Green smoke - LZ Clear, no enemies and mines present.
Orange Smoke- LZ Hot, Under fire or fire imminent, possible mines. Yellow Smoke - CASEVAC, wounded friendlies, LZ can be hot or clear.
Blue Smoke - Friendly position
Red Smoke - Enemy Position
Clearing Urban Areas
Mark cleared building with a blue dot, always clear with a buddy. Stay near your section. Know hostile buildings can be marked with a red dot.
If you see contact, hold fire call contact, direction, range over radio. If taking fire weapons are free, unless specifically stated. If squad leader calls weapons free, fire at any target you see. Always call contact over radio regardless of situation, exeption when under radio silence.
Chain of command
Follow the leader directly above you, unless otherwise specified. If you are a rifleman, follow team leaders orders. Squad leader will give orders to team leaders and team leaders will relay to soldiers with extra detail.
If your Squad leader dies or team leader, the next in command will assume the position. Radio to HQ and tell them about the situation and who is assuming command.
Say "Crossing" when crossing friendlies fire path and wait for them to stop. Weapons lowered at base and non-hostile areas.
How to call and support your medic
This is a bit like DRSABCD but modified for ARMA and combat.
Danger - If casualty is in a dangerous area contact your designated squad or team leader and follow directions. Use smoke to aid in cover and conceal your medic and casualty.
Response - call out to casualty if you see them get hit, they may be able to respond and give you info. If no response they have been knocked out.
Assessing - If casualty has wounds other than one or two minor or partial wounds call medic (still get your medic to check on the wounds when its calmer if only small).
Calling - call for medic over direct, then if no response use radio. Tell your medic your location, casualties location, situation (danger/cover) and how serious you think the casualties wounds are.
Move - If medic cannot get to the casualty you can move the casualty to the medic. The first responder should try take the casualty to the medic. If the first responder cannot move the casualty to a medic, try move the casualty to cover. ALWAYS MAKE SURE YOU ARE SAFE BEFORE MOVING, we don't want an extra casualty.
Support - When a team member requires medical attention this can take a big toll on fire power reducing by at least 2 (Casualty and medic) the whole team should try to make up for this by increasing fire and suppressing the enemy. Cover the medic and Casualty. Never be afraid to pull back and treat casualty somewhere safer. If nessecary the medic will ask to call in a medical EVAC. Stay conscious of target fixation. Keep yourself and your squad alive by staying smart, calm, concise and moving when you need to.
Treating a patient
This is a step by step guide, follow the steps from 1 to 6 in order unless stated otherwise.
Keeping the patient’s vitals stable is your first priority.
If advanced wounds are enabled make sure from time to time that they didn’t reopen.
Step 1: Is the patient responsive?
Yes: Ask him if he has wounds / he is in pain and act accordingly.
No: Go to step 2.
Step 2: Does the patient have a pulse?
Yes: Go to step 3.
No: If you are alone provide CPR, if you have someone else get him to do CPR while you treat the patient’s wounds. Skip to step 4 or 5 depending on the situation.
Step 3: Is the patient wounded?
Yes: Treat the wounds apply tourniquet to wounded limb and the treat the limb. Take off the tourniquet as soon as you have stabilized that limb.
No: Skip this step.
Step 4: Did the patient lose a lot of blood?
Yes: Use IVs to restore the volume of liquid in the blood stream of the patient.
No: Skip this step.
Step 5: Is the patient in pain?
Yes: and stable pulse: Give him morphine.
Yes: and unstable heart rate: Stabilize the heart rate before administrating morphine.
No: You’re done.
Step 6: is the patient awake now?
Yes: You’re done.
No: Stabilize his pulse / make sure he isn’t in pain or missing blood.
Bounding is a way for a squad who is under fire or in a hostile area to move to another location over terrain that may provide little to no cover.
A team of squad leader will start this manuver by telling the squad that they plan to bound in a given direction. The leader will give a point of reference on where they plan to bound to (compass bearing, natural feature or buildings). Once a destination has been establised each team will bound in sequence.
The first team (moving team) will run 50 to 100 meters in the given direction while the rest of the squad or the (cover team) provides supressing fire or overwatch. Members of the moving team will say bounding! just before they start moving.
Any unit that is not part of the moving team will be come esseintially the cover team. When the moving team stops, they will say covering! At this stage the teams will switch roles and the moving team becomes covering, and covering starts to move. Repeat this untill you reach your target.
Fire and Manoeuvre
Squad are set up into fire teams, heavy weapons and support assets will be in blue team while red team in mainly made up of infantry and grenadiers. The reason for this is that blue team is built to be a support team and should focus on using suppressive fire while red team closes and engages by either flanking (takes longer, more effective and safer for the flanking party) or a frontal assault (faster but much more dangerous).
When moving in hostile zones or when taking fire one team should always be tasked with returning effective fire, while another team manoeuvres to destroy the enemy.
When engaged by infantry, teams with auto-rifles or LMGs/MMGs should suppress return fire while rifle teams move to destroy. This is only a guide and certain situations may require different approaches.
Rule of thumb, the team more effective at suppression should do so while the team more effective at destruction should flank/assault.
The IA Drill (Immediate Action) upon coming under effective enemy fire (where you are, or will soon, take casualties) is Dash - forward, zig zagging. Down - self explanatory. Preferably into a position of hard cover Crawl - move yourself from the place where you took cover, so that you aren't going to pop up into the enemy’s sights Observe - find the b*stard Sights - set your sights to the correct engagement distance Fire - deliberate aimed shots
Getting out of a heli
This is the procedure of how to safely and efficiently get out of a helicopter.
Hold - Hold for PILOT (no one else) to say disembark/unload/get out/go go go. Don't go early, you may fall out of the heli before it touches down or pilot may not be ready.
Encompass - Provide 360° cover around the LZ/DZ doesn't matter what way you are facing but don't face the same way as someone else
Look - Search your sector for enemy's
Information- Wait for orders from squad or team leader and stay clear of Heli when it takes off
Loading into a heli
This technique will make it safer for us to load into a Heli and prevents us accidentally leaving someone behind.
Before loading into a chopper the squad will provide 360° cover to the LZ. The squad will load into the chopper so that there is always someone covering. This means that one team will move into the chopper at a time while the rest provide cover. The squad leader will always be the last man into the chopper. This means that he can check that everyone one has made it in. Once the leader is in he will call "last man" and only then will the pilot take off. No one else should call last man, unless the leader is not able to (incapacitated) then the next in command will call last man. The squad leader may call for all units to get into the chopper at once but this is rare and only under calm or special circumstances.
Where green team enters first while yellow covers, squad leader checks all are in before entering and confirming to pilot that all units are accounted for.
Clear a Building
As learnt im basic training
Radio protocol in a message/request
Think of it as polite conversation, mostly third tense and the use of callsigns instead of names. Make sure you confirm and acknowledge!
For the purpose of this guide you (the reader) will be Anvil and the callsign you are talking to is Havoc.
(Person you’re trying to reach callsign) this is (your callsign).
Initiation - "Havoc this is Anvil, come in, over".(Over means you expect a response).
Response - "This is Havoc go ahead Anvil, over"(this confirms for anvil that they are talking to the correct person).
State request/message - "Havoc can you inform if route Alpha 1 is clear of blockage, over" (Start with their Callsign like it was their name. Be clear, if not names for location or target, use grid or visual features common to the two of you).
Response - "Anvil, route Alpha 1 has two burnt out cars on the east side partially blocking the road, over"(Havoc will confirm they understood the message by stating "route Alpha 1, two burnt cars, partially blocking". essentially repeat the question in the answer).
Confirmation of response - "Copy that havoc, two wrecks, east side, partial blockage..."
Wait, in case you got it wrong.
Closing message - "Anvil Out"
Out means you do not expect a response. Whoever initiated the conversation (Anvil) says this.
Over and Out is conflicting does not exist. Ten 4 is something non military, dont use it (police maybe? - confirm anyone?)
Radio protocol for a firemission
Start as you would with a general request.
You can use "break" in between details or whenever you need to take a breather, for instance "Havoc, we have target break, enemy sniper team break, tree line at grid 024287..." and so on
Acknowledge and sitrep - "Havoc is ready for firemission, we are orbiting Chalkia, we have 2 hours fuel and 8 Hellfires, 32 HE rockets and 500 rounds of M230 over"(readyness, location, how long you can provide support, weapons)
Send firemission - "Havoc, we have target, enemy sniper team, tree line at grid 024287, no current visual, no designation, kill and destroy target, all friendlies located 1 click south oftarget tree line, confirm"(Target type, target location, designation y/n, effect required, friendlies location. confirm can be used instead of over and means Havoc will have to repeat all the info).
Confirmation - "Anvil, sniper team, tree line at grid 024287, no designation, kill target, all friendlies 1 click south of target tree line, engaging with cannon, over"(Havoc repeats all info + weapon they will use).
Clear hot - "Affirmative Havoc, Clear Hot" (Clear hot means Anvil is clearing Havoc to enage, you have to wait for clear hot before you can shoot, unless you are taking direct fire).
Engaging - "Copy Anvil, Havoc engaging"
Anvil waits for effect
Effect- "Havoc, good effect on target, Anvil Out" (Just give a representation of how the firemission went, direct hit, good effer or target missed, no/limited effect)
Military Call Signs
In wartime, monitoring an adversary's communications can be a valuable form of intelligence. Consistent call signs can aid in this monitoring, so in wartime, military units often employ tactical call signs and sometimes change them at regular intervals. In peacetime, some military stations will use fixed call signs in the international series.
We just use our callsigns such as Anvil, and then the diget-diget represents the channel that element is on. So if you are talking on channel 50.1 and your callsign is Anvil, your total callsign will be Anvil 5-1. The first digit is the x0.0 number and the second didget is the 00.x decimal.
The when saying a single letter in a call sign, it will usually be said using the phonetic alphabet as above.