Brothers
in Arms
Staff Manual

Written
By: Bolt/Imbalance/Cairo/Max/Payne/Capwookie/Yozer
Artwork
By: Mirchi
Copy Editor: Osiris/Bolt
Table
of Contents:
Section
I: Introduction to Brothers in Arms Staff Team
Section
II: Specialist Positions
Section
IIa: Engineer Training
Section
IIb: Explosive Ordnance Operator Training
Section
IIc: Artillery Crew Training
Section
IId: RadioTelephone Operator Training
Section
IIe: Sniper Training
Section
IIf: Scuba Training
Section
IIg: Anti-Tank Training
Section
IIh: Paradrop Training
Section
III: Pilot Positional Basics
Section
IIIa: Taking Off and Landing Procedures
Section
IIIb: Air-to-Air Battle
Section
IIIc: Air-to-Ground Battle
Section
IIId: Radio Communications
Section
IV: Tank Commander Position
Section
IVa: Understanding Crew Roles
Section
IVb: Radio Communications
Section
IVc: Tank Variety
Section
V: Medic Position
Section
Va: Your Kit
Section
Vb: Prioritization
Section
Vc: Stabilization
Section
VI: Mission Maker Position
Section
VIa: Mission Standards
Section
VIb: Mission Balancing
Section
VIc: Variety of Creation
Section
VId: The Do’s and Don’ts of Zeusing
Section
VII: Squad & Team Lead Position
Section
VIIa: Your Role
Section
VIIb: Formations
Section
VIIc: Discipline
Section
VIId: Senior Squad Leader
Section
I: Introduction to Brothers in Arms Staff Team
Collaborators:
Bolt
Brothers
in Arms, BIA, is an Arma 3 gaming community that was established
September 2019. Founded by Aris, BIA seeks to find the best of the
best in Arma 3 to recreate both realistic and nonfiction scenarios
for World War Two, Vietnam, and Modern Day operations. Staff are
funded as a reward for not only their loyalty to BIA but also their
actions to help grow the community and keep the battlefield a fun,
immersive experience. The following are how many tests are needed for
each position.
1
- Mission Maker
3
- Specialist
2
- Tank Commander
2
- Medic
2
- Pilot
1
- Squad & Team Lead
We
aim to make your time in BIA enjoyable. Please be kind and respectful
to others. Not everyone may be fluent in your native tongue as well
as comprehensive in certain slang. Take the time to get to know those
in the community as you grow to not only be a part of an Arma 3
family but the BIA community.
Section
II: Specialist Positions
Collaborators:
RockerFox
Section
IIa: Engineer Training
Role
Description
The
Engineer role concerns keeping vehicles repaired, reamred, and
refueled both in the field and back at base. Your primary role will
be to keep allied vehicles operational while also possibly repairing
damaged enemy vehicles for recapture.
Role
Requirements
-Patience
-Good
communication with others
-Task prioritization skills
Vehicle
Repair
As
an engineer you will carry a toolkit with you which is used to repair
vehicles in the field and at base. For repairing vehicles you can
choose to do a full repair which takes longer but repairs all modules
or by looking at specific parts of the vehicle you can repair
individual parts faster.
As an engineer you will need to
prioritize which vehicles need repair first. Generally vehicles which
have heavily damaged hulls get first repair priority, they are in the
most danger of being destroyed and once destroyed they cannot be
repaired further. Vehicles in the process of cooking off (smoking, on
fire) likely can’t be saved.
Next priority are vehicles
with heavily damaged critical modules. Guns, tracks, or engines which
have caused it to be unable to fight or move. These vehicles are not
in immediate danger of destruction but need to be brought back to
working order for mission success.
Last priority is vehicles
that have minor damage to modules that are causing minor problems but
not fully taking them out of the fight. Damage to vision devices,
minor damage to wheels and tracks, and minor damage to non-critical
devices. These will be last in line for repair as they can still move
and fight and are not in immediate danger of destruction.
Greater
priority may be given to mission critical vehicles (heavy tanks,
command vehicles, artillery, etc) depending on the mission.
Ammo Resupply
Combat
vehicles (especially in WW2 ops) will require ammo resupply during
the course of battle. Ammo resupply is done by moving an ammo truck
close to a vehicle, interacting with the ammo truck, and selecting
the right vehicle to resupply. Priority should be taken to resupply
the vehicle that is most vital to mission success (IE resupply the
heavy tank that is doing the brunt of the fighting).
Ammo
trucks will have a limited supply that will run out the more ammo you
give to other vehicles, you can check your total supply by
interacting with the truck. Ammo trucks are mission critical vehicles
that are also quite fragile so keeping them safe is important. Don’t
push your ammo truck too far forward, keep well away from any
frontline fighting. Also do not attempt to rearm a vehicle in combat,
rounds may miss and/or bounce and destroy the ammo truck.
Refueling
Like
rearming frontline vehicles will need to sometimes be refueled. A
vehicle must be stopped in order to be refueled and preferably the
engine turned off. With the ACE menu take the fuel nozzle from the
fuel truck, run with the nozzle to the vehicle that needs refueling
and place it on the vehicle. The fuel will start being filled. Once
the refueling has finished take the nozzle off the vehicle being
refueled, run back to the fuel truck with it and click “return
to fuel truck”. Just like the ammo truck it’s advised to
keep any fuel trucks out of frontline combat.
Section
IIb: Explosive Ordnance Operator Training
Main
Tools and Their Uses
Mine
Detector
The
mine detector is a tool used to help spot any explosives. Used by
putting it in your inventory and hitting [ or ] , it will bring up a
panel on the left or right side of your screen that shows a 15m
scanner. When approaching an explosive your mine detector will start
to beep. The beeps will get louder and become more frequent the
closer you get, you will also see red fuzzy dots start to appear on
the panel. After your spot a mine (default T) it will show the mine
as a much clearer image and you will broadcast its location to your
team as a red triangle (this may depend on mission settings).
Defusal
Kit
A
Defusal kit is used to defuse mines and explosives. By crawling up to
an explosive and bringing up your ACE interaction menu you can
interact to defuse an explosive. Note that this process must be done
with extreme care as most mines are very sensitive and can explode
with the slightest touch.
Remote
Firing Device
The
remote firing device is required to remotely detonate explosives via
the ACE menu, giving the EoD much more control vs setting timers.
With the ACE menu, you can choose to detonate one explosive or all
connected explosives. You can also choose a specific code to detonate
which is useful for demoing multiple pieces of equipment or setting
traps.
Finding
and Identifying Explosives
Finding
Mines and IEDS
Mines
and IEDs are explosives used to hinder movement over an area by not
only destroying vital vehicle assets and gravely injured troops but
slowing down the movement due to fear and distracting them from other
threats. They come in many shapes and sizes but are laid out on
flanks as well as likely routes of enemy advance.
Mines
can sometimes be laid out in large fields to completely block areas
of movement by sheer number, often in a mixture of anti-personnel and
anti-vehicle mines. Mines are also used in smaller numbers on
secondary routes to damage and surprise advancing hostiles as well as
give advance warning of their movement.
IEDs are similar to
mines but primirally larger and more deadly explosives where the
primary use is not to hinder movement but destroy equipment and cause
casualties as well as aid ambushes. They come in both urban varieties
(explosives covered by trash and debris) or dug in varieties
(partially buried explosives) that are sensitive to both infantry
touching them as well as nearby movement of vehicles. Note that IEDs
can also be remote detonated by a cellphone call and you should look
for nearby spotters.
Mines and IEDs can be hard to spot on
rough terrain such as hills, uneven fields, swamps, bushes, and
ditches. It's best to move slowly through tall grass and areas where
you can’t easily see the ground. Rely on your mine detector and
once you hear a beep slow down and move at a slower pace. Once you
get a general idea of where a mine is at use the spot key to find the
exact location of the mine. IEDs can be hard to spot in large bushes
but will stick out more from smooth terrain compared to smaller and
better buried AT and AP mines.
In urban areas mines and IEDs
will be hidden around corners of buildings, near trash piles, near
other vehicles, or on the side of the road where it’s harder to
find them. Smaller AP mines may be deployed in alleyways or entrances
to some buildings where larger mines and IEDs may be used in
intersections or places where vehicles must pass through a limited
area. Take note of any suspicious vehicles as they may be used to
hide IEDs and provide a secondary explosion for the IED. Corpses can
also be used to hide IEDs and mines.
Identifying
explosives
Standard
AP Mines are small circular devices that are activated by a pressure
plate and have a charge equivalent to a small grenade. They only go
off when directly stepped on so they can be easily avoided and
defused. AP mines are often deployed in large numbers to make up for
their small explosion radius but they can still be deadly to single
infantry and tightly packed troops in a small radius.
AP
Tripwire mines are grenade sized explosives attached to a stake stuck
in the ground and triggered when infantry or vehicles break the
tripwire. They are often used in doorways and past small
gates/archways with most of the mine hidden from view on the side of
the wall or door frame. You can only defuse a tripwire mine from one
side by directly looking at the explosive so you may need to choose a
different route if you can’t reach the explosive.
AP
Bounding Mines are one of the most dangerous AP mines that you will
run into. AP bounding mines proximity trigger in a 4m radius and
bounce up in the air, they then explode in roughly a 10m kill radius
and can still cause injuries in a 15m radius. AP bounding mines are
nearly impossible to defuse and it’s advised that you either
avoid the area or shoot the mine from afar to set it off.
Slam
mines are a multi-use explosive designed to be used against light
vehicles to disable and sometimes destroy them. Slam mines can be set
to trigger on a timer, remote detonated, used in bottom attach mode
to hit the bottom of a vehicle like a normal mine, or used in side
attack mode to knock out tires and damage vehicles. Slam mines will
not go off when infantry pass by making disarming them fairly safe.
Make sure any vehicles do not move too close to an active slam or it
may go off and damage the vehicle and nearby troops.
Anti-Tank
mines are large pressure plate triggered mines that are designed to
damage and destroy Tanks and APCs. While they won’t be
triggered by infantry any vehicles driving over them no matter the
size will set them off, often destroying smaller cars or apcs
entirely and at the very least immobilizing tanks by destroying the
track. Note that while they are not a direct threat to infantry if a
vehicle passes over a nearby AT mine any infantry will likely be
caught in the blast radius.
IEDs are improvised explosives made
out of artillery shells and smaller explosives. They are extremely
sensitive to both infantry and vehicles. IEDs have a huge explosion
radius, often being able to hit more than one vehicle in a single
blast if they are moving in a tight formation and/or wiping entire
squads that get too close. They are fairly easy to spot and generally
easy to defuse but it’s advised to move any non vital personnel
away from an IED to avoid accidental detonation. Note that IEDs have
a high likelihood of damaging or destroying nearby buildings if one
goes off.
Dealing
with explosives: Defuse, Avoid, or controlled Detonation
When
you find and identify explosives in the field it’s important to
note down several important factors when deciding on how to deal with
a given explosive situation. Many factors go into this decision both
regarding normal op considerations (time and danger to group) as well
as considerations related to specific ops (civilian wellbeing,
critical structures, and outside restrictions). Here is a general
list of what to consider when deciding what action to take.
1.
Number and type of explosives
2. Surrounding area and potential
for collateral damage
3. Is there a time restraint for the op?
4.
Is the path that explosives are on critical to current or future
travel?
5: Is part of the mission requirement clearing the
explosives?
When considering those 5 factors you can decide
what the best action for a given area is.
Defuse
The
most common action, you will most likely be defusing explosives in
most situations you come across. Defusal is the best choice when
dealing with low numbers of explosives in areas where collateral
damage is a concern and you are going to have multiple groups
traveling the same path. When defusing explosives it’s best to
keep your group far back when attempting to defuse and keep a medic
on hand. When defusing you will most likely be exposed to enemy fire
so make sure you have cover from your team even if they are moved
back. Once explosives are successfully defused, dispose of them with
a controlled detonation or store them in a safe place like a friendly
vehicle.
Avoid
Avoiding
is a less common solution but may be used in situations where there
is limited time, there are many explosives that are hard or
impossible to defuse. If defusal is not part of the objective or a
trapped route is not critical to mission progress, the dangerous
area is simply marked on the map with a large circle, square, or
whatever shape best fits the area, and orders are given to avoid the
zone.
This may be the prefered option instead of spending
time to defuse large areas where you may be under fire or where it
would take a large amount of time to defuse all the mines in a given
area in time limited situations.
Controlled
Detonation
Controlled
Det is the action of using explosives or firearms to deal with a
large number of Mines or IEDs in an area. Controlled det is best used
where time is limited, you need to clear explosives in a large area
whether it be on a critical path or part of mission requirements, and
when collateral damage is not a concern. Sometimes you will use your
own explosive to set off other explosives and clear a larger path,
other times you will set off explosives from range by firing with a
gun or vehicle main cannon.
This is a very messy way of
dealing with mines or IEDs and will cause damage to surrounding
buildings / areas if used in an urban setting. That’s why it’s
best used in an open field or other area with little to no
surrounding objects. This may be used in tandem with defusal of IEDs
to deny the enemy re-use of the explosives by setting them off in an
area far away from any critical structures or equipment.
Proper
Use of Explosives
On
top of the previous example ofs controlled det explosives may be used
to set traps, deal with hostile equipment, deny enemy use of disabled
assets, and clear obstacles or emplacements.
Setting
explosives is done with the ACE Self-Interaction Menu. Open up the
menu, go to explosives, select the explosive you want. You will be
holding the explosive and you will either have the option to drop an
explosive (put it on the ground) or attach (place it onto a vehicle).
Once on the ground or attached with the ACE interaction key you can
set the fuze to be a timer or remote. Note that different explosives
will have different options.
When
an explosive is set it’s important to take note of the blast
radius of your explosive and if used to destroy a vehicle taking care
with possible secondary explosions or flying debris. Make sure that
SLs and surrounding troops are aware of the explosives and move them
back behind cover. Before detonating, do a last check to clear any
nearby troops and give a clear countdown before firing the
explosives. Once the explosion is done and any secondary explosions
stop troops are free to move forward.
Section
IIc: Artillery Operator
Role
Descriptions
Your
role as an artillery crewman will be to provide precise long range
fire to forward operating teams using both fixed position mortars,
field guns, and self propelled artillery systems. You will work with
a forward observer who will give you grid coordinates and keypad
squares which you will bombard with heavy fire to deal with massed
infantry, entrenched positions, vehicles, and static defences.
Requirements:
-
Good
communication and listening skills
-
Exceptional
map reading skills
-
Extensive
experience with long range radio
-
Can
work well as a team with others
-
Understanding
of minimum and maximum ranges
Understanding
Grid Squares, Keypads, and Fire Requests
Grid
Squares
When
you open the map you will see that it is divided into squares.
Inorder to get accurate reporting you must scroll in until you get
three numbers on both the top and side of you map. When someone
requests fire they will first
give you the three numbers on the top or bottom of your map.
They
will then give you the next three numbers on the side of the map.
This will give you the grid square where your fire mission will take
place. The square will be to the right of the top number and above
the number on the side. See the below diagram for a clear diagram for
finding grid squares.
Keypads
Keypad
refers to the position of fire within the grid square. Imagine that
your grid square is cut into 9 different quadrants similar to your
numpad on your keyboard. The forward observer will often sub-divide
that keypad into a smaller keypad to give more precise coordinates.
As an example if they ask for 1 shell in Keypad 9 subpad 6 then you will put it in the top right square but in the middle right of that
square.
Shown
(right) is a general example of a keypad system on a grid with a
subpad providing higher precision. So if someone requested fire in
keypad 9 subpad 5 it would be in the top right of the grid square in
the center of that grid.
Fire
Request
Once
you have the grid and keypad you will receive what shell type they
want and how many. Note it is important to select the right shell
type that the observer requests as using the wrong shell type can
result in lack of effect on target or accidental effect on friendly
targets (See ammo types and their uses)
Actions
Taken after Firemission
As
an artillery crew it is your responsibility to provide the forward
observer with some important information and for you to get important
information to them. After firing you need to provide them with:
Once
shells land you need to ask for effect on the target. If the effect
is good on the target then you can ask for your next firemission
where you will repeat the above process for a new target.
If
a shell has a negative effect on target (miss or target not
destroyed) then you should ask for a readjustment on the target. The
forward observer will then give you a direction and a number of
meters you need to adjust as well as what shell type and how many
they want.
Whenever
you fire, repeat the above 3 steps including total time to impact,
number of remaining shells, and 5 second warning till impact.
Once
the target is destroyed or your weapon is out of rounds you can
either move onto the next target, inform your observer that you are
out of shells entirely, or tell them that you are in the process of
rearming. Note that if you are rearming to let them know that you are
going to be off station and an estimated amount of time till rearm.
Section
IId: RTO Basic Info
Role
Description
As
a Radio Transmission Officer (sometimes known as a JTAC, Forward
observer, Radio Man or Radio Telephone Operator) is tasked with
coordinating radio (short and long range) communication between
forward command, squads, and support forces such as Artillery and Air
Support. You will be coordinating calls for support, passing
information, and be the secondary line of communication from command
to the ground.
Role
Requirements
-
Clear
communication skills
-
Great
understanding of map reading in Arma (grid coordinates, keypad,
entry and exit direction)
-
Ability
to multitask under pressure
-
Able
to efficiently use both short range and long range radio
Short
and Long Range Radio
In
Arma the mods TFAR and ACRE simulate a radio environment and have
both shorter range radios (usually used for in squad and close range
communication in modern ops and in limited amounts in Vietnam and
WW2) and long range radios (used in all op types and in situations
where transmissions need to be made over far distances to contact command, get in contact with off station support like Aircraft or
Artillery, and communicate to forces separated by long
distances).
While there are several different forms of radio
in terms of style and set-up, radio sets will generally have the same
basic functions. Pressing Ctrl + p or Alt +p brings up the menu that
lets you configure what radio channel you are on. Clicking the com
code area lets you delete the current code (default backspace) and
enter your own code which can be confirmed by hitting the set channel
key. Pressing the speakers key lets you change which ear you hear
each radio channel from, this can be useful for organizing which
radio channel you hear information from. While some setups may or may
not clearly indicate the functions of a button, hovering over
function buttons will say specifically what they are intended to do.
You
can set a radio channel to an additional channel, this lets you
listen to and respond to a 2nd channel without needing to switch
channels on both short and long range channels. This allows you to
respond to up to 4 channels at once without needing to switch
anything. As an example you could have a SR channel for squad net, a
SR channel for contacting other squads and ground command, an LR
channel for support calls, and an LR channel for HQ command. Past
that you will need to switch channels manually, note that you can set
each channel and it will keep the related information.
Radio
Etiquette
An
RTO should be clear, concise, and deliver information without extra
unnecessary traffic. Though everyone has different standards a radio
call should be the following.
- State who is talking
-State
who you want to contact
-State why you are contacting them
For
example, a usual radio call would be “Rocker to Bolt, checking
in on your squad status”. Any information should be short and
accurate. Try to avoid general directions (such as just left, right,
down the road, etc) unless it’s accompanied by a landmark. A
call of “Tank to the south east of the blue house” would
be preferable to “Tank to the left”. Keep in mind that
people on the radio may not be looking in the same direction you are
so compass directions, landmarks, and map bearings are prefered.
Calling
in Support Fire
Supporting
forces such as Close Air Support and Artillery can often be called in
during a mission by the RTO. They will need information from you in
order to bring in effective fire that helps your team vs hurting
them. First they will need information on where the general area you
need support fire is. The best way to do this is give a grid square,
this can be obtained by getting the top number and the side number on
the map. The grid square will be to the right of the top number and
above the number on the side of the map. You can use keypads and
subpads to refine the grid square to be more accurate. You can also
put down a map marker to have an easier time readjusting fire.
You
will also need to tell your support what type of attack you would
like on a target, how many attacks, if the attack is danger close,
and if the attack is danger close. If you are coordinating an
aircraft support useful information will also be what direction they
should enter and exit from. In modern missions you might use a laser
designator to guide in either missiles, bombs, or artillery shells.
Smoke can also be used for visual indication to supporting forces.
Adjusting
Support Fire
After
a firemision is finished you can observe the effect on a target and
let any support forces know if it was effective (target destroyed),
partially effective (target heavily damaged), and ineffective (missed
or no damage on target). You can adjust fire based on where it lands
by giving distance and direction to adjust fire. Meters and compass
coordinates will be the prefered method of adjustment as landmarks
will often not be useful. Some support fire can be very inaccurate
such as long range artillery so it’s good to ask what the
spread is on a given support weapon.
After the target is
re-adjusted you can re-request fire support on the position you want
to hit. Additional smoke or use of a laser designator can refine your
support fire. Note that in missions support ammo is limited so you
may only have a limited amount you can call in before they need to
either rearm or until they cannot give support anymore.
