Standard Qualification 2: Difference between revisions

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'''Standard Qualification 2''' (SQ-2) is a [[Certifications|certification]] that builds upon [[Standard Qualification 1]] to provide further information that full members are expected to know.
'''Standard Qualification 2''' (SQ-2) is a [[Certifications|certification]] that builds upon [[Standard Qualification 1]] to provide further information that full and regular members are expected to know as a baseline. It is part of a series of 2 certifications which are part of advancement in the Arma unit.


{{Infobox cert
{{Infobox cert
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* Fleff
* Fleff
| desc = Slightly more advanced information that the Endurance Coalition requires for more consistent play. Required to progress to a full member.
| desc = Slightly more advanced information that the Endurance Coalition requires for more consistent play. Required to progress to a full member.
| source = https://google.com
}}
}}


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=== Arsenal use ===
=== Arsenal use ===
While many operations have kits pre-made, sometimes the intent is for you to create your own kit.[[File:SQ2-arsenal-ui-1.PNG|thumb|500x500px|A visual depiction of a portion of the arsenal UI.]]Kits are built using an in-game tool known as the "arsenal". The arsenal provides an interface to change your clothing, firearms, ammunition, equipment, and attachments. Interacting with the arsenal is done by ACE interacting<ref>For vanilla arsenals, you'd use the scroll wheel.</ref> ({{Key press|LCtrl|Win}}) on the container acting as the arsenal. You will then see your avatar from the 3rd person and a UI appear.
While many operations have kits pre-made, sometimes the intent is for you to create your own kit.[[File:SQ2-arsenal-ui-1.PNG|thumb|500x500px|A visual depiction of the arsenal UI.]]Kits are built using an in-game tool known as the "arsenal". It provides an interface to change your clothing, firearms, ammunition, equipment, and attachments. Interacting with the arsenal is done by using ACE interact<ref>For vanilla arsenals, you'd use the scroll wheel.</ref> ({{Key press|LCtrl|Win}}) on the relevant container. A new UI will appear with your view switching to 3rd person.


On the left you'll see a list of firearm types, the clothing available, and then uncategorized equipment (e.g night-vision, map, compass). On the right you will see the ''attachments and ammunition'' for the firearms, and ''what can be inserted into the various clothing types''. So, for example, if you want to add a grenade to your vest, you'd select your vest on the left and then select the amount of grenades you want from the right.
On the left you'll see a list of firearm types, clothing, backpacks, and other special equipment (e.g night-vision, map, compass). On the right you will see the ''attachments and ammunition'' for the firearms, and ''what can be inserted into the various clothing''. For example, if you want to add a grenade to your vest, you'd select your vest on the left, then select the amount of grenades you want from the right.


At the very bottom of the UI on the left, you will see a weight indicator.
At the very bottom-left of the UI, you will see a weight indicator:
[[File:SQ2-arsenal-ui-weight.webp|none|thumb|The ACE arsenal total weight indicator.]]
[[File:SQ2-arsenal-ui-weight.webp|none|thumb|The ACE arsenal total weight indicator.]]
This is your ''total'' weight. On the very bottom of the right, when adding items to your clothing, you will see a white bar.
This is your ''total'' ''weight''. On the very bottom-right, when adding items to your clothing or backpack, you will see a white bar:
[[File:SQ2-arsenal-ui-weightbar.webp|none|thumb|The ACE arsenal weight bar.]]
[[File:SQ2-arsenal-ui-weightbar.webp|none|thumb|The ACE arsenal weight bar.]]
This is a visual representation of how full the clothing item you are inserting items into (e.g uniform, vest, backpack) is. This bar will increase or decrease when items are added or removed.
This is a visual representation of how full the clothing item/backpack is.


When you have selected a firearm on the left, you will notice a small popup near the top left of the UI.
When you select a firearm on the left, you will notice a small popup at the top left of the UI.
[[File:SQ2-arsenal-wep-pages.png|none|thumb|364x364px|The ACE arsenal weapon information pages.]]
[[File:SQ2-arsenal-wep-pages.png|none|thumb|364x364px|The ACE arsenal weapon information pages.]]
This lists the specifications of the firearm in question.
This lists the specifications of the firearm in question.


