Rifleman (Leadership Observer) Handbook - UNITAF Force Manual (FM)




Rifleman (Leadership Observer) Handbook
The FM outlines our core skills, policies and guides to ensure every member stands ready for the mission ahead.



Rifleman (Leadership Observer)

Rifleman (Leadership Observer)

in Core Infantry Ground Operations
A leading rifleman is a supervisionary role used when an operational leader is under supervision of another experienced leader. This typically forms part of their Leadership development and allows for close monitoring and guidance. The leading rifleman will act as a rifleman during execution, but will advise and support the leader under supervision as required.
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Verified Role Card
The role card has skills populated, SP set and the progression is considered to be complete and accurate. Access levels are calculated from verified, role-specific skill point requirements. All skill blocks, guides, and policies have been reviewed and confirmed to be specific and accurate for this role. You can rely on this information for training decisions and progression planning.

FM/G267 - Field Leadership Experience via Platoon Commander (≤45)

FM/BG-1236 - Temporary Experience Requirements Explained via Platoon Commander (≤45)

Your role access is determined by your skills, experience with those skills, and the specific roles that utilize them. With over 100 roles in UNITAF, creating detailed skill breakdowns for every role is a substantial undertaking that cannot be completed overnight. 

Estimated Role Cards

To ensure the entire unit can transition to the new system immediately, some roles are tagged as **"Estimated"**. These roles use a transitional approach:

  • Temporary skill blocks simulate role-specific experience
  • Estimated access levels are calculated based on these placeholder blocks
  • Similar to LTS functionality but with improved accuracy and fewer limitations

Current State: Estimated roles provide functional access levels that closely mirror the previous LTS system while addressing many of its shortcomings. As development progresses, estimated role cards will be upgraded to the full FTS3 standard with detailed, role-specific skill requirements.

Important Note: When roles transition from "Estimated" to "Verified" status, your access level may change (either increase or decrease) as the requirements become more precise and role-specific.

This approach allows UNITAF to:

  • Maintain operations during the transition period
  • Provide immediate access to the improved FTS3 system
  • Ensure continuity while detailed role cards are developed
  • Gradually improve role accuracy over time

The estimated system serves as a bridge, ensuring no disruption to unit operations while we build toward the comprehensive FTS3 vision.

FM/BS-1234 - Experience Leading Platoons via Platoon Commander (≤45)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as any Platoon Leader or Platoon Commander role until it's role card is completed.

FM/BS-1228 - Experience as Platoon Sergeant via Platoon Commander (≤45)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Platoon Sergeant until it's role card is completed.

FM/BS-1230 - Experience as Acting Platoon Leader (≤24) via Platoon Commander (≤45)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Acting Platoon Leader until it's role card is completed.

FM/BS-1229 - Experience as Platoon Leader (≤32) via Platoon Commander (≤45)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Platoon Leader until it's role card is completed.

FM/BS-1231 - Experience as Platoon Commander (≤45) via Platoon Commander (≤45)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Platoon Commander until it's role card is completed.

FM/BS-1235 - Experience as Platoon Commander (≤64) via Platoon Commander (≤45)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Platoon Commander until it's role card is completed.

FM/BS-1232 - Experience as Company Commander (≤64) via Platoon Commander (≤45)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Company Commander until it's role card is completed.

FM/G71 - Rules of engagement

FM/BG-348 - Understanding rules of engagement (ROE)

Rules of engagement (ROE) are directives that dictate how and when military forces can engage in combat. ROE outline conditions for using force, including target identification, self-defence, and proportionality. They are designed to ensure lawful and ethical conduct in military operations, and vary depending on the mission and environment. ROE always take precedence in operational decisions.

FM/BS-349 - Identify legitimate targets

Identify targets as legitimate targets before engagement. This is crucial to prevent harm to civilians and ensure adherence to the principles of distinction and proportionality in combat.

Combatants: Individuals who are actively engaged in hostilities or are members of armed forces.

  • Enemy soldiers in uniform not surrendering or wounded
  • Armed militants
  • Persons directly participating in hostilities
  • A person posing an immediate threat (e.g., aiming a weapon) can be considered a combatant
  • Parachuting active airborne infantry

Non-Combatants: Individuals who are not actively participating in hostilities. These are not legitimate targets.

  • Civilians not taking direct part in hostilities
  • Unarmed medical and religious personnel
  • Wounded/surrendering soldiers who are not participating combat in any way, and prisoners of war
  • Parachuting crew from a downed aircraft
FM/BS-350 - Minimize collateral damage against civilian infrastructure

Do not cause damage to civilian infrastructure, unless necessary to archieve a military purpose. In general, preserving life should be prioritised over the avoidance of damage, but the destruction must be proportional to the purpose.

Examples:

  • Acceptable situations:
    • Using explosives on a civilian house used as a military HQ
    • Dropping a bomb on an actively engaging enemy tank next to a house
  • Unacceptable situations:
    • Cluster-bombing an enemy-held town
    • Destroying a house to take out a single shooter

FM/G274 - Captured Persons (CPERS)

FM/BG-1246 - Understanding CPERS

Captured Persons (CPERS) = Anyone you’ve captured. 

Don’t worry about categories: if someone is in UNITAF custody, treat them as CPERS. 

Why we do this: 

  • Reflects FM/G71 - Rules of engagement.
  • Prevents abuse and maintains fair, immersive gameplay.
  • Ensures consistent behaviour across all members.
  • Encourages role-play or story development
FM/BP-1245 - Treatment & Handling of Captured Persons (CPERS)

Definition

A CPERS is any person who has been captured, surrendered, or detained and is under UNITAF control, regardless of their status (enemy, civilian, etc.).

Obligations

  • Preserve life and provide medical care if needed.
  • Treat humanely: no humiliation, torture, or degrading treatment.
  • Respect personal protective gear unless unsafe to keep.
  • Keep CPERS secure and guarded until handover.
  • Report CPERS to chain of command quickly.

Prohibitions

  • No execution or deliberate harm.
  • No using CPERS for tactical advantage (e.g. human shield).
  • No unauthorised trials, interrogations, or punishments.
  • No taking personal items except for safety or mission reasons.

Command Responsibility

  • Leaders ensure proper custody, communication and handover.
FM/BS-1247 - Secure a CPERS (Search & Restrain)
  • Approach safely, disarm CPERS.
  • Apply restraints securely (e.g. zip ties).
  • Conduct a quick safety search for weapons, explosives, intel.
  • Leave protective equipment in place unless unsafe.
  • Move CPERS to a secure, guarded position.
FM/BS-1248 - Handle a CPERS (Report, Guard & Transfer)

Report: “One CPERS secured, location ____, information/context ____, condition ____.” 

  • Include any intelligence or weapons recovered.

Guard: Never leave CPERS unattended.

  • Ensure safety from friendly fire and environment.

Plan & Transfer: Confirm with chain of command when/where to move CPERS.

  • Escort during movement; avoid unnecessary exposure.
  • Confirm transfer of custody with the receiving element.

FM/G70 - Weapon control states

FM/BG-335 - Understanding weapon control states

A weapon control status is a temporary condition set by the Commander of an operation, one state is always in effect. It describes the terms under which elements can engage valid targets. Under normal conditions a rifleman or element would contact report a target and await authorisation to fire. A weapon control status modifies this condition and allows those elements to fire using self authorisation under certain conditions based on target identification criteria. The Commander sets and adjusts the weapon control state based on friendly and enemy disposition and clarity of the overall situation.

A weapon control state is not the same as the Rules of Engagement (ROE) or the Law of armed conflict (LOAC) which always apply.

FM/BS-351 - Observe the active weapons control state

"Weapons Red"

  • Engage only if there is an imminent threat to life. 
  • Authorisation is required for all other targets
    • with the exception of immediate life-threatening situations. 
  • Return fire only if absolutely necessary. 
  • This state is typically used when stealth is important.

"Weapons Orange"

  • Return fire only and limit engagements to active threats against you or friendlies. 
  • Disengage if the threat ceases.
  • The most common state.

"Weapons Green"

  • Engage any confirmed enemy target.
  • This state is common in prolonged firefights, emphasising rapid response to enemy threats without the need for authorisation or detailed contact reports for each engagement.

FM/G139 - Fire control

FM/BG-702 - Type of fire - Point fire

Point fire is fire using a direct and controlled aim, for the specific purpose of hitting an individual target accurately.

Example:

  • A rifleman takes aim for an enemy combatant he can see in a window, releases controlled, accurate fire with the intended purpose of wounding the enemy
FM/BG-703 - Type of fire - Area fire

Area fire is aiming for a group of enemies close together, or an area of concealment that is hiding enemy units, with the intention not to hit any specific individual target, but to hit any target within the area of fire.

Example:

  • A rifleman engages a column of enemy infantry, with the intention of putting enough rounds towards the general location that it is likely to wound several enemy combatants.
  • A pilot, receiving an instruction to engage enemy infantry in a treeline, engages in area fire on that treeline. Despite not being able to see individual targets, the pilot knows they are there, and puts enough fire down in that area that it is likely to cause casualties.
FM/BG-704 - Type of fire - Suppressive fire

Suppressive fire is fire where the primary intention is not to hit an enemy target, but to fix them in place and prevent them from returning effective fire, by placing them in the position where if they were to try, they would likely be wounded. If enemy combatants are wounded, this is simply a benefit. Suppressing the enemy can be used for many reasons but the main reasons are; preventing a superior enemy from returning fire, providing the opportunity to get into cover, or keeping the enemy in place whilst friendly units flank them.

Examples:

  • A fireteam suppresses an enemy behind a wall, preventing them from moving without being hit, whilst another fireteam moves to the wall to finish the enemy
  • A pilot, seeing an enemy fixed wing making an attack run, suppresses the enemy by firing towards them as much as possible, causing them to have to disengage.
FM/BG-706 - Rate of fire - Deliberate

Deliberate fire is the a rate of fire that, looking to make deliberate and controlled shots towards a target that have a high chance of accuracy despite a slower pace. This is the standard and default rate of fire.

A rough guide for a standard rifleman, would be 1 round per 4 seconds, for a combined total of 1-1.5 round per second per fireteam

FM/BG-707 - Rate of fire - Rapid

Rapid fire is a rate of fire that is faster than deliberate in order to increase the volume of rounds towards the enemy, at the expense of accuracy. Often used to achieve suppressing fire, rapid fire is used sparingly, as its higher rate increases ammunition consumption.

A rough guide for a rifleman, is 1 round per second, for a total of 4-6 rounds per second from the fireteam.

FM/BG-708 - Rate of Fire - Burst

Burst fire, commonly used with automatic rifles or any rifle with the burst fire setting, achieves a rate much like deliberate fire, but instead of a single round, a burst of 3-5 rounds is fired.

FM/BG-709 - Fire control order

A fire control order (FCO) is used by an element leader to direct their element's fire quickly and effectively towards a target.

The acronym for fire control order is: GRIT

  1. GROUP: who is being addressed, "Section", "Fire Team" (Charlie or Delta), "No. 2 Rifleman", etc. 
  2. RANGE: the distance to the target. 
  3. INDICATION: in which direction to look and what to look for. 
  4. TYPE OF FIRE: the type of fire that is required.

Example:

FTL: ‘Green Team. 100m. Enemy infantry, North. Point fire!’

FM/BS-705 - Engage a target according to the given fire control order

Engage the target specified in a given fire control order using:

  • the correct type of fire
  • using the correct rate of fire if specified, otherwise using an appropriate rate of fire depending on the target

FM/G18 - Vehicle class identification

FM/BG-101 - Vehicle identification overview

Vehicle identification is a useful skill for anyone on the battlefield, and a requirement for many of the more specialised roles. While some vehicles pose only a minimal threat, some can halt an entire platoon by themselves. As such accurate identification is crucial to good situational awareness, planning and tasking.

  • Identifying a vehicle can be done at three levels of depth:
    • Vehicle class
    • Subclass within vehicle class
    • Specific vehicle model
  • Not all vehicles within a class fall under a subclass.
  • Vehicle identification covers only military vehicles. 
  • Any other vehicle should be referred to by it's common name, e.g.
    • pickup 
    • truck
    • bicycle
    • jetski
FM/BG-129 - Common terminology for vehicle identification
  • Auto-cannon: an automatic gun with a caliber between 20-60 mm
  • Cannon: a gun bigger than an auto-cannon
  • Direct fire: firing a weapon within the line-of-sight of the user of the weapon in a (relatively) flat trajectory
  • Indirect fire: firing a weapon outside the line-of-sight of the user of the weapon
FM/BS-102 - Identify light vehicles

Rapidly identify a light vehicle as being:

  • Wheeled
  • Not armed with an autocannon or larger
  • Not classified as an AFV

Those at higher proficiency are able to identify the subclasses as:

  • Technical: civilian vehicle adapted for military use
  • MRAP: mine resistant and protected against small arms
  • Truck: military truck
A column of US Army M1114 uparmored HMMWV (or Humvee)

Above: A column of US Army M1114 uparmored HMMWV (or Humvee)

FM/BS-103 - Identify AFVs

Rapidly identify a AFV as being:

  • Wheeled or tracked
  • Armed with nothing to cannon, intended for direct fire
  • Protected against at least small arms

Those at higher proficiency are able to identify the subclasses as:

  • APC: armed with up to a heavy machine-gun
  • IFV: armed with an autocannon
  • Assault gun: armed with a cannon
  • ATGM carrier: armed with ATGMs (anti-tank guided missile) as primary armament
US Army M1126 Stryker AFV on patrol

Above: US Army M1126 Stryker AFV on patrol

FM/BS-104 - Identify tanks

Rapidly identify a tank as being:

  • Tracked
  • Turreted
  • Protected against at least auto-cannon fire
  • Having a cannon capable and intended for direct fire

There are no subclasses.

A section of US Army M1A2 SEPv2 Tanks engaging enemy forces

Above: A section of US Army M1A2 SEPv2 Tanks engaging enemy forces

FM/BS-108 - Identify artillery

Rapidly identify artillery as being:

  • Towed, wheeled or tracked
  • Having a cannon or rocket tubes intended for indirect fire

Those at higher proficiency are able to identify the subclasses as:

  • Towed artillery: cannot move by itself
  • Self propelled artillery: cannon/rocket tubes are mounted on a wheeled or tracked vehicle
M119 Howitzer towed artillery unit in it's deployed configuration

Above: M119 Howitzer towed artillery unit in it's deployed configuration

FM/BS-105 - Identify anti-air

Rapidly identify anti-air being:

  • Primarily inteded for engaging helicopters or planes

Those at higher proficiency are able to identify the subclasses as:

  • AAA (anti-air artillery): primary armament is one or more guns
  • SAM: primary armament is surface-to-air missiles
ZSU-23 Shilka Anti-Aircraft System

Above: ZSU-23 Shilka Anti-Aircraft System

FM/BS-109 - Identify helicopters

Rapidly identify a helicopter as being:

  • Capable of powered flight
  • Generating lift with one or more horizontally spinning fixed rotors

Those at higher proficiency are able to identify the subclasses as:

  • Utility helicopter: armament is only intended for self defense (e.g. a door gun)
  • Attack helicopter: armament is intended for offensive use (e.g. rocket pods)
US Army AH-64D Apache Gunship

Above: US Army AH-64D Apache Gunship

FM/BS-465 - Identify tiltrotor aircraft

Rapidly identify tiltrotor aircraft as being:

  • Capable of powered flight
  • Generating lift with one or more horizontally spinning rotors capable of rotating in flight

There are no subclasses.

FM/BS-107 - Identify planes

Rapidly identify a plane as being:

  • Capable of powered flight
  • Generating lift with wings

Those at higher proficiency are able to identify the subclasses as:

  • Cargo plane: military plane used to ferry cargo or passengers
  • Attack plane: slower flying aircraft intended for ground attack
  • Fighter plane: fast flying aircraft intended to fight other planes
US Air Force A-10A Warthog releasing a GBU-48 Enhanced Paveway II

Above: US Air Force A-10A Warthog releasing a GBU-48 Enhanced Paveway II

FM/G24 - Vehicle model identification

FM/BG-130 - Identifying a BTR-60/70/80

As the main APC of the Soviet/Russian army the BTR has a crew of 3 that sits at the front, a passenger compartment in the middle with a door on each side of the vehicle and a rear-mounted engine. It is armed with either a 14.5mm MG or a 30mm auto-cannon and is amphibious. 

When targeting this vehicle you should: shoot at it frontally or from the rear, as side shots are tricky and it is easy to hit the passenger compartment missing vital components.

A pair of Chedaki BTR-60 APCs

Above: A pair of Chedaki BTR-60 APCs

FM/BG-131 - Identifying a BMP-1

The BMP-1 is one of the most common types of Soviet/Russian IFVs, it has a crew of 3 that sits in the middle of the vehicle, a passenger compartment in the rear and a front mounted engine. It is armed with a 76mm cannon, and some versions are also equipped with an ATGM and is amphibious. 

When targeting this vehicle you should: shoot frontally or from the side and from the rear only with APFSDS. Shooting from the front will take out the engine, when shooting from the side aim from the front half of the vehicle, as everything behind the turret is passenger compartment. Hitting from the rear will not damage the vehicle unless it can penetrate deep into the vehicle.

A pair of Russian BMP-1 IFVs

Above: A pair of Russian BMP-1 IFVs

FM/BG-132 - Identifying a BMP-2

The BMP-2 is an improved BMP-1 equipped with a 30mm autocannon instead of the 76mm cannon.

Russian BMP-2M IFV

Above: Russian BMP-2M IFV

FM/G96 - Map & Compass

FM/BG-480 - How to read a map

The main thing to remember is that the grids must be read right, and then up. Due to the fact that the map grid is composed entirely of numbers, it's important that you do not transpose them, else you're likely to send someone far, far away from where you needed them to go.

Read the x (horizontal) axis first, then read the y (vertical) axis

Above: Read the x (horizontal) axis first, then read the y (vertical) axis

FM/BS-476 - Read a six-figure grid reference
  • State the proword “GRID”
  • Read the first three digits representing west to east (X Axis)
  • Pause briefly
  • Read the next three digits representing south to north (Y Axis)
FM/BS-477 - Read an eight-figure grid reference
  • State the proword “GRID”
  • Read the first four digits representing west to east (X Axis)
  • Pause briefly
  • Read the next four digits representing south to north (Y Axis)
FM/BS-478 - Recognise points of elevation & hill numbers

Recognise points of elevation and hill numbers:

  • 2 or 3-digit numbers on the tops of hills are known as hill numbers and should be referenced as ‘Hill xxx’
  • The zoom scale of the map affects whether some of these numbers are visible (specifically the smaller/minor hills).
  • In mountainous or hilly terrain there may be multiple hills with the same number. In these circumstances, provide additional context, such as a grid reference to ensure clarity of communication.
FM/BS-479 - Read contours intervals

Read contour lines using the 2 types contour intervals marked on map:

  • Thinner brown lines representing the places of same height at the minor interval (listed in the map legend)
  • Thicker brown or red lines representing places of same height at the major interval level (5 times the minor interval)

Recognize the gradient (steepness) of the terrain, based on the spread of the contour lines (the closer contour lines are, the steeper the terrain)

FM/G83 - Distance estimation

FM/BG-520 - Milliradians: Definition

‘These are small. But the ones out there are far away.’

Give yourself a thumbs-up and hold it out at arm’s length. Congratulations! You’ve just measured two degrees of arc with the width of your thumb. Now raise your hand and hold it out at arm’s length. Spread your fingers all the way. Brilliant! With the span between the tip of your thumb and pinky, you have measured 300 milliradians.

Degrees of arc, the kind you use routinely from your compass, are relatively imprecise compared to milliradians, mrad or mils. Remember, the width of your thumb is already one or two degrees. You can’t easily go smaller without chopping your body to bits for MOA, minutes of arc.

The width of a finger in mrad is closer to 20 to 30.

More specifically, where a circle is 360°, it is also 6400 mrad. This gives us a conversion factor of 17.77, or close enough 18. You can be 18 times more precise using mrad than degrees! This is why we use them for marksmanship and artillery.

Your real-world hands are great tools for remarkably reliable rule-of-thumb estimations. In Arma, much more accurate (and immediately usable) tools to measure mils include your compass, binoculars, rifle optics and spotting scopes.

US Army FM 6-30, Chapter 32

Above: US Army FM 6-30, Chapter 32

FM/BG-521 - Milliradians: Apparent Size

The apparent size of an object changes with distance, as we see daily. The width of your index finger may be a couple centimetres. Move it close to your eye and you can block your whole vision out of it. Move it further away and it occupies a small fraction of your field of view. All the while, the absolute width of your index finger has never changed.

Because our field of view is described by an angle, the area we can see increases with distance. As an object moves farther away, its real-world size doesn't change, but its apparent proportion of our field of view becomes smaller and smaller. This proportion of an angle is also an angle and we can describe it with milliradians.

A metre is always a metre, but we can measure its apparent size to us in milliradians, so we can tell what a metre is at any distance.

If you know how far an object is and measure the milliradians between it and another point, you know the distance between them.

Similarly, if you know the real size of an object, you can use its apparent size to calculate the distance to it. We can do this with surprising accuracy and very little effort using the mil-relation formula.

1 metre cube appearance at different ranges

Above: 1 metre cube appearance at different ranges

FM/BG-522 - Milliradians: Mil-relation formula

‘At 1000 metres, 1 mil is 1 metre.’

This relationship is the key to acquiring ranges quickly and accurately. Just like you know now how many milliradians are in different shapes of your hand, you can remember the real size of different objects, then use milliradians to get ranges from them.

Remember our finger (known size) appeared bigger (milliradians) the closer we held it to our eye, but always the same moved side to side. Therefore: 1 metre (known size) will always appear as 1 milliradian at a distance of 1000 metres.

That same metre will appear as 2 milliradians at a distance of 500 metres. Then again 4 mrad at 250, 5 mrad at 200, 10 mrad at 100 metres. Note how the distance halves for every further factor of 2 mrad. What would be the distance to that 1-metre object when measured 8 mrad?

So if you can remember different ‘metre sticks’ common to targets and terrain you encounter, you have a veritable arsenal of rangefinders using just your eyes and quick maths.

 

The specific formula is:

(object size in metres) * 1000 / mrad = (range in metres)

Note how this formula has one unknown for two known quantities: you know the size, because you pick the object, and can read off the mrad, therefore you can calculate the unknown range. 

With this knowledge, you are also not limited to using objects that are exactly 1 metre. You can plug in any number for the object size; 1 metre just makes it easier since you can divide 1000 by the number of mils you measured straight away, because 1 * 1000 is always 1000.

As a note, 1000 is a conversion factor. You could plug in the object size in millimetres without it and get the same effect. We just don't generally think in millimetres.

Therefore, it will serve you well to remember or collect a list of objects that are easy whole numbers either tall or wide. A standing person measures about one metre head to crotch, likewise head to toe when kneeling. You can approximate doors as 2 metres, which is a similarly nice round number for the formula.

ObjectTypical height
Person, standing1.8 m
Person, head to crotch1 m
Person, crouching1 m
BTR-80, height2 m (2.5 m with turret)
BTR-80, length7.7 m
BMP-2, height2 m (2.5 m with turret)
BMP-2, length6.3 m
T-72, height2.2 m
T-72, length7 m (9.5 m with barrel)
Mi-8, height5 m
Mi-8, length18 m
Altis warehouse, wall5 m
Altis warehouse, window1 m
Average door2.1 m (~2 m)
Cobblestone wall, pillar2 m
H-barrier, big2 m
H-barrier, small1.4 m
Sandbags1 m
Bunker tower5 m
Cargo watchtower, height6 m
Cargo tower, height20 m
Cargo HQ, height6 m
FM/BG-523 - Milliradians: Mil-dot reticles

In your typical mil-dot scope you will find a reticle with markings of dots or lines and these markings follow one prime rule: their centres are spaced 1 mrad apart.

For all properly modelled mil-dot reticles, the rule is further:

  • from centre to centre of adjacent dots, there is 1 mrad,
  • from edge to the close edge of an adjacent dot, there are 0.8 mrad,
  • a mildot is 0.2 mrad wide.

They can also have other properties that extend their utility. Some have additional markings in between the main ones. Some have stadiametric tools to quickly get a range from a known object, or a combination of all of these features.

A commonly issued scope is the M8541A as illustrated, so it serves to manage expectations throughout. In its case, the dots are 1 mrad apart with 0.5 mrad dashes in between, making for accurate at-a-glance measurements.

 

First focal plane vs. second focal plane

Telescopic sights come in two ‘zoom flavours’:

  • FFP or first focal plane, scopes show a constant sub-tension of markings. This means that the markings mean the same at any given zoom level, but it shrinks with lower magnifications and grows with larger magnifications. Their advantage is therefore that you can use the mil-relation formula as-is, without an intermediate conversion for the zoom factor. Their potential disadvantage is that lower magnifications make the reticle harder to read, which could hinder follow-up adjustments in close-quarters situations. FFP scopes are the most commonly issued scopes.
  • SFP or second focal plane, scopes come with reticles that stay a constant size at every zoom level. This means that their angular measurements are only true at one specific power setting: usually the highest. If the space between two markings is 1 mrad at 12x magnification, it would cover 2 mrad at 6x magnification instead. This can be useful for shooters who expect proportionally many close-range engagements, where fully zooming in with a high-power scope narrows the field of view too much, causing tunnel vision and loss of awareness. In such close-range situations, the scope can comfortably be kept at the lowest power setting but maintain a clear and visible reticle. Their disadvantage is that for accurate distance measurements at any magnification other than the true magnification, you have to convert. Good practice is to keep it at the 1:1 setting when ‘milling’ a range to avoid this.
M8541A sight picture with mil-dots and half-mil-dashes

Above: M8541A sight picture with mil-dots and half-mil-dashes

FM/BG-525 - Milliradians: Ranging example 1a
  • A person is 1.8 metres tall.
  • They appear as 6 mrad in our scope, therefore following the mil-relation formula:
    • ((person's height in metres) * 1000) / (mrad measured) = (range in metres)
    • (1.8 m * 1000) / 6 mrad = 1800 / 6
    • = 300 metres
A man standing relaxed, known to be 1.8 m tall

Above: A man standing relaxed, known to be 1.8 m tall

FM/BG-526 - Milliradians: Ranging example 1b

From FM/BG-525 - Milliradians: Ranging example 1a we know the distance using the person's full height, however, you can’t always see a person’s whole body. 

For reliability and to avoid a decimal (we want it easy for expedience after all), consider the person’s height from the top of their head to the crotch: it’s one metre!

  • Head-to-crotch now appears as 3.2 mil. 
  • Round to 3 mil because we want it easy, so:
    • ((head-to-crotch in metres) * 1000) / (mrad measured) = (range in metres)
    • (1 m * 1000) / 3 mil = 1000 / 3
    • = 330 metres
  • We’re off by 30 because we rounded. 
  • Try to be as precise as possible, but we preferred ease of use this time, judging the balance of this is a skill, too.
A man standing relaxed, measured head to crotch as a known dimension of 1 metre

Above: A man standing relaxed, measured head to crotch as a known dimension of 1 metre

FM/BG-527 - Milliradians: Ranging example 2

Sometimes people are hard to spot or track, making range estimation using body dimensions difficult. At long ranges, smaller objects require a more accurate reading of mrads, which is error-prone. Other larger objects, including identifiable vehicles, lend themselves to the same purpose.

  • A BTR-80 is 2 metres from the ground to the top of the hull, appearing as 4 mrad in our scope:
    • ((Ground to top of BTR hull) * 1000) / (mrad measured) = (range in metres)
    • (2 m * 1000) / 4 mrad = 2000 / 4
    • = 500 metres
A BTR-80, known to be 2 metres high when measured from the ground to the top of its hull

Above: A BTR-80, known to be 2 metres high when measured from the ground to the top of its hull

FM/BS-423 - Use milliradians to calculate a range to target

Use milliradian tools to obtain a range to the target, by applying the core concept that at 1000 meters, 1 milliradian equals 1 metre.

FM/BG-625 - Vector 21: Ranging

Use your Vector 21 to measure the current distance and inclination angle to your target by holding Tab + R with center circle aligned on target.

  • If equipped with an AtragMX, these values will automatically be transferred from the Vector 21 as displayed below.
Vector 21 data automatically populating into the ATragMX

Above: Vector 21 data automatically populating into the ATragMX

FM/BS-422 - Use a laser rangefinder to obtain a range to target

Look at the target and fire the laser rangefinder to obtain an exact range to the target.

FM/G328 - Terrain features via Platoon Commander (≤45)

FM/BS-1480 - Identify natural and man-made obstacles via Platoon Commander (≤45)
  • Detect rivers, cliffs, fences, walls, and urban structures.
  • Assess obstacle impact on infantry, vehicles, and logistics movement.
FM/BS-1481 - Plot movement routes using terrain analysis via Platoon Commander (≤45)
  • Choose routes providing cover and concealment.
  • Avoid known or suspected danger areas and obstacles.
  • Consider terrain slope, vegetation, and obstacles on movement speed and safety. 
FM/BS-1482 - Perform line-of-sight (LOS) checks on a map via Platoon Commander (≤45)

Perform LOS checks to determine visibility between observer and target.

  1. Identify observer and target positions.
  2. Compare elevations via contour lines or shading.
  3. Assess terrain or structures blocking visibility.
  4. Determine visible portion of the target area.
  5. Annotate arcs, dead ground, and blocked areas on the map. 
FM/BS-1479 - Identify dead ground and observation lines via Platoon Commander (≤45)
  • Locate concealed areas hidden from enemy observation (dead ground).
  • Identify optimal observation points for overwatch and surveillance.
  • Evaluate exposure risks and blind spots on terrain. 
FM/BS-1483 - Estimate travel time for dismounts via Platoon Commander (≤45)

Measure straight-line distance using the map scale and convert it with grid tools.

  • Use ~10 km/h as baseline  speed on flat, open terrain.
  • Adjust for terrain:
    •  Roads / open ground: maintain ~10 km/h.
    •  Hills, forests, etc reduce speed by: -30–50% speed.
  • Add time for obstacles (fences, rivers, buildings) requiring detours or crossings.
  • Adjust for unit load and type, as weight and role affect movement speed.
  • Compute travel time: distance ÷ adjusted speed.
FM/BS-1478 - Recognise geographic features on a map via Platoon Commander (≤45)
  • Identify hills, valleys, ridgelines, depressions, rivers, and forests.
  • Assess their impact on observation, cover, and movement.
  • Distinguish natural obstacles from man-made features. 
FM/BG-1477 - Understanding terrain features via Platoon Commander (≤45)

Understanding terrain is essential for tactical movement. Terrain influences movement, observation, cover, and concealment.

  • High ground provides superior observation and firing positions; ideal for overwatch, observation posts (OPs), and fire support.
  • Low ground offers concealment but limits visibility and increases risk from enfilade fire.
  • Ridges and hills offer a balance of cover and visibility; reverse slopes protect from direct fire.
  • Valleys and depressions allow concealed movement but increase ambush risk; difficult to observe externally.
  • Water features may restrict movement; bridges and fords become critical control points.
  • Forests and woodblocks provide concealment and cover; facilitate stealth movement.
  • Open terrain increases exposure but allows rapid movement if supported by fire or smoke. 

FM/G329 - Map symbology via Platoon Commander (≤45)

FM/BG-1484 - Map points of interest (POIs) via Platoon Commander (≤45)

POIs are reference markers essential for navigation, observation, and reporting. Accurate recording using grid references is critical.

  • Tactical POIs: bunkers, trenches, OPs, strongpoints, checkpoints.
  • Strategic POIs: objectives, headquarters (HQs), communications relays, logistics hubs.
  • Natural POIs: distinctive landmarks aiding navigation (e.g., lone tree, unique rock).
  • Civilian POIs: villages, compounds, areas with civilian activity. 
FM/BS-1485 - Recognise POI symbols on a map via Platoon Commander (≤45)
  • Interpret tactical, strategic, natural, and civilian POI markings by referring to the OPORD.
  • Correlate POIs with current mission objectives. 
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FM/BI-1513 - APP-06 (MIL-STD-2525D) symbology part 1 via Platoon Commander (≤45)
Image
A guide of basic NATO-standard APP-06 symbols used to mark units, equipment, and tactical functions on maps.

Above: A guide of basic NATO-standard APP-06 symbols used to mark units, equipment, and tactical functions on maps.

Image
FM/BI-1514 - APP-06 (MIL-STD-2525D) symbology part 2 via Platoon Commander (≤45)
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A guide of basic NATO-standard APP-06 symbols used to mark units, equipment, and tactical functions on maps.

Above: A guide of basic NATO-standard APP-06 symbols used to mark units, equipment, and tactical functions on maps.

FM/BS-1487 - Recognise basic APP-06 symbols on a map via Platoon Commander (≤45)
  • Identify unit size, type, and function from symbols.
  • Distinguish friendly, enemy, neutral, and unknown forces by colour.
  • Understand status indicators such as readiness or engagement. 
FM/BS-1488 - Apply the correct APP-06 basic symbols via Platoon Commander (≤45)
  • Select appropriate symbols for unit type and size.
  • Use correct colour coding for affiliation.
  • Place symbols in correct positions and maintain clarity on overlays and briefs. 

FM/G334 - Control measures via Platoon Commander (≤45)

FM/BG-1489 - What are control measures? via Platoon Commander (≤45)

Control measures are tools used to organize, coordinate, and manage forces during an operation.

They help commanders and units:

  • Maintain alignment and spacing
  • Synchronize movement, fires, and support
  • Define boundaries, objectives, and responsibilities
  • Prevent fratricide or confusion
FM/BG-1524 - Sectors via Platoon Commander (≤45)

What a Sector Is

A sector is a designated area of responsibility within a town or urban objective, assigned to a squad or team for clearance.

Sectors help:

  • Divide complex urban areas into manageable portions
  • Maintain control and accountability
  • Coordinate movement, fires, and support

Sectors should be sensible, clear, and easy to reference.

Best Practices

  • Keep Sectors Manageable
    • Each sector should be sized so the assigned team can clear it efficiently without overextension.
    • Avoid overly large or irregular sectors that complicate coordination.
  • Use a Simple Naming System
    • Standardize names using a grid-like system: A1, A2, B1, B2, etc.
    • Rows and columns help adjacent units easily identify boundaries.
    • Avoid complicated or inconsistent names.
  • Align Sectors with Terrain
    • Use streets, canals, ridgelines, or major buildings to define borders.
    • Physical features make sectors easier to recognize during movement and coordination.
  • Assign Responsibility Clearly
    • Each sector must have an assigned element responsible for clearing and reporting progress.
    • Ensure overlapping coverage at boundaries is minimized to prevent gaps or duplication.
  • Coordinate Adjacent Sectors
    • Establish coordination points at intersections or key terrain features.
    • Adjacent teams should maintain visual or radio contact when possible.

Communication

Report progress by sector:

  • “1-1 cleared Sector A2.”
  • “Team Bravo securing Sector B1.”

Use sector names for directing support, fires, or follow-on movement.

Example sectors for a town objective

Above: Example sectors for a town objective

FM/BG-1525 - Objective box via Platoon Commander (≤45)

What an Objective Box Is

An Objective Box (OB) is a clearly defined area representing the full extent of an objective, such as an entire town, village, or urban complex.

  • It defines the boundaries of the objective.
  • It ensures all units understand the area requiring clearance.
  • Within the OB, the area can be subdivided into smaller sectors for individual squads or teams.

Best Practices

  • Anchor to Terrain
    • Use roads, rivers, canals, ridgelines, or urban landmarks to mark the OB’s corners.
    • Clearly recognizable features make coordination and orientation easier.
  • Size Appropriately
    • Cover the entire objective to prevent missed areas.
    • Avoid making it so large that it becomes unmanageable for assigned forces.
  • Subdivide into Sectors
  • Coordinate Support
    • Use the OB as a reference for fire support, CAS, and logistics.
    • Synchronized actions are easier when all elements reference the same boundaries.

Communication

Reference the OB in orders and reports:

  • “1st Platoon clearing Objective Box Alpha, Sector A2.”
  • “All elements secure Objective Box Bravo as per orders.”
Example objective box for a town objective

Above: Example objective box for a town objective

FM/BG-1522 - Line of departure (LoD) via Platoon Commander (≤45)

What a Line of Departure Is

  • A Line of Departure (LoD) is the designated line where an assault or advance begins.
  • It signals the transition from preparation or assembly to movement or attack.

The LoD is a control measure, not an objective. Crossing it initiates the operation.

When to Use

Most effective in:

  • Deliberate assaults
  • Platoon- or company-level attacks
  • Coordinated multi-element movements

Generally unnecessary for small patrols or spontaneous actions.

Best Practices

  • Anchor to recognizable terrain (road, ridgeline, tree line, or urban feature).
  • Clearly define who crosses first and in what order.
  • Ensure all support (fires, logistics, follow-on elements) is prepared before crossing.
  • Tie crossing to a trigger (e.g., H-Hour or command order).

Communication

Keep reports concise:

  • “1-1 crossing LoD.”
  • “All elements set on LoD.”
Example Line of departure location.

Above: Example Line of departure location.

FM/BG-1523 - Rendezvous (RVs) and Emergency Rendezvous (ERVs) via Platoon Commander (≤45)

Definitions

  • RV (Rendezvous):
    • A planned link-up point where elements meet during movement or prior to execution.
  • ERV (Emergency Rendezvous):
    • A pre-designated rally point used if elements become separated, break contact, or lose communication.
  • FRV (Final Rendezvous):
    • The last designated assembly point immediately prior to initiating an attack. It is used to consolidate all assault elements, confirm final readiness, and complete last-minute coordination before crossing the line of departure or beginning the final assault phase.

When to Use

  • RVs can be used in all operations.
  • ERVs are used when elements become separated or C2 is degraded.
  • FRVs are used specifically during offensive operations as the final consolidation point before execution of an attack.

Best Practices

  • Anchor to recognizable terrain.
    • Use intersections, buildings, terrain features, or distinct map references.
  • Keep locations practical.
    • Avoid exposed or tactically unsound areas.
  • Assign purpose clearly.
    • RV: Planned link-up during movement
    • ERV: Emergency regroup point
    • FRV: Final consolidation prior to assault
  • Limit quantity.
    • Over-designating rendezvous points causes confusion.

Execution Considerations

  • At an RV:
    • Confirm accountability
    • Conduct quick coordination
    • Adjust plan if required
    • Conduct medical and/or resupply
  • At an ERV:
    • Establish security
    • Rebuild command and control
    • Await further direction
  • At an FRV:
    • Conduct final accountability of assault elements
    • Confirm weapons, ammunition, and readiness status
    • Rehearse or confirm assault plan and timing
    • Synchronise final fire support or enabling assets
    • Issue final go/no-go confirmation before execution

Communication

Use concise reporting:

  • “1-1 set at RV.”
  • “All elements at FRV.”
  • “Breaking contact to ERV.”
Example RVs for town objective.

Above: Example RVs for town objective.

FM/BG-1520 - Phase lines (PLs) via Platoon Commander (≤45)

What a Phase Line Is

A Phase Line (PL) (sometimes known as Report Line) is a named control measure drawn across the area of operations to assist with coordination and synchronization.

PLs are used to regulate:

  • Tempo of maneuver
  • Fire support shift/lift
  • Movement of follow-on elements
  • Engagement or fallback triggers

A Phase Line is not an objective or a mandatory halt line unless specifically stated.

Planning test:
If crossing the PL does not trigger an action or report, it likely does not need to exist.

When to Use Phase Lines

Most effective in deliberate, structured operations such as:

  • Platoon- or company-level assaults
  • Mechanized or multi-element manoeuvre
  • Fire support integration
  • Layered defensive plans

They are generally unnecessary for small, fluid, squad-only actions.

Best Practices

  • Anchor to terrain: 
    • Use recognizable features (roads, ridgelines, rivers, major streets).
  • Limit quantity:
    • Use only what is required to control tempo or fires.
    • Too many PLs create clutter and unnecessary reporting.
  • Tie to action:
    • Crossing a PL should trigger something:
      • Shift/lift fires
      • Commit follow-on elements
      • Authorize engagement
      • Execute fallback
      • a halt to maintain cohesion with other elements
  • Align to the axis of advance:
    • Draw PLs perpendicular to movement to clearly show progression.

Common Applications

  • Offense:
    • Control tempo and fire shifts during assaults.
  • Movement:
    • Define bounds during controlled advances.
  • Fire Support:
    • Establish fire limits or lift points.
  • Defence:
    • Set engagement triggers or fallback criteria.

Naming and Communication

Use one consistent naming convention (e.g., ALPHA / BRAVO / CHARLIE, GOLD / SILVER / BRONZE, 1 / 2 / 3).

Keep reports concise:

  • “1-1 at PL ALPHA.”
  • “2-1 crossing PL BRAVO.”
  • “All elements set at PL CHARLIE.”
Example phase lines for a town objective.

Above: Example phase lines for a town objective.

FM/BG-1526 - Boundaries and attack lanes via Platoon Commander (≤45)

What Boundaries and Lanes Are

  • Boundaries are control measures that separate adjacent units’ areas of responsibility during movement or assault.
  • Lanes are assigned corridors within which a unit advances or moves.

They are used to:

  • Prevent friendly collisions or overlapping fields of fire
  • Maintain alignment and direction of advance
  • Organize multiple elements moving along the same axis

Boundaries define limits laterally, while lanes define the path forward.

Best Practices

  • Anchor to Terrain
    • Use streets, ridgelines, rivers, or other clear features to define lateral limits.
    • Lanes should follow easily navigable routes (roads, alleys, or trails).
  • Keep Dimensions Manageable
    • Boundaries: wide enough for safety but narrow enough to prevent drift.
    • Lanes: allow movement without congestion, obstacles, or crossfire.
  • Assign Responsibility
    • Each element knows which lane or side of the boundary they occupy.
    • Overlaps only at designated coordination points.
  • Coordinate Fires and Movement
    • Use boundaries to prevent friendly fire.
    • Ensure support elements respect the lateral limits.

Naming and Communication

Name boundaries and lanes clearly (e.g., Lane 1, Lane 2; Boundary RED, Boundary BLUE).

Report positions and movements using the assigned lane/boundary:

  • “1-1 advancing Lane 2.”
  • “Squad Bravo holding Boundary RED.”
Example attack lanes for a town objective.

Above: Example attack lanes for a town objective.

FM/BG-1521 - Limit of exploitation (LoE) via Platoon Commander (≤45)

What a Limit of Exploitation Is

A Limit of Exploitation (LoE) defines the maximum depth an attacking element may advance.

It is used to prevent:

  • Overextension
  • Loss of mutual support
  • Collision with adjacent units
  • Advancing beyond sustainment

An LoE is a control boundary, not an objective.

When to Use

Most effective in:

  • Deliberate assaults
  • Mechanized breakthroughs
  • Multi-element attacks
  • Operations with adjacent units

Generally unnecessary for small, short-duration missions.

Best Practices

  • Anchor to clear terrain when possible (road, river, ridgeline).
  • State what happens at the LoE (halt, hold, or await orders).
  • Require authorization before advancing beyond it.

The LoE should control depth and maintain cohesion without slowing momentum.

Communication

Keep reporting simple:

  • “1-1 at LoE.”
  • “Objective secure, holding at LoE.”

Movement beyond the LoE should be deliberate and directed.

Example Limit of Exploitation for a town objective.

Above: Example Limit of Exploitation for a town objective.

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FM/BI-1527 - Worked example of control measures via Platoon Commander (≤45)
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A full worked example of control measures for a town objective.

Above: A full worked example of control measures for a town objective.

FM/BS-1490 - Interpret friendly control measures via Platoon Commander (≤45)
  • Identify phase lines, boundaries, sectors, and objective boxes on mission maps.
  • Plan fire team or squad movement to remain within assigned sectors, lanes, and limits of exploitation.
  • Deconflict actions to prevent overlap, friendly collisions, or breaches of assigned boundaries.
  • Report positions and status at designated rendezvous points (RV, FRV, ERV) or sector boundaries.

FM/G136 - Infantry elements

FM/BG-712 - Combat buddy teams via Platoon Commander (≤45)

Every infantryman operates within a buddy team, ensuring that everyone always has someone to rely on in combat. This approach provides mutual protection and improves combat effectiveness. Standardised in the platoon, buddy teams can be adjusted by fireteam leads based on the situation. The specific composition is indicated on the ORBAT.

Responsibilities

  • Always stay close to your buddy, within verbal range (shouting/talking distance) at all times.
  • Keep your buddy informed of your movements and actions to maintain situational awareness.
  • Cover your buddy’s movements, opposing sectors, and vulnerable moments.
  • If your buddy goes down, quickly assess the situation, provide cover, and extract them to safety.
  • Maintain mutual accountability, losing track of your buddy is as much your responsibility as theirs.
FM/BG-323 - Infantry fireteams via Platoon Commander (≤45)

Each Fireteam consists of four to six players: a leader and 3 to 5 subordinates. New players will end up acting as a rifleman in one of the Fireteams. Riflemen will be under the charge of a more experienced player, acting as the Fireteam Leader (FTL). They in turn, will be under the command of a Squad Leader who leads the two Fireteams that make up each squad. Likewise, the Squad Leader will be under the command of the Platoon Commander, who commands the two or three squads that form the platoon. They are led by the Company Commander, who directs the movements of the platoons in their Company.

A typical fireteam in the field

Above: A typical fireteam in the field

FM/BG-1296 - Infantry squads via Platoon Commander (≤45)

A rifle squad is a formidable unit built around flexibility and firepower. Each squad typically consists of two Fireteams and a Squad Leader element, usually totalling 14 personnel. The Squad Leader commands two Fireteam Leaders and their teams, supported by a Squad Medic who provides immediate medical care and acts as the second member of the squad lead element.

Squads form the primary fighting unit of a platoon. They execute the Platoon Commander’s intent through aggressive manoeuvre, disciplined communication, and mutual support between Fireteams.

Responsibilities

  • Execute the Platoon Commander’s intent through coordinated Fireteam manoeuvre and fire.
  • Maintain constant situational awareness of friendly and enemy positions.
  • Keep both Fireteams within mutual support range at all times.
  • Communicate regularly with other squad leaders and up to the platoon command.
  • Ensure all squad members understand the current plan, ROE, and formations.
  • Manage casualties within the squad and coordinate with the Platoon Medic when required.
  • Reorganise and redistribute personnel or equipment as casualties occur.
  • Avoid changing the squad’s structure without approval from the field leader.
FM/BG-1297 - Platoons via Platoon Commander (≤45)

A standard platoon is composed of three rifle squads and a four-man Command Element, known as Platoon Headquarters (PltHQ). The PltHQ includes the Platoon Commander (PltCo), Platoon Sergeant (PltSgt), Platoon Medic (PltMed), and a Rifleman who provides security for the element.

Platoons are the core tactical formation on the battlefield, linking company-level direction to squad-level execution. The Platoon Commander leads the platoon in accordance with the Company Commander’s intent, ensuring that all subordinate squads act in concert toward a unified mission objective.

Responsibilities

  • Brief squad leaders on the Commander’s intent and ensure full understanding of the mission and desired end state.
  • Maintain control and coordination of all attached squads and supporting elements.
  • Position command and support elements effectively to maintain visibility and control of the battle.
  • Keep squads within mutually supporting distance, avoiding fragmentation of combat power.
  • Delegate tasks and share workload with the Platoon Sergeant.
  • Avoid micromanagement; empower Squad Leaders to adapt the fight as required.
  • Gather and maintain awareness of platoon ACE (Ammo, Casualties, Equipment) status and report to company command as needed.
  • Reorganise or reinforce squads when casualties or mission conditions require.
FM/BG-1298 - Companies via Platoon Commander (≤45)

A company is composed of two to three platoons and a Company Command Element, forming the largest cohesive player-controlled formation. The company executes the overall mission assigned by higher command, coordinating all subordinate platoons and attached support assets such as logistics, air, and artillery. The Company Commander (CoyCo) provides strategic direction and overall control.

Responsibilities

  • Coordinate the movement and actions of all platoons to ensure unity of effort.
  • Manage and allocate supporting assets in line with mission priorities.
  • Maintain situational awareness of friendly platoon positions, combat effectiveness, and logistics status.
  • Communicate regularly with higher command, relaying progress and requesting support as required.
  • Ensure platoon commanders understand the plan’s purpose as well as its details, enabling initiative under changing conditions.
  • Maintain flexibility to reinforce, recover casualties, or shift the main effort as the battle evolves.
  • Conduct post-mission evaluation to identify lessons learned and improve future performance.

FM/G68 - Working as an infantry element

FM/BG-324 - Working as a team

The key aspect of our organization is that of closely-knit teams. A rifleman by himself is not nearly as useful as a group of players working as one cohesive unit. Fireteams look out for their own members as well as those of their fellow fireteams. Fireteams are the tip of the infantry spear.

You will find yourself grouped with different players in different missions and your comprehension of this guide is what will allow you to all act as a cohesive and combat-effective group, regardless of who is in your fireteam specifically.

Within each fireteam, buddy teams are formed, typically composed of two members: a leader and a buddy. The leader guides the pair, making decisions and setting the pace, while the buddy supports the leader, covers blind spots, and helps maintain the effectiveness of the team.

A fireteam takes cover at a low stone wall

Above: A fireteam takes cover at a low stone wall

FM/BS-336 - Know the element

Know who is in your element and what their role is. This makes it easier to understand and act on orders given by the element leader.

FM/BS-338 - Maintain element cohesion

Remain within an appropriate distance of the other members of the element, such that:

  • Mutual support is possible
  • In-person communication, without using a radio, is possible
  • The element leader is aware of your position
FM/BS-662 - Follow orders

Actively listen for and follow the orders given by the element leader.

FM/BP-337 - Follow directions of leadership

Do not intentionally ignore the orders given by those in leadership positions.

FM/BG-660 - Effective infantry spacings

When it comes to infantry spacing, i.e. the appropriate distance between one individual and another, the specific distance should be dependent on terrain and circumstance, usually called out by the lead element e.g. the fireteam leader. For infantry, in thick, low visibility terrain or atmosphere, such as jungle or night-time forest, spacing should be as close as 3-5m, whereas in high visibility open terrain, such as desert or open fields in broad daylight, spacing can and should be up to 25m between each individual. The likelihood of mines/IEDs, or Indirect Fire (IDF) should also factor into the chosen spacing with higher risk, increasing the recommended spacing size.

Spacing is the distance that should be held in standard situations both when on the move and holding position, though it is allowable for individuals to move closer for specific reasons such as: buddy team medical assistance, ammo distribution, spotting etc, but individuals should always move back to an effective spacing as soon as these are completed.

 

FM/BS-339 - Maintain effective spacing

Maintain an effective distance between yourself and others, striking a balance between cohesion and minimising potential casualties, based on:

  • The terrain being traversed
  • The threats faced
  • Visibility (foliage, fog,…)
FM/BG-340 - Situational awareness

Maintain situational awareness, avoid tunnel vision, and know where friendly forces are. This all helps to prevent being surprised by enemy contacts, prevents friendly-fire incidents by knowing where friendly forces are operating, and gives you an idea of what areas may need more observation based upon how the squad or platoon is oriented.

Players should, at any time, know roughly where their nearest friendly element is, where enemies are most likely to come from, and what the current tasking for their callsign is.

If context is not being provided on what we are doing and what friendlies are doing around us, ask!

FM/BS-661 - Maintain situational awareness

Maintain awareness of:

  • Your position
  • The position of the members of your team
  • The general position of other friendly elements
  • Potential dangers
FM/BS-341 - Cover a sector

When moving, cover the direction appropriate for the given position in the formation.

When stationary, cover the direction instructed by the element leader. When no direction is specified, cover a direction and communicate that direction, such that the element combined has the best all-round coverage.

FM/BS-343 - Avoid crossing lines of fire

Avoid crossing through lines of fire as much as possible, instead preferring to go behind the element that is (potentially) engaging. This includes elements providing base of fire, even if they are not actively engaging at the time.

FM/G65 - Basic marksmanship

FM/BS-276 - Adjust your aiming point for range to target

Adjust your aiming point vertically relative to the target by:

  • estimating the distance to the target visually
  • adjusting based on previous shot impacts
FM/BS-298 - Adjust your aiming point for moving targets

Adjust your aiming point horizontally, relative to the target, by:

  • estimating the target speed visually
  • estimating the distance to the target visually
  • adjusting based on previous shot impacts
FM/BS-296 - Control weapon sway caused by breathing

Hold your breath when pulling the trigger to ensure steady aim.

Follow these principles for more effective breath control:

  • Be efficient and keep the held duration short to avoid getting winded.
  • Time your hold in the brief respiratory pause at the bottom of the movement cycle to better predict placement.
  • Learn to compensate for respiratory sway, as situations may arise that expose this technique as privileged for time.
FM/BS-283 - Take into account bore offset when aiming your rifle

When aiming your rifle, remember that at close ranges bullets will hit lower than what your sight is indicating because the sight is mounted above the barrel. This effect is even more pronounced if you are using the backup sights on a scope.

Sight line vs Bore line

Above: Sight line vs Bore line

FM/BG-407 - Choosing a shooting stance

Every shooting stance has advantages and disadvantages.

Standing

  • most visible shooter target profile
  • likely to clear ground-based obstacles with line of bore
  • quickest to assume
  • least stable, hardest to take long-range shots

Kneeling

  • makes use of ground-based cover such as rocks and low structures
  • reduces shooter target profile in the open
  • quick to assume
  • stable enough for extended-range shots
  • versatile

Sitting

  • low profile
  • useful to clear obstacles low to the ground, such as grass, that otherwise hinder prone shooting
  • low mobility, rendering reaction to fire delayed
  • very stable

Prone

  • lowest profile
  • low mobility while still allowing lateral reactions to fire by combat rolling
  • capable of shooting underneath obstacles, including cars by adjusting stance down or left / right
  • most stable
FM/BS-297 - Use an appropriate shooting stance

Use an appropriate shooting stance for the engement while taking into account available cover, sight stability and mobility requirements.

FM/G82 - Precision shooting

FM/BG-452 - Using a range card

The range card provides ready access to some of the most frequently required information for placing measured shots at distance. The first and largest variable to account for in all ballistic solutions is bullet drop, or the effect of gravity on a bullet in flight over time. Auto-populated for your unique combination of rifle and optic in hand, the range card dedicates a majority of its data to accurately accommodating this first variable in a ballistic solution.

 

Using a range card

The coloured columns under the range card’s “Bullet Drop” section display different sets of adjustments to accommodate the effects of temperature on bullet drop. As temperature affects both muzzle velocity and air resistance, the differences between cold and warm climates can have a significant effect on how far a bullet will fall due to gravity at any given range. Be sure to have a rough estimate of the temperature in hand to help decide which temperature column to read.

With an appropriate temperature column picked out, all of the below values will display how far your bullet will drop for the given “Target Range”, found on the far left side of the sheet. These drop values are measured in milliradians, or MRAD. For example, a value of “-4.5” (reading the 15°C temperature column at a distance of 500m) describes that your bullet will fall 4.5 milliradians below your crosshairs at that distance. To counteract that negative drop value, we need to either hold the crosshairs 4.5 MRADs above the target, or dial our scope up 4.5 MRADs to bring the bullet impact back up to our crosshair level.

 

Advanced considerations

In a similar fashion, the range card also provides information for use with wind accommodation, engaging moving targets, and for calculations requiring general equipment information. This data, however, is seldom required in the opening marksmanship roles where simplicity encourages speed, and speed is our most valuable asset.

At the highest level of marksmanship roles, it should be noted that the populated BDA information is limited to temperature and equipment considerations only. Displayed drop values do not account for changes in altitude, pressure or humidity variables, as default Arma values are assumed. This under extreme conditions may compromise all drop, wind and moving target information, requiring manual data collection or calculation.

FM/BS-429 - Manually adjust for bullet drop using a range card
  • Look up the vertical deviation caused by gravity using the range to target and a range card
  • Integrate the calculated value into the final ballistics solution
FM/BG-606 - Adjusting fire for follow-on shots

The tools and knowledge available to a Squad Designated Marksman enable him to quickly place accurate fire against a target in the intended range. However, tolerances in calculations, time constraints, environmental factors and incoming fire - all work against the marksman, meaning that first shots do miss. A competent marksmen will quickly adjust their fire to hit the intended target.

 

Adjustment of fire - Visually estimating offset

If you have a non-milliradian sight, the only method of adjustment available is to:

  1. Observe the existing impact point - Easier with tracer rounds, look for evidence of impact on the ground or on an object behind the target. 
  2. Estimate the offset from the aim point (when your reticule crosshairs were pointing) - e.g. in the example below, the impag point was approximately two body widths to the left, and half a body higher.
  3. Adjust your fire by aiming the reticule by an equal amount in the opposite axes - e.g. in the same example, aim two body widths to the right, and half a body lower

This method is quick, often accurate enough and can be used with any weapon/scope.

 

Adjustment of fire - Measuring offset in mrads

If you have a milliradian scope, as most modern-era marksmen will do, you can more accurately calculate the adjustment using the mildots on your scope. 

  1. Observe the existing impact point.
  2. Measure the offset in mrads - in the example below, the impact point is 2.5 mrads left and 1 mrad up from the centre of the reticule.  
  3. Adjust your fire…
    1. By aiming the reticule by an equal amount in the opposite axes - e.g. in the same example, aim 2.5 mrads to the right, and 1 mrad lower, or…
    2. By dialling in the necessary adjustment - e.g. dial 2.5 mrads to the right, and 1 mrad lower

 

Visual adjustment vs Scope adjustment

Visual adjustment is quicker but potentially less accurate - even if you know exactly what the adjustment should be, making a visual adjustment is less reliable than putting the centre of the reticule on the target. Dialling in the adjustment into the scope, takes a little extra time, but then you just need to centre the reticule on the target.

If you have multiple targets in a similar area, it may be worth the investment to adjust your scope, or at least the lateral adjustment - wind and other lateral effects are likely to be similar when aiming in a given general direction. However if your targets are spread widely apart, the adjustment will be different for each shot, thus visual adjustments might be preferred.

Scope view showing the impact point offset from the reticule

Above: Scope view showing the impact point offset from the reticule

FM/BS-428 - Adjust follow-up shots to correct misses correlating to your sight picture

Adjust for misses by correcting for the observed impact through any of the following core principles:

  • with any sight, estimating the impact offset and holding its inverse,
  • with a milliradian sight, reading the impact offset in mrad to hold the inverse of that exact amount,
  • with a milliradian sight, reading the impact offset in mrad to dial in the inverse of that exact amount on the scope.

FM/G112 - Using radios

FM/BG-679 - The radio and its purpose

A radio is a specialized communication device designed for use by armed forces to facilitate secure and reliable communication on the battlefield and during military operations.

The primary purpose of a radio is to enable effective coordination and command among elements, allowing for the swift transmission of orders, intelligence, and situational updates. This real-time communication capability is crucial for coordinating maneuvers, calling for support, reporting enemy positions, and ensuring overall operational efficiency and safety of personnel during operations.

FM/BG-680 - Set up a short range radio

During any operation that requires it, you'll be provided with an AN/PRC-152. It is the short range radio used by all elements. The main frequency is the channel (C1, C2,…) that is currently selected on the radio.

To set up your main frequency:

  1. Check with your leader or in the ORBAT what frequency you should be on
  2. Hover with your mouse on your current frequency (2) and type the desired frequency; eg. 271
  3. Click the ENT (4) button to enter (save) the frequency
  4. Check in with your team to see if the radio is working properly

Using the AN/PRC-152 you can also set up an additional frequency to communicate with other elements that aren't your own. The additional frequency is set manually and will show as “A#” in place of the channel name e.g. If channel 2 is selected as the alternate frequency, it will become A2.

To set up an additional frequency:

  1. Click the + button (5) to select the desired channel.
  2. Click the left arrow button (8) to set an additional channel. 
    1. At this point you should read A# (# being the channel number) instead of C#, next to the frequency number.
  3. Type the wanted frequency you want to use as additional; eg. 270
  4. Click the ENT (4) button to enter the frequency
  5. Click the - button (6) to return to your main frequency

If you want to dictate which ear you want the audio for your main and alternate channels to come out from, select the frequency you want to adjust and click the 0(9) button to modify the stereo settings. On the bottom right of the screen, you'll see an indicator that says either "left", "right" or "left and right". Ensure you do this for both your main and alternate channels on any radios you're using.

Now you should be able to hear both frequencies in different ears.

The BLUFOR issued AN/PRC-152 and its buttons explained.

Above: The BLUFOR issued AN/PRC-152 and its buttons explained.

FM/BG-1695 - Applying RSVP when communicating on the radio
  • Rhythm: Use short sentences divided into sensible phrases which maintain a natural rhythm, they should not be spoken word by word.
  • Speed: Speak slightly slower than normal conversation. Speed is easily adjusted by increasing or decreasing the length of pauses between phrases, as opposed to altering the length of pauses between words as this will create an unnatural, halted style of speech which is difficult to understand.
  • Volume: Volume should be as for normal conversation. There is no need to shout, the sensitivity of the microphone will clearly communicate your voice, even in a noisy environment.
  • Pitch: The voice should be the natural pitch of your voice to maintain clarity.

FM/G9 - Sending a Contact report

FM/BG-39 - What is a contact report?

A contact report is a way for any member of the unit to concisely communicate important information about the enemy in a standard way. Being able to concisely report enemy locations is a critical communication skill to have. The sooner we know about enemy positions, and the faster it is passed to the entire squad, the better our survivability will be and the more effective we will be at reacting to threats.

A contact report consists of several key elements that must be presented in a specific order for it to be effective.

FM/BS-40 - Give a structured Contact Report
  1. ALERT: Begin with an alert pro-word. 
    • Use "Contact!" for entities in contact with the reporter
    • Use "Sighting!" for entities sighted but not in contact.
    • Use "Audible!" for entities not sighted and only heard.
  2. ORIENT: Provide direction and range. Range can be omitted if desired. Direction should be one of the following:
    • Relative direction (front, left, right, rear) if movement direction is established.
    • Cardinal direction.
    • Compass bearing in degrees for high precision.
  3. DESCRIBE: Composition of the enemy element:
    • Type of the enemy (infantry, MG nest, tank,…)
    • Rough size estimate (fireteam, squad,…)
  4. EXPOUND: Give additional details such as:
    • Range if not provided during orient (from general, e.g. "Close", to specific, e.g. "523 meters").
    • A specific degree bearing if only a relative bearing was initially given
    • Movement of the enemy
    • Detailed information about individual enemy positions

Example Contact Report: "Contact front! Enemy infantry in the open, bearing 210, three hundred meters!"

FM/G95 - Basic Smoke Colours

FM/BS-475 - Recognize the meaning of basic smoke colors

Recognize the following meanings of smoke colors:

Smoke ColorMeaningCarried by
RedEnemy PositionTeam leaders+, FAC
BlueFriendly Position/LZTeam leaders+, FAC
GreenLOGPACK/Ammo dropSupport callsigns
PurpleMASCAS/MEDEVAC LZAll medical roles
OrangeDamaged Vehicle in need of repairsAll crew roles
WhiteConcealmentAll infantry
BlackOnly used by OPFOROPFOR
YellowUsed for specific purpose laid out in OPORDFriendly

FM/G94 - Infantry formations

FM/BG-691 - Introduction to formations

Formations are a set way of positioning members of an element during combat. These formations are used for several key reasons:

  1. Command and control: They allow leaders to effectively manage and direct their units, ensuring clear communication and efficient execution of orders.
  2. Mutual support and security: Soldiers in these formations can cover each other, provide overlapping fields of fire, and maintain situational awareness, enhancing their overall survivability and effectiveness.
  3. Team cohesion: By having a standard for where everyone should be, it is easier to maintain cohesion as an element
FM/BG-466 - Fireteam wedge

The wedge is a versatile formation that is easy to establish and control. It allows for good all-around observation and security, and can be used in the majority of situations encountered. Fire can be placed in any direction in good quantity, and a shift in formation upon contact is easy to accomplish to suit where the contact came from.

If contacted from the front or rear, the wedge allows for easy transition to a line formation. If attacked from either side, one buddy team is able to return fire whilst the other maneuvers to support them.

The fireteam leader will usually take the forward-most position, with the first buddy team to their left, and the second buddy team to their right. The fireteam leader may adjust positions within the formation based on need, such as putting the automatic rifleman to the front and the medic to the rear, but should generally avoid splitting buddy teams between the two sides.

 

Strengths:

  • Good all-around security
  • Allows balanced volume of fire in all directions
  • Good movement control, even with limited visibility or difficult terrain
  • Easily transitions to other formations

Weaknesses:

  • The balanced forward, rearward, and side firing angles are each limited compared to other formations
  • May not be suitable for restrictive terrain
A fireteam wedge, led by the fireteam leader

Above: A fireteam wedge, led by the fireteam leader

FM/BG-467 - Fireteam line

The line formation is well-suited for advancing towards a known or suspected threat with the maximum number of guns brought to bear, and excels at placing a heavy volume of fire to the formation's front.

 

Strengths:

  • Allows largest possible volume of fire forward and rearward
  • Good troop dispersion
  • Large area coverage
  • Easily transitions to base of fire, bounding overwatch, or flanking maneuvers

Weaknesses:

  • Vulnerable to both sides
  • Allows very limited volume of fire on both sides
  • Difficult to maneuver and control movement
  • Highly visible due to large area coverage
  • Ill-suited for maintaining stealth
A fireteam line

Above: A fireteam line

FM/BG-468 - Fireteam column

The fireteam column is the opposite of a fireteam line in that, instead of being lined up left-to-right, the fireteam is lined up front-to-back. In other words, a single column line. Each team member after the point man should walk the exact same path as the person in front of them, to minimize risk of exposure to environmental hazards (such as mines or IEDs), and to keep the team together in low-visibility environments and on difficult terrain. When available, a role with a mine detector, such as an EOD Specialist or combat engineer, should take point if such hazards are known or suspected in the area.

A column must be used with caution, as only the point man can immediately react to any contact from the front, while the rest of the team must maneuver to support. If the team is in a column because the area is dangerous, those maneuvers are especially risky.

 

Strengths:

  • Easiest formation to control, especially on difficult or restrictive terrain
  • Allows largest possible volume of fire on both sides
  • Easy to maintain at higher movement speeds
  • Ideal for maintaining stealth

Weaknesses:

  • Vulnerable to the front and rear
  • Allows very limited volume of fire forward
  • Often has poor dispersion of troops, especially with limited visibility
  • Difficult to transition to base of fire, bounding overwatch, or flanking maneuvers
A fireteam column, led by the fireteam leader

Above: A fireteam column, led by the fireteam leader

FM/BG-470 - Fireteam staggered column

The fireteam staggered column sees the fireteam split into two adjacent column formations, staggered so that each member of each column is diagonal from those in the adjacent column. They should never be directly next to each other, as this prevents one team member from being able to effectively return fire when contacted from the side. Additionally, being staggered improves the spacing between fireteam members, reducing risk from explosives and ambushes.

The staggered column is usually utilized when following a road, and is useful for scouting ahead of friendly vehicles and sweeping the road for hazards. It also allows the team to maintain improved security over a single column, while avoiding walking on the center of the road. The team can easily condense into a single column on either side of the road at any time.

The staggered column does make it more difficult to effectively return fire to the front without forming a wedge, though is still better than a single column formation.

Buddy teams should create the front and rear of the formation, not the left and right columns. When the team takes contact from front or rear, this allows one buddy team to return fire whilst the other maneuvers to support them. When taking contact from the sides, it allows for the quick formation of a fireteam line, with one buddy team on the left and right.

 

Strengths:

  • Good dispersion of troops
  • Allows large volume of fire on both sides
  • Better forward and rearward sectors of fire than a column
  • Good maneuverability and movement control

Weaknesses:

  • Fairly vulnerable to the front and rear
  • Allows limited volume of fire forward and rearward
  • Difficult to transition into base of fire, bounding overwatch, or flanking maneuvers
A fireteam staggered column, led by the fireteam leader

Above: A fireteam staggered column, led by the fireteam leader

FM/BG-469 - Fireteam echelon (left/right)

Echelon left/right comprises the fireteam creating a single diagonal line going rearwards from the given side of the point man, which is usually the fireteam leader. Echelon left means the fireteam will be on the point man’s left, while echelon right means the fireteam will be on the point man’s right.

Used when the fireteam has another element covering the echelon’s weak side (the left side of an echelon right, and vice versa). Most commonly used to create a squad wedge formation, which is two fireteam echelon formations connecting to form a protective wedge for the squad leader element.

 

Pros:

  • Allows excellent volume of fire on the specified side
  • Allows good volume of fire forward and rearward
  • Easily transitions to other formations

Cons:

  • Vulnerable to the opposite side without an adjacent element
  • Somewhat difficult to maneuver
  • Not suitable for restrictive terrain
An echelon left (top) and an echelon right (bottom), each led by the fireteam leader

Above: An echelon left (top) and an echelon right (bottom), each led by the fireteam leader

FM/BG-472 - Squad column

The squad column comprises a fireteam wedge at the front, the other fireteam wedge at the rear, and the squad Leader element in the middle. The most common squad formation, it allows contact from either side to be engaged by both fireteams, while contact from the front or rear allows one fireteam to establish a base of fire whilst the other maneuvers to support.

 

Pros:

  • Good all-around security
  • Allows large volume of fire to the sides
  • Good movement control with limited visibility or difficult terrain
  • Easily transitions to base of fire, bounding overwatch, or flanking maneuvers

Cons:

  • Allows limited volume of fire forward and rearward
  • May not be suitable for restrictive terrain
A squad column, led by the first fireteam leader

Above: A squad column, led by the first fireteam leader

FM/BG-471 - Squad wedge

The squad wedge is created by having two fireteams form an echelon left and an echelon right, and connecting at their point men, usually with the first fireteam leader or taking point. In other words, wherein the fireteam wedge has a buddy team on either side, the squad wedge has a Fireteam on either side. The squad leader element is positioned behind the front of the wedge, but still within the formation, for optimal security and control over the formation.

Just like the fireteam wedge, if contacted from the front or rear, the wedge allows for easy transition to a line formation. If attacked from either side, one fireteam is able to return fire whilst the other maneuvers to support them.

 

Pros:

  • Well-balanced for contact from the front, rear, and both sides
  • Balanced volume of fire forward, rearward, and to both sides
  • Good movement control, even with limited visibility or difficult terrain
  • Large area coverage
  • Easily transitions to other formations

Cons:

  • The balanced forward, rearward, and side firing angles are each limited compared to other formations
  • Highly visible due to large area coverage
  • May not be suitable for restrictive terrain
A squad wedge, led by the first fireteam leader

Above: A squad wedge, led by the first fireteam leader

FM/BG-473 - Squad file

The squad file comprises the whole squad as one single column line, with one Fireteam at the front, the squad leader element in the middle, and the other Fireteam at the rear.

Just like the fireteam column, the squad file is usually used when there is a risk of mines/IEDs or other UXOs, to minimize risk of detonation by ensuring each person steps exactly where the point man did. It can also be used to maintain stealth, as the point man only needs to find a single path for the entire squad, and can easily stop the formation to avoid detection.

 

Strengths:

  • Easiest formation to control, especially on difficult or restrictive terrain
  • Allows largest possible volume of fire on both sides
  • Easy to maintain at higher movement speeds
  • Ideal for maintaining stealth

Weaknesses:

  • Vulnerable to the front and rear
  • Allows very limited volume of fire forward
  • Poor dispersion of troops, especially with limited visibility
  • Difficult to transition into base of fire, bounding overwatch, or flanking maneuvers
A squad file, led by the first fireteam leader

Above: A squad file, led by the first fireteam leader

FM/BG-474 - Squad staggered column

The squad staggered column is created by having one fireteam in a staggered column at the front, the squad leader element in the middle, and the other fireteam in a staggered column at the rear. The formation can be done as either a single, unbroken staggered column, or with additional spacing between each element’s staggered column..

Similar to the fireteam staggered column, it is usually utilized when following a road, and is useful for scouting ahead of friendly vehicles and sweeping the road for hazards. It also allows the squad to maintain improved security while avoiding walking on the center of the road.

 

Strengths:

  • Good dispersion of troops
  • Allows large volume of fire on both sides
  • Better forward and rearward security than a file
  • Good maneuverability and movement control

Weaknesses:

  • Vulnerable to the front and rear
  • Allows limited volume of fire forward and rearward
  • Difficult to transition into base of fire, bounding overwatch, or flanking maneuvers
A squad staggered column, led by the first fireteam leader

Above: A squad staggered column, led by the first fireteam leader

FM/BS-666 - Maintain position in a formation

Maintain the correct position in the formation set by the element leader.

FM/G103 - Bounding overwatch

FM/BG-505 - What is bounding overwatch?

Bounding overwatch is the process of ensuring that one team is moving, whilst another is stationary and providing overwatch. When a bounding maneuver is called there are five parts described:

  1. The type of bounding (successive or alternate)
  2. The maneuver element scale (individual, buddy team, fireteam, squad), 
  3. The direction of movement (bearing or landmark)
  4. (optional) The desired stop point (distance, location or number of bounds)
  5. Which element is moving first

E.g.:

  • A squad leader calling “This is Alpha 1-0. Successive, Fireteam bounding, towards that barn, 1 move" wants one Fireteam to move as a whole element, while the other provides cover, for one bound, then stop to allow the other Fireteam to move. He does not want the Fireteams to then utilise buddy team bounding.
  • A squad leader instructing teams to “Alternating, Buddy Team Bounding, North, 400m” implies that each Fireteam will move North at the same time, with one buddy team moving in each Fireteam at a time.
FM/BG-502 - How far to bound

The size of each bound should be based on the terrain, visibility, proximity of enemy threat, etc. For instance, bounds across relatively open terrain can be long - both in the interest of getting across as quickly as possible and because the range of the overwatch element is higher due to the open terrain. Urban bounds, on the other hand, are typically short due to the increased density of the area and the desire to maintain security and not overextend any one element.

FM/BS-503 - Bound using successive bounding

Bound using the follow method:

  1. The lead element calls for bounding and designates which element will move first
    1. e.g. “This is actual. Successive Fireteam bounding North. 1 move first.”
  2. The first element acknowledges and shouts "Moving"
  3. The first element moves to a position and holds shouting “Set
  4. The second element shouts “Moving” and moves to the same position as the first, confirming “Set
  5. The first element now moves, again shouting “Moving”, to the next position and holds, shouting “Set” again
  6. The second element again calls and moves up to the same position as the first

This process is repeated until the unit reaches the desired end position.

Compared with FM/BS-504 - Bound using alternating bounding this process provides a higher level of security, but is slower.

Above:

FM/BS-504 - Bound using alternating bounding

Bound using the follow method:

  1. The lead element calls for bounding and designates which element will move first
    1. e.g. “This is actual. Alternating Fireteam bounding North. 1 move first.”
  2. The first element acknowledges and shouts "Moving"
  3. The first element moves to a position and holds shouting “Set
  4. The second element shouts “Moving” and moves to a new position past the first element, confirming “Set
  5. The first element now moves, again shouting “Moving”, again passing the other element, to a futher position and holds, shouting “Set” again
  6. The second element again calls and moves past the first element.

This process is repeated until the unit reaches the desired end position.

Compared with FM/BS-503 - Bound using successive bounding this process is faster, but provides a lower level of security

Above:

FM/G120 - Peel Manoeuvre

FM/BG-597 - What is a peel

‘Peeling’ is a squad or fireteam movement used when encountering a larger force with overwhelming firepower. During a peel the team employs continuous suppressive fire while successively and rapidly moving, one person at a time, in the chosen direction. This is different to bounding as a peel implies a defensive tactic being performed, whereby a bound can be both offensive and defensive.

FM/BG-598 - When is a peel used

A peel is used when an element is operating on its own when no other forces are available to provide mutual support, and splitting the element would be detrimental to the engagement. The engagement is maintained until contact is successfully broken and the element is safe or until a mutual support element is in place to provide fire to cover their withdrawal.

FM/BG-601 - Center peel vs line peel

A center peel is used when the element encounters an overwhelming force from the front, especially in staggered column, and needs to withdraw to their rear. This will be used when operating in urban terrain and the element needs to move back down a street or in open terrain where natural cover and concealment is to the rear.

A line peel is used when the element encounters an overwhelming force from the front and needs to withdraw to cover on their right or left. This will be used in urban terrain when moving off a main street onto a side road or when out in the open to move towards natural cover and concealment.

FM/BS-599 - Peel using a center peel

Peel using the following method:

  1. The element under fire immediately forms and maintains a staggered column towards the contact, with at least enough room in the middle for one person to sprint through.
  2. The two persons abreast facing the contact begin suppressive fire.
  3. The person furthest up disengages, shouts ‘MOVING!’ and turns inwards to run down the column to take the rearmost position on the same side, then calls ‘SET!
  4. As soon as the first person passes the next on the opposite side, they also immediately disengage, shouting ‘MOVING’ to run down the column and calling ‘SET!’ in the rear.
  5. This continues down the column until the leader calls the transition to a different manoeuvre towards a safe position or support arrives.
Center peel diagram

Above: Center peel diagram

FM/BS-600 - Peel using a line peel

Peel using the following method:

  1. The unit under fire immediately forms a line with all guns facing the direction of contact and initiating suppressive fire.
  2. The person on the far end of the line disengages, shouting ‘MOVING!’, and runs passing behind the line towards the designated direction of retreat, then calls ‘SET!’
  3. As soon as the next person in line on the far end is passed by the first, they disengage shouting ‘MOVING!’, continuing the cycle.
  4. This process repeats, shuffling the unit sideways one by one while keeping up suppression until disengaged.
Line peel diagram

Above: Line peel diagram

FM/G320 - Utilizing terrain via Platoon Commander (≤45)

FM/BG-1504 - Cover vs concealment via Platoon Commander (≤45)

Cover and concealment both reduce risk to friendly forces, but they protect against different threats and are not interchangeable.

Cover protects personnel from enemy fire and blast effects. It physically stops or degrades projectiles and fragments. Effective cover reduces the likelihood of injury or death when under fire but may still allow the enemy to observe the position.

Concealment protects personnel from enemy observation and detection. It hides movement and positions but does not stop bullets or blast effects. Concealment reduces the chance of being engaged but provides little protection once contact occurs.

Key Distinctions

  • Protection Type: Cover provides physical protection; concealment provides visual protection.
  • Effect Under Fire: Cover remains effective once engaged; concealment does not.
  • Visibility: Cover may be visible to the enemy; concealment may hide a position entirely.
  • Use in Manoeuvre: Concealment is prioritised to avoid contact; cover is prioritised once contact is made.

Effective use of terrain balances both. Concealment is used to prevent detection, while cover is used to survive engagement when detection occurs.

FM/BS-1425 - Use terrain for concealment via Platoon Commander (≤45)

Use vegetation and elevation differences to conceal your element. Also consider concealment from flying platforms, which is something a tree canopy can provide.

FM/BS-1426 - Use terrain to gain an advantageous combat position via Platoon Commander (≤45)

Use terrain to give the element the upper hand in an engagement:

  • Use terrain features as cover
  • Use terrain as funnels to lay ambushes
  • Use elevation difference to shoot down on the enemy
FM/BG-1505 - Operating in stealth via Platoon Commander (≤45)

Operating in stealth requires practice however there are some fundamentals can that be followed:

Movement Discipline

  • Move slowly in hostile areas to reduce noise and visibility.
  • Stay low in open terrain and use terrain features for concealment.
  • Limit unnecessary movement near enemy positions.

Visual & Thermal Camouflage

  • Wear appropriate camo based on the environment (woodland, urban, desert).
  • Use natural shadows, foliage, and structures to remain hidden.
  • Be aware that some enemies may have thermal optics or night sights.

Noise & Light Discipline

  • Keep flashlights, lasers, and unnecessary lights off.
  • If using voice chat, whisper mode can help to prevent noise detection.
  • Avoid firing weapons unless absolutely necessary.
FM/BG-1506 - Stealth in different environments via Platoon Commander (≤45)

Different environments can introduce unique challenges to reconnaissance and stealth. Understanding how to adapt ensures better survival and intelligence gathering:

Dense Forest & Jungle Environments

  • Use slow, deliberate movement to avoid detection and minimize noise. The enemy may be close before either side notices.
  • Stick to natural cover like bushes and trees instead of roads or paths.
  • Engage only when necessary. visibility is low, and firefights can quickly become chaotic.

Arctic Conditions

  • Visibility is often high, so use terrain dips, tree lines, and elevation changes for cover.
  • Be aware of long-range optics and thermal imaging, which are more effective in open snow environments.

Desert & Sparse Terrain

  • Stay low and avoid silhouetting against ridgelines.
  • Movement is often visible from long distances, move during low light hours if possible.

Urban

  • Use building interiors, rooftops, and alleyways for movement and observation.
  • Avoid crossing large open spaces unless necessary, stick to walls and cover.
  • Be mindful of elevated enemy positions and sniper threats. 

FM/G321 - Building stones of offensive tactics via Platoon Commander (≤45)

FM/BG-1507 - Avoiding regrouping on enemy positions via Platoon Commander (≤45)

Enemy positions should not be used as regroup or rally points after contact or assault. Once occupied, these locations are likely known or pre-planned for indirect fires, air attack, or follow-on engagement.

Even if cleared or abandoned, the enemy may still respond with artillery, mortars, or direct fire once friendly forces occupy the position, increasing vulnerability during reorganisation.

Following contact, elements should displace to a separate, concealed, and defensible location to reorganise, treat casualties, redistribute ammunition, and establish security. Selecting regroup points away from enemy positions reduces predictability and improves survivability

FM/BS-1432 - Finish the enemy via Platoon Commander (≤45)

Destroy, dislodge, or force the enemy to disengage.

  • Apply overwhelming fire and manoeuvre from decisive positions.
  • Maintain momentum to prevent enemy recovery or withdrawal.
  • Clear remaining resistance methodically.
  • Re‑establish control and prepare for follow‑on actions.
FM/BS-1431 - Flank the enemy via Platoon Commander (≤45)

Manoeuvre elements to attack the enemy from a position of advantage.

  • Move outside the enemy’s primary arcs of fire and observation.
  • Use terrain, timing, and suppression to conceal movement.
  • Maintain coordination with fixing elements to prevent enemy reorientation.
  • Position flanking elements to engage decisive targets or vulnerabilities.
FM/BS-1430 - Fix the enemy via Platoon Commander (≤45)

Prevent the enemy from manoeuvring or disengaging.

  • Apply sufficient fire to force the enemy to remain in position.
  • Maintain continuous pressure to limit enemy movement and initiative.
  • Avoid over‑committing forces intended for manoeuvre.
  • Adjust fire to maintain suppression without unnecessary exposure.
FM/BS-1519 - Consolidation & reorganisation via Platoon Commander (≤45)

Following contact, restore combat effectiveness before continuing operations.

Immediate Priorities

  • Move off of the enemy position.
  • Establish security.
  • Confirm command structure.
  • Assess casualties.
  • Redistribute ammunition.
  • Re-establish orientation.

Follow-On

  • Reassign tasks as required.
  • Report status.
  • Prepare for follow-on action.
FM/BS-1429 - Find the enemy via Platoon Commander (≤45)

Identify the enemy’s location, strength, and disposition while minimising exposure.

  • Use observation, movement, and probing fire to locate enemy elements.
  • Confirm enemy positions through multiple indicators where possible.
  • Avoid committing decisively before the enemy is identified.
  • Report contact clearly to enable follow‑on actions.
FM/BS-1427 - Achieve fire superiority via Platoon Commander (≤45)

Apply sufficient fire to reduce the enemy’s ability to return effective fire.

  • Direct fire toward known or suspected enemy positions to suppress them.
  • Increase volume, accuracy, or tempo of fire until enemy fire becomes ineffective or sporadic.
  • Use suppressive fire as the primary method; at closer ranges or against small elements, deliberate fire may be sufficient.
  • Maintain fire until friendly manoeuvre or disengagement is achieved.

Fire superiority enables freedom of movement and reduces friendly casualties.

FM/BS-1428 - Fire and manoeuvre via Platoon Commander (≤45)

Engage the enemy while repositioning to prevent being fixed in place.

  • Apply effective fire to suppress or fix the enemy.
  • Reposition elements after limited engagement time from the same position.
  • Use movement to deny the enemy predictable targeting and control.
  • Exploit new positions to gain improved firing angles and observation.
  • Maintain coordination so fire and movement remain mutually supporting.

Prolonged firing from a single position increases vulnerability. Continuous manoeuvre preserves initiative and survivability.

FM/G322 - Applied offensive tactics via Platoon Commander (≤45)

FM/BG-1476 - Feint / Demonstration via Platoon Commander (≤45)

Feints and demonstrations are conducted to deceive the enemy regarding friendly intent, location, or main effort.

A feint involves limited engagement to provoke a reaction, while a demonstration shows force without committing decisively. Both aim to draw enemy attention, fix forces, or cause misallocation of resources.

Key characteristics of feints and demonstrations:

  • Actions are believable and consistent with real attacks.
  • Force is applied selectively to avoid decisive engagement.
  • Enemy reactions are observed and exploited elsewhere.
  • Risk is carefully controlled to prevent escalation.
  • Coordination ensures deception supports the main effort.

Feints and demonstrations are most effective when the enemy relies on reactive decision‑making and lacks complete situational awareness.

FM/BG-1436 - Encirclement via Platoon Commander (≤45)

Encirclement attacks the enemy from multiple directions to deny movement and withdrawal.

Rather than focusing on a single axis, encirclement applies pressure across several approaches simultaneously. The intent is to isolate the enemy, degrade cohesion, and prevent reinforcement or escape.

Key characteristics of encirclement:

  • Multiple manoeuvre elements attack from different directions.
  • Enemy withdrawal routes are denied or controlled.
  • Pressure is applied continuously across all axes.
  • Enemy cohesion and command are rapidly degraded.

Encirclement is most effective against isolated or static enemies unable to break contact or reposition.

FM/BG-1435 - Frontal assault via Platoon Commander (≤45)

A frontal assault advances directly against the enemy from a single direction.

All elements apply pressure along the same axis to fix the enemy while progressively closing distance. Fire and movement are used to maintain momentum and prevent the enemy from disengaging or reorganising.

Key characteristics of a frontal assault:

  • Attack is conducted from a single direction.
  • All elements contribute to fixing the enemy.
  • Progress is achieved through coordinated fire and movement.
  • Predictability is offset by sustained pressure.

Frontal assaults rely heavily on coordination and fire superiority, as the enemy remains oriented toward the attacking force.

FM/BG-1434 - Anvil and hammer via Platoon Commander (≤45)

An anvil and hammer attack fixes the enemy in place while a manoeuvre element strikes from a different direction.

One element applies sustained pressure to prevent the enemy from repositioning, while the second element manoeuvres to attack exposed flanks or rear areas. The enemy’s focus on the fixing force creates an opportunity for decisive manoeuvre.

Key characteristics of an anvil and hammer attack:

  • One element fixes the enemy through pressure.
  • One element manoeuvres to strike from an offset direction.
  • Success depends on maintaining pressure until manoeuvre is complete.
  • Manoeuvre is protected by the fixing element.

Anvil and hammer attacks are most effective when the fixing force can hold the enemy’s attention long enough for manoeuvre to succeed.

FM/BG-1433 - Pincer via Platoon Commander (≤45)

A pincer attack applies pressure on the enemy from two different directions at the same time.

By attacking from multiple axes, the enemy is forced to divide attention, fire, and manoeuvre, reducing their ability to respond effectively. The intent is to collapse resistance by overwhelming the enemy’s ability to orient toward a single threat.

Key characteristics of a pincer attack:

  • Two manoeuvre elements attack from separate directions.
  • Pressure is applied simultaneously rather than sequentially.
  • Enemy freedom of movement is restricted.
  • Enemy fire and command are divided across multiple threats.

Pincer attacks are most effective when coordination and timing prevent either element from becoming decisively engaged alone.

FM/BG-1492 - Raid via Platoon Commander (≤45)

A raid is a deliberate, time-limited offensive action conducted to achieve a specific objective and then disengage.

Raids are not intended to seize or hold terrain. Instead, they focus on striking a defined target (such as personnel, equipment, infrastructure, or information) before withdrawing on a planned route.

Key characteristics of a raid:

  • Clearly defined objective and end state.
  • Emphasis on surprise, speed, and violence of action.
  • Limited duration with a planned withdrawal.
  • Forces are task-organised specifically for the objective.
  • Disengagement is planned before the raid begins.

Raids rely on coordination between finding, fixing, and striking elements to isolate the objective and prevent enemy reinforcement. Once the objective is achieved, elements disengage rapidly to avoid becoming fixed or encircled.

A raid is most effective when the enemy is unprepared, reaction times are limited, and the attacking force retains freedom of manoeuvre throughout the action.

FM/BG-1473 - Exploitation via Platoon Commander (≤45)

Exploitation focuses on capitalising on enemy disruption or collapse to expand the success of an attack.

When an enemy loses cohesion, elements rapidly advance to deny them the ability to reorganise, establish new defensive positions, or withdraw in good order. The objective is to turn a local success into a decisive advantage through momentum and pressure.

Key characteristics of exploitation:

  • Speed and aggression are prioritised over consolidation.
  • Enemy gaps, withdrawals, and confusion are exploited immediately.
  • Objectives are flexible and may shift based on enemy reaction.
  • Command focuses on maintaining tempo rather than perfect alignment.
  • Exploitation ends before elements become overextended or isolated.

Exploitation is most effective when situational awareness is high and coordination allows combat power to be redirected quickly toward vulnerable enemy elements.

FM/BG-1474 - Pursuit (limited) via Platoon Commander (≤45)

Limited pursuit is conducted to maintain pressure on a withdrawing enemy without committing to a full chase.

The intent is to prevent the enemy from disengaging cleanly, force continued movement, and inflict additional losses while avoiding overextension. Pursuit remains controlled and is broken deliberately when risk outweighs gain.

Key characteristics of limited pursuit:

  • Pressure is applied without abandoning formation integrity.
  • Fire and manoeuvre are used to keep the enemy moving.
  • Contact is maintained selectively, not continuously.
  • Boundaries and disengagement criteria are clearly understood.
  • Elements avoid being drawn into prepared positions or ambushes.

Limited pursuit is most effective when the enemy is disorganised but still capable of resistance, and when friendly forces retain freedom to disengage at will.

FM/BG-1437 - Breakthrough via Platoon Commander (≤45)

A breakthrough concentrates combat power to rupture an enemy line at a selected point.

Once the line is penetrated, forces exploit the gap to attack exposed flanks and rear areas, disrupting cohesion and command. The objective is to split the enemy formation and prevent reconstitution of the defence.

Key characteristics of a breakthrough:

  • Combat power is concentrated at a decisive point.
  • Initial penetration is followed by rapid exploitation.
  • Enemy formations are split or isolated.
  • Momentum is maintained to prevent line restoration.

Breakthrough operations are most effective when follow‑on forces can exploit success faster than the enemy can react.

FM/BG-1475 - Fixing attack via Platoon Commander (≤45)

A fixing attack is conducted to prevent the enemy from manoeuvring, reinforcing, or disengaging.

Rather than seeking immediate destruction, the fixing element applies sustained pressure to hold the enemy in place while other elements manoeuvre to achieve decisive effects elsewhere.

Key characteristics of a fixing attack:

  • Fire is used to deny enemy movement and initiative.
  • Positions are maintained long enough to shape the battlefield.
  • The fixing element avoids unnecessary advance or exposure.
  • Success is measured by enemy immobility, not terrain gained.
  • Coordination with manoeuvring elements is critical.

Fixing attacks are commonly used as part of larger manoeuvre schemes such as anvil and hammer, encirclement, or breakthrough operations.

FM/G323 - Building stones of defensive tactics via Platoon Commander (≤45)

FM/BS-1427 - Achieve fire superiority via Platoon Commander (≤45)

Apply sufficient fire to reduce the enemy’s ability to return effective fire.

  • Direct fire toward known or suspected enemy positions to suppress them.
  • Increase volume, accuracy, or tempo of fire until enemy fire becomes ineffective or sporadic.
  • Use suppressive fire as the primary method; at closer ranges or against small elements, deliberate fire may be sufficient.
  • Maintain fire until friendly manoeuvre or disengagement is achieved.

Fire superiority enables freedom of movement and reduces friendly casualties.

FM/BS-1438 - Setup a sector defense via Platoon Commander (≤45)

Effectively allocate firepower to cover likely enemy approaches while preventing overlap and friendly fire.

  • Identify likely enemy avenues of approach within the assigned area.
  • Divide the sector into clearly defined fire arcs covering only viable threat directions.
  • Assign each individual, buddy team, or weapon system a specific arc using bearings, clock directions, or terrain references.
  • Ensure arcs do not overlap unnecessarily, especially across friendly positions or movement routes.
  • Confirm all personnel understand their assigned arc and engagement limits.
  • Adjust arcs as the situation, terrain, or friendly positioning changes.
FM/BS-1428 - Fire and manoeuvre via Platoon Commander (≤45)

Engage the enemy while repositioning to prevent being fixed in place.

  • Apply effective fire to suppress or fix the enemy.
  • Reposition elements after limited engagement time from the same position.
  • Use movement to deny the enemy predictable targeting and control.
  • Exploit new positions to gain improved firing angles and observation.
  • Maintain coordination so fire and movement remain mutually supporting.

Prolonged firing from a single position increases vulnerability. Continuous manoeuvre preserves initiative and survivability.

FM/BS-1439 - Break contact via Platoon Commander (≤45)

Reposition the element away from the enemy in a controlled and deliberate manner to end the engagement.

  • Issue a clear command to disengage; explicitly order personnel to cease fire when required.
  • Establish suppression or covering elements as needed to enable movement.
  • Reposition by bounds or controlled movement to increase distance from the enemy.
  • Maintain element cohesion and accountability throughout the movement.
  • Once clear, re-establish security and prepare for follow-on actions.

Breaking contact creates a short period of vulnerability. Speed, discipline, and clear leadership are critical, as personnel may instinctively continue engaging unless directed otherwise.

FM/G137 - Breaking contact

FM/BS-507 - Break contact when ordered

When given the order to break contact, immediately stop engaging the enemy and move according to the orders of the element leader. Be prepared to throw smoke grenades, as the element leader may order smoke to be deployed as concealment.

FM/BG-506 - What is breaking contact?

Breaking contact is the act of deliberately disengaging an active enemy and withdrawing from contact, instead of defeating the enemy.

We can break contact from the enemy for multiple reasons, including but not limited to:

  • The engaged element is no longer combat effective (Through either casualties or lack of ammunition)
  • The engaged element is not able to defeat the enemy (e.g. Has no AT capability strong enough to defeat the OPFOR vehicle attacking them)
  • Engaging the enemy would expose the Task Force tactically (e.g. the leader wishes to ensure the engaged element is available to assist another element, rather than engaged in their own fight

It is not the case that if the instruction is given to break contact, that the lead element does not believe that the engaged element could have won the fight! We often break contact from fights we can win due to operational/tactical reasons.

FM/G324 - Applied defensive tactics via Platoon Commander (≤45)

FM/BG-1471 - Mobile defence via Platoon Commander (≤45)

Mobile defense prioritises the preservation of manoeuvre over holding fixed terrain.

Instead of establishing a continuous defensive line, elements retain mobility and engage the enemy through movement, repositioning, and selective engagement. The aim is to disrupt the enemy’s advance, draw them into unfavourable positions, and apply combat power at chosen points.

Key characteristics of a mobile defence:

  • Limited reliance on fixed positions.
  • Emphasis on freedom of movement and flexibility.
  • Engagements are initiated and broken deliberately.
  • Use of maneuver to avoid being fixed or enveloped.
  • Counter‑attacks are used to exploit exposed enemy elements rather than to retake ground.

Mobile defence is most effective when space is available, situational awareness is maintained, and coordination allows rapid concentration of force at decisive moments.

FM/BG-1444 - Counter-attack via Platoon Commander (≤45)

A counter-attack is an offensive action conducted by a defending force to regain lost ground, restore the defensive line, or exploit an enemy overextension. It is executed after the enemy has been fixed, exposed, or disorganised.

Counter-attacks are deliberately timed and focused. They target enemy flanks, gaps, or overextended elements rather than the enemy’s main strength. Success relies on coordination, surprise, and rapid execution rather than prolonged engagement.

Key principles of a counter-attack include:

  • Launching only when the enemy is vulnerable or committed
  • Maintaining control and coordination with adjacent defensive elements
  • Re-establishing the original defensive posture or transitioning to a new one immediately after completion

A counter-attack is not a pursuit. Once the objective is achieved, forces consolidate, re-orient security, and prepare to resume the defence or repel follow-on attacks.

FM/BG-1472 - Spoiling attack via Platoon Commander (≤45)

A spoiling attack is a limited offensive action conducted to disrupt an enemy attack before it can be launched.

Rather than holding ground, the intent is to force the enemy to deploy early, break coordination, or abandon prepared plans. Spoiling attacks aim to reduce the effectiveness of an enemy assault by striking at a time and place of advantage.

Key characteristics of a spoiling attack:

  • Conducted with defensive intent.
  • Limited in scope and duration.
  • Targets enemy preparations, staging areas, or lead elements.
  • Seeks disruption rather than decisive engagement.
  • Followed by a planned withdrawal or transition back to defense.

Spoiling attacks are most effective when executed before the enemy fully commits, allowing friendly forces to regain time, initiative, or positional advantage without becoming decisively engaged.

FM/BG-1470 - Delaying actions via Platoon Commander (≤45)

The purpose of delaying actions is to trade space for time without becoming decisively engaged.

Elements conducting a delay do not seek to hold ground. Instead, they engage the enemy briefly to slow movement, force deployment, and disrupt momentum before repositioning.

Key characteristics of a delaying action:

  • Ground is conceded deliberately.
  • Engagements are short and controlled.
  • The enemy is forced to pause, reorganise, or redeploy.
  • Element cohesion and freedom of movement are preserved.

A delay often transitions into a fighting retreat, defence in depth, or a counter‑attack once conditions become favourable.

FM/BG-1443 - Defense in depth via Platoon Commander (≤45)

Defense in depth employs multiple prepared defensive lines arranged in depth rather than relying on a single position. Each line is designed to absorb, delay, and disrupt the enemy while preserving friendly combat power.

Forces transition between static defence and fighting retreat as pressure increases. Forward elements fix and attrit the enemy, then withdraw in a controlled manner to subsequent positions, maintaining cohesion and mutual support throughout the depth of the defence.

Defence in depth emphasizes:

  • Layered positions to prevent a single point of failure
  • Planned displacement between lines rather than ad hoc withdrawal
  • Continuous engagement to degrade enemy momentum over time

This approach is effective when terrain allows depth, preparation time is available, and the commander intends to delay, exhaust, or canalize the enemy before decisive engagement.

FM/BG-1442 - Fighting retreat via Platoon Commander (≤45)

A fighting retreat is a controlled withdrawal conducted under continuous enemy pressure. The force maintains contact with the enemy while deliberately moving rearward to preserve combat power and prevent decisive engagement.

All elements apply consistent fire to slow, fix, and disrupt the enemy while displacing in a coordinated manner. Movement is synchronized across the line to prevent gaps, isolation, or collapse of individual elements.

Key characteristics of a fighting retreat include:

  • Continuous fire to maintain pressure and deny freedom of movement
  • Coordinated displacement to keep the defensive line intact
  • Emphasis on discipline and timing to avoid disorder or pursuit exploitation

A fighting retreat is used to delay an advancing enemy, trade space for time, or draw the enemy into more favourable terrain without breaking cohesion.

FM/BG-1441 - Elastic defense via Platoon Commander (≤45)

An elastic defense allows elements to give ground deliberately while maintaining overall cohesion of the defensive line. Positions are not fixed; controlled withdrawal is used to preserve combat power and prevent encirclement.

The primary objective is to maintain a continuous defensive frontage while trading space for time and positional advantage. As the enemy advances, their formations extend and become increasingly exposed, creating opportunities to engage flanks and overextended elements.

Elastic defence emphasizes:

  • Controlled displacement rather than collapse
  • Maintaining mutual support across depth
  • Exploiting enemy overextension instead of contesting every position

This approach is best suited when terrain allows depth, command and control can be maintained, and flexibility is required to counter superior enemy pressure.

FM/BG-1440 - Static defense via Platoon Commander (≤45)

A static defense relies on holding fixed positions with no planned maneuver or displacement. Defensive success depends on all elements maintaining their assigned ground.

Static defenses offer strong initial control over assigned sectors but lack flexibility. If one element is forced to withdraw or loses its position, adjacent sectors may become exposed, often resulting in the collapse of the entire defence.

Because repositioning is not anticipated, static defences require:

  • Reliable mutual support between positions
  • Clear sector responsibility and fire control
  • Early threat detection to prevent breakthrough

Static defence is best suited for terrain that naturally restricts enemy movement or when withdrawal and manoeuvre are not feasible.

FM/G107 - Military Operations in Urban Terrain (MOUT)

FM/BG-535 - Sectors in MOUT

As always when in an infantry role covering your sector is key in MOUT, if anything it is more important. When watching your sectors there are particular MOUT specific considerations:

  • MOUT environments have a vertical element, ensure that you are watching windows as well as ground level
  • Think carefully about your stance, communicating with your team to provide maximum security
Two infantry cover a sector high/low with appropriate stances

Above: Two infantry cover a sector high/low with appropriate stances

FM/BS-587 - Watch your sector in MOUT street maneuvers

When moving in a fireteam column during MOUT, maintain continuous coverage by assigning sectors based on position:

  • Front: Covers the direction of movement while remaining aware of threats to the sides
  • Rear: Covers behind the team while remaining aware of threats to the sides
  • All others: Cover both the near side and far side of the road, watching doorways, windows, alleys, and higher floors where possible. Communication is key to ensuring all sectors are covered. 

As the team moves:

  • Check openings as they are passed
  • Observe multiple building levels where possible
  • Engage any threats when identified

Maintain observation of the assigned sector at all times while moving.

A 4-man and 5-man examples of formation when moving down a street

Above: A 4-man and 5-man examples of formation when moving down a street

FM/BS-539 - Cross a danger area as a team

Cross the danger area using controlled movement and mutual cover:

  1. When approaching a danger area, the leader alerts the team by saying ‘Danger Area’ 
  2. The first two members hold on the near side, covering left and right across the danger area
  3. The next two cross, move quickly to the far side, and take up left and right coverage
  4. If more personnel remain, they cross next and cover the direction of travel
  5. Once the main body is across, the original two members cross last
  6. After crossing, they resume the direction of travel, restoring the original formation
  7. The rest of the team re-joins the formation and continues movement
A team leader rushes across a danger area as his team provides cover

Above: A team leader rushes across a danger area as his team provides cover

FM/BG-588 - High and low stacking

When covering corners, if one player kneels while another stands behind them, two pairs of eyes and two rifles can cover the same area, increasing effectiveness. This is commonly known as a "high/low stack" and can be employed naturally whenever the situation allows. Note that the kneeling player must not stand unless he has cleared it with the standing player - else he's likely to stand up into a bullet.

2 players using High/Low stacking to maximize fire around a corner

Above: 2 players using High/Low stacking to maximize fire around a corner

FM/BG-681 - MOUT as a Squad

A Fireteam is never alone during MOUT, a common situation will be a squad of two teams working in the same area towards a set goal. 

Contrary to a Squad Staggered Column, the teams would each have a designated flank, and they are to advance together through the obstacles. It is important to have the same pacing between the two teams. This may come in the form of short halts to let the other team catch up safely, or coordinating the crossing of danger areas to sync sector coverage. Maintaining pacing also allows for street side sector to cover and alert the other element of danger on their side (contact on higher floors or behind corners)

FM/G98 - Close quarters combat (CQC)

FM/BG-483 - Single stacking up on an entry point

There are two ways that a breaching team can ‘stack up’ on a door – one is with all the members on the same side of the doorway (“stack”). If this is the case, the first man will state his entry type (“Cross!” or “Hook!”), with the following team members doing the opposite of the person in front of him/her. If the entry type is not stated, the second man simply does the opposite of what the entry man does, third man does the opposite of the second man, etc.

When ordering a stack, the lead man will either say "stack left" or "stack right" - the directions are relative to facing the doorway. "Stack left" will result in the entry team being on the left side of the door.

The following is a general description of the duties of the breaching team when stacking. Keep in mind that these duties are very contextual, and the focus should be on fluidity rather than doing things exactly by the book.

One Man: The point man, will before the breach maintain security of the breach and never take his eyes or gun away from it. The One Man will initiate the breach when the rest of the breaching team is ready.

Two Man: Keeps security long before breach. If the room needs to be prepped with frags or stuns, this will be the Two Man’s duty.

Three (+Four & Five if applicable) Man: Keeps security to the side (2-4 o’clock) of the stack. If more than four in the team, Three watches ground floor, Four takes upper floors, Five watches 4 o'clock (side-rear).

Last Man (all team sizes): Takes rear security, watching behind the team. The last man is always in the last man role, regardless of team size e.g. In a Fireteam of five, the Fifth man does the last man role and watches the rear, not the “Five man” role described above.

Example of a single stack left, demonstrating how the 2nd man is the person to deploy grenades if needed, to ensure the point man -always- has eyes on the doorway and trigger finger ready

Above: Example of a single stack left, demonstrating how the 2nd man is the person to deploy grenades if needed, to ensure the point man -always- has eyes on the doorway and trigger finger ready

FM/BG-482 - Split stacking up on an entry point

The other option is to split the stack into two, one on either side of the doorway ("split stack"). The One Man will state his entry type, and the other members of the breaching team will prepare to do a similar type of entry, except that the team in the other stack will do so from the opposite side of the door. This type of stack is best assumed when a closed door is present - moving across an open doorway for the sake of setting up a 'split stack' should never be done.

The following is a general description of the duties of the breaching team when performing a split stack. Again, keep in mind that the focus should be on fluidity rather than doing things by the book.

One Man: The point man, will before the breach maintain security of the breach and never take his eyes or gun away from it. Unless otherwise signaled, will be situated on the left hand side of the breach.

Two Man: On the opposite side of the breach, will provide cross cover into the breach

Three Man: Behind One Man, provides cover side front (approx 1 to 3 o’clock) from their perspective. If the room needs to be prepped with frag or stun grenades, this is the duty of the Three Man.

Four Man: Behind Two Man, provides cover ‘rear’ or ‘away’ if there are more men behind.

An example of a 6-man team split stacking and executing a 'hook' entry. Notice that the 1st man is on the left of the doorway, and the grenadier is still the man behind him, therefore the 4th man is covering 'away' from the door

Above: An example of a 6-man team split stacking and executing a 'hook' entry. Notice that the 1st man is on the left of the doorway, and the grenadier is still the man behind him, therefore the 4th man is covering 'away' from the door

FM/BS-675 - Stack up on an entry point

Stack up on an entry point using on of the following methods:

  • Single stack: all members of the team stack up on a single side of the door
  • Split stack: all members of the team distribute themselves and stack up on opposite sides of the door
FM/BS-694 - Use grenades when clearing a room

When clearing a room with no non-combatents inside, throw in a offensive grenade (fragmentation, concussion) before entering the room

If there are non-combatents inside or when executing a capture mission, flashbangs can be used instead.

FM/BS-488 - Pie an entry point or other opening

Before entering an entry point or when passing close by an opening in a building, pie it by deliberately maving from one side to the other while looking inside.This allows for visually clearing everything except for a corner or two.

A demonstration of pieing an entryway

Above: A demonstration of pieing an entryway

FM/BS-692 - Enter a room to clear it

Enter a room using on of the two following methods:

  • Hook: enter and immediatly turn back to the side your were stacked, essentially making a U-turn.
  • Cross: enter and continue moving in the same direction, ending up on the opposite side of where you were stacked.
FM/BS-486 - Move and clear through a room

Once inside a room move and clear in the following manner:

  • Move following the outside wall, and don't stop until the room has been cleared
  • Clear the corner closest to you on your side of the room
  • Clear the corner furthest from you on your side of the room
  • Clear the center of the room
FM/BS-693 - Communicate when an area, room or building is clear

Say "Clear" when an area, room or building has been cleared.

If the area, room or building can be ambiguous, prepend it before saying clear: "{area} clear"

FM/G119 - Working with vehicles

FM/BS-515 - Behave appropriately inside a vehicle
  • Stay off crew intercom, and join cargo if crew was selected by default
  • Do not try to interact directly with the crew, regardless of the situation
  • Casual conversation is allowed, unless instructed otherwise by the crew/leadership
  • Cease casual conversation automatically when in contact or in an emergency
FM/BS-516 - Dismount vehicles
  • Before dismounting, the call "Dismount" will be given by the crew
  • After dismounting the vehicle move away from the vehicle without crossing in front or behind the vehicle, to prevent being run over, or stopping the vehicle from moving as it needs to.
FM/BG-916 - Vehicle embarkation procedure

Element leaders ensure their team boards the assigned vehicle, supervise loading, and board last. If acting as navigator, they must communicate to their team that the front passenger seat should be left for them to occupy.

All personnel must follow directions during embarkation. Leaders must take charge; subordinates must listen and comply.

FM/BS-514 - Call when mounted up

When mounting in a vehicle, announce to the fireteam leader when your are mounted over the radio.

‘{name} up’

This allows fireteam leaders to then notify the squad leader and so on and ensure that everyone who needs to be on board, is on board before the vehicle departs.

FM/BS-1337 - Perform a 5 & 20 scan

5 m physical check: Immediately after dismounting, physically inspect the immediate 5-metre ring around the vehicle.

20 m visual check:  After the 5m physical check., conduct a visual scan out to 20 metres in all directions:

Look for IED indicators, tripwires, ground anomalies, recent digging, foreign objects, fuel/power cables, suspicious containers, or dangerous terrain.

FM/G97 - Working with Helicopters

FM/BS-481 - Approach helicopters safely

When approaching a helicopter, keep in mind the following factors:

  • Avoid crossing the door gunner firing arcs
  • Avoid getting near the tail rotor, especially the side of the tail that the tail rotor is on
  • Avoid approaching and standing directly in front of the helicopter, as this is the direction in which the helicopter will move when taking off
  • Be mindful of the clearance between your head and the main rotor, especially on uneven terrain

In practice, this means:

  • Approach helicopters that load from the side from the side, preferably slightly from the rear
  • Approach helicopters that load from the rear directly from the rear
Infantry moving to a Ghosthawk to mount

Above: Infantry moving to a Ghosthawk to mount

FM/BS-516 - Dismount vehicles
  • Before dismounting, the call "Dismount" will be given by the crew
  • After dismounting the vehicle move away from the vehicle without crossing in front or behind the vehicle, to prevent being run over, or stopping the vehicle from moving as it needs to.
FM/BS-515 - Behave appropriately inside a vehicle
  • Stay off crew intercom, and join cargo if crew was selected by default
  • Do not try to interact directly with the crew, regardless of the situation
  • Casual conversation is allowed, unless instructed otherwise by the crew/leadership
  • Cease casual conversation automatically when in contact or in an emergency
FM/BS-514 - Call when mounted up

When mounting in a vehicle, announce to the fireteam leader when your are mounted over the radio.

‘{name} up’

This allows fireteam leaders to then notify the squad leader and so on and ensure that everyone who needs to be on board, is on board before the vehicle departs.

FM/G104 - Parachuting

FM/BG-508 - Types of parachute

When it comes to parachuting into combat zones, there are two basic styles of parachutes used. The first is a round, static-line chute. This allows for minimal control during descent, and the deployment of the chute automatically occurs as you leave the aircraft. The second style, typically used by smaller, more highly-trained units is a ram-air maneuverable parachute that is manually deployed by you after leaving the aircraft.

FM/BS-509 - Perform a HALO drop – High Altitude, Low Opening

In HALO, the chute is deployed at low altitude to minimize the time spent under canopy. 

  • Steer towards the target during freefall, as minimal moaneuvering will be possible with the parachute
  • Open the parachute around 200m AGL (above ground level)
FM/BG-511 - Parachute descending with a deployed chute

Both styles of insertion give you some degree of control over your descent. With static line “round chutes” having significantly less. Parafoils give you much greater maneuverability during the descent. While in flight, you’ll be able to turn, accelerate, decelerate, and flare the chute.

This high level of control allows you great flexibility to choose a landing site that works best for you and your team as long as you’re high enough in the air, almost anything you can see can be reached by gliding to it. The Arma 3 parafoil can reach a forward speed of over 50kph, though this brings with it a more rapid descent rate. For maximum glide range, try to stay closer to 15 to 20kph; while you’ll be in the air longer, your total ground distance covered will significantly increase. As you descend, you’ll find that wind will disrupt your flight and push you off course.

This wind drift must be accounted for and monitored, particularly in low-visibility situations such as night drops. Ensure your team is navigating and adjusting the flight path during the descent, else you’re likely to end up a significant distance from where you’d intended.

FM/BS-510 - Perform a HAHO drop - High Altitude, High Opening

In HAHO, the chute is deployed at a much higher altitude in order to cover a large distance towards the LZ.The ram-air parachutes allow for substantial ground to be covered during flight, to the point that the plane initiating the drop can be 50+ kilometers from the drop zone when the paratroopers exit the aircraft. 

  • Open the parachute on exiting the aircraft
  • Join formation with the person designated as guiding element, and descent in formation
FM/BS-512 - Flare on landing

Landing a parachute at high speed can injure or kill you. To prevent this:

  • Reduce forward speed to nearly zero just before landing
  • Flare backwards just before touching the ground
FM/BS-513 - Lead a parachute jump as jumpmaster

When leading a parachute jump as jump master:

  1. Ensure that parachutes (and altimeters if era-appropriate) are available for every paratrooper to collect
  2. Ensure that every paratrooper has backpack on chest and parachute on back before entering the vehicle
  3. Ensure that every paratrooper has a unique number from 1 to X designating the order they will leave the plane on command
  4. Confirm the LZ to the paratroopers and the recommended altitude to open the parachute (ASL and AGL) for the LZ
  5. Explain the process of jumping while on route, to ensure first time jumpers know the process as well
  6. Switch the light to red in the vehicle, and ensure the paratroopers are quiet and ready to jump
  7. Switch the light to green and call each number in order, instructing paratroopers to jump when they hear their number

FM/G331 - Reconnaissance fundamentals via Platoon Commander (≤45)

FM/BG-1493 - The purpose of reconnaissance via Platoon Commander (≤45)

The purpose of Reconnaissance units is find, understand and communicate information and intelligence on the enemy ahead of a force to enable informed command decisions. Reconnaissance is a continuous activity focused on reducing uncertainty and answering METT-TC considerations as the situation evolves.

Reconnaissance elements operate ahead of the main force, often without support, and must adapt to changing conditions over time. Their employment is shaped by the need to observe, assess, and reposition as required to maintain relevance and survivability.

The primary value of reconnaissance lies in the recommendations derived from collected information. All team members contribute observations to inform Enemy, Terrain, and Civilian considerations, while the Field Leader makes the final assessment. These recommendations support planning and decision-making rather than directing action.

FM/BG-1496 - What a reconnaissance patrol is not via Platoon Commander (≤45)
  • A reconnaissance patrol is not an assault force. It is not tasked with seizing terrain, destroying enemy forces, or holding ground. Prolonged or decisive engagement compromises the mission.
  • A reconnaissance patrol is not a force that sits on top of a hill exclusively. It does not rely on obvious, dominant, or silhouetted terrain for observation. Effective reconnaissance uses concealment, standoff, angles, and movement to observe without being detected.
  • A reconnaissance patrol is not intended to fix or delay the enemy. If contact occurs, the patrol disengages, breaks contact, and reports rather than attempting to win the fight.
  • A reconnaissance patrol is not a security screen. While it provides early warning through reporting, it does not absorb contact or protect the main force through combat.
  • A reconnaissance patrol is not unfocused. It does not collect information indiscriminately; reconnaissance is driven by defined information requirements and command intent.
FM/BG-1494 - Levels of reconnaissance via Platoon Commander (≤45)

Gold Standard

  • A comprehensive reconnaissance of the Area of Operations (AO), thoroughly exploring all available reconnaissance methods and producing a detailed patrol report. This is a dedicated operation focused solely on intelligence gathering.

Silver Standard

  • Only the most critical and obvious terrain features are assessed, with key findings communicated directly to the Field Leader. This involves the reconnaissance team joining the operation early, focusing on essential intel.

Bronze Standard

  • Limited to the axis of advance and its immediate surroundings, with information passed to relevant callsigns. Typically involves scouts moving ahead of an advancing force to gather basic intel reporting back to the most relevant callsign. 
FM/BG-1495 - What reconnaissance patrols look for via Platoon Commander (≤45)

The list of relevant intel that could be gathered is non exhaustive as it can be anything that is relevant to the mission but some examples for what each kind of reconnaissance patrol may look for is below:

Area Reconnaissance

  • Enemy force size, equipment, likely intentions, and other capabilities.
  • Location of enemy bunkers and their sightlines.
  • Location and extent of minefields.
  • Obstacles such as restrictive terrain and anti-tank defences.
  • Potential axis of advance, e.g., bypassing defences using a ditch.
  • Dead ground for manoeuvring out of enemy sight.
  • Density of woodblocks for concealed movement.
  • Good locations for MG support or overwatch squads.
  • Locations for friendly logistics.

Route Reconnaissance

  • Detailed information about trafficability on the route and adjacent terrain.
  • Enemy activity or enemy forces moving along the route.
  • Sites for emplacing hasty obstacles to slow enemy movement.
  • Obstacles such as bridges, chokepoints, fords, and other barriers.
  • Location and condition of bypasses and alternative routes.

Close Target Reconnaissance (CTR)

  • Target assessment: size, composition, and capabilities of the enemy.
  • Locations of dead ground for manoeuvre.
  • Avenues of advance to bypass defences.
  • Areas for undetected movement (e.g., dense woodblocks).
  • Enemy morale, training, and discipline.

Reconnaissance in Force (RIF)

  • Initial estimates of enemy force size and capabilities.
  • Avenues of approach and potential exit routes.
  • Identification of enemy weaknesses (e.g., gaps in defences).
  • Signs of enemy morale, readiness, and discipline.
  • Engagement indicators through contact.

Observation Post (OP)

  • Monitoring enemy movements, positions, and changes.
  • Key sightlines and areas for exploitation.
  • Signs of enemy presence through civilian movement or avoidance.
  • Locations of enemy defensive positions or weapons.
  • Civilians avoiding certain areas indicating IEDs or enemy activity.

Reconnaissance Screen

  • Early indicators of enemy movements and intentions.
  • Identification of areas for potential delay or blocking enemy forces.
  • Observing enemy morale, readiness, and potential vulnerabilities.

FM/G332 - Types of reconnaissance patrol via Platoon Commander (≤45)

FM/BG-1503 - Special reconnaissance via Platoon Commander (≤45)

While all other reconnaissance types typically involve operating on or just behind enemy lines, Special Reconnaissance takes this a step further by inserting deep into enemy territory, often far beyond the front lines. This method requires specialized training and equipment, as the team must operate without immediate support or backup, usually in high-risk, hostile environments.

Special reconnaissance teams are tasked with gathering critical intelligence in areas where traditional reconnaissance units cannot operate, often in locations that are heavily guarded or strategically important. The danger level is significantly higher, as these teams are at greater risk of detection and capture. Their missions are often more complex, involving close surveillance of high-value targets, and sometimes the sabotage or disruption of enemy operations.

Due to the high-stakes nature of the operation, special reconnaissance teams rely on stealth, precision, and careful planning. They often operate in small, specialized units that are equipped to handle the demands of deep infiltration without the need for external support. The intelligence gathered in these missions is often vital for planning larger, more decisive actions by the main force, making special reconnaissance a critical tool.

FM/BG-1501 - Observation posts via Platoon Commander (≤45)

An Observation Post (OP) is a strategically positioned site used for monitoring enemy movements, gathering intelligence, and providing reconnaissance. OPs are typically manned by a small team of scouts or reconnaissance personnel who relay real-time information to a Field Leader. OPs can also be performed by sniper pairs, this is the only type of reconnaissance a sniper team is equipped to carry out.

Types of Observation Post

OPs vary based on mission requirements and duration:

  • Temporary OPs: Used for short-term operations and quickly dismantled.
  • Permanent OPs: Established for long-term surveillance, sometimes reinforced.
  • Overwatch OPs: Positioned to support friendly forces with intelligence or fire support.

Key Characteristics of Observation Posts

OPs are positioned to maximize visibility while minimizing detection. Common locations include:

  • Elevated terrain: Hills, rooftops, or ridgelines for a wide field of view.
  • Natural cover:  Forested areas, rock formations, or cave systems.
  • Urban settings: Abandoned buildings or high vantage points.

Teams use camouflage, silent movement, and secure communication to maintain secrecy.

Operational Importance

OPs play a crucial role in intelligence gathering, target acquisition, and early threat detection. Multiple OPs can be used for a broader surveillance network, improving situational awareness and decision-making.

FM/BG-1500 - Reconnaissance in force via Platoon Commander (≤45)

Reconnaissance in Force (RIF) is a deliberate combat reconnaissance operation where a larger reconnaissance force engages a suspected enemy to provoke a reaction and assess their size, strength, and capabilities. Unlike other reconnaissance missions that prioritize stealth, RIF seeks combat to gather intelligence while maintaining the ability to withdraw at any time.

Key Characteristics of Reconnaissance in Force

  • Engagement is Intentional: Unlike traditional reconnaissance, RIF forces initiate contact to test enemy capabilities and in some occasions, to draw them into a prepared ambush or strong point..
  • Combat is Not the Primary Goal: Unlike offensive operations, RIF focuses on gathering intelligence rather than defeating the enemy.
  • Planned Withdrawal: Retreat is expected, ensuring the force does not get decisively engaged.
  • Flexibility in Execution: If significant weaknesses or gaps in enemy defences are identified, the unit may exploit them, but this is not the primary objective. In most cases, the reconnaissance force will withdraw once sufficient intelligence has been gathered.

Maintaining strict command and control is essential to prevent escalation and ensure the ability to disengage effectively.

FM/BG-1499 - Close target reconnaissance via Platoon Commander (≤45)

Close Target Reconnaissance is conducted to confirm detailed information on a specific enemy position or objective in support of an imminent operation. It provides intelligence that cannot be obtained through standoff observation.

Key Characteristics of Close Target Reconnaissance

  • Proximity to Target: Conducted close to the objective or enemy position to obtain high‑fidelity information.
  • Defined Information Requirements: Focused on specific questions tied directly to the planned operation.
  • Limited Duration: Observation periods are kept short to reduce the risk of detection.
  • Stealth Over Dominance: Concealment, angles, and standoff are prioritised over occupying obvious vantage points.
  • Planned Movement: Infiltration and exfiltration routes are deliberately planned, often using separate routes.
FM/BG-1498 - Route reconnaissance via Platoon Commander (≤45)

Route reconnaissance is conducted to gather detailed information on a specific route and its adjacent terrain, or to identify potential sites for emplacing obstacles. It focuses on roads, narrow axes like infiltration lanes, or general attack directions, ensuring safe movement and identifying threats.

Key Characteristics of Route Reconnaissance

  • Friendly/Enemy Perspective: Scouts assess the route from both friendly and enemy perspectives, considering each side’s capabilities.
  • Level of Detail: It can be hasty or more detailed, depending on the time available. In some cases, area reconnaissance of key sections is included.
  • Preliminary Planning: The scout leader first conducts map reconnaissance to plan the approach.
  • Roads are Danger Areas: Roads are treated as danger areas, with scouts moving parallel to the road using concealment and only approaching them when necessary.
  • Exfiltration Route: A separate return route is planned to reduce the risk of detection.

The intelligence gathered helps with METT-TC analysis and shapes the course of action by providing critical insights into terrain, enemy activity, and obstacles along the route.

