This is a temporary skill block, the skill block is being used to accumulate SP for time spent as UAS until it's role card is completed.
This is a temporary skill block, the skill block is being used to accumulate SP for time spent as UAS until it's role card is completed.
Your role access is determined by your skills, experience with those skills, and the specific roles that utilize them. With over 100 roles in UNITAF, creating detailed skill breakdowns for every role is a substantial undertaking that cannot be completed overnight.
Estimated Role Cards
To ensure the entire unit can transition to the new system immediately, some roles are tagged as **"Estimated"**. These roles use a transitional approach:
Current State: Estimated roles provide functional access levels that closely mirror the previous LTS system while addressing many of its shortcomings. As development progresses, estimated role cards will be upgraded to the full FTS3 standard with detailed, role-specific skill requirements.
Important Note: When roles transition from "Estimated" to "Verified" status, your access level may change (either increase or decrease) as the requirements become more precise and role-specific.
This approach allows UNITAF to:
The estimated system serves as a bridge, ensuring no disruption to unit operations while we build toward the comprehensive FTS3 vision.
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.
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.
Non-Combatants: Individuals who are not actively participating in hostilities. These are not legitimate targets.
Do not intentionally engage non-combatants as defined in FM/BS-349 - Identify legitimate targets
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:
Do not intentionally cause collateral damage to civilian infrastructure as defined in FM/BS-350 - Minimize collateral damage against civilian infrastructure
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:
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
Prohibitions
Command Responsibility
Report: “One CPERS secured, location ____, information/context ____, condition ____.”
Guard: Never leave CPERS unattended.
Plan & Transfer: Confirm with chain of command when/where to move CPERS.
"Weapons Red"
"Weapons Orange"
"Weapons Green"
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.
Point fire is fire using a direct and controlled aim, for the specific purpose of hitting an individual target accurately.
Example:
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:
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:
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
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.
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.
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
Example:
FTL: ‘Green Team. 100m. Enemy infantry, North. Point fire!’
Engage the target specified in a given fire control order using:
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.
Rapidly identify a light vehicle as being:
Those at higher proficiency are able to identify the subclasses as:
Above: A column of US Army M1114 uparmored HMMWV (or Humvee)
Rapidly identify a AFV as being:
Those at higher proficiency are able to identify the subclasses as:
Above: US Army M1126 Stryker AFV on patrol
Rapidly identify a tank as being:
There are no subclasses.
Above: A section of US Army M1A2 SEPv2 Tanks engaging enemy forces
Rapidly identify artillery as being:
Those at higher proficiency are able to identify the subclasses as:
Above: M119 Howitzer towed artillery unit in it's deployed configuration
Rapidly identify anti-air being:
Those at higher proficiency are able to identify the subclasses as:
Above: ZSU-23 Shilka Anti-Aircraft System
Rapidly identify a helicopter as being:
Those at higher proficiency are able to identify the subclasses as:
Above: US Army AH-64D Apache Gunship
Rapidly identify tiltrotor aircraft as being:
There are no subclasses.
Rapidly identify a plane as being:
Those at higher proficiency are able to identify the subclasses as:
Above: US Air Force A-10A Warthog releasing a GBU-48 Enhanced Paveway II
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.
Above: A pair of Chedaki BTR-60 APCs
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.
Above: A pair of Russian BMP-1 IFVs
The BMP-2 is an improved BMP-1 equipped with a 30mm autocannon instead of the 76mm cannon.
Above: Russian BMP-2M IFV
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.
Above: Read the x (horizontal) axis first, then read the y (vertical) axis
Recognise points of elevation and hill numbers:
Read contour lines using the 2 types contour intervals marked on map:
Recognize the gradient (steepness) of the terrain, based on the spread of the contour lines (the closer contour lines are, the steeper the terrain)
‘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.
Above: US Army FM 6-30, Chapter 32
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.
