Arma Pro Players Manual

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:

 

  • Total time till impact

  • Number of remaining shells

  • 5 seconds till impact warning

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:

  1. Spot hostile armor and get an approximate range (accurate range with a rangefinder)

  2. Range your launcher to the appropriate range increment

  3. 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

  4. Aim for hostile armor

  5. 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.



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

  • Patience

  • Thorough understanding of the medical system at play

  • Positional Awareness

  • Solid Communication

  • Fast Decision-making

 

 

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.

  1. Pulse

    1. If no pulse, ask a bystander to apply CPR as soon as possible while you work, once every half minute

      1. If no pulse and the body is a ragdoll with a dropped rifle, assign Deceased on the triage card. The patient is dead.

    2. If extreme pulse (below 20 or above 250), inject epinephrine or adenosine respectively.

  2. Blood Pressure

  3. Check for wounds

    1. If wounded, apply tourniquets to limbs

    2. Prioritise head and torso, then proceed as follows:

      1. If the body is severely broken (as if from a mortar or BMP barrage), use elastics and prepare for surgery.

        1. Call for help if you see too many injured body parts.

      2. If the wounds are manageable, apply the most efficient bandages as you remember them.

        1. Large wounds first, mediums have priority on head & torso

        2. If head and torso are reduced to small injuries or none, move on to the most severe limbs

      3. Once all major wounds are cared for, apply IV fluids based on the BP you took.

        1. BPs of 90/x call for 750 - 1000 ml, check again afterwards

        2. BPs of 80/x and lower call for more, but never more than 1500 ml at a time.

      4. Stabilise the patient entirely, then use your surgical kit.

  4. Recheck vitals after or just before surgery.

    1. Re-apply IV if blood pressure is still low, smaller steps of 250 - 500 ml at a time.

  5. Inject drugs as required.

    1. 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.

    2. 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.

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