.

If you're not sure how much ammo to carry, an average combat loadout of ammo is 200-230 rounds for rifleman, 300 for machine-gunners + someone carrying another 200.

Toe Poppers. Toe Poppers. Toe Poppers. Toe Poppers. Willey Pete. A lot of people recommend smoke grenades to "break contact", but the "smoke" might as well be a war crime. When fire starts to get too heavy, put the WP out, drop toe poppers, and run.

Keep your overall weight bar (bottom right in Inventory) under half so that you still have good stamina/mobility.


Thanks for playing, everyone! Hope we can do this again soon!
 

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