Jump to content

[poll] Arma 2 Event - Saturday April 21st


=VG= SavageCDN

Recommended Posts

  • Replies 95
  • Created
  • Last Reply

Top Posters In This Topic

Callsigns will likely be used but you want to keep them simple and short so that people can remember them and say them quickly.
Something simple like Charlie squad with fireteams Charlie-1 and Charlie-2 and Delta Squad with fireteams Delta-1 and Delta-2 is decent enough. Want to avoid using alpha and bravo as callsigns as they are often used at the fireteam level for the buddy teams so could cause confusion.

Support elements like armour, artillery, air, etc can have pretty much whatever callsign they want as the comms to them is usually less urgent.

If acre is eventually used, callsigns are pretty much dropped in radio comms as each person only speaks to 3-4 people on his radio net so using numbers is quicker and easier to remember as it is universal.
For example using the above squad layout:

Fireteam members only have contact with the two other ft members and the ftl, usually they will identify themselves by name or buddy team (alpha/bravo).

The fire team leader's command net has only 2 other people on it, the other FTL and the SL. Squad leader is identified as 6 (or 9 or 0 depending on the country.), charlie-1 ftl is 1, and charlie-2 ftl is 2.

The squad leader command net works the same, he will have the other SL and the Platoon commander. Plt Cmd is 6 (or 9 or 0), Charlie SL is 1, delta SL is 2.

Support elements like arty/air would usually be in direct contact with the platoon commander only, but could be put on the same net as the Plt cmd/Squad leaders for smaller missions to enable quicker responses.

So comms on any of the radio nets is as simple and short as:
1, 6, how copy?, over.
6, 1, good copy, over..

This way nobody has to worry about remembering callsigns, as your superior is always 6 (9/0) and your peers are numbered accordingly, which in combat the less you have to remember the better.
Link to comment
Share on other sites

Great posts guys.. this is the stuff we need to work on I think. So do I have any volunteers for assistance with training?

Calv has made a quick training mission which I'll expand on.. what we need is players familiar with CQB training (Speirs??) and other aspects mentioned in Calv's post.

Note that this is not a move to get super realistic in the game.. just more organized :)


Link to comment
Share on other sites

Murder you should have stayed for the last cache yesterday, IT WAS AWESOME (and pretty hard). We took a little bird, 5 guys (1 marksman, 3 rifleman, 1 ar) we cleared a 2km size road and we made our way to the town, blow up the cache and WIN xd. We had good guys in the squad who listened and obeyed.

Insurgency server is coming up again, little by little.

Calv, really good info man, thanks, lets see if we can make some training with that!
Link to comment
Share on other sites

yeah that was a good way of seeing how these drills will affect our game, and i haveto say last night was probably some of the tightest Arrowhead shit i've seen in a long time.

and i was going to, but was just too tired :P i aced my job interview today though, it must have been from the uplifting battles in Takistan :P haha
Link to comment
Share on other sites

The thing is that i dont really know how you call everything. I mean, (questions :OOOO)

This is what i have understood, the platoon is the hole team, the comander directs the platoon, the platoon is divided in squads organized by each squad leader, the squads are divided in 2 fireteams organized by the fireteam leader, each squad has 5 soldiers, each fireteam has 2 soldiers. RIGHT???
Link to comment
Share on other sites

Calv LAN_WROTE ...

Callsigns will likely be used but you want to keep them simple and short so that people can remember them and say them quickly.
Something simple like Charlie squad with fireteams Charlie-1 and Charlie-2 and Delta Squad with fireteams Delta-1 and Delta-2 is decent enough. Want to avoid using alpha and bravo as callsigns as they are often used at the fireteam level for the buddy teams so could cause confusion.

Support elements like armour, artillery, air, etc can have pretty much whatever callsign they want as the comms to them is usually less urgent.

If acre is eventually used, callsigns are pretty much dropped in radio comms as each person only speaks to 3-4 people on his radio net so using numbers is quicker and easier to remember as it is universal.
For example using the above squad layout:

Fireteam members only have contact with the two other ft members and the ftl, usually they will identify themselves by name or buddy team (alpha/bravo).

The fire team leader's command net has only 2 other people on it, the other FTL and the SL. Squad leader is identified as 6 (or 9 or 0 depending on the country.), charlie-1 ftl is 1, and charlie-2 ftl is 2.

The squad leader command net works the same, he will have the other SL and the Platoon commander. Plt Cmd is 6 (or 9 or 0), Charlie SL is 1, delta SL is 2.

Support elements like arty/air would usually be in direct contact with the platoon commander only, but could be put on the same net as the Plt cmd/Squad leaders for smaller missions to enable quicker responses.

So comms on any of the radio nets is as simple and short as:
1, 6, how copy?, over.
6, 1, good copy, over..

This way nobody has to worry about remembering callsigns, as your superior is always 6 (9/0) and your peers are numbered accordingly, which in combat the less you have to remember the better.


AMEN! !yes
Link to comment
Share on other sites

Murderface LAN_WROTE ...

yeah that was a good way of seeing how these drills will affect our game, and i haveto say last night was probably some of the tightest Arrowhead shit i've seen in a long time.

and i was going to, but was just too tired :P i aced my job interview today though, it must have been from the uplifting battles in Takistan :P haha


Question is: Did you use your insurgency time as an example of "working in a team" ;)
Link to comment
Share on other sites

lupago =VG= LAN_WROTE ...

The thing is that i dont really know how you call everything. I mean, (questions :OOOO)

This is what i have understood, the platoon is the hole team, the comander directs the platoon, the platoon is divided in squads organized by each squad leader, the squads are divided in 2 fireteams organized by the fireteam leader, each squad has 5 soldiers, each fireteam has 2 soldiers. RIGHT???


Not sure if the structure has been nailed down yet, it will depend on how many people are going to be turning up regularly. I believe we are likely to use a structure similar to the one used by shacktac: http://ttp2.dslyecxi.com/

The basics units are:

Platoon = 46 men.
Made up of 3 squads, plus a command team of 4 men.

Squad = 14 men
Made of 3 fireteams plus Squad Leader and Squad Medic.

Fireteam = 4 men.
Typical makeup would be: Fire Team Leader, Rifleman, Automatic Rifleman (or Machinegunner) and "specialist" (depending on mission 4th man could be Designated Marksman, AT, Medic, Grenadier.)

Buddy Team = 2 men.
Basically you split the fireteam in half, least experienced person (usually the rifleman) sticks with the team leader, while the automatic rifleman and 4th man stick together. Buddy teams will generally want to stay within visual range of each other.


So at first the main focus is likely to be filling one squad (3 fireteams), and having the squad leader act as "commander".
Link to comment
Share on other sites

AirborneAlways LAN_WROTE ...

Give me 5 guys and a littlebird pilot that understand nap-of-the-earth flight. Pilot and troops have to understand insertion and extraction without the bird actually touching down (no auto hover).


Extraction perhaps, but I would always stay clear of hot insertions. I've done it lots of times, even fastrope insertions onto buildings and while it looks cool and can be fun, it is always unnecessary, people always die, and there are no advantages to doing it.
Inserting at least 300m from a target always provides more tactical options and greater success rate.
Link to comment
Share on other sites

  • Guest
Guest AirborneAlways
Calv LAN_WROTE ...

Extraction perhaps, but I would always stay clear of hot insertions. I've done it lots of times, even fastrope insertions onto buildings and while it looks cool and can be fun, it is always unnecessary, people always die, and there are no advantages to doing it.
Inserting at least 300m from a target always provides more tactical options and greater success rate.



FUN, oh yeah it is...... but part of the fun is just seeing how close you can get to AO before having to disembark for the bird to safely get out. That is why I say someone who can do it without auto hoover, just need to slow it down enough and be about a meter off the ground. Small unit isn't necessarily used for the actually engagement but to be eyes and ears on the ground ahead of the main body.

1 - Pilot
1 - Designated Marksman or sniper
2 - 2 man teams
Link to comment
Share on other sites

The training mission I'm working on uses the ShacTac Group settings as Calv described.. fireteams, MG teams, AT teams, etc. (all with wonderful map markers for each group leader) Includes a firing range (thanks Calv) as well as a mission in Zargabad once the commander is satisfied with the performance of the trainees !yes

Might eventually use the firing range, etc from Clafghan but for now KISS

I'll probably be ready to test it out later today (assuming I can keep working on it at the office..lol)
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...

Important Information

Terms of Use and Privacy Policy