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Company Commander (≤128) Handbook - UNITAF Force Manual (FM)




Company Commander (≤128) Handbook
The FM outlines our core skills, policies and guides to ensure every member stands ready for the mission ahead.



Company Commander (≤128)

Company Commander (≤128)

in Field Leadership Command & Control
The Company Commander (CoyCo) is responsible for the conduct of their Company from start to finish. They direct the 2 main platoons of the company and any attachments, synchronise manoeuvre and fires, and accomplish the mission with minimal friendly and maximum enemy casualties. This is a Field Leader role with a maximum ORBAT size of 128, inclusive of the CoyCo and exclusive of the Mission Support Team.
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Estimated Role Data
The role card is not currently ready for full deployment so it is using a simplified version of the role card. The SOP from the legacy SOP portal has been transferred to guide blocks, but the Role Card itself may have only a handful of temporary skill blocks. The purpose of these skill blocks is to closely mimic LTS requirements to provide continuity of role access, and these role cards can be easily built on soon after launch to improve the accuracy while still benefitting from all the other features of FTS3 and the FM. Use this information as a general reference while understanding it may not reflect the final, role-specific requirements.

FM/G267 - Field Leadership Experience

FM/BG-1236 - Temporary Experience Requirements Explained

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:

  • Temporary skill blocks simulate role-specific experience
  • Estimated access levels are calculated based on these placeholder blocks
  • Similar to LTS functionality but with improved accuracy and fewer limitations

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:

  • Maintain operations during the transition period
  • Provide immediate access to the improved FTS3 system
  • Ensure continuity while detailed role cards are developed
  • Gradually improve role accuracy over time

The estimated system serves as a bridge, ensuring no disruption to unit operations while we build toward the comprehensive FTS3 vision.

FM/BS-1234 - Experience Leading Platoons

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as any Platoon Leader or Platoon Commander role until it's role card is completed.

FM/BS-1228 - Experience as Platoon Sergeant

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Platoon Sergeant until it's role card is completed.

FM/BS-1230 - Experience as Acting Platoon Leader (≤24)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Acting Platoon Leader until it's role card is completed.

FM/BS-1229 - Experience as Platoon Leader (≤32)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Platoon Leader until it's role card is completed.

FM/BS-1231 - Experience as Platoon Commander (≤45)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Platoon Commander until it's role card is completed.

FM/BS-1235 - Experience as Platoon Commander (≤64)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Platoon Commander until it's role card is completed.

FM/BS-1232 - Experience as Company Commander (≤64)

This is a temporary skill block, the skill block is being used to accumulate SP for time spent as Company Commander until it's role card is completed.

FM/G71 - Rules of engagement via Advanced Infantry

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

Rules of engagement (ROE) are directives that dictate how and when military forces can engage in combat. ROE outline conditions for using force, including target identification, self-defence, and proportionality. They are designed to ensure lawful and ethical conduct in military operations, and vary depending on the mission and environment. ROE always take precedence in operational decisions.

FM/BS-349 - Identify legitimate targets via Advanced Infantry

Identify targets as legitimate targets before engagement. This is crucial to prevent harm to civilians and ensure adherence to the principles of distinction and proportionality in combat.

Combatants: Individuals who are actively engaged in hostilities or are members of armed forces.

  • Enemy soldiers in uniform not surrendering or wounded
  • Armed militants
  • Persons directly participating in hostilities
  • A person posing an immediate threat (e.g., aiming a weapon) can be considered a combatant
  • Parachuting active airborne infantry

Non-Combatants: Individuals who are not actively participating in hostilities. These are not legitimate targets.

  • Civilians not taking direct part in hostilities
  • Unarmed medical and religious personnel
  • Wounded/surrendering soldiers who are not participating combat in any way, and prisoners of war
  • Parachuting crew from a downed aircraft
FM/BS-350 - Minimize collateral damage against civilian infrastructure via Advanced Infantry

Do not cause damage to civilian infrastructure, unless necessary to archieve a military purpose. In general, preserving life should be prioritised over the avoidance of damage, but the destruction must be proportional to the purpose.

Examples:

  • Acceptable situations:
    • Using explosives on a civilian house used as a military HQ
    • Dropping a bomb on an actively engaging enemy tank next to a house
  • Unacceptable situations:
    • Cluster-bombing an enemy-held town
    • Destroying a house to take out a single shooter

FM/G274 - Captured Persons (CPERS) via Advanced Infantry

FM/BG-1246 - Understanding CPERS via Advanced Infantry

Captured Persons (CPERS) = Anyone you’ve captured. 

Don’t worry about categories: if someone is in UNITAF custody, treat them as CPERS. 

Why we do this: 

  • Reflects FM/G71 - Rules of engagement.
  • Prevents abuse and maintains fair, immersive gameplay.
  • Ensures consistent behaviour across all members.
  • Encourages role-play or story development
FM/BP-1245 - Treatment & Handling of Captured Persons (CPERS) via Advanced Infantry

Definition

A CPERS is any person who has been captured, surrendered, or detained and is under UNITAF control, regardless of their status (enemy, civilian, etc.).

Obligations

  • Preserve life and provide medical care if needed.
  • Treat humanely: no humiliation, torture, or degrading treatment.
  • Respect personal protective gear unless unsafe to keep.
  • Keep CPERS secure and guarded until handover.
  • Report CPERS to chain of command quickly.

Prohibitions

  • No execution or deliberate harm.
  • No using CPERS for tactical advantage (e.g. human shield).
  • No unauthorised trials, interrogations, or punishments.
  • No taking personal items except for safety or mission reasons.

Command Responsibility

  • Leaders ensure proper custody, communication and handover.
FM/BS-1247 - Secure a CPERS (Search & Restrain) via Advanced Infantry
  • Approach safely, disarm CPERS.
  • Apply restraints securely (e.g. zip ties).
  • Conduct a quick safety search for weapons, explosives, intel.
  • Leave protective equipment in place unless unsafe.
  • Move CPERS to a secure, guarded position.
FM/BS-1248 - Handle a CPERS (Report, Guard & Transfer) via Advanced Infantry

Report: “One CPERS secured, location ____, information/context ____, condition ____.” 

  • Include any intelligence or weapons recovered.

Guard: Never leave CPERS unattended.

  • Ensure safety from friendly fire and environment.

Plan & Transfer: Confirm with chain of command when/where to move CPERS.

  • Escort during movement; avoid unnecessary exposure.
  • Confirm transfer of custody with the receiving element.

FM/G70 - Weapon control states via Advanced Infantry

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

A weapon control status is a temporary condition set by the Commander of an operation, one state is always in effect. It describes the terms under which elements can engage valid targets. Under normal conditions a rifleman or element would contact report a target and await authorisation to fire. A weapon control status modifies this condition and allows those elements to fire using self authorisation under certain conditions based on target identification criteria. The Commander sets and adjusts the weapon control state based on friendly and enemy disposition and clarity of the overall situation.

A weapon control state is not the same as the Rules of Engagement (ROE) or the Law of armed conflict (LOAC) which always apply.

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

"Weapons Red"

  • Engage only if there is an imminent threat to life. 
  • Authorisation is required for all other targets
    • with the exception of immediate life-threatening situations. 
  • Return fire only if absolutely necessary. 
  • This state is typically used when stealth is important.

"Weapons Orange"

  • Return fire only and limit engagements to active threats against you or friendlies. 
  • Disengage if the threat ceases.
  • The most common state.

"Weapons Green"

  • Engage any confirmed enemy target.
  • This state is common in prolonged firefights, emphasising rapid response to enemy threats without the need for authorisation or detailed contact reports for each engagement.

FM/G139 - Fire control via Advanced Infantry

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

Point fire is fire using a direct and controlled aim, for the specific purpose of hitting an individual target accurately.

Example:

  • A rifleman takes aim for an enemy combatant he can see in a window, releases controlled, accurate fire with the intended purpose of wounding the enemy
FM/BG-703 - Type of fire - Area fire via Advanced Infantry

Area fire is aiming for a group of enemies close together, or an area of concealment that is hiding enemy units, with the intention not to hit any specific individual target, but to hit any target within the area of fire.

Example:

  • A rifleman engages a column of enemy infantry, with the intention of putting enough rounds towards the general location that it is likely to wound several enemy combatants.
  • A pilot, receiving an instruction to engage enemy infantry in a treeline, engages in area fire on that treeline. Despite not being able to see individual targets, the pilot knows they are there, and puts enough fire down in that area that it is likely to cause casualties.
FM/BG-704 - Type of fire - Suppressive fire via Advanced Infantry

Suppressive fire is fire where the primary intention is not to hit an enemy target, but to fix them in place and prevent them from returning effective fire, by placing them in the position where if they were to try, they would likely be wounded. If enemy combatants are wounded, this is simply a benefit. Suppressing the enemy can be used for many reasons but the main reasons are; preventing a superior enemy from returning fire, providing the opportunity to get into cover, or keeping the enemy in place whilst friendly units flank them.

Examples:

  • A fireteam suppresses an enemy behind a wall, preventing them from moving without being hit, whilst another fireteam moves to the wall to finish the enemy
  • A pilot, seeing an enemy fixed wing making an attack run, suppresses the enemy by firing towards them as much as possible, causing them to have to disengage.
FM/BG-706 - Rate of fire - Deliberate via Advanced Infantry

Deliberate fire is the a rate of fire that, looking to make deliberate and controlled shots towards a target that have a high chance of accuracy despite a slower pace. This is the standard and default rate of fire.

A rough guide for a standard rifleman, would be 1 round per 4 seconds, for a combined total of 1-1.5 round per second per fireteam

FM/BG-707 - Rate of fire - Rapid via Advanced Infantry

Rapid fire is a rate of fire that is faster than deliberate in order to increase the volume of rounds towards the enemy, at the expense of accuracy. Often used to achieve suppressing fire, rapid fire is used sparingly, as its higher rate increases ammunition consumption.

A rough guide for a rifleman, is 1 round per second, for a total of 4-6 rounds per second from the fireteam.

FM/BG-708 - Rate of Fire - Burst via Advanced Infantry

Burst fire, commonly used with automatic rifles or any rifle with the burst fire setting, achieves a rate much like deliberate fire, but instead of a single round, a burst of 3-5 rounds is fired.

FM/BG-709 - Fire control order via Advanced Infantry

A fire control order (FCO) is used by an element leader to direct their element's fire quickly and effectively towards a target.

The acronym for fire control order is: GRIT

  1. GROUP: who is being addressed, "Section", "Fire Team" (Charlie or Delta), "No. 2 Rifleman", etc. 
  2. RANGE: the distance to the target. 
  3. INDICATION: in which direction to look and what to look for. 
  4. TYPE OF FIRE: the type of fire that is required.

Example:

FTL: ‘Green Team. 100m. Enemy infantry, North. Point fire!’

FM/BS-705 - Engage a target according to the given fire control order via Advanced Infantry

Engage the target specified in a given fire control order using:

  • the correct type of fire
  • using the correct rate of fire if specified, otherwise using an appropriate rate of fire depending on the target

FM/G18 - Vehicle class identification via Advanced Infantry

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

Vehicle identification is a useful skill for anyone on the battlefield, and a requirement for many of the more specialised roles. While some vehicles pose only a minimal threat, some can halt an entire platoon by themselves. As such accurate identification is crucial to good situational awareness, planning and tasking.

  • Identifying a vehicle can be done at three levels of depth:
    • Vehicle class
    • Subclass within vehicle class
    • Specific vehicle model
  • Not all vehicles within a class fall under a subclass.
  • Vehicle identification covers only military vehicles. 
  • Any other vehicle should be referred to by it's common name, e.g.
    • pickup 
    • truck
    • bicycle
    • jetski
FM/BG-129 - Common terminology for vehicle identification via Advanced Infantry
  • Auto-cannon: an automatic gun with a caliber between 20-60 mm
  • Cannon: a gun bigger than an auto-cannon
  • Direct fire: firing a weapon within the line-of-sight of the user of the weapon in a (relatively) flat trajectory
  • Indirect fire: firing a weapon outside the line-of-sight of the user of the weapon
FM/BS-102 - Identify light vehicles via Advanced Infantry

Rapidly identify a light vehicle as being:

  • Wheeled
  • Not armed with an autocannon or larger
  • Not classified as an AFV

Those at higher proficiency are able to identify the subclasses as:

  • Technical: civilian vehicle adapted for military use
  • MRAP: mine resistant and protected against small arms
  • Truck: military truck
A column of US Army M1114 uparmored HMMWV (or Humvee)

Above: A column of US Army M1114 uparmored HMMWV (or Humvee)

FM/BS-103 - Identify AFVs via Advanced Infantry

Rapidly identify a AFV as being:

  • Wheeled or tracked
  • Armed with nothing to cannon, intended for direct fire
  • Protected against at least small arms

Those at higher proficiency are able to identify the subclasses as:

  • APC: armed with up to a heavy machine-gun
  • IFV: armed with an autocannon
  • Assault gun: armed with a cannon
  • ATGM carrier: armed with ATGMs (anti-tank guided missile) as primary armament
US Army M1126 Stryker AFV on patrol

Above: US Army M1126 Stryker AFV on patrol

FM/BS-104 - Identify tanks via Advanced Infantry

Rapidly identify a tank as being:

  • Tracked
  • Turreted
  • Protected against at least auto-cannon fire
  • Having a cannon capable and intended for direct fire

There are no subclasses.

A section of US Army M1A2 SEPv2 Tanks engaging enemy forces

Above: A section of US Army M1A2 SEPv2 Tanks engaging enemy forces

FM/BS-108 - Identify artillery via Advanced Infantry

Rapidly identify artillery as being:

  • Towed, wheeled or tracked
  • Having a cannon or rocket tubes intended for indirect fire

Those at higher proficiency are able to identify the subclasses as:

  • Towed artillery: cannot move by itself
  • Self propelled artillery: cannon/rocket tubes are mounted on a wheeled or tracked vehicle
M119 Howitzer towed artillery unit in it's deployed configuration

Above: M119 Howitzer towed artillery unit in it's deployed configuration

FM/BS-105 - Identify anti-air via Advanced Infantry

Rapidly identify anti-air being:

  • Primarily inteded for engaging helicopters or planes

Those at higher proficiency are able to identify the subclasses as:

  • AAA (anti-air artillery): primary armament is one or more guns
  • SAM: primary armament is surface-to-air missiles
ZSU-23 Shilka Anti-Aircraft System

Above: ZSU-23 Shilka Anti-Aircraft System

FM/BS-109 - Identify helicopters via Advanced Infantry

Rapidly identify a helicopter as being:

  • Capable of powered flight
  • Generating lift with one or more horizontally spinning fixed rotors

Those at higher proficiency are able to identify the subclasses as:

  • Utility helicopter: armament is only intended for self defense (e.g. a door gun)
  • Attack helicopter: armament is intended for offensive use (e.g. rocket pods)
US Army AH-64D Apache Gunship

Above: US Army AH-64D Apache Gunship

FM/BS-465 - Identify tiltrotor aircraft via Advanced Infantry

Rapidly identify tiltrotor aircraft as being:

  • Capable of powered flight
  • Generating lift with one or more horizontally spinning rotors capable of rotating in flight

There are no subclasses.

FM/BS-107 - Identify planes via Advanced Infantry

Rapidly identify a plane as being:

  • Capable of powered flight
  • Generating lift with wings

Those at higher proficiency are able to identify the subclasses as:

  • Cargo plane: military plane used to ferry cargo or passengers
  • Attack plane: slower flying aircraft intended for ground attack
  • Fighter plane: fast flying aircraft intended to fight other planes
US Air Force A-10A Warthog releasing a GBU-48 Enhanced Paveway II

Above: US Air Force A-10A Warthog releasing a GBU-48 Enhanced Paveway II

FM/G24 - Vehicle model identification via Advanced Infantry

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

As the main APC of the Soviet/Russian army the BTR has a crew of 3 that sits at the front, a passenger compartment in the middle with a door on each side of the vehicle and a rear-mounted engine. It is armed with either a 14.5mm MG or a 30mm auto-cannon and is amphibious. 

When targeting this vehicle you should: shoot at it frontally or from the rear, as side shots are tricky and it is easy to hit the passenger compartment missing vital components.

A pair of Chedaki BTR-60 APCs

Above: A pair of Chedaki BTR-60 APCs

FM/BG-131 - Identifying a BMP-1 via Advanced Infantry

The BMP-1 is one of the most common types of Soviet/Russian IFVs, it has a crew of 3 that sits in the middle of the vehicle, a passenger compartment in the rear and a front mounted engine. It is armed with a 76mm cannon, and some versions are also equipped with an ATGM and is amphibious. 

When targeting this vehicle you should: shoot frontally or from the side and from the rear only with APFSDS. Shooting from the front will take out the engine, when shooting from the side aim from the front half of the vehicle, as everything behind the turret is passenger compartment. Hitting from the rear will not damage the vehicle unless it can penetrate deep into the vehicle.

A pair of Russian BMP-1 IFVs

Above: A pair of Russian BMP-1 IFVs

FM/BG-132 - Identifying a BMP-2 via Advanced Infantry

The BMP-2 is an improved BMP-1 equipped with a 30mm autocannon instead of the 76mm cannon.

Russian BMP-2M IFV

Above: Russian BMP-2M IFV

FM/G96 - Map & Compass via Advanced Infantry

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

The main thing to remember is that the grids must be read right, and then up. Due to the fact that the map grid is composed entirely of numbers, it's important that you do not transpose them, else you're likely to send someone far, far away from where you needed them to go.

Read the x (horizontal) axis first, then read the y (vertical) axis

Above: Read the x (horizontal) axis first, then read the y (vertical) axis

FM/BS-476 - Read a six-figure grid reference via Advanced Infantry
  • State the proword “GRID”
  • Read the first three digits representing west to east (X Axis)
  • Pause briefly
  • Read the next three digits representing south to north (Y Axis)
FM/BS-477 - Read an eight-figure grid reference via Advanced Infantry
  • State the proword “GRID”
  • Read the first four digits representing west to east (X Axis)
  • Pause briefly
  • Read the next four digits representing south to north (Y Axis)
FM/BS-478 - Recognise points of elevation & hill numbers via Advanced Infantry

Recognise points of elevation and hill numbers:

  • 2 or 3-digit numbers on the tops of hills are known as hill numbers and should be referenced as ‘Hill xxx’
  • The zoom scale of the map affects whether some of these numbers are visible (specifically the smaller/minor hills).
  • In mountainous or hilly terrain there may be multiple hills with the same number. In these circumstances, provide additional context, such as a grid reference to ensure clarity of communication.
FM/BS-479 - Read contours intervals via Advanced Infantry

Read contour lines using the 2 types contour intervals marked on map:

  • Thinner brown lines representing the places of same height at the minor interval (listed in the map legend)
  • Thicker brown or red lines representing places of same height at the major interval level (5 times the minor interval)

Recognize the gradient (steepness) of the terrain, based on the spread of the contour lines (the closer contour lines are, the steeper the terrain)

FM/G83 - Distance estimation via Advanced Infantry

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

‘These are small. But the ones out there are far away.’

