Mortarman (Gunner) Handbook - UNITAF Force Manual (FM)




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



Mortarman (Gunner)

Mortarman (Gunner)

in Fire Support Support Operations
The senior mortarman within the crew, responsible for operating the mortar during fire missions. Carries the mortar tube or barrel during movement, ensures correct sighting and laying of the weapon, and adjusts elevation and deflection according to fire control orders. Acts as the primary operator of the mortar while working under the direction of a Fire Support Chief or other higher command.
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The role card is planned to be complete by launch or is partially complete. Feedback may be needed, discussions may be ongoing, or perhaps SP has not been set yet. Access levels, skill requirements, and content may change substantially in the short term as the role is refined. Use this information as a guide, but expect revisions as development progresses. Check back regularly for updates.

FM/G71 - Rules of engagement via Advanced Infantry

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

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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) via Advanced Infantry

FM/BG-1246 - Understanding CPERS via Advanced Infantry

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) via Advanced Infantry

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) via Advanced Infantry
Excluded Skill
  • 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) via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

FM/BS-351 - Observe the active weapons control state via Advanced Infantry
Excluded Skill

"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/BG-335 - Understanding weapon control states via Advanced Infantry

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/G139 - Fire control via Advanced Infantry

FM/BG-702 - Type of fire - Point fire via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

FM/BG-101 - Vehicle identification overview via Advanced Infantry

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 via Advanced Infantry
  • 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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

FM/BG-130 - Identifying a BTR-60/70/80 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

FM/BG-480 - How to read a map via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

Read grid coordinates to a 6 figure level (### “tack” ###) by combining the first 3 coordinate digits representing west-east and the first 3 coordinate digits representing south-north, with the resulting grid having a resolution of 100m.

FM/BS-477 - Read an eight-figure grid reference via Advanced Infantry
Excluded Skill

Read grid coordinates to a 8 figure level (#### “tack” ####) by combining the first 4 coordinate digits representing west-east and the first 4 coordinate digits representing south-north, with the resulting grid having a resolution of 10m.

FM/BS-478 - Recognise points of elevation & hill numbers via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

FM/BG-520 - Milliradians: Definition via Advanced Infantry

‘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 via Advanced Infantry

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 via Advanced Infantry

‘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 via Advanced Infantry

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 via Advanced Infantry
  • 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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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

FM/G136 - Infantry elements via Advanced Infantry

FM/BG-712 - Combat buddy teams via Advanced Infantry

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 Advanced Infantry

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-1298 - Companies via Advanced Infantry

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/BG-1297 - Platoons via Advanced Infantry

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-1296 - Infantry squads via Advanced Infantry

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/G68 - Working as an infantry element via Advanced Infantry

FM/BG-324 - Working as a team via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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

FM/BP-337 - Follow directions of leadership via Advanced Infantry

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

FM/BG-660 - Effective infantry spacings via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

FM/BS-276 - Adjust your aiming point for range to target via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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

FM/G82 - Precision shooting via Advanced Infantry

FM/BG-452 - Using a range card via Advanced Infantry

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 via Advanced Infantry
Excluded Skill
  • 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 via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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/G276 - Communication Basics via Advanced Infantry

FM/BG-1286 - Examples: Brevity, Clarity and Confirmation via Advanced Infantry

Brevity by avoidance of doubling callsigns

This example shows how to improve Brevity by avoiding the callsigns on transmissions between two parties AFTER the identification has been completed.

Here we are having the callsigns Outlaw and Phoenix.

 

Bad Brevity:

Here, Outlaw and Phoenix will Warn the receiver and Identify themselves before each transmission even though it is clear that the conversation is only carried out between these two as no other callsigns are Warned. 

Outlaw: Phoenix, this is Outlaw.

Phoenix: Outlaw, this is Phoenix.

Outlaw: Phoenix, this is Outlaw, READ BACK, move South 300 m and establish a hasty defensive position.

Phoenix: Outlaw, this is Phoenix, I READ BACK, move South 300 m and establish a hasty defensive position.

Outlaw: Phoenix, this is Outlaw, CORRECT, OUT.

Phoenix: Outlaw, this is Phoenix, from what direction are we expecting contacts at that location?

Outlaw: Phoenix, this is Outlaw, contact is to be expected from the South-West.

Phoenix: Outlaw, this is Phoenix, ROGER, OUT.

 Better Brevity:

Here, Outlaw and Phoenix will Warn the receiver and Identify themselves only until the identifications have been completed. Afterwards they omit this to keep the messages significantly shorter. This is possible because as they are not establishing communications with another party, it is implied that all transmissions are between these two. 

Outlaw: Phoenix, this is Outlaw.

Phoenix: Outlaw, this is Phoenix.

Outlaw: READ BACK, move South 300 m and establish a hasty defensive position.

Phoenix: I READ BACK, move South 300 m and establish a hasty defensive position.

Outlaw: CORRECT, OUT.

Phoenix: From what direction are we expecting contacts at that location?

Outlaw: Contact is to be expected from the South-West.

Phoenix: ROGER, OUT.

 Clarity by avoidance of multiple Warning Orders

This example shows the importance of properly Alerting and Identifying and subsequently how to improve clarity by avoiding multiple warning orders when transmitting. This is crucial as oftentimes callsigns will ignore any incoming transmissions as soon as they don’t hear their call sign at the very beginning of the Warning Order. Further, it avoids confusion as to who is the calling station and who is the receiving station.

Here we are having the callsigns Alpha 1-0, 1-1 and 1-2 on a Squad net.They are using the shortened callsigns 1-0 or Actual, 1-1 or 1, and 1-2 or 2.

 

Bad Clarity:

Here, 1-0 wants to pass an order to both his fireteams, 1-1 and 1-2. However, 1-0 forgets to properly establish communications and identify himself, creating a widely ambiguous message.

 

1 transmits:

1, 2.

 

What 1 means is:

1, and 2, this is Actual.

 

However his transmission could be understood as:

1-1, this is 1-2.

 

Meaning 1 will assume that 2 wants to talk to him.

Furthermore, 2 might just ignore this transmission and not answer Actual, even if it was transmitted as intended, because he didn’t hear his own callsign at the beginning of the transmission.

 Better Clarity:

Here, 1 will properly identify himself to ensure everything is understood as intended. To ensure that 1-2 is listening as well he also avoids using multiple warning orders back to back through the clever use of ALL STATIONS as only 1-1 and 1-2 are on the net with him. 

1-0: ALL STATIONS, this is Actual.

1-1: Actual, this is 1.

1-2: Actual, this is 2.

Though keep in mind that if you want to be sure the call signs are listening to a long message, ask yourself, does the whole message concern all call signs? If not, break it up, address the call signs one by one with their relevant traffic.

And if there would be another callsign, 1-3, on his net, the best alternative would be to call 1-1 and 1-2 individually, in separate transactions.

 

The importance of confirmation

This example shows how to improve information flow with confirmations. Here we are having the callsigns Outlaw and Phoenix.

 

No Confirmation:

Here, Outlaw passes an attack order to Phoenix who starts his attack as intended but is not confirming that he has received the order. Because of this, Outlaw doesn’t start his part of the attack yet, leading to Phoenix receiving heavy losses due to being outnumbered as a result of the missing support.

 

Outlaw: Phoenix, this is Outlaw.

Phoenix: Outlaw, this is Phoenix.

Outlaw: Start your Attack onto Objective Bravo.

(Phoenix does not answer, even though Outlaw didn’t use OUT. Hence, Outlaw tries to establish communications again)

Outlaw: Phoenix, this is Outlaw, NOTHING HEARD.

Phoenix: Outlaw, this is Phoenix, we are on Objective Bravo, where is your support?!

Outlaw: ROGER, commencing attack now, OUT.

 Confirmation used:

Here, Outlaw passes an attack order to Phoenix who confirms that he has received the order, will carry it out and subsequently starts his attack as intended. Because of this Outlaw can start his part of the attack as well, leading to a swift victory due to the mutual support.

 

Outlaw: Phoenix, this is Outlaw.

Phoenix: Outlaw, this is Phoenix.

Outlaw: Start your Attack onto Objective Bravo.

Phoenix: WILCO, OUT.

FM/BG-1280 - Usage of standard operating procedures and tactical language via Advanced Infantry

Being familiar with the standard formats of SITREPs, CASREPs, contact reports, etc, as well as being familiar with the wide range of brevity words and tactical terms, helps to ensure that communication is easy to understand by all involved participants.

FM/BG-1279 - Alerting and identifying via Advanced Infantry

Alerting is the act of using key words to get the attention of people before you start saying something important. For example, a Squad Leader might say "Squad, listen up!". Identifying is the act of saying who you are and who you're trying to contact when speaking over a radio. This helps reduce confusion and alerts people that someone is attempting to tell them something.

FM/BG-1277 - Clarity via Advanced Infantry

One must strive to be very clear in their language. This requires the usage of defined tactical language terms, brevity words, a clear and loud voice, and so forth. Enunciation and repetition of critical statements is helpful as well.

FM/BG-1276 - Brevity via Advanced Infantry

Brevity is the art of saying a lot with few words. One must always strive to be frugal on the number of words needed to convey a message - there's a lot that needs to be said by many people in a fight, and it's all important. Utilizing brevity allows for all the important things to be communicated as rapidly as possible.

FM/BG-1278 - Confirmation and read-back via Advanced Infantry

It's important to confirm that you heard orders, so that leaders know that they are being understood. Additionally, it can be helpful to provide a 'read back' of an order to confirm that you fully understand what is being asked of you - this is done by restating what you were ordered to do, so that the person giving the orders can confirm that you heard them correctly.

FM/G69 - Direct Communication via Advanced Infantry

FM/BG-325 - Common phraseology via Advanced Infantry
CalloutMeaning
Go firmInstruction to stop in place for a long amount of time and therefore to  take long-term defenses, such as establishing proper cover, building trenches etc.
ARDAll round defense. Instruction to establish security in a full 360° arc. Usually elements/individuals will be assigned to a sector of this defense.
Set security ([arc in degrees]) [cardinal direction] Instruction to take security centered around particular direction for the specified width. e.g. “Set security 180 north”, means hold position and establish security covering West through North, through to East. The direction specified is often the most likely direction of enemy attack and therefore usually held by the individual with the most firepower (e.g. the Automatic Rifleman/Machine Gunner). If no arc is specified it is 90°.
  
FM/BG-686 - Voice volume usage via Advanced Infantry

During operations, always be mindful of your voice volume, as the enemy can hear you, and your choice could impact the success or failure of the mission. 

Generally, use a normal voice when you have radios and the situation is calm. Switch to yelling when urgent communication is needed, like when throwing a grenade, overcoming loud external noise, or if radios aren't available. Use whispering to keep your position concealed when infiltrating behind enemy lines, setting up and coordinating ambushes or simply when you don't want the guy on the other side of the wall hear you approach him as you coordinate with your team.

FM/BS-331 - Alert others when throwing a grenade via Advanced Infantry
Excluded Skill

When throwing a grenade, shout:

[type of grenade] out

TypeGrenade category
FRAGFragmentation grenade
SMOKESmoke grenade
FLASHBANGFlashbang
FM/BS-333 - Alert others to a threatening grenade via Advanced Infantry
Excluded Skill

When you see a grenade landing or being thrown in your direction, shout: 

grenade

FM/BS-334 - Alert others to incoming indirect fire via Advanced Infantry
Excluded Skill

When hearing or observing incoming indirect fire, shout: 

IDF incoming

FM/G112 - Using radios via Advanced Infantry

FM/BG-680 - Set up a short range radio via Advanced Infantry

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-679 - The radio and its purpose via Advanced Infantry

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/G111 - Phonetics via Advanced Infantry

FM/BS-581 - Use the correct numerical pronounciation via Advanced Infantry
Excluded Skill

When pronouncing individual numerals over a radio channel, pronounce the numeral according to the following table:

NUMERALPRONOUNCED
0ZE-RO
1WUN
2TOO
3TREE
4FOW-ER
5FIFE
6SIX
7SEV-EN
8AIT
9NIN-ER
FM/BS-580 - Use the phonetic alphabet via Advanced Infantry
Excluded Skill

When pronouncing individual letters over a radio channel, replace the letter with the corresponding word from the following table:

LETTERWORDPRONUNCIATION
AALFAAL FAH
BBRAVOBRAH VOH
CCHARLIECHAR LEE OR SHAR LEE
DDELTADELL TAH
EECHOECH OH
FFOXTROTFOKS TROT
GGOLFGOLF
HHOTELHOH TELL
IINDIAIN DEE AH
JJULIETTJEW LEE ETT
KKILOKEY LOH
LLIMALEE MAH
MMIKEMIKE
NNOVEMBERNO VEM BER
OOSCAROSS CAH
PPAPAPAH PAH
QQUEBECKEH BECK
RROMEOROW ME OH
SSIERRASEE AIR RAH
TTANGOTANG GO
UUNIFORMYOU NEE FORM OR OO NEE FORM
VVICTORVIC TAH
WWHISKEYWISS KEY
XX-RAYECKS RAY
YYANKEEYANG KEY
ZZULUZOO LOO

FM/G9 - Sending a Contact report via Advanced Infantry

FM/BG-39 - What is a contact report? via Advanced Infantry

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 via Advanced Infantry
Excluded Skill
  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 via Advanced Infantry

FM/BS-475 - Recognize the meaning of basic smoke colors via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

FM/BG-691 - Introduction to formations via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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) via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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

FM/G103 - Bounding overwatch via Advanced Infantry

FM/BG-505 - What is bounding overwatch? via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 Maneuver via Advanced Infantry

FM/BG-597 - What is a peel via Advanced Infantry

‘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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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/G137 - Breaking contact via Advanced Infantry

FM/BS-507 - Break contact when ordered via Advanced Infantry
Excluded Skill

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? via Advanced Infantry

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/G107 - Military Operations in Urban Terrain (MOUT) via Advanced Infantry

FM/BG-535 - Sectors in MOUT via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

Watch the correct sector depending on your position in a formation moving down a street where:

  • The front man watches "front"
  • The second man watches "inside"
  • The third man watches "across"
  • The last man watches "rear"

Any other personnel between the 3rd and rear man (4th or 5th members of a 6-man team etc.) also watch "across" but at different heights, i.e. ground vs. multi-storey windows.

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-534 - Stay out of killzones via Advanced Infantry
Excluded Skill

Stay away from potential killzones where possible, especially out of the open in urban terrain as this is a natural killzone. Instead, maximize the use of cover like walls and structures.

FM/BS-539 - Cross a danger area as a team via Advanced Infantry
Excluded Skill

Cross a danger area using the following method:

  1. First man gets set on the last piece of cover before the danger area, covering the danger area itself, and checks for possible threats. 
  2. When they are ready, they announce ‘Set’
  3. The second man, then moves past, shouting ‘Crossing’ and sprints across the danger area to the cover on the other side.
  4. They take cover slightly further on from the danger area and keep their direction of travel covered i.e. the front.
  5. This continues with each person crossing the danger area under the cover of the lead man, but ensuring that there is only 1 or 2 players in the danger area at any one time, limiting the risk.
  6. The second to last man shouts ‘Last man’ to the man covering the danger area as they pass them to cross
  7. After crossing, they then turn and cover the danger area, announcing ‘Set’ to the last man.
  8. The last man crosses the danger area and his team on the other side
  9. They move past and retake their place as the first man. The team is now across the danger area and in the same formation as they were before.
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 via Advanced Infantry

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 via Advanced Infantry

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) via Advanced Infantry

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

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 via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

FM/BG-596 - Vehicles in an urban environment via Advanced Infantry

When vehicles are moving with you in an urban environment you must stay on the sides of the road, ahead of the vehicle, as the most dangerous place to be is in front of or behind the vehicle. This is because;

  • Vehicles will move without communicating and you don't want to be run over
  • If you are working with MBT's standing in front when they fire will result in over-pressure injuries which are often fatal
  • The crew's visibility when in the vehicle is very limited, they will assume you are on the sides of the road and out of the way
  • The most dangerous threat for any vehicle in an urban environment, is the hidden OPFOR AV-man. Infantry should be clearing windows and passages ahead of the vehicle to reduce this threat.
  • The second most dangerous is the IED. Infantry should be scouting just ahead, looking for any IEDs that may threaten the vehicle.
FM/BS-516 - Dismount vehicles via Advanced Infantry
Excluded Skill
  • 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 via Advanced Infantry
Excluded Skill
  • 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/BG-916 - Vehicle embarkation procedure via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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/G97 - Working with Helicopters via Advanced Infantry

FM/BS-481 - Approach helicopters safely via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill
  • 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 via Advanced Infantry
Excluded Skill
  • 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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

FM/BS-512 - Flare on landing via Advanced Infantry
Excluded Skill

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/BG-511 - Parachute descending with a deployed chute via Advanced Infantry

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-509 - Perform a HALO drop – High Altitude, Low Opening via Advanced Infantry
Excluded Skill

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-508 - Types of parachute via Advanced Infantry

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-510 - Perform a HAHO drop - High Altitude, High Opening via Advanced Infantry
Excluded Skill

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-513 - Lead a parachute jump as jumpmaster via Advanced Infantry
Excluded Skill

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/G85 - Bandages via Advanced Infantry

FM/BG-436 - Introduction to Bandages via Advanced Infantry

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) via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

FM/BP-386 - Era's and technological capability via Advanced Infantry

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 limited roles
    • 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
FM/BP-397 - Role specific: Medics via Advanced Infantry

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
Personal Aid Kit1x1x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
Ammonium Carbonate1x4x
Combat pill pack2x4x
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
Personal Aid KitOptional1x
Phenylephrine4x6x
Nitroglycerin2x8x
Pulse Oximeter1x1x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
TXA4x8x
Ammonium Carbonate1x4x
Combat pill pack2x4x
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
Personal Aid KitOptional1x
Phenylephrine4x6x
Nitroglycerin2x8x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
TXA4x8x
Ammonium Carbonate1x4x
Combat pill pack2x4x
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
Personal Aid KitOptional1x
Phenylephrine4x6x
Nitroglycerin2x8x
Pulse Oximeter1x1x
Splint6x6x
Tourniquet8x10x
TXA4x8x
Ammonium Carbonate1x4x
Combat pill pack2x4x
Purple Smoke Grenade2x2x

MERT/CMT Leader/Officer

  • Long Range Radio
  • CCL
  • The same medical equipment as the technicians above.
FM/BG-441 - Tourniquets via Advanced Infantry

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 via Advanced Infantry

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) via Advanced Infantry

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 via Advanced Infantry

FM/BG-430 - Step 2: Secure via Advanced Infantry
  • 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-431 - Step 1: Report via Advanced Infantry
  • 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-432 - Step 3: Immediate Treatment (B.A.B.E) via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

FM/BG-444 - Types of wounds via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill
  • 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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

FM/BG-435 - Understanding airways via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry
Excluded Skill

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 via Advanced Infantry

FM/BG-212 - Understanding pain via Advanced Infantry

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 via Advanced Infantry
Excluded Skill
  • 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 via Advanced Infantry

FM/BG-446 - Understanding heart rate via Advanced Infantry

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 via Advanced Infantry
Excluded Skill

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/G142 - Call for fire (CFF)

FM/BG-805 - The call for fire (CFF)

The call for fire (CFF) is the standardised method of requesting support from indirect fire assets.