When
the effect is good and a target is destroyed you are free to move
onto another target and give them a new set of information using new
coordinates or fire based off previous marks or coordinates.
Section
IIe: Sniper Training
Role
description
A
sniper’s role is to take long distance shots against critical
infantry targets. This may be in the the form of picking off vital
hostile squad members such as SLs, TLs, RTOs, and Medics, taking out
hostile sentries or counter sniping against hostile snipers.
Role
Requirements
-Keep
vision and ability to distinguish targets
-Understanding of sight
and wind adjustments
-Ability to read and understand terrain
features
-Can accurately adjust range quickly
Sniper
Equipment
Snipers
are equipped with long range scopes and high caliber rifles. These
rifles have smaller magazines and are not suited for shorter range
combat but can hit accurately at long distance and can pierce body
armor. To assist in longer range shots, snipers often equipped with
range cards, kestrel devices to show wind speed and sometimes solo
snipers have rangefinders.
Depending
on the environment (urban, woodland, grassland, desert) snipers may
have special camo patterns to help blend into their environment or
ghillie suits. Optics will sometimes have built in rangefinders for
more advanced equipment and some may have simple ranging segments to
get an approx distance based on the size of the unit in the scope.
Positioning
Generally
speaking a sniper works best from an elevated and concealed position
where they can get good sight lines on a wide area. Tall buildings
with plenty of windows, far off towers, hills with trees, rocks, and
natural cover, and far off elevated bunkers or fighting positions. A
sniper should prioritize good sight lines but avoid positions where
they are totally exposed to fire like flat rooftops with no raising
or open hills with nothing to cover behind.
On top of the
above advice if possible you should rebase after repeated spots.
Sitting in one spot gives spotters or counter snipers time to
triangulate your shots. Once hostile forces find your position they
can either return fire or call in support such as artillery or an
airstrike onto your position.
Setting
up to take the shot
To
snipe with the ACE settings you need to take a few important factors
into effect. Range, caliber of ammo, and wind. Range is the most
important factor, in order to get your shot close to your target you
need to know their approximate range whether it be from binos or a
scope. When you open your range card it will give you the value that
you need to set your scope to in order to hit at that range. Using
pgup and pgdown will adjust the scope value to give more accuracy.
Next you gotta adjust your windage. Wind will cause your
shots to veer off course so you gotta hold ctrl pgup or pgdwn to
adjust left or right depending on the strength of the wind as well as
the distance you are firing at (adjustment for wind speed and range
is also on the range card). Once you are properly adjusted for range
and wind speed you can take the shot. If you shot lands then you can
likely take a followup shot to make sure your target is dead. If your
shot misses then you may need to adjust.
Target
Priority
Being
a sniper you will have limited ammo so your goal is to make the
biggest impact on hostile forces and take on targets others cannot. A
major priority for snipers is support weapons (AT, MG, mounted
turrets) and other snipers that the rest of a squad can’t
easily handle.
When dealing with a hostile play squad from
range the target priority should be SLs and TLs (often spotted by
their long range radio backpacks), taking out command will greatly
disrupt the squad.
After that taking out the medic (sometimes
have medical symbols on the head, backpack, and vest) will vastly
hinder their ability to heal and revive their troops, even if other
troops have their equipment they may not be able to use it to the
fullest. Next any unit with a long range rifle or support weapon as
they have the best chance of spotting and suppressing you. Finally
any troops that are left should be picked off to prevent them from
re-grouping and reforming to take you on.
Section
IIf: Scuba Training
Role
Description
Scuba
involves operating in underwater environments with the help of
wetsuits, scuba gear, and sometimes underwater weaponry. You will be
operating in underwater conditions without radio contact in ofen in
low light conditions.
Role
Requirements
-Good
spatial awareness
-Able to keep track of others well
-Knowledge
of EOD
Underwater
Operating
In
an underwater environment you will be using special equipment like
diving goggles, a wetsuit, and respirator that allows you to see
better, swim faster, and not need to worry about running out of air.
While underwater you will be unable to use your radio so you will
need to rely on sight, hand signals, and pre-planning to make a
successful underwater excursion.
Underwater
Combat
Underwater
combat has low vision and very minimal cover. You must use special
assault rifles to fight underwater as most weapons will not work
properly. Injuries must be dealt with quickly as carrying and
dragging to land may not be an option.
Underwater
Demolition
Underwater
demolition involves placing explosives on vital sea targets (such as
boats) and destroying them without being noticed. The controls work
the same as when doing EoD but care needs to be taken so that
everyone involved knows the plan ahead of time as communication in
the water will not be possible.
Underwater
Infiltration
Underwater
infiltration involves swimming from offshore and emerging at either a
beach or port and attacking from an unexpected angle. Care must be
taken to avoid enemy sea patrols and only surface when necessary.
Infiltration is often done during the night so you must have great
awareness of your surroundings as well as having your navigational
skill on point.
Section
IIg: Anti-Tank Training
Role
Description
Anti
tank troops are expected to be able to spot enemy vehicles, assess
their threat, range the target, and effectively disable or destroy
hostile vehicles and armor. You will be using close range, long
range, unguided, and guided anti tank weaponry to great effect
Role
Requirements
-
Ability
to spot and identify an enemy vehicle and assess how dangerous it
would be to a group
-
Can
quickly estimate range and accurately put down fire on enemy
vehicles
-
Understanding
of sightlines, cover, and how to abuse the limited arcs of vehicle
fire
Infantry
vs Vehicles
Vehicles
have many battlefield advantages over the average infantryman. They
are faster, carry more equipment, offer enhanced protection, and
often carry heavier weapons that a normal infantry man can’t
match. In a standard fight a vehicle will win against a squad of
infantry. As a result Infantry must abuse the weaknesses of a vehicle
and employ flanking as well as ambush tactics to take on larger
targets.
Vehicle
Strong-Points
Where
some lighter skin vehicles have exposed driver or gunner positions or
ones that are only lightly protected from small arms fire, more
heavily armed vehicles like APCs, IFVs, or Tanks are almost
impervious to small arms fire and light explosives. They have
advanced protection including thick armored plates, smoke launchers
to block vision and reactive armored plates on modern vehicles to
protect against fire.
Anti-Tank
Launchers
While
other Anti tank weapons exist such as AT rifles and grenades the main
anti tank weapons you will be using are AT launchers. AT launchers
come in 4 basic forms, disposable unguided, reloadable unguided ,
guided, and lock-on launchers. Launchers are fairly heavy but can
penetrate lighter armored vehicles from the front very easily and
heavier ones from the side and rear. Launchers are best used from the
side or rear from behind cover.
Backblast
must be considered so you don’t damage yourself or allies.
The
process is as follows:
-
Spot
hostile armor and get an approximate range (accurate range with a
rangefinder)
-
Range
your launcher to the appropriate range increment
-
Make
sure your backblast is clear from both friendlies and any debris /
closed in walls. If the backblast comes in contact with the wall or
object it can cause damage
-
Aim
for hostile armor
-
Fire
and observe effect
Section
IIh: Paradrop Training
Role
Description
Paratroopers
are normal troops that are dropped via plane and land with the help
of a parachute. The main advantage of paratroopers is the ability to
avoid losses from aircraft being shot down when attempting to land
and to provide a much wider spread of targets for enemy AA defences
to focus on.