Above: 1 metre cube appearance at different ranges
‘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.
| Object | Typical height |
|---|---|
| Person, standing | 1.8 m |
| Person, head to crotch | 1 m |
| Person, crouching | 1 m |
| BTR-80, height | 2 m (2.5 m with turret) |
| BTR-80, length | 7.7 m |
| BMP-2, height | 2 m (2.5 m with turret) |
| BMP-2, length | 6.3 m |
| T-72, height | 2.2 m |
| T-72, length | 7 m (9.5 m with barrel) |
| Mi-8, height | 5 m |
| Mi-8, length | 18 m |
| Altis warehouse, wall | 5 m |
| Altis warehouse, window | 1 m |
| Average door | 2.1 m (~2 m) |
| Cobblestone wall, pillar | 2 m |
| H-barrier, big | 2 m |
| H-barrier, small | 1.4 m |
| Sandbags | 1 m |
| Bunker tower | 5 m |
| Cargo watchtower, height | 6 m |
| Cargo tower, height | 20 m |
| Cargo HQ, height | 6 m |
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:
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’:
Above: M8541A sight picture with mil-dots and half-mil-dashes
Above: A man standing relaxed, known to be 1.8 m tall
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!
Above: A man standing relaxed, measured head to crotch as a known dimension of 1 metre
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.
Above: A BTR-80, known to be 2 metres high when measured from the ground to the top of its hull
Use milliradian tools to obtain a range to the target, by applying the core concept that at 1000 meters, 1 milliradian equals 1 metre.
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.
Above: Vector 21 data automatically populating into the ATragMX
Look at the target and fire the laser rangefinder to obtain an exact range to the target.
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
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.
Above: A typical fireteam in the field
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
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
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
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.
Above: A fireteam takes cover at a low stone wall
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.
Remain within an appropriate distance of the other members of the element, such that:
Actively listen for and follow the orders given by the element leader.
Do not intentionally ignore the orders given by those in leadership positions.
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.
Maintain an effective distance between yourself and others, striking a balance between cohesion and minimising potential casualties, based on:
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!
Maintain awareness of:
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.
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.
Adjust your aiming point vertically relative to the target by:
Adjust your aiming point horizontally, relative to the target, by:
Hold your breath when pulling the trigger to ensure steady aim.
Follow these principles for more effective breath control:
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.
Above: Sight line vs Bore line
Every shooting stance has advantages and disadvantages.
Standing
Kneeling
Sitting
Prone
Use an appropriate shooting stance for the engement while taking into account available cover, sight stability and mobility requirements.
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.
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:
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.
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.
Above: Scope view showing the impact point offset from the reticule
Adjust for misses by correcting for the observed impact through any of the following core principles:
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.
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.
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.
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.
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.
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.
| Callout | Meaning |
|---|---|
| Go firm | Instruction 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. |
| ARD | All 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°. |
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.
When throwing a grenade, shout:
[type of grenade] out
| Type | Grenade category |
|---|---|
| FRAG | Fragmentation grenade |
| SMOKE | Smoke grenade |
| FLASHBANG | Flashbang |
When you see a grenade landing or being thrown in your direction, shout:
grenade
When hearing or observing incoming indirect fire, shout:
IDF incoming
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:
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:
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.
Above: The BLUFOR issued AN/PRC-152 and its buttons explained.
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.
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:
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:
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.
Above: The BLUFOR issued AN/PRC-152 and its buttons explained.
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.
