Core Infantry Roles - United Task Force (UNITAF) Arma 3



Core Infantry Roles

First and foremost everyone is an infantryman, but beyond specialised roles there are core infantry roles common throughout all fireteams, squads and platoons.



Assistant Automatic Rifleman
Tier 0 Core Infantry Role


The assistant automatic rifleman, or "AAR", is the right-hand man of the automatic rifleman. They help spread-load the ammunition duties with the AR by carrying additional ammunition for that weapon. The AAR's role is to stick with the AR and provide support - the two always form a buddy team. The AAR supports the AR in the form of providing security, helping to spot, engage, and adjust fire on targets.



Total Combat Hours: 797hrs
Times Deployed: 301
MVP Chances: 4.0%

Most Experienced:
Private First Class Squido (38 hrs)
Corporal BigRed (30 hrs)
Private Darren (26 hrs)
Private First Class Sharkhus (26 hrs)
Private Dadds (16 hrs)


Rifleman
Tier 0 Core Infantry Role


Every member of the platoon is a rifleman first and foremost. In a fireteam, the rifleman is the lowest ranking or newest member of the team. This role is a great way to get new players into the action, without burdening them with additional responsibilities such as those carried by the AR and AAR.

Total Combat Hours: 895hrs
Times Deployed: 341
MVP Chances: 4.2%

Most Experienced:
Private First Class Mason (32 hrs)
Private First Class nikjo (29 hrs)
Corporal BigRed (27 hrs)
Private First Class Ghost (27 hrs)
Sergeant Trifle (18 hrs)


Assistant Machinegunner
Tier I Core Infantry Role


The assistant machinegunner, is the right-hand man of the machinegunner or MMG. They help spread-load the ammunition duties with the MMG by carrying additional ammunition for that weapon. The role is to stick with the MMG and provide support - the two always form a buddy team. The AMG supports the MMG in the form of providing security, helping to spot, engage, and adjust fire on targets.

Total Combat Hours: 53hrs
Times Deployed: 16
MVP Chances: 0.3%

Most Experienced:
Private First Class Flubber Dubber (7 hrs)
Private Kaddion (6 hrs)
Private Pollard90 (4 hrs)
Private Roger (4 hrs)
Private Doctor Butts (4 hrs)


Grenadier
Tier II Core Infantry Role


A Grenadier uses their UGL to carry out a number of tasks, such as firing high-explosive shells at significant enemy positions, screening friendly movement, marking or masking the enemy with smoke shells, or using illumination shells in low light conditions. More esoteric grenade types, such as buckshot or teargas, can also be found from time to time.

Total Combat Hours: 207hrs
Times Deployed: 76
MVP Chances: 1.0%

Most Experienced:
Private AirborneNinja (Ret.) (19 hrs)
Private Bai (Ret.) (9 hrs)
Sergeant Trifle (9 hrs)
Corporal Luke (8 hrs)
Private First Class Ghost (8 hrs)


Automatic Rifleman (2IC)
Tier III Core Infantry Role


The automatic rifleman is the fireteam's heavy firepower, giving them the ability to throw hundreds of rounds downrange in short order. The AR is second in command of the fireteam. In the event that the team leader becomes a casualty, the AR immediately takes charge of the fireteam and communicates their new role to the squad leader. The AR is responsible for employing their weapon in a manner that maximizes the killing and suppressive power of it, allowing their teammates to maneuver with the support of their fire.



Total Combat Hours: 955hrs
Times Deployed: 354
MVP Chances: 6.3%

Most Experienced:
Corporal BigRed (78 hrs)
Second Lieutenant Ben (61 hrs)
Private First Class Squido (47 hrs)
Private First Class nikjo (40 hrs)
Second Lieutenant Zero (35 hrs)


Machinegunner, Heavy
Tier IV Core Infantry Role


The Heavy Machinegunner or HMG is the senior member of a heavy machinegun team. He carries and employs a .50 calibre weapon system, Heavy machineguns give infantry a tremendous range and a powerful punch - capable of defeating light armored vehicles as well as punching through heavy cover. The HMG chooses where to employ the weapon and is responsible for relocating as required, in coordination with higher leadership. A HMG is usually supported by multiple assistants.



Total Combat Hours: 3hrs
Times Deployed: 1
MVP Chances: 0.0%

Most Experienced:
Private SoapyTarantula (Ret.) (3 hrs)


Machinegunner, Medium
Tier IV Core Infantry Role


A Medium Machinegunner or MMG has the ability to place sustained accurate fire in high volume on the enemy is capable of inflicting a large number of casualties in short order when properly employed. Medium machineguns typically fire a 7.62x51mm caliber bullet or larger - significantly more powerful than the infantry's normal rounds. An MMG has a longer range than an automatic rifle, and by default are loaded to fire daylight-visible tracer ammunition every fifth round. When employed in a base-of-fire or support-by-fire position, or when employed in the defense, MMGs are a powerful asset to any unit.



Total Combat Hours: 113hrs
Times Deployed: 40
MVP Chances: 0.7%

Most Experienced:
Corporal BigRed (11 hrs)
Sergeant Skelly (10 hrs)
Private Crossy (6 hrs)
Private AirborneNinja (Ret.) (6 hrs)
Private First Class Flubber Dubber (6 hrs)




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