Give yourself a thumbs-up and hold it out at arm’s length. Congratulations! You’ve just measured two degrees of arc with the width of your thumb. Now raise your hand and hold it out at arm’s length. Spread your fingers all the way. Brilliant! With the span between the tip of your thumb and pinky, you have measured 300 milliradians.

Degrees of arc, the kind you use routinely from your compass, are relatively imprecise compared to milliradians, mrad or mils. Remember, the width of your thumb is already one or two degrees. You can’t easily go smaller without chopping your body to bits for MOA, minutes of arc.

The width of a finger in mrad is closer to 20 to 30.

More specifically, where a circle is 360°, it is also 6400 mrad. This gives us a conversion factor of 17.77, or close enough 18. You can be 18 times more precise using mrad than degrees! This is why we use them for marksmanship and artillery.

Your real-world hands are great tools for remarkably reliable rule-of-thumb estimations. In Arma, much more accurate (and immediately usable) tools to measure mils include your compass, binoculars, rifle optics and spotting scopes.

US Army FM 6-30, Chapter 32

Above: US Army FM 6-30, Chapter 32

FM/BG-521 - Milliradians: Apparent Size via Advanced Infantry

The apparent size of an object changes with distance, as we see daily. The width of your index finger may be a couple centimetres. Move it close to your eye and you can block your whole vision out of it. Move it further away and it occupies a small fraction of your field of view. All the while, the absolute width of your index finger has never changed.

Because our field of view is described by an angle, the area we can see increases with distance. As an object moves farther away, its real-world size doesn't change, but its apparent proportion of our field of view becomes smaller and smaller. This proportion of an angle is also an angle and we can describe it with milliradians.

A metre is always a metre, but we can measure its apparent size to us in milliradians, so we can tell what a metre is at any distance.

If you know how far an object is and measure the milliradians between it and another point, you know the distance between them.

Similarly, if you know the real size of an object, you can use its apparent size to calculate the distance to it. We can do this with surprising accuracy and very little effort using the mil-relation formula.

1 metre cube appearance at different ranges

Above: 1 metre cube appearance at different ranges

FM/BG-522 - Milliradians: Mil-relation formula via Advanced Infantry

‘At 1000 metres, 1 mil is 1 metre.’

This relationship is the key to acquiring ranges quickly and accurately. Just like you know now how many milliradians are in different shapes of your hand, you can remember the real size of different objects, then use milliradians to get ranges from them.

Remember our finger (known size) appeared bigger (milliradians) the closer we held it to our eye, but always the same moved side to side. Therefore: 1 metre (known size) will always appear as 1 milliradian at a distance of 1000 metres.

That same metre will appear as 2 milliradians at a distance of 500 metres. Then again 4 mrad at 250, 5 mrad at 200, 10 mrad at 100 metres. Note how the distance halves for every further factor of 2 mrad. What would be the distance to that 1-metre object when measured 8 mrad?

So if you can remember different ‘metre sticks’ common to targets and terrain you encounter, you have a veritable arsenal of rangefinders using just your eyes and quick maths.

 

The specific formula is:

(object size in metres) * 1000 / mrad = (range in metres)

Note how this formula has one unknown for two known quantities: you know the size, because you pick the object, and can read off the mrad, therefore you can calculate the unknown range. 

With this knowledge, you are also not limited to using objects that are exactly 1 metre. You can plug in any number for the object size; 1 metre just makes it easier since you can divide 1000 by the number of mils you measured straight away, because 1 * 1000 is always 1000.

As a note, 1000 is a conversion factor. You could plug in the object size in millimetres without it and get the same effect. We just don't generally think in millimetres.

Therefore, it will serve you well to remember or collect a list of objects that are easy whole numbers either tall or wide. A standing person measures about one metre head to crotch, likewise head to toe when kneeling. You can approximate doors as 2 metres, which is a similarly nice round number for the formula.

ObjectTypical height
Person, standing1.8 m
Person, head to crotch1 m
Person, crouching1 m
BTR-80, height2 m (2.5 m with turret)
BTR-80, length7.7 m
BMP-2, height2 m (2.5 m with turret)
BMP-2, length6.3 m
T-72, height2.2 m
T-72, length7 m (9.5 m with barrel)
Mi-8, height5 m
Mi-8, length18 m
Altis warehouse, wall5 m
Altis warehouse, window1 m
Average door2.1 m (~2 m)
Cobblestone wall, pillar2 m
H-barrier, big2 m
H-barrier, small1.4 m
Sandbags1 m
Bunker tower5 m
Cargo watchtower, height6 m
Cargo tower, height20 m
Cargo HQ, height6 m
FM/BG-523 - Milliradians: Mil-dot reticles via Advanced Infantry

In your typical mil-dot scope you will find a reticle with markings of dots or lines and these markings follow one prime rule: their centres are spaced 1 mrad apart.

For all properly modelled mil-dot reticles, the rule is further:

  • from centre to centre of adjacent dots, there is 1 mrad,
  • from edge to the close edge of an adjacent dot, there are 0.8 mrad,
  • a mildot is 0.2 mrad wide.

They can also have other properties that extend their utility. Some have additional markings in between the main ones. Some have stadiametric tools to quickly get a range from a known object, or a combination of all of these features.

A commonly issued scope is the M8541A as illustrated, so it serves to manage expectations throughout. In its case, the dots are 1 mrad apart with 0.5 mrad dashes in between, making for accurate at-a-glance measurements.

 

First focal plane vs. second focal plane

Telescopic sights come in two ‘zoom flavours’:

  • FFP or first focal plane, scopes show a constant sub-tension of markings. This means that the markings mean the same at any given zoom level, but it shrinks with lower magnifications and grows with larger magnifications. Their advantage is therefore that you can use the mil-relation formula as-is, without an intermediate conversion for the zoom factor. Their potential disadvantage is that lower magnifications make the reticle harder to read, which could hinder follow-up adjustments in close-quarters situations. FFP scopes are the most commonly issued scopes.
  • SFP or second focal plane, scopes come with reticles that stay a constant size at every zoom level. This means that their angular measurements are only true at one specific power setting: usually the highest. If the space between two markings is 1 mrad at 12x magnification, it would cover 2 mrad at 6x magnification instead. This can be useful for shooters who expect proportionally many close-range engagements, where fully zooming in with a high-power scope narrows the field of view too much, causing tunnel vision and loss of awareness. In such close-range situations, the scope can comfortably be kept at the lowest power setting but maintain a clear and visible reticle. Their disadvantage is that for accurate distance measurements at any magnification other than the true magnification, you have to convert. Good practice is to keep it at the 1:1 setting when ‘milling’ a range to avoid this.
M8541A sight picture with mil-dots and half-mil-dashes

Above: M8541A sight picture with mil-dots and half-mil-dashes

FM/BG-525 - Milliradians: Ranging example 1a via Advanced Infantry
  • A person is 1.8 metres tall.
  • They appear as 6 mrad in our scope, therefore following the mil-relation formula:
    • ((person's height in metres) * 1000) / (mrad measured) = (range in metres)
    • (1.8 m * 1000) / 6 mrad = 1800 / 6
    • = 300 metres
A man standing relaxed, known to be 1.8 m tall

Above: A man standing relaxed, known to be 1.8 m tall

FM/BG-526 - Milliradians: Ranging example 1b via Advanced Infantry

From FM/BG-525 - Milliradians: Ranging example 1a we know the distance using the person's full height, however, you can’t always see a person’s whole body. 

For reliability and to avoid a decimal (we want it easy for expedience after all), consider the person’s height from the top of their head to the crotch: it’s one metre!

  • Head-to-crotch now appears as 3.2 mil. 
  • Round to 3 mil because we want it easy, so:
    • ((head-to-crotch in metres) * 1000) / (mrad measured) = (range in metres)
    • (1 m * 1000) / 3 mil = 1000 / 3
    • = 330 metres
  • We’re off by 30 because we rounded. 
  • Try to be as precise as possible, but we preferred ease of use this time, judging the balance of this is a skill, too.
A man standing relaxed, measured head to crotch as a known dimension of 1 metre

Above: A man standing relaxed, measured head to crotch as a known dimension of 1 metre

FM/BG-527 - Milliradians: Ranging example 2 via Advanced Infantry

Sometimes people are hard to spot or track, making range estimation using body dimensions difficult. At long ranges, smaller objects require a more accurate reading of mrads, which is error-prone. Other larger objects, including identifiable vehicles, lend themselves to the same purpose.

  • A BTR-80 is 2 metres from the ground to the top of the hull, appearing as 4 mrad in our scope:
    • ((Ground to top of BTR hull) * 1000) / (mrad measured) = (range in metres)
    • (2 m * 1000) / 4 mrad = 2000 / 4
    • = 500 metres
A BTR-80, known to be 2 metres high when measured from the ground to the top of its hull

Above: A BTR-80, known to be 2 metres high when measured from the ground to the top of its hull

FM/BS-423 - Use milliradians to calculate a range to target via Advanced Infantry

Use milliradian tools to obtain a range to the target, by applying the core concept that at 1000 meters, 1 milliradian equals 1 metre.

FM/BG-625 - Vector 21: Ranging via Advanced Infantry

Use your Vector 21 to measure the current distance and inclination angle to your target by holding Tab + R with center circle aligned on target.

  • If equipped with an AtragMX, these values will automatically be transferred from the Vector 21 as displayed below.
Vector 21 data automatically populating into the ATragMX

Above: Vector 21 data automatically populating into the ATragMX

FM/BS-422 - Use a laser rangefinder to obtain a range to target via Advanced Infantry

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

FM/G136 - Infantry elements

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

Every infantryman operates within a buddy team, ensuring that everyone always has someone to rely on in combat. This approach provides mutual protection and improves combat effectiveness. Standardised in the platoon, buddy teams can be adjusted by fireteam leads based on the situation. The specific composition is indicated on the ORBAT.

Responsibilities

  • Always stay close to your buddy, within verbal range (shouting/talking distance) at all times.
  • Keep your buddy informed of your movements and actions to maintain situational awareness.
  • Cover your buddy’s movements, opposing sectors, and vulnerable moments.
  • If your buddy goes down, quickly assess the situation, provide cover, and extract them to safety.
  • Maintain mutual accountability, losing track of your buddy is as much your responsibility as theirs.
FM/BG-323 - Infantry fireteams via Advanced Infantry

Each Fireteam consists of four to six players: a leader and 3 to 5 subordinates. New players will end up acting as a rifleman in one of the Fireteams. Riflemen will be under the charge of a more experienced player, acting as the Fireteam Leader (FTL). They in turn, will be under the command of a Squad Leader who leads the two Fireteams that make up each squad. Likewise, the Squad Leader will be under the command of the Platoon Commander, who commands the two or three squads that form the platoon. They are led by the Company Commander, who directs the movements of the platoons in their Company.

A typical fireteam in the field

Above: A typical fireteam in the field

FM/BG-1296 - Infantry squads via Advanced Infantry

A rifle squad is a formidable unit built around flexibility and firepower. Each squad typically consists of two Fireteams and a Squad Leader element, usually totalling 14 personnel. The Squad Leader commands two Fireteam Leaders and their teams, supported by a Squad Medic who provides immediate medical care and acts as the second member of the squad lead element.

Squads form the primary fighting unit of a platoon. They execute the Platoon Commander’s intent through aggressive manoeuvre, disciplined communication, and mutual support between Fireteams.

Responsibilities

  • Execute the Platoon Commander’s intent through coordinated Fireteam manoeuvre and fire.
  • Maintain constant situational awareness of friendly and enemy positions.
  • Keep both Fireteams within mutual support range at all times.
  • Communicate regularly with other squad leaders and up to the platoon command.
  • Ensure all squad members understand the current plan, ROE, and formations.
  • Manage casualties within the squad and coordinate with the Platoon Medic when required.
  • Reorganise and redistribute personnel or equipment as casualties occur.
  • Avoid changing the squad’s structure without approval from the field leader.
FM/BG-1297 - Platoons via Advanced Infantry

A standard platoon is composed of three rifle squads and a four-man Command Element, known as Platoon Headquarters (PltHQ). The PltHQ includes the Platoon Commander (PltCo), Platoon Sergeant (PltSgt), Platoon Medic (PltMed), and a Rifleman who provides security for the element.

Platoons are the core tactical formation on the battlefield, linking company-level direction to squad-level execution. The Platoon Commander leads the platoon in accordance with the Company Commander’s intent, ensuring that all subordinate squads act in concert toward a unified mission objective.

Responsibilities

  • Brief squad leaders on the Commander’s intent and ensure full understanding of the mission and desired end state.
  • Maintain control and coordination of all attached squads and supporting elements.
  • Position command and support elements effectively to maintain visibility and control of the battle.
  • Keep squads within mutually supporting distance, avoiding fragmentation of combat power.
  • Delegate tasks and share workload with the Platoon Sergeant.
  • Avoid micromanagement; empower Squad Leaders to adapt the fight as required.
  • Gather and maintain awareness of platoon ACE (Ammo, Casualties, Equipment) status and report to company command as needed.
  • Reorganise or reinforce squads when casualties or mission conditions require.
FM/BG-1298 - Companies via Advanced Infantry

A company is composed of two to three platoons and a Company Command Element, forming the largest cohesive player-controlled formation. The company executes the overall mission assigned by higher command, coordinating all subordinate platoons and attached support assets such as logistics, air, and artillery. The Company Commander (CoyCo) provides strategic direction and overall control.

Responsibilities

  • Coordinate the movement and actions of all platoons to ensure unity of effort.
  • Manage and allocate supporting assets in line with mission priorities.
  • Maintain situational awareness of friendly platoon positions, combat effectiveness, and logistics status.
  • Communicate regularly with higher command, relaying progress and requesting support as required.
  • Ensure platoon commanders understand the plan’s purpose as well as its details, enabling initiative under changing conditions.
  • Maintain flexibility to reinforce, recover casualties, or shift the main effort as the battle evolves.
  • Conduct post-mission evaluation to identify lessons learned and improve future performance.

FM/G68 - Working as an infantry element via Advanced Infantry

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

The key aspect of our organization is that of closely-knit teams. A rifleman by himself is not nearly as useful as a group of players working as one cohesive unit. Fireteams look out for their own members as well as those of their fellow fireteams. Fireteams are the tip of the infantry spear.

You will find yourself grouped with different players in different missions and your comprehension of this guide is what will allow you to all act as a cohesive and combat-effective group, regardless of who is in your fireteam specifically.

Within each fireteam, buddy teams are formed, typically composed of two members: a leader and a buddy. The leader guides the pair, making decisions and setting the pace, while the buddy supports the leader, covers blind spots, and helps maintain the effectiveness of the team.

A fireteam takes cover at a low stone wall

Above: A fireteam takes cover at a low stone wall

FM/BS-336 - Know the element via Advanced Infantry

Know who is in your element and what their role is. This makes it easier to understand and act on orders given by the element leader.

FM/BS-338 - Maintain element cohesion via Advanced Infantry

Remain within an appropriate distance of the other members of the element, such that:

  • Mutual support is possible
  • In-person communication, without using a radio, is possible
  • The element leader is aware of your position
FM/BS-662 - Follow orders via Advanced Infantry

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

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

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

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

When it comes to infantry spacing, i.e. the appropriate distance between one individual and another, the specific distance should be dependent on terrain and circumstance, usually called out by the lead element e.g. the fireteam leader. For infantry, in thick, low visibility terrain or atmosphere, such as jungle or night-time forest, spacing should be as close as 3-5m, whereas in high visibility open terrain, such as desert or open fields in broad daylight, spacing can and should be up to 25m between each individual. The likelihood of mines/IEDs, or Indirect Fire (IDF) should also factor into the chosen spacing with higher risk, increasing the recommended spacing size.

Spacing is the distance that should be held in standard situations both when on the move and holding position, though it is allowable for individuals to move closer for specific reasons such as: buddy team medical assistance, ammo distribution, spotting etc, but individuals should always move back to an effective spacing as soon as these are completed.

 

FM/BS-339 - Maintain effective spacing via Advanced Infantry

Maintain an effective distance between yourself and others, striking a balance between cohesion and minimising potential casualties, based on:

  • The terrain being traversed
  • The threats faced
  • Visibility (foliage, fog,…)
FM/BG-340 - Situational awareness via Advanced Infantry

Maintain situational awareness, avoid tunnel vision, and know where friendly forces are. This all helps to prevent being surprised by enemy contacts, prevents friendly-fire incidents by knowing where friendly forces are operating, and gives you an idea of what areas may need more observation based upon how the squad or platoon is oriented.

Players should, at any time, know roughly where their nearest friendly element is, where enemies are most likely to come from, and what the current tasking for their callsign is.

If context is not being provided on what we are doing and what friendlies are doing around us, ask!

FM/BS-661 - Maintain situational awareness via Advanced Infantry

Maintain awareness of:

  • Your position
  • The position of the members of your team
  • The general position of other friendly elements
  • Potential dangers
FM/BS-341 - Cover a sector via Advanced Infantry

When moving, cover the direction appropriate for the given position in the formation.

When stationary, cover the direction instructed by the element leader. When no direction is specified, cover a direction and communicate that direction, such that the element combined has the best all-round coverage.

FM/BS-343 - Avoid crossing lines of fire via Advanced Infantry

Avoid crossing through lines of fire as much as possible, instead preferring to go behind the element that is (potentially) engaging. This includes elements providing base of fire, even if they are not actively engaging at the time.

FM/G65 - Basic marksmanship via Advanced Infantry

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

Adjust your aiming point vertically relative to the target by:

  • estimating the distance to the target visually
  • adjusting based on previous shot impacts
FM/BS-298 - Adjust your aiming point for moving targets via Advanced Infantry

Adjust your aiming point horizontally, relative to the target, by:

  • estimating the target speed visually
  • estimating the distance to the target visually
  • adjusting based on previous shot impacts
FM/BS-296 - Control weapon sway caused by breathing via Advanced Infantry

Hold your breath when pulling the trigger to ensure steady aim.

Follow these principles for more effective breath control:

  • Be efficient and keep the held duration short to avoid getting winded.
  • Time your hold in the brief respiratory pause at the bottom of the movement cycle to better predict placement.
  • Learn to compensate for respiratory sway, as situations may arise that expose this technique as privileged for time.
FM/BS-283 - Take into account bore offset when aiming your rifle via Advanced Infantry

When aiming your rifle, remember that at close ranges bullets will hit lower than what your sight is indicating because the sight is mounted above the barrel. This effect is even more pronounced if you are using the backup sights on a scope.

Sight line vs Bore line

Above: Sight line vs Bore line

FM/BG-407 - Choosing a shooting stance via Advanced Infantry

Every shooting stance has advantages and disadvantages.

Standing

  • most visible shooter target profile
  • likely to clear ground-based obstacles with line of bore
  • quickest to assume
  • least stable, hardest to take long-range shots

Kneeling

  • makes use of ground-based cover such as rocks and low structures
  • reduces shooter target profile in the open
  • quick to assume
  • stable enough for extended-range shots
  • versatile

Sitting

  • low profile
  • useful to clear obstacles low to the ground, such as grass, that otherwise hinder prone shooting
  • low mobility, rendering reaction to fire delayed
  • very stable

Prone

  • lowest profile
  • low mobility while still allowing lateral reactions to fire by combat rolling
  • capable of shooting underneath obstacles, including cars by adjusting stance down or left / right
  • most stable
FM/BS-297 - Use an appropriate shooting stance via Advanced Infantry

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

FM/G82 - Precision shooting via Advanced Infantry

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

The range card provides ready access to some of the most frequently required information for placing measured shots at distance. The first and largest variable to account for in all ballistic solutions is bullet drop, or the effect of gravity on a bullet in flight over time. Auto-populated for your unique combination of rifle and optic in hand, the range card dedicates a majority of its data to accurately accommodating this first variable in a ballistic solution.

 

Using a range card

The coloured columns under the range card’s “Bullet Drop” section display different sets of adjustments to accommodate the effects of temperature on bullet drop. As temperature affects both muzzle velocity and air resistance, the differences between cold and warm climates can have a significant effect on how far a bullet will fall due to gravity at any given range. Be sure to have a rough estimate of the temperature in hand to help decide which temperature column to read.

With an appropriate temperature column picked out, all of the below values will display how far your bullet will drop for the given “Target Range”, found on the far left side of the sheet. These drop values are measured in milliradians, or MRAD. For example, a value of “-4.5” (reading the 15°C temperature column at a distance of 500m) describes that your bullet will fall 4.5 milliradians below your crosshairs at that distance. To counteract that negative drop value, we need to either hold the crosshairs 4.5 MRADs above the target, or dial our scope up 4.5 MRADs to bring the bullet impact back up to our crosshair level.

 

Advanced considerations

In a similar fashion, the range card also provides information for use with wind accommodation, engaging moving targets, and for calculations requiring general equipment information. This data, however, is seldom required in the opening marksmanship roles where simplicity encourages speed, and speed is our most valuable asset.

At the highest level of marksmanship roles, it should be noted that the populated BDA information is limited to temperature and equipment considerations only. Displayed drop values do not account for changes in altitude, pressure or humidity variables, as default Arma values are assumed. This under extreme conditions may compromise all drop, wind and moving target information, requiring manual data collection or calculation.

FM/BS-429 - Manually adjust for bullet drop using a range card via Advanced Infantry
  • Look up the vertical deviation caused by gravity using the range to target and a range card
  • Integrate the calculated value into the final ballistics solution
FM/BG-606 - Adjusting fire for follow-on shots via Advanced Infantry

The tools and knowledge available to a Squad Designated Marksman enable him to quickly place accurate fire against a target in the intended range. However, tolerances in calculations, time constraints, environmental factors and incoming fire - all work against the marksman, meaning that first shots do miss. A competent marksmen will quickly adjust their fire to hit the intended target.

 

Adjustment of fire - Visually estimating offset

If you have a non-milliradian sight, the only method of adjustment available is to:

  1. Observe the existing impact point - Easier with tracer rounds, look for evidence of impact on the ground or on an object behind the target. 
  2. Estimate the offset from the aim point (when your reticule crosshairs were pointing) - e.g. in the example below, the impag point was approximately two body widths to the left, and half a body higher.
  3. Adjust your fire by aiming the reticule by an equal amount in the opposite axes - e.g. in the same example, aim two body widths to the right, and half a body lower

This method is quick, often accurate enough and can be used with any weapon/scope.

 

Adjustment of fire - Measuring offset in mrads

If you have a milliradian scope, as most modern-era marksmen will do, you can more accurately calculate the adjustment using the mildots on your scope. 

  1. Observe the existing impact point.
  2. Measure the offset in mrads - in the example below, the impact point is 2.5 mrads left and 1 mrad up from the centre of the reticule.  
  3. Adjust your fire…
    1. By aiming the reticule by an equal amount in the opposite axes - e.g. in the same example, aim 2.5 mrads to the right, and 1 mrad lower, or…
    2. By dialling in the necessary adjustment - e.g. dial 2.5 mrads to the right, and 1 mrad lower

 

Visual adjustment vs Scope adjustment

Visual adjustment is quicker but potentially less accurate - even if you know exactly what the adjustment should be, making a visual adjustment is less reliable than putting the centre of the reticule on the target. Dialling in the adjustment into the scope, takes a little extra time, but then you just need to centre the reticule on the target.

If you have multiple targets in a similar area, it may be worth the investment to adjust your scope, or at least the lateral adjustment - wind and other lateral effects are likely to be similar when aiming in a given general direction. However if your targets are spread widely apart, the adjustment will be different for each shot, thus visual adjustments might be preferred.

Scope view showing the impact point offset from the reticule

Above: Scope view showing the impact point offset from the reticule

FM/BS-428 - Adjust follow-up shots to correct misses correlating to your sight picture via Advanced Infantry

Adjust for misses by correcting for the observed impact through any of the following core principles:

  • with any sight, estimating the impact offset and holding its inverse,
  • with a milliradian sight, reading the impact offset in mrad to hold the inverse of that exact amount,
  • with a milliradian sight, reading the impact offset in mrad to dial in the inverse of that exact amount on the scope.

FM/G276 - Communication Basics via Advanced Infantry

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

Brevity by avoidance of doubling callsigns

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

Here we are having the callsigns Outlaw and Phoenix.

 

Bad Brevity:

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

Outlaw: Phoenix, this is Outlaw.

Phoenix: Outlaw, this is Phoenix.

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

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

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

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

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

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

 Better Brevity:

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

Outlaw: Phoenix, this is Outlaw.

Phoenix: Outlaw, this is Phoenix.

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

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

Outlaw: CORRECT, OUT.

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

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

Phoenix: ROGER, OUT.

 Clarity by avoidance of multiple Warning Orders

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

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

 

Bad Clarity:

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

 

1 transmits:

1, 2.

 

What 1 means is:

1, and 2, this is Actual.

 

However his transmission could be understood as:

1-1, this is 1-2.

 

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

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

 Better Clarity:

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

1-0: ALL STATIONS, this is Actual.

1-1: Actual, this is 1.

1-2: Actual, this is 2.

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

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

 

The importance of confirmation

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

 

No Confirmation:

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

 

Outlaw: Phoenix, this is Outlaw.

Phoenix: Outlaw, this is Phoenix.

Outlaw: Start your Attack onto Objective Bravo.

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

Outlaw: Phoenix, this is Outlaw, NOTHING HEARD.

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

Outlaw: ROGER, commencing attack now, OUT.

 Confirmation used:

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

 

Outlaw: Phoenix, this is Outlaw.

Phoenix: Outlaw, this is Phoenix.

Outlaw: Start your Attack onto Objective Bravo.

Phoenix: WILCO, OUT.

FM/BG-1276 - Brevity via Advanced Infantry

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

FM/BG-1277 - Clarity via Advanced Infantry

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

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

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

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

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

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

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

FM/G69 - Direct Communication via Advanced Infantry

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

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

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

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

When throwing a grenade, shout:

[type of grenade] out

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

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

grenade

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

When hearing or observing incoming indirect fire, shout: 

IDF incoming

FM/G112 - Using radios via Advanced Infantry

FM/BG-1695 - Applying RSVP when communicating on the radio via Transactional Radio User
  • Rhythm: Use short sentences divided into sensible phrases which maintain a natural rhythm, they should not be spoken word by word.
  • Speed: Speak slightly slower than normal conversation. Speed is easily adjusted by increasing or decreasing the length of pauses between phrases, as opposed to altering the length of pauses between words as this will create an unnatural, halted style of speech which is difficult to understand.
  • Volume: Volume should be as for normal conversation. There is no need to shout, the sensitivity of the microphone will clearly communicate your voice, even in a noisy environment.
  • Pitch: The voice should be the natural pitch of your voice to maintain clarity.
FM/BG-679 - The radio and its purpose via Advanced Infantry

A radio is a specialized communication device designed for use by armed forces to facilitate secure and reliable communication on the battlefield and during military operations.

The primary purpose of a radio is to enable effective coordination and command among elements, allowing for the swift transmission of orders, intelligence, and situational updates. This real-time communication capability is crucial for coordinating maneuvers, calling for support, reporting enemy positions, and ensuring overall operational efficiency and safety of personnel during operations.

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

During any operation that requires it, you'll be provided with an AN/PRC-152. It is the short range radio used by all elements. The main frequency is the channel (C1, C2,…) that is currently selected on the radio.

To set up your main frequency:

  1. Check with your leader or in the ORBAT what frequency you should be on
  2. Hover with your mouse on your current frequency (2) and type the desired frequency; eg. 271
  3. Click the ENT (4) button to enter (save) the frequency
  4. Check in with your team to see if the radio is working properly

Using the AN/PRC-152 you can also set up an additional frequency to communicate with other elements that aren't your own. The additional frequency is set manually and will show as “A#” in place of the channel name e.g. If channel 2 is selected as the alternate frequency, it will become A2.

To set up an additional frequency:

  1. Click the + button (5) to select the desired channel.
  2. Click the left arrow button (8) to set an additional channel. 
    1. At this point you should read A# (# being the channel number) instead of C#, next to the frequency number.
  3. Type the wanted frequency you want to use as additional; eg. 270
  4. Click the ENT (4) button to enter the frequency
  5. Click the - button (6) to return to your main frequency

If you want to dictate which ear you want the audio for your main and alternate channels to come out from, select the frequency you want to adjust and click the 0(9) button to modify the stereo settings. On the bottom right of the screen, you'll see an indicator that says either "left", "right" or "left and right". Ensure you do this for both your main and alternate channels on any radios you're using.

Now you should be able to hear both frequencies in different ears.

The BLUFOR issued AN/PRC-152 and its buttons explained.

Above: The BLUFOR issued AN/PRC-152 and its buttons explained.

FM/G112 - Using radios via Transactional Radio User

FM/BG-1695 - Applying RSVP when communicating on the radio via Transactional Radio User
  • Rhythm: Use short sentences divided into sensible phrases which maintain a natural rhythm, they should not be spoken word by word.
  • Speed: Speak slightly slower than normal conversation. Speed is easily adjusted by increasing or decreasing the length of pauses between phrases, as opposed to altering the length of pauses between words as this will create an unnatural, halted style of speech which is difficult to understand.
  • Volume: Volume should be as for normal conversation. There is no need to shout, the sensitivity of the microphone will clearly communicate your voice, even in a noisy environment.
  • Pitch: The voice should be the natural pitch of your voice to maintain clarity.
FM/BG-679 - The radio and its purpose via Advanced Infantry

A radio is a specialized communication device designed for use by armed forces to facilitate secure and reliable communication on the battlefield and during military operations.

The primary purpose of a radio is to enable effective coordination and command among elements, allowing for the swift transmission of orders, intelligence, and situational updates. This real-time communication capability is crucial for coordinating maneuvers, calling for support, reporting enemy positions, and ensuring overall operational efficiency and safety of personnel during operations.

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

During any operation that requires it, you'll be provided with an AN/PRC-152. It is the short range radio used by all elements. The main frequency is the channel (C1, C2,…) that is currently selected on the radio.

To set up your main frequency:

  1. Check with your leader or in the ORBAT what frequency you should be on
  2. Hover with your mouse on your current frequency (2) and type the desired frequency; eg. 271
  3. Click the ENT (4) button to enter (save) the frequency
  4. Check in with your team to see if the radio is working properly

Using the AN/PRC-152 you can also set up an additional frequency to communicate with other elements that aren't your own. The additional frequency is set manually and will show as “A#” in place of the channel name e.g. If channel 2 is selected as the alternate frequency, it will become A2.

To set up an additional frequency:

  1. Click the + button (5) to select the desired channel.
  2. Click the left arrow button (8) to set an additional channel. 
    1. At this point you should read A# (# being the channel number) instead of C#, next to the frequency number.
  3. Type the wanted frequency you want to use as additional; eg. 270
  4. Click the ENT (4) button to enter the frequency
  5. Click the - button (6) to return to your main frequency

If you want to dictate which ear you want the audio for your main and alternate channels to come out from, select the frequency you want to adjust and click the 0(9) button to modify the stereo settings. On the bottom right of the screen, you'll see an indicator that says either "left", "right" or "left and right". Ensure you do this for both your main and alternate channels on any radios you're using.

Now you should be able to hear both frequencies in different ears.

The BLUFOR issued AN/PRC-152 and its buttons explained.

Above: The BLUFOR issued AN/PRC-152 and its buttons explained.

FM/G111 - Phonetics via Transactional Radio User

FM/BS-580 - Use the phonetic alphabet via Transactional Radio User

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

LETTERWORDPRONUNCIATION
AALFAAL FAH
BBRAVOBRAH VOH
CCHARLIECHAR LEE OR SHAR LEE
DDELTADELL TAH
EECHOECH OH
FFOXTROTFOKS TROT
GGOLFGOLF
HHOTELHOH TELL
IINDIAIN DEE AH
JJULIETTJEW LEE ETT
KKILOKEY LOH
LLIMALEE MAH
MMIKEMIKE
NNOVEMBERNO VEM BER
OOSCAROSS CAH
PPAPAPAH PAH
QQUEBECKEH BECK
RROMEOROW ME OH
SSIERRASEE AIR RAH
TTANGOTANG GO
UUNIFORMYOU NEE FORM OR OO NEE FORM
VVICTORVIC TAH
WWHISKEYWISS KEY
XX-RAYECKS RAY
YYANKEEYANG KEY
ZZULUZOO LOO
FM/BS-581 - Use the correct numerical pronounciation via Transactional Radio User

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

NUMERALPRONOUNCED
0ZE-RO
1WUN
2TOO
3TREE
4FOW-ER
5FIFE
6SIX
7SEV-EN
8AIT
9NIN-ER

FM/G111 - Phonetics via Advanced Infantry

FM/BS-580 - Use the phonetic alphabet via Transactional Radio User

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

LETTERWORDPRONUNCIATION
AALFAAL FAH
BBRAVOBRAH VOH
CCHARLIECHAR LEE OR SHAR LEE
DDELTADELL TAH
EECHOECH OH
FFOXTROTFOKS TROT
GGOLFGOLF
HHOTELHOH TELL
IINDIAIN DEE AH
JJULIETTJEW LEE ETT
KKILOKEY LOH
LLIMALEE MAH
MMIKEMIKE
NNOVEMBERNO VEM BER
OOSCAROSS CAH
PPAPAPAH PAH
QQUEBECKEH BECK
RROMEOROW ME OH
SSIERRASEE AIR RAH
TTANGOTANG GO
UUNIFORMYOU NEE FORM OR OO NEE FORM
VVICTORVIC TAH
WWHISKEYWISS KEY
XX-RAYECKS RAY
YYANKEEYANG KEY
ZZULUZOO LOO
FM/BS-581 - Use the correct numerical pronounciation via Transactional Radio User

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

NUMERALPRONOUNCED
0ZE-RO
1WUN
2TOO
3TREE
4FOW-ER
5FIFE
6SIX
7SEV-EN
8AIT
9NIN-ER

FM/G278 - Callsigns via Transactional Radio User

FM/BG-1136 - Callsigns via Transactional Radio User

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.

FM/BP-1283 - Callsign structure via Transactional Radio User

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.

  • Platoon HQ (ALPHA 9)
  • Platoon Sergeant (ALPHA 8)
  • Platoon RTO (ALPHA 7)
  • Platoon Medic (ALPHA 6)
  • 1st Squad (ALPHA 1-0)
    • 1st Squad 1st Fireteam (ALPHA 1-1)
    • 1st Squad 2nd Fireteam (ALPHA 1-2)
  • 2nd Squad (ALPHA 2-0)
    • 2nd Squad 1st Fireteam (ALPHA 2-1)
    • 2nd Squad 2nd Fireteam (ALPHA 2-2) 
  • 3rd Squad (ALPHA 3-0)
    • 3rd Squad 1st Fireteam (ALPHA 3-1)
    • 3rd Squad 2nd Fireteam (ALPHA 3-2)
FM/BS-582 - Use ACTUAL to refer to the leader of an element specifically via Transactional Radio User

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

FM/BS-583 - Shorten callsigns when possible via Transactional Radio User

To keep radio communications brief, shorten callsigns whenever possible, according to the following rules:

  • Drop the common section of the callsign of all stations on the net (ALPHA 1-1 ←→ ALPHA 1-2 becomes (1 ←→ 2)
  • Drop the numerals when only a single station of that callsign is on the net (ALPHA 1 ←→ BRAVO 1 becomes ALPHA ←→ BRAVO)
FM/BS-584 - Use personal callsigns for the HQ element via Transactional Radio User

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.

  • The personal callsign will be displayed on the ORBAT.
  • Personal callsigns are never transferred to another person, even when said person is incapacitated.
FM/BS-821 - Use ALL STATIONS to address all callsigns on the network via Transactional Radio User

When adressing all callsigns on a network, use ALL STATIONS instead of listing all callsigns separately.

FM/G165 - Transactional communications via Transactional Radio User

FM/BG-1135 - Understanding transactional networks via Transactional Radio User

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:

  1. Radio handshake: Every transaction (conversation) begins with a handshake that defines who will participate in the transaction. The handshake is initiated by the sending party and acknowledges by the receiving parties. This way, all parties are confident all other parties are ready to transmit and receive information. See FM/BS-822 - Initiate a conversation on a transactional network for how to perform the handshake. 
  2. Convey meaning through standardised words: To maximise understanding and minimise mixups, standardised words are used to convey a defined meaning. These words are choses so they cannot easily be confused with other words, especially when interacting with non-native English users. 
  3. Transaction end: Every transaction should be ended according to FM/BS-824 - End a conversation on a transactional network. This ensures everyone on the radio network is aware the transaction is over, and that another transaction may be started.
FM/BP-1284 - Types of transactional networks via Transactional Radio User

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". 

  • When a transaction is taking place between two callsigns, only those callsigns can use the net, other callsigns on the net must remain silent until they hear "OUT" which indicates that the transaction is completed.
  • UNITAF does not use the pro-word "OVER".
  • If a callsign who is not part of the ongoing transaction has urgent information to send, they can use the proword "BREAK BREAK BREAK" to break into a transaction.
  • Once a series of transmissions in a transaction are underway, IDENT does not need to happen for each message, just at the start and end of the transaction.

The below table shows the types of nets and their usage of IDENT and transactional communication procedures.

ActivityFireteamSquadPlatoonCompanyDirect/Special
IDENTUse names or buddy team coloursShort callsignsFull callsignsFull callsignsFull callsigns
TRANSACTIONALNOYESYESYESYES
FM/BS-838 - Join a transactional network via Transactional Radio User

Join a transactional network by saying:

[your full callsign], checking into the net

or shortened as:

[your full callsign], checking in

FM/BS-822 - Initiate a conversation on a transactional network via Transactional Radio User

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]

 

ProwordMeaning
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
FM/BS-824 - End a conversation on a transactional network via Transactional Radio User

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.

FM/G279 - Responding to transactional messages via Transactional Radio User

FM/BS-837 - Ask to clarify a poorly understood transmission on a transactional network via Transactional Radio User
ProwordMeaning
SAY AGAINRepeat the information
SPEAK SLOWERYou are talking too fast, speak slower in the future
FM/BS-829 - Delay responding to a transmission on a transactional network via Transactional Radio User

When unable to respond to a transmission, use either of the following:

ProwordMeaning
WAIT ONEA response will be transmitted in a few seconds.
WAIT OUTA response cannot be transmitted soon. This ends the conversation
FM/BS-823 - Confirm understanding of a transmission on a transactional network via Transactional Radio User

When indicating your understading of a transmission use either of the following:

ProwordMeaning
ROGERI understand
WILCOI understand and I will do it

Never use these together, as WILCO implies ROGER.

FM/G280 - Sending transactional messages via Transactional Radio User

FM/BS-827 - Correct yourself on a transactional network via Transactional Radio User

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])

FM/BG-1287 - How to deal with unresponsive callsigns via Transactional Radio User

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..

FM/BS-828 - Relay information to others on a transactional network via Transactional Radio User

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]

 

FM/BS-836 - Respond to a readback on a transactional networks via Transactional Radio User

If the readback was correct, transmit:

Correct

 

If the readback was inccorect, transmit:

Negative, I say again, [correct information]

FM/BS-825 - Break up long transmissions on a transactional network via Transactional Radio User

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.

FM/BS-835 - Use correct radio jargon on a transactional network via Transactional Radio User

Use the following standardized words instead of other synonyms on a transactional network:

WordMeaning
AFFIRMATIVEYes
NEGATIVENo
CLICKSKilometers
MIKESMinutes

FM/G9 - Sending a Contact report via Advanced Infantry

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

A contact report is a way for any member of the unit to concisely communicate important information about the enemy in a standard way. Being able to concisely report enemy locations is a critical communication skill to have. The sooner we know about enemy positions, and the faster it is passed to the entire squad, the better our survivability will be and the more effective we will be at reacting to threats.

A contact report consists of several key elements that must be presented in a specific order for it to be effective.

FM/BS-40 - Give a structured Contact Report via Advanced Infantry
  1. ALERT: Begin with an alert pro-word. 
    • Use "Contact!" for entities in contact with the reporter
    • Use "Sighting!" for entities sighted but not in contact.
    • Use "Audible!" for entities not sighted and only heard.
  2. ORIENT: Provide direction and range. Range can be omitted if desired. Direction should be one of the following:
    • Relative direction (front, left, right, rear) if movement direction is established.
    • Cardinal direction.
    • Compass bearing in degrees for high precision.
  3. DESCRIBE: Composition of the enemy element:
    • Type of the enemy (infantry, MG nest, tank,…)
    • Rough size estimate (fireteam, squad,…)
  4. EXPOUND: Give additional details such as:
    • Range if not provided during orient (from general, e.g. "Close", to specific, e.g. "523 meters").
    • A specific degree bearing if only a relative bearing was initially given
    • Movement of the enemy
    • Detailed information about individual enemy positions

Example Contact Report: "Contact front! Enemy infantry in the open, bearing 210, three hundred meters!"

FM/G95 - Basic Smoke Colours via Advanced Infantry

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

Recognize the following meanings of smoke colors:

Smoke ColorMeaningCarried by
RedEnemy PositionTeam leaders+, FAC
BlueFriendly Position/LZTeam leaders+, FAC
GreenLOGPACK/Ammo dropSupport callsigns
PurpleMASCAS/MEDEVAC LZAll medical roles
OrangeDamaged Vehicle in need of repairsAll crew roles
WhiteConcealmentAll infantry
BlackOnly used by OPFOROPFOR
YellowUsed for specific purpose laid out in OPORDFriendly

FM/G94 - Infantry formations via Advanced Infantry

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

Formations are a set way of positioning members of an element during combat. These formations are used for several key reasons:

  1. Command and control: They allow leaders to effectively manage and direct their units, ensuring clear communication and efficient execution of orders.
  2. Mutual support and security: Soldiers in these formations can cover each other, provide overlapping fields of fire, and maintain situational awareness, enhancing their overall survivability and effectiveness.
  3. Team cohesion: By having a standard for where everyone should be, it is easier to maintain cohesion as an element
FM/BG-466 - Fireteam wedge via Advanced Infantry

The wedge is a versatile formation that is easy to establish and control. It allows for good all-around observation and security, and can be used in the majority of situations encountered. Fire can be placed in any direction in good quantity, and a shift in formation upon contact is easy to accomplish to suit where the contact came from.

If contacted from the front or rear, the wedge allows for easy transition to a line formation. If attacked from either side, one buddy team is able to return fire whilst the other maneuvers to support them.

The fireteam leader will usually take the forward-most position, with the first buddy team to their left, and the second buddy team to their right. The fireteam leader may adjust positions within the formation based on need, such as putting the automatic rifleman to the front and the medic to the rear, but should generally avoid splitting buddy teams between the two sides.

 

Strengths:

  • Good all-around security
  • Allows balanced volume of fire in all directions
  • Good movement control, even with limited visibility or difficult terrain
  • Easily transitions to other formations

Weaknesses:

  • The balanced forward, rearward, and side firing angles are each limited compared to other formations
  • May not be suitable for restrictive terrain
A fireteam wedge, led by the fireteam leader

Above: A fireteam wedge, led by the fireteam leader

FM/BG-467 - Fireteam line via Advanced Infantry

The line formation is well-suited for advancing towards a known or suspected threat with the maximum number of guns brought to bear, and excels at placing a heavy volume of fire to the formation's front.

 

Strengths:

  • Allows largest possible volume of fire forward and rearward
  • Good troop dispersion
  • Large area coverage
  • Easily transitions to base of fire, bounding overwatch, or flanking maneuvers

Weaknesses:

  • Vulnerable to both sides
  • Allows very limited volume of fire on both sides
  • Difficult to maneuver and control movement
  • Highly visible due to large area coverage
  • Ill-suited for maintaining stealth
A fireteam line

Above: A fireteam line

FM/BG-468 - Fireteam column via Advanced Infantry

The fireteam column is the opposite of a fireteam line in that, instead of being lined up left-to-right, the fireteam is lined up front-to-back. In other words, a single column line. Each team member after the point man should walk the exact same path as the person in front of them, to minimize risk of exposure to environmental hazards (such as mines or IEDs), and to keep the team together in low-visibility environments and on difficult terrain. When available, a role with a mine detector, such as an EOD Specialist or combat engineer, should take point if such hazards are known or suspected in the area.

A column must be used with caution, as only the point man can immediately react to any contact from the front, while the rest of the team must maneuver to support. If the team is in a column because the area is dangerous, those maneuvers are especially risky.

 

Strengths:

  • Easiest formation to control, especially on difficult or restrictive terrain
  • Allows largest possible volume of fire on both sides
  • Easy to maintain at higher movement speeds
  • Ideal for maintaining stealth

Weaknesses:

  • Vulnerable to the front and rear
  • Allows very limited volume of fire forward
  • Often has poor dispersion of troops, especially with limited visibility
  • Difficult to transition to base of fire, bounding overwatch, or flanking maneuvers
A fireteam column, led by the fireteam leader

Above: A fireteam column, led by the fireteam leader

FM/BG-470 - Fireteam staggered column via Advanced Infantry

The fireteam staggered column sees the fireteam split into two adjacent column formations, staggered so that each member of each column is diagonal from those in the adjacent column. They should never be directly next to each other, as this prevents one team member from being able to effectively return fire when contacted from the side. Additionally, being staggered improves the spacing between fireteam members, reducing risk from explosives and ambushes.

The staggered column is usually utilized when following a road, and is useful for scouting ahead of friendly vehicles and sweeping the road for hazards. It also allows the team to maintain improved security over a single column, while avoiding walking on the center of the road. The team can easily condense into a single column on either side of the road at any time.

The staggered column does make it more difficult to effectively return fire to the front without forming a wedge, though is still better than a single column formation.

Buddy teams should create the front and rear of the formation, not the left and right columns. When the team takes contact from front or rear, this allows one buddy team to return fire whilst the other maneuvers to support them. When taking contact from the sides, it allows for the quick formation of a fireteam line, with one buddy team on the left and right.

 

Strengths:

  • Good dispersion of troops
  • Allows large volume of fire on both sides
  • Better forward and rearward sectors of fire than a column
  • Good maneuverability and movement control

Weaknesses:

  • Fairly vulnerable to the front and rear
  • Allows limited volume of fire forward and rearward
  • Difficult to transition into base of fire, bounding overwatch, or flanking maneuvers
A fireteam staggered column, led by the fireteam leader

Above: A fireteam staggered column, led by the fireteam leader

FM/BG-469 - Fireteam echelon (left/right) via Advanced Infantry

Echelon left/right comprises the fireteam creating a single diagonal line going rearwards from the given side of the point man, which is usually the fireteam leader. Echelon left means the fireteam will be on the point man’s left, while echelon right means the fireteam will be on the point man’s right.

Used when the fireteam has another element covering the echelon’s weak side (the left side of an echelon right, and vice versa). Most commonly used to create a squad wedge formation, which is two fireteam echelon formations connecting to form a protective wedge for the squad leader element.

 

Pros:

  • Allows excellent volume of fire on the specified side
  • Allows good volume of fire forward and rearward
  • Easily transitions to other formations

Cons:

  • Vulnerable to the opposite side without an adjacent element
  • Somewhat difficult to maneuver
  • Not suitable for restrictive terrain
An echelon left (top) and an echelon right (bottom), each led by the fireteam leader

Above: An echelon left (top) and an echelon right (bottom), each led by the fireteam leader

FM/BG-472 - Squad column via Advanced Infantry

The squad column comprises a fireteam wedge at the front, the other fireteam wedge at the rear, and the squad Leader element in the middle. The most common squad formation, it allows contact from either side to be engaged by both fireteams, while contact from the front or rear allows one fireteam to establish a base of fire whilst the other maneuvers to support.

 

Pros:

  • Good all-around security
  • Allows large volume of fire to the sides
  • Good movement control with limited visibility or difficult terrain
  • Easily transitions to base of fire, bounding overwatch, or flanking maneuvers

Cons:

  • Allows limited volume of fire forward and rearward
  • May not be suitable for restrictive terrain
A squad column, led by the first fireteam leader

Above: A squad column, led by the first fireteam leader

FM/BG-471 - Squad wedge via Advanced Infantry

The squad wedge is created by having two fireteams form an echelon left and an echelon right, and connecting at their point men, usually with the first fireteam leader or taking point. In other words, wherein the fireteam wedge has a buddy team on either side, the squad wedge has a Fireteam on either side. The squad leader element is positioned behind the front of the wedge, but still within the formation, for optimal security and control over the formation.

Just like the fireteam wedge, if contacted from the front or rear, the wedge allows for easy transition to a line formation. If attacked from either side, one fireteam is able to return fire whilst the other maneuvers to support them.

 

Pros:

  • Well-balanced for contact from the front, rear, and both sides
  • Balanced volume of fire forward, rearward, and to both sides
  • Good movement control, even with limited visibility or difficult terrain
  • Large area coverage
  • Easily transitions to other formations

Cons:

  • The balanced forward, rearward, and side firing angles are each limited compared to other formations
  • Highly visible due to large area coverage
  • May not be suitable for restrictive terrain
A squad wedge, led by the first fireteam leader

Above: A squad wedge, led by the first fireteam leader

FM/BG-473 - Squad file via Advanced Infantry

The squad file comprises the whole squad as one single column line, with one Fireteam at the front, the squad leader element in the middle, and the other Fireteam at the rear.

Just like the fireteam column, the squad file is usually used when there is a risk of mines/IEDs or other UXOs, to minimize risk of detonation by ensuring each person steps exactly where the point man did. It can also be used to maintain stealth, as the point man only needs to find a single path for the entire squad, and can easily stop the formation to avoid detection.

 

Strengths:

  • Easiest formation to control, especially on difficult or restrictive terrain
  • Allows largest possible volume of fire on both sides
  • Easy to maintain at higher movement speeds
  • Ideal for maintaining stealth

Weaknesses:

  • Vulnerable to the front and rear
  • Allows very limited volume of fire forward
  • Poor dispersion of troops, especially with limited visibility
  • Difficult to transition into base of fire, bounding overwatch, or flanking maneuvers
A squad file, led by the first fireteam leader

Above: A squad file, led by the first fireteam leader

FM/BG-474 - Squad staggered column via Advanced Infantry

The squad staggered column is created by having one fireteam in a staggered column at the front, the squad leader element in the middle, and the other fireteam in a staggered column at the rear. The formation can be done as either a single, unbroken staggered column, or with additional spacing between each element’s staggered column..

Similar to the fireteam staggered column, it is usually utilized when following a road, and is useful for scouting ahead of friendly vehicles and sweeping the road for hazards. It also allows the squad to maintain improved security while avoiding walking on the center of the road.

 

Strengths:

  • Good dispersion of troops
  • Allows large volume of fire on both sides
  • Better forward and rearward security than a file
  • Good maneuverability and movement control

Weaknesses:

  • Vulnerable to the front and rear
  • Allows limited volume of fire forward and rearward
  • Difficult to transition into base of fire, bounding overwatch, or flanking maneuvers
A squad staggered column, led by the first fireteam leader

Above: A squad staggered column, led by the first fireteam leader

FM/BS-666 - Maintain position in a formation via Advanced Infantry

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

FM/G103 - Bounding overwatch via Advanced Infantry

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

Bounding overwatch is the process of ensuring that one team is moving, whilst another is stationary and providing overwatch. When a bounding maneuver is called there are five parts described:

  1. The type of bounding (successive or alternate)
  2. The maneuver element scale (individual, buddy team, fireteam, squad), 
  3. The direction of movement (bearing or landmark)
  4. (optional) The desired stop point (distance, location or number of bounds)
  5. Which element is moving first

E.g.:

  • A squad leader calling “This is Alpha 1-0. Successive, Fireteam bounding, towards that barn, 1 move" wants one Fireteam to move as a whole element, while the other provides cover, for one bound, then stop to allow the other Fireteam to move. He does not want the Fireteams to then utilise buddy team bounding.
  • A squad leader instructing teams to “Alternating, Buddy Team Bounding, North, 400m” implies that each Fireteam will move North at the same time, with one buddy team moving in each Fireteam at a time.
FM/BG-502 - How far to bound via Advanced Infantry

The size of each bound should be based on the terrain, visibility, proximity of enemy threat, etc. For instance, bounds across relatively open terrain can be long - both in the interest of getting across as quickly as possible and because the range of the overwatch element is higher due to the open terrain. Urban bounds, on the other hand, are typically short due to the increased density of the area and the desire to maintain security and not overextend any one element.

FM/BS-503 - Bound using successive bounding via Advanced Infantry

Bound using the follow method:

  1. The lead element calls for bounding and designates which element will move first
    1. e.g. “This is actual. Successive Fireteam bounding North. 1 move first.”
  2. The first element acknowledges and shouts "Moving"
  3. The first element moves to a position and holds shouting “Set
  4. The second element shouts “Moving” and moves to the same position as the first, confirming “Set
  5. The first element now moves, again shouting “Moving”, to the next position and holds, shouting “Set” again
  6. The second element again calls and moves up to the same position as the first

This process is repeated until the unit reaches the desired end position.

Compared with FM/BS-504 - Bound using alternating bounding this process provides a higher level of security, but is slower.

Above:

FM/BS-504 - Bound using alternating bounding via Advanced Infantry

Bound using the follow method:

  1. The lead element calls for bounding and designates which element will move first
    1. e.g. “This is actual. Alternating Fireteam bounding North. 1 move first.”
  2. The first element acknowledges and shouts "Moving"
  3. The first element moves to a position and holds shouting “Set
  4. The second element shouts “Moving” and moves to a new position past the first element, confirming “Set
  5. The first element now moves, again shouting “Moving”, again passing the other element, to a futher position and holds, shouting “Set” again
  6. The second element again calls and moves past the first element.

This process is repeated until the unit reaches the desired end position.

Compared with FM/BS-503 - Bound using successive bounding this process is faster, but provides a lower level of security

Above:

FM/G120 - Peel Manoeuvre via Advanced Infantry

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

‘Peeling’ is a squad or fireteam movement used when encountering a larger force with overwhelming firepower. During a peel the team employs continuous suppressive fire while successively and rapidly moving, one person at a time, in the chosen direction. This is different to bounding as a peel implies a defensive tactic being performed, whereby a bound can be both offensive and defensive.

FM/BG-598 - When is a peel used via Advanced Infantry

A peel is used when an element is operating on its own when no other forces are available to provide mutual support, and splitting the element would be detrimental to the engagement. The engagement is maintained until contact is successfully broken and the element is safe or until a mutual support element is in place to provide fire to cover their withdrawal.

FM/BG-601 - Center peel vs line peel via Advanced Infantry

A center peel is used when the element encounters an overwhelming force from the front, especially in staggered column, and needs to withdraw to their rear. This will be used when operating in urban terrain and the element needs to move back down a street or in open terrain where natural cover and concealment is to the rear.

A line peel is used when the element encounters an overwhelming force from the front and needs to withdraw to cover on their right or left. This will be used in urban terrain when moving off a main street onto a side road or when out in the open to move towards natural cover and concealment.

FM/BS-599 - Peel using a center peel via Advanced Infantry

Peel using the following method:

  1. The element under fire immediately forms and maintains a staggered column towards the contact, with at least enough room in the middle for one person to sprint through.
  2. The two persons abreast facing the contact begin suppressive fire.
  3. The person furthest up disengages, shouts ‘MOVING!’ and turns inwards to run down the column to take the rearmost position on the same side, then calls ‘SET!
  4. As soon as the first person passes the next on the opposite side, they also immediately disengage, shouting ‘MOVING’ to run down the column and calling ‘SET!’ in the rear.
  5. This continues down the column until the leader calls the transition to a different manoeuvre towards a safe position or support arrives.
Center peel diagram

Above: Center peel diagram

FM/BS-600 - Peel using a line peel via Advanced Infantry

Peel using the following method:

  1. The unit under fire immediately forms a line with all guns facing the direction of contact and initiating suppressive fire.
  2. The person on the far end of the line disengages, shouting ‘MOVING!’, and runs passing behind the line towards the designated direction of retreat, then calls ‘SET!’
  3. As soon as the next person in line on the far end is passed by the first, they disengage shouting ‘MOVING!’, continuing the cycle.
  4. This process repeats, shuffling the unit sideways one by one while keeping up suppression until disengaged.
Line peel diagram

Above: Line peel diagram

FM/G137 - Breaking contact via Advanced Infantry

FM/BG-506 - What is breaking contact? via Advanced Infantry

Breaking contact is the act of deliberately disengaging an active enemy and withdrawing from contact, instead of defeating the enemy.

We can break contact from the enemy for multiple reasons, including but not limited to:

  • The engaged element is no longer combat effective (Through either casualties or lack of ammunition)
  • The engaged element is not able to defeat the enemy (e.g. Has no AT capability strong enough to defeat the OPFOR vehicle attacking them)
  • Engaging the enemy would expose the Task Force tactically (e.g. the leader wishes to ensure the engaged element is available to assist another element, rather than engaged in their own fight

It is not the case that if the instruction is given to break contact, that the lead element does not believe that the engaged element could have won the fight! We often break contact from fights we can win due to operational/tactical reasons.

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

When given the order to break contact, immediately stop engaging the enemy and move according to the orders of the element leader. Be prepared to throw smoke grenades, as the element leader may order smoke to be deployed as concealment.

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

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

As always when in an infantry role covering your sector is key in MOUT, if anything it is more important. When watching your sectors there are particular MOUT specific considerations:

  • MOUT environments have a vertical element, ensure that you are watching windows as well as ground level
  • Think carefully about your stance, communicating with your team to provide maximum security
Two infantry cover a sector high/low with appropriate stances

Above: Two infantry cover a sector high/low with appropriate stances

FM/BS-587 - Watch your sector in MOUT street maneuvers via Advanced Infantry

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

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

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

A 4-man and 5-man examples of formation when moving down a street

Above: A 4-man and 5-man examples of formation when moving down a street

FM/BS-534 - Stay out of killzones via Advanced Infantry

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

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

Cross a danger area using the following method:

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

Above: A team leader rushes across a danger area as his team provides cover

FM/BG-588 - High and low stacking via Advanced Infantry

When covering corners, if one player kneels while another stands behind them, two pairs of eyes and two rifles can cover the same area, increasing effectiveness. This is commonly known as a "high/low stack" and can be employed naturally whenever the situation allows. Note that the kneeling player must not stand unless he has cleared it with the standing player - else he's likely to stand up into a bullet.

2 players using High/Low stacking to maximize fire around a corner

Above: 2 players using High/Low stacking to maximize fire around a corner

FM/BG-681 - MOUT as a Squad via Advanced Infantry

A Fireteam is never alone during MOUT, a common situation will be a squad of two teams working in the same area towards a set goal. 

Contrary to a Squad Staggered Column, the teams would each have a designated flank, and they are to advance together through the obstacles. It is important to have the same pacing between the two teams. This may come in the form of short halts to let the other team catch up safely, or coordinating the crossing of danger areas to sync sector coverage. Maintaining pacing also allows for street side sector to cover and alert the other element of danger on their side (contact on higher floors or behind corners)

FM/G98 - Close quarters combat (CQC) via Advanced Infantry

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

There are two ways that a breaching team can ‘stack up’ on a door – one is with all the members on the same side of the doorway (“stack”). If this is the case, the first man will state his entry type (“Cross!” or “Hook!”), with the following team members doing the opposite of the person in front of him/her. If the entry type is not stated, the second man simply does the opposite of what the entry man does, third man does the opposite of the second man, etc.

When ordering a stack, the lead man will either say "stack left" or "stack right" - the directions are relative to facing the doorway. "Stack left" will result in the entry team being on the left side of the door.

The following is a general description of the duties of the breaching team when stacking. Keep in mind that these duties are very contextual, and the focus should be on fluidity rather than doing things exactly by the book.

One Man: The point man, will before the breach maintain security of the breach and never take his eyes or gun away from it. The One Man will initiate the breach when the rest of the breaching team is ready.

Two Man: Keeps security long before breach. If the room needs to be prepped with frags or stuns, this will be the Two Man’s duty.

Three (+Four & Five if applicable) Man: Keeps security to the side (2-4 o’clock) of the stack. If more than four in the team, Three watches ground floor, Four takes upper floors, Five watches 4 o'clock (side-rear).

Last Man (all team sizes): Takes rear security, watching behind the team. The last man is always in the last man role, regardless of team size e.g. In a Fireteam of five, the Fifth man does the last man role and watches the rear, not the “Five man” role described above.

Example of a single stack left, demonstrating how the 2nd man is the person to deploy grenades if needed, to ensure the point man -always- has eyes on the doorway and trigger finger ready

Above: Example of a single stack left, demonstrating how the 2nd man is the person to deploy grenades if needed, to ensure the point man -always- has eyes on the doorway and trigger finger ready

FM/BG-482 - Split stacking up on an entry point via Advanced Infantry

The other option is to split the stack into two, one on either side of the doorway ("split stack"). The One Man will state his entry type, and the other members of the breaching team will prepare to do a similar type of entry, except that the team in the other stack will do so from the opposite side of the door. This type of stack is best assumed when a closed door is present - moving across an open doorway for the sake of setting up a 'split stack' should never be done.

The following is a general description of the duties of the breaching team when performing a split stack. Again, keep in mind that the focus should be on fluidity rather than doing things by the book.

One Man: The point man, will before the breach maintain security of the breach and never take his eyes or gun away from it. Unless otherwise signaled, will be situated on the left hand side of the breach.

Two Man: On the opposite side of the breach, will provide cross cover into the breach

Three Man: Behind One Man, provides cover side front (approx 1 to 3 o’clock) from their perspective. If the room needs to be prepped with frag or stun grenades, this is the duty of the Three Man.

Four Man: Behind Two Man, provides cover ‘rear’ or ‘away’ if there are more men behind.

An example of a 6-man team split stacking and executing a 'hook' entry. Notice that the 1st man is on the left of the doorway, and the grenadier is still the man behind him, therefore the 4th man is covering 'away' from the door

Above: An example of a 6-man team split stacking and executing a 'hook' entry. Notice that the 1st man is on the left of the doorway, and the grenadier is still the man behind him, therefore the 4th man is covering 'away' from the door

FM/BS-675 - Stack up on an entry point via Advanced Infantry

Stack up on an entry point using on of the following methods:

  • Single stack: all members of the team stack up on a single side of the door
  • Split stack: all members of the team distribute themselves and stack up on opposite sides of the door
FM/BS-694 - Use grenades when clearing a room via Advanced Infantry

When clearing a room with no non-combatents inside, throw in a offensive grenade (fragmentation, concussion) before entering the room

If there are non-combatents inside or when executing a capture mission, flashbangs can be used instead.

FM/BS-488 - Pie an entry point or other opening via Advanced Infantry

Before entering an entry point or when passing close by an opening in a building, pie it by deliberately maving from one side to the other while looking inside.This allows for visually clearing everything except for a corner or two.

A demonstration of pieing an entryway

Above: A demonstration of pieing an entryway

FM/BS-692 - Enter a room to clear it via Advanced Infantry

Enter a room using on of the two following methods:

  • Hook: enter and immediatly turn back to the side your were stacked, essentially making a U-turn.
  • Cross: enter and continue moving in the same direction, ending up on the opposite side of where you were stacked.
FM/BS-486 - Move and clear through a room via Advanced Infantry

Once inside a room move and clear in the following manner:

  • Move following the outside wall, and don't stop until the room has been cleared
  • Clear the corner closest to you on your side of the room
  • Clear the corner furthest from you on your side of the room
  • Clear the center of the room
FM/BS-693 - Communicate when an area, room or building is clear via Advanced Infantry

Say "Clear" when an area, room or building has been cleared.

If the area, room or building can be ambiguous, prepend it before saying clear: "{area} clear"

FM/G119 - Working with vehicles via Advanced Infantry

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

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

  • Vehicles will move without communicating and you don't want to be run over
  • If you are working with MBT's standing in front when they fire will result in over-pressure injuries which are often fatal
  • The crew's visibility when in the vehicle is very limited, they will assume you are on the sides of the road and out of the way
  • The most dangerous threat for any vehicle in an urban environment, is the hidden OPFOR AV-man. Infantry should be clearing windows and passages ahead of the vehicle to reduce this threat.
  • The second most dangerous is the IED. Infantry should be scouting just ahead, looking for any IEDs that may threaten the vehicle.
FM/BS-515 - Behave appropriately inside a vehicle via Advanced Infantry
  • 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 via Advanced Infantry
  • 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/BG-916 - Vehicle embarkation procedure via Advanced Infantry

Element leaders ensure their team boards the assigned vehicle, supervise loading, and board last. If acting as navigator, they must communicate to their team that the front passenger seat should be left for them to occupy.

All personnel must follow directions during embarkation. Leaders must take charge; subordinates must listen and comply.

FM/BS-514 - Call when mounted up via Advanced Infantry

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

‘{name} up’

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

FM/G97 - Working with Helicopters via Advanced Infantry

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

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

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

In practice, this means:

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

Above: Infantry moving to a Ghosthawk to mount

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

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

‘{name} up’

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

FM/G104 - Parachuting via Advanced Infantry

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

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

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

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

  • Steer towards the target during freefall, as minimal moaneuvering will be possible with the parachute
  • Open the parachute around 200m AGL (above ground level)
FM/BG-508 - Types of parachute via Advanced Infantry

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

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

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

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

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

FM/BS-513 - Lead a parachute jump as jumpmaster via Advanced Infantry

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/G222 - UNITAF Leadership Principles

FM/BG-1031 - Survival first

Leaders must prioritize their own survival, especially at higher command levels. Reckless behaviour risks the mission and the lives of subordinates. Your strongest weapon is your team—lead from safety to keep them effective.

FM/BG-1032 - Role awareness

Leaders of all levels must know the responsibilities of the leader above and below them. This ensures continuity of command in case of casualties and allows for better coordination and assumption of duties when required.

FM/BG-1033 - Keep orders clear

Leaders must keep orders simple and concise. Clear, direct communication reduces confusion, especially in high-stress combat situations. Avoid long, complex instructions. Brevity improves understanding and execution.

FM/BG-1034 - Be decisive

Leaders must make timely decisions, even under pressure. A good decision made quickly is better than a perfect one made too late. Decisiveness drives momentum and avoids paralysis in dynamic situations.

FM/BG-1035 - Task by name

Leaders must assign tasks directly to individuals or elements. Vague orders like “someone needs to...” cause confusion. Use names, colour codes, or callsigns to ensure accountability and rapid task execution.

FM/BG-1036 - Avoiding micromanagement

Leaders must avoid micromanaging. Provide clear intent and objectives but leave the execution method to sub-leaders. Tactical flexibility is vital at lower levels and should not be constrained unnecessarily.

FM/BG-1037 - Practice tactical patience

Leaders must allow situations to develop before acting. Premature decisions can misallocate forces or compromise positioning. Wait for key indicators and act with informed intent.

FM/BG-1038 - Exercise disciplined initiative

Leaders must act independently when needed, in alignment with the commander’s intent. This builds trust across the chain of command and allows rapid adaptation when communications are limited.

FM/BG-1039 - Use pen and paper

Leaders should take notes using pen and paper. This supports recall of mission details such as ROE, timings, objectives, or observations both during execution and for post-mission review and commendations.

FM/G223 - Giving and receiving a briefing

FM/BG-1043 - How to receive a briefing effectively

Read the operation order beforehand and take notes. Actively listen, ask clarifying questions, and avoid assumptions. Conduct a "read back" of your understanding to confirm alignment with intent. Stay focused and minimise distractions to ensure full situational awareness.

FM/BG-1042 - Platoon and squad briefs

Platoon and squad leaders must repeat mission details clearly to subordinates. Clarify roles, responsibilities, and expected actions, including contingencies and coordination methods (e.g., coloured smoke for marking). Emphasise ROE, especially around friendly aircraft and enemy vehicles. Allow questions and ensure all understand the plan before mission start.

FM/BG-1041 - Delivering command briefs

A command brief starts with accountability, ensure all element leaders are present. Begin with orientation, followed by a simplified rephrasing of the mission, then provide the Commander's Intent. Pass detailed assignments to each element using verbal SMEAC structure. End with a Q&A and instruct subordinates to brief their elements and report readiness.

FM/BG-1040 - Essentials of verbal briefing

Leaders must issue verbal briefings clearly and concisely. Begin by identifying yourself and ensuring your audience is focused. Use precise, unambiguous language. Set clear, measurable goals and communicate your Commander's Intent. Confirm that subordinates understand their orders and allow time for questions or clarification. Whenever practical, deliver orders while physically orienting subordinates to the terrain to ensure shared understanding.

FM/G224 - Leadership succession and combat ineffectiveness

FM/BG-1044 - Leadership succession in combat

When leadership casualties occur, others must step up. Every player should understand the roles one level above and below them to ensure leadership continuity when necessary.

Seniority Hierarchy: CoyCo → PltCo → PltSgt → 1SL/2SL/3SL → 1:1/2:1/3:1 FTLs → Most senior member

FM/BG-1045 - Actions on taking command of a fireteam

If your Fireteam Leader is killed or incapacitated, take these steps:

Announce: Declare on comms that you're taking command.

Act: Choose one:

  • Continue the previous order
  • Request new orders from SL
  • Exercise disciplined initiative aligned with the squad intent
FM/BG-1046 - Actions on taking command of a squad

If your Squad Leader is killed or incapacitated, take these steps:

  • Announce: Notify the squad on the net that you’re taking command.
  • Respond: Either:
    • Continue the current mission
    • Go firm to reassess if tactical situation permits
  • Report: Notify PltCo. Request CASREPs from teams.
  • Assess: Determine combat effectiveness.
  • Execute: Continue or adjust plan per PltCo’s intent.
FM/BG-1047 - Actions on taking command of a platoon

If your Platoon Commander is killed, take these steps:

  • Announce: Declare on command net that you’ve taken over.
  • Decide: Continue the mission or go firm to assess.
  • Delegate: Appoint a new SL to replace your previous role.
  • Report: Gather CASREPs/SITREPs from SLs and assess.
  • Command: Issue new orders aligned with the original intent.
FM/BG-1048 - Identifying combat ineffectiveness

A unit is combat ineffective if it cannot fulfill its mission or typical tasks. Common causes include:

  • Loss of leadership
  • Heavy casualties (KIA/WIA)
  • Lack of weapons/ammo

Indicators include:

  • Lack of movement or cohesion
  • Silence or no response to orders
  • Absence of return fire
  • Numerous KIAs/WIAs
  • Unit reduced to a small fraction of its size
FM/BG-1287 - How to deal with unresponsive callsigns via Transactional Radio User

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..

FM/BG-1049 - Responding to combat ineffectiveness

Leaders must preserve combat power by consolidating forces:

Steps to merge elements:

  1. Identify suitable element to merge into.
  2. Join the appropriate comms channel.
  3. Report status to new leader.
  4. Link up with the element if feasible.
  5. Merge using ACE interaction or as directed.
  6. Prompt, confident action in these moments preserves operational effectiveness.

FM/G231 - Quick reference card for combat leadership

Image
FM/BI-1073 - Quick reference card
Image
Quick reference card for combat leadership

Above: Quick reference card for combat leadership

FM/G225 - Tactical decision making

FM/BG-1050 - Leading through execution and adaptation

Leaders must ensure their element executes the operations order effectively while adapting to real-time developments. Leadership involves supervising movement, enforcing tactical discipline, and adjusting plans based on enemy contact or environmental changes.

FM/BG-1051 - Leadership actions when not in combat

Identify and track the enemy

  • Constantly ask: "Where is the enemy?"
  • Use terrain and likely avenues of approach to infer enemy positions. 

Maintain formation and discipline

  • Confirm elements are following orders; address deviations promptly.
  • Monitor spacing, formation integrity, and mutual support.
  • Adjust formations to match terrain and threat levels. 

Avoid gaps and exposed flanks

  • Identify and close any gaps between units that could be exploited.
  • Maintain overwatch and support relationships between elements. 

Position key assets effectively

  • Ensure anti-tank and other special assets are placed forward and ready.
  • Confirm recon and point elements are in use where applicable. 

Clarify contact drills and ROE

  • Reiterate ROE and reaction-to-contact drills.
  • Adapt SOPs to mission-specific threats if necessary.

Confirm operational reality

  • Compare the actual situation to the OPORD.
  • Adjust plans if discrepancies arise due to faulty intel or unexpected contact.
FM/BG-1052 - Leadership actions when in combat

Assess the tactical picture

  • Identify enemy strength, weaponry, and disposition.
  • Determine friendly deployment and positioning.

Achieve fire superiority

  • Ensure the enemy is suppressed and fixed.
  • Position elements for tactical advantage and cover.

Employ and coordinate assets

  • Bring special teams and vehicles into action.
  • Request artillery, CAS, or indirect fire when available.

Evaluate and adapt tactics

  • Determine if the current plan can win the fight.
  • Consider flanks, rear approaches, and terrain for alternate tactics.

Exploit enemy weakness

  • Identify vulnerable enemy positions or exposed flanks.
  • Use fire and manoeuvre, or assaults to gain the upper hand.

Monitor the fight continuously

  • Track casualties and effectiveness.
  • Disengage if unable to win the engagement.
FM/BG-1053 - Leadership actions post combat

Establish security immediately

  • Secure the area with 360° coverage.
  • Clear enemy combatants and occupy strong positions.

Conduct status and ACE reports

  • Collect SITREPs and ACE Reports from all elements.
  • Determine remaining combat capability.

Address casualties and medical needs

  • Confirm medics are treating wounded effectively.
  • Avoid clustering around aid stations; establish triage.

Reorganize and redistribute

  • Reassign leadership if casualties occurred.
  • Merge understrength teams as needed.
  • Redistribute key equipment and ammunition.

Prepare for the next objective

  • Once stabilized, determine the next phase of the mission.
  • Rebrief units if needed and resume movement with discipline.

FM/G226 - Reaction to contact

FM/BG-1056 - Executing break contact via bounding overwatch

Breaking contact allows an element to disengage from the enemy while maintaining suppressive fire to avoid becoming decisively engaged.

Steps

  1. Leader announces intent to break contact.
  2. Assign a base-of-fire element (e.g., buddy-team, fireteam, or larger).
  3. Base-of-fire takes hasty cover and suppresses enemy.
  4. Other elements bound to the rear under fire protection.
  5. Deploy smoke to conceal movement.
  6. On signal, base-of-fire element bounds back to new position.
  7. Repeat until disengagement is complete.
FM/BG-1064 - Reaction to far ambush

A far ambush occurs when the enemy is over 50 meters away. Immediate fire and coordination enable manoeuvre to neutralize the threat.

Actions

  • If in the kill zone:
    • Return fire and move to cover.
    • Target enemy high-volume weapons (e.g., MGs).
    • Deploy smoke to obscure friendlies or enemy line of sight.
  • If outside the kill zone:
    • Move via cover to flank and assault.
    • Inform base-of-fire team before initiating assault to avoid friendly fire.
FM/BG-1063 - Reaction to near ambush

A near ambush occurs when the enemy is within grenade-throwing distance. Immediate aggression is essential to survive and suppress the ambush.

Actions

  • If in the kill zone:
    • Return fire immediately.
    • Throw grenades or smoke.
    • Assault enemy position swiftly once cover is created.
  • If outside the kill zone:
    • Provide suppressive fire on enemy position.
    • Shift or cease fire when friendlies assault to avoid fratricide.
FM/BG-1054 - Fireteam Leader: Reaction to contact

The Fireteam Leader is responsible for quickly assessing the situation and ensuring their team responds effectively to sudden enemy contact.

Actions

  • Order team to move to covered or concealed positions.
  • Identify and report the enemy's position to the Squad Leader.
  • Begin engaging the enemy.
  • Direct team fire as needed.
  • Prepare to manoeuvre as ordered by the Squad Leader.
FM/BG-1055 - Squad Leader: Reaction to contact

The Squad Leader manages the squad’s response to contact by gaining fire superiority, reporting upwards, and deciding whether to hold, manoeuvre, or break contact.

Actions

  • Achieve fire superiority.
  • Confirm fireteams are reacting appropriately.
  • Report contact to the Platoon Commander when possible:
  • Prioritize squad command over reporting if needed.
  • Assess the position:
    • Hold if viable.
    • Manoeuvre fireteams using bounding overwatch if needed.
    • Break contact if untenable.
  • Coordinate with adjacent squads and listen for higher orders.
  • Monitor flanks and casualty status via Squad Medic.

FM/G227 - Commanding an ambush

FM/BG-1062 - Conducting a convoy or vehicle ambush

Convoy ambushes must prevent vehicles from escaping the kill zone and neutralize armoured threats rapidly.

Tactics

  • Prioritize disabling the lead, then the rear vehicle.
  • Engage soft targets by aiming for tires and drivers.
  • Eliminate armored threats immediately—double up AT gunners if possible.
  • Stay clear of wreckage due to secondary explosions.
  • Use decoy vehicles to bait convoys into halting.
FM/BG-1061 - L-Shaped ambush

An L-shaped ambush uses two elements forming a right angle, enabling simultaneous frontal and flank fire into the kill zone.

Advantages

  • Highly effective due to crossfire.
  • Even a single flanking rifleman or marksman significantly increases ambush lethality.
  • Can be employed by varied team sizes and roles.
Visual representation of an L-shaped ambush

Above: Visual representation of an L-shaped ambush

FM/BG-1060 - Linear ambush

The linear ambush positions all friendly elements in a single firing line parallel to the enemy's expected path of travel. It is fast to set up and commonly used in hasty situations.

Considerations

  • Works well with limited time and mobility.
  • A longer line reduces enemy cover options.
  • Avoid excessive spacing—ambushed enemies should not be able to breach the line.
Visual representation of a linear ambush

Above: Visual representation of a linear ambush

FM/BG-1059 - Use of explosives in ambushes

Explosive devices can enhance ambush effectiveness by adding shock and confusion, especially against vehicles or in deliberate setups.

Applications

  • Satchel charges and claymores are ideal for deliberate or vehicle ambushes.
  • Initiating the ambush with explosives increases lethality.
  • Not typically suited for hasty ambushes due to setup time.
FM/BG-1058 - Fundamentals of ambushes

An ambush is a surprise attack from concealment against a moving or halted enemy. Ambushes capitalize on surprise and firepower to destroy or disrupt enemy elements.

Key Elements

  • Friendly Positioning: Use concealment and elevation to maximize survivability and lethality.
  • Kill Zone: Select open terrain with minimal cover; ensure clear, overlapping fields of fire.
  • Initiation of Fire: Initiated by the leader, usually with a verbal warning. Fire must be immediate, heavy, and accurate.

Contingency: If fire is accidentally initiated early, all elements must immediately engage to salvage effectiveness.

FM/G228 - Counter sniper tactics

FM/BG-1065 - General reaction to sniper fire

Snipers pose a long-range precision threat. Quick movement, cover usage, and coordinated suppression are key to survival.

Actions

  • Identify direction of fire and seek hard cover.
  • If sniper fire is suspected, call out "Sniper!" to alert others.
  • If exposed, move unpredictably and avoid direct paths.
  • Relay sniper’s position to friendly elements; use map marking if possible.
FM/BG-1066 - Team response to snipers

Snipers are best countered by coordinated team action rather than individual efforts. Flanking and suppression are critical.

Best Practices

  • Suppress suspected sniper positions if feasible.
  • Flank as a team to neutralize threat.
  • Avoid peeking from the same spot repeatedly.
  • Use smoke to conceal intended movement route, not current position.
Visual representation of how to utilise smoke in a counter sniper situation

Above: Visual representation of how to utilise smoke in a counter sniper situation

FM/BG-1067 - Locating a sniper using crack/bang method

The crack/bang method uses sound delay between bullet crack and muzzle blast to estimate sniper range and direction.

Technique

  • Listen for the supersonic "crack" of the round, followed by the "bang" of the rifle.
  • Long delay = distant shooter; short delay = closer shooter.
  • Use the muzzle blast direction to orient toward the shooter.

FM/G229 - Air threat response

FM/BG-1069 - Defending against helicopter attack

Rotary-wing aircraft are the most dangerous CAS threat due to precision and persistence. Prevention through stealth is preferred.

Best Practices

  • Avoid detection via low, concealed movement routes.
  • If equipped with AA assets, engage helicopters on approach.
  • If no AA is present, rely on concealment and avoid engagement unless certain of success.
  • Engage low-and-slow helicopters only when confident in a kill.
FM/BG-1070 - Defending against jet attack

Jets are fast-moving threats that rely on visual detection and powerful area-of-effect weapons. Survivability depends on movement and concealment.

Best Practices

  • Move perpendicular to attack run to throw off aim.
  • Use reverse slopes to block line of sight and reposition after each pass.
  • Avoid exposure, jets struggle to detect infantry at speed.
FM/BG-1068 - Reaction if spotted by air

If spotted by enemy aircraft, quick dispersion and terrain masking reduce casualties from guided or area-effect weapons.

Actions

  • Spread out immediately, avoid clustering.
  • Move to terrain that limits aircraft attack angles: forests, urban areas, reverse slopes.
  • Only engage aircraft with small arms if escape or survival depends on it.

FM/G230 - Indirect Fire threat response

FM/BG-1072 - Countering enemy indirect fire

Indirect fire threats can be neutralized through accurate location, counter-battery efforts, or direct assault.

Countermeasures

  • Call for counter-battery or CAS if available.
  • Mortar positions can sometimes be attacked directly.
  • Use triangulation with separated elements and compass bearings to identify artillery source.
  • Expect delayed repeat barrages—stay in cover until confirmed clear.
FM/BG-1071 - Reaction to indirect fire

Artillery and mortars can inflict heavy casualties. Early warning, rapid response, and dispersion are key to survival.

Actions

  • Stay alert for distant firing sounds or incoming shells.
  • Shout "Incoming!" at the first sign of artillery to warn others.
  • If static, spread out and take cover immediately.
  • If mobile, follow the element leader’s direction to escape impact area.

FM/G232 - Leading team/squad formations

FM/BG-1076 - Leadership positioning in formations

Leader roles and positions differ by echelon.

  • Squad Leaders “push” fireteams from centre or rear.
  • Fireteam Leaders “pull” teams by leading from the front.
FM/BG-1074 - Purpose and flexibility of formations

Formations guide positioning to support cohesion and control. They are adaptable, not rigid templates.

Principles:

  • Use formations as a baseline, not a constraint.
  • Leaders must understand strengths and weaknesses of each formation.
  • Precision is less important than practicality, adapt to terrain and threat.
FM/BG-1077 - Issuing formations with relative offsets

Use simple, relative directions when ordering formations.

  • Reference direction of movement, not bearings.
  • Use “front, left, right, rear” to describe offsets.
FM/BG-1075 - Multi-level formation stacking

Formations can be layered across command levels with Platoons, squads, and fireteams each using different formations. Each leader determines formation appropriate to their level to enables flexibility without micromanagement.

FM/BG-1079 - Responsibilities of leading elements

Leading elements set the pace and direction.

  • Guide movement based on orders.
  • Prevent outpacing of trail elements.
  • Maintain observation forward and to flanks.
  • Provide point element if needed.
FM/BG-1078 - Controlling formations in movement

Formation control ensures spacing and cohesion throughout movement.

  • Leaders correct deviations using clear, relative directions.
  • Control is maintained by the formation’s overall leader.
FM/BG-1080 - Responsibilities of trail elements

Keep proper spacing and offset from lead.

  • Communicate speed/distance issues.
  • Observe sectors based on offset:
    • Left offset = watch left/front
    • Right offset = watch right/front
    • Rear = observe rear
    • Share rear security if no dedicated element

FM/G233 - Crossing danger areas

FM/BG-1082 - Principles of crossing danger areas

Crossing a danger area is conducted using bounding overwatch principles.

  • Cross in small elements to avoid detection and reduce exposure.
  • Maintain continuous security throughout the process.
  • Movement techniques used are an extension of basic infantry manoeuvre principles.
FM/BG-1081 - Recognising danger Areas

Danger areas are terrain features that expose friendly forces to heightened risk from enemy fire.

These may include:

  • Bridges, streams, open lanes, streets, or other open spaces.
  • Often observed or covered by enemy forces, including snipers or machine gunners.

Danger areas must be identified early and treated with deliberate caution.

FM/BG-1083 - Danger area crossing procedure

Step 1: Establish security

  • Form a security element to cover the danger area before attempting to cross.
  • Use at least half the force to provide overwatch.
  • Ensure wide spacing to reduce visibility.
  • Security observes flanks, rear, and the danger area itself.

 

Step 2: Scout the far side

  • Send a scout element to cross and clear the far side.
  • Typically fireteam-sized.
  • Conduct limited penetration to check for threats.
  • Provide overwatch for main body during their crossing.

 

Step 3: Controlled crossing

  • Once scouts report clear, remaining elements cross sequentially.
  • Cross one element at a time.
  • Maintain spacing and speed.
  • Do not bunch up or rush the crossing.

 

Step 4: Consolidate after crossing

  • Once all elements are across, regroup and continue the mission.
  • Re-establish control and situational awareness.
  • Ensure no one is left behind or disoriented.
FM/BG-1084 - Crossing under fire

If taking fire during the crossing, shift to emergency reaction techniques.

  • Deploy smoke to obscure movement.
  • Use suppression fire to cover crossing elements.
  • Maintain aggressive momentum to clear the area quickly.

FM/G234 - Team tactics key definitions

FM/BG-1085 - Supression

Suppression uses accurate, sustained fire to force the enemy to take cover and prevent them from effectively returning fire.

  • Effective only if the enemy believes exposure will result in death or injury.
  • Fixes the enemy in place, enabling manoeuvre by friendly elements.
FM/BG-1086 - Base of fire element

The base-of-fire provides suppressive fire to support manoeuvre elements.

  • Ideally composed of troops with automatic weapons or machineguns.
  • Positioned for good observation and fields of fire.
  • May include multiple overlapping bases or support from vehicles.
FM/BG-1087 - Manoeuvre element

The manoeuvre element flanks or closes with the enemy under cover of the base-of-fire.

  • Executes movement to contact, assault, or flank.
  • Destroys the enemy using fire & movement tactics.
FM/BG-1088 - Fire & manoeuvre

Fire & manoeuvre is a coordinated action between base-of-fire and manoeuvre elements.

  • Base-of-fire suppresses while manoeuvre closes with the enemy.
  • Enables safe approach to contact or assault.
  • Maximizes automatic and crew-served weapon support.
FM/BG-1090 - Going firm

"Going Firm" is used to halt friendly movement for coordination and reassessment.

  • Fireteams take up immediate defensive positions.
  • Leaders assess situation, report casualties, and issue new plans.
  • Ends with resumed movement or updated orders.
FM/BG-1091 - Security

Security ensures 360° awareness and prevents surprise attacks.

  • Must be maintained during halts, movement, and contact.
  • Includes visual scanning, covering blind spots, and rear/flank observation.
FM/BG-1089 - Fire and movement

Fire & movement occurs when assaulting within close range of the enemy.

  • Used when base-of-fire can no longer provide effective support.
  • Involves buddy bounds or individual rushes.
  • Usually begins naturally once under effective enemy fire or within grenade range.

FM/G235 - Smoke employment

FM/BG-1094 - Smoke roles

Screening Movement

  • Used to obscure enemy vision and reduce effective fire during movement.
  • Often used to extract wounded or reposition under contact
  • Enemy may fire blindly into smoke, but with reduced accuracy
  • Must be well-timed and well-placed to be effective 

Masking Enemy Fire

  • Smoke placed directly on enemy positions can suppress their fire.
  • Effective against bunkers, machine guns, or snipers
  • Useful during assaults to degrade high-threat defenders

 Deception

  • Used to mislead the enemy and draw fire away from the actual manoeuvre.
  • Can trigger enemy responses or reveal their positions
  • Creates uncertainty and divides attention during key moments

Signalling

  • Used when visual cues are needed between units or for air-ground coordination.
  • Can mark friendly or enemy positions
  • Can identify landing zones
  • Can convey pre-arranged signals in radio-silent environments
FM/BG-1093 - Types of smoke delivery

Four primary smoke delivery methods are available:

  • Hand Smoke Grenades: Short-range, quick concealment for infantry
  • Grenade Launcher Smoke: Mid-range concealment or marking via UGL
  • Vehicle Smoke Dischargers: Instant, directional smoke for vehicles
  • Artillery Smoke Rounds: Long-lasting, wide-area concealment via WP

Coloured smoke is also used for signalling (e.g., marking friendlies or enemy positions for CAS).

FM/BG-1092 - Purpose of smoke

Smoke provides on-demand concealment and can be used to:

  • Mask friendly movement or positions
  • Obscure enemy observation or fire
  • Deceive enemy forces
  • Signal to friendly units or aircraft

Correct integration of smoke enhances survivability and effectiveness.

FM/G237 - Attacking theory

FM/BG-1113 - Security element role

Security elements screen the assault from external threats:

  • Protect flanks and rear from enemy reinforcements or counterattacks
  • Can be integrated into the support element
  • Key for maintaining operational integrity during larger attacks
FM/BG-1107 - Preparatory fires

Preparation involves striking the objective with available firepower, artillery, mortars, CAS, or heavy weapons prior to the assault. Targets should be based on recon intel. Fires should ideally continue during the assault and shift just before the assaulting element reaches the objective to maximize confusion and shock.

FM/BG-1108 - Surprise as a force multiplier

Surprise can outweigh preparatory fires. A fast, violent, unexpected attack may disorganize the enemy more effectively than bombardment. The decision to prioritize surprise over preparation lies with the assault commander.

FM/BG-1112 - Support element role

The support element (base of fire) enables assault by suppressing the enemy:

  • Provides high volume of fire, typically using crew-served weapons
  • Should comprise 2/3 of the force
  • Must shift or cease fire as assault teams close in
FM/BG-1111 - Assault element role

The assault element closes with and destroys the enemy using fire and movement:

  • Use covered routes to stay concealed
  • Attack aggressively, maintain momentum
  • Leave casualties to follow-on forces to avoid stalling
FM/BG-1110 - Applying OCOKA in the attack

Observation & Fields of Fire

  • Choose support positions with visibility but avoid obvious spots
  • Consolidate ARs for better support-by-fire (SBF)
  • Identify observation posts for recon or coordination
  • Evaluate enemy overwatch and cover areas
  • Use smoke or stealth to bypass dangerous ground

Cover & Concealment

  • Assess enemy cover to anticipate positions
  • Use available micro-terrain for movement
  • Urban and dense terrain increases risk and slows assaults
  • Open terrain allows better coordination and support

Obstacles

  • Identify obstacles and plan how to bypass or breach them
  • Use satchels or AT to clear paths if needed
  • Expect enemy to cover obstacles—use smoke to mask approach

Key or Decisive Terrain

  • Seize vantage points, mission objectives, or tall structures
  • Expect heavier enemy presence on decisive ground
  • Exploit terrain to limit enemy strength or visibility

Avenues of Approach

  • Choose concealed approaches when possible
  • Identify opportunities for feints or unexpected routes
  • Multiple simultaneous approaches can overload enemy response
  • Unlikely or audacious routes may catch the enemy off-guard
FM/BG-1109 - Flexibility in execution

No plan survives first contact. Leaders must remain flexible and ready to adapt to unexpected resistance or opportunity. Maintain the initiative by shifting tactics mid-attack when necessary.

FM/BG-1104 - The purpose of attacking

To take and hold ground, infantry must move forward and decisively engage the enemy. Fire alone cannot accomplish this. Movement must be protected by supporting fire to suppress and distract the enemy, enabling assault elements to close in and seize the objective.

FM/BG-1106 - Isolation of the objective

Isolation prevents the enemy from reinforcing or retreating. This can be achieved through:

  • Positioning heavy weapons to cover likely escape routes
  • Pre-plotting artillery on fall-back routes
  • Using deception, such as leaving a gap to bait retreat

Isolation is not always perfect, but should be attempted as thoroughly as possible using recon and terrain advantage.

FM/BG-1105 - Reconnaissance before assault

Reconnaissance is the first phase of any attack. Knowing the enemy’s location, strength, and positions in advance increases the likelihood of a successful assault. Ideally, recon should be completed before the enemy becomes aware of friendly presence.

FM/BG-1116 - Frontal attack

A direct assault on the enemy’s weakest point, supported by fire and smoke:

  • High risk, only used when alternatives aren't viable
  • Must have strong suppression and concealment
  • Use bounding overwatch to maintain momentum
FM/BG-1115 - Single envelopment

The support element fixes the enemy while the assault flanks one side:

  • Conceal movement for as long as possible
  • Shock and surprise enhance effectiveness
  • Shift fires as assault nears the objective
Visual representation of a single envelopment

Above: Visual representation of a single envelopment

FM/BG-1117 - Double envelopment

Assault elements strike both flanks while support suppresses:

  • Synchronization is key to avoid friendly fire
  • Simultaneous flank attacks disorient defenders
  • Staggered timing can draw enemy focus to one side
Visual representation of double envelopment

Above: Visual representation of double envelopment

FM/BG-1118 - Deep envelopment

Assault manoeuvres behind enemy lines:

  • Splits enemy attention front and rear
  • Requires tight coordination to avoid friendly fire
  • Best executed from one side, splitting the assault element is risky
Visual representation of deep envelopment

Above: Visual representation of deep envelopment

FM/G238 - Defending theory

FM/BG-1125 - Spoiling attack

A spoiling attack disrupts the enemy’s plans by launching a surprise counterattack from defensive positions. Best conducted with armor or small infantry raids, it can fracture enemy cohesion. Only attempt if the force can afford the risk and spare the assets.

FM/BG-1121 - Linear defence

Linear defences align perpendicular to the expected enemy approach. They excel in chokepoints and with limited flanking risk. Strengths include strong frontal firepower and simplicity. Ensure flank security and avoid using this setup against mechanized threats unless terrain supports it.

FM/BG-1119 - Principles of defending
  • Security: Observation of all avenues of approach must be maintained. Sentries, OPs, and rear/flank watch are essential. Without 360° awareness, the defense is vulnerable to surprise and flanking. 
  • Positioning: Every position should offer cover from fire, concealment from observation, and effective fields of fire. Terrain and fortifications must be used to the defender’s advantage, while minimizing exposure to likely threat angles. 
  • Depth: A layered defense absorbs shocks and enables fallback. Forward elements slow the enemy, while reserves counterattack or hold rear lines. Depth provides both resilience and flexibility. 
  • Mutual Support: Defensive positions must overlap in fields of fire, allowing them to support one another. No position should be isolated; any attack on one should trigger fire from others. 
  • Flexibility: Plans must account for contingencies. Have fallback positions, repositioning routes, and mobile reserves. Defenses that cannot adapt are easily overrun.
FM/BG-1120 - Applying OCOKA in defence

Observation & Fields of Fire

  • Position weapons to cover expected approaches with interlocking fire
  • Use elevation and open terrain for long sightlines
  • Assign sectors and clear kill zones of obstruction

Cover & Concealment

  • Select terrain that offers protection and concealment
  • Use fortifications and camouflage to reduce visibility
  • Prepare alternate firing positions

Obstacles

  • Use terrain, wire, or mines to channel enemy movement
  • Cover obstacles with direct or indirect fire
  • Avoid blocking friendly fields of fire

Key or Decisive Terrain

  • Hold terrain that controls movement or offers advantage (e.g. high ground)
  • Reinforce positions likely to be attacked
  • Use terrain to protect flanks and enable movement

Avenues of Approach

  • Identify all likely enemy routes
  • Funnel the enemy into kill zones
  • Maintain security on flanks and rear
FM/BG-1122 - Perimeter defence

Used when threats may come from multiple directions or when isolated. Forces are arranged in a loop or triangle, using all available cover. Squad-level perimeter defences are vulnerable, platoon-scale is more effective. Ideal for holding terrain without a defined enemy axis of advance.

FM/BG-1124 - Urban or strongpoint defence

Urban defences combine linear and perimeter features. Key considerations:

  • Dominate streets and choke points with MGs and snipers.
  • Establish fall-back positions for fluid defence.
  • Support vehicles with infantry, especially in close quarters.
  • Use observers in tall buildings, but avoid obvious or predictable locations.
  • Disperse units between buildings to reduce explosive casualties.
FM/BG-1123 - Reverse slope defence

Position defenders on the side of a hill opposite the enemy. This limits enemy observation and firepower until they crest. Benefits include protection from direct fire and artillery, but it requires forward observers and a plan for difficult withdrawals. If possible, include a rear slope security element.

Visual representation of reverse slope defence

Above: Visual representation of reverse slope defence

FM/G236 - Firefight theory

FM/BG-1095 - What is a firefight?

Firefights are direct engagements with the enemy and the foundation of infantry combat. Understanding firefight dynamics allows units to adapt, maintain tempo, and defeat the enemy through coordinated action.

FM/BG-1096 - The four F’s

Firefights progress through four phases:

  • Find: Locate the enemy.
  • Fix: Prevent their movement.
  • Flank: Attack from an unexpected angle.
  • Finish: Assault and destroy.

This cycle underpins nearly all infantry engagements.

FM/BG-1097 - Finding the enemy

Finding the enemy first gives initiative, enabling friendly forces to strike on their terms. Early detection enables surprise, superior positioning, and more effective first fire. Finding the enemy can come from a number of methods: 

  • Point Man: A point man or scout team, ~50m ahead of the formation, helps detect threats early and provides a buffer against ambush. Their survival is vital to preserving initiative. 
  • Reconnaissance: Recon assets (scouts, UAVs, recon aircraft) gather intelligence on enemy forces and terrain, informing tactical decisions and reducing the risk of unexpected contact. 
  • Stealth and Trigger Discipline: Covered movement, good spacing, and terrain use enable stealth. Combined with fire discipline, this allows friendly forces to withhold fire until a coordinated strike is ready. 
  • Security and Awareness: Maintaining 360° situational awareness is critical. Security must be maintained during all movement and halts, especially in the rear and flanks.
FM/BG-1098 - Fixing the enemy

Fixing is achieved by suppressing and limiting enemy movement. Effective fixing requires dominant positions, volume of fire, and ideally, coordination with indirect assets. Suppression is only effective if the enemy believes exposure will result in death. Without sustained, lethal fire, the enemy may manoeuvre or return fire freely.

FM/BG-1099 - Flanking the enemy

Before flanking, confirm:

  • Fireteam is unsuppressed
  • Terrain supports movement
  • Enemy location is known
  • Base-of-fire is stable 

The flanking team moves undetected to attack from a new angle. Simultaneously, the base-of-fire maintains pressure. Flank movements must be rapid, concealed, and decisive.

FM/BG-1100 - Finishing the enemy

Once flanking forces are in position, they assault the enemy while base-of-fire shifts. Speed and violence of action are critical to overwhelming remaining resistance.

FM/BG-1053 - Leadership actions post combat

Establish security immediately

  • Secure the area with 360° coverage.
  • Clear enemy combatants and occupy strong positions.

Conduct status and ACE reports

  • Collect SITREPs and ACE Reports from all elements.
  • Determine remaining combat capability.

Address casualties and medical needs

  • Confirm medics are treating wounded effectively.
  • Avoid clustering around aid stations; establish triage.

Reorganize and redistribute

  • Reassign leadership if casualties occurred.
  • Merge understrength teams as needed.
  • Redistribute key equipment and ammunition.

Prepare for the next objective

  • Once stabilized, determine the next phase of the mission.
  • Rebrief units if needed and resume movement with discipline.
FM/BG-1101 - When to transition to an assault

If flanking fails or is infeasible, a direct assault may be necessary. Pincer movements (simultaneous flank and front assaults) maximize shock and reduce exposure.

FM/BG-1102 - When to transition to a defence

If manoeuvre becomes unfeasible, adopt a defensive posture:

  • Use strong terrain
  • Cover likely approaches
  • Establish overlapping sectors

Transition to defence is not permanent, readiness to counterattack remains key.

FM/BG-1103 - When to disengage

If the enemy cannot be flanked or defeated, disengage under cover of smoke or suppressive fire. Withdraw in bounds to prevent pursuit and reposition for advantage.

FM/G85 - Bandages via Advanced Infantry

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

All personnel are equipped with bandages to provide initial treatment for wounds until they can receive more advanced medical care. There are four distinct types of bandages, each varying in the time required for application and the duration of effectiveness. 

  • Elastic bandages are recommended for situations where quick application is crucial, despite their lower durability. 
  • QuikClot bandages are best for long-lasting wound protection, offering the highest endurance. 
  • Packing bandages present a balanced option, optimising for application speed, wound coverage, and durability.
FM/BG-437 - Field Dressings (Basic Bandage) via Advanced Infantry

Field dressings also known as Bandage (Basic) are the most fundamental type of bandages available to us, primarily used for managing low-priority wounds quickly, as well as for treating crush and puncture wounds effectively.

A Field Dressing as seen in the inventory

Above: A Field Dressing as seen in the inventory

FM/BG-438 - Elastic Bandages via Advanced Infantry

Elastic bandages are valued for their rapid application and effectiveness in temporarily closing wounds. They are often the preferred choice in scenarios involving severely injured individuals or mass casualty incidents because of their speed of use. However, their low durability means they must be replaced frequently. Since they do not promote blood coagulation, once they come off, bleeding is likely to restart.

A Elastic Bandage as seen in the inventory

Above: A Elastic Bandage as seen in the inventory

FM/BG-439 - Packing Bandages via Advanced Infantry

Packing bandages, although not quite as efficient as elastic bandages in closing wounds, offer significantly greater durability. This feature makes them ideal for situations where a medic is unable to suture wounds promptly. Like elastic bandages, packing bandages also do not promote blood coagulation.

A Packing Bandage as seen in the inventory

Above: A Packing Bandage as seen in the inventory

FM/BG-440 - QuickClot Bandages via Advanced Infantry

QuikClot bandages are notably less efficient at closing wounds compared to elastic bandages, requiring more time and patience for application. This makes them a slower option than both elastic and packing bandages. However, QuikClot bandages offer significant advantages: they are durable and facilitate blood coagulation, allowing for a "set and forget" approach to wound care. This characteristic is especially valuable in scenarios with fewer wounds or when Combat Life Savers (CLS) or medical personnel are not immediately available. It's important to note, however, that QuikClot bandages are slightly less effective on crush and laceration wounds.

A QuickClot Bandage as seen in the inventory

Above: A QuickClot Bandage as seen in the inventory

FM/G86 - Basic Medical Equipment via Advanced Infantry

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

All loadouts contain sights and equipment which are appropriate to the timeframe and technological advancement of the faction being simulated, there are 4 standard faction-eras and certain standards apply in each area, but those standards may be limited (downward only) by a factions technological capability;

  • E1 Pre-cold war (1930s-1960s)
    • radios only in communications and leadership roles
    • no GPS
    • no BFT
    • limited mapping
    • limited optics (only for marksmanship roles) 
    • limited medical equipment
      • no accuvac
      • no AED(x)
      • no amiodarone
      • no EACA
      • no fentanyl
      • no KingLT
      • no lidocaine
      • no pulse oximeter
      • no TXA
  • E2 Cold-war (1960s-1990s)
    • radios limited and typically not at the personal level
    • no GPS
    • no BFT
    • limited medical equipment
      • no accuvac
      • no AED(X)
      • no amiodarone
      • no KingLT
      • no lidocaine
      • no pulse oximeter
  • E3 Modern (1990s-2020s)
    • personal radios
    • GPS for leadership and logistics roles only
    • BFT at Platoon HQ or higher
      • in addition some high tech, or special force factions may have BFT for Squad HQ (at the discretion of unit command). 
  • E4 Future (2020s-2040s)
    • personal radios
    • personal GPS
    • BFT at Squad HQ or higher
    • Night vision devices permitted in the arsenal
FM/BP-397 - Role specific: Medics via Advanced Infantry

Combat Life Saver

A CCL including the following additional items:

EquipmentMinimumOptimal
Elastic Bandage20x40x
Packing Bandage10x20x
Quikclot10x20x
Epinephrine Auto Injector4x8x
Guedel Tube2x8x
Morphine Auto Injector2x8x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
Ammonium Carbonate1x4x
Combat pill pack2x4x
Purple Smoke Grenade2x2x

Combat Medic

A CCL including the following additional items:

EquipmentMinimumOptimal
16g IV4x10x
Elastic Bandage20x40x
Packing Bandage10x20x
Quikclot10x20x
Blood (1000ml)5x5x
Blood (500ml)5x5x
Blood (250ml)Optional10x
Epinephrine Auto Injector2x10x
King LT2x8x
Morphine Auto Injector2x10x
Personal Aid Kit1x1x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
Ammonium Carbonate1x4x
Combat pill pack2x4x
Purple Smoke Grenade2x2x

Squad Medic

As per Combat Medic, with the following changes:

  • Norepinephrine: +4 units minimal, +8 units optimal.
  • Phenylephrine: +4 units minimal, +6 units optimal.
  • Nitroglycerin: +2 units minimal, +8 units optimal.
  • Pulse Oximeter: +1

 

Platoon Medic

A CCL including the following additional items:

EquipmentMinimumOptimal
16g IV4x10x
Accuvac1x1x
Automated External Defibrillator1x1x
Elastic Bandage20x40x
Packing Bandage10x20x
Quikclot10x20x
Blood (1000ml)5x5x
Blood (500ml)5x5x
Blood (250ml)Optional5x
BodybagOptional1x
EACA4x10x
Epinephrine Auto Injector2x10x
FentanylOptional4x
Field Blood Transfusion Kit (250ml)Optional2x
Field Blood Transfusion Kit (500ml)Optional2x
KingLT2x8x
Morphine Auto Injector2x10x
Norepinephrine4x8x
Personal Aid KitOptional1x
Phenylephrine4x6x
Nitroglycerin2x8x
Pulse Oximeter1x1x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
TXA4x8x
Ammonium Carbonate1x4x
Combat pill pack2x4x
Purple Smoke Grenade2x2x

SF Medic

A CCL including the following additional items:

EquipmentMinimumOptimal
16g IV4x10x
AED-X1x1x
Amiodarone2x6x
Elastic Bandage20x30x
Packing Bandage10x20x
Quikclot10x20x
Blood (1000ml)5x5x
Blood (500ml)5x5x
Blood (250ml)Optional5x
BodybagOptional1x
EACA4x6x
Epinephrine Auto Injector2x10x
FAST IO2x6x
Field Blood Transfusion Kit (250ml)Optional2x
Field Blood Transfusion Kit (500ml)Optional2x
KingLT2x8x
Lidocaine2x6x
Morphine Auto Injector2x10x
Norepinephrine4x8x
Personal Aid KitOptional1x
Phenylephrine4x6x
Nitroglycerin2x8x
Splint4x6x
Surgical Kit1x1x
Tourniquet8x10x
TXA4x8x
Ammonium Carbonate1x4x
Combat pill pack2x4x
Purple Smoke Grenade2x2x

Technicians from a Medical Emergency Response Team (MERT) and Combat Medical Team (CMT)

All roles must contain a CCL in addition to:

  • MERT roles may in addition include Flight Crew uniforms/helmets
EquipmentMinimumOptimal
16g IV4x10x
Accuvac1x1x
AED-X1x1x
Amiodarone2x6x
Elastic Bandage20x40x
Packing Bandage10x20x
Quikclot10x20x
Blood (1000ml)5x5x
Blood (500ml)5x5x
Blood (250ml)Optional5x
BodybagOptional1x
EACA4x10x
Epinephrine Auto Injector4x10x
FAST IO2x6x
FentanylOptional4x
Field Blood Transfusion Kit (250ml)Optional2x
Field Blood Transfusion Kit (500ml)Optional2x
KingLT2x8x
Lidocaine2x6x
Morphine Auto Injector2x10x
Norepinephrine4x8x
Personal Aid KitOptional1x
Phenylephrine4x6x
Nitroglycerin2x8x
Pulse Oximeter1x1x
Splint6x6x
Tourniquet8x10x
TXA4x8x
Ammonium Carbonate1x4x
Combat pill pack2x4x
Purple Smoke Grenade2x2x

MERT/CMT Leader/Officer

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

Tourniquets are used to restrict blood flow to an injured limb, effectively halting bleeding as a temporary measure. This is particularly useful in situations where a casualty has multiple wounds, allowing you to prioritise which injuries to address first. 

However, tourniquets also have drawbacks: they make it impossible to check the pulse or blood pressure in the affected limb. Moreover, if left in place for an extended period, they can cause significant pain. Additionally, tourniquets inhibit the administration of medications and the performance of blood transfusions to the injured limb.

A Tourniquet as seen in the inventory

Above: A Tourniquet as seen in the inventory

FM/BG-442 - Splints via Advanced Infantry

Splints are designed to support broken limbs, enabling a partial restoration of the limb's mobility and function as a temporary solution until more comprehensive treatment can be administered.

A Splint as seen in the inventory

Above: A Splint as seen in the inventory

FM/BG-443 - Personal Aid Kits (PAK) via Advanced Infantry

Personal Aid Kits (PAK) represent a significant advancement in medical technology, providing medics with the capability to fully restore a patient's vital signs and bodily functions. In practice, this means healing all wounds and mending broken limbs. However, the use of PAKs necessitates medical expertise and typically requires support from medical vehicles or facilities to ensure proper application.

A Personal Aid Kit (PAK) as seen in the inventory

Above: A Personal Aid Kit (PAK) as seen in the inventory

FM/G37 - Buddy care via Advanced Infantry

FM/BG-431 - Step 1: Report via Advanced Infantry
  • As soon as a person is wounded, you should immediately inform your Chain of Command about the incident and the casualty.
  • Provide a brief report that includes the number of casualties and the location, which will help in planning an immediate medical response.
  • Use clear and concise communication to ensure the message is understood.
FM/BG-430 - Step 2: Secure via Advanced Infantry
  • Prioritise safety by first winning the firefight to reduce further risk to yourself and the casualty.
  • If the situation is too dangerous to administer first aid on the spot, use the ace interaction to drag or carry the casualty to a safer location, such as behind cover or a concealed area away from immediate threat.
FM/BG-432 - Step 3: Immediate Treatment (B.A.B.E) via Advanced Infantry

Bleeding

  • Quickly apply tourniquets to bleeding limbs or bandages if no other areas are wounded. 
  • Aim for this to take no longer than 30 seconds. 
  • If there's significant blood loss, call for advanced medical help.

Airway: Check the airway in the medical menu. 

  • If occluded, turn the head until it's clear. 
  • If obstructed, hyperextend the head within 2 meters to maintain clearance.

Beating Heart:

  • Check pulse
  • If there's no heart rate
    • Perform CPR for two minutes by selecting it when the chest is highlighted. 
    • Re-check the pulse afterward.

Evacuation

  • Move the casualty to a Casualty Collection Point (CCP) for medical personnel to take over.
An infographic summarizing first aid procedures for bleeding control, airway management, resuscitation, and casualty evacuation, with specific instructions for severe blood loss and shock treatment.