When pronouncing individual letters over a radio channel, replace the letter with the corresponding word from the following table:
| LETTER | WORD | PRONUNCIATION |
|---|---|---|
| A | ALFA | AL FAH |
| B | BRAVO | BRAH VOH |
| C | CHARLIE | CHAR LEE OR SHAR LEE |
| D | DELTA | DELL TAH |
| E | ECHO | ECH OH |
| F | FOXTROT | FOKS TROT |
| G | GOLF | GOLF |
| H | HOTEL | HOH TELL |
| I | INDIA | IN DEE AH |
| J | JULIETT | JEW LEE ETT |
| K | KILO | KEY LOH |
| L | LIMA | LEE MAH |
| M | MIKE | MIKE |
| N | NOVEMBER | NO VEM BER |
| O | OSCAR | OSS CAH |
| P | PAPA | PAH PAH |
| Q | QUEBEC | KEH BECK |
| R | ROMEO | ROW ME OH |
| S | SIERRA | SEE AIR RAH |
| T | TANGO | TANG GO |
| U | UNIFORM | YOU NEE FORM OR OO NEE FORM |
| V | VICTOR | VIC TAH |
| W | WHISKEY | WISS KEY |
| X | X-RAY | ECKS RAY |
| Y | YANKEE | YANG KEY |
| Z | ZULU | ZOO LOO |
When pronouncing individual numerals over a radio channel, pronounce the numeral according to the following table:
| NUMERAL | PRONOUNCED |
|---|---|
| 0 | ZE-RO |
| 1 | WUN |
| 2 | TOO |
| 3 | TREE |
| 4 | FOW-ER |
| 5 | FIFE |
| 6 | SIX |
| 7 | SEV-EN |
| 8 | AIT |
| 9 | NIN-ER |
When pronouncing individual letters over a radio channel, replace the letter with the corresponding word from the following table:
| LETTER | WORD | PRONUNCIATION |
|---|---|---|
| A | ALFA | AL FAH |
| B | BRAVO | BRAH VOH |
| C | CHARLIE | CHAR LEE OR SHAR LEE |
| D | DELTA | DELL TAH |
| E | ECHO | ECH OH |
| F | FOXTROT | FOKS TROT |
| G | GOLF | GOLF |
| H | HOTEL | HOH TELL |
| I | INDIA | IN DEE AH |
| J | JULIETT | JEW LEE ETT |
| K | KILO | KEY LOH |
| L | LIMA | LEE MAH |
| M | MIKE | MIKE |
| N | NOVEMBER | NO VEM BER |
| O | OSCAR | OSS CAH |
| P | PAPA | PAH PAH |
| Q | QUEBEC | KEH BECK |
| R | ROMEO | ROW ME OH |
| S | SIERRA | SEE AIR RAH |
| T | TANGO | TANG GO |
| U | UNIFORM | YOU NEE FORM OR OO NEE FORM |
| V | VICTOR | VIC TAH |
| W | WHISKEY | WISS KEY |
| X | X-RAY | ECKS RAY |
| Y | YANKEE | YANG KEY |
| Z | ZULU | ZOO LOO |
When pronouncing individual numerals over a radio channel, pronounce the numeral according to the following table:
| NUMERAL | PRONOUNCED |
|---|---|
| 0 | ZE-RO |
| 1 | WUN |
| 2 | TOO |
| 3 | TREE |
| 4 | FOW-ER |
| 5 | FIFE |
| 6 | SIX |
| 7 | SEV-EN |
| 8 | AIT |
| 9 | NIN-ER |
A callsign is the identifier that is used to address another unit over radio. Every unit down to the fireteam level has a unique callsign to identify it.
Some individuals also have their own callsigns. These are generally for people with leadership or specialised roles, like the platoon commander, platoon seargeant or forward air controller.
Deployment ORBATs in UNITAF have callsigns which are assigned by the deployments Field Leader, callsigns come from a pre-approved callsign list. Some callsigns are from the phonetic alphabet, ALPHA, BRAVO CHARLIE etc. However many other callsigns exist, and can carry themes such as birds, animals and chess pieces. Callsigns are usually words which are short, easy to say, remember and to understand.
In UNITAF Callsigns are assigned to Platoons or to Companies. When a Platoon is assigned a callsign, all subordinate elements of the Platoon also adopt that callsign. A simple example of how this works is outlined below.
When needing to speak to the leader of an element specifically, and not anyone else on net who may take transmissions for the callsign (platoon sergeant/radio operators etc.), append ACTUAL after the element's callsign.
ACTUAL is never combined with a personal callsign as defined in FM/BP-1137 - Personal callsigns
To keep radio communications brief, shorten callsigns whenever possible, according to the following rules:
When addressing a specific person in the HQ element, use their personal callsign. The assignment of HQ personal callsigns works in reverse from the number 9, where 9 is the commander of that callsign. Typically, the second-in-command will be 8, forward air controllers, observers or medics can be 7, 6 and so on.
