Tactics - Air tactics - UNITAF Force Manual (FM)




FM/C91 - Tactics - Air tactics
The FM outlines our core skills, policies and guides to ensure every member stands ready for the mission ahead.



FM/G97 - Working with Helicopters

FM/BS-481 - Approach helicopters safely

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

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

In practice, this means:

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

Above: Infantry moving to a Ghosthawk to mount

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

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

‘{name} up’

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

FM/G209 - Air-assault planning considerations

FM/BG-1000 - Landing zone (LZ) selection

LZ choice is shaped by METT-TC and OCOKA, but most importantly by terrain, approach masking, cover, and threat proximity. Rugged or forested terrain allows for closer LZs with more concealment, while flat terrain often demands longer foot inserts. LZs should avoid direct enemy observation and fire, especially from anti-air threats such as MANPADS. Alternate LZs must be planned at least 500m from primary zones for fall back options.

FM/BG-1001 - Coordinated assault planning

Key coordination elements include assigning squads to specific helos, establishing flight order, route planning, LZ order of entry, and post-landing actions. Route planning should use masked terrain or low altitudes to reduce exposure

FM/BG-1002 - Landing methods: simultaneous, staggered, and waves
  • Simultaneous landings overwhelm defenders with mass insertion but require wide LZs. 
  • Staggered landings let squads secure the LZ progressively and suit tighter terrain. 
  • Waves split forces across multiple lifts and demand tight route discipline to avoid predictability and ambush.
FM/BG-1003 - Ground action upon landing

Immediate security is vital after touchdown. Squads must clear the LZ and establish perimeter coverage. Fireteams should be briefed on their sectors and act rapidly to secure the zone for follow-on forces.

FM/G210 - Air assault actions on

FM/BG-1004 - Reacting to a downed helicopter

Brevity word: "Downed Bird" — A helicopter has crashed but may have survivors.

Actions on:

  • Assume survivability unless visual evidence confirms otherwise.
  • Assess the crash visually—speed, terrain, fireball size, etc.
  • Identify cause (e.g. MANPAD, HMG, RPG) to inform immediate threat response.
  • Transmit crash location, helo ID, and threat type to command and other pilots.
  • If the threat is near the LZ, announce an LZ shift (e.g., “LZ shift 500m west”).
  • Prioritize getting remaining troops on the ground—do not delay.
  • Once troops are down, a helo may be tasked with visual recon of the crash site, only if the threat allows.
  • Rescue of survivors is at the discretion of the Platoon Commander based on the tactical situation.
FM/BG-1005 - Responding to heavy LZ contact

Brevity Word: "Wave Off" — Abort current landing attempt due to threat. 

  • Evaluate the intensity and accuracy of enemy fire as helos approach.
  • Continue the landing if:
    • Helos can safely land.
    • Infantry can dismount and effectively engage the enemy.
  • If not, call for a shift or abort of the LZ immediately.
  • Consider already-dismounted forces:
  • Attempt to land nearby for support if another helo was shot down.
  • Use flanking landings to avoid reinforcing into a kill zone.
  • Ensure clear, fast communication of the change in plan to all aircraft.
FM/BG-1006 - Emergency landing

Brevity Word: "Mayday" — Aircraft is in critical condition and must land.

  • Identify the emergency:
    • Fuel leak – Plan a diversion to safer ground.
    • Tail rotor loss – Maintain high speed, land in a clear area outside hostile range.
    • Engine failure – Execute autorotation immediately.
  • Announce the emergency over command net.
  • Communicate intended landing location to assist recovery efforts.
  • Upon landing:
    • Dismount troops and establish security immediately.
    • Use crew-served weapons if defensible.
    • Relay current position and status to command.
    • Set up a treatment zone if wounded are present.
    • Decide to hold the crash site or move to a better position, depending on threat and terrain.
  • Resume the mission if feasible, or await orders.

FM/G206 - Transport insertion methods

FM/BG-985 - Touchdown insertions

Touchdown landings are the default insertion method, used whenever space and conditions permit. The helicopter fully lands on level ground, allowing troops to dismount safely. Touchdowns are also standard for extractions.

FM/BG-986 - Hover insertions

Hover insertions are used on uneven terrain or under threat. Instead of landing, the aircraft holds a low hover, allowing troops to jump out. Altitude should remain below three meters to avoid injuring dismounting troops.

FM/BG-987 - Moving insertions

Moving insertions are an advanced variant of hover insertions, where the helicopter remains under 30kph and below three meters while troops dismount. This constant motion reduces vulnerability to enemy fire. Precision and timing are essential to prevent injury or mis drops during the dismount.

FM/BG-989 - Fastrope insertions

Fastrope insertions allow troops to descend from a hovering helicopter without it landing. Typically used in dense forests, steep terrain, or rooftops, fastropes enable access to otherwise unreachable areas.

FM/BG-988 - Rooftop insertions

Rooftop insertions involve placing troops on top of buildings by either landing or hovering. Pilots must assess nearby structures for threats and land centered or on the protected side of the roof. The success of a rooftop insertion depends on surrounding terrain, building height, and line-of-sight exposure to enemies.

FM/BG-990 - Pinnacle landings

Pinnacle landings are used when terrain prevents a full touchdown. The pilot positions part of the helicopter (such as the ramp) against a slope, allowing troops to enter or exit without full contact.

FM/G104 - Parachuting

FM/BG-508 - Types of parachute

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

FM/BG-511 - Parachute descending with a deployed chute

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

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

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

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

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

  • Steer towards the target during freefall, as minimal moaneuvering will be possible with the parachute
  • Open the parachute around 200m AGL (above ground level)
FM/BS-510 - Perform a HAHO drop - High Altitude, High Opening

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

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

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

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

When leading a parachute jump as jump master:

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

FM/G215 - Basic CAS guidelines

FM/BG-1007 - Controlling the aircraft in CAS

Flaps Use

  • Deploy flaps at low speeds to improve lift and stability. This is especially effective during gun or rocket runs in low-threat airspace.

Navigation Techniques

  • When visibility is limited, follow road networks at low altitude to align yourself with target towns.
  • In good visibility, flying inverted at altitude provides terrain awareness before a dive.

Ordnance Delivery Tips

  • Never rush a drop. If target alignment is not clear, abort and re-attack.
  • Attack parallel to friendly lines to avoid overshooting or undershooting into friendlies.
  • Dive attacks improve accuracy for both dumb and guided munitions. Alternatively, use pop-up attacks: fly low, then climb before diving on the target.

Laser Guidance Adaptation

  • Even without laser-guided munitions, use laser marks to align gun runs. Lock onto the laser as if it were guiding a bomb, then switch to guns and fire once aligned.

FM/G217 - CAS munitions

FM/BG-1010 - Folding fin aerial rockets (FFARs)

FFARs are unguided rockets with moderate blast radius and high precision. They are effective against infantry, vehicles, and light armour. Fire in small bursts or large salvos depending on target density.

FM/BG-1011 - Guided rockets (DAGR)

DAGR rockets are lock-on guided munitions with limited manoeuvrability. Best used against stationary or slow-moving targets due to a narrow launch cone and reduced course correction.

FM/BG-1012 - Anti-tank guided missiles (ATGMs) & AGMs

ATGMs and AGMs are fire-and-forget weapons designed for armoured targets.

FM/BG-1013 - 'Dumb' bombs

Unguided bombs range from 500 to 2000 pounds and deal massive damage if placed accurately. Effective in urban areas against vehicles, buildings, and infantry.

FM/BG-1014 - Laser-guided bombs

Smart bombs track laser targets and offer exceptional accuracy and destructive power. Effective CAS requires strong FAC coordination to ensure the correct target is lased and attack runs are safely aligned.

FM/BG-1015 - Cannons

Cannons vary in effectiveness by platform:

  • 20mm: Effective against light armour and infantry.
  • 25mm: Limited by speed and accuracy demands; best used against light targets.
  • 30mm: Extremely powerful; effective against vehicles and armour.
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