A CFF consists of six elements done in three transmissions. Every transmission is read back verbatim, because error correction is paramount when it comes to the battlefield’s most devastating weapon orchestrated by words alone.

Only when an element readback is correct, the FO continues to the next. Otherwise, the transmission is redone in full until it is error-free.

Because of this, the CFF epitomises the ABC of comms: accuracy, brevity, clarity.

It handles all of this for you as long as you follow its structure: trust it, because it is enough.

TransmissionElements
1(1/2) FM/BS-722 - Transmit a CFF warning order
2(3) FM/BS-723 - Transmit a CFF target location
3

(4) FM/BS-724 - Transmit a CFF target description

(5) FM/BS-783 - Transmit a CFF method of engagement

(6) FM/BS-784 - Transmit a CFF method of control

First transmission

The first transmission includes the Warning Order, or WARNO. It clears the channel of all other traffic and signals that a Call for Fire is underway. 

This also removes the need to begin every subsequent transmission of the CFF with your call signs, because it is understood that this is a conversation between only two.

  • (1) identification: “Hammer, this is Sierra…”

The Call for Fire is initiated like any other radio transmission with a verbal handshake. You first identify the addressee call sign, which is the FSC, and then identify yourself with your FO call sign.

  • Ex.1: (2) warning order: “...adjust fire (a), polar (b), over.”
  • Ex.2: (2) warning order: “...fire for effect (a), [ ] (b), over.”
  • Ex.3: (2) warning order: “...adjust fire (a), shift A01 (b), over.”

The WARNO consists of (a) the type of mission, and (b) the method of target location. If (b) is ‘grid’, then it need not be said as the assumed default, see ex.2.

Note that the method of target location does not include actual target location data.

 

Second transmission

The second transmission only includes target location data. Once again this is for easier error handling, so that the fewest possible factors need to be corrected and therefore retransmitted in full at a time.

  • Ex.1: (3) target location: “Direction 1300, distance 2300, over.”
  • Ex.2: (3) target location: “Grid 1234 tack 5678, over.”
  • Ex.3: (3) target location: “Direction 3140, left 160, add 100, down 50, over.”

Whenever possible, the grid method of target location is preferred.

Third transmission

The third and final transmission of the CFF describes what is engaged, how it is engaged and when. This is where the most information can be delivered at once, so overload on either side of the transaction is most likely to happen here. Speak slowly, clearly, and follow the format of the CFF to set and fulfil correct expectations.

Also, try to include only what is strictly necessary for your CFF to achieve good effect. If you don’t need a target shape, leave it out. If you don’t need the time of flight or durations, don’t request them.

  • (4) target description: “three infantry squads in the open, radius 100 …”

The target description as the only required element in the third transmission is chiefly present for the FSC to decide on ammunition and volume based on known factors. Infantry dug-in can be engaged differently to vehicles in the open, for example, and larger target areas require more volume to achieve sufficient effect.

  • (5) method of engagement: “smoke in adjust, 5 smoke followed by 10 HE in effect, danger close …”

The method of engagement describes how the FO wants to engage the target, if not left to the FSC. This is also where the prowords DANGER CLOSE are stated, because it informs the FSC to double-check their solution, such as by cross-referencing friendly positions and movements.

  • (6) method of control: “request time of flight, request splash, at my command, over.”

The method of control is defined by the observer to optimise the flow of the mission. When timing is important, the FO can request a control scheme to best suit their needs to ensure timely effect and good observation of the impacts.

FM/BG-808 - Bracketing

The observer’s primary goal is to achieve first-round fire for effect. Especially with modern tools, this is a viable strategy, but can be achieved in myriad ways. Sometimes, environmental factors cause the impacts to miss, the FSC’s solution is wrong, or your target location is off. Knowing the distance to target is crucial in any case. 

In the absence of laser rangefinders and GPS precision tools, you can still correct range for adjustments using successive bracketing.

With bracketing, you are mathematically guaranteed to be on target upon conclusion. In fact, you can do this using only your eyeballs - no tools (or maths) required. However, it is time-consuming.

 

Setup

Ensure clear sightlines to your target such that you can see beyond and ahead of it.

Determine the target location as best you can using your preferred means and tools available. All methods of target location are valid for bracketing.

Begin a CFF using the ADJUST FIRE mission.

If DANGER CLOSE or to avoid collateral damage, request SMOKE IN ADJUST, HE IN EFFECT.

Include all necessary methods of control in your CFF such that you can observe the impacts: SPLASH is required.

 

Principle and Goal

The bracketing method works on geometric convergence: but don’t worry, you are involved in no maths.

When we first observe an impact, whether it is short of the target or behind it, we establish an initial bracket based on the observer-target distance, e.g., 400 metres when the OT distance is greater than 2000 metres.

This means: if the impact was behind it, we DROP 400. If it was in front of it, we ADD 400.

Range Bracketing Guide
Observer-Target Distance (metres)Initial Bracket
0 - 1000100
1000 - 2000200
>2000400

Our goal is to “break the 100-metre bracket” by overcorrecting to the other side of the target. We do this by continuously halving the correction with every subsequent adjustment and alternating ADD/DROP: when you first ADD, next you DROP, and vice versa.

This will alternate the impacts in front and behind the target.

Next, we ADD/DROP 200. Once again, it overcorrects, so if we were in front before, now we are behind and vice versa.

Now we DROP/ADD 100.

 

Breaking the 100-metre bracket

With this last adjustment, we have “broken” the 100-metre bracket and you will already observe impacts close to target.

The final adjustment from here is, “ADD/DROP 50, FIRE FOR EFFECT, over.”

Because we always halved the distance, we were mathematically guaranteed to converge on 0 error eventually. Whether we begin with 200, 400, 800 or 1600 metres does not matter – the bigger the bracket, the longer it takes, but it will always converge as long as we only ever halve the prior adjustment.

If you guess at any point, your error compounds with subsequent adjustments. In fact, the amount you guess is exactly the amount you move the final impact point forward or back from the target when you’ve finished halving.

 

Adjust lateral deviation

In principle, you can adjust for lateral deviation, i.e., LEFT or RIGHT, with the same method.

You can also “wait” with your lateral adjustments until you are nearly range-correct, only making gross deviation adjustments along the way.

At this point, you can use binoculars or compass to see the deviation in milliradians and convert it into metres, knowing the distance to your target, using the mil-relation formula.