When adressing all callsigns on a network, use ALL STATIONS instead of listing all callsigns separately.
A transactional radio network is a network based on a transaction: a back and forth set of messages between a defined set of participants. It is bases on the following principles:
In transactional nets callsigns must first identify with one another and once ident has been completed, a series of tranmissions may take place, and then the transaction is ended with the proword "OUT".
The below table shows the types of nets and their usage of IDENT and transactional communication procedures.
| Activity | Fireteam | Squad | Platoon | Company | Direct/Special |
|---|---|---|---|---|---|
| IDENT | Use names or buddy team colours | Short callsigns | Full callsigns | Full callsigns | Full callsigns |
| TRANSACTIONAL | NO | YES | YES | YES | YES |
Join a transactional network by saying:
[your full callsign], checking into the net
or shortened as:
[your full callsign], checking in
When starting a conversation on a transactional network, state:
[reciever callsign(s)],
(this is) [sender callsign],
(priority)
The other party(ies) respond, in order of their callsign, with:
[sender callsign],
(this is) [reciever callsign]
| Proword | Meaning |
|---|---|
| THIS IS | May (but is not required to) be ommitted if there is only a single reciever, or when responding. |
| PRIORITY | The message has urgency over normal messages |
When ending a conversation on a transactional network, append OUT at the end of the transmission.
A transmission can only be ended by the party that has the initiative in the conversation.
When indicating your understading of a transmission use either of the following:
| Proword | Meaning |
|---|---|
| ROGER | I understand |
| WILCO | I understand and I will do it |
Never use these together, as WILCO implies ROGER.
When unable to respond to a transmission, use either of the following:
| Proword | Meaning |
|---|---|
| WAIT ONE | A response will be transmitted in a few seconds. |
| WAIT OUT | A response cannot be transmitted soon. This ends the conversation |
| Proword | Meaning |
|---|---|
| SAY AGAIN | Repeat the information |
| SPEAK SLOWER | You are talking too fast, speak slower in the future |
Use the following standardized words instead of other synonyms on a transactional network:
| Word | Meaning |
|---|---|
| AFFIRMATIVE | Yes |
| NEGATIVE | No |
| CLICKS | Kilometers |
| MIKES | Minutes |
If a callsign is not answering you, try to reach them for a total of three times with several seconds passing in between. Each additional time they may add the information that they haven’t received anything, to make other stations aware of it.
If the suspected station is your superior you may assume that they may be incapacitated and/or killed and the next station in the Chain of Command needs to take command in their place.
Example
This example will cover a squad net on channel 250 consisting of Outlaw 1-0, 1-1, 1-2 and 1-3. 1-2 is trying to reach 1-0 without success:
Trying to contact
1-2: Actual, this is 2.
1-0: (1-0 is not responding so after a couple of seconds 1-2 tries again)
1-2: Actual, this is 2, nothing heard.
1-0: (1-0 is not responding so after a couple of seconds 1-2 tries for the last time)
1-2: Actual, this is 2, nothing heard OUT.
1-0: (1-0 is not responding so 1-1 needs to take command)
Succession of command
1-2: 1, this is 2.
1-1: 2 this is 1.
1-2: You need to take command.
1-1: This is 1, taking command..
If the readback was correct, transmit:
Correct
If the readback was inccorect, transmit:
Negative, I say again, [correct information]
To interrupt an ongoing conversation, transmit after a transmission has finished, or after FM/BS-825 - Break up long transmissions on a transactional network:
break break break, FM/BS-822 - Initiate a conversation on a transactional network
Only interrupt a conversation when the new conversation has a higher urgency than the interrupted one.
Use BREAK to split long transmissions into multiple parts of roughly 5 seconds.
After transmitting BREAK, uncue the radio and pause for 2 seconds, before continuing.
After stating incorrect information state the following:
correction, [corrected information]
After stating information that was correct at the time, but isn't anymore state the following:
disregard ([stale information])
When asking another callsign to relay information, state:
relay to [final receiver callsign] [information to relay]
When relaying information from another callsign, state:
relay from [original sender callsign] [information to relay]
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.