=== Kits ===
=== Kits ===
{{Note|Your kit should never possess a GPS device without the explicit approval of leadership in some manner.|type=error}}
{{Note|type=reminder|The tables below are collapsed by default to save space. Click <code>Expand</code> to reveal them.}}
 
The bare minimum necessities you need in 99% of cases are the following.
For the absolute basics {{Emdash}} the bare minimum necessities you need in 99% of cases {{Emdash}} you should be taking the following.
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
!Item
!Item
Line 44: Line 43:
|Magazines
|Magazines
|-
|-
|Magazine for Auto-riflemen
|Magazine for Auto-rifleman
|(Team Dependent)
|(Team Dependent)
|Magazines
|Magazines
Line 124: Line 123:
|(Left UI)
|(Left UI)
|}
|}
Operation leaders always trump the kits in this section, so if deviating from the above is intentional, that's okay. However, if it is not clearly intentional, and your kit is lacking in the above, it's ''likely'' someone is in error.
Operation leaders are not obligated to follow this section's guidance so long as the deviation is ''intentional''. However, if it isn't clear that it is, and your kit is lacking in the above, you should speak up.


Many roles {{Emdash}} and sometimes it's specified for a whole element by leadership {{Emdash}} have something called a ''march load''. This is the '''maximum''' weight a kit for that role may have. This is set to balance firepower versus stamina consumption. You should try to meet this load or be ''slightly'' beneath it. If you are too underweight the things you are sacrificing for your low weight are likely to cause problems later.
Many roles {{Emdash}} and sometimes it's specified for a whole element {{Emdash}} have something called a ''march load''. This is the '''maximum''' weight a kit for that role may have. This is set to maintain a balance between firepower and one's stamina consumption. You should meet this load as closely as possible. You may intuitively believe that being very underweight is a positive, but it's more likely you will cause yourself problems later.


The following is the example of a riflemen kit with a march load of 60 pounds.
The following is the example of a rifleman kit with a march load of 60 pounds.
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
!Item
!Item
Line 149: Line 148:
|-
|-
|M83 Smoke Grenades (White)
|M83 Smoke Grenades (White)
|13
|3
|-
|-
|Canteen
|Canteen
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|1
|1
|}
|}
This solder is wearing a light plate-carrier and light backpack. Without the above, they are 37.8 pounds. With, it's 59.7 pounds. Note how most of the changes are from adding bandages, grenades, and magazines. Those items, along with what you are wearing, are usually the biggest contributors to weight.
This solder is wearing a light plate-carrier and light backpack. With only their clothing and weapons they weigh 37.8 pounds. All of the above added raises it to 59.7 pounds. Note how most of the changes come from adding bandages, grenades, and magazines. If you are confident you have everything but are underweight, it never hurts to carry more of these 3 items.


Note the above kits are '''examples'''. Ultimately, what to add in your kit is going to depend on the operation. The above is meant to give you a foundation to learn from.
Note the above kits are '''examples'''. Ultimately, what to add in your kit is going to depend on the operation. The above is meant to give you a foundation to learn from.


=== Recommended riflemen weight ===
=== Recommended rifleman weight ===
The recommended weight for the basic riflemen, presuming a march load is not set and you are told to make a kit, is 60 pounds. The advised weight for the other roles, such as {{Abbr|AT|Anti-Tank}} or medic, will be defined in their specific certifications.
The recommended weight for the basic rifleman, presuming a march load is not set and you are told to make a kit, is 60 pounds. The advised weight for the other roles, such as {{Abbr|AT|Anti-Tank}} or medic, will be defined in their specific certifications.


=== Buddy check ===
=== Buddy check ===
A buddy check is when another person {{Emdash}} usually your battle buddy for the operation {{Emdash}} sanity checks your kit.  A check is physically performed by doing the following.
A buddy check is when another person {{Emdash}} usually your battle buddy for the operation {{Emdash}} sanity checks your kit.  A check is performed by doing the following:


# Holster your weapon entirely by pressing {{Key press|0}}.
# Holster your weapon entirely by pressing {{Key press|0}}.
# Use ACE self-interact and select the option where you surrender.
# Use ACE self-interact and select the option to surrender.
# Your buddy will then use normal ACE interaction to open your inventory which was made possible with your surrender.
# Your buddy will then use normal ACE interaction to open your inventory which was made possible with your surrender.


You will then do the same for your buddy. Or vice versa.
You will then do the same for your buddy.