FM/BS-722 - Transmit a CFF warning order
Excluded Skill

Begin a CFF with the first transmission including the warning order, WARNO, in the following format:

[callsign of mortar/artillery battery], [callsign of FO], [type of mission], [method of target location, skipped if the method is GRID], over

The type of mission and method of location to choose from are:

Type of missionMeaning
FIRE FOR EFFECTThe FO is confident the first salvo will hit the target with the required accuracy, so they want to immediately achieve the desired effect with the full volley.
ADJUST FIREThe FO is not confident the first salvo will hit the target with the required accuracy, so they want to adjust the fires through observation one round at a time.
Method of locationMeaning
GRIDThe target location will be given as grid figures.
POLARThe target location will be given as a direction and distance from the FO to the target.
SHIFT FROM KNOWN POINTThe target location will be given as a direction and distance from a shared known point. This can also be a previously recorded target.
FM/BS-723 - Transmit a CFF target location
Excluded Skill

As a second transmission, transmit the target location in on of the following formats, depending on the choice made when transmitting FM/BS-722 - Transmit a CFF warning order:

Type of locationFormat
GRID

grid [6- or 8-digit grid reference of the target], 

over.

POLAR

direction [direction from the FO to the target, in milliradians], 

distance [distance from the FO to the target in meters], 

(up/down [altitude change from the known point to the target; altitude is measured above sea level]), 

over.

SHIFT FROM KNOWN POINT

[name of known point], 

(direction [direction from the FO to the target, in milliradians]), 

left/right [offset perpendicular to FO-target line, from the known point to the target, in meters], 

add/drop [offset parallel to FO-target line, from the known point to the target, in meters], 

(up/down [altitude change from the known point to the target; altitude is measured above sea level]), 

over. 

Direction can be skipped if the battery already has the direction of the FO to the target (as is the case when correcting impacts)

FM/BS-724 - Transmit a CFF target description
Excluded Skill

Start a third transmission and transmit the target description in the following format: 

[target type and number], 

[target protection], 

([target shape if not a point target])

Target descriptionMeaning
NUMBER & TYPE

The number and type of target.

Examples: three infantry (squads, platoons…), four armoured vehicles, one bunker

PROTECTION

The degree of protection of the target.

Examples: in the open, in forests, dug-in, in bunkers

Target shapesFormat
LINEAR

[length of the line in meters], 

attitude [azimuth of the line, in milliradians, always in the range of 0-3199]

The location previously given acts as the centre of the rectangle.

RECTANGULAR

[length of the long axis in meters] by [length of the short axis in meters], 

attitude [azimuth of the long axis of the rectangle, in milliradians, always in the range of 0-3199]

The location previously given acts as the centre of the rectangle.

CIRCULAR

radius [radius in meters]

 

FM/BS-783 - Transmit a CFF method of engagement
Excluded Skill

Start a third transmission and transmit the method of engagement in the following format: 

([round choice + volume] in adjust), 

[round choice + volume] in effect, 

(danger close), 

([trajectory])

 

The format for the round choice + volume is:

([ammunition type of the round]) 

([number of rounds per gun] rounds), 

(followed by [round choice + volume])

ParameterMeaning
IN ADJUSTRounds fired during the ADJUST FIRE phase of the CFF
IN EFFECTRounds fired during the FIRE FOR EFFECT phase of the CFF
DANGER CLOSETransmitted when rounds will land within 300m of friendly forces
TRAJECTORY

Low-angle for the flatterst (non-direct fire) arc. This is the default.

High-angle for a high impact angle, useful for when firing into depressed terrain.

FM/BS-784 - Transmit a CFF method of control
Excluded Skill

Continue the third transmission and transmit the method of control in the following format: 

([time to fire]),

(continuous),

(duration, [duration in minutes]),

 ([rate of fire]),

(cannot observe),

(request time of flight),

(request splash)

Time to fireMeaning
AT MY COMMANDThe battery fires when the FO transmits “FIRE”
TIME ON TARGET

The battery fires either:

  • in minutes from now
  • at a specified time
ParameterMeaning
CONTINUOUSThe FO may request continuous fire until either CHECK FIRE or CEASE LOADING is announced.
RATE OF FIREThe rate of fire in rounds per minute.
CANNOT OBSERVEThe FO cannot observe the immpacts
REQUEST TIME OF FLIGHTTime of flight (from shot to impact) should be included in the message to observer (MTO)
REQUEST SPLASHThe battery should transmit “SPLASH” five seconds prior to impact of the first round.
FM/BS-725 - Respond to a CFF
Excluded Skill

Read back every transmission of the CFF verbatim after each individual transmission, replacing “over” with “out”

FM/BG-730 - The message to observer

The MTO is the battery's confirmation of the FO’s CFF with their decisions: whether or not the target will be engaged at all, the final volume of fire and type of ammo used including all changes to the FO’s requests, the time of flight if requested, and crucially the target identification number.

The MTO is transmitted to the FO ahead of all shots. For expedience again, it is kept brief.

The first shot can ring out as soon as the FO has read back the MTO.

Suppression and immediate suppression missions do not require an MTO, because those missions are planned in advance.

FM/BS-726 - Transmit a message to observer (MTO)
Excluded Skill

Transmit the message to observer after finalizing how the request will be executed: 

([changes to the request]) 

[target number], 

over

 

The target number is decided by the battery director, in the following format: “[2 letters from AA → ZZ] [four numbers from 0001 → 9999]”

FM/BS-727 - Respond to a message to observer
Excluded Skill
  • Note down the target number assigned by the artillery battery
  • Respond with the following, including an optional POSREP when needed:

[verbatim readback of MTO] 

(

break

[

[POSREP of the FO as 8-figure grid, for GRID/POLAR/ SHIFT FROM KNOWN POINT mission]

or

[direction from the FO to the target in milliradians, only for GRID missions]

]

),

out

FM/BS-1144 - Give fire mission reports to an observer
Excluded Skill

Update observer on fire mission progress.