Example Contact Report: "Contact front! Enemy infantry in the open, bearing 210, three hundred meters!"
Recognize the following meanings of smoke colors:
| Smoke Color | Meaning | Carried by |
|---|---|---|
| Red | Enemy Position | Team leaders+, FAC |
| Blue | Friendly Position/LZ | Team leaders+, FAC |
| Green | LOGPACK/Ammo drop | Support callsigns |
| Purple | MASCAS/MEDEVAC LZ | All medical roles |
| Orange | Damaged Vehicle in need of repairs | All crew roles |
| White | Concealment | All infantry |
| Black | Only used by OPFOR | OPFOR |
| Yellow | Used for specific purpose laid out in OPORD | Friendly |
Formations are a set way of positioning members of an element during combat. These formations are used for several key reasons:
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:
Weaknesses:
Above: A fireteam wedge, led by the fireteam leader
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:
Weaknesses:
Above: A fireteam line
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:
Weaknesses:
Above: A fireteam column, led by the fireteam leader
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:
Weaknesses:
Above: A fireteam staggered column, led by the fireteam leader
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:
Cons:
Above: An echelon left (top) and an echelon right (bottom), each led by the fireteam leader
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:
Cons:
Above: A squad column, led by the first fireteam leader
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:
Cons:
Above: A squad wedge, led by the first fireteam leader
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:
Weaknesses:
Above: A squad file, led by the first fireteam leader
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:
Weaknesses:
Above: A squad staggered column, led by the first fireteam leader
Maintain the correct position in the formation set by the element leader.
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:
E.g.:
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.
Bound using the follow method:
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:
Bound using the follow method:
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:
‘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.
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.
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.
Peel using the following method:
Above: Center peel diagram
Peel using the following method:
Above: Line peel diagram
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.
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:
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.
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:
Above: Two infantry cover a sector high/low with appropriate stances
When moving in a fireteam column during MOUT, maintain continuous coverage by assigning sectors based on position:
As the team moves:
Maintain observation of the assigned sector at all times while moving.
Above: A 4-man and 5-man examples of formation when moving down a street
Cross the danger area using controlled movement and mutual cover:
Above: A team leader rushes across a danger area as his team provides cover
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.
Above: 2 players using High/Low stacking to maximize fire around a corner
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)
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.
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
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.
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
Stack up on an entry point using on of the following methods:
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.
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.
Above: A demonstration of pieing an entryway
Enter a room using on of the two following methods:
Once inside a room move and clear in the following manner:
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".
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;
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.
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.
When approaching a helicopter, keep in mind the following factors:
In practice, this means:
Above: Infantry moving to a Ghosthawk to mount
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.
Landing a parachute at high speed can injure or kill you. To prevent this:
In HALO, the chute is deployed at low altitude to minimize the time spent under canopy.
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.
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.
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.
When leading a parachute jump as jump master:
Leaders balance mission success against force preservation. Risk must be deliberate, not accidental. Risk management is the identification and control of hazards to preserve combat effectiveness while accomplishing the mission.
Risk Process
Example mitigation methods
Command is the authority to decide and prioritise.
Control is the regulation and direction of forces to implement decisions.
Command
Control
Effective leaders command centrally and control selectively to preserve initiative.
Accept responsibility for decisions and outcomes within the element:
Maintain control of of the element:
Commander’s Intent defines the purpose of an operation, the desired end state, and the key effects required to achieve mission success. It provides direction without prescribing detailed execution, enabling subordinate leaders to act independently while remaining aligned with higher objectives.
Commander’s Intent exists at every level of command:
Commander’s Intent allows initiative within boundaries. When plans break down, leaders act in accordance with intent rather than waiting for orders. Clear intent preserves momentum, cohesion, and operational effectiveness at every level.
Keep your direct subordinates informed with all the needed information for them to function:
Ensure you give enough information so that another person can take over leadership without needing additional information.
When preparing for a mission, take care of the following:
Make decisive decisions:
Evaluate the element’s combat effectiveness, resources, and condition before and during task execution:
Dominating the battlefield is the ability to control the tempo, positioning, and flow of combat to achieve objectives while limiting enemy freedom of action.