Role
Requirements
-
Great
map reading skills and ability to follow landmarks
-
Understanding
of height and timing
-
Good
listening skills for static line drops
-
Able
to work independently when separated from the larger group
General
Paradrop Advisories
When
preparing for a drop pay attention to your assigned jumpmaster, they
will be telling you when and where to safely jump. Once the
jumpmaster turns the light from red to green and tells you to drop,
be prepared to drop, whether it be via static line or halo methods.
Once you drop it’s good to take note of any terrain
features that you notice as they may be required for you to find
where the rest of your squad is. Make sure you are dropping in a
mostly clear area with no obstructions, any trees, telephone lines,
or tall buildings may catch your chute and cause severe injuries.
Once you land, find where you are relative to the meeting point and
move toward the landing spot.
Static
Line Drop
Static
line drops are done in WW2 ops and from dedicated paradrop planes. As
the name implies troops are dropped in a line from the plane across
an area. To static line drop troops are lined up and given numbers as
the load onto the plane. As the planes get close to the drop zone
troops stand up in the plane.
When
the jumpmaster calls your number, use the scroll wheel to go to the
door and select static line drop, your cute will open automatically
and you will not need a seperate backpack. This must be done quickly
or the line will be spread out and make it hard for later numbers to
regroup at the RV point.
High
Altitude Low Open Drop
HALO
drops involve jumping out of the plane as a large clumped group and
opening chutes at very low altitudes (100-150m). This requires the
use of the backpack on chest interaction (parachute on your back, one
for your equipment on your chest) so you don’t lose your gear
when you jump. It is also best to have an altimeter watch equipped so
you can keep track of your current altitude. When you have a backpack
on your chest you will move slowly so don’t equip the chute
till you are about to load into the plane. Double tap O to bring up
your altimeter watch. Once you are told to jump hit eject on your
scroll menu, order doesn't matter for halo drops.
For HALO
drops; the minimum altitude you want to open your chute is 100m and
the ideal range is approximately 150m. The idea is to open your chute
close to the ground to minimize exposure to ground fire and
visibility. Once you land you are free to swap your equipment pack
back to your back so you can move at normal speed.
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Section III: Pilot
Positional Basics
Collaborators:
Max
Section
IIIa: Joining Process
Becoming
a Pilot in BIA
In
order to become a pilot in BIA we need you to be able to fly and in
order to test this we have devised a test for all new pilots. The
test includes using rotary for modern missions, using fixed wing in
both Modern and in WW2 which will be explained in far greater detail.
How
to Join
When
wanting to become a pilot you Should look to private messages either
Andrew Cooper or Max Kahid on the BIA discord. Once you have messaged
either of us we will hand you a google form for you to fill out so
that we can ask a uniform number of questions to everyone who
applies. If accepted we will message you with further details about
the testing/ entry phase into BIA.
Testing
/ Entry Phase
After
you have been accepted you will be messaged about whether you feel
comfortable to perform a test right away on an agreed available day.
Or we can give you up to a week for you to practice and sharpen
skills. It is recommended you use this week in order to test yourself
and make sure you don’t mess anything up.
When
it comes around to the day of the test we will proceed with a one on
one test covering all aspects of flight that we need in BIA. Ranging
from using hummingbirds to apaches and chinooks As well as A-10’s
to f-18’s to c-130’s. The test is expected to take
between 1 - 2 hours but depending on any issues could progress to
take longer. If the trainer doesn’t think you have the right
skills or you have failed a few too many sections within the test we
will end the test earlier.
After
Passing
If
you passed your test you will be put on a probationary period. This
probationary period will lock you into only flying helicopters for
Modern and Vietnam era missions. This is so we can see how you pilot
under more significant pressure as well as to see how you are in
these aircraft in more unpredictable situations. If we see any issues
we will sort them out by training and eventually getting better. This
doesn’t include WW2 since we obviously don’t have
helicopters. But it will be similar in that we will watch how you
play and do training to help sharpen your knowledge.
When we think
you are ready and good enough you will become a normal Pilot within
BIA and be allowed to choose whatever slot you want. Most of the
slots are first come first served when it comes to pilots depending
on the mission and the vehicle needing to be flown.
Section
IIIb: Composition of the Test
Test
Requirements
In
order to become a pilot and pass your test in BIA there are certain
skills which are required to become one of us:
General:
-
Be
able to identify enemy units using Camera pods on jets and the
gunner/pilot seat in armed and unarmed helicopters. So to stop the
possibility of team killing.
-
You
should be able to speak clearly and with brevity over long range
communications between pilots. This will become useful if you are
required to be on a command net.
-
You
should be able to coordinate using landmarks and grid references to
determine your position or the position of an enemy target.
Helicopters:
-
You
should be able to successfully fly all types of helicopter ranging
from chinook to little bird. Included in this you should be able to
fly at low altitude and land fast.
-
You
should be able to use different types of weapon systems on
helicopters e.g Pawnee and apache. This will include using rockets,
ATGM’s, Miniguns/cannons and Bombs from a helicopter.
-
You
should be able to effectively use the Gunner seat on helicopters e.g
Apache. Including the usage of cannons, ATGM etc.
-
You
should be able to use the lift function of heavy lift Helicopters to
transport vehicles or cargo.
-
You
should try to be able to land a Helicopter which has lost power to
its engine (Auto rotating)
-
You
should be able to take off and land in a helicopter which has had
its Back rotor damaged or destroyed.
Planes:
-
You
should be able to take off, perform maneuvers in and land all types
of Planes ranging from A-10c to F-18 to C-130.
-
You
should be able to attempt formation flight with another aircraft.
(Arma is buggy and we can accept that distances between aircraft has
to be larger than usual.)
-
You
should be able to Use different types of weapon systems to destroy
ground targets. E.g Mavericks, LGB, Rockets, Unguided bombs and
cannon.
-
You
Should be able to use different types of air to air missiles to
destroy enemy aircraft. E.g Aim-120, Aim-9 etc.
-
You
should be able to use the radar to both ground and air targets.
-
You
should be able to evade incoming missiles from an enemy SAM site or
aircraft.
WW2
Planes:
-
You
Should be able to take off and perform maneuvers in and land most
types of plane from the WW2 preset. E.G P-51, Fw-190, Ju-87, C47.
-
You
should be able to attempt formation flight with another aircraft
-
You
should be able to use different weapon systems to destroy ground
targets. E.g Rockets, Unguided bombs, Cannons
-
You
should be able to engage in an air to air dogfight with an enemy
plane and use your cannons or machine guns to take out the enemy.
-
You
should be able to lead your shots with MG's/ cannons in order to
destroy enemy aircraft or moving vehicles. This also includes making
your bomb drops accurate.
-
You
should be able to perform dive bombing in order to be most accurate
when bombing a position.
-
Be
able to paradrop soldiers over an area as well as cargo if needed.
Disclaimer:
This will almost all be tested in the training, The exact test and in
which order we do things will not be put out so we can try to make
the experience different and more fair for everyone.
Section
IIIc: Roles
Helicopters
Helicopters
can vary over a wide range of different purposes and different
variations across each nation.
Attack
helicopters are an example of this, depending on coalition they vary
greatly. For example the difference between an AH-64d Apache and an
Mi-24 Hind.
Transport
Helicopters can also change greatly from the use of smaller, lighter
and faster transport helicopters to far heavier slower and higher
capacity Helicopters. Tactics can change greatly and technique will
also change massively.
Heavy
Lift Helicopters, Although usually defined through designs such as
the CH-47 Chinook or CH-53 Super Stallion which are similar to
Eastern designs such as the Mi-6 or the in game Mi-290 Taru. These
specialise in either loading vehicles or cargo directly inside of the
Helicopter or by sling loading it.
WW2
Propellor Planes:
Fighter
planes: In game most WW2 fighter planes are very similar, although
with a few key differences depending on the mods and faction. However
when compared to piloting jets there is what can seem like a higher
learning curve. Needing to know how to aim in front and accurately
hit a target in a dogfight as well as maneuvering in a low speed
dogfight, There are also large differences with bombing technique due
to decreased speed and increased maneuverability.
Dive
Bombers/Attack Aircraft:
Jet
Pilot:
Jet
aircraft are the most versatile machines you will come across in BIA.
Being able to precisely destroy targets with great effect and be
unharmed. Although being inside of a jet comes with great power it
also comes with great responsibility. Knowing the types of
bombs/missiles/rockets to use is important as it could be the
difference between an enemy target along with friendlies and the
ability to only destroy the target. The many different types of jets
in arma 3 come with many different advantages and disadvantages which
is always important when entering combat. From flying A-10’s to
flying f-18’s.
The
different eras of a mission can also greatly affect the strategy and
the effectiveness of jet aircraft, from Vietnam to modern day. Having
the skills to switch between them with grace and ease is important.
Section IV: Tank Commander
Position
Collaborators:
Cairo, Imbalance
Section
IVa: Understanding Crew Roles
Driver:
The
driver of the tank is the most pivotal position in the tank. The
driver should be the first to receive medical attention because if he
goes unconscious your tank is now a less-protected bunker. The driver
should never do medical until his tank is in a safe position. Drivers
should be able to efficiently maneuver tanks and are the
second-in-command should the commander die.
Gunner:
The
Gunner of the tank is the one who has the automatic right to use the
tanks main armament, so don’t take control unless he is dead or
unconscious. The gunner should be last to receive medical attention
because it is not as important to be mobile and responsive than
mobile and isolated. The gunner is restricted to a small gunsight so
it is very helpful for overall tank efficiency to call targets for
him. Gunners should be able to accurately land shots and know tanks’
shell types and weak points. The gunner will do medical if a
Commander goes down so that the tank can maintain mobility. The
gunner answers directly to the Commander or Driver but can give
orders in a gunfight to make better use of his weapon.
Commander:
The
tank commander is the most important position for tank effectiveness.
A tank without a commander is like a heavily armoured chicken without
a head. Keep this in mind and don’t turn out unnecessarily. The
Commander is first in command and will be the tank’s main way
of communication with other tanks and command. The Commander should
be second to receive medical attention because he needs to be able to
tell the other tanks that he must pull back and receive repairs. The
Commander will be the main medic of the tank in any situation. The
Commander will also be the one to switch into the position of any
dead crew member, prioritizing the driver's seat. A commander should
be able to effectively use long range radio to communicate with
friendly tanks and command. The Commander should also know accurate
target-calling, rangefinding, and navigation.
Section
IVb: Radio Communication
Short
Range Radio:
All
crew within a tank should be on the same radio frequency separate
from any other tank’s frequency. The Commander should also have
an additional radio channel with other tank commanders with the same
company (Alpha, Bravo, etc.). It is helpful for the driver to also be
on the alternate channel but it is not required.
note,
these are only to be used when applicable. There is no need to have a
crew-wide SR frequency if they don’t have radios.
Long
Range Radio:
Tank
Commanders should be on an inter-communication frequency with the
other tank groups (i.e. Panzer IVs and Tigers) so that they can
better cooperate and avoid friendly fire incidents. They should also
be on an alternate channel with Top Command that they can switch to
when necessary.
**note,
these are only to be used when applicable. If there aren’t
enough tanks to create separate companies there is no need to have a
frequency for inter-company communication.
Section
IVc: Tank Variety
Scout
Tanks/Armoured Cars:
Scout
tanks are very lightly armoured tanks such as the greyhound or
Italian tankettes that are entirely based on mobility to be
effective. These tanks have little to no protection and are mainly
used for scouting and rarely anti-personnel capabilities.
Light
Tanks:
Light
tanks are smaller and faster than medium tanks that base their
survivability on speed and have unreliable armour. These tanks have
small armaments that are not useful for anti-tank use but are
effective in anti-personnel warfare. These tanks are mainly used for
infantry support but can also be used for speedy breakthroughs thanks
to their high speed and passable armour.
Medium
Tanks:
Medium
tanks make up the backbone of any tank corps. These tanks offer a
compromise of mobility, armour, and offensive capabilities. These
tanks have standard armour and weapons that make them ideal for
anti-tank and anti-infantry use thanks to their overall low cost and
battle-effectiveness.
Heavy
Tanks
Heavy
tanks are the main armour of a tank corps. These tanks feature heavy,
highly-effective armour and the cost of speed. These tanks often have
standard weapons (like in the case of the Easy-8), but may also be
armed with heavier weapons to better engage hostile armour (like the
IS/JS series). These tanks are mainly used for breakthrough thanks to
their thick frontal armour that makes them a serious threat unless
you have exceptional AT capability.
Tank
Destroyers:
Tank
Destroyers, also called SPGs, feature exceptional main armaments
usually at the cost of either mobility or armour. These tanks are
typically used according to their, they destroy tanks. They are
usually used to set traps for enemy tanks because they can easily
tank out hostile armour but, unlike a static AT cannon, can be moved
without the use of additional equipment.
Main
Battle Tanks:
Main
Battle Tanks, MBTs, are modern tanks that, thanks to major
advancements in armour, weapons, and technology, combine exceptional
mobility, protection, and damage. These tanks are the main weapon of
modern armoured regiments, replacing the varied tank variants een in
WWII. These tanks are used for almost all roles, including long-range
engagements, urban war fear, anti-armour fighting, or infantry
support. These tanks feature state of the art capabilities for their
crew such as thermals, smoke launchers, fire control systems,
ventilation, explosive reactive armour, and more.
IFVs:
IFVs
(Infantry Fighting Vehicles) are armoured and armoured troop
transports that can also be used for infantry support and in some
cases anti-tank or even anti-air use. These vehicles have
smaller-caliber main armaments but are equipped with additional
weapons such as TOW ATGMS or Stinger missiles. They can also
transport soldiers as well with relative ease while maintaining
combat effectiveness.
Section V: Medic Position
Collaborators:
Capwookie, Yozer
Role Description
A
medic’s focus is the protection and healing of their fellow
soldiers. An active combatant often serving as the SL’s
bodyguard and watching the rear in formations, they have a priority
of self-preservation so they may use their life-saving supplies when
needed. They are expected to take charge of the triage process upon
enemy contact; bandaging wounds, restoring vitals, and prioritizing
who to heal first. In all cases medical they have the final say;
ensuring security on patients, tasking a soldier to help CPR, and
keeping the survival of their patients as top priority.
Role
Requirements
Va:
System Summary
To
be a medic you must understand the medical system through and
through, this section will describe the basics of the new medical.
Further details can be found in the medical
manual.
Vitals
There
are two types of vital signs to understand.
-Heart rate,
HR:
An indicator of life, the main vital to diagnose by.
Affected by
drugs and increased by pain. If HR is zero, it means cardiac arrest
or death.
High: >120
Normal: ~80
Low: <45
-Blood
pressure, BP:
A measurement of the fluids inside a patient powered by the current
HR. Blood loss lowers patient fluids, lowering BP. Used to generally
understand the level of fluids left inside a patient, not as
important as HR.
High: above 150/90
Normal: around 120/80
Low: below 90/60
Pronounced: "120
over 80" - Systolic is the number on the left, Diastolic on the
right.
Cardiac
Arrest
Cardiac
Arrest (CA) is the state at which the heart has stopped after the
patient has received fatal damage from either direct damage (shot in
the face) or from vitals going into dangerous numbers as follows:
Low
heart rate (HR below 20)
High heart rate (HR above 200)
Systolic BP is above 260 (260+/x)
HR above 190, BP x/190+
HR above 150, BP 150+/x
Cardiac
Arrest has a timer attached for how long a patient can last until
death. Current BIA standard is a 5 minute timer, with no fatal
injuries possible. Meaning the only way a patient can die is if this
5 minute timer runs up, or they lose a fatal amount of blood ( >
3L).
CPR
is the fix to CA, applying it has the chance to restore a weak heart
rate to the patient and ending the timer. During CPR application the
timer is slowed by half.
Wound
Types
There
are 9 types of injury as follows. Knowing how to prioritise what to
bandage first is key to reducing blood loss and subsequent fatal
vitals. Based on what was used to bandage them, these wounds all have
the chance to re-open
and continue bleeding.
-Abrasion:
A scrape. Slow bleeding, though large ones cause a moderate amount of
pain, these are low
priority.
-Avulsion: Tissue forcefully torn away from where it belongs.
The most severe type of wound with extreme pain and the highest rate
of bleeding -- very
high priority.
-Contusion: A bruise. You cannot fix these with bandages, but
they also don't lead to blood loss. They might cause some minor pain
and aim shake if on arms.
-Crush: About as descriptive as it
gets, this is tissue that's been crushed under heavy weights. Some
bleeding and light pain, low
to medium
priority.
-Cut: Occurs from shrapnel or other sharp objects
cutting skin and muscle. Light pain, light to medium blood loss
depending on size.
Low
to medium
priority.
-Laceration: Another sort of tear that separates
tissue without shearing it off and away. Light pain, slow to medium
blood loss. Low
priority.
-Puncture:
Caused by shrapnel or long and thin, slow-moving sharp objects. Light
pain, slow bleeding. Low
priority.
-Velocity:
Deep penetrating wounds often caused by bullets. Extreme pain, medium
to fast bleeding. High
priority.
-Fracture:
Caused by direct damage to a limb, fracturing the bone inside with a
sickening crunch. Causes severe pain and a limp/shaky aim. medium
priority
(when stable)
Section
Va: Your Kit
Wound
Dressing:
-Field
Dressing: Good Efficiency across the board, Average Reopening Chance.
-Packing
Bandage: Identical Efficiency to Field Dressing, Higher Reponing
Chance, Longer “Delay” before Reopening can occur.
-Elastic
Bandage: Best Efficiency, Highest Reopening Chance.
-QuikClot:
Lowest Efficiency, Lowest Reopening Chance.
-Splint:
Heals bone fractures. A generally low priority.
-Tourniquet:
Applied to a patient’s limb, it slows the bleeding from any
wounds. A fast application of 4 seconds can avert unnecessary blood
loss. Often applied on heavily wounded limbs before focusing on
head/chest.
Drugs:
-Morphine:
Drastically
lowers a patient's pain. Reduces their HR by 20~ Stays in the system
for 20+ minutes. Lowers fluid viscosity, lowering overall BP.
-Epinephrine:
Increases
the patient’s HR based on current HR. Stays in the system for 2
minutes.
Low
- Increase by 15~
Normal
- Increase by 35~
High
- Increase by 30~
-Adenosine:
Decreases
the patient’s HR by 20~ Stays in the system for 2 minutes.
Useful
for countering extreme pain spiking HR to dangerous levels.
Fluids:
-Blood,
Plasma, Saline:
Fluid
IV’s refill a patient’s fluid volume after blood loss.
Countering blood loss is important for keeping a patient’s
vitals in order, more fluid volume means higher BP.
All
types of IV bags are functionally the same. Doses vary from 250ml,
500ml, and 1000ml bags.
The
messages below directly describe the numbers of the patient’s
condition, apply doses as needed. It’s worth noting that
suffering <3.0L of blood means instant death for a patient no
matter their state.
Advanced
Treatment:
-Personal
Aid Kit:
A
PAK acts essentially as a ‘full heal’. When applied it
brings the patient back to starting vitals, fully resetting any
wounds and former bloodloss.
Patient
must be stable, and to use a PAK the medic must be near a medical
vehicle or facility.
This
is the only way to remove bruises from a patient.
-Surgical
Kit:
Close
all wounds on a body permanently, provided the patient is stabilised
and has no bleeding wounds. Application takes time based on the
number of wounds, specifically # of wounds * 5 sec.
Section
Vb: Prioritization
Casualty states
are assigned based on trauma level - there are a number of different,
but overall similar routines from all over the world. For this
purpose we're using the UK triage system for short-hand, while ACE
uses the US military equivalent. Let us agree on using the Priority
(Px) short-hand, seen below, as convention for talking about it.
-
P1:
severe injuries, likely already unconscious with blood loss and open
wounds requiring immediate attention where any delay can prove fatal
(ACE triage card equivalent: Immediate)
-
P2:
severe injuries, but stabilised to the point of no longer requiring
unsplit attention, though should be kept in mind for later (ACE
triage card equivalent: Delayed)
-
P3:
light injuries that only just require the attention of a medic after
P1s and P2s are dealt with; patients can still walk and be useful if
necessary (ACE triage card equivalent: Minimal)
-
Deceased:
patients beyond help, effectively or actually dead (ACE triage card:
Deceased)
Section
Vc: Stabilization
Arriving at the
scene means finding the casualty as quickly as possible, opening the
medical menu and taking vitals in one swift motion.
-
Pulse
-
If no pulse,
ask a bystander to apply CPR as soon as possible while you work,
once every half minute
-
If no pulse
and the body is a ragdoll with a dropped rifle, assign Deceased on
the triage card. The patient is dead.
-
If extreme
pulse (below 20 or above 250), inject epinephrine or adenosine
respectively.
-
Blood Pressure
-
Check for
wounds
-
If wounded,
apply tourniquets to limbs
-
Prioritise
head and torso, then proceed as follows:
-
If the body
is severely broken (as if from a mortar or BMP barrage), use
elastics and prepare for surgery.
-
Call for
help if you see too many injured body parts.
-
If the wounds
are manageable, apply the most efficient bandages as you remember
them.
-
Large wounds
first, mediums have priority on head & torso
-
If head and
torso are reduced to small injuries or none, move on to the most
severe limbs
-
Once all
major wounds are cared for, apply IV fluids based on the BP you
took.
-
BPs of 90/x
call for 750 - 1000 ml, check again afterwards
-
BPs of 80/x
and lower call for more, but never more than 1500 ml at a time.
-
Stabilise the
patient entirely, then use your surgical kit.
-
Recheck vitals
after or just before surgery.
-
Re-apply IV if
blood pressure is still low, smaller steps of 250 - 500 ml at a
time.
-
Inject drugs as
required.
-
Pain can cause
unconsciousness. If vitals are otherwise nominal, use morphine to
wake up. Pai now increases heart rate and generally vitals move
around a lot more.
-
Low HR leads
to unconsciousness. If BP and pain are nominal, apply epinephrine
to wake up.
The vitals will
not return back to normal after someone’s been fully stabilised
and healed up.
For a more
comprehensive guide, refer to the medical manual.
Section VI: Mission Maker
Position
Collaborators:
Bolt
Section
VIa: Mission Standards
Brothers
and Arms mission creators must follow a certain set of rules and
guidelines throughout the mission creation process in order for their
missions to be accepted and played by the community. Most importantly
the mission creator should know that the community goal is to create
a mission repository of replayable operations that share a level of
quality. Therefore missions which are dependent upon a Zeus role or
real time manipulations are generally not eligible for compensation.
The primary creation of Zeus dependent missions is not encouraged by
the community although said missions will occasionally be featured
and played.
Any creator that
actively decides upon utilizing the Zeus format should be aware of
the following rules that apply to this format:
Certain in-game
equipment related decisions should also be taken into consideration
during the mission creation process:
Each mission
should accommodate for the specialists, medics, tank commanders,
pilots, etc positions. Please include 4 of each position while having
a minimum of 54 slots. Keep slots to even numbers.
Section
VIb: Mission Balancing
Keep
in mind when balancing a mission that the Brothers In Arms community
is growing and adaptable. Some missions can see over fifty members
joining thus making smaller scale battles simply too quick and not
enjoyable for some. However, an extreme situation could occur through
the unbalance of vehicle assets dwindling down the respawn lives. Try
to have in mind how you can balance the mission during certain
sections of your mission narrative. If the squads are unified there
will be grander scale invasions compared to splitting the squads up
into different objectives for isolated combat scenarios. Player
Versus Player, PVP, scenarios are much different when it comes to
balancing. Keep this in mind when creating PVP scenarios for certain
weapons, ammo, and armor can be a factor in one side dominating the
other. There must be balance especially in PVP scenarios.
Section
VIc: Variety of Creation
Mission
making is meant to be a fun and creative spin on the Arma 3
experience. Users will be able to create scenarios both historical
and fictitious thus allowing for a range of different outcomes of a
mission. This part of the manual is used to inspire our mission
makers to be able to have a clear thought on how they want a scenario
to go down. Make sure your missions are able to be played with little
to no additional need of a Zeus. Brothers In Arms is wanting missions
that can be used for a catalogue to be replayed and enjoyed more than
once.
Section
VId: The Do’s and Don’ts of Zeusing
There
are the occasional moments when a Zeus may be needed to fix a broken
module, common Arma 3 error, or other technical problems. Zeuses are
not to abuse their power by shifting the balance of a premade
mission, control AI to slaughter players, and any other malicious
intent to disrupt the flow of a scenario. Zeuses should be used
sparingly with the knowledge of the head admin.
Section
VII: Squad & Team Lead Position
Collaborators:
Payne
This
Section of the Staff Manual will cover all aspects of Leadership for
Team Leaders and Squad Leaders alike, note that TLs/SLs are expected
to know subjects such as Formations, Land Navigation and Radio
Communication hence why this will not be covered within said
manual.
If you have any questions or concerns regarding the
Leadership Branch, contact the Senior Squad Leader (Payne) as to
follow the Chain of Command.
Section
VIIa: Your Role
Once
you’ve attended a few operations, you have probably noticed
that our Chain of Command and Leadership responsibilities are not
conventional. This section will cover both the Squad Leader and the
Team Leaders position and responsibilities in and out of the
field.
The Squad Leader is the heart of our Leadership Branch,
making sure that not only his Squad but the operation as a whole runs
smoothly.
The
Squad Leader maintains steady communications between sister Squads
and the Platoon Commander whilst also having to oversee his whole
Squad along with his Team Leader. Outside of the game, the Squad
Leader interacts with new players and attempts to establish a
positive relationship with new individuals because it encourages them
to attend operations. It is also essential for the Squad Leader to
establish positive relations with Team Leaders in order to further
positive cooperation.
The
Team Leader’s responsibilities vary drastically depending on
the Squad Leader he falls under, some Squad Leaders may not utilize
their Team Leader at all, whilst others depend on them entirely to
focus on other duties such as Communications or organization on a
tactical level where the Commander may not have the ability to.
The
Team Leader’s responsibility is to execute given orders by the
Squad Leader and to enforce Discipline within said Squad (View
Section VIIc).
The
additional responsibilities of Team Leaders may vary on individual
levels.
Section
VIIb: Formations
Formations
should be kept at a basic level since Military knowledge varies
greatly between the members of BIA. The most common Formations should
be the Column, Wedge, Line and Staggered Column. Additional
Formations such as Echelons are not to be used.
Section
VIIc: Discipline
Discipline
is one of the most essential topics that Squad Leaders and Team
Leaders will be assessed on, a Squad without sufficient Discipline
could be combat ineffective and result in other sections of the
Operation faltering. We place tremendous trust in our Leadership
Elements to keep Discipline at a high and steady level,
With this
trust comes the power to have individuals removed from the game if
they cause issues.
If
you (TL/SL) experience issues with an individual in-game, forward
that message to the Senior Squad Leader, if he is unavailable,
contact the Senior Commander.
Individuals who are reported by
Leadership may face Termination from BIA.
Section
VIId: Senior Squad Leader
The
Senior Squad Leader (SSL) is responsible for all Team Leaders and
Squad Leaders within the Community. His job is to manage personnel,
take in questions, concerns, and suggestions regarding the Leadership
Branch.
Following
the Chain of Command and reporting to your SSL is highly advisable
since it lessens the work of the Senior Commander.