ProwordMeaning
SHOTFirst round has been fired and is in flight.
SPLASHRound will impact in ~5 seconds (only used if requested).
ROUNDS COMPLETEAll requested rounds have been fired.
FM/BS-1145 - Respond to fire mission reports
Excluded Skill

Confirm receipt of fire mission reports as they are sent:

ProwordRespond with
SHOTSHOT OUT (Inform the ground commander/Field Leader)
SPLASHSPLASH OUT (Inform the ground commander/Field Leader)
ROUNDS COMPLETEROUNDS COMPLETE (Inform the ground commander/Field Leader, the element is now ready for further tasking.)
FM/BG-807 - Link Vector 21 and MicroDAGR for location data
  • microDAGR settings
    • Click the top bar containing the current time
    • Click “Connect To”
  • Main screen:
    • Upper half: your position
    • Lower half: sighted position
  • Compass screen:
    • Bearing indicator of sighted target
  • Target sighting:
    • Vector 21: scope in
    • Press Tab + R
    • Left: azimuth, right: slant range

See https://ace3.acemod.org/wiki/feature/microdagr for all MicroDAGR functionality

FM/BG-806 - Vector 21 fall of shot function
  • Change settings from deg & SI to mrad & SI
    • 5x Tab for settings
    • R to cycle units: left: 6400, right: SI-U
    • 5x Tab to save
  • Fall of shot function:
    • Short-press then press and hold Tab on target
    • Keep holding Tab until the end
    • Hit R on spotted impact, 1-P appears
    • Release Tab
    • Hit R with adjustments visible to cycle range/deviation and vertical shift
  • A for Add, d for drop (note uppercase vs. lowercase)
  • L for Left, r for right (ditto)
  • Read from left to right for immediately transmittable one-round adjustment

See https://ace3.acemod.org/wiki/feature/vector for all Vector 21 functionality

Vector 21 fall-of-shot function usage

Above: Vector 21 fall-of-shot function usage

FM/BS-800 - Refine an ongoing CFF
Excluded Skill

Refine a fire mission based on spotted impacts in the following format:

[target number], 

(

(direction [direction from the FO to the target, in milliradians]), 

left/right [offset perpendicular to FO-target line, from the impact point to the target, in meters], 

add/drop [offset parallel to FO-target line, from the impact point to the target, in meters], 

(up/down [altitude change from the last provided value tto the target; altitude is measured above sea level]

), 

[type of mission],

over

Type of missionMeaning
not specifiedPrevious mission was ADJUST FIRE, current request is again ADJUST FIRE
REPEATPrevious mission was FIRE FOR EFFECT, current request is again FIRE FOR EFFECT
FIRE FOR EFFECT

The FO is confident the next salvo will hit the target with the required accuracy.

Transition from an ADJUST FIRE mission type to a FIRE FOR EFFECT mission type. This activates the requested method of engagement “in effect”, if any.

ADJUST FIRE

The FO is not confident the next salvo will hit the target with the required accuracy, so they want to adjust the fires through observation one round at a time.

Transition from a FIRE FOR EFFECT mission type to an ADJUST FIRE mission type. This (re-)activates the requested method of engagement “in adjust”, if any.

FM/BS-801 - Control an ongoing CFF
Excluded Skill

Use the following prowords to control an ongoing CFF:

ProwordMeaning
CEASE LOADINGSuspend further loading and firing of rounds. The gun sections may fire any rounds already loaded.
CHECK FIRE

Immediately suspend further loading and firing of rounds. Loaded rounds must not be fired.

Only used in emergencies.

CANCEL AT MY COMMANDDuring a mission using the AT MY COMMAND method of control, the FO can cancel this to transition to WHEN READY.
REPEATWhen used standalone, it means to fire another salvo identical to the last, using all the same parameters.
FM/BS-728 - End a CFF
Excluded Skill

After judging the effect and further need of a fire mission, transmit an End of Mission, EOM, statement to conclude it, including any refinements as required, if recording as target is desired, and a summary of the effect from a BDA:

[target number], 

(

left/right [offset perpendicular to FO-target line, from the impact point to the target, in meters], 

add/drop [offset parallel to FO-target line, from the impact point to the target, in meters], 

(up/down [altitude change from the last provided value to the target; altitude is measured above sea level])

), 

(record as target), 

end of mission,

 [target BDA, see: FM/BS-799 - Provide a BDA], 

over.

FM/BS-799 - Provide a BDA
Excluded Skill

Classify the effect of the used munitions on the target as one of the following categories:

Effect                                         Meaning
Destroyed

When a whole infantry unit is killed or a vehicle explodes into wreckage, it is destroyed. No reforming or repair is possible.

For infantry, this is (optionally) transmitted in number of casualties. An estimate is okay.

Neutralised

When a large portion of infantry is killed and the remainder is unable to continue effective combat, the unit is neutralised.

When a vehicle is disabled, e.g. it has lost its gun or mobility, it is also neutralised. For vehicles, this can be considered a temporary state depending on repairs & logistics.

Suppressed

When the target is hindered in its effectiveness against friendly manoeuvres and positions, it is suppressed. 

HE can be used to scramble enemy positions and manoeuvres, as they run for cover. Smoke can be used to obscure lines of sight and thereby also achieves suppression.

Suppression usually only lasts as long as the munitions are being applied, so it is a temporary state.

InsufficientWhen the surveyed effect does not meet your or the leader's criteria, it is insufficient.
FM/BS-729 - Request IDF supression
Excluded Skill

Request a suppression fire mission in one transmission in contrast to the regular CFF procedure:

[callsign of mortar/artillery battery], [callsign of FO], [type of mission], [target location], over.

Type of missionMeaning
IMMEDIATE SUPPRESSION

The FO requires HE suppression of a position as soon as possible.

The grid method is preferred for target location, but any method is valid.

IMMEDIATE SMOKE

The FO requests smoking a position as soon as possible.

The grid method is preferred for target location, but any method is valid.

SUPPRESSIONThe FO requests suppression of a pre-planned target with an amount and duration as briefed, e.g. in the scheme of fires.

The correct readback of the transmission by the battery authorises the fire mission.

FM/BG-731 - Example CFF: Fire for effect using a grid, with a correction
FOBatteryMeaning
Call for fire
Hammer, this is Alfa, fire for effect, grid, over. Request for a fire mission, using grid as location type.
 Alfa, Hammer, fire for effect, grid, out. 
Grid 1234-5678, over. The FO gives the grid of the target
 Grid 1234-5678, out. 
2 trucks under sheet-metal roof, HE in effect, over. The FO gives a target description
 2 trucks under sheet-metal roof, HE in effect, out.At this point the battery computes a solution and is clear to fire.
Message to observer
 2 rounds, AF25, over.The battery will shoot 2 rounds per gun, and assigned the target the identifier “AF25”
2 rounds, AF25, breakdirection 1600, out. The direction from the FO to the target is 1600 milliradians, this will be used by the battery to perform any corrections.
Rounds going out
 Shot, over.The battery shot it's first round
Shout out.  
 Splash over.The first round will impact in 5 seconds.
Splash out.  
 Rounds complete, over.The last round of the salve has been fired.
Rounds complete, out.  
Correcting impacts
Add 200, right 100, repeat, over. 

From the FO's perspective, the rounds landed 200m short and 100m left of the target.