== Advanced weapons ==
== Advanced weapons ==


=== Ranging ===
=== Ranging ===
[[File:SQ2-weapon-range.png|none|thumb|Screenshot of the range indicator of the UI highlighted.]]
[[File:SQ2-weapon-range.png|none|thumb|Screenshot of the range indicator.]]
All firearms have an effective range. The range of your firearm is shown above your stamina bar (see above image). The range indicates that when you aim with a scope or iron-sight, not accounting for factors such as wind, the bullet is expected to reach that range at the middle of your crosshair before being affected by bullet drop.  
All firearms have an effective range. The range of your firearm is shown above your stamina bar (see above image). The range indicates that when you aim with a scope or iron-sight, not accounting for factors such as wind, the bullet is expected to reach that range at the middle of your crosshair before being affected by bullet drop.  


Certain firearms can have this range changed by adjusting the scope, where when looking through the scope nothing will appear to be different, but your bullet will (try to) reach the newly set range at the crosshair. By default this is done with {{Key press|Page Up}} or {{Key press|Page Down}} to adjust vertically and {{Key press|Shift|Page Up}} or {{Key press|Shift|Page Down}} to adjust horizontally. A vertical adjustment is to account for bullet drop; a horizontal adjustment is to account for wind. Adjusting vertically can also be done with {{Key press|Ctrl|Scroll Wheel}} up or down.
An iron-sight is ranged in meters. A red-dot sight, and some low to medium-low scopes, are all set to a pre-determined range which will be indicated as shown above.
 
Longer scopes, especially sniper scopes, are measured in <code>mils</code>, and the scope can be adjusted to range closer or farther. For such scopes, {{Key press|Page Up}} or {{Key press|Page Down}} will adjust vertically and {{Key press|Shift|Page Up}} or {{Key press|Shift|Page Down}} will adjust horizontally. A vertical adjustment is to account for bullet drop; a horizontal adjustment is to account for wind.


For the purposes of SQ-2 you only need to know that ranging exists, why you would do it (to increase your accuracy at different distances), and how to vertically adjust.
For the purposes of SQ-2 you only need to know that ranging exists, why you would do it (to increase your accuracy at different distances), and how to vertically adjust.


=== Swapping to your sidearm ===
=== Swapping to your sidearm ===
It is faster to pull out your sidearm than it is to reload your primary weapon. If you are in a firefight and go empty, yet the enemy is still within a lethal distance to you, pull out your sidearm rather than reload.
It is faster to pull out your sidearm than it is to reload your primary weapon.


== Radios ==
== Radios ==
{{Note|To pass certification, the prospective member must be able to change volume and channel on the Baofeng, 148, 152, and 117f. The prospective member must then be able to change frequencies on the 77, SEM52, and SEM 70. If what is written below is insufficient, click the hyperlink to go to the ACRE2 documentation for the radio.|type=reminder}}
{{Note|To pass certification, one must be able to change the volume and channel on the Baofeng, 148, 152, and 117f. This is followed by being able to change frequencies on the 77, SEM52, and SEM 70. Each radio has a link to the ACRE2 documentation if further help is needed.|type=reminder}}
 
In SQ-1, the only radio discussed was the AN/PRC-343 (colloquially called "343"). For SQ-2, we will review all remaining radios.


=== BF-888S (Baofeng) ===
=== BF-888S (Baofeng) ===
[[File:SQ2-radio-baofeng.png|none|thumb|311x311px|Official image of the BF-888S.]]
[[File:SQ2-radio-baofeng.png|none|thumb|311x311px|Official image of the BF-888S.]]
The [https://acre2.idi-systems.com/wiki/radios/bf-888s BF-888S] (colloquially called "Baofeng") is a low cost 5W<ref>Watt; wattage.</ref> portable radio with a range of around 4-6km. The radio consists of only 2 dials, the one on the left for selecting between 1-16 channels, and the one on the right for adjusting the volume.
The [https://acre2.idi-systems.com/wiki/radios/bf-888s BF-888S] (colloquially called "Baofeng") is a 5W<ref>Watt; wattage.</ref> 4-5km portable radio. The radio consists of 2 dials, the one on the left for selecting between 16 channels, and the one on the right for volume. It is equivalent to the [[Standard Qualification 1#Radio manipulation|AN/PRC-343]] in function, just not preferred by EDC. Note that this radio cannot communicate with 343s.


=== Programmable radios ===
=== Programmable radios ===
The following 3 radios all have default channels with frequencies and optional channel names that can be displayed. Furthermore, all 3 radios will work with each other out of the box without needing extra changes in the radios options.
The following radios feature default channels. Their frequencies can be changed, they can display optional channel names, and they will work with each other out of the box.


==== AN/PRC-148 (148) ====
==== AN/PRC-148 (148) ====
[[File:SQ2-radio-148.png|none|thumb|396x396px|Official image of the AN/PRC-148.]]
[[File:SQ2-radio-148.png|none|thumb|396x396px|Official image of the AN/PRC-148.]]
The [https://acre2.idi-systems.com/wiki/radios/an-prc-148 AN/PRC-148] (colloquially called "148") has the simplest layout of the next 3 radios with a 5W 5-7km range. On the top you’ll find a volume control knob, which will also turn the radio off, and a channel knob with 16 preset channels. The display will show the preset channels name.
The [https://acre2.idi-systems.com/wiki/radios/an-prc-148 AN/PRC-148] (colloquially called "148") is a 5W 5-7km range portable radio. On the top is a volume control knob, which will also turn the radio off, and a channel knob with 16 channels. The display will show the channel's name.


==== AN/PRC-152 (152) ====
==== AN/PRC-152 (152) ====
[[File:SQ2-radio-152.png|none|thumb|482x482px|Official image of the AN/PRC-152.]]
[[File:SQ2-radio-152.png|none|thumb|482x482px|Official image of the AN/PRC-152.]]
The [https://acre2.idi-systems.com/wiki/radios/an-prc-152 AN/PRC-152] (colloquially called "152") is a 5W 5-7km range radio performing much the same as the 148. At the top you will find a function switch that can be used to turn the radio off or to set 1 of 6 preset channels. On the left side you’ll find volume buttons to go up and down. On the keypad you’ll find a button in the bottom right that will also increase and decrease the channel from presets.
The [https://acre2.idi-systems.com/wiki/radios/an-prc-152 AN/PRC-152] (colloquially called "152") is a 5W 5-7km range portable radio. On the top you will find a function switch that can be used to turn the radio off or to set 1 of 6 preset channels. The left side has volume buttons. The keypad has a button to go up or down the channel presets.


==== AN/PRC-117F (117) ====
==== AN/PRC-117F (117) ====
[[File:SQ2-radio-117f.png|none|thumb|440x440px|Official image of the AN/PRC-117f]]
[[File:SQ2-radio-117f.png|none|thumb|440x440px|Official image of the AN/PRC-117F]]
The [https://acre2.idi-systems.com/wiki/radios/an-prc-117f AN/PRC-117f] (colloquially called "117") is a 20W radio with 10-20km range, often mounted in vehicles. Despite seeming complex there is little you need to know here. On the LCD screen you will see the preset channel selected. On the bottom 17 13th CORPS BASIC TRAINING left of the keypad will be a volume up and down button. On the bottom right of the keypad will be a preset channel up and down button.
The [https://acre2.idi-systems.com/wiki/radios/an-prc-117f AN/PRC-117F] (colloquially called "117") is a 20W radio with 10-20km of range, often mounted in vehicles. On the LCD screen is the preset channel selected. On the bottom left of the keypad is a volume up and down button. On the bottom right of the keypad is a button to go up or down the preset channels.


=== Odds / Older technology ===
=== Older technology ===
The remaining 3 radios are "odd ones out" and will most often be used in operations during time periods in the far past.
The remaining 3 radios are "odd ones out" and will often be used in operations taking place in the past.


==== AN/PRC-77 (77) ====
==== AN/PRC-77 (77) ====
[[File:SQ2-radio-77.png|none|thumb|389x389px|Official image of the AN/PRC-77.]]
[[File:SQ2-radio-77.png|none|thumb|389x389px|Official image of the AN/PRC-77.]]
The [https://acre2.idi-systems.com/wiki/radios/an-prc-77 AN/PRC-77] (colloquially called "117") is a 4W 1-3km range radio introduced during Vietnam in 1968. It was used primarily as a squad-level radio so you’ll usually see it with radiomen and potentially in vehicles. It’s also often used for operations as far back as World War III as a substitute to other radios of the time. The radio covers a wide range of frequencies. Use the 2 tuning dials on the left and right of the number display to set one. The band switch simply switches you to and from higher and lower band frequencies effectively granting more options for radio traffic. The volume knob goes at 10 different levels and is properly labeled on the right.
The [https://acre2.idi-systems.com/wiki/radios/an-prc-77 AN/PRC-77] (colloquially called "77") is a 4W 1-3km range radio introduced during Vietnam in 1968. It is usually held by a dedicated radioman or mounted in a vehicle.  
 
Use the 2 tuning dials on the left and right of the number display to set frequency. The band switch changes between higher and lower frequencies granting more radio traffic options. The volume knob is properly labeled and works as one might expect.


==== SEM 52 SL (SEM52) ====
==== SEM 52 SL (SEM52) ====
[[File:SQ1-radio-sem52.jpg|none|thumb|434x434px|Official image of the SEM 52 SL.]]
[[File:SQ1-radio-sem52.jpg|none|thumb|434x434px|Official image of the SEM 52 SL.]]
The [https://acre2.idi-systems.com/wiki/radios/sem-52-sl SEM 52 SL] (colloquially called "SEM52") is a low power radio that was issued to the German army in 1995. It’s a 1W radio with a range of 1-2km. There is a channel preset knob on the left for selecting your channel with an accompanying LCD screen showing what the frequency is. A volume knob on the right will turn the radio off when turned low enough.
The [https://acre2.idi-systems.com/wiki/radios/sem-52-sl SEM 52 SL] (colloquially called "SEM52") is a 1W 1-2km radio that was issued to the German army in 1995. There is a channel preset knob on the left for selecting your channel with an accompanying LCD screen showing what the frequency is. The volume knob on the right works as one might expect and also serves to turn it off.


==== SEM 70 (SEM70) ====
==== SEM 70 (SEM70) ====
[[File:SQ2-radio-sem70.png|none|thumb|430x430px|Official image of the SEM 70.]]
{{Note|To change frequency the mode selector knob must be set to "HW".|type=reminder}}[[File:SQ2-radio-sem70.png|none|thumb|430x430px|Official image of the SEM 70.]]
The [https://acre2.idi-systems.com/wiki/radios/sem-70 SEM 70] (colloquially called "SEM70") is a man-pack German radio from 1984. It’s a 4W radio with 1- 3km range and often mounted in vehicles. At the top left the black button labeled “ANZEIGE” will light up to display the current frequency. The MHz and kHz knobs flanking the frequency display are used for adjusting the frequency only when the middle knob to the top right is set to "HW" mode. The 4 knobs in the bottom right are used to set the network and memory slots when the radio is in "AKW" mode. Don't worry about "AKW" mode.
The [https://acre2.idi-systems.com/wiki/radios/sem-70 SEM 70] (colloquially called "SEM70") is German manpack 4W 1-3km range radio from 1984. It is usually held by a dedicated radioman or mounted in a vehicle. At the top left the black button labeled “ANZEIGE”<ref>German. Has multiple translations; in this context it's likely "display".</ref> shows the current frequency. The MHz<ref>Megahertz.</ref> and kHz<ref>Kilohertz.</ref> knobs flanking the frequency display are used for adjusting the frequency.


=== Vehicle racks ===
=== Vehicle racks ===
One last thing to understand about radios for the Standard Qualifications is what ''vehicle racks'' are. These radios are either "hard" mounted, meaning it's embedded into the vehicle in some way and cannot be removed, or "soft" mounted, meaning the radio can be removed and put back. If it's soft mounted, it's likely to be the 117, 77, or SEM 70. The important point to understand is that a vehicle rack should be preferred when possible because it's range is much better than anything hand held. Racks are sometimes locked to specific seats in a vehicle, and ''sometimes'' can be accessed from outside of it.  
A vehicle rack is a radio mounted to a vehicle. These are preferred for long-range communication because they have better range than a hand-held. Accessing a vehicle rack is sometimes locked to specific vehicle seats. A vehicle rack can also sometimes be accessed from outside the vehicle, but you usually need to get in and out at least once for it to work.  


However, in cases where the rack can be accessed from outside, the player wishing to do so will need to get in and out of the vehicle at least 1 time to initialize such an option.
=== Multiple radios ===
{{Note|It is strongly advised that PTT3's {{Key press|LAlt|Caps Lock}} be changed to something else, as {{Key press|LAlt}} is for free look and the binds conflict.|type=reminder}}


=== Multiple radios ===
Sometimes, especially for leadership roles, a person will operate more than 1 radio. This is usually a combination of short (e.g Baofeng, 343) and long-range (e.g 152, 148) radios. One can hear as many radios as they can carry, but ACRE2 only lets you have a key to talk on 3 at a time.
Sometimes, especially for leadership roles, a person will operate more than 1 radio. This is usually a 343 and, say, a 152. The keybinds to talk on the radio correspond to the PTT1-3 settings for ACRE2. Which radio corresponds to what key is determined by the order the radios enter one's inventory and are clearly labeled in the inventory by a number to the side of the radio's name.
 
The keybinds for talking on your radios (PTT1, PTT2, PTT3) are set in ACRE2. The specific radio assigned to each PTT key depends on the order you added them to your inventory. Your inventory screen will typically indicate which number is associated with that radio.


PTT1 is {{Key press|Caps Lock}}, PTT2 is {{Key press|LCtrl|Caps Lock}}, and PTT3 is {{Key press|LAlt|Caps Lock}}. It is strongly advised {{Key press|LAlt|Caps Lock}} be changed to something else, as {{Key press|LAlt}} is for free look and the keybinds will conflict.
By default PTT1 is {{Key press|Caps Lock}}, PTT2 is {{Key press|LCtrl|Caps Lock}}, and PTT3 is {{Key press|LAlt|Caps Lock}}.


== Advanced communication ==
== Advanced communication ==
In SQ-1, some basic radio communication was discussed. In SQ-2, we are going to get slightly more advanced.
=== Controlled and uncontrolled environments ===
=== Controlled and uncontrolled environments ===
Certain radio frequencies are ''controlled'' or ''uncontrolled''. This is a fancy way of saying that some environments have stricter standards on brevity and use of prowords (or "procedure words"), while others are far more laid back. Generally speaking, short-wave radios designed for communication within a fireteam or squad are ''uncontrolled.'' General chit-chat is expected (to a reasonable degree),  procedural words are entirely unnecessary, and so on. Conversely, radio frequencies with a decent range and which are communicating with a completely different element (e.g full squad to another full squad), and/or a ''command'' element, are ''controlled.'' Unnecessary chatter is strongly discouraged, and procedural words are desired if not required.
Certain radio frequencies are ''controlled'' or ''uncontrolled''. Controlled environments have strict standards on "procedure words" and brevity, while uncontrolled environments do not. Short-range radios are usually uncontrolled. Long range radios are usually controlled.


=== Over and out ===
=== Over and Out ===
For the sake of brief and easily digestible communications, in a controlled radio environment, when someone communicates a message and expects a reply, they end the message with "over". If said person does ''not'' expect a reply, they say "out". The 2 words are ''not'' synonymous, and the distinction between the 2 is a major reason why the phrase "over and out" as used in media is perceived as humorous.
For the sake of brief and easily understood communication, on a controlled frequency, when someone communicates a message and expects a reply, they are to end the message with "over". If said person does ''not'' expect a reply, they end the message with "out". Generally, the person who initiates a conversation should also end it, but this is not a hard rule.


Consider the following conversation.
Consider the following conversation.
Line 282: Line 283:


''Bravo Two, this is Alpha One. We are approaching the objective.''<br/>
''Bravo Two, this is Alpha One. We are approaching the objective.''<br/>
''Understood, Alpha One. We're setting up overwatch now.''<br/>
''This is Bravo Two. Understood, Alpha One. We're setting up overwatch now.''<br/>
''Let us know when you're in position.''<br/>
''Let us know when you're in position, Bravo Two.''<br/>
''Roger that. Will advise when set.''
''Roger that. Bravo Two will advise when set.''


</blockquote>
</blockquote>


This conversation is problematic. At any point one could make a reasonable judgment call that a reply isn't needed, yet, the conversation continues. In fact, after Bravo Two told Alpha One they are approaching the objective, it's entirely reasonable that Alpha One not respond at all, having interpreted it as purely informational. As the element leaders keep giving or receiving replies in this manner, they become distracted. While a certain level of multi-tasking comes with the job, the problem is that the distraction in this situation is ''unexpected'' when it ''doesn't need to be.'' This detracts from the leader's ability to concentrate on leading their element, which could spell disaster.
At any point in this conversation it would be reasonable to assume it had ended. Because neither speaker is ever certain of when a reply is wanted, the speakers become distracted, not wanting to focus on something else and get interrupted. While multi-tasking is part of leading, the issue is that this distraction is ''avoidable''.


Consider the same conversation when "over" and "out" are used.
Consider the same conversation when "over" and "out" are used.
Line 295: Line 296:


''Bravo Two, this is Alpha One. We are approaching the objective.'' '''Over.'''<br/>
''Bravo Two, this is Alpha One. We are approaching the objective.'' '''Over.'''<br/>
''Understood, Alpha One. We're setting up overwatch now.'' '''Over.'''<br/>
''This is Bravo Two. Understood, Alpha One. We're setting up overwatch now.'' '''Over.'''<br/>
''Let us know when you're in position.'' '''Over.'''<br/>
''Let us know when you're in position, Bravo Two.'' '''Over.'''<br/>
''Roger that. Will advise when set.'' '''Out.'''
''Roger that. Bravo Two will advise when set.'' '''Out.'''


</blockquote>When used properly, it is very clear when a reply is wanted versus when the conversation has come to a close. When Alpha One opens the conversation, Bravo Two knows that they must reply. Then, once Alpha One says "out" at the end, the Bravo Two knows he does not need to say anything, and can now fully focus his attention on whatever objective his element needs to tackle.
</blockquote>It is clear when replies are wanted, and once "out" is invoked, both participants can confidently begin doing other things.


=== You, me, net ===
=== You, Me, Net ===
When you are are about to speak in a controlled radio environment, or otherwise know you are trying to reach someone over a long distance, you should first identify who you want to reach, then identify who you are, and then monitor the "net" {{Emdash}} or frequency {{Emdash}} for a reply. In some situations the "net" part of this shorthand means to verbally state the radio frequency you are on. Which one is appropriate is situational; doing 1 over the other is not inherently wrong by EDC's standards. The example conversation in the section [[Standard Qualification 2#Over and out|Over and out]] is a good showcase of this shorthand.  
When beginning to speak on a controlled frequency, first identify who you want to reach, then identify who you are, then monitor the "net" {{Emdash}} frequency {{Emdash}} for a reply. Sometimes the "net" portion of this shorthand means to verbally state the current frequency. Whether doing that is necessary is situational. The example conversation in section [[Standard Qualification 2#Over and Out|Over and Out]] is a good showcase of this shorthand.


This is ''not'' required for ''every transmission in the resultant conversation''. Once you reach the intended recipient, you should still be brief and use "over" and "out" as best you can, but you don't need to keep saying their name and your own.  
Please note that this is ''not'' required for ''every transmission'' in the resulting conversation.  


=== Roger and wilco ===
=== Roger and Wilco ===
To reply to a message with "roger" is to indicate it has been received. EDC also very commonly uses "copy" or "copy that" for this purpose. Replying with "wilco" is reserved for when the message is an order in which you indicate you both have received it and declare an intention to follow it through. Unless stated otherwise by operation leadership, strict adherence to separating the use of "roger" versus "wilco" is unnecessary. For the purposes of this certification, you are simply expected to know that the 2 responses can have different meanings.
"Roger" indicates a message is received. EDC also commonly uses "copy" and "copy that" to indicate this. "Wilco" is slightly different, indicating a message with an ''order'' is received ''and'' will be carried out.
 
Unless stated otherwise by leadership, adherence to separating the use of "roger" versus "wilco" is unnecessary. For certification, you are simply expected to know that the 2 responses have different meanings.


=== ACE reports ===
=== ACE reports ===
A leader in your element may call for what is referred to as an "ACE report". This is simply you indicating, using the stoplight color system of "green, yellow, red", followed by "black", how your situation is. Generally the report will have some kind of descriptor (e.g "how's your ammo?", "how are we doing on causalities?", etc) describing what the leader wants specifically. If not, you'd do your best to compress everything into a color. Just do your best.
You may sometimes be asked to make an "ACE report". This is done by using the stoplight color system, plus black, to indicate your condition. ACE report requests are usually specific, like "how's everyone's ammo" or some such. If not specific, do your best to encompass your total condition with a single color.


The following table provides examples of certain ACE reports and what a particular response would mean.
The following table provides examples of certain ACE reports and what a particular response would mean.
Line 324: Line 327:
|-
|-
! Casualties
! Casualties
| No injuries or dead, still combat capable || Injuries or losses sustained || No longer combat capable || Everyone is dead
| No injuries or dead, still combat capable || Injuries or losses sustained, still combat capable || No longer combat capable || Everyone is dead
|}
|}


== Advanced movement ==
== Advanced movement ==
{{Note|Visualizing combat stances in 3rd person at least once is highly advisable.|type=reminder}}
{{Note|Visualizing combat stances in 3rd person at least once is advisable.|type=reminder}}
[[File:Sq2-combat-stance-2.JPG|thumb|The stance indicator reflecting that the player is using the crouch's "high" combat stance.]]
[[File:Sq2-combat-stance-2.JPG|thumb|The stance indicator reflecting that the player is using the crouch's ''high'' variation.]]
[[File:Sq2-combat-stance.JPG|thumb|The left image is a soldier performing a regular crouch. The right is after doing {{Key press|Shift|S}} while still crouched.|336x336px|none]]For SQ-2, the only other movement that will be discussed are the combat stances. These are high and low variations of the 3 existing stances of standing, crouching, and being prone.
[[File:Sq2-combat-stance.JPG|thumb|The left image is a soldier performing a crouch. The right is after {{Key press|LCtrl|S}}.|336x336px|none]]In Arma, there are combat stances. One type is a step lean, where your character steps in the specified direction without changing their facing. The other is simply a high and low variation of standing, crouching, and being prone.
 
To perform a specific stance, press {{Key press|LCtrl}} followed by {{Key press|W}}, {{Key press|A}}, {{Key press|S}}, or {{Key press|D}}.


These stances can be achieved via {{Key press|Shift}} followed by {{Key press|W}}, {{Key press|A}}, {{Key press|S}}, or {{Key press|D}}. {{Key press|Shift|W}} will raise you up slightly and {{Key press|Shift|S}} will lower you slightly. {{Key press|Shift|A}} will have you perform a "step lean" to the left (your character will literally take a step towards the left rather than standing at their center of gravity) which, at the same time, will result in your firearm shifting to your left shoulder. This is incredibly useful when needing to hold a left-sided corner. {{Key press|Shift|D}} will have you perform a step lean to the right.
* {{Key press|LCtrl|W}} will perform the ''high'' variation of a given stance.
* {{Key press|LCtrl|S}} will perform the ''low'' variation of a given stance.
* {{Key press|LCtrl|A}} will perform a step lean to the left ''and'' change your weapon to the left shoulder.  
** Useful for covering or clearing a left-sided corner.
* {{Key press|LCtrl|D}} will perform a step lean to the right.


When you do {{Key press|Shift|A}} or {{Key press|Shift|D}} while prone, your character will adjust so they are laying horizontally with their upper body going towards the left or right, respectively.
A step lean performed while prone will result in your character shifting to lay horizontally with their upper body in the specified direction. Useful to cover a corner while prone.


Something very good to note is that a step lean is ''independent'' of the regular lean that is accomplished with {{Key press|Q}} and {{Key press|E}}, thus allowing you to lean much farther in either direction than you otherwise would ''without'' the step lean.  
Step leans are ''independent'' of the typical leaning achieved with {{Key press|Q}} and {{Key press|E}}, allowing a farther lean that would be possible without it.


== Cover and concealment ==
== Cover and concealment ==
[[File:SQ1-cover-concealment.webp|thumb|489x489px|A visual aid showcasing the difference between cover and concealment.]]
[[File:SQ1-cover-concealment.webp|thumb|489x489px|A visual aid showcasing the difference between cover and concealment.]]
When discussing a live fire environment, it is important to understand the concept of cover versus concealment. Something that is '''cover''' will hide you from view ''and'' stop a bullet. Something that is '''concealment''' will hide you from view but will ''not'' stop a bullet. Commonly used examples of the difference would be that a large rock is cover while bushes are concealment. However, keep in mind that things can be solid, fully opaque,<ref>Not able to be seen through.</ref> and still be ''just'' concealment.   
Something that is '''cover''' will hide you from view ''and'' stop a bullet. Something that is '''concealment''' will hide you from view but will ''not'' stop a bullet. Think a brick wall (cover) versus a bush (concealment). Keep in mind that things can be solid, fully opaque<ref>Not able to be seen through.</ref>, and still be ''only'' concealment.   


A common idea shown in media is that a car door will stop bullets. Aside from vehicles designed to be armored, of which even most police vehicles are not, a car door will ''not'' stop a bullet, and so in that scenario the door is concealment. The same goes even for (non-brick) walls {{Emdash}} the walls of most modern residential buildings will likely not stop a bullet, and thus are concealment.  
A common idea shown in media is that a car door will stop bullets. Aside from vehicles designed to be armored, a car door will ''not'' stop a bullet, and so in that scenario the door is concealment. The same goes even for (non-brick) walls {{Emdash}} the walls of modern residential buildings likely won't stop a bullet, and thus they are concealment.  


In video games, walls, car doors, and the like being represented as true cover is typically because it's expected video game behavior and easier to develop. However, understand Arma does ''not'' follow this trend. Bullets can and will go through non-armored cars, (some) walls, and other kinds of material.
Video games represent these things as cover because it is easy to develop and is expected behavior. However, Arma does ''not'' follow this trend. Bullets can and ''will'' go through non-armored cars, (some) walls, and other kinds of material.


Cover should always be preferred to concealment when possible. Concealment is more-so used when staying on the move, or bounding, and access to cover is spotty. In a firefight, proper cover should be prioritized immediately.
Cover should always be preferred to concealment when possible. Concealment is more-so used when staying on the move, or bounding, and access to cover is spotty. In a firefight, proper cover should be prioritized immediately.