Standard Qualification 1: Difference between revisions
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== Basic drill == | == Basic drill == | ||
=== Common formations === | === Common formations === | ||
For SQ-1, we are going to | For SQ-1, we are going to review 4 formations. While formations tend to be determined by leadership, it's good to know them so you can fall in easily. [[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. | 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. | ||
==== Line ==== | ==== Line ==== | ||
[[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, | [[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, their misplaced attention may leave them vulnerable to contact. With this in mind, some deviation in the line is expected, and it can sometimes morph into a mini-wedge. | ||
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. | 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. | ||
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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. | 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. | ||
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. | 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. The staggered column is slightