Assisted ballistics, as opposed to manual ballistics, is precision shooting using various tools and gadgets (like the ATragMX) that assist and even partially automate calculating the required ballistics solution.
Assisted ballistics, as opposed to manual ballistics, is precision shooting using various tools and gadgets (like the ATragMX) that assist and even partially automate calculating the required ballistics solution.
Open the AtragMX, select Gun List and choose the bullet you will be using for the mission.
If your bullet isn’t present, you’ll have to select Add New Gun and input the values yourself.
Even if your gun is present, the values saved in your device may be inaccurate, so always double check that values in the AtragMX correspond to the ones in your range card.
Above: AtragMX Gun List and Range Card comparison
The Range Card contains several details needed for accurate ATragMX setup.
Four details requiring entry use imperial units:
Press "E" on the top right corner of your AtragMX main screen to input these 4 imperial units.
One additional value is in metric units:
Press "M" on the top right corner of your AtragMX main screen to input metric units.
Above: Range Card values for entry into AtragMX
To obtain an accurate muzzle velocity through all temperatures, utilize the ATragMX muzzle velocity table feature by navigating to:
On the corresponding screen, enter a range of temperatures and corresponding muzzle velocities, using values on the range card as shown below.
Above: ATraxMX Velocity Table, populated using the range card
Ballistic coefficient is a measure of how easily a bullet cuts through the air. This metric is critical for precisely calculating the arc of a bullet in flight.
To find C1 ballistic coefficient, open the arsenal and select the desired bullet. With the ammunition highlighted, the ballistic coefficient will be displayed in the top left corner, alongside other bullet information.
Note: although G1 coefficient (displayed in arsenal) and C1 coefficient (displayed in ATragMX) are essentially identical, if the arsenal displays a G7 ballistic coefficient, this must be converted using an online calculator.
G7 to G1/C1 Conversion
To convert a provided G7 ballistic coefficient to a G1 or C1 format, you will need to collect information from your range card or the arsenal:
JBM Ballistics offers a simplistic conversion tool, free of use (https://jbmballistics.com/cgi-bin/jbmgf-5.1.cgi).
Above: The in-game arsenal displaying the C1/G1 BC of a bullet.
Atmospheric drag of any object in motion is not a fixed value, rather it changes significantly depending on speed. The transition from supersonic to subsonic velocities in particular can produce a vast difference in atmospheric drag, which becomes a relevant consideration for sniper teams engaging at extended distances.
The singular C1 ballistic coefficient provided by the arsenal (measured at the muzzle) only accurately accounts for close and moderate distances.
To ensure accurate bullet drop at all ranges, we will need three data points input into our ATragMX:
Fortunately, the ATragMX will provide us with the additional data, all we need to do is take shots at prescribed ranges and input the bullet drop.
Resetting the Drag Coefficient Table
The ATragMX may autogenerate a ballistic coefficient table. We will clear this to ensure accurate manual entry.
To open the Drag Coefficient Table, Options > Drag Coef Table
Transonic Ballistic Coefficient
To open the drop truing tool, Options > Truing Drop.
Subsonic Ballistic Coefficient
To open the drop truing tool, Options > Truing Drop.
Above: AtragMX Truing Drop tool screen
An accurate Latitude permits compensation for the Coriolis effect, an important component of a ballistic solution when ranges extend beyond those typical to riflemen.
Map latitude in Arma 3 does not always correlate with real word locations, rather this information is manually populated by map makers and is persistent for an entire map. Latitudes for common UNITAF campaigns are listed below:
UNITAF Campaign (Examples) | Map Name | Latitude |
---|---|---|
Operation Black Flag | Takistan, Takistan Mountains | 35° |
Operation Deadlock | Lingor v3.9.5 | -4° |
Operation Everglade | Rosche, Germany (2.0) | 53° |
Operation Everyman | Armavir | 44° |
Operation Fault Line | Lythium | 34° |
Operation Fulcrum | Uzbin Valley | 34° |
Operation Guardian Angel | Island Panthera | 46° |
Operation Hetman | Livonia | 54° |
Operation Honeybadger | Reshmaan Province | 35° |
Operation Polaris | Altis | 40° |
Operaton Quantum | Kingdom of Regero | 39° |
Operation Steadfast Resolve | G.O.S. Al Rayak | 36° |
Operation Valiant Guardian | Beketov | 55° |
Note: to display Coriolis and spin drift sub-components of the final ballistic solution, press Options > Show Cor in the AtragMX.
Above: The ATragMX latitude field, requiring manual population
Input and confirm equipment information entered into the ATragMX, including:
Use your Kestrel to find the current atmospheric temperature, pressure and humidity at your firing position.
Above: Kestrel and Rangefinder data entries in the AtragMX
Measure using the Kestrel and enter readings for the following values as appropriate at each new firing position:
Measuring Wind
For wind speed, use Screen 1 of your Kestrel. For wind direction, press Shift + K to display the wind direction indicator.
For an accurate wind reading, face directly into the wind (the arrow in the top left corner will be vertical, pointing down).
Ensure no obstructions are present to ensure accurate wind speed readings.
Wind speed will always be entered in the “Wind Speed (m/s)” field labeled “1”, representing wind speed at the shooting position. Field “2” will not need be utilized with UNITAFs server settings.
Interpreting Direction
The AtragMX accepts wind direction in clock direction values as read when facing the target. See FM/BG-576 - Wind: reading direction for further guidance. The determined clock direction value will be manually entered into the “Wind Direction (clock)” field in the AtragMX as depicted below.
Above: Kestrel wind values and corresponding ATragMX wind fields.
Measure wind readings using the Kestrel and convert them to enter into the ATragMX, including the following parameters:
The ATragMX offers a time expedient and field-practical tool to accurately eliminate moving targets, even when target speed is unknown. To open the speed estimation tool, navigate to:
Decide upon a number of MRADs to time the target against.
Tip: This tool is best utilized in a team context, one observing target movement and calling “start/stop”, and the other working the ATragMX.
Above: ATragMX Speed Estimation screen
Utilizing both the ATragMX Target Speed Estimation screen and a mil-dot scope:
Account for range to target according to FM/BG-625 - Vector 21: Ranging and/or FM/BG-522 - Milliradians: Mil-relation formula.
The final firing solution will be displayed in the bottom left of the ATragMX main screen as highlighted below:
Above: AtragMX final firing solution
Consider the limitations of the ATragMX suite alongside changes in environmentals as a bullet travels downrange and adjust ballistic solutions as appropriate.
All personnel are equipped with bandages to provide initial treatment for wounds until they can receive more advanced medical care. There are four distinct types of bandages, each varying in the time required for application and the duration of effectiveness.
Field dressings also known as Bandage (Basic) are the most fundamental type of bandages available to us, primarily used for managing low-priority wounds quickly, as well as for treating crush and puncture wounds effectively.
Above: A Field Dressing as seen in the inventory
Elastic bandages are valued for their rapid application and effectiveness in temporarily closing wounds. They are often the preferred choice in scenarios involving severely injured individuals or mass casualty incidents because of their speed of use. However, their low durability means they must be replaced frequently. Since they do not promote blood coagulation, once they come off, bleeding is likely to restart.
Above: A Elastic Bandage as seen in the inventory
Packing bandages, although not quite as efficient as elastic bandages in closing wounds, offer significantly greater durability. This feature makes them ideal for situations where a medic is unable to suture wounds promptly. Like elastic bandages, packing bandages also do not promote blood coagulation.
Above: A Packing Bandage as seen in the inventory
QuikClot bandages are notably less efficient at closing wounds compared to elastic bandages, requiring more time and patience for application. This makes them a slower option than both elastic and packing bandages. However, QuikClot bandages offer significant advantages: they are durable and facilitate blood coagulation, allowing for a "set and forget" approach to wound care. This characteristic is especially valuable in scenarios with fewer wounds or when Combat Life Savers (CLS) or medical personnel are not immediately available. It's important to note, however, that QuikClot bandages are slightly less effective on crush and laceration wounds.
Above: A QuickClot Bandage as seen in the inventory
Adjust your aiming point vertically relative to the target by:
Adjust your aiming point horizontally, relative to the target, by:
Hold your breath when pulling the trigger to ensure steady aim.
Follow these principles for more effective breath control:
When aiming your rifle, remember that at close ranges bullets will hit lower than what your sight is indicating because the sight is mounted above the barrel. This effect is even more pronounced if you are using the backup sights on a scope.
Above: Sight line vs Bore line
Every shooting stance has advantages and disadvantages.
Standing
Kneeling
Sitting
Prone
Use an appropriate shooting stance for the engement while taking into account available cover, sight stability and mobility requirements.
All loadouts contain sights and equipment which are appropriate to the timeframe and technological advancement of the faction being simulated, there are 4 standard faction-eras and certain standards apply in each area, but those standards may be limited (downward only) by a factions technological capability;
Combat Life Saver
A CCL including the following additional items:
Equipment | Minimum | Optimal |
---|---|---|
Elastic Bandage | 20x | 40x |
Packing Bandage | 10x | 20x |
Quikclot | 10x | 20x |
Epinephrine Auto Injector | 4x | 8x |
Guedel Tube | 2x | 8x |
Morphine Auto Injector | 2x | 8x |
Splint | 4x | 6x |
Surgical Kit | 1x | 1x |
Tourniquet | 8x | 10x |
Ammonium Carbonate | 1x | 4x |
Combat pill pack | 2x | 4x |
Purple Smoke Grenade | 2x | 2x |
Combat Medic
A CCL including the following additional items:
Equipment | Minimum | Optimal |
---|---|---|
16g IV | 4x | 10x |
Elastic Bandage | 20x | 40x |
Packing Bandage | 10x | 20x |
Quikclot | 10x | 20x |
Blood (1000ml) | 5x | 5x |
Blood (500ml) | 5x | 5x |
Blood (250ml) | Optional | 10x |
Epinephrine Auto Injector | 2x | 10x |
King LT | 2x | 8x |
Morphine Auto Injector | 2x | 10x |
Personal Aid Kit | 1x | 1x |
Splint | 4x | 6x |
Surgical Kit | 1x | 1x |
Tourniquet | 8x | 10x |
Ammonium Carbonate | 1x | 4x |
Combat pill pack | 2x | 4x |
Purple Smoke Grenade | 2x | 2x |
Squad Medic
As per Combat Medic, with the following changes:
Platoon Medic
A CCL including the following additional items:
Equipment | Minimum | Optimal |
---|---|---|
16g IV | 4x | 10x |
Accuvac | 1x | 1x |
Automated External Defibrillator | 1x | 1x |
Elastic Bandage | 20x | 40x |
Packing Bandage | 10x | 20x |
Quikclot | 10x | 20x |
Blood (1000ml) | 5x | 5x |
Blood (500ml) | 5x | 5x |
Blood (250ml) | Optional | 5x |
Bodybag | Optional | 1x |
EACA | 4x | 10x |
Epinephrine Auto Injector | 2x | 10x |
Fentanyl | Optional | 4x |
Field Blood Transfusion Kit (250ml) | Optional | 2x |
Field Blood Transfusion Kit (500ml) | Optional | 2x |
KingLT | 2x | 8x |
Morphine Auto Injector | 2x | 10x |
Norepinephrine | 4x | 8x |
Personal Aid Kit | Optional | 1x |
Phenylephrine | 4x | 6x |
Nitroglycerin | 2x | 8x |
Pulse Oximeter | 1x | 1x |
Splint | 4x | 6x |
Surgical Kit | 1x | 1x |
Tourniquet | 8x | 10x |
TXA | 4x | 8x |
Ammonium Carbonate | 1x | 4x |
Combat pill pack | 2x | 4x |
Purple Smoke Grenade | 2x | 2x |
SF Medic
A CCL including the following additional items:
Equipment | Minimum | Optimal |
---|---|---|
16g IV | 4x | 10x |
AED-X | 1x | 1x |
Amiodarone | 2x | 6x |
Elastic Bandage | 20x | 30x |
Packing Bandage | 10x | 20x |
Quikclot | 10x | 20x |
Blood (1000ml) | 5x | 5x |
Blood (500ml) | 5x | 5x |
Blood (250ml) | Optional | 5x |
Bodybag | Optional | 1x |
EACA | 4x | 6x |
Epinephrine Auto Injector | 2x | 10x |
FAST IO | 2x | 6x |
Field Blood Transfusion Kit (250ml) | Optional | 2x |
Field Blood Transfusion Kit (500ml) | Optional | 2x |
KingLT | 2x | 8x |
Lidocaine | 2x | 6x |
Morphine Auto Injector | 2x | 10x |
Norepinephrine | 4x | 8x |
Personal Aid Kit | Optional | 1x |
Phenylephrine | 4x | 6x |
Nitroglycerin | 2x | 8x |
Splint | 4x | 6x |
Surgical Kit | 1x | 1x |
Tourniquet | 8x | 10x |
TXA | 4x | 8x |
Ammonium Carbonate | 1x | 4x |
Combat pill pack | 2x | 4x |
Purple Smoke Grenade | 2x | 2x |
Technicians from a Medical Emergency Response Team (MERT) and Combat Medical Team (CMT)
All roles must contain a CCL in addition to:
Equipment | Minimum | Optimal |
---|---|---|
16g IV | 4x | 10x |
Accuvac | 1x | 1x |
AED-X | 1x | 1x |
Amiodarone | 2x | 6x |
Elastic Bandage | 20x | 40x |
Packing Bandage | 10x | 20x |
Quikclot | 10x | 20x |
Blood (1000ml) | 5x | 5x |
Blood (500ml) | 5x | 5x |
Blood (250ml) | Optional | 5x |
Bodybag | Optional | 1x |
EACA | 4x | 10x |
Epinephrine Auto Injector | 4x | 10x |
FAST IO | 2x | 6x |
Fentanyl | Optional | 4x |
Field Blood Transfusion Kit (250ml) | Optional | 2x |
Field Blood Transfusion Kit (500ml) | Optional | 2x |
KingLT | 2x | 8x |
Lidocaine | 2x | 6x |
Morphine Auto Injector | 2x | 10x |
Norepinephrine | 4x | 8x |
Personal Aid Kit | Optional | 1x |
Phenylephrine | 4x | 6x |
Nitroglycerin | 2x | 8x |
Pulse Oximeter | 1x | 1x |
Splint | 6x | 6x |
Tourniquet | 8x | 10x |
TXA | 4x | 8x |
Ammonium Carbonate | 1x | 4x |
Combat pill pack | 2x | 4x |
Purple Smoke Grenade | 2x | 2x |
MERT/CMT Leader/Officer
Tourniquets are used to restrict blood flow to an injured limb, effectively halting bleeding as a temporary measure. This is particularly useful in situations where a casualty has multiple wounds, allowing you to prioritise which injuries to address first.
However, tourniquets also have drawbacks: they make it impossible to check the pulse or blood pressure in the affected limb. Moreover, if left in place for an extended period, they can cause significant pain. Additionally, tourniquets inhibit the administration of medications and the performance of blood transfusions to the injured limb.
Above: A Tourniquet as seen in the inventory
Splints are designed to support broken limbs, enabling a partial restoration of the limb's mobility and function as a temporary solution until more comprehensive treatment can be administered.
Above: A Splint as seen in the inventory
Personal Aid Kits (PAK) represent a significant advancement in medical technology, providing medics with the capability to fully restore a patient's vital signs and bodily functions. In practice, this means healing all wounds and mending broken limbs. However, the use of PAKs necessitates medical expertise and typically requires support from medical vehicles or facilities to ensure proper application.
Above: A Personal Aid Kit (PAK) as seen in the inventory
Recognize the following meanings of smoke colors:
Smoke Color | Meaning | Carried by |
---|---|---|
Red | Enemy Position | Team leaders+, FAC |
Blue | Friendly Position/LZ | Team leaders+, FAC |
Green | LOGPACK/Ammo drop | Support callsigns |
Purple | MASCAS/MEDEVAC LZ | All medical roles |
Orange | Damaged Vehicle in need of repairs | All crew roles |
White | Concealment | All infantry |
Black | Only used by OPFOR | OPFOR |
Yellow | Used for specific purpose laid out in OPORD | Friendly |
Bounding overwatch is the process of ensuring that one team is moving, whilst another is stationary and providing overwatch. When a bounding maneuver is called there are five parts described:
E.g.:
The size of each bound should be based on the terrain, visibility, proximity of enemy threat, etc. For instance, bounds across relatively open terrain can be long - both in the interest of getting across as quickly as possible and because the range of the overwatch element is higher due to the open terrain. Urban bounds, on the other hand, are typically short due to the increased density of the area and the desire to maintain security and not overextend any one element.
Bound using the follow method:
This process is repeated until the unit reaches the desired end position.
Compared with FM/BS-504 - Bound using alternating bounding this process provides a higher level of security, but is slower.
Above:
Bound using the follow method:
This process is repeated until the unit reaches the desired end position.
Compared with FM/BS-503 - Bound using successive bounding this process is faster, but provides a lower level of security
Above:
Breaking contact is the act of deliberately disengaging an active enemy and withdrawing from contact, instead of defeating the enemy.
We can break contact from the enemy for multiple reasons, including but not limited to:
It is not the case that if the instruction is given to break contact, that the lead element does not believe that the engaged element could have won the fight! We often break contact from fights we can win due to operational/tactical reasons.
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.
Bleeding
Airway: Check the airway in the medical menu.
Beating Heart:
Evacuation:
Above: An infographic summarizing first aid procedures for bleeding control, airway management, resuscitation, and casualty evacuation, with specific instructions for severe blood loss and shock treatment.
After addressing life-threatening bleeding and airway issues, assess the casualty for other injuries.
Continue to monitor the casualty's condition by regularly checking their breathing, bleeding, and consciousness.
If you are instructed by medical personnel or your duties require you to rejoin your unit, ensure that the casualty is left in capable hands before departing.
When giving first aid to a patient, follow the following steps:
You can check the pulse of any non-tourniqueted bodypart and the result returned will be descriptive for non-medical personnel or an accurate value for medical personnel, the possible results are:
Some drugs will influence heart rate.
After identifying a patient with no heart rate
Checking a patient's pulse whilst someone else is performing CPR or checking pulse on a limb with a tourniquet placed will provide an erroneous reading.
There are two ways that a breaching team can ‘stack up’ on a door – one is with all the members on the same side of the doorway (“stack”). If this is the case, the first man will state his entry type (“Cross!” or “Hook!”), with the following team members doing the opposite of the person in front of him/her. If the entry type is not stated, the second man simply does the opposite of what the entry man does, third man does the opposite of the second man, etc.
When ordering a stack, the lead man will either say "stack left" or "stack right" - the directions are relative to facing the doorway. "Stack left" will result in the entry team being on the left side of the door.
The following is a general description of the duties of the breaching team when stacking. Keep in mind that these duties are very contextual, and the focus should be on fluidity rather than doing things exactly by the book.
One Man: The point man, will before the breach maintain security of the breach and never take his eyes or gun away from it. The One Man will initiate the breach when the rest of the breaching team is ready.
Two Man: Keeps security long before breach. If the room needs to be prepped with frags or stuns, this will be the Two Man’s duty.
Three (+Four & Five if applicable) Man: Keeps security to the side (2-4 o’clock) of the stack. If more than four in the team, Three watches ground floor, Four takes upper floors, Five watches 4 o'clock (side-rear).
Last Man (all team sizes): Takes rear security, watching behind the team. The last man is always in the last man role, regardless of team size e.g. In a Fireteam of five, the Fifth man does the last man role and watches the rear, not the “Five man” role described above.
Above: Example of a single stack left, demonstrating how the 2nd man is the person to deploy grenades if needed, to ensure the point man -always- has eyes on the doorway and trigger finger ready
The other option is to split the stack into two, one on either side of the doorway ("split stack"). The One Man will state his entry type, and the other members of the breaching team will prepare to do a similar type of entry, except that the team in the other stack will do so from the opposite side of the door. This type of stack is best assumed when a closed door is present - moving across an open doorway for the sake of setting up a 'split stack' should never be done.
The following is a general description of the duties of the breaching team when performing a split stack. Again, keep in mind that the focus should be on fluidity rather than doing things by the book.
One Man: The point man, will before the breach maintain security of the breach and never take his eyes or gun away from it. Unless otherwise signaled, will be situated on the left hand side of the breach.
Two Man: On the opposite side of the breach, will provide cross cover into the breach
Three Man: Behind One Man, provides cover side front (approx 1 to 3 o’clock) from their perspective. If the room needs to be prepped with frag or stun grenades, this is the duty of the Three Man.
Four Man: Behind Two Man, provides cover ‘rear’ or ‘away’ if there are more men behind.
Above: An example of a 6-man team split stacking and executing a 'hook' entry. Notice that the 1st man is on the left of the doorway, and the grenadier is still the man behind him, therefore the 4th man is covering 'away' from the door
Stack up on an entry point using on of the following methods:
When clearing a room with no non-combatents inside, throw in a offensive grenade (fragmentation, concussion) before entering the room
If there are non-combatents inside or when executing a capture mission, flashbangs can be used instead.
Before entering an entry point or when passing close by an opening in a building, pie it by deliberately maving from one side to the other while looking inside.This allows for visually clearing everything except for a corner or two.
Above: A demonstration of pieing an entryway
Enter a room using on of the two following methods:
Once inside a room move and clear in the following manner:
Say "Clear" when an area, room or building has been cleared.
If the area, room or building can be ambiguous, prepend it before saying clear: "{area} clear".
Airways can become blocked when a casualty is unconscious, when rendering first aid the airway should be checked to see if it is blocked or occluded if this is not treated, then it will result in death of the casualty.
Airways can be cleared by turning or hyperextending the head or by using other advanced medical equipment. Once clear, a patient can be placed in the recovery position.
Assess the airway with “check airways” and categorize as one of the following states:
Above: The location of the "Check Airway" action and the result as seen in the activity log
Turn the patient's head to clear the occluded airway of the patient if an Accuvac is not available.
Above: Action as seen in the medical menu
Hyperextend the patient's head to clear the obstructed airway of the patient, and stay within 2m of the patient during the process.
Above: Action as seen in the medical menu
Place the patient into a recovery position to keep the airway clear, if they:
Pain is typically caused by wounds and the prolonged use of tourniquets. Increased pain can effect weapon sway, stamina, vision and cause audible moaning. Combat wound medication pills can be used to suppress pain for first aid, however more advanced suppression is possible using morphine or fentanyl.
Abrasions (or scrapes)
Avulsions
Contusions (Bruises)
Crush wounds (crushed tissue)
Cut wound
Lacerations (tears)
Velocity wounds
Puncture wounds
Fractures
Wherever practically possible using the correct bandage is essential for efficient wound management.
Considerations
Chooses based on the situation, wound type, and available resources for best outcomes.