Key methods of achieving dominance:
Why It’s Important:
Follow the CLAP mnemonic to use with every order:
When issuing an order, use the following format:
When given an order, confirm the order and make a plan and act to implement the intent of the order. When unable to act, make this clear to avoid misunderstandings or timing issues.
When disagreeing with a given order:
If despite the disagreement the order is confirmed, execute it to the best of your ability without complaint or argument.
Be mindful to not disagree with every order, keeping in mind that there might be reasons not yet apparent why the order is given.
Wherever possible, delegate tasks to subordinate elements. Trust people to do the task they are assigned, and give them the needed freedom to do so without interfering.
In other words, tell people what you want, not how to do it.
When taking a casualty, focus on winning the engagement as the primary priority:
When the situation allows, transfer the casualty to higher levels of care, unburdening the element.
An element can only move as fast as the heaviest person. This means that, to the greatest extent possible, all equipment should be distributed among the members of the element, to equalise weight.
A couple of examples:
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.
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.
Above: A Field Dressing as seen in the inventory
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.
Above: A Elastic Bandage as seen in the inventory
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.
Above: A Packing Bandage as seen in the inventory
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.
Above: A QuickClot Bandage as seen in the inventory
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;
Combat Life Saver
A CCL including the following additional items:
| Equipment | Minimum | Optimal |
|---|---|---|
| Elastic Bandage | 20x | 40x |
| Packing Bandage | 10x | 20x |
| Quikclot | 10x | 20x |
| Epinephrine Auto Injector | 4x | 8x |
| Guedel Tube | 2x | 8x |
| Morphine Auto Injector | 2x | 8x |
| Splint | 4x | 6x |
| Surgical Kit | 1x | 1x |
| Tourniquet | 8x | 10x |
| Ammonium Carbonate | 1x | 4x |
| Combat pill pack | 2x | 4x |
| Purple Smoke Grenade | 2x | 2x |
Combat Medic
A CCL including the following additional items:
| Equipment | Minimum | Optimal |
|---|---|---|
| 16g IV | 4x | 10x |
| Elastic Bandage | 20x | 40x |
| Packing Bandage | 10x | 20x |
| Quikclot | 10x | 20x |
| Blood (1000ml) | 5x | 5x |
| Blood (500ml) | 5x | 5x |
| Blood (250ml) | Optional | 10x |
| Epinephrine Auto Injector | 2x | 10x |
| King LT | 2x | 8x |
| Morphine Auto Injector | 2x | 10x |
| Personal Aid Kit | 1x | 1x |
| Splint | 4x | 6x |
| Surgical Kit | 1x | 1x |
| Tourniquet | 8x | 10x |
| Ammonium Carbonate | 1x | 4x |
| Combat pill pack | 2x | 4x |
| Purple Smoke Grenade | 2x | 2x |
Squad Medic
As per Combat Medic, with the following changes:
Platoon Medic
A CCL including the following additional items:
| Equipment | Minimum | Optimal |
|---|---|---|
| 16g IV | 4x | 10x |
| Accuvac | 1x | 1x |
| Automated External Defibrillator | 1x | 1x |
| Elastic Bandage | 20x | 40x |
| Packing Bandage | 10x | 20x |
| Quikclot | 10x | 20x |
| Blood (1000ml) | 5x | 5x |
| Blood (500ml) | 5x | 5x |
| Blood (250ml) | Optional | 5x |
| Bodybag | Optional | 1x |
| EACA | 4x | 10x |
| Epinephrine Auto Injector | 2x | 10x |
| Fentanyl | Optional | 4x |
| Field Blood Transfusion Kit (250ml) | Optional | 2x |
| Field Blood Transfusion Kit (500ml) | Optional | 2x |
