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| === Common formations === | | === Common formations === |
| There are a large theoretical group of formations that exist which have arguable uses depending on the circumstances. For SQ-1, we are going to go over 4 of them. Generally speaking formations are decided upon by the fireteam or squad leader. The idea is to know them so you can fall into the formation with minimal assistance. Knowing their uses is also good for your general education and allows you to anticipate a situation your leadership may be expecting.
| | For SQ-1, we are going to go over 4 formations. While formations tend to be determined by leadership, it's good to know them so you can easily fall in easily and anticipate the situations your leadership is expecting. [[File:GQI1-formation-wedge.png|none|thumb|359x359px|A visual depiction of a wedge formation.]] |
| | | A wedge is a good all-around formation. It is simple to form and it can easily shift to engage contact. This formation tends to be used when traveling in areas where contact can come from anywhere. |
| ==== Wedge ====
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| [[File:GQI1-formation-wedge.png|none|thumb|359x359px|A visual depiction of a wedge formation.]] | |
| A wedge is a good all-around formation that has favorable utility in most situations. The wedge is simple to form and the ability to shift the formation to more adequately engage contact is easily accomplished. This formation is advisable for when moving around areas where enemy contact could come from any direction. | |
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| Unless stated otherwise, the default formation is a wedge. | | Unless stated otherwise, the default formation is a wedge. |
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| ==== Line ==== | | ==== Line ==== |
| [[File:GQI1-formation-line.png|none|thumb|A visual depiction of a line formation.|358x358px]] | | [[File:GQI1-formation-line.png|none|thumb|A visual depiction of a line formation.|358x358px]][[File:GQI1-formation-line-breakage.jpg|thumb|338x338px|A fireteam pushing in a line formation with an acceptable amount of deviation.]]A line is ideal for bringing the maximum firepower to bear on a position. The downside is that it's vulnerable to flanking. Also, if players focus ''too much'' on maintaining a ''straight'' line, they may make themselves combat ineffective. With this in mind, some deviation in the line is expected, and it can sometimes morph into a mini-wedge. |
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| A line is a good formation for moving towards a position known or anticipated to possess OPFOR and bringing the maximum amount of firepower to bear in as quick a time as is possible. The major downside is that there is little to no means to ward off being flanked, and if the formation is ''too'' tightly controlled, players may focus ''so much'' on maintaining the formation they fail to give adequate focus on the position they are going towards.
| | Leaders are advised against attempting to strongly correct deviation and instead focus on the ''idea'' of the formation {{Emdash}} maximum firepower, as quickly as possible {{Emdash}} and correct around that. |
| [[File:GQI1-formation-line-breakage.jpg|thumb|338x338px|A fireteam pushing in a line formation with an acceptable amount of deviation.]]
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| That said, it is natural for a line to not be perfectly straight and sorta morph into a mini-wedge as the advance progresses. Again, trying too hard to maintain a straight line can be detrimental. Focus on the idea of what the line is attempting to accomplish {{Emdash}} maximum firepower as quickly as possible {{Emdash}} and try to maintain the formation to meet that goal.
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| ==== Column (standard and staggered) ==== | | ==== Column (standard and staggered) ==== |
| [[File:GQI1-formation-column-staggered.png|none|thumb|263x263px|A visual depiction of a staggered column formation.]] | | [[File:GQI1-formation-column-staggered.png|none|thumb|263x263px|A visual depiction of a staggered column formation.]] |
| A standard column {{Emdash}} that is, a column which is not staggered {{Emdash}} is functionally a line formation but instead of being side-to-side everyone is back-to-back. Put another way, you simply follow the leader. It is incredibly easy to make and maintain, requiring little brain power, and so it's useful for quick traversal. | | A standard column is basically "follow the leader". Everyone is behind the other and the whole column follows a front-man. It is easy to fall into and requires little effort to maintain. Thus, it is ideal for quick land traversal. |
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| The staggered variation as shown in the above diagram is simply a standard column but half of the line shifts to the right or left, creating 2 parallel yet unequal columns which head in the same direction. A staggered column is classified as marginally safer than the standard variation given there is less cross-fire by it's nature. It is very likely going to be the formation used when traveling on a road. | | The staggered variation takes half of the soldiers in the standard column and shifts them to the right or left. Then, the new column shifts up or down, that way a soldier in the new column is in the space between soldiers in the old column. These 2 columns combined are the staggered column. It is slightly safer as there is less possibility for cross-fire, but it's harder to maintain. It is used most often when traveling along a road. |
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| A column regardless of type is extremely vulnerable to attacks from the direct front and rear, given the inability for everyone to quickly engage due to cross-fire, but it is fairly resilient to attacks from the sides since everyone ''can'' engage without risk of cross-fire.
| | Both columns are vulnerable to attacks from the direct front and rear because of the cross-fire potential, but are more resilient to attacks from the flanks. |
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| === Spacing and interval === | | === Spacing and interval === |
| [[File:GQI1-dui-orange-interval.jpg|thumb|A visual depiction of the HUD showing the orange icon indicating violation of desired spacing.]] | | [[File:GQI1-dui-orange-interval.jpg|thumb|A visual depiction of the HUD showing the orange icon indicating violation of desired spacing.]] |
| Various members may refer to this as "spacing" or an "interval". The terms are the same. It is the distance you are maintaining between yourself and the other people in your fireteam. It is advised, for everyone's safety, that you maintain 5-10 meters of spacing between yourself and any other member of your fireteam. This limits the effectiveness of ordinance with an area of effect, such as grenades or artillery.
| | The terms ''spacing'' and ''interval'' are the same, and refer to the distance soldiers maintain between each other. Soldiers should maintain at least 5-10 meters of spacing at all times. This limits the effective of grenades, artillery, etc. |
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| | A way to see if your spacing is appropriate is to look at the HUD at the bottom middle of your screen. When in a team through ACE interaction, the HUD will have arrows that show the location of each squad member and how they are facing. When you get too close to another person, your icon will turn orange. When you see this, you should correct yourself, unless there is a reason for it (e.g you are carrying an unconscious squad mate) |
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| A very good way to see if your spacing is appropriate is to look at the HUD at the bottom middle of your screen. When in a fireteam or squad, you will see arrows representing your fellow soldiers that showcase their approximate position relative to you and where they are looking. These icons are white unless changed to another color at the direction of leadership. When you are too close, both you and the other person's icon will turn orange, and it will be abundantly clear you are both overlapping. This should be corrected immediately unless there is a valid reason for it (e.g you are carrying a downed person).
| | Some environments make the desired spacing impossible. This is most common in urban environments. With so many possible attack vectors, it's better for a squad to use the cover they have, rather than maintain spacing but be in the open.[[File:GQI1-high-low-nono.png|thumb|354x354px|A visual showcase of a ''high-low'' utilized by the men on the left.]] |
| [[File:GQI1-high-low-nono.png|thumb|354x354px|A visual showcase of a ''high-low'' utilized by the men on the left. EDC does ''not'' use this tactic.]] | |
| Note that the 5-10 meters of spacing is a guideline, but not a rule. There are some environments where it simply cannot be helped, or maintaining it is more risky than not. A very common example of this is clearing an urban environment. With so many possible hiding places for enemy troops, it is better to remain in what little cover is found {{Emdash}} even if bunched up {{Emdash}} than to maintain spacing but be in the middle of the street.
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| Peripherally related, a common military tactic seen in media is to have one riflemen stand while another crouches in-front of them, then they both shoot in the same direction. This theoretically allows double the firepower to be aimed in a direction while costing the same amount of space. However, the odds of this resulting in a teamkill or cross-fire is much higher than you think it is. Yes, even higher still. Thus, this tactic {{Emdash}} sometimes referred to as "high-low" {{Emdash}} is strongly discouraged in EDC.
| | ==== High-low ==== |
| | A common tactic is to have one riflemen stand while another crouches in-front of them, then they both shoot in the same direction. This theoretically allows double the firepower to be aimed in a direction while requiring only the space of 1 person. EDC discourages this tactic due to the high-potential for friendly fire. |
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| === Pacing === | | === Pacing === |
| {{Note|There is a theoretical pace faster than sprinting, which is sprinting with your weapon fully put away by pressing {{Key press|0}}. This is idiotic in most situations and ''highly discouraged'', bordering prohibited.|type=error}} | | {{Note|Fully putting away your weapon with {{Key press|0}} and sprinting is faster than sprinting with your weapon out. This is discouraged, bordering prohibited, as it is usually idiotic to put away your weapon in a warzone.|type=error}} |
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| Stamina is a major factor in Arma. How you are moving (e.g pacing), the terrain you are traversing, and the weight of your kit all contribute to how fast your stamina depletes. When your stamina is fully depleted you will lose the ability to move at any speed other than a walk. The lower your stamina, the less precise you will be, as your character will realistically react to being out of breath in a manner that makes it difficult to aim or focus. You generally lack control over the terrain you cross, or what your kit is (to a degree), so it is imperative you learn to properly manage your movement pace.
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| Your stamina is represented by horizontal bars that are beneath the area of your HUD where your weapon ''bracing'' or ''resting'' was discussed. At full stamina, the bar is invisible, and denotes you are fully rested. As your stamina depletes, the bar will slowly become visible. Once reaching dangerous levels, it will begin to morph into a shade of red before denoting full depletion. | | Your stamina is affected by the terrain, your weight, and how you decide to move (i.e pacing). When stamina is fully depleted you are locked to only walking until it recovers. The lower your stamina, the less accurate you are, as your character will simulate being out of breath by coughing and swaying their upper body as you try to aim. Because kit weight and terrain is usually determined by leadership, it's important you properly manage your pace. |
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| There are a total of 7 states of movement speed. The faster you are, the faster your stamina depletes. Your weapon being up depletes your stamina faster than not, regardless of speed. These factors stack.
| | Your stamina is represented by horizontal bars that are beneath the area of your HUD where your weapon ''bracing'' or ''resting'' was discussed. At full stamina, the bar is invisible. As your stamina depletes, the bar will slowly become visible, as it gets close to depleting it will turn red. |
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| The 7 (with an index of 0) states of movement are:
| | There are 7 states of movement speed. The faster you are, the faster your stamina depletes. Your weapon being up depletes your stamina faster than not, regardless of speed. These factors stack. See the below table for the movement states. |
| {| class="wikitable" | | {| class="wikitable" |
| |+ | | |+ |
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| |Hold {{Key press|Shift}} | | |Hold {{Key press|Shift}} |
| |} | | |} |
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| For certification and being a good basic riflemen, the speed levels to really know are 1 and 2. Getting comfortable switching between and using the others comes with experience.
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| === Situational awareness === | | === Situational awareness === |
| In a warfare simulator, you are never ''really'' safe. A mission creator is within their rights to have you spawn into contact {{Emdash}} it's just rarely done. The point is, your head should always be on a swivel. By this, we mean you should be free looking by pressing {{Key press|LAlt}} ''liberally'' to continuously scan your environment for threats or anything else worthy of telling your fellow soldiers.
| | You should presume you are never ''really'' safe. A mission creator is within their rights to have you spawn into contact {{Emdash}} it's just rarely done. The point is, your head should always be on a swivel, done by using {{Key press|LAlt}} liberally. |
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| This doesn't mean you ''never'' rest your attention {{Emdash}} this is still a game {{Emdash}} but there shouldn't be prolonged periods of mindlessness. If you are walking in a column, chatting with your buds, and you are deciding what you want for dinner in an hour and have zoned out, you are likely messing up. | | This doesn't mean you ''never'' rest your attention {{Emdash}} this is still a game {{Emdash}} but there shouldn't be prolonged periods of mindlessness. If you are holding a standard column, chatting with your mates, and you have zoned out deciding what you want for dinner, you are messing up. |
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| This applies even at a stationary place, like a compound, and you aren't one of the lucky ones clearing it. You should then be maintaining security of the compound's surroundings. This means you find a sector (e.g general direction) no one is covering, then cover it by focusing on it and scanning it for threats. If you notice everyone around you goofing off, it is entirely acceptable to politely remind your mates to find sectors to secure. This is important to avoid ambushes or contact getting close unexpectedly. | | This applies even at a stationary place, like a compound, and you aren't clearing it. You should then maintain security of the compound's surroundings by holding a sector (i.e general direction). If you notice everyone around you goofing off, politely remind them to find sectors to secure. |
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| Something to become aware of, however, is tunnel vision. This is very common when actively engaging contact, where an entire's squads focus is on said contact. While the squad should be engaging to eliminate them, if ''no one'' is bothering to look around or keep in mind other sectors, that might spell disaster for the squad. This becomes progressively more important the higher on the chain of command you are.
| | Beware of tunnel vision. This is when you focus on something to the exclusion of all else. This is common during firefights where everyone is only focusing on the direction of contact. While the squad ''should'' be engaging to eliminate the contact, if ''no one'' is bothering to keep in mind other sectors, that might spell disaster. This becomes progressively more important the higher on the chain of command you are. |
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| === Reporting contact === | | === Reporting contact === |
| You have spotted the enemy. When you do, you should do the following: | | You have spotted the enemy. When you do, you should do the following: |
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| * '''Alert''' {{Emdash}} Notify your element you see contact | | * '''Alert''' {{Emdash}} Notify your element you see contact ("''Contact!''", "''Enemy!''", "''Red air!''"). If not an immediate threat, still alert, but adjust tone to indicate less severity. |
| * '''Orient''' {{Emdash}} Give a direction of the contact and, if they are close, an indication danger is imminent
| | * '''Orient''' {{Emdash}} Give a direction and range of the contact. If close, give an indication danger is imminent. Prioritize giving a cardinal direction, then a clock bearing where the element's direction of travel is 12 o'clock, and then a relative bearing of "''Right!''", "''Left!''", etc. |
| * '''Describe''' {{Emdash}} Give brief description of what the contact is
| | * '''Describe''' {{Emdash}} Give a brief description of what the contact is. Infantry? APC? Tank? If not specified, often people will default to assuming infantry. |
| * '''Expound''' {{Emdash}} Other information immediately useful to the element
| | * '''Expound''' {{Emdash}} Other information immediately useful to the element. What to include here comes with experience. If you didn't give a range during '''Orient''', do so now. |
| | | You are doing fine as a riflemen if you consistently give an alert, orientation, and description. |
| First, '''alert''' your element. Some ways of doing this include yelling "''Contact!''", "''Enemy!''", "''Red air!''", and so on. If the contact isn't an immediate threat (e.g they are sky lining a hill multiple hundreds of meters away), you should still alert, but you can be less dramatic to set the tone. This sobers everyone up.
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| Second, '''orient''' your element to the direction of the contact. In order of preference, it's: cardinal direction (e.g "''North!''", "''South east!''"), clock bearing where element's direction of travel is 12 o'clock (e.g "''3 o'clock!''"), and then relative bearing (e.g "''Right!''", "''Left!''"). If the hostile is close enough to where it's an imminent threat, append ''any'' kind of phraseology that gives off urgency. This is normally done by yelling "''Close!"''.
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| Third, '''describe''' to the element the contact type. By default, without this, it's assumed the contact is infantry unless there is context to the contrary.<ref>This isn't good or bad, per say, just an observation of typical behavior.</ref> Examples of this include "''Infantry!''", "''APC!''", "''Tank!''", "''Armor!''", "''Helicopter!''", etc. The more specific you are capable of being, the better.
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| Lastly, '''expound''' on anything pertinent. What to add here will come with experience. You are doing more than fine as a riflemen if you consistently give an alert, orientation, and description. As an example for '''expound'''... is the contact approaching the element or going further away? If you spotted infantry, and your buddies are in a vehicle, do you see anyone with AT? Things like that. If you didn't give a range during '''orient''', ''now'' is the time to do it {{Emdash}} range is '''required''', even if it isn't ''specific'' (e.g saying "''Medium!''" or "''Far!''" is fine).
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| === Buddy system === | | === Buddy system === |