Use tourniquets to temporarily prevent bleeding from all the wounds on a limb, when individually bandaging the wounds would result in unacceptable blood loss.
Use splints to temporarily treat broken limbs, until a personal aid kit can be used to restore full usage of the limb later.
‘These are small. But the ones out there are far away.’
Give yourself a thumbs-up and hold it out at arm’s length. Congratulations! You’ve just measured two degrees of arc with the width of your thumb. Now raise your hand and hold it out at arm’s length. Spread your fingers all the way. Brilliant! With the span between the tip of your thumb and pinky, you have measured 300 milliradians.
Degrees of arc, the kind you use routinely from your compass, are relatively imprecise compared to milliradians, mrad or mils. Remember, the width of your thumb is already one or two degrees. You can’t easily go smaller without chopping your body to bits for MOA, minutes of arc.
The width of a finger in mrad is closer to 20 to 30.
More specifically, where a circle is 360°, it is also 6400 mrad. This gives us a conversion factor of 17.77, or close enough 18. You can be 18 times more precise using mrad than degrees! This is why we use them for marksmanship and artillery.
Your real-world hands are great tools for remarkably reliable rule-of-thumb estimations. In Arma, much more accurate (and immediately usable) tools to measure mils include your compass, binoculars, rifle optics and spotting scopes.
Above: US Army FM 6-30, Chapter 32
The apparent size of an object changes with distance, as we see daily. The width of your index finger may be a couple centimetres. Move it close to your eye and you can block your whole vision out of it. Move it further away and it occupies a small fraction of your field of view. All the while, the absolute width of your index finger has never changed.
Because our field of view is described by an angle, the area we can see increases with distance. As an object moves farther away, its real-world size doesn't change, but its apparent proportion of our field of view becomes smaller and smaller. This proportion of an angle is also an angle and we can describe it with milliradians.
A metre is always a metre, but we can measure its apparent size to us in milliradians, so we can tell what a metre is at any distance.
If you know how far an object is and measure the milliradians between it and another point, you know the distance between them.
Similarly, if you know the real size of an object, you can use its apparent size to calculate the distance to it. We can do this with surprising accuracy and very little effort using the mil-relation formula.
Above: 1 metre cube appearance at different ranges
‘At 1000 metres, 1 mil is 1 metre.’
This relationship is the key to acquiring ranges quickly and accurately. Just like you know now how many milliradians are in different shapes of your hand, you can remember the real size of different objects, then use milliradians to get ranges from them.
Remember our finger (known size) appeared bigger (milliradians) the closer we held it to our eye, but always the same moved side to side. Therefore: 1 metre (known size) will always appear as 1 milliradian at a distance of 1000 metres.
That same metre will appear as 2 milliradians at a distance of 500 metres. Then again 4 mrad at 250, 5 mrad at 200, 10 mrad at 100 metres. Note how the distance halves for every further factor of 2 mrad. What would be the distance to that 1-metre object when measured 8 mrad?
So if you can remember different ‘metre sticks’ common to targets and terrain you encounter, you have a veritable arsenal of rangefinders using just your eyes and quick maths.
The specific formula is:
(object size in metres) * 1000 / mrad = (range in metres)
Note how this formula has one unknown for two known quantities: you know the size, because you pick the object, and can read off the mrad, therefore you can calculate the unknown range.
With this knowledge, you are also not limited to using objects that are exactly 1 metre. You can plug in any number for the object size; 1 metre just makes it easier since you can divide 1000 by the number of mils you measured straight away, because 1 * 1000 is always 1000.
As a note, 1000 is a conversion factor. You could plug in the object size in millimetres without it and get the same effect. We just don't generally think in millimetres.
Therefore, it will serve you well to remember or collect a list of objects that are easy whole numbers either tall or wide. A standing person measures about one metre head to crotch, likewise head to toe when kneeling. You can approximate doors as 2 metres, which is a similarly nice round number for the formula.
Object | Typical height |
---|---|
Person, standing | 1.8 m |
Person, head to crotch | 1 m |
Person, crouching | 1 m |
BTR-80, height | 2 m (2.5 m with turret) |
BTR-80, length | 7.7 m |
BMP-2, height | 2 m (2.5 m with turret) |
BMP-2, length | 6.3 m |
T-72, height | 2.2 m |
T-72, length | 7 m (9.5 m with barrel) |
Mi-8, height | 5 m |
Mi-8, length | 18 m |
Altis warehouse, wall | 5 m |
Altis warehouse, window | 1 m |
Average door | 2.1 m (~2 m) |
Cobblestone wall, pillar | 2 m |
H-barrier, big | 2 m |
H-barrier, small | 1.4 m |
Sandbags | 1 m |
Bunker tower | 5 m |
Cargo watchtower, height | 6 m |
Cargo tower, height | 20 m |
Cargo HQ, height | 6 m |
In your typical mil-dot scope you will find a reticle with markings of dots or lines and these markings follow one prime rule: their centres are spaced 1 mrad apart.
For all properly modelled mil-dot reticles, the rule is further:
They can also have other properties that extend their utility. Some have additional markings in between the main ones. Some have stadiametric tools to quickly get a range from a known object, or a combination of all of these features.
A commonly issued scope is the M8541A as illustrated, so it serves to manage expectations throughout. In its case, the dots are 1 mrad apart with 0.5 mrad dashes in between, making for accurate at-a-glance measurements.
First focal plane vs. second focal plane
Telescopic sights come in two ‘zoom flavours’:
Above: M8541A sight picture with mil-dots and half-mil-dashes
Above: A man standing relaxed, known to be 1.8 m tall
From FM/BG-525 - Milliradians: Ranging example 1a we know the distance using the person's full height, however, you can’t always see a person’s whole body.
For reliability and to avoid a decimal (we want it easy for expedience after all), consider the person’s height from the top of their head to the crotch: it’s one metre!
Above: A man standing relaxed, measured head to crotch as a known dimension of 1 metre
Sometimes people are hard to spot or track, making range estimation using body dimensions difficult. At long ranges, smaller objects require a more accurate reading of mrads, which is error-prone. Other larger objects, including identifiable vehicles, lend themselves to the same purpose.
Above: A BTR-80, known to be 2 metres high when measured from the ground to the top of its hull
Use milliradian tools to obtain a range to the target, by applying the core concept that at 1000 meters, 1 milliradian equals 1 metre.
Use your Vector 21 to measure the current distance and inclination angle to your target by holding Tab + R with center circle aligned on target.
Above: Vector 21 data automatically populating into the ATragMX
Look at the target and fire the laser rangefinder to obtain an exact range to the target.
Point fire is fire using a direct and controlled aim, for the specific purpose of hitting an individual target accurately.
Example:
Area fire is aiming for a group of enemies close together, or an area of concealment that is hiding enemy units, with the intention not to hit any specific individual target, but to hit any target within the area of fire.
Example:
Suppressive fire is fire where the primary intention is not to hit an enemy target, but to fix them in place and prevent them from returning effective fire, by placing them in the position where if they were to try, they would likely be wounded. If enemy combatants are wounded, this is simply a benefit. Suppressing the enemy can be used for many reasons but the main reasons are; preventing a superior enemy from returning fire, providing the opportunity to get into cover, or keeping the enemy in place whilst friendly units flank them.
Examples:
Deliberate fire is the a rate of fire that, looking to make deliberate and controlled shots towards a target that have a high chance of accuracy despite a slower pace. This is the standard and default rate of fire.
A rough guide for a standard rifleman, would be 1 round per 4 seconds, for a combined total of 1-1.5 round per second per fireteam
Rapid fire is a rate of fire that is faster than deliberate in order to increase the volume of rounds towards the enemy, at the expense of accuracy. Often used to achieve suppressing fire, rapid fire is used sparingly, as its higher rate increases ammunition consumption.