| KingLT | 2x | 8x |
| Morphine Auto Injector | 2x | 10x |
| Norepinephrine | 4x | 8x |
| Personal Aid Kit | Optional | 1x |
| Phenylephrine | 4x | 6x |
| Nitroglycerin | 2x | 8x |
| Pulse Oximeter | 1x | 1x |
| Splint | 4x | 6x |
| Surgical Kit | 1x | 1x |
| Tourniquet | 8x | 10x |
| TXA | 4x | 8x |
| Ammonium Carbonate | 1x | 4x |
| Combat pill pack | 2x | 4x |
| Purple Smoke Grenade | 2x | 2x |
SF Medic
A CCL including the following additional items:
| Equipment | Minimum | Optimal |
|---|---|---|
| 16g IV | 4x | 10x |
| AED-X | 1x | 1x |
| Amiodarone | 2x | 6x |
| Elastic Bandage | 20x | 30x |
| Packing Bandage | 10x | 20x |
| Quikclot | 10x | 20x |
| Blood (1000ml) | 5x | 5x |
| Blood (500ml) | 5x | 5x |
| Blood (250ml) | Optional | 5x |
| Bodybag | Optional | 1x |
| EACA | 4x | 6x |
| Epinephrine Auto Injector | 2x | 10x |
| FAST IO | 2x | 6x |
| Field Blood Transfusion Kit (250ml) | Optional | 2x |
| Field Blood Transfusion Kit (500ml) | Optional | 2x |
| KingLT | 2x | 8x |
| Lidocaine | 2x | 6x |
| Morphine Auto Injector | 2x | 10x |
| Norepinephrine | 4x | 8x |
| Personal Aid Kit | Optional | 1x |
| Phenylephrine | 4x | 6x |
| Nitroglycerin | 2x | 8x |
| Splint | 4x | 6x |
| Surgical Kit | 1x | 1x |
| Tourniquet | 8x | 10x |
| TXA | 4x | 8x |
| Ammonium Carbonate | 1x | 4x |
| Combat pill pack | 2x | 4x |
| Purple Smoke Grenade | 2x | 2x |
Technicians from a Medical Emergency Response Team (MERT) and Combat Medical Team (CMT)
All roles must contain a CCL in addition to:
| Equipment | Minimum | Optimal |
|---|---|---|
| 16g IV | 4x | 10x |
| Accuvac | 1x | 1x |
| AED-X | 1x | 1x |
| Amiodarone | 2x | 6x |
| Elastic Bandage | 20x | 40x |
| Packing Bandage | 10x | 20x |
| Quikclot | 10x | 20x |
| Blood (1000ml) | 5x | 5x |
| Blood (500ml) | 5x | 5x |
| Blood (250ml) | Optional | 5x |
| Bodybag | Optional | 1x |
| EACA | 4x | 10x |
| Epinephrine Auto Injector | 4x | 10x |
| FAST IO | 2x | 6x |
| Fentanyl | Optional | 4x |
| Field Blood Transfusion Kit (250ml) | Optional | 2x |
| Field Blood Transfusion Kit (500ml) | Optional | 2x |
| KingLT | 2x | 8x |
| Lidocaine | 2x | 6x |
| Morphine Auto Injector | 2x | 10x |
| Norepinephrine | 4x | 8x |
| Personal Aid Kit | Optional | 1x |
| Phenylephrine | 4x | 6x |
| Nitroglycerin | 2x | 8x |
| Pulse Oximeter | 1x | 1x |
| Splint | 6x | 6x |
| Tourniquet | 8x | 10x |
| TXA | 4x | 8x |
| Ammonium Carbonate | 1x | 4x |
| Combat pill pack | 2x | 4x |
| Purple Smoke Grenade | 2x | 2x |
MERT/CMT Leader/Officer
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.
Above: A Tourniquet as seen in the inventory
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.
Above: A Splint as seen in the inventory
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.
Above: A Personal Aid Kit (PAK) as seen in the inventory
Bleeding
Airway: Check the airway in the medical menu.
Beating Heart:
Evacuation:
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.
After addressing life-threatening bleeding and airway issues, assess the casualty for other injuries.
Continue to monitor the casualty's condition by regularly checking their breathing, bleeding, and consciousness.
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.
When giving first aid to a patient, follow the following steps:
Abrasions (or scrapes)
Avulsions
Contusions (Bruises)
Crush wounds (crushed tissue)
Cut wound
Lacerations (tears)
Velocity wounds
Puncture wounds
Fractures
Wherever practically possible using the correct bandage is essential for efficient wound management.