The FO corrects for what they see and request a new salvo.

 Add 200, right 100, repeat, out. 
Rounds going out
 Shot, over. 
Shout out.  
 Splash over. 
Splash out.  
End of mission
On line, drop 50, record target, end of mission, 2 trucks destoyed, over. 

From the FO's perspective, the rounds landed 50m over and with no left/right deviation of the target.

The FO want the target recorded for later use, ends the mission, and gives a BDA.

 On line, drop 50, record target, end of mission, 2 trucks destoyed, out. 
FM/BG-1143 - Observer coordination cues

Clear communication between fire controllers and observers ensures accurate spotting and adjustment of rounds in flight. Standard cues provide consistent timing references for visual acquisition and correction:

ProwordMeaning
SHOTSignals the observer to begin tracking the round’s flight path.
SPLASHProvides a warning to visually acquire the round's impact.
ROUNDS COMPLETEConfirms the mission has ended, prompting assessment or retasking.

These cues support accurate correction and enable timely battle damage assessment (BDA).

FM/G249 - Internal fire support communications

FM/BS-1150 - Ask for fire control command clarification
Excluded Skill

Use standard responses to confirm or clarify fire mission instructions then confirm readiness to fire or request further clarification if unsure.:

ProwordMeaning
SAY AGAIN [Parameter]Request repetition of specific data (e.g., azimuth, elevation, charge).
FM/BG-1146 - Release method basics

Release methods determine the timing and coordination of fire across multiple guns. Each method balances speed, control, and desired effects on the target:

Release MethodEffect
ImmediateFastest delivery; suitable when timing is critical and coordination is less important.
Staggered (X seconds)Creates a sustained impact over time; useful for suppressing or disrupting enemy actions.
On my commandAllows precise coordination with other effects (e.g., assault timing or synchronized fires).
FM/BS-1147 - Execute fire release methods
Excluded Skill

Read back and comply with the release method given by the controller.

Release MethodMeaning
ImmediateFire when ready once parameters are set.
Staggered (X seconds)Fire in sequence from lowest to highest gun number, with X seconds between shots.
On my commandWait for explicit command to fire.
FM/BS-1151 - Issue fire commands
Excluded Skill

Give clear fire control commands during release phases, repeat commands as needed for safety or synchronization.

ProwordMeaning
[Gun/Section #] FIRECommand to fire under On My Command or Staggered release methods.
FM/BS-1149 - Communicate within a fire support element using the correct brevity
Excluded Skill

Use the correct brevity within a crew/section/battery to communicate effectively:

ProwordMeaning
[Gun #] READYWeapon is ready to fire.
[Gun/Section #] SHOTThe first round has been fired.
[Gun/Section #] ROUNDS COMPLETEAll assigned rounds have been fired.

 

FM/BG-1152 - Fire mission safety controls

Fire support elements must remain flexible and safe to accommodate changing conditions or emerging hazards. Using safety controls ensures responsive and safe fire support delivery under pressure.

FM/BS-1271 - Issue safety control orders
Excluded Skill

Issue safety control orders to stop or repeat a fire mission in a timely manner:

ProwordPurpose
CHECK FIREImmediately stops all firing for safety, pending further instruction. This warning can be given by anyone observing a safety issue.
CEASE LOADINGHalts further ammunition preparation while allowing already loaded rounds to be fired.
REPEATEnables rapid re-engagement of previous fire data, reducing delay in follow-up fires.

FM/G245 - Operating an indirect fire weapon

FM/BP-1153 - Use of the artillery computer

The Artillery Computer is a digital targeting aid. Its use is disabled by default in UNITAF operations to support manual calculation and realistic simulation.

  • Authorised Use: Only permitted in operations classified as E3 or above.
  • Preconditions for Use:
    • Computer assistance must be available (via vehicle or facility). The following classes of vehicle are acceptable:
      • All self propelled guns (SPGs) and rocket artillery.
      • NATO/Western artillery guns (≥105mm) if a battery commander is present.
      • NATO/Western mortar carriers.
    • Plausible geolocation of gun and target must be possible.

Declaration Requirement: Enabling of the Artillery Computer must be stated in the mission OPORD.

FM/BS-1154 - Deploy the weapon system
Excluded Skill
  • Choose level ground.
  • Avoid terrain and natural features that may obstruct fire.
  • Use available or potential cover.
  • Maintain spacing between guns. 
FM/BS-1155 - Establish a hasty gun pit
Excluded Skill
  • Orient the position for the desired fire direction.
  • Allow enough space for movement and reloads. 
FM/BS-1157 - Execute orders given by the element leader
Excluded Skill
  • Set the gun to the given azimuth and elevation.
  • Load specified charge and ammunition type.
FM/BG-1158 - Activities between fire missions

When not actively firing, fire support crews should prioritise the following in order:

  1. Provide security and cover sectors.
  2. Maintain or improve the gun position.
  3. Inventory ammunition at each gun.
  4. Inventory and restock ammunition
  5. Assist in planning or calculating upcoming fire missions.

FM/G246 - Executing an indirect fire mission

FM/BG-1160 - Fire mission format and flow

A fire mission typically follows this sequence:

  1. Request: The observer sends a Call for Fire.
  2. Acknowledge: Fire controller acknowledges and confirms received data.
  3. Calculate: Fire controller determines and communicates firing parameters.
  4. Lay: Crews apply the firing data and report when ready.
  5. Release: The fire controller issues the fire order.
  6. BDA: The observer conducts Battle Damage Assessment.
  7. Adjust: Corrections are issued if required.

Steps 2 to 7 may be repeated until the desired effect on target is achieved.

FM/BS-1162 - Calculate ballistics
Excluded Skill
  • Determine gun location
    • Determine grid and altitude (ASL) of each firing point.
    • Use centre-point only if all guns are within 50m radius.
  • Determine target location
    • Determine grid and altitude (ASL) via Grid, Polar, or Shift.
  • Determine sight to target
    • Calculate azimuth, distance, and altitude difference.
  • Develop the fire solution
    • Select charge using range table.
    • Determine base elevation; interpolate if needed.
    • Adjust for altitude difference.
    • Calculate time of flight.
  • Set ammunition parameters
    • Set proximity/timed fuses based on altitude or time of flight if applicable.
  • Verify all data
    • Recheck all data.
    • Ideally cross-check with a second calculator.
FM/BG-1161 - Delegation of duties

Element leaders may delegate specific responsibilities to ensure efficient delivery of fire support.

Delegatable duties:

  • CFF Communication: Receiving inbound Calls for Fire.
  • Fire Mission Calculation: Determining charge, azimuth, elevation, and ammunition.
  • Fire Mission Communication: Transmitting fire orders to subordinate elements.
FM/BG-1159 - Target location methods

Three methods to specify a target:

  • Grid: Grid coordinates from the map.
  • Polar: Distance and direction from the observer.
  • Shift: Offset from a known reference point, e.g. a TRP or PPT.
FM/BG-1273 - Issuing a fire mission to crews

Fire missions are given by the Fire Controller in the following format : 

  1. Gun/Section number
  2. Target Reference Point or Pre-Planned Target
  3. Release method
  4. Type of round
  5. Ammo information
  6. Number of rounds
  7. Charge
  8. Azimuth
  9. Elevation

 

1. Gun/Section number

ProwordMeaning
All gunsRefers to all elements in the Battery or Section
Section (#)Refers to all guns in the given Section(s)
Gun (#)Refers to the given gun

2. Target Reference Point or Pre-Planned Target

Target number assigned during calculation, each fire mission has a unique target identification number.

See: FM/BS-802 - Establish target reference points (TRP) and FM/BS-803 - Establish pre-planned targets (PPT)

3. Release method

See: FM/BS-1147 - Execute fire release methods

4. Type of round

Type of ammunition to be used

5. Ammo information

Used for special rounds where a setting is to be configured (i.e. laser code or timed explosion) 

6. Number of rounds

The number of rounds to be fired by each gun (i.e. an order of 5 rounds for 3 guns will result in a total of 15 rounds being fired)

7. Charge

Charge number to be used (please note some Pisces may show the charge as a name ('close', 'medium', 'far') instead of a number, in those cases treat the smallest one as 0 then following modes counting up 

8. Azimuth

Azimuth with a modifier for continuous fire. The azimuth is always given as a 4 digit number

9. Elevation

Elevation with a modifier for continuous fire. The elevation is always given as a 4 digit number

FM/G247 - Map and tools

FM/BG-1268 - Using map tools to determine an accurate 8 figure grid reference

Map tools can be used to more accurately determine 8 figure grid references. To do so, follow the procedure:

  1. Deploy the map tool and align it to North.
  2. Place the 0 mark of the grid tool on the target point.
  3. Read the 4th digit of the easting from the left ruler.
  4. Read the 4th digit of the northing from the bottom ruler.
  5. Append both digits to the 6-digit grid.

The grid can now be transmitted using the FM/BS-477 - Read an eight-figure grid reference.

FM/BS-1164 - Determine an 8-figure grid reference using the map tools
Excluded Skill

Use map tools to get a grid reference accurate to 10metres.

FM/BG-1269 - Using map tools to accurately determine an azimuth and distance

Map tools can be used to more accurately determine azimuth and distance. To do so, follow the procedure:

  1. Deploy the appropriate map tool.
  2. Move the centre dot to the first point.
  3. Rotate the tool to align the lead line with the second point.
  4. Read the azimuth in degrees or mils.
  5. Align the 0 mark of the ruler with the first point.
  6. Measure the distance in meters to the second point.

You now have an accurate azimuth and distance.

FM/BS-1165 - Determine an accurate azimuth and distance to a target having only access to map tools
Excluded Skill

Use map tools to get an accurate azimuth and distance to a target.

FM/BG-1270 - Using a plotting board to accurately determine an azimuth and distance

A plotting board can be used to more accurately determine azimuth and distance. To do so, follow the procedure:

  1. Centre the plotting board on the origin point.
  2. Rotate the base board or ruler to intersect the target point.
  3. Read the azimuth using the Vernier scale.
  4. Measure the distance using the plotting grid.
  5. If the target is over 3km away, use the lower-left origin.

You now have an accurate azimuth and distance.

FM/BS-1166 - Determine an accurate azimuth and distance to a target having only access to a plotting board
Excluded Skill

Use a plotting board to get an accurate azimuth and distance to a target.

FM/G160 - Fire support planning

FM/BG-1167 - Structure of fire support elements

Fire support elements follow a three-tier hierarchy to enable scalable and organized delivery of indirect fire.

  • Battery: Coordinates up to three Sections; highest level of fire support control.
  • Section: Controls two to three Gun Teams; operates semi-independently within the Battery.
  • Gun Team: Operates a single mortar or artillery piece; composed of a Gunner and Assistant.

This structure supports scaling from squad-level support to full Batteries. The highest level of commander present takes command, Battery -> Section -> Gunner.

FM/BG-1168 - Fire mission pre-planning

Pre-planning fire missions during the mission design or briefing phase helps ensure that indirect fire support can be delivered rapidly and accurately once operations are underway. It also enhances coordination with manoeuvre elements by reducing the time needed to identify, communicate, and engage targets.

Common components of fire mission pre-planning include:

  • Pre-Planned Targets (PPT): Plotting likely enemy positions, chokepoints, or objectives ahead of time allows for quicker engagement during execution. These targets should be labelled using standard MTO formats (see FM/BS-726) to streamline communication and avoid confusion.
  • Target Reference Points (TRPs): TRPs serve as shared map references that observers and gun crews can use to orient fire missions. They are typically placed on prominent terrain features and labelled in accordance with FM/BS-802. This practice simplifies communication and improves accuracy, particularly for on-call missions.
  • Fire Support Standards: Establishing default parameters for suppression, smoke, and general-purpose fire missions ensures consistency and saves time under pressure. These may include:
  • Fire Mission Types:
    • Pre-Planned: Coordinated before the operation and often linked to a PPT or TRP. Enables faster delivery due to known parameters.
    • On-Call: Requested dynamically during the mission. Often relies on TRPs or observer data to establish target locations quickly.

Pre-planning these elements helps ensure fire support is available when and where it’s needed, without delaying the momentum of the operation.

FM/BS-802 - Establish target reference points (TRP)
Excluded Skill

Plot target reference points, TRP, on prominent map and terrain features for the purposes of shared known points.

Label TRPs in the format "TRP [group identifier] [number 01–10]", where the distinct group identifier broadly summarises an area of operations, phase, or cardinal direction relative to friendly positions or movements. 

Examples: “TRP N01” or “TRP SE03”.

FM/BS-804 - Set standard fire-support parameters
Excluded Skill

Set the following parameters prior to mission start:

  • Rounds used, volume and rate of fire for a IMMEDIATE SUPPRESSION mission
  • Rounds used, volume and rate of fire for a IMMEDIATE SMOKE mission
  • Rounds used, volume and rate of fire for a SUPPRESSION mission
  • Preferred method used for target location
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