A rough guide for a rifleman, is 1 round per second, for a total of 4-6 rounds per second from the fireteam.
Burst fire, commonly used with automatic rifles or any rifle with the burst fire setting, achieves a rate much like deliberate fire, but instead of a single round, a burst of 3-5 rounds is fired.
A fire control order (FCO) is used by an element leader to direct their element's fire quickly and effectively towards a target.
The acronym for fire control order is: GRIT
Example:
FTL: ‘Green Team. 100m. Enemy infantry, North. Point fire!’
Engage the target specified in a given fire control order using:
Every infantryman operates within a buddy team, ensuring that everyone always has someone to rely on in combat. This approach provides mutual protection and improves combat effectiveness. Standardised in the platoon, buddy teams can be adjusted by fireteam leads based on the situation. The specific composition is indicated on the ORBAT.
Responsibilities
Each Fireteam consists of four to six players: a leader and 3 to 5 subordinates. New players will end up acting as a rifleman in one of the Fireteams. Riflemen will be under the charge of a more experienced player, acting as the Fireteam Leader (FTL). They in turn, will be under the command of a Squad Leader who leads the two Fireteams that make up each squad. Likewise, the Squad Leader will be under the command of the Platoon Commander, who commands the two or three squads that form the platoon. They are led by the Company Commander, who directs the movements of the platoons in their Company.
Above: A typical fireteam in the field
Formations are a set way of positioning members of an element during combat. These formations are used for several key reasons:
The wedge is a versatile formation that is easy to establish and control. It allows for good all-around observation and security, and can be used in the majority of situations encountered. Fire can be placed in any direction in good quantity, and a shift in formation upon contact is easy to accomplish to suit where the contact came from.
If contacted from the front or rear, the wedge allows for easy transition to a line formation. If attacked from either side, one buddy team is able to return fire whilst the other maneuvers to support them.
The fireteam leader will usually take the forward-most position, with the first buddy team to their left, and the second buddy team to their right. The fireteam leader may adjust positions within the formation based on need, such as putting the automatic rifleman to the front and the medic to the rear, but should generally avoid splitting buddy teams between the two sides.
Strengths:
Weaknesses:
Above: A fireteam wedge, led by the fireteam leader
The line formation is well-suited for advancing towards a known or suspected threat with the maximum number of guns brought to bear, and excels at placing a heavy volume of fire to the formation's front.
Strengths:
Weaknesses:
Above: A fireteam line
The fireteam column is the opposite of a fireteam line in that, instead of being lined up left-to-right, the fireteam is lined up front-to-back. In other words, a single column line. Each team member after the point man should walk the exact same path as the person in front of them, to minimize risk of exposure to environmental hazards (such as mines or IEDs), and to keep the team together in low-visibility environments and on difficult terrain. When available, a role with a mine detector, such as an EOD Specialist or combat engineer, should take point if such hazards are known or suspected in the area.
A column must be used with caution, as only the point man can immediately react to any contact from the front, while the rest of the team must maneuver to support. If the team is in a column because the area is dangerous, those maneuvers are especially risky.
Strengths:
Weaknesses:
Above: A fireteam column, led by the fireteam leader
The fireteam staggered column sees the fireteam split into two adjacent column formations, staggered so that each member of each column is diagonal from those in the adjacent column. They should never be directly next to each other, as this prevents one team member from being able to effectively return fire when contacted from the side. Additionally, being staggered improves the spacing between fireteam members, reducing risk from explosives and ambushes.
The staggered column is usually utilized when following a road, and is useful for scouting ahead of friendly vehicles and sweeping the road for hazards. It also allows the team to maintain improved security over a single column, while avoiding walking on the center of the road. The team can easily condense into a single column on either side of the road at any time.
The staggered column does make it more difficult to effectively return fire to the front without forming a wedge, though is still better than a single column formation.
Buddy teams should create the front and rear of the formation, not the left and right columns. When the team takes contact from front or rear, this allows one buddy team to return fire whilst the other maneuvers to support them. When taking contact from the sides, it allows for the quick formation of a fireteam line, with one buddy team on the left and right.
Strengths:
Weaknesses:
Above: A fireteam staggered column, led by the fireteam leader
Echelon left/right comprises the fireteam creating a single diagonal line going rearwards from the given side of the point man, which is usually the fireteam leader. Echelon left means the fireteam will be on the point man’s left, while echelon right means the fireteam will be on the point man’s right.
Used when the fireteam has another element covering the echelon’s weak side (the left side of an echelon right, and vice versa). Most commonly used to create a squad wedge formation, which is two fireteam echelon formations connecting to form a protective wedge for the squad leader element.
Pros:
Cons:
Above: An echelon left (top) and an echelon right (bottom), each led by the fireteam leader
The squad column comprises a fireteam wedge at the front, the other fireteam wedge at the rear, and the squad Leader element in the middle. The most common squad formation, it allows contact from either side to be engaged by both fireteams, while contact from the front or rear allows one fireteam to establish a base of fire whilst the other maneuvers to support.
Pros:
Cons:
Above: A squad column, led by the first fireteam leader
The squad wedge is created by having two fireteams form an echelon left and an echelon right, and connecting at their point men, usually with the first fireteam leader or taking point. In other words, wherein the fireteam wedge has a buddy team on either side, the squad wedge has a Fireteam on either side. The squad leader element is positioned behind the front of the wedge, but still within the formation, for optimal security and control over the formation.
Just like the fireteam wedge, if contacted from the front or rear, the wedge allows for easy transition to a line formation. If attacked from either side, one fireteam is able to return fire whilst the other maneuvers to support them.
Pros:
Cons:
Above: A squad wedge, led by the first fireteam leader
The squad file comprises the whole squad as one single column line, with one Fireteam at the front, the squad leader element in the middle, and the other Fireteam at the rear.
Just like the fireteam column, the squad file is usually used when there is a risk of mines/IEDs or other UXOs, to minimize risk of detonation by ensuring each person steps exactly where the point man did. It can also be used to maintain stealth, as the point man only needs to find a single path for the entire squad, and can easily stop the formation to avoid detection.
Strengths:
Weaknesses:
Above: A squad file, led by the first fireteam leader
The squad staggered column is created by having one fireteam in a staggered column at the front, the squad leader element in the middle, and the other fireteam in a staggered column at the rear. The formation can be done as either a single, unbroken staggered column, or with additional spacing between each element’s staggered column..
Similar to the fireteam staggered column, it is usually utilized when following a road, and is useful for scouting ahead of friendly vehicles and sweeping the road for hazards. It also allows the squad to maintain improved security while avoiding walking on the center of the road.
Strengths:
Weaknesses:
Above: A squad staggered column, led by the first fireteam leader
Maintain the correct position in the formation set by the element leader.
The main thing to remember is that the grids must be read right, and then up. Due to the fact that the map grid is composed entirely of numbers, it's important that you do not transpose them, else you're likely to send someone far, far away from where you needed them to go.
Above: Read the x (horizontal) axis first, then read the y (vertical) axis
Read grid coordinates to a 6 figure level (### “tack” ###) by combining the first 3 coordinate digits representing west-east and the first 3 coordinate digits representing south-north, with the resulting grid having a resolution of 100m.
Read grid coordinates to a 8 figure level (#### “tack” ####) by combining the first 4 coordinate digits representing west-east and the first 4 coordinate digits representing south-north, with the resulting grid having a resolution of 10m.
Recognise points of elevation and hill numbers:
Read contour lines using the 2 types contour intervals marked on map:
Recognize the gradient (steepness) of the terrain, based on the spread of the contour lines (the closer contour lines are, the steeper the terrain)
As always when in an infantry role covering your sector is key in MOUT, if anything it is more important. When watching your sectors there are particular MOUT specific considerations:
Above: Two infantry cover a sector high/low with appropriate stances
Watch the correct sector depending on your position in a formation moving down a street where:
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.
Above: A 4-man and 5-man examples of formation when moving down a street
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.
Cross a danger area using the following method:
Above: A team leader rushes across a danger area as his team provides cover
When covering corners, if one player kneels while another stands behind them, two pairs of eyes and two rifles can cover the same area, increasing effectiveness. This is commonly known as a "high/low stack" and can be employed naturally whenever the situation allows. Note that the kneeling player must not stand unless he has cleared it with the standing player - else he's likely to stand up into a bullet.
Above: 2 players using High/Low stacking to maximize fire around a corner
A Fireteam is never alone during MOUT, a common situation will be a squad of two teams working in the same area towards a set goal.
Contrary to a Squad Staggered Column, the teams would each have a designated flank, and they are to advance together through the obstacles. It is important to have the same pacing between the two teams. This may come in the form of short halts to let the other team catch up safely, or coordinating the crossing of danger areas to sync sector coverage. Maintaining pacing also allows for street side sector to cover and alert the other element of danger on their side (contact on higher floors or behind corners)
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.
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.
In HALO, the chute is deployed at low altitude to minimize the time spent under canopy.
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.
Landing a parachute at high speed can injure or kill you. To prevent this:
When leading a parachute jump as jump master:
‘Peeling’ is a squad or fireteam movement used when encountering a larger force with overwhelming firepower. During a peel the team employs continuous suppressive fire while successively and rapidly moving, one person at a time, in the chosen direction. This is different to bounding as a peel implies a defensive tactic being performed, whereby a bound can be both offensive and defensive.
A peel is used when an element is operating on its own when no other forces are available to provide mutual support, and splitting the element would be detrimental to the engagement. The engagement is maintained until contact is successfully broken and the element is safe or until a mutual support element is in place to provide fire to cover their withdrawal.
A center peel is used when the element encounters an overwhelming force from the front, especially in staggered column, and needs to withdraw to their rear. This will be used when operating in urban terrain and the element needs to move back down a street or in open terrain where natural cover and concealment is to the rear.
A line peel is used when the element encounters an overwhelming force from the front and needs to withdraw to cover on their right or left. This will be used in urban terrain when moving off a main street onto a side road or when out in the open to move towards natural cover and concealment.
Peel using the following method:
Above: Center peel diagram
Peel using the following method:
Above: Line peel diagram
When pronouncing individual numerals over a radio channel, pronounce the numeral according to the following table:
NUMERAL | PRONOUNCED |
---|---|
0 | ZE-RO |
1 | WUN |
2 | TOO |
3 | TREE |
4 | FOW-ER |
5 | FIFE |
6 | SIX |
7 | SEV-EN |
8 | AIT |
9 | NIN-ER |
When pronouncing individual letters over a radio channel, replace the letter with the corresponding word from the following table:
LETTER | WORD | PRONUNCIATION |
---|---|---|
A | ALFA | AL FAH |
B | BRAVO | BRAH VOH |
C | CHARLIE | CHAR LEE OR SHAR LEE |
D | DELTA | DELL TAH |
E | ECHO | ECH OH |
F | FOXTROT | FOKS TROT |
G | GOLF | GOLF |
H | HOTEL | HOH TELL |
I | INDIA | IN DEE AH |
J | JULIETT | JEW LEE ETT |
K | KILO | KEY LOH |
L | LIMA | LEE MAH |
M | MIKE | MIKE |
N | NOVEMBER | NO VEM BER |
O | OSCAR | OSS CAH |
P | PAPA | PAH PAH |
Q | QUEBEC | KEH BECK |
R | ROMEO | ROW ME OH |
S | SIERRA | SEE AIR RAH |
T | TANGO | TANG GO |
U | UNIFORM | YOU NEE FORM OR OO NEE FORM |
V | VICTOR | VIC TAH |
W | WHISKEY | WISS KEY |
X | X-RAY | ECKS RAY |
Y | YANKEE | YANG KEY |
Z | ZULU | ZOO LOO |
The range card provides ready access to some of the most frequently required information for placing measured shots at distance. The first and largest variable to account for in all ballistic solutions is bullet drop, or the effect of gravity on a bullet in flight over time. Auto-populated for your unique combination of rifle and optic in hand, the range card dedicates a majority of its data to accurately accommodating this first variable in a ballistic solution.
Using a range card
The coloured columns under the range card’s “Bullet Drop” section display different sets of adjustments to accommodate the effects of temperature on bullet drop. As temperature affects both muzzle velocity and air resistance, the differences between cold and warm climates can have a significant effect on how far a bullet will fall due to gravity at any given range. Be sure to have a rough estimate of the temperature in hand to help decide which temperature column to read.
With an appropriate temperature column picked out, all of the below values will display how far your bullet will drop for the given “Target Range”, found on the far left side of the sheet. These drop values are measured in milliradians, or MRAD. For example, a value of “-4.5” (reading the 15°C temperature column at a distance of 500m) describes that your bullet will fall 4.5 milliradians below your crosshairs at that distance. To counteract that negative drop value, we need to either hold the crosshairs 4.5 MRADs above the target, or dial our scope up 4.5 MRADs to bring the bullet impact back up to our crosshair level.
Advanced considerations
In a similar fashion, the range card also provides information for use with wind accommodation, engaging moving targets, and for calculations requiring general equipment information. This data, however, is seldom required in the opening marksmanship roles where simplicity encourages speed, and speed is our most valuable asset.
At the highest level of marksmanship roles, it should be noted that the populated BDA information is limited to temperature and equipment considerations only. Displayed drop values do not account for changes in altitude, pressure or humidity variables, as default Arma values are assumed. This under extreme conditions may compromise all drop, wind and moving target information, requiring manual data collection or calculation.
The tools and knowledge available to a Squad Designated Marksman enable him to quickly place accurate fire against a target in the intended range. However, tolerances in calculations, time constraints, environmental factors and incoming fire - all work against the marksman, meaning that first shots do miss. A competent marksmen will quickly adjust their fire to hit the intended target.
Adjustment of fire - Visually estimating offset
If you have a non-milliradian sight, the only method of adjustment available is to:
This method is quick, often accurate enough and can be used with any weapon/scope.
Adjustment of fire - Measuring offset in mrads
If you have a milliradian scope, as most modern-era marksmen will do, you can more accurately calculate the adjustment using the mildots on your scope.
Visual adjustment vs Scope adjustment
Visual adjustment is quicker but potentially less accurate - even if you know exactly what the adjustment should be, making a visual adjustment is less reliable than putting the centre of the reticule on the target. Dialling in the adjustment into the scope, takes a little extra time, but then you just need to centre the reticule on the target.
If you have multiple targets in a similar area, it may be worth the investment to adjust your scope, or at least the lateral adjustment - wind and other lateral effects are likely to be similar when aiming in a given general direction. However if your targets are spread widely apart, the adjustment will be different for each shot, thus visual adjustments might be preferred.
Above: Scope view showing the impact point offset from the reticule
Adjust for misses by correcting for the observed impact through any of the following core principles:
A radio is a specialized communication device designed for use by armed forces to facilitate secure and reliable communication on the battlefield and during military operations.
The primary purpose of a radio is to enable effective coordination and command among elements, allowing for the swift transmission of orders, intelligence, and situational updates. This real-time communication capability is crucial for coordinating maneuvers, calling for support, reporting enemy positions, and ensuring overall operational efficiency and safety of personnel during operations.
During any operation that requires it, you'll be provided with an AN/PRC-152. It is the short range radio used by all elements. The main frequency is the channel (C1, C2,…) that is currently selected on the radio.
To set up your main frequency:
Using the AN/PRC-152 you can also set up an additional frequency to communicate with other elements that aren't your own. The additional frequency is set manually and will show as “A#” in place of the channel name e.g. If channel 2 is selected as the alternate frequency, it will become A2.
To set up an additional frequency:
If you want to dictate which ear you want the audio for your main and alternate channels to come out from, select the frequency you want to adjust and click the 0(9) button to modify the stereo settings. On the bottom right of the screen, you'll see an indicator that says either "left", "right" or "left and right". Ensure you do this for both your main and alternate channels on any radios you're using.
Now you should be able to hear both frequencies in different ears.
Above: The BLUFOR issued AN/PRC-152 and its buttons explained.
The term "sight picture" refers to the way the front sight, crosshair, or reflex dot is oriented relative to the target being engaged. The typical sight picture you want to achieve is that of the center-of-mass hold, which is where the sight rests on the upper chest of the enemy, or the center of their visible mass. This is intended to give you the best possible chance of hitting them. If they are further away than you thought, and your bullet drops more than you were expecting, the shot should still land on their body. The same can be said for people who are closer than you realized.
With a good center-of-mass hold, you can expect to reliably hit standing targets out to 300-400 meters. The smaller the target, the more likely that you'll be forced to use the 'offset aiming' technique to score hits. This is simply the process of aiming over your target if you're shooting low, or to the side if the round is landing beside them. Offset aiming is generally required with fixed red dot optics, such as the ACO or Holosight. With ironsights, the sight distance can be adjusted. Pick a range that fits where you expect combat to most likely occur, and make this your "battlesight zero". If you begin engaging targets at longer ranges and need more precision, adjust the sights accordingly.
When working with magnified optics, many will have what is known as a Ballistic Drop Compensator ("BDC"). This is a feature of the reticle that has horizontal hashmarks descending down the central sight line - often with numbers beside them. These numbers correspond to ranges in hundreds of meters. To hit a target at a given range, simply align them with the corresponding hashmark. Most BDCs have horizontal marks that correspond to the width of a human's torso, shoulder-to-shoulder, at the given range - this helps for estimating ranges. In the below illustration, the left sight is aligned with a 600 meter target, while the right one is aligned at 400 meters.
Above: Demonstration of Ballistic Drop Compensator ("BDC") on a Sight
Understand the effects of internal ballistics on the accuracy of a rifle measured in mrad or MOA, causing an inevitable random dispersion around the correctly zeroed point of aim, that does not dictate an adjustment of the shot.
Instead recognise the precision limitations of individual rifles and how to work with them.
Understand the implications of the effective range of a rifle as a result of:
Both factors become will worsen quickly once the bullet becomes subsonic
Rules of engagement (ROE) are directives that dictate how and when military forces can engage in combat. ROE outline conditions for using force, including target identification, self-defence, and proportionality. They are designed to ensure lawful and ethical conduct in military operations, and vary depending on the mission and environment. ROE always take precedence in operational decisions.
Identify targets as legitimate targets before engagement. This is crucial to prevent harm to civilians and ensure adherence to the principles of distinction and proportionality in combat.
Combatants: Individuals who are actively engaged in hostilities or are members of armed forces.
Non-Combatants: Individuals who are not actively participating in hostilities. These are not legitimate targets.
Do not intentionally engage non-combatants as defined in FM/BS-349 - Identify legitimate targets
Do not cause damage to civilian infrastructure, unless necessary to archieve a military purpose. In general, preserving life should be prioritised over the avoidance of damage, but the destruction must be proportional to the purpose.
Examples:
Do not intentionally cause collateral damage to civilian infrastructure as defined in FM/BS-350 - Minimize collateral damage against civilian infrastructure
A contact report is a way for any member of the unit to concisely communicate important information about the enemy in a standard way. Being able to concisely report enemy locations is a critical communication skill to have. The sooner we know about enemy positions, and the faster it is passed to the entire squad, the better our survivability will be and the more effective we will be at reacting to threats.
A contact report consists of several key elements that must be presented in a specific order for it to be effective.
Example Contact Report: "Contact front! Enemy infantry in the open, bearing 210, three hundred meters!"
Utilise overwatch positions that have a good combination of the following factors:
Consider relocation when a position is compromised, i.e. when shooting from it
The ability to spot a bullet’s impact is incredibly important in long range shooting. While a hit on target may be fairly obvious, spotting a miss and correctly providing a correction can be even more important. This can sometimes be difficult for the shooter who has to recover from recoil or whose optics may not be powerful enough to see the impacts at range. This is where the spotter comes in.
Positioning
In order to best observe bullet impact and provide the most accurate corrections, the spotter’s sight picture needs to be as close as possible to the shooter’s. That means looking at the target from nearly the same bore height (level of the gun barrel) and with as little offset left or right as possible. To accomplish this, the spotter should place themselves either directly behind the shooter or immediately next to them and behind the shoulder on the same side as the weapon. Adjustments for terrain or other obstructions should be kept to a minimum if possible. Figures 1 & 2 below illustrate the proper positioning as close as possible given limitations of object placement in the game.
This way the shooter will see and measure a missed shot the same as the shooter would through his scope. For example: if a shot missed by 2 mils right from the shooter’s perspective, a spotter positioned several meters or more to the shooter’s right might only observe an error of 1 mil and would not provide an accurate correction as a result.
Spotting impacts
Bullet impacts can be readily observed at moderate distances with regular rifle optics, depending on terrain. At longer ranges the spotting scope will help the spotter see impacts that the shooter cannot. To have the best chances of observing bullet impacts at long range, the scope must be set to maximum zoom in. Also, it is helpful to set terrain detail in the game options to the highest setting your system can handle.
Bullet trace
When terrain does not allow for spotting of bullet impacts, or when shooting past a target that does not have a solid backdrop, the spotter can observe bullet trace to see where the shot went. Trace is the blurring effect in the air along the path of the bullet as it travels at supersonic speeds, pushing the air aside and causing distortion.
The spotter needs to be directly behind the shooter or as close as possible to observe this effect. Because trace appears along the arc of the bullet’s flight path, the spotting scope should be zoomed all the way out so as not to lose sight of the trail as the bullet changes elevation. Also, bullets do not leave trace at subsonic speeds so this will not be a useful technique past around 1200m depending upon the cartridge being used.
Above: Spotter positions, behind and beside the shooter.
Good communication between the spotter and sniper can really help achieve mission success. This starts prior to the mission brief and stepping off, during which time the pair should establish an understanding of what each would like and what the other is comfortable to give in terms of communicating shot adjustments. Agree on the method to be used ahead of time to avoid distraction and confusion once the mission starts.
There are numerous ways to communicate shot adjustments. This guide will cover three of the most common, but sniper teams are encouraged to modify or use what works best for them to achieve positive results in their operations. Regardless of the method used, the principle is the same in that you are giving corrections that will move the point of impact, or ‘splash’, onto center mass of the target or aiming point.
Adjusting in MRADs
This is potentially the smoothest and most accurate method of communicating shot adjustments in many of our operations. Most sniper loadouts consist of rifles with MilDot reticles which are matched by the spotting scope that also uses MilDots. This allows for a seamless translation between what the spotter observes and what adjustments the sniper needs to make.
MRAD adjustments can be given in mils themselves, or as ‘clicks’ of adjustment on the scope. Use whichever method is most comfortable between the spotter and sniper. When announcing corrections in mils, always try to give the actual decimal measurement versus saying a fractional value. For example, to correct a round landing 4/10ths of a mil to the right you would say “.4 mils left.” This makes it easier for the sniper to automatically know to make an adjustment of 5 clicks left on the scope. Otherwise, you can do the math for them and give them the correction in clicks. An example in this case for a shot observed landing 1.1 mils low would be “11 clicks up.” See Figure 1 below for an illustration of these examples.
Adjusting via Clock Sectors
Although not as accurate as using MRADs, communicating shot adjustments via clock sectors can be a quick and expedient means of moving the bullet impact on target. It is also useful when the spotter or sniper does not have access to a MRAD reticle.
To adjust a shot in this manner, think of the target as having a rifle competition target superimposed on it and divided into sections numbered like a clock. The spotter then communicates the adjustment based on where the bullet impacted in relation to the bullseye. A shot that impacted slightly low would be communicated as a “9 or 8 at 6 o’clock.” A high-left impact would be called an “8 or 7 at 10 o’clock.” See Figure 2 below for an illustration of these examples.
Adjusting Points of Aim
Another expedient method of communicating shot adjustments is altering points of aim. This involves a two-way communication between the sniper and spotter. The sniper calls out where he was aiming at the moment when he took the shot. This may or may not be center mass due to rifle sway or other factors, or may be something like “right at the head between the eyes”. The spotter then observes the impact of the round and then tells the sniper where to aim instead in order to move the impact onto the desired hit location. In the example above, if the round went high and to the right of the target’s head the spotter might say something like “Try aiming lower at the left shoulder.” Again, this is not the most accurate way of communicating shot adjustments, but can readily be used when the sniper does not have a mildot reticle and speed is of the essence for follow-on shots.
Above: MRAD adjustments and Clock adjustments.
Vehicle identification is a useful skill for anyone on the battlefield, and a requirement for many of the more specialised roles. While some vehicles pose only a minimal threat, some can halt an entire platoon by themselves. As such accurate identification is crucial to good situational awareness, planning and tasking.
Rapidly identify a light vehicle as being:
Those at higher proficiency are able to identify the subclasses as:
Above: A column of US Army M1114 uparmored HMMWV (or Humvee)
Rapidly identify a AFV as being:
Those at higher proficiency are able to identify the subclasses as:
Above: US Army M1126 Stryker AFV on patrol
Rapidly identify a tank as being:
There are no subclasses.
Above: A section of US Army M1A2 SEPv2 Tanks engaging enemy forces
Rapidly identify artillery as being:
Those at higher proficiency are able to identify the subclasses as:
Above: M119 Howitzer towed artillery unit in it's deployed configuration
Rapidly identify anti-air being:
Those at higher proficiency are able to identify the subclasses as:
Above: ZSU-23 Shilka Anti-Aircraft System
Rapidly identify a helicopter as being:
Those at higher proficiency are able to identify the subclasses as:
Above: US Army AH-64D Apache Gunship
Rapidly identify tiltrotor aircraft as being:
There are no subclasses.
Rapidly identify a plane as being:
Those at higher proficiency are able to identify the subclasses as:
Above: US Air Force A-10A Warthog releasing a GBU-48 Enhanced Paveway II
As the main APC of the Soviet/Russian army the BTR has a crew of 3 that sits at the front, a passenger compartment in the middle with a door on each side of the vehicle and a rear-mounted engine. It is armed with either a 14.5mm MG or a 30mm auto-cannon and is amphibious.
When targeting this vehicle you should: shoot at it frontally or from the rear, as side shots are tricky and it is easy to hit the passenger compartment missing vital components.
Above: A pair of Chedaki BTR-60 APCs
The BMP-1 is one of the most common types of Soviet/Russian IFVs, it has a crew of 3 that sits in the middle of the vehicle, a passenger compartment in the rear and a front mounted engine. It is armed with a 76mm cannon, and some versions are also equipped with an ATGM and is amphibious.
When targeting this vehicle you should: shoot frontally or from the side and from the rear only with APFSDS. Shooting from the front will take out the engine, when shooting from the side aim from the front half of the vehicle, as everything behind the turret is passenger compartment. Hitting from the rear will not damage the vehicle unless it can penetrate deep into the vehicle.
Above: A pair of Russian BMP-1 IFVs
The BMP-2 is an improved BMP-1 equipped with a 30mm autocannon instead of the 76mm cannon.
Above: Russian BMP-2M IFV
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.
"Weapons Red"
"Weapons Orange"
"Weapons Green"
The key aspect of our organization is that of closely-knit teams. A rifleman by himself is not nearly as useful as a group of players working as one cohesive unit. Fireteams look out for their own members as well as those of their fellow fireteams. Fireteams are the tip of the infantry spear.
You will find yourself grouped with different players in different missions and your comprehension of this guide is what will allow you to all act as a cohesive and combat-effective group, regardless of who is in your fireteam specifically.
Within each fireteam, buddy teams are formed, typically composed of two members: a leader and a buddy. The leader guides the pair, making decisions and setting the pace, while the buddy supports the leader, covers blind spots, and helps maintain the effectiveness of the team.
Above: A fireteam takes cover at a low stone wall
Know who is in your element and what their role is. This makes it easier to understand and act on orders given by the element leader.
Remain within an appropriate distance of the other members of the element, such that:
Actively listen for and follow the orders given by the element leader.
Do not intentionally ignore the orders given by those in leadership positions.
When it comes to infantry spacing, i.e. the appropriate distance between one individual and another, the specific distance should be dependent on terrain and circumstance, usually called out by the lead element e.g. the fireteam leader. For infantry, in thick, low visibility terrain or atmosphere, such as jungle or night-time forest, spacing should be as close as 3-5m, whereas in high visibility open terrain, such as desert or open fields in broad daylight, spacing can and should be up to 25m between each individual. The likelihood of mines/IEDs, or Indirect Fire (IDF) should also factor into the chosen spacing with higher risk, increasing the recommended spacing size.
Spacing is the distance that should be held in standard situations both when on the move and holding position, though it is allowable for individuals to move closer for specific reasons such as: buddy team medical assistance, ammo distribution, spotting etc, but individuals should always move back to an effective spacing as soon as these are completed.
Maintain an effective distance between yourself and others, striking a balance between cohesion and minimising potential casualties, based on:
Maintain situational awareness, avoid tunnel vision, and know where friendly forces are. This all helps to prevent being surprised by enemy contacts, prevents friendly-fire incidents by knowing where friendly forces are operating, and gives you an idea of what areas may need more observation based upon how the squad or platoon is oriented.
Players should, at any time, know roughly where their nearest friendly element is, where enemies are most likely to come from, and what the current tasking for their callsign is.
If context is not being provided on what we are doing and what friendlies are doing around us, ask!
Maintain awareness of:
When moving, cover the direction appropriate for the given position in the formation.
When stationary, cover the direction instructed by the element leader. When no direction is specified, cover a direction and communicate that direction, such that the element combined has the best all-round coverage.
Avoid crossing through lines of fire as much as possible, instead preferring to go behind the element that is (potentially) engaging. This includes elements providing base of fire, even if they are not actively engaging at the time.
When approaching a helicopter, keep in mind the following factors:
In practice, this means:
Above: Infantry moving to a Ghosthawk to mount
When mounting in a vehicle, announce to the fireteam leader when your are mounted over the radio.
‘{name} up’
This allows fireteam leaders to then notify the squad leader and so on and ensure that everyone who needs to be on board, is on board before the vehicle departs.
When vehicles are moving with you in an urban environment you must stay on the sides of the road, ahead of the vehicle, as the most dangerous place to be is in front of or behind the vehicle. This is because;
Element leaders ensure their team boards the assigned vehicle, supervise loading, and board last. If acting as navigator, they must communicate to their team that the front passenger seat should be left for them to occupy.
All personnel must follow directions during embarkation. Leaders must take charge; subordinates must listen and comply.
When mounting in a vehicle, announce to the fireteam leader when your are mounted over the radio.
‘{name} up’
This allows fireteam leaders to then notify the squad leader and so on and ensure that everyone who needs to be on board, is on board before the vehicle departs.