Considerations
Chooses based on the situation, wound type, and available resources for best outcomes.
Use tourniquets to temporarily prevent bleeding from all the wounds on a limb, when individually bandaging the wounds would result in unacceptable blood loss.
Use splints to temporarily treat broken limbs, until a personal aid kit can be used to restore full usage of the limb later.
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.
Assess the airway with “check airways” and categorize as one of the following states:
Above: The location of the "Check Airway" action and the result as seen in the activity log
Turn the patient's head to clear the occluded airway of the patient if an Accuvac is not available.
Above: Action as seen in the medical menu
Hyperextend the patient's head to clear the obstructed airway of the patient, and stay within 2m of the patient during the process.
Above: Action as seen in the medical menu
Place the patient into a recovery position to keep the airway clear, if they:
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.
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:
Some drugs will influence heart rate.
After identifying a patient with no heart rate
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.
Fixed-wing aircrew support ground forces and are often a small part of the ORBAT. Missions are built around infantry, not aircraft. Seeing enemy units early (such as game master-spawned threats) doesn’t mean they should be engaged. Only act if the threat is imminent to ground forces or on instruction. Early action can disrupt mission pacing.
If an AO isn’t populated, simulate using radio communications with mission support. Ask what would realistically be seen, then report accordingly. This preserves immersion and supports the scenario. Good pilots enhance the mission by staying in sync with the bigger picture, not exposing technical boundaries.
Game masters may divert aircraft to other areas to maintain mission flow or populate areas without interference. This is due to Arma’s performance limits. Pilots should avoid unprompted engagement and work with mission staff to simulate realistic behaviour instead of acting on everything they see.
The RPV terminal provides command, control, and situational awareness for unmanned platforms. The interface displays map-based platform locations and allows selection via map icons or callsigns. Platform feeds and controls may vary based on vehicle capabilities.
Telemetry data provides operational indicators but should not be treated as absolute system health data.
Common telemetry fields include:
Operators should use telemetry to support, not replace, tactical judgment.
The TYPE setting determines what an RPV will do upon reaching a waypoint. Selecting the appropriate type allows operators to control movement behaviour, engagement posture, and loiter patterns.
The BEHAVIOR setting controls the RPV’s Weapons Control State (WCS) and determines how it will respond to potential targets. It is recommended to set RPV WCS to NEVER FIRE to ensure all weapons employment is controlled by a human operator.
WCS Options
The ALTITUDE setting determines the height a UAV will attempt to maintain while moving toward a waypoint. Altitude cannot typically be adjusted at the current location, so altitude changes usually require setting a new waypoint or manually controlling the UAV.
Selecting appropriate altitude improves survivability and mission effectiveness. Higher altitudes are generally sufficient to reduce the effectiveness of small arms fire against small UAVs (sUAVs), while still allowing for effective surveillance and navigation.
Altitude selection should balance:
RPV sensor systems provide situational awareness for ISR and targeting support. Operators should focus on interpreting sensor information rather than platform-specific interface layouts.
Displays typically present:
Common imaging modes include visual, night vision, and thermal (white-hot or black-hot).
Auxiliary sensors or AI-assisted detection systems may display contact markers within the sensor field of view. Detection reliability may vary based on platform capability and environmental conditions.
Map and navigation overlays may be used to maintain spatial awareness and confirm platform orientation.
RPVs are manually controlled using methods similar to their manned platform counterparts. Refer to applicable flight ( FM/G204 - Take off and landing and FM/G122 - Flight Basics) and vehicle operation guides for detailed manoeuvring principles.
All RPV weapon releases must be directly authorized and controlled by a human operator unless explicitly authorized otherwise through an OPORD or Field Leader (FL).
This policy is mandatory and applies to all RPV combat operations. Autonomous or AI-directed weapon releases are prohibited unless specifically approved through formal operational orders or command authorization channels.
Organisation
Deployment Restrictions
Operational Rationale
UAS Definition
Classification
UAS are categorised into two distinct types: