Rotary: Air-assault planning - Rotary Aircrew - United Task Force (UNITAF) Arma 3


P7-77 Rotary: Air-assault planning

UNITAF / Arma 3 / Rotary Aircrew Procedures



Version 1 / 6min read / Updated Thu 05 May 2022 / 883 views / of verified


An airborne assault is simply an assault which uses helicopters to move the infantry into position. Airborne assaults are planned by the highest leadership element in game - usually the Platoon or Company Commander in a cooperative environment.

A Ghosthawk en route to an LZ

 

Landing Zone (LZ) Considerations

The first thing that must be considered for a airborne assault is where the landing zone(s) will be. Things like equipment loadout, force composition, main objectives, etc are typically done on the mission-makers side, so they are not generally planned for at the platoon level. The platoon gets the orders [in the form of a mission operation order] and acts on them.

 

When choosing a landing zone, the following must be taken into consideration. In short, you use METT-TC and OCOKA, but specific emphasis is made on the following elements of it.

 

  • Terrain
    What kind of terrain is around the objective? Is it hilly, flat, mountainous, etc? Flat terrain makes LZ selection difficult and generally forces you to land further from the objective. Hilly, rough terrain can allow for a closer LZ to the objective, but makes it harder to find a good LZ to set down at - which increases the usefulness of being able to drop troops without setting the helicopter down.
     
  • Approaches
    Being able to approach the LZ and never come into visual of the enemy is highly desired. If they cannot see you, they cannot hit you with direct-fire weapons, and you may be able to confuse them as to your precise landing spot. Terrain depressions, hills, and even forests can be used to mask the helo on the approach.
     
  • Cover/Concealment availability. 
    Once the troops are on the ground, what kind of cover and concealment will they have? The more the merrier. At the same time, landing in an area with too much hard cover can be tricky for pilots, increasing the risk of damaging the aircraft.
     
  • Proximity of the enemy. 
    The closer you try to land to the enemy, the riskier things get. While 'hot' landings can be done, they require the element of surprise to be effective, and benefit greatly from CAS and artillery fires being used to suppress or otherwise occupy the enemy during them.
     
  • Likelihood of patrols.
    The more likely enemy forces will be patrolling far out around the objective, the further the LZ should be, or the more the LZ should be prepped (by artillery or CAS) before the landing occurs.
     
  • Enemy anti-air capabilities. 
    If the enemy has MANPAD missiles or Tigris AA vehicles, a masked approach becomes critical. If that is not possible, the LZ must be far enough away from the enemy that there is no reasonable chance of being engaged by the enemy anti-air at or near the landing zone.

 

After the primary LZs are chosen, a set of alternate LZs should be determined based on the possibility of enemy contact at the main LZs. Alternate LZs should typically be position 500 or more meters further away from the expected enemy positions than the primary LZs, as an additional safety measure.

 

 

Coordination

Once the LZ(s) and alternate LZ(s) are decided on (and clearly marked on the map), the next step is to coordinate the overall assault. At this point, the following needs to be hashed out.
 

  • What squads will be in what helos? 
    As soon as this is known, the squad leaders will oversee the embarkation of their troops into their assigned helos.
     
  • What helos will go to what LZs, and in what order will they fly? 
    Establishing an order of flight is critical if one wants to get to the LZ in any sort of organized fashion.
     
  • What is the planned route to the LZ? 
    High/low alt, terrain following, etc. Mapping out the route with map marks is always useful. Note that pilots can use the 'vehicle' channel to place detailed waypoints on the map for their own reference during flight. When time is available to do this, it should always be done, as it greatly reduces the workload on the pilot/navigator and allows them to concentrate more fully on situational awareness.
     
  • What order will the helos land? 
    Simultaneously, staggered? Are waves necessary? The pros/cons of each are as follows:
    • Simultaneous. A simultaneous landing is when all aircraft hit the LZ within about fifteen seconds of each other. This puts a lot of boots on the ground very rapidly and forces any defending forces to split their fires between multiple helicopters. Simultaneous landings typically cover a decent stretch of ground, which further dilutes the effectiveness of any defensive enemy fire. The number of guns on the helos also helps to suppress the landing zone on the way in, and provides support on the way out.
       
    • Staggered. Staggered landings occur when helicopters hit the LZ one after the other, with 30 seconds to a minute or more between each landing. This allows one squad to get on the ground, establish the security of the LZ, and provide coverage as the next helo comes in. Staggered landings are sometimes forced by the terrain - if there is only a small LZ in a clearing that is suitable for landing, you may not be able to orchestrate a simultaneous landing.
       
    • Waves. Waves occur when the number of helicopters available cannot airlift the entire assault force in one go. The key characteristic of wave landings is that the initial force will be alone on the ground for as long as it takes for the aircraft to return to the staging area, pick up the next wave, and fly them in. If the enemy becomes aware of the fact that waves are being used, they are likely to try to ambush successive waves. It is important to not become predictable in flight path/ingress directions when using waves.

       
  • What are the responsibilities of the various squads and Fireteams upon landing? 
    Each squad needs to know where to go immediately upon landing so that they clear the LZs as quickly as possible and provide security for the assault force. Security must be given high-priority consideration, as it is critical to the success of getting all friendly infantry onto the ground safely. Each fireteam should know what area of responsibility it has, and the squads should be given clear orders regarding what areas they are responsible for covering at the landing zone.

 

The scenic route



CREDITS
This SOP has been contributed to by 1 editors:
Major James


REFERENCES
UNITAF Standard Operating procedures (SOP)
are adapted primarly from US Army Training and Doctrine Command (TRADOC). Our written and audio procedures are a combination of the following primary source materials, as well as our own learnings, modifications and adaptations:
- US Army Techniques Publication, Infantry Platoon and Squad (ATP 3-21.8)
- Soldier’s Manual of Common Tasks Warrior Leader Skills Level 2, 3, and 4 (STP 21-24-SMCT)
- The Warrior Ethos and Soldier Combat Skills (FM 3-21.75 / FM 21-75)
- Leadership Development (FM 6-22)
- Dyslexi's Tactics, Techniques, & Procedures for Arma 3 (TTP3)



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