Above: An infographic summarizing first aid procedures for bleeding control, airway management, resuscitation, and casualty evacuation, with specific instructions for severe blood loss and shock treatment.

FM/BG-433 - Step 4: Treat Other Injuries via Advanced Infantry

After addressing life-threatening bleeding and airway issues, assess the casualty for other injuries.

  • Start with untreated wounds on the head and chest. 
    • Bandage these areas thoroughly because you can't use tourniquets here, and injuries to these regions can be critical.
  • Move on to limbs with the least severe wounds. 
    • This helps to stabilise the casualty but also streamlines the process for incoming medical personnel.
  • After bandaging, if you identify any broken limbs, apply splints.
FM/BG-434 - Step 5: Monitor via Advanced Infantry

Continue to monitor the casualty's condition by regularly checking their breathing, bleeding, and consciousness.

  • Repeat the treatments from Steps 3 and 4 as necessary this includes;
    • checking and reapplying bandages
    • ensuring airways remain clear
    • monitoring for signs of circulation.
  • Stay with the casualty until they regain consciousness or until medical personnel arrive. 
  • Provide updates to medical personnel upon their arrival and assist as directed.

If you are instructed by medical personnel or your duties require you to rejoin your unit, ensure that the casualty is left in capable hands before departing.

FM/BS-167 - Give first aid to an unconscious patient via Advanced Infantry

When giving first aid to a patient, follow the following steps:

  • Minimize long term blood loss in 30 seconds or less (time it takes to apply 4 tourniquets or 3 bandages)
    • if unsure, tourniquet wounded limbs
  • Manage the airway
  • Perform further treatment as needed

FM/G87 - Dealing with wounds via Advanced Infantry

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

Abrasions (or scrapes)

  • They occur when the skin is rubbed away by friction against another rough surface.
  • Sources: falling, vehicle crashes.
  • Effects: pain - extremely light, bleeding - extremely slowly.

Avulsions

  • Occur when an entire structure or part of it is forcibly pulled away, such as the loss of a permanent tooth or an ear lobe.
  • Sources: explosions, vehicle crashes, grenades, artillery shells, bullets, backblast.
  • Effects: pain - extremely high, bleeding - extremely fast (depends on wound size).

Contusions (Bruises)

  • Also called bruises, these are the result of a forceful trauma that injures an internal structure without breaking the skin.
  • Sources: bullets, backblast, vehicle crashes, falling.
  • Effects: pain - light, no bleeding.

Crush wounds (crushed tissue)

  • Occur when a heavy object falls onto a person, splitting the skin and shattering or tearing underlying structures.
  • Sources: falling, vehicle crashes.
  • Effects: pain - light, bleeding - extremely slowly.

Cut wound

  • Slicing wounds made with a sharp instrument, leaving even edges.
  • Sources: vehicle crashes, grenades, explosions, artillery shells, backblast.
  • Effects: pain - light, bleeding - speed depends on length and size of the wound.

Lacerations (tears)

  • These are separating wounds that produce ragged edges.
  • Sources: vehicle crashes.
  • Effects: pain - light, bleeding - slow to medium speed (depends on wound size).

Velocity wounds

  • They are caused by an object entering the body at a high speed, typically a bullet or small pieces of shrapnel.
  • Sources: bullets, grenades, explosions, artillery shells.
  • Effects: pain - extremely high, bleeding - medium speed (depends on wound size).

Puncture wounds

  • Deep, narrow wounds produced by sharp objects such as nails, knives, and broken glass.
  • Sources: shrapnel, grenades.
  • Effects: pain - light, bleeding - slowly.

Fractures

  • Fractures cause pain, increased weapon sway (when arms) or inability to jog or run forcing the player into a limp (when legs). 
  • Fractures in ACE3 are not fatal. So are far lower on the priority list in regards to treatment. 
  • Focus on stabilising the patient first, then once stable, apply a splint to their fractured limb/s.
FM/BS-445 - Use the most effective bandage available to close wounds via Advanced Infantry

Wherever practically possible using the correct bandage is essential for efficient wound management.

  • Elastic Bandage: Quick closure for many wounds; use when speed is key and durability isn't crucial.
  • Packing Bandage: Ideal in combat; designed for immediate bleeding control.
  • QuickClot Bandage: For non-combat situations; speeds up clotting when stitching isn't an option soon.
  • Field Dressing (Basic) Bandage: A versatile option when others aren’t available; useful for initial wound care.

Considerations

  • Situation: Combat status and resource availability.

Chooses based on the situation, wound type, and available resources for best outcomes.

FM/BS-208 - Use tourniquets to prevent blood loss from wounds via Advanced Infantry

Use tourniquets to temporarily prevent bleeding from all the wounds on a limb, when individually bandaging the wounds would result in unacceptable blood loss.

FM/BS-202 - Prioritise the most severe wounds via Advanced Infantry
  • Prioritise the treatment of wounds by evaluating the severity and rate of blood loss. 
  • Address the most severe wounds first to reduce overall blood loss, and then proceed to less critical wounds, employing appropriate bandaging techniques.
FM/BS-207 - Use splints to treat broken limbs via Advanced Infantry

Use splints to temporarily treat broken limbs, until a personal aid kit can be used to restore full usage of the limb later.

FM/G88 - Dealing with obstructed or occluded airways via Advanced Infantry

FM/BG-435 - Understanding airways via Advanced Infantry

Airways can become blocked when a casualty is unconscious, when rendering first aid the airway should be checked to see if it is blocked or occluded if this is not treated, then it will result in death of the casualty.

Airways can be cleared by turning or hyperextending the head or by using other advanced medical equipment. Once clear, a patient can be placed in the recovery position.

FM/BS-163 - Assess the airway via Advanced Infantry

Assess the airway with “check airways” and categorize as one of the following states:

  • Clear
  • Occluded
  • Obstructed
The location of the

Above: The location of the "Check Airway" action and the result as seen in the activity log

FM/BS-263 - Turn the head to clear an occluded airway via Advanced Infantry

Turn the patient's head to clear the occluded airway of the patient if an Accuvac is not available.

Action as seen in the medical menu

Above: Action as seen in the medical menu

FM/BS-266 - Hyperextend the head to clear an obstructed airway via Advanced Infantry

Hyperextend the patient's head to clear the obstructed airway of the patient, and stay within 2m of the patient during the process.

Action as seen in the medical menu

Above: Action as seen in the medical menu

FM/BS-261 - Put the patient in the recovery position to keep the airway clear via Advanced Infantry

Place the patient into a recovery position to keep the airway clear, if they:

  • are stable
  • do not need to be moved

FM/G89 - Dealing with pain via Advanced Infantry

FM/BG-212 - Understanding pain via Advanced Infantry

Pain is typically caused by wounds and the prolonged use of tourniquets. Increased pain can effect weapon sway, stamina, vision and cause audible moaning. Combat wound medication pills can be used to suppress pain for first aid, however more advanced suppression is possible using morphine or fentanyl.

FM/BS-209 - Use Combat wound medication pill to manage pain via Advanced Infantry
  • Administer or take combat wound medication pills to decrease pain by about 20%
  • Limit frequency of consumption to no more than 6 pills every 6 minutes to avoid overdosing
  • Be aware of side effects:
    • a slight increase in heart rate
    • a decrease in blood pressure

FM/G90 - Checking pulse and performing CPR via Advanced Infantry

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

You can check the pulse of any non-tourniqueted bodypart and the result returned will be descriptive for non-medical personnel or an accurate value for medical personnel, the possible results are:

  • No heart rate (0)
  • Low heart rate (1-60)
  • Normal heart rate (60-100)
  • High heart rate (100+)

Some drugs will influence heart rate.

FM/BS-224 - Use CPR to restore a normal heart rate when a patient has no heart rate via Advanced Infantry

After identifying a patient with no heart rate

  1. Perform CPR for at least 2 minutes (or 30 seconds as a medic)
  2. Check pulse
  3. If no heart rate, repeat

Checking a patient's pulse whilst someone else is performing CPR or checking pulse on a limb with a tourniquet placed will provide an erroneous reading. 

FM/G307 - ORBAT Construction: Element Specific Standards

FM/BG-1509 - Interpreting ORBAT Construction Standards

The purpose of this content is to provide policy guidance on the construction of ORBAT and the rules by which ORBATs are approved. It's important to note that these policies may be an extension of other policies, or impacted by them.

These policies are designed to cover the majority of encountered questions in ORBAT construction, although for flexibility we acknowledge that not all circumstances will be covered. In this instance, as with other policies FM/BP-859 - Doctrine Authority applies and FM/BG-614 - Operations Command (OC) is the relevant Command Unit Authority.

See FM/C149 - The UNITAF Way for more information on doctrine and what happens if a specific instance is not covered by this section.

FM/BP-1378 - Fireteam composition
  • Consists of 4-6 people
  • Lead by a fireteam leader or the squad leader
  • Must be part of a squad
FM/BP-1379 - Squad composition
  • Consists of 8–15 people (excludes attached elements)
  • Composed of 2–3 fireteams
    • Minimum of 2 fireteams
    • Maximum of 2 fireteams when multiple squads are present
    • Maximum of 3 fireteams if operating as a single squad
  • Maximum of 4 elements
    • Fireteams and integrated vehicles combined
    • Attached elements are not counted
  • Led by a Squad Leader
    • When a squad has 10 or more members (2 fireteams of 4–6 members), the Squad Leader must have at least 1 person under their direct command as a buddy
    • the Squad HQ element can include a maximum of 3 personnel
    • When a squad has 8–10 members, the Squad Leader does not require a buddy
  • Permitted Squad HQ roles include*
    • Up to 1 Squad Leader or Squad Commander
    • Up to 2 Radio Operator
    • Up to 1 Squad Medic
    • Up to 1 Joint Fires Observer or Forward Observer
    • Up to 1 Forward Air Controller
    • Up to 1 Designated Marksman
    • Up to 2 Combat Engineer or EOD
    • Up to 2 UAS Operator roles or equivalent
    • Up to 1 Rifleman
    • Up to 2 Ammo Bearer
    • Up to 2 Interpreter
    • Up to 1 Driver or Crewman, if the Squad HQ operates within a vehicle
    • Any Leadership Observer where required by policy in line with that policy.
  • Extra elements may be attached such as vehicles

*Should the deployment be Special Forces, any SF variant of the same role is permitted.

FM/BP-1380 - Infantry team composition
  • Consists of 2-8 people
  • Lead by an infantry team leader
  • No fireteams, everyone under the command of the infantry team lead
FM/BP-1381 - Infantry platoon composition
  • Consists of 26–64 people (includes attached elements)
  • Composed of 2-4 squads/infantry teams
  • Lead by a platoon leader or commander
  • Platoon HQ element may consist of a maximum of 4 extra people under direct command of the platoon leader or commander*
    • Up to 1 Platoon Commander or Platoon Leader
    • Up to 1 Platoon Sergeant
    • Up to 2 Radio Operator or Communications Specialist
    • Up to 1 Platoon Medic
    • Up to 2 Joint Fires Observer or Forward Observer
    • Up to 2 Forward Air Controller
    • Up to 2 UAS Operator roles or equivalent
    • Up to 2 Combat Engineer, Support Engineer or EOD Specialist
    • Up to 2 Interpreter
    • Up to 1 Rifleman or Ammo Bearer for security purposes
    • Up to 1 Driver or Crewman, if the Platoon HQ operates within a vehicle
    • Any Leadership Observer where required by policy in line with that policy.
  • Extra elements (like a vehicle section) may be attached

*should the deployment be special forces, any SF variant of the same role is permitted.

FM/BP-1382 - Infantry company composition
  • Composed of 2-4 platoons
  • Lead by a company leader
  • May have 4 extra people under direct command of the company leader
  • Extra elements (like a vehicle section) may be attached
FM/BP-1384 - Integrated vehicle team
  • A single light vehicle can be integrated into a fireteam
  • A single AFV or light vehicle can be integrated into a squad as a separate element
  • MBTs cannot be integrated
FM/BP-1383 - Vehicle section composition
  • Can be subordinate to a company, platoon or the highest ranked element on the ORBAT
  • Consists of 1-4 vehicles
  • Lead by a vehicle section commander
FM/BP-1385 - Logistical team composition
  • Can be subordinate to a company, platoon or the highest ranked element on the ORBAT
  • Lead by a logistics support chief
  • Consists of 2-5 people
FM/BP-1386 - MERT composition
  • Can be subordinate to a company, platoon or the highest ranked element on the ORBAT
  • Lead by a MERT officer
  • Consists of 2-5 people
  • Must be airborne
FM/BP-1387 - Aircrew composition
  • Lead by a pilot
  • Contains only the crew of a single aircraft
FM/BP-1395 - Mortar/artillery section composition
  • Can be subordinate to:
    • A mortar/artillery platoon
    • A company, platoon or squad
  • Lead by a mortar/artillery section leader or a mortar/artillery gunner
  • Consists of 2-5 people
FM/BP-1396 - Mortar/artillery platoon composition
  • Composed of 2-4 mortar/artillery sections
  • Can be subordinate to a company, platoon or the highest ranked element on the ORBAT
  • Lead by a fire support chief
  • Consists of 1-3 people
FM/BP-1445 - Sniper team composition
  • A sniper team can be subordinate to a company, platoon, squad, or the highest-ranked element on the ORBAT.
  • A sniper team must operate as its own independent element, led by the spotter.
  • The team consists of two personnel: a spotter and a sniper.

FM/G309 - ORBAT Construction: Slot Specific Standards

FM/BG-1509 - Interpreting ORBAT Construction Standards

The purpose of this content is to provide policy guidance on the construction of ORBAT and the rules by which ORBATs are approved. It's important to note that these policies may be an extension of other policies, or impacted by them.

These policies are designed to cover the majority of encountered questions in ORBAT construction, although for flexibility we acknowledge that not all circumstances will be covered. In this instance, as with other policies FM/BP-859 - Doctrine Authority applies and FM/BG-614 - Operations Command (OC) is the relevant Command Unit Authority.

See FM/C149 - The UNITAF Way for more information on doctrine and what happens if a specific instance is not covered by this section.

FM/BP-1390 - Fundamental ORBAT slot rules
  • A slot must have the most appropriate role assigned
  • Roles that normally wouldn't make sense in a given element may still be put in for roleplaying aspects
  • No slot may be the sole slot in a group, except for:
    • mission support slots
    • pilot slots
FM/BP-1389 - Leadership roles ORBAT requirements
  • The field leader may slot in:
    • The highest leadership role
    • The lead game master role
    • Another role that acts as the highest leadership position (vehicle section commander, flight leader,…)
  • Leadership roles must not have more slots under them than their maximum count
FM/BP-1388 - MST roles ORBAT requirements
  • Every ORBAT must have exactly one lead game master, with size equal or exceeding the entire ground combat element
  • Game master slots may be added if they will operate in a semi-autonomous fashion. 
    • The size of the game master slot must be similar to the size of the ground combat element they will oversee semi-autonomously
    • The combined size of all game master slots may not exceed the size of the lead game master 
  • Assistant game masters may be added as needed, within reason
  • Civilian roleplayers should be used if the primary role is player interaction through non-adversarial means
  • OPFOR roleplayers should be used if the primary role is combat against players
  • Roleplayers should not be relied upon as extra game masters
  • The Intelligence Officer must either occupy:
    • The lead game master slot
    • The next most senior game master slot, if the Field Leader is the Lead Game Master
  • Mission support roles may only be used in the MST element
  • If there is a need for specialist roles for the mission (ATC, doctor at a hospital,...), the role that best matches the need from the role directory (like FAC or CMT tech) may be added to the MST. These roles do not report to the field leader, and may not participate in combat
FM/BP-1397 - Medical roles ORBAT requirements
  • The squad medic may only be in the direct element of the squad leader
  • The platoon medic may only be in the direct element of the platoon leader or company leader
  • Squad sized operations must have at least two medic capable of giving blood (unless there will be no combat)
  • Platoon sized operations must have at least two medics capable of giving blood
  • Company sized operations must have at least four medics capable of giving blood
FM/BG-1515 - Medical capability distribution and augmentation

Medical capability beyond baseline policy is scaled to operational size, expected casualties, and available support.

At platoon and company level, distributing blood-capable medics across squads reduces time to advanced care and prevents over-reliance on a single medic if elements become separated or sustain multiple casualties.

Combat Life Savers (CLS) and Combat Medics provide depth by sustaining casualties until advanced treatment is available, increasing resilience within each squad.

When a CMT/MERT element is present on the ORBAT, ground medical posture shifts to stabilisation and handover. Limiting blood-capable medics on the ground reduces exposure while CLS personnel maintain immediate care capability until transfer.

FM/BP-1391 - Vehicle crew roles ORBAT requirements
  • A vehicle crew can either consist of:
    • Driver
    • Driver + Gunner (light vehicle only)
    • Driver + Commander (AFV/MBT only)
    • Driver + Gunner + Commander
  • Additional gunners may be added if the vehicle has multiple gunner slots
  • In the case of an empty role:
    • Commander empty -> gunner combines the gunner and commander roles
    • Gunner empty -> commander combines the gunner and commander roles
    • Driver empty -> the commander and gunner come to an agreement who will fill driver and gunner. If no agreement can be reached, the gunner becomes the driver and the commander combines the gunner and commander roles
FM/BP-1392 - Rotary pilot roles ORBAT requirements
  • Pilot (general) may only fly transportation
  • Pilot (multi) must be used for helicopters used for both transportation and CAS
  • Pilot (attack) must be used for helicopters only used for CAS
  • WSO (attack) must be used for all non-pilot seats with weapons, except for doorguns
FM/BP-1393 - Fixed-wing pilot roles ORBAT requirements
  • Pilot (general) may only fly transportation, and AC-130 like platforms
  • Pilot (CAP) may only be used for air-to-air engagements
  • Pilot (CAS) may only be used for air-to-ground engagements
  • Pilot (multi) must be used for aircraft used for both CAP and CAS
  • Fixed-wing Weapons Systems Operator may control weapons, but not handle CAS procedures
  • Fixed-wing Weapons Systems Officer may control weapons and handle CAS procedures
FM/BP-1399 - Close air support requirements

All close air support must be coordinated by either a forward air controller or joint fires observer. This includes rotary, fixed-wing and UAV.

FM/BP-1400 - Indirect fire support requirements

All indirect fire support must be coordinated by either a forward observer or a joint fires observer. This includes mortar and artillery.

FM/BP-1394 - Indirect fire roles ORBAT requirements
  • Mortar gunners may be integrated into squads
  • Only the mortar/artillery gunner may operate the weapon
  • Mortar slots should be used if the weapon system is man-portable (or if a normally man-portable system is used on a vehicle), artillery slots should be used otherwise
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