FM/BG-1502 - Reconnaissance screen via Platoon Commander (≤45)

Usually a tasking undertaken by Cavalry Scouts, but can also be performed by dismounts, A reconnaissance screen is a formation or deployment of reconnaissance units positioned forward or to the flanks of a main force to provide early warning, security, and intelligence gathering. It is designed to detect enemy movements, prevent surprise attacks, and ensure the main body has time to react.

Types of Reconnaissance Screens:

  • Stationary Screen: Used in defensive operations to observe enemy movements without advancing.
  • Moving Screen: Deployed in offensive operations, shifting as the main force advances.
  • Flank Screen: Positioned on the sides of the main force to prevent ambushes or surprise attacks.

Key Characteristics of a Reconnaissance Screen:

  • Wide Coverage: The screen is spread out over a broad area to maximize observation and detection.
  • Early Warning: Provides advance notice of enemy forces approaching, allowing the main force to prepare.
  • Stealth & Mobility: Units operate with stealth and are highly mobile, avoiding direct engagement unless necessary.
  • Communication & Reporting: Continuous relay of intelligence to the main force to update situational awareness.
  • Engagement Rules: Typically, reconnaissance screens avoid combat unless necessary to delay or disrupt enemy advances.
FM/BG-1497 - Area reconnaissance via Platoon Commander (≤45)

When enemy information is limited, Area Reconnaissance is used to gather detailed intelligence on terrain, enemy activity, and potential threats within a designated area. This type of stealth-based reconnaissance allows commanders to gain real-time situational awareness before making tactical decisions.

Key Characteristics of Area Reconnaissance

  • Flexible Movement : Commanders should move freely and adapt to real-world conditions rather than relying solely on maps.
  • Stealth and Concealment: Teams must avoid detection using natural cover, silent movement, and minimal communication.

Area reconnaissance is critical for planning operations, identifying enemy positions, and assessing terrain advantages, ensuring forces have the intelligence needed for success.

FM/G314 - Risk management via Platoon Commander (≤45)

FM/BG-1517 - Deliberate risk management via Platoon Commander (≤45)

Leaders balance mission success against force preservation. Risk must be deliberate, not accidental. Risk management is the identification and control of hazards to preserve combat effectiveness while accomplishing the mission.

Risk Process

  1. Identify hazards (enemy, terrain, logistics, etc).
  2. Assess severity and likelihood.
  3. Apply mitigation.
  4. Accept or adjust based on mission value.

Example mitigation methods

  • Adjust route or formation.
  • Increase reconnaissance.
  • Reallocate assets.
  • Modify tempo.
  • Establish reserves.
FM/BS-1413 - Balance risk to an individual via Platoon Commander (≤45)
  • Identify hazards affecting each individual before committing them to action.
  • Compare expected gain against probability and severity of becoming a casualty.
  • Adjust positioning, tasking, or support to reduce individual exposure.
  • Avoid assigning disproportionate risk to a single individual without necessity.
  • FM/BS-1409 - Disagree with orders where individual loss outweighs tactical value.
  • Reassess exposure continuously as the situation changes.
FM/BS-1414 - Balance risk to an element via Platoon Commander (≤45)
  • Assess how an action affects the element’s overall combat effectiveness.
  • Weigh mission gain against potential degradation (casualties, supply loss, immobility).
  • Modify plans to reduce exposure while maintaining intent.
  • Avoid actions that create irreversible degradation without decisive payoff.
  • Preserve reserve combat power for follow-on tasks.
  • Disengage or reposition when risk exceeds sustainable limits.

FM/G222 - UNITAF Leadership Principles via Platoon Commander (≤45)

FM/BG-1031 - Survival first via Platoon Commander (≤45)

Leaders must prioritize their own survival, especially at higher command levels. Reckless behaviour risks the mission and the lives of subordinates. Your strongest weapon is your team—lead from safety to keep them effective.

FM/BG-1032 - Role awareness via Platoon Commander (≤45)

Leaders of all levels must know the responsibilities of the leader above and below them. This ensures continuity of command in case of casualties and allows for better coordination and assumption of duties when required.

FM/BG-1033 - Keep orders clear via Platoon Commander (≤45)

Leaders must keep orders simple and concise. Clear, direct communication reduces confusion, especially in high-stress combat situations. Avoid long, complex instructions. Brevity improves understanding and execution.

FM/BG-1034 - Be decisive via Platoon Commander (≤45)

Leaders must make timely decisions, even under pressure. A good decision made quickly is better than a perfect one made too late. Decisiveness drives momentum and avoids paralysis in dynamic situations.

FM/BG-1035 - Task by name via Platoon Commander (≤45)

Leaders must assign tasks directly to individuals or elements. Vague orders like “someone needs to...” cause confusion. Use names, colour codes, or callsigns to ensure accountability and rapid task execution.

FM/BG-1036 - Avoiding micromanagement via Platoon Commander (≤45)

Leaders must avoid micromanaging. Provide clear intent and objectives but leave the execution method to sub-leaders. Tactical flexibility is vital at lower levels and should not be constrained unnecessarily.

FM/BG-1037 - Practice tactical patience via Platoon Commander (≤45)

Leaders must allow situations to develop before acting. Premature decisions can misallocate forces or compromise positioning. Wait for key indicators and act with informed intent.

FM/BG-1038 - Exercise disciplined initiative via Platoon Commander (≤45)

Leaders must act independently when needed, in alignment with the commander’s intent. This builds trust across the chain of command and allows rapid adaptation when communications are limited.

FM/BG-1039 - Use pen and paper via Platoon Commander (≤45)

Leaders should take notes using pen and paper. This supports recall of mission details such as ROE, timings, objectives, or observations both during execution and for post-mission review and commendations.

FM/G223 - Giving and receiving a briefing via Platoon Commander (≤45)

FM/BG-1040 - Essentials of verbal briefing via Platoon Commander (≤45)

Leaders must issue verbal briefings clearly and concisely. Begin by identifying yourself and ensuring your audience is focused. Use precise, unambiguous language. Set clear, measurable goals and communicate your Commander's Intent. Confirm that subordinates understand their orders and allow time for questions or clarification. Whenever practical, deliver orders while physically orienting subordinates to the terrain to ensure shared understanding.

FM/BG-1043 - How to receive a briefing effectively via Platoon Commander (≤45)

Read the operation order beforehand and take notes. Actively listen, ask clarifying questions, and avoid assumptions. Conduct a "read back" of your understanding to confirm alignment with intent. Stay focused and minimise distractions to ensure full situational awareness.

FM/BG-1042 - Platoon and squad briefs via Platoon Commander (≤45)

Platoon and squad leaders must repeat mission details clearly to subordinates. Clarify roles, responsibilities, and expected actions, including contingencies and coordination methods (e.g., coloured smoke for marking). Emphasise ROE, especially around friendly aircraft and enemy vehicles. Allow questions and ensure all understand the plan before mission start.

FM/BG-1041 - Delivering command briefs via Platoon Commander (≤45)

A command brief starts with accountability, ensure all element leaders are present. Begin with orientation, followed by a simplified rephrasing of the mission, then provide the Commander's Intent. Pass detailed assignments to each element using verbal SMEAC structure. End with a Q&A and instruct subordinates to brief their elements and report readiness.

FM/G224 - Leadership succession and combat ineffectiveness via Platoon Commander (≤45)

FM/BG-1044 - Leadership succession in combat via Platoon Commander (≤45)

When leadership casualties occur, others must step up. Every player should understand the roles one level above and below them to ensure leadership continuity when necessary.

Seniority Hierarchy: CoyCo → PltCo → PltSgt → 1SL/2SL/3SL → 1:1/2:1/3:1 FTLs → Most senior member

FM/BG-1045 - Actions on taking command of a fireteam via Platoon Commander (≤45)

If your Fireteam Leader is killed or incapacitated, take these steps:

Announce: Declare on comms that you're taking command.

Act: Choose one:

  • Continue the previous order
  • Request new orders from SL
  • Exercise disciplined initiative aligned with the squad intent
FM/BG-1046 - Actions on taking command of a squad via Platoon Commander (≤45)

If your Squad Leader is killed or incapacitated, take these steps:

  • Announce: Notify the squad on the net that you’re taking command.
  • Respond: Either:
    • Continue the current mission
    • Go firm to reassess if tactical situation permits
  • Report: Notify PltCo. Request CASREPs from teams.
  • Assess: Determine combat effectiveness.
  • Execute: Continue or adjust plan per PltCo’s intent.
FM/BG-1047 - Actions on taking command of a platoon via Platoon Commander (≤45)

If your Platoon Commander is killed, take these steps:

  • Announce: Declare on command net that you’ve taken over.
  • Decide: Continue the mission or go firm to assess.
  • Delegate: Appoint a new SL to replace your previous role.
  • Report: Gather CASREPs/SITREPs from SLs and assess.
  • Command: Issue new orders aligned with the original intent.
FM/BG-1048 - Identifying combat ineffectiveness via Platoon Commander (≤45)

A unit is combat ineffective if it cannot fulfill its mission or typical tasks. Common causes include:

  • Loss of leadership
  • Heavy casualties (KIA/WIA)
  • Lack of weapons/ammo

Indicators include:

  • Lack of movement or cohesion
  • Silence or no response to orders
  • Absence of return fire
  • Numerous KIAs/WIAs
  • Unit reduced to a small fraction of its size
FM/BG-1287 - How to deal with unresponsive callsigns via Platoon Commander (≤45)

If a callsign is not answering you, try to reach them for a total of three times with several seconds passing in between. Each additional time they may add the information that they haven’t received anything, to make other stations aware of it.

If the suspected station is your superior you may assume that they may be incapacitated and/or killed and the next station in the Chain of Command needs to take command in their place.

Example

This example will cover a squad net on channel 250 consisting of Outlaw 1-0, 1-1, 1-2 and 1-3. 1-2 is trying to reach 1-0 without success: 

Trying to contact

1-2: Actual, this is 2.

1-0: (1-0 is not responding so after a couple of seconds 1-2 tries again)

1-2: Actual, this is 2, nothing heard.

1-0: (1-0 is not responding so after a couple of seconds 1-2 tries for the last time)

1-2: Actual, this is 2, nothing heard OUT.

1-0: (1-0 is not responding so 1-1 needs to take command)

 

Succession of command

1-2: 1, this is 2.

1-1: 2 this is 1.

1-2: You need to take command.

1-1: This is 1, taking command..

FM/BG-1049 - Responding to combat ineffectiveness via Platoon Commander (≤45)

Leaders must preserve combat power by consolidating forces:

Steps to merge elements:

  1. Identify suitable element to merge into.
  2. Join the appropriate comms channel.
  3. Report status to new leader.
  4. Link up with the element if feasible.
  5. Merge using ACE interaction or as directed.
  6. Prompt, confident action in these moments preserves operational effectiveness.

FM/G311 - Leading an element via Platoon Commander (≤45)

FM/BG-1518 - Command vs control via Platoon Commander (≤45)

Command is the authority to decide and prioritise.
Control is the regulation and direction of forces to implement decisions.

Command

  • Establishes intent.
  • Allocates resources.
  • Sets priorities.

Control

  • Issues instructions.
  • Synchronises timing.
  • Adjusts actions during execution.

Effective leaders command centrally and control selectively to preserve initiative.

FM/BS-1401 - Maintain accountability via Platoon Commander (≤45)

Accept responsibility for decisions and outcomes within the element:

  • Address errors immediately through constructive feedback and corrections, not public blame.
  • Capture faults, causes, and responsibility during AARs for formal follow-up if required.
FM/BS-1402 - Maintain command and control via Platoon Commander (≤45)

Maintain control of of the element:

  • Issue clear tasks aligned with intent to all subordinate elements.
  • Monitor execution and intervene when elements drift off task.
  • Maintain continuous two-way information flow up and down the chain.
  • Synchronise subordinate actions to prevent isolation or conflict.
  • Re-task or re-prioritise elements as the situation changes.
FM/BS-1403 - Maintain composure via Platoon Commander (≤45)
  • Maintain calm posture, tone, and decision-making under stress.
  • Issue clear, deliberate orders during friction or failure.
  • Suppress visible frustration, panic, or emotional reactions.
  • Take appropriate measures to stabilise the element during unexpected events.
FM/BG-1516 - Commander's intent via Platoon Commander (≤45)

Commander’s Intent defines the purpose of an operation, the desired end state, and the key effects required to achieve mission success. It provides direction without prescribing detailed execution, enabling subordinate leaders to act independently while remaining aligned with higher objectives.

Commander’s Intent exists at every level of command:

  • Fireteam level: intent clarifies the immediate objective and priority of effort (e.g. suppress, secure, clear, hold). It ensures members understand what must be achieved if communication is lost or conditions change.
  • Squad level: intent describes the squad’s role within the platoon plan, the decisive action required, and the conditions that define success. It guides manoeuvre, tempo, and risk decisions.
  • Platoon level: intent establishes how squads combine to achieve a broader tactical effect. It identifies the main effort, supporting efforts, and the operational end state.
  • Company level: intent defines the overall tactical objective, desired battlefield conditions, and acceptable risk. It shapes subordinate planning and ensures unity of effort across multiple platoons.

Commander’s Intent allows initiative within boundaries. When plans break down, leaders act in accordance with intent rather than waiting for orders. Clear intent preserves momentum, cohesion, and operational effectiveness at every level.

FM/BS-1404 - Keep everyone informed via Platoon Commander (≤45)

Keep your direct subordinates informed with all the needed information for them to function:

  • Updates on the tactical situation
  • Current tasking and intent

Ensure you give enough information so that another person can take over leadership without needing additional information.

FM/BS-1405 - Prepare for missions via Platoon Commander (≤45)

When preparing for a mission, take care of the following:

  • Bring the correct equipment, in the right quantities
  • Set standard formations, plans for movement and other actions-on
  • Ensure succession of command is clear
FM/BS-1510 - Lead decisively via Platoon Commander (≤45)

Make decisive decisions:

  • Make a clear decision in a timely manner in line with the commander's intent, even when information is incomplete.
  • Communicate the decision clearly to the element.
  • Commit to the decision and direct execution without hesitation.
  • Avoid repeatedly changing decisions unless the situation has materially changed.
  • Maintain confidence and composure to reinforce cohesion and trust within the element.
FM/BS-1511 - Recognise and act within element capability via Platoon Commander (≤45)

Evaluate the element’s combat effectiveness, resources, and condition before and during task execution:

  • Recognise when assigned tasks exceed current capability or risk becoming unachievable.
  • Identify indicators that continued action will result in unnecessary losses or mission failure.
  • Decide to pause, withdraw, or disengage when risk outweighs potential gain.
  • Communicate limitations and recommended actions clearly up the chain of command.
  • Preserve personnel and equipment to enable future tasking and continued operations.
FM/BG-1528 - Dominating the objective via Platoon Commander (≤45)

Dominating the battlefield is the ability to control the tempo, positioning, and flow of combat to achieve objectives while limiting enemy freedom of action.

Key methods of achieving dominance:

  • Control key terrain: High ground, choke points, avenues of approach.
  • Maintain initiative: Force the enemy to react.
  • Coordinate forces: Synchronize squads, fire teams, and support.
  • Situational awareness: Monitor the battlefield to make informed decisions.

Why It’s Important:

  • Reduces risk to friendly forces.
  • Limits enemy options and predictability.
  • Maintains operational tempo.
  • Maximizes combat effectiveness.
  • Increases likelihood of mission success.

FM/G312 - Issuing orders via Platoon Commander (≤45)

FM/BG-1696 - Using CLAP when giving orders via Platoon Commander (≤45)

Follow the CLAP mnemonic to use with every order:

  • Clear: issue direct, concise and actionable tasks.
  • Loud: ensure you are heard over chatter, comms and combat.
  • As an order: assert what you are saying is an order, and not something else like a question.
  • with Pauses: Break up the order in to short phrases separated by short pauses to allow the receiver to process the content.
FM/BS-1407 - Issue an order via Platoon Commander (≤45)

When issuing an order, use the following format:

  • Who: who is expected to execute the order
  • What: the thing that needs to be done
  • When: when to start the execution
FM/BS-1408 - Act on orders via Platoon Commander (≤45)

When given an order, confirm the order and make a plan and act to implement the intent of the order. When unable to act, make this clear to avoid misunderstandings or timing issues.

FM/BS-1409 - Disagree with orders via Platoon Commander (≤45)

When disagreeing with a given order: 

  • Communicate your objection
  • State the reason and 
  • If possible suggest an alternative. 

If despite the disagreement the order is confirmed, execute it to the best of your ability without complaint or argument.

Be mindful to not disagree with every order, keeping in mind that there might be reasons not yet apparent why the order is given.

FM/G313 - People management via Platoon Commander (≤45)

FM/BS-1412 - Share and teach knowledge via Platoon Commander (≤45)
  • Use operational situations as teaching opportunities when time permits.
  • Explain the reasoning behind decisions and actions.
  • Guide individuals to arrive at conclusions rather than simply issuing correction.
  • Issue immediate corrective commands when required by tempo or risk.
  • Conduct follow-up explanation during AAR if correction was time-critical.
  • Maintain professional tone; avoid belittling or ego-driven instruction.
FM/BS-1410 - Delegate responsibility via Platoon Commander (≤45)

Wherever possible, delegate tasks to subordinate elements. Trust people to do the task they are assigned, and give them the needed freedom to do so without interfering.

In other words, tell people what you want, not how to do it.

FM/BS-1411 - Group dynamics via Platoon Commander (≤45)
  • Moderate and arbitrate the discourse between subordinate elements. In stressful environments, tensions can occasionally rise high, so it is important to nip conflict or negative sentiment in the bud before it infects the entire team.
  • Ensure everyone feels like a valued and included part of the team
  • Prevent the team from sliding into an overly casual atmosphere, where nobody is taking anything serious anymore. There is a time for laughter, and a time for focus.

FM/G231 - Quick reference card for combat leadership via Platoon Commander (≤45)

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FM/BI-1073 - Quick reference card via Platoon Commander (≤45)
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Quick reference card for combat leadership

Above: Quick reference card for combat leadership

FM/G226 - Reaction to contact via Platoon Commander (≤45)

FM/BG-1056 - Executing break contact via bounding overwatch via Platoon Commander (≤45)

Breaking contact allows an element to disengage from the enemy while maintaining suppressive fire to avoid becoming decisively engaged.

Steps

  1. Leader announces intent to break contact.
  2. Assign a base-of-fire element (e.g., buddy-team, fireteam, or larger).
  3. Base-of-fire takes hasty cover and suppresses enemy.
  4. Other elements bound to the rear under fire protection.
  5. Deploy smoke to conceal movement.
  6. On signal, base-of-fire element bounds back to new position.
  7. Repeat until disengagement is complete.
FM/BG-1064 - Reaction to far ambush via Platoon Commander (≤45)

A far ambush occurs when the enemy is over 50 meters away. Immediate fire and coordination enable manoeuvre to neutralize the threat.

Actions

  • If in the kill zone:
    • Return fire and move to cover.
    • Target enemy high-volume weapons (e.g., MGs).
    • Deploy smoke to obscure friendlies or enemy line of sight.
  • If outside the kill zone:
    • Move via cover to flank and assault.
    • Inform base-of-fire team before initiating assault to avoid friendly fire.
FM/BG-1063 - Reaction to near ambush via Platoon Commander (≤45)

A near ambush occurs when the enemy is within grenade-throwing distance. Immediate aggression is essential to survive and suppress the ambush.

Actions

  • If in the kill zone:
    • Return fire immediately.
    • Throw grenades or smoke.
    • Assault enemy position swiftly once cover is created.
  • If outside the kill zone:
    • Provide suppressive fire on enemy position.
    • Shift or cease fire when friendlies assault to avoid fratricide.
FM/BG-1055 - Squad Leader: Reaction to contact via Platoon Commander (≤45)

The Squad Leader manages the squad’s response to contact by gaining fire superiority, reporting upwards, and deciding whether to hold, manoeuvre, or break contact.

Actions

  • Achieve fire superiority.
  • Confirm fireteams are reacting appropriately.
  • Report contact to the Platoon Commander when possible:
  • Prioritize squad command over reporting if needed.
  • Assess the position:
    • Hold if viable.
    • Manoeuvre fireteams using bounding overwatch if needed.
    • Break contact if untenable.
  • Coordinate with adjacent squads and listen for higher orders.
  • Monitor flanks and casualty status via Squad Medic.
FM/BG-1054 - Fireteam Leader: Reaction to contact via Platoon Commander (≤45)

The Fireteam Leader is responsible for quickly assessing the situation and ensuring their team responds effectively to sudden enemy contact.

Actions

  • Order team to move to covered or concealed positions.
  • Identify and report the enemy's position to the Squad Leader.
  • Begin engaging the enemy.
  • Direct team fire as needed.
  • Prepare to manoeuvre as ordered by the Squad Leader.
FM/BS-1508 - Issue fire control orders via Platoon Commander (≤45)

Fire Control Orders are used to rapidly direct and coordinate fires within an element. Orders follow the GRIT format to ensure clarity, speed, and shared understanding. 

  • Group: Identify who is to fire. This may be a specific individual, buddy team, fireteam, or the entire element.
  • Range: State the range to the target, either as an exact distance or a reference (e.g. “close”, “far”, landmark-based).
  • Indication: Clearly indicate the target using clock direction, bearings, tracers, terrain features, or reference points.
  • Type of Fire: Specify rate of fire FM/G139 - Fire control.

FM/G227 - Commanding an ambush via Platoon Commander (≤45)

FM/BG-1062 - Conducting a convoy or vehicle ambush via Platoon Commander (≤45)

Convoy ambushes must prevent vehicles from escaping the kill zone and neutralize armoured threats rapidly.

Tactics

  • Prioritize disabling the lead, then the rear vehicle.
  • Engage soft targets by aiming for tires and drivers.
  • Eliminate armored threats immediately—double up AT gunners if possible.
  • Stay clear of wreckage due to secondary explosions.
  • Use decoy vehicles to bait convoys into halting.
FM/BG-1061 - L-Shaped ambush via Platoon Commander (≤45)

An L-shaped ambush uses two elements forming a right angle, enabling simultaneous frontal and flank fire into the kill zone.

Advantages

  • Highly effective due to crossfire.
  • Even a single flanking rifleman or marksman significantly increases ambush lethality.
  • Can be employed by varied team sizes and roles.
Visual representation of an L-shaped ambush

Above: Visual representation of an L-shaped ambush

FM/BG-1060 - Linear ambush via Platoon Commander (≤45)

The linear ambush positions all friendly elements in a single firing line parallel to the enemy's expected path of travel. It is fast to set up and commonly used in hasty situations.

Considerations

  • Works well with limited time and mobility.
  • A longer line reduces enemy cover options.
  • Avoid excessive spacing—ambushed enemies should not be able to breach the line.
Visual representation of a linear ambush

Above: Visual representation of a linear ambush

FM/BG-1059 - Use of explosives in ambushes via Platoon Commander (≤45)

Explosives can significantly increase the effectiveness of an ambush by shaping the engagement area, restricting movement, and amplifying initial impact. Their placement should support both the ambush plan and the terrain.

Key considerations:

  • Safe approach route
    • Identify and use a route into the ambush position that avoids friendly explosive hazards
    • Ensure all elements can enter and occupy positions safely
  • Cover denial
    • Identify likely enemy cover (e.g. walls, vehicles, trees)
    • Use explosives to reduce or negate protection, limiting the enemy’s ability to react
  • Enemy avenue of approach
    • Assess likely routes the enemy will take into the ambush area
    • Position explosives to engage targets as they enter or pass through the kill zone
  • Blocking elements
    • Prevent withdrawal or manoeuvre out of the kill zone
    • Use terrain, obstacles, or explosives to close exits and fix the enemy in place
  • Use of terrain
    • Exploit natural features (e.g. chokepoints, narrow routes, ridgelines)
    • Funnel the enemy into confined or predictable movement corridors
FM/BG-1058 - Fundamentals of ambushes via Platoon Commander (≤45)

An ambush is a surprise attack from concealment against a moving or halted enemy. Ambushes capitalize on surprise and firepower to destroy or disrupt enemy elements.

Key Elements

  • Friendly Positioning: Use concealment and elevation to maximize survivability and lethality.
  • Kill Zone: Select open terrain with minimal cover; ensure clear, overlapping fields of fire.
  • Initiation of Fire: Initiated by the leader, usually with a verbal warning. Fire must be immediate, heavy, and accurate.

Contingency: If fire is accidentally initiated early, all elements must immediately engage to salvage effectiveness.

FM/G228 - Counter sniper tactics via Platoon Commander (≤45)

FM/BG-1067 - Locating a sniper using crack/bang method via Platoon Commander (≤45)

The crack/bang method uses sound delay between bullet crack and muzzle blast to estimate sniper range and direction.

Technique

  • Listen for the supersonic "crack" of the round, followed by the "bang" of the rifle.
  • Long delay = distant shooter; short delay = closer shooter.
  • Use the muzzle blast direction to orient toward the shooter.
FM/BG-1065 - General reaction to sniper fire via Platoon Commander (≤45)

Snipers pose a long-range precision threat. Quick movement, cover usage, and coordinated suppression are key to survival.

Actions

  • Identify direction of fire and seek hard cover.
  • If sniper fire is suspected, call out "Sniper!" to alert others.
  • If exposed, move unpredictably and avoid direct paths.
  • Relay sniper’s position to friendly elements; use map marking if possible.
FM/BG-1066 - Team response to snipers via Platoon Commander (≤45)

Snipers are best countered by coordinated team action rather than individual efforts. Flanking and suppression are critical.

Best Practices

  • Suppress suspected sniper positions if feasible.
  • Flank as a team to neutralize threat.
  • Avoid peeking from the same spot repeatedly.
  • Use smoke to conceal intended movement route, not current position.
Visual representation of how to utilise smoke in a counter sniper situation

Above: Visual representation of how to utilise smoke in a counter sniper situation

FM/G229 - Air threat response via Platoon Commander (≤45)

FM/BG-1069 - Defending against helicopter attack via Platoon Commander (≤45)

Rotary-wing aircraft are the most dangerous CAS threat due to precision and persistence. Prevention through stealth is preferred.

Best Practices

  • Avoid detection via low, concealed movement routes.
  • If equipped with AA assets, engage helicopters on approach.
  • If no AA is present, rely on concealment and avoid engagement unless certain of success.
  • Engage low-and-slow helicopters only when confident in a kill.
FM/BG-1070 - Defending against jet attack via Platoon Commander (≤45)

Jets are fast-moving threats that rely on visual detection and powerful area-of-effect weapons. Survivability depends on movement and concealment.

Best Practices

  • Move perpendicular to attack run to throw off aim.
  • Use reverse slopes to block line of sight and reposition after each pass.
  • Avoid exposure, jets struggle to detect infantry at speed.
FM/BG-1068 - Reaction if spotted by air via Platoon Commander (≤45)

If spotted by enemy aircraft, quick dispersion and terrain masking reduce casualties from guided or area-effect weapons.

Actions

  • Spread out immediately, avoid clustering.
  • Move to terrain that limits aircraft attack angles: forests, urban areas, reverse slopes.
  • Only engage aircraft with small arms if escape or survival depends on it.

FM/G230 - Indirect Fire threat response via Platoon Commander (≤45)

FM/BG-1072 - Countering enemy indirect fire via Platoon Commander (≤45)

Indirect fire threats can be neutralized through accurate location, counter-battery efforts, or direct assault.

Countermeasures

  • Call for counter-battery or CAS if available.
  • Mortar positions can sometimes be attacked directly.
  • Use triangulation with separated elements and compass bearings to identify artillery source.
  • Expect delayed repeat barrages—stay in cover until confirmed clear.
FM/BG-1071 - Reaction to indirect fire via Platoon Commander (≤45)

Artillery and mortars can inflict heavy casualties. Early warning, rapid response, and dispersion are key to survival.

Actions

  • Stay alert for distant firing sounds or incoming shells.
  • Shout "Incoming!" at the first sign of artillery to warn others.
  • If static, spread out and take cover immediately.
  • If mobile, follow the element leader’s direction to escape impact area.

FM/G232 - Leading team/squad formations via Platoon Commander (≤45)

FM/BS-1424 - Use a peel manoeuvre when appropriate via Platoon Commander (≤45)

Use a peel when moving laterally in relation to the enemy positions to always have firepower aimed at the enemy, and splitting the element would be detrimental to the engagement.

FM/BS-1423 - Use bounding overwatch when appropriate via Platoon Commander (≤45)

Use bounding overwatch when moving towards or away from enemy positions to always have firepower aimed at the enemy.

Explicitly set the distance between bounds in function of what is desired:

  • Larger distances are faster
  • Shorter distances are safer and more effective when engaging the enemy
FM/BG-1076 - Leadership positioning in formations via Platoon Commander (≤45)

Leader roles and positions differ by echelon.

  • Squad Leaders “push” fireteams from centre or rear.
  • Fireteam Leaders “pull” teams by leading from the front.
FM/BG-1074 - Purpose and flexibility of formations via Platoon Commander (≤45)

Formations guide positioning to support cohesion and control. They are adaptable, not rigid templates.

Principles:

  • Use formations as a baseline, not a constraint.
  • Leaders must understand strengths and weaknesses of each formation.
  • Precision is less important than practicality, adapt to terrain and threat.
FM/BS-1422 - Utilise an appropriate formation via Platoon Commander (≤45)

Utilise an appropriate formation considering the following factors:

  • Speed
  • Expected direction of contact
  • Terrain
  • Desired profile (stealth)
  • Difficulty of maintaining and steering the formation
FM/BG-1075 - Multi-level formation stacking via Platoon Commander (≤45)

Formations can be layered across command levels with Platoons, squads, and fireteams each using different formations. Each leader determines formation appropriate to their level to enables flexibility without micromanagement.

FM/BG-1077 - Issuing formations with relative offsets via Platoon Commander (≤45)

Use simple, relative directions when ordering formations.

  • Reference direction of movement, not bearings.
  • Use “front, left, right, rear” to describe offsets.
FM/BG-1078 - Controlling formations in movement via Platoon Commander (≤45)

Formation control ensures spacing and cohesion throughout movement.

  • Leaders correct deviations using clear, relative directions.
  • Control is maintained by the formation’s overall leader.
FM/BG-1079 - Responsibilities of leading elements via Platoon Commander (≤45)

Leading elements set the pace and direction.

  • Guide movement based on orders.
  • Prevent outpacing of trail elements.
  • Maintain observation forward and to flanks.
  • Provide point element if needed.
FM/BG-1080 - Responsibilities of trail elements via Platoon Commander (≤45)

Keep proper spacing and offset from lead.

  • Communicate speed/distance issues.
  • Observe sectors based on offset:
    • Left offset = watch left/front
    • Right offset = watch right/front
    • Rear = observe rear
    • Share rear security if no dedicated element

FM/G233 - Crossing danger areas via Platoon Commander (≤45)

FM/BG-1081 - Recognising danger Areas via Platoon Commander (≤45)

Danger areas are terrain features that expose friendly forces to heightened risk from enemy fire.

These may include:

  • Bridges, streams, open lanes, streets, or other open spaces.
  • Often observed or covered by enemy forces, including snipers or machine gunners.

Danger areas must be identified early and treated with deliberate caution.

FM/BG-1082 - Principles of crossing danger areas via Platoon Commander (≤45)

Crossing a danger area is conducted using bounding overwatch principles.

  • Cross in small elements to avoid detection and reduce exposure.
  • Maintain continuous security throughout the process.
  • Movement techniques used are an extension of basic infantry manoeuvre principles.
FM/BG-1083 - Danger area crossing procedure via Platoon Commander (≤45)

Step 1: Establish security

  • Form a security element to cover the danger area before attempting to cross.
  • Use at least half the force to provide overwatch.
  • Ensure wide spacing to reduce visibility.
  • Security observes flanks, rear, and the danger area itself.

 

Step 2: Scout the far side

  • Send a scout element to cross and clear the far side.
  • Typically fireteam-sized.
  • Conduct limited penetration to check for threats.
  • Provide overwatch for main body during their crossing.

 

Step 3: Controlled crossing

  • Once scouts report clear, remaining elements cross sequentially.
  • Cross one element at a time.
  • Maintain spacing and speed.
  • Do not bunch up or rush the crossing.

 

Step 4: Consolidate after crossing

  • Once all elements are across, regroup and continue the mission.
  • Re-establish control and situational awareness.
  • Ensure no one is left behind or disoriented.
FM/BG-1084 - Crossing under fire via Platoon Commander (≤45)

If taking fire during the crossing, shift to emergency reaction techniques.

  • Deploy smoke to obscure movement.
  • Use suppression fire to cover crossing elements.
  • Maintain aggressive momentum to clear the area quickly.

FM/G315 - Maintaining combat effectiveness via Platoon Commander (≤45)

FM/BS-1415 - Maintain cohesion via Platoon Commander (≤45)
  • Prevent people or elements from wandering off
  • Actively steer people when needed
  • Allow for looser formations when in low risk areas, as maintaining strict cohesion takes energy that is better used when in combat
FM/BS-1416 - Deal with casualties via Platoon Commander (≤45)

When taking a casualty, focus on winning the engagement as the primary priority:

  • If stationary, ensure the minimally needed amount of people are working on the casualty, and only if those people are not needed for the engagement
  • If moving, ensure the movement continues, taking the casualty along deferring treatment to after the movement is complete

When the situation allows, transfer the casualty to higher levels of care, unburdening the element.

FM/BS-1417 - Manage supplies via Platoon Commander (≤45)
  • Ensure people have access to enough supplies to sustain the current pace of combat, taking into account the speed at which new supplies can be delivered.
  • Proactively request resupply as soon as a need can be anticipated, allowing for the maximum amount of time for the supply chain to work. 
  • Share supplies to maintain all-around fighting ability
  • Limit the usage of supplies when running short
FM/BG-1406 - Equipment load spreading via Platoon Commander (≤45)

An element can only move as fast as the heaviest person. This means that, to the greatest extent possible, all equipment should be distributed among the members of the element, to equalise weight.

A couple of examples:

  • Have people carry their own PAK and other medical supplies
  • Distribute ammo between members, instead of having the dedicated roles carry everything. This includes ammo that might not be usable by the person carrying it

FM/G234 - Team tactics key definitions via Platoon Commander (≤45)

FM/BG-1085 - Supression via Platoon Commander (≤45)

Suppression uses accurate, sustained fire to force the enemy to take cover and prevent them from effectively returning fire.

  • Effective only if the enemy believes exposure will result in death or injury.
  • Fixes the enemy in place, enabling manoeuvre by friendly elements.
FM/BG-1086 - Base of fire element via Platoon Commander (≤45)

The base-of-fire provides suppressive fire to support manoeuvre elements.

  • Ideally composed of troops with automatic weapons or machineguns.
  • Positioned for good observation and fields of fire.
  • May include multiple overlapping bases or support from vehicles.
FM/BG-1087 - Manoeuvre element via Platoon Commander (≤45)

The manoeuvre element flanks or closes with the enemy under cover of the base-of-fire.

  • Executes movement to contact, assault, or flank.
  • Destroys the enemy using fire & movement tactics.
FM/BG-1088 - Fire & manoeuvre via Platoon Commander (≤45)

Fire & manoeuvre is a coordinated action between base-of-fire and manoeuvre elements.

  • Base-of-fire suppresses while manoeuvre closes with the enemy.
  • Enables safe approach to contact or assault.
  • Maximizes automatic and crew-served weapon support.
FM/BG-1090 - Going firm via Platoon Commander (≤45)

"Going Firm" is used to halt friendly movement for coordination and reassessment.

  • Fireteams take up immediate defensive positions.
  • Leaders assess situation, report casualties, and issue new plans.
  • Ends with resumed movement or updated orders.
FM/BG-1091 - Security via Platoon Commander (≤45)

Security ensures 360° awareness and prevents surprise attacks.

  • Must be maintained during halts, movement, and contact.
  • Includes visual scanning, covering blind spots, and rear/flank observation.
FM/BG-1089 - Fire and movement via Platoon Commander (≤45)

Fire & movement occurs when assaulting within close range of the enemy.

  • Used when base-of-fire can no longer provide effective support.
  • Involves buddy bounds or individual rushes.
  • Usually begins naturally once under effective enemy fire or within grenade range.

FM/G235 - Smoke employment via Platoon Commander (≤45)

FM/BG-1093 - Types of smoke delivery via Platoon Commander (≤45)

Four primary smoke delivery methods are available:

  • Hand Smoke Grenades: Short-range, quick concealment for infantry
  • Grenade Launcher Smoke: Mid-range concealment or marking via UGL
  • Vehicle Smoke Dischargers: Instant, directional smoke for vehicles
  • Artillery Smoke Rounds: Long-lasting, wide-area concealment via WP

Coloured smoke is also used for signalling (e.g., marking friendlies or enemy positions for CAS).

FM/BG-1092 - Purpose of smoke via Platoon Commander (≤45)

Smoke provides on-demand concealment and can be used to:

  • Mask friendly movement or positions
  • Obscure enemy observation or fire
  • Deceive enemy forces
  • Signal to friendly units or aircraft

Correct integration of smoke enhances survivability and effectiveness.

FM/BG-1094 - Smoke roles via Platoon Commander (≤45)

Screening Movement

  • Used to obscure enemy vision and reduce effective fire during movement.
  • Often used to extract wounded or reposition under contact
  • Enemy may fire blindly into smoke, but with reduced accuracy
  • Must be well-timed and well-placed to be effective 

Masking Enemy Fire

  • Smoke placed directly on enemy positions can suppress their fire.
  • Effective against bunkers, machine guns, or snipers
  • Useful during assaults to degrade high-threat defenders

 Deception

  • Used to mislead the enemy and draw fire away from the actual manoeuvre.
  • Can trigger enemy responses or reveal their positions
  • Creates uncertainty and divides attention during key moments

Signalling

  • Used when visual cues are needed between units or for air-ground coordination.
  • Can mark friendly or enemy positions
  • Can identify landing zones
  • Can convey pre-arranged signals in radio-silent environments

FM/G237 - Attacking theory via Platoon Commander (≤45)

FM/BG-1113 - Security element role via Platoon Commander (≤45)

Security elements screen the assault from external threats:

  • Protect flanks and rear from enemy reinforcements or counterattacks
  • Can be integrated into the support element
  • Key for maintaining operational integrity during larger attacks
FM/BG-1112 - Support element role via Platoon Commander (≤45)

The support element (base of fire) enables assault by suppressing the enemy:

  • Provides high volume of fire, typically using crew-served weapons
  • Should comprise 2/3 of the force
  • Must shift or cease fire as assault teams close in
FM/BG-1111 - Assault element role via Platoon Commander (≤45)

The assault element closes with and destroys the enemy using fire and movement:

  • Use covered routes to stay concealed
  • Attack aggressively, maintain momentum
  • Leave casualties to follow-on forces to avoid stalling
FM/BG-1110 - Applying OCOKA in the attack via Platoon Commander (≤45)

Observation & Fields of Fire

  • Choose support positions with visibility but avoid obvious spots
  • Consolidate ARs for better support-by-fire (SBF)
  • Identify observation posts for recon or coordination
  • Evaluate enemy overwatch and cover areas
  • Use smoke or stealth to bypass dangerous ground

Cover & Concealment

  • Assess enemy cover to anticipate positions
  • Use available micro-terrain for movement
  • Urban and dense terrain increases risk and slows assaults
  • Open terrain allows better coordination and support

Obstacles

  • Identify obstacles and plan how to bypass or breach them
  • Use satchels or AT to clear paths if needed
  • Expect enemy to cover obstacles—use smoke to mask approach

Key or Decisive Terrain

  • Seize vantage points, mission objectives, or tall structures
  • Expect heavier enemy presence on decisive ground
  • Exploit terrain to limit enemy strength or visibility

Avenues of Approach

  • Choose concealed approaches when possible
  • Identify opportunities for feints or unexpected routes
  • Multiple simultaneous approaches can overload enemy response
  • Unlikely or audacious routes may catch the enemy off-guard
FM/BG-1109 - Flexibility in execution via Platoon Commander (≤45)

No plan survives first contact. Leaders must remain flexible and ready to adapt to unexpected resistance or opportunity. Maintain the initiative by shifting tactics mid-attack when necessary.

FM/BG-1108 - Surprise as a force multiplier via Platoon Commander (≤45)

Surprise can outweigh preparatory fires. A fast, violent, unexpected attack may disorganize the enemy more effectively than bombardment. The decision to prioritize surprise over preparation lies with the assault commander.

FM/BG-1107 - Preparatory fires via Platoon Commander (≤45)

Preparation involves striking the objective with available firepower, artillery, mortars, CAS, or heavy weapons prior to the assault. Targets should be based on recon intel. Fires should ideally continue during the assault and shift just before the assaulting element reaches the objective to maximize confusion and shock.

FM/BG-1106 - Isolation of the objective via Platoon Commander (≤45)

Isolation prevents the enemy from reinforcing or retreating. This can be achieved through:

  • Positioning heavy weapons to cover likely escape routes
  • Pre-plotting artillery on fall-back routes
  • Using deception, such as leaving a gap to bait retreat

Isolation is not always perfect, but should be attempted as thoroughly as possible using recon and terrain advantage.

FM/G238 - Defending theory via Platoon Commander (≤45)

FM/BG-1120 - Applying OCOKA in defence via Platoon Commander (≤45)

Observation & Fields of Fire

  • Position weapons to cover expected approaches with interlocking fire
  • Use elevation and open terrain for long sightlines
  • Assign sectors and clear kill zones of obstruction

Cover & Concealment

  • Select terrain that offers protection and concealment
  • Use fortifications and camouflage to reduce visibility
  • Prepare alternate firing positions

Obstacles

  • Use terrain, wire, or mines to channel enemy movement
  • Cover obstacles with direct or indirect fire
  • Avoid blocking friendly fields of fire

Key or Decisive Terrain

  • Hold terrain that controls movement or offers advantage (e.g. high ground)
  • Reinforce positions likely to be attacked
  • Use terrain to protect flanks and enable movement

Avenues of Approach

  • Identify all likely enemy routes
  • Funnel the enemy into kill zones
  • Maintain security on flanks and rear
FM/BG-1119 - Principles of defending via Platoon Commander (≤45)
  • Security: Observation of all avenues of approach must be maintained. Sentries, OPs, and rear/flank watch are essential. Without 360° awareness, the defense is vulnerable to surprise and flanking. 
  • Positioning: Every position should offer cover from fire, concealment from observation, and effective fields of fire. Terrain and fortifications must be used to the defender’s advantage, while minimizing exposure to likely threat angles. 
  • Depth: A layered defense absorbs shocks and enables fallback. Forward elements slow the enemy, while reserves counterattack or hold rear lines. Depth provides both resilience and flexibility. 
  • Mutual Support: Defensive positions must overlap in fields of fire, allowing them to support one another. No position should be isolated; any attack on one should trigger fire from others. 
  • Flexibility: Plans must account for contingencies. Have fallback positions, repositioning routes, and mobile reserves. Defenses that cannot adapt are easily overrun.

FM/G236 - Firefight theory via Platoon Commander (≤45)

FM/BG-1053 - Leadership actions post combat via Platoon Commander (≤45)

Establish security immediately

  • Secure the area with 360° coverage.
  • Clear enemy combatants and occupy strong positions.

Conduct status and ACE reports

  • Collect SITREPs and ACE Reports from all elements.
  • Determine remaining combat capability.

Address casualties and medical needs

  • Confirm medics are treating wounded effectively.
  • Avoid clustering around aid stations; establish triage.

Reorganize and redistribute

  • Reassign leadership if casualties occurred.
  • Merge understrength teams as needed.
  • Redistribute key equipment and ammunition.

Prepare for the next objective

  • Once stabilized, determine the next phase of the mission.
  • Rebrief units if needed and resume movement with discipline.
FM/BG-1101 - When to transition to an assault via Platoon Commander (≤45)

If flanking fails or is infeasible, a direct assault may be necessary. Pincer movements (simultaneous flank and front assaults) maximize shock and reduce exposure.

FM/BG-1102 - When to transition to a defence via Platoon Commander (≤45)

If manoeuvre becomes unfeasible, adopt a defensive posture:

  • Use strong terrain
  • Cover likely approaches
  • Establish overlapping sectors

Transition to defence is not permanent, readiness to counterattack remains key.

FM/BG-1103 - When to disengage via Platoon Commander (≤45)

If the enemy cannot be flanked or defeated, disengage under cover of smoke or suppressive fire. Withdraw in bounds to prevent pursuit and reposition for advantage.

FM/G85 - Bandages

FM/BG-436 - Introduction to Bandages

All personnel are equipped with bandages to provide initial treatment for wounds until they can receive more advanced medical care. There are four distinct types of bandages, each varying in the time required for application and the duration of effectiveness. 

  • Elastic bandages are recommended for situations where quick application is crucial, despite their lower durability. 
  • QuikClot bandages are best for long-lasting wound protection, offering the highest endurance. 
  • Packing bandages present a balanced option, optimising for application speed, wound coverage, and durability.
FM/BG-437 - Field Dressings (Basic Bandage)

Field dressings also known as Bandage (Basic) are the most fundamental type of bandages available to us, primarily used for managing low-priority wounds quickly, as well as for treating crush and puncture wounds effectively.

A Field Dressing as seen in the inventory

Above: A Field Dressing as seen in the inventory

FM/BG-438 - Elastic Bandages

Elastic bandages are valued for their rapid application and effectiveness in temporarily closing wounds. They are often the preferred choice in scenarios involving severely injured individuals or mass casualty incidents because of their speed of use. However, their low durability means they must be replaced frequently. Since they do not promote blood coagulation, once they come off, bleeding is likely to restart.

A Elastic Bandage as seen in the inventory

Above: A Elastic Bandage as seen in the inventory

FM/BG-439 - Packing Bandages

Packing bandages, although not quite as efficient as elastic bandages in closing wounds, offer significantly greater durability. This feature makes them ideal for situations where a medic is unable to suture wounds promptly. Like elastic bandages, packing bandages also do not promote blood coagulation.

A Packing Bandage as seen in the inventory

Above: A Packing Bandage as seen in the inventory

FM/BG-440 - QuickClot Bandages

QuikClot bandages are notably less efficient at closing wounds compared to elastic bandages, requiring more time and patience for application. This makes them a slower option than both elastic and packing bandages. However, QuikClot bandages offer significant advantages: they are durable and facilitate blood coagulation, allowing for a "set and forget" approach to wound care. This characteristic is especially valuable in scenarios with fewer wounds or when Combat Life Savers (CLS) or medical personnel are not immediately available. It's important to note, however, that QuikClot bandages are slightly less effective on crush and laceration wounds.

A QuickClot Bandage as seen in the inventory

Above: A QuickClot Bandage as seen in the inventory

FM/G86 - Basic Medical Equipment

FM/BP-386 - Era's and technological capability

All loadouts contain sights and equipment which are appropriate to the timeframe and technological advancement of the faction being simulated, there are 4 standard faction-eras and certain standards apply in each area, but those standards may be limited (downward only) by a factions technological capability;

  • E1 Pre-cold war (1930s-1960s)
    • radios only in communications and leadership roles
    • no GPS
    • no BFT
    • limited mapping
    • limited optics (only for marksmanship roles) 
    • limited medical equipment
      • no accuvac
      • no AED(x)
      • no amiodarone
      • no EACA
      • no fentanyl
      • no KingLT
      • no lidocaine
      • no pulse oximeter
      • no TXA
  • E2 Cold-war (1960s-1990s)
    • radios limited and typically not at the personal level
    • no GPS
    • no BFT
    • limited medical equipment
      • no accuvac
      • no AED(X)
      • no amiodarone
      • no KingLT
      • no lidocaine
      • no pulse oximeter
  • E3 Modern (1990s-2020s)
    • personal radios
    • GPS for leadership and logistics roles only
    • BFT at Platoon HQ or higher
      • in addition some high tech, or special force factions may have BFT for Squad HQ (at the discretion of unit command). 
  • E4 Future (2020s-2040s)
    • personal radios
    • personal GPS
    • BFT at Squad HQ or higher
    • Night vision devices permitted in the arsenal
FM/BP-397 - Role specific: Medics

Combat Life Saver

A CCL including the following additional items:

EquipmentMinimumOptimal
Elastic Bandage20x40x
Packing Bandage10x20x
Quikclot10x20x
Epinephrine Auto Injector4x8x
Guedel Tube2x8x
Morphine Auto Injector2x8x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
Ammonium Carbonate1x4x
Combat pill pack2x4x
Purple Smoke Grenade2x2x

Combat Medic

A CCL including the following additional items:

EquipmentMinimumOptimal
16g IV4x10x
Elastic Bandage20x40x
Packing Bandage10x20x
Quikclot10x20x
Blood (1000ml)5x5x
Blood (500ml)5x5x
Blood (250ml)Optional10x
Epinephrine Auto Injector2x10x
King LT2x8x
Morphine Auto Injector2x10x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
Ammonium Carbonate1x4x
Combat pill pack2x4x
Scalpel5x10x
Retractor1x1x
Clamp1x1x
Bone Plate5x10x
Purple Smoke Grenade2x2x

Squad Medic

As per Combat Medic, with the following changes:

  • Norepinephrine: +4 units minimal, +8 units optimal.
  • Phenylephrine: +4 units minimal, +6 units optimal.
  • Nitroglycerin: +2 units minimal, +8 units optimal.
  • Pulse Oximeter: +1

 

Platoon Medic

A CCL including the following additional items:

EquipmentMinimumOptimal
16g IV4x10x
Accuvac1x1x
Automated External Defibrillator1x1x
Elastic Bandage20x40x
Packing Bandage10x20x
Quikclot10x20x
Blood (1000ml)5x5x
Blood (500ml)5x5x
Blood (250ml)Optional5x
BodybagOptional1x
EACA4x10x
Epinephrine Auto Injector2x10x
FentanylOptional4x
Field Blood Transfusion Kit (250ml)Optional2x
Field Blood Transfusion Kit (500ml)Optional2x
KingLT2x8x
Morphine Auto Injector2x10x
Norepinephrine4x8x
Phenylephrine4x6x
Nitroglycerin2x8x
Pulse Oximeter1x1x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
TXA4x8x
Ammonium Carbonate1x4x
Combat pill pack2x4x
Scalpel5x10x
Retractor1x1x
Clamp1x1x
Bone Plate5x10x
Purple Smoke Grenade2x2x

SF Medic

A CCL including the following additional items:

EquipmentMinimumOptimal
16g IV4x10x
AED-X1x1x
Amiodarone2x6x
Elastic Bandage20x30x
Packing Bandage10x20x
Quikclot10x20x
Blood (1000ml)5x5x
Blood (500ml)5x5x
Blood (250ml)Optional5x
BodybagOptional1x
EACA4x6x
Epinephrine Auto Injector2x10x
FAST IO2x6x
Field Blood Transfusion Kit (250ml)Optional2x
Field Blood Transfusion Kit (500ml)Optional2x
KingLT2x8x
Lidocaine2x6x
Morphine Auto Injector2x10x
Norepinephrine4x8x
Phenylephrine4x6x
Nitroglycerin2x8x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
TXA4x8x
Ammonium Carbonate1x4x
Combat pill pack2x4x
Scalpel5x10x
Retractor1x1x
Clamp1x1x
Bone Plate5x10x
Purple Smoke Grenade2x2x

Technicians from a Medical Emergency Response Team (MERT) and Combat Medical Team (CMT)

All roles must contain a CCL in addition to:

  • MERT roles may in addition include Flight Crew uniforms/helmets
EquipmentMinimumOptimal
16g IV4x10x
Accuvac1x1x
AED-X1x1x
Amiodarone2x6x
Elastic Bandage20x40x
Packing Bandage10x20x
Quikclot10x20x
Blood (1000ml)5x5x
Blood (500ml)5x5x
Blood (250ml)Optional5x
BodybagOptional1x
EACA4x10x
Epinephrine Auto Injector4x10x
FAST IO2x6x
FentanylOptional4x
Field Blood Transfusion Kit (250ml)Optional2x
Field Blood Transfusion Kit (500ml)Optional2x
KingLT2x8x
Lidocaine2x6x
Morphine Auto Injector2x10x
Norepinephrine4x8x
Phenylephrine4x6x
Nitroglycerin2x8x
Pulse Oximeter1x1x
Splint6x6x
Tourniquet8x10x
TXA4x8x
Ammonium Carbonate1x4x
Combat pill pack2x4x
Scalpel5x10x
Retractor1x1x
Clamp1x1x
Bone Plate5x10x
Purple Smoke Grenade2x2x

MERT/CMT Leader/Officer

  • Long Range Radio
  • CCL
  • The same medical equipment as the technicians above.
FM/BG-441 - Tourniquets

Tourniquets are used to restrict blood flow to an injured limb, effectively halting bleeding as a temporary measure. This is particularly useful in situations where a casualty has multiple wounds, allowing you to prioritise which injuries to address first. 

However, tourniquets also have drawbacks: they make it impossible to check the pulse or blood pressure in the affected limb. Moreover, if left in place for an extended period, they can cause significant pain. Additionally, tourniquets inhibit the administration of medications and the performance of blood transfusions to the injured limb.

A Tourniquet as seen in the inventory

Above: A Tourniquet as seen in the inventory

FM/BG-442 - Splints

Splints are designed to support broken limbs, enabling a partial restoration of the limb's mobility and function as a temporary solution until more comprehensive treatment can be administered.

A Splint as seen in the inventory

Above: A Splint as seen in the inventory

FM/BG-443 - Personal Aid Kits (PAK)

Personal Aid Kits (PAK) represent a significant advancement in medical technology, providing medics with the capability to fully restore a patient's vital signs and bodily functions. In practice, this means healing all wounds and mending broken limbs. However, the use of PAKs necessitates medical expertise and typically requires support from medical vehicles or facilities to ensure proper application.

A Personal Aid Kit (PAK) as seen in the inventory

Above: A Personal Aid Kit (PAK) as seen in the inventory

FM/G37 - Buddy care

FM/BG-431 - Step 1: Report
  • As soon as a person is wounded, you should immediately inform your Chain of Command about the incident and the casualty.
  • Provide a brief report that includes the number of casualties and the location, which will help in planning an immediate medical response.
  • Use clear and concise communication to ensure the message is understood.
FM/BG-430 - Step 2: Secure
  • Prioritise safety by first winning the firefight to reduce further risk to yourself and the casualty.
  • If the situation is too dangerous to administer first aid on the spot, use the ace interaction to drag or carry the casualty to a safer location, such as behind cover or a concealed area away from immediate threat.
FM/BG-432 - Step 3: Immediate Treatment (B.A.B.E)

Bleeding

  • Quickly apply tourniquets to bleeding limbs or bandages if no other areas are wounded. 
  • Aim for this to take no longer than 30 seconds. 
  • If there's significant blood loss, call for advanced medical help.

Airway: Check the airway in the medical menu. 

  • If occluded, turn the head until it's clear. 
  • If obstructed, hyperextend the head within 2 meters to maintain clearance.

Beating Heart:

  • Check pulse
  • If there's no heart rate
    • Perform CPR for two minutes by selecting it when the chest is highlighted. 
    • Re-check the pulse afterward.

Evacuation

  • Move the casualty to a Casualty Collection Point (CCP) for medical personnel to take over.
An infographic summarizing first aid procedures for bleeding control, airway management, resuscitation, and casualty evacuation, with specific instructions for severe blood loss and shock treatment.

Above: An infographic summarizing first aid procedures for bleeding control, airway management, resuscitation, and casualty evacuation, with specific instructions for severe blood loss and shock treatment.

FM/BG-433 - Step 4: Treat Other Injuries

After addressing life-threatening bleeding and airway issues, assess the casualty for other injuries.

  • Start with untreated wounds on the head and chest. 
    • Bandage these areas thoroughly because you can't use tourniquets here, and injuries to these regions can be critical.
  • Move on to limbs with the least severe wounds. 
    • This helps to stabilise the casualty but also streamlines the process for incoming medical personnel.
  • After bandaging, if you identify any broken limbs, apply splints.
FM/BG-434 - Step 5: Monitor

Continue to monitor the casualty's condition by regularly checking their breathing, bleeding, and consciousness.

  • Repeat the treatments from Steps 3 and 4 as necessary this includes;
    • checking and reapplying bandages
    • ensuring airways remain clear
    • monitoring for signs of circulation.
  • Stay with the casualty until they regain consciousness or until medical personnel arrive. 
  • Provide updates to medical personnel upon their arrival and assist as directed.

If you are instructed by medical personnel or your duties require you to rejoin your unit, ensure that the casualty is left in capable hands before departing.

FM/BS-167 - Give first aid to an unconscious patient

When giving first aid to a patient, follow the following steps:

  • Minimize long term blood loss in 30 seconds or less (time it takes to apply 4 tourniquets or 3 bandages)
    • if unsure, tourniquet wounded limbs
  • Manage the airway
  • Perform further treatment as needed

FM/G87 - Dealing with wounds

FM/BG-444 - Types of wounds

Abrasions (or scrapes)

  • They occur when the skin is rubbed away by friction against another rough surface.
  • Sources: falling, vehicle crashes.
  • Effects: pain - extremely light, bleeding - extremely slowly.

Avulsions

  • Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe.
  • Sources: explosions, vehicle crashes, grenades, artillery shells, bullets, backblast.
  • Effects: pain - extremely high, bleeding - extremely fast (depends on wound size).

Contusions (Bruises)

  • Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin.
  • Sources: bullets, backblast, vehicle crashes, falling.
  • Effects: pain - light, no bleeding.

Crush wounds (crushed tissue)

  • Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
  • Sources: falling, vehicle crashes.
  • Effects: pain - light, bleeding - extremely slowly.

Cut wound

  • Slicing wounds made with a sharp instrument, leaving even edges.
  • Sources: vehicle crashes, grenades, explosions, artillery shells, backblast.
  • Effects: pain - light, bleeding - speed depends on length and size of the wound.

Lacerations (tears)

  • These are separating wounds that produce ragged edges.
  • Sources: vehicle crashes.
  • Effects: pain - light, bleeding - slow to medium speed (depends on wound size).

Velocity wounds

  • They are caused by an object entering the body at a high speed, typically a bullet or small pieces of shrapnel.
  • Sources: bullets, grenades, explosions, artillery shells.
  • Effects: pain - extremely high, bleeding - medium speed (depends on wound size).

Puncture wounds

  • Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
  • Sources: shrapnel, grenades.
  • Effects: pain - light, bleeding - slowly.

Fractures

  • Fractures cause pain, increased weapon sway (when arms) or inability to jog or run forcing the player into a limp (when legs). 
  • Fractures in ACE3 are not fatal. So are far lower on the priority list in regards to treatment. 
  • Focus on stabilising the patient first, then once stable, apply a splint to their fractured limb/s.
FM/BS-445 - Use the most effective bandage available to close wounds

Wherever practically possible using the correct bandage is essential for efficient wound management.

  • Elastic Bandage: Quick closure for many wounds; use when speed is key and durability isn't crucial.
  • Packing Bandage: Ideal in combat; designed for immediate bleeding control.
  • QuickClot Bandage: For non-combat situations; speeds up clotting when stitching isn't an option soon.
  • Field Dressing (Basic) Bandage: A versatile option when others aren’t available; useful for initial wound care.

Considerations

  • Situation: Combat status and resource availability.

Chooses based on the situation, wound type, and available resources for best outcomes.

FM/BS-208 - Use tourniquets to prevent blood loss from wounds

Use tourniquets to temporarily prevent bleeding from all the wounds on a limb, when individually bandaging the wounds would result in unacceptable blood loss.

FM/BS-202 - Prioritise the most severe wounds
  • Prioritise the treatment of wounds by evaluating the severity and rate of blood loss. 
  • Address the most severe wounds first to reduce overall blood loss, and then proceed to less critical wounds, employing appropriate bandaging techniques.
FM/BS-207 - Use splints to treat broken limbs

Use splints to temporarily treat broken limbs, until a personal aid kit can be used to restore full usage of the limb later.

FM/G88 - Dealing with obstructed or occluded airways

FM/BG-435 - Understanding airways

Airways can become blocked when a casualty is unconscious, when rendering first aid the airway should be checked to see if it is blocked or occluded if this is not treated, then it will result in death of the casualty.

Airways can be cleared by turning or hyperextending the head or by using other advanced medical equipment. Once clear, a patient can be placed in the recovery position.

FM/BS-163 - Assess the airway

Assess the airway with “check airways” and categorize as one of the following states:

  • Clear
  • Occluded
  • Obstructed
The location of the

Above: The location of the "Check Airway" action and the result as seen in the activity log

FM/BS-263 - Turn the head to clear an occluded airway

Turn the patient's head to clear the occluded airway of the patient if an Accuvac is not available.

Action as seen in the medical menu

Above: Action as seen in the medical menu

FM/BS-266 - Hyperextend the head to clear an obstructed airway

Hyperextend the patient's head to clear the obstructed airway of the patient, and stay within 2m of the patient during the process.

Action as seen in the medical menu

Above: Action as seen in the medical menu

FM/BS-261 - Put the patient in the recovery position to keep the airway clear

Place the patient into a recovery position to keep the airway clear, if they:

  • are stable
  • do not need to be moved

FM/G89 - Dealing with pain

FM/BG-212 - Understanding pain

Pain is typically caused by wounds and the prolonged use of tourniquets. Increased pain can effect weapon sway, stamina, vision and cause audible moaning. Combat wound medication pills can be used to suppress pain for first aid, however more advanced suppression is possible using morphine or fentanyl.

FM/BS-209 - Use Combat wound medication pill to manage pain
  • Administer or take combat wound medication pills to decrease pain by about 20%
  • Limit frequency of consumption to no more than 6 pills every 6 minutes to avoid overdosing
  • Be aware of side effects:
    • a slight increase in heart rate
    • a decrease in blood pressure

FM/G90 - Checking pulse and performing CPR

FM/BG-446 - Understanding heart rate

You can check the pulse of any non-tourniqueted bodypart and the result returned will be descriptive for non-medical personnel or an accurate value for medical personnel, the possible results are:

  • No heart rate (0)
  • Low heart rate (1-60)
  • Normal heart rate (60-100)
  • High heart rate (100+)

Some drugs will influence heart rate.

FM/BS-224 - Use CPR to restore a normal heart rate when a patient has no heart rate

After identifying a patient with no heart rate

  1. Perform CPR for at least 2 minutes (or 30 seconds as a medic)
  2. Check pulse
  3. If no heart rate, repeat

Checking a patient's pulse whilst someone else is performing CPR or checking pulse on a limb with a tourniquet placed will provide an erroneous reading. 

FM/G307 - ORBAT Construction: Element Specific Standards via Platoon Commander (≤45)

FM/BG-1509 - Interpreting ORBAT Construction Standards via Platoon Commander (≤45)

The purpose of this content is to provide policy guidance on the construction of ORBAT and the rules by which ORBATs are approved. It's important to note that these policies may be an extension of other policies, or impacted by them.

These policies are designed to cover the majority of encountered questions in ORBAT construction, although for flexibility we acknowledge that not all circumstances will be covered. In this instance, as with other policies FM/BP-859 - Doctrine Authority applies and FM/BG-614 - Operations Command (OC) is the relevant Command Unit Authority.

See FM/C149 - The UNITAF Way for more information on doctrine and what happens if a specific instance is not covered by this section.

FM/BP-1378 - Fireteam composition via Platoon Commander (≤45)
  • Consists of 4-6 people
  • Lead by a fireteam leader or the squad leader
  • Must be part of a squad
FM/BP-1379 - Squad composition via Platoon Commander (≤45)
  • Consists of 8–15 people (excludes attached elements)
  • Composed of 2–3 fireteams
    • Minimum of 2 fireteams
    • Maximum of 2 fireteams when multiple squads are present
    • Maximum of 3 fireteams if operating as a single squad
  • Maximum of 4 elements
    • Fireteams and integrated vehicles combined
    • Attached elements are not counted
  • Led by a Squad Leader
    • When a squad has 10 or more members (2 fireteams of 4–6 members), the Squad Leader must have at least 1 person under their direct command as a buddy
    • the Squad HQ element can include a maximum of 3 personnel
    • When a squad has 8–10 members, the Squad Leader does not require a buddy
  • Permitted Squad HQ roles include*
    • Up to 1 Squad Leader or Squad Commander
    • Up to 2 Radio Operator
    • Up to 1 Squad Medic
    • Up to 1 Joint Fires Observer or Forward Observer
    • Up to 1 Forward Air Controller
    • Up to 1 Designated Marksman
    • Up to 2 Combat Engineer or EOD
    • Up to 2 UAS Operator roles or equivalent
    • Up to 1 Rifleman
    • Up to 2 Ammo Bearer
    • Up to 2 Interpreter
    • Up to 1 Driver or Crewman, if the Squad HQ operates within a vehicle
    • Any Leadership Observer where required by policy in line with that policy.
  • Extra elements may be attached such as vehicles

*Should the deployment be Special Forces, any SF variant of the same role is permitted.

FM/BP-1380 - Infantry team composition via Platoon Commander (≤45)
  • Consists of 2-8 people
  • Lead by an infantry team leader
  • No fireteams, everyone under the command of the infantry team lead
FM/BP-1381 - Infantry platoon composition via Platoon Commander (≤45)
  • Consists of 26–64 people (includes attached elements)
  • Composed of 2-4 squads/infantry teams
  • Lead by a platoon leader or commander
  • Platoon HQ element may consist of a maximum of 4 extra people under direct command of the platoon leader or commander*
    • Up to 1 Platoon Commander or Platoon Leader
    • Up to 1 Platoon Sergeant
    • Up to 2 Radio Operator or Communications Specialist
    • Up to 1 Platoon Medic
    • Up to 2 Joint Fires Observer or Forward Observer
    • Up to 2 Forward Air Controller
    • Up to 2 UAS Operator roles or equivalent
    • Up to 2 Combat Engineer or Support Engineers 
    • Up to 1 EOD Specialist
    • Up to 2 Interpreter
    • Up to 1 Rifleman or Ammo Bearer for security purposes
    • Up to 1 Driver or Crewman, if the Platoon HQ operates within a vehicle
    • Any Leadership Observer where required by policy in line with that policy.
  • Extra elements (like a vehicle section) may be attached

*should the deployment be special forces, any SF variant of the same role is permitted.

FM/BP-1726 - sUAS attack team composition via Platoon Commander (≤45)

sUAS Attack Teams must be independent elements with the following composition:

  • 1 sUAS Team Leader
  • 1-4 sUAS (Attack) Operator
  • 0-4 sUAS (Recon) Operators
  • At most 6 members using the above restrictions

Teams MUST be led by the sUAS Team Leader and are directly subordinate to the FL element

FM/BP-1382 - Infantry company composition via Platoon Commander (≤45)
  • Composed of 2-4 platoons
  • Lead by a company leader
  • May have 4 extra people under direct command of the company leader
  • Extra elements (like a vehicle section) may be attached
FM/BP-1384 - Integrated vehicle team via Platoon Commander (≤45)
  • A single light vehicle can be integrated into a fireteam
  • A single AFV or light vehicle can be integrated into a squad as a separate element
  • MBTs cannot be integrated
FM/BP-1383 - Vehicle section composition via Platoon Commander (≤45)
  • Can be subordinate to a company, platoon or the highest ranked element on the ORBAT
  • Consists of 1-4 vehicles
  • Lead by a vehicle section commander
FM/BP-1385 - Logistical team composition via Platoon Commander (≤45)
  • Can be subordinate to a company, platoon or the highest ranked element on the ORBAT
  • Lead by a logistics support chief
  • Consists of 2-5 people
FM/BP-1386 - MERT composition via Platoon Commander (≤45)
  • Can be subordinate to a company, platoon or the highest ranked element on the ORBAT
  • Lead by a MERT officer
  • Consists of 2-5 people
  • Must be airborne
FM/BP-1387 - Aircrew composition via Platoon Commander (≤45)
  • Lead by a pilot
  • Contains only the crew of a single aircraft
FM/BP-1395 - Mortar/artillery section composition via Platoon Commander (≤45)
  • Can be subordinate to:
    • A mortar/artillery battery
    • A company, platoon or squad
  • Lead by a mortar/artillery section leader
  • Consists of 1-4 gun teams
FM/BP-1396 - Mortar/artillery battery composition via Platoon Commander (≤45)
  • Composed of 2-4 mortar/artillery sections
  • Can be subordinate to a company, platoon or the highest ranked element on the ORBAT
  • Lead by a Fire Support Chief
  • Does not control gun teams directly
FM/BP-1445 - Sniper team composition via Platoon Commander (≤45)
  • A sniper team can be subordinate to a company, platoon, squad, or the highest-ranked element on the ORBAT.
  • A sniper team must operate as its own independent element, led by the spotter.
  • The team consists of two personnel: a spotter and a sniper.

FM/G309 - ORBAT Construction: Slot Specific Standards via Platoon Commander (≤45)

FM/BG-1509 - Interpreting ORBAT Construction Standards via Platoon Commander (≤45)

The purpose of this content is to provide policy guidance on the construction of ORBAT and the rules by which ORBATs are approved. It's important to note that these policies may be an extension of other policies, or impacted by them.

These policies are designed to cover the majority of encountered questions in ORBAT construction, although for flexibility we acknowledge that not all circumstances will be covered. In this instance, as with other policies FM/BP-859 - Doctrine Authority applies and FM/BG-614 - Operations Command (OC) is the relevant Command Unit Authority.

See FM/C149 - The UNITAF Way for more information on doctrine and what happens if a specific instance is not covered by this section.

FM/BP-1390 - Fundamental ORBAT slot rules via Platoon Commander (≤45)
  • A slot must have the most appropriate role assigned
  • Roles that normally wouldn't make sense in a given element may still be put in for roleplaying aspects
  • No slot may be the sole slot in a group, except for:
    • mission support slots
    • pilot slots
FM/BP-1389 - Leadership roles ORBAT requirements via Platoon Commander (≤45)
  • The field leader may slot in:
    • The highest leadership role
    • The lead game master role
    • Another role that acts as the highest leadership position (vehicle section commander, flight leader,…)
  • Leadership roles must not have more slots under them than their maximum count
FM/BP-1388 - MST roles ORBAT requirements via Platoon Commander (≤45)

    Every ORBAT must have exactly one lead game master, with size equal or exceeding the entire ground combat element- An exception can be made for special deployments or missions that are prebuilt/scripted in the 3den Editor. Which have been built and then ran by the FL. The FL must make provisions to ensure there are plans in place to manage Arma incidents.

  • Game master slots may be added if they will operate in a semi-autonomous fashion.
    • The size of the game master slot must be similar to the size of the ground combat element they will oversee semi-autonomously
    • The size of the game master slots must not exceed the size of the lead game master
  • Assistant game masters may be added as needed, within reason
  • Civilian Roleplayers should be used if the primary role is player interaction through non-adversarial means
  • OPFOR Roleplayers should be used if the primary role is combat against players
  • Roleplayers should not be relied upon as extra game masters
  • The Intelligence Officer must either occupy:
    • The lead game master slot
    • The next most senior game master slot, if the Field Leader is the Lead Game Master
  • Mission support roles may only be used in the MST element
  • If there is a need for specialist roles for the mission (ATC, doctor at a hospital, etc), the role that best matches the need from the role directory (like FAC or CMT tech) may be added to the MST. These roles do not report to the field leader, and may not participate in combat
FM/BP-1397 - Medical roles ORBAT requirements via Platoon Commander (≤45)
  • The squad medic may only be in the direct element of the squad leader.
  • The platoon medic may only be in the direct element of the platoon leader or company leader.
  • Squad sized operations must have at least two medic capable of giving blood (unless there will be no combat).
  • Platoon sized operations must have at least two medics capable of giving blood.
  • Company sized operations must have at least four medics capable of giving blood.
  • Elements supported by CMT or MERT should have no roles capable of giving blood, with only CLS allowed as integrated medical personnel.
FM/BG-1515 - Medical capability distribution and augmentation via Platoon Commander (≤45)

Medical capability beyond baseline policy is scaled to operational size, expected casualties, and available support.

At platoon and company level, distributing blood-capable medics across squads reduces time to advanced care and prevents over-reliance on a single medic if elements become separated or sustain multiple casualties.

Combat Life Savers (CLS) and Combat Medics provide depth by sustaining casualties until advanced treatment is available, increasing resilience within each squad.

When a CMT/MERT element is present on the ORBAT, ground medical posture shifts to stabilisation and handover. Limiting blood-capable medics on the ground reduces exposure while CLS personnel maintain immediate care capability until transfer.

FM/BP-1391 - Vehicle crew roles ORBAT requirements via Platoon Commander (≤45)
  • A vehicle crew can either consist of:
    • Driver
    • Driver + Gunner (light vehicle only)
    • Driver + Commander (AFV/MBT only)
    • Driver + Gunner + Commander
  • Additional gunners may be added if the vehicle has multiple gunner slots
FM/BP-1392 - Rotary pilot roles ORBAT requirements via Platoon Commander (≤45)
  • Pilot (general) may only fly transportation
  • Pilot (multi) must be used for helicopters used for both transportation and CAS
  • Pilot (attack) must be used for helicopters only used for CAS
  • WSO (attack) must be used for all non-pilot seats with weapons, except for doorguns
FM/BP-1393 - Fixed-wing pilot roles ORBAT requirements via Platoon Commander (≤45)
  • Pilot (general) may only fly transportation, and AC-130 like platforms
  • Pilot (CAP) may only be used for air-to-air engagements
  • Pilot (CAS) may only be used for air-to-ground engagements
  • Pilot (multi) must be used for aircraft used for both CAP and CAS
  • Fixed-wing Weapons Systems Operator may control weapons, but not handle CAS procedures
  • Fixed-wing Weapons Systems Officer may control weapons and handle CAS procedures
FM/BP-1399 - Close air support requirements via Platoon Commander (≤45)

All close air support must be coordinated by either a forward air controller or joint fires observer. This includes rotary, fixed-wing and UAV.

FM/BP-1400 - Indirect fire support requirements via Platoon Commander (≤45)

All indirect fire support must be coordinated by either a forward observer or a joint fires observer. This includes mortar and artillery.

FM/BP-1394 - Indirect fire roles ORBAT requirements via Platoon Commander (≤45)
  • Mortar gunners may be integrated into squads
  • Only the mortar/artillery gunner may operate the weapon
  • Mortar slots should be used if the weapon system is man-portable (or if a normally man-portable system is used on a vehicle), artillery slots should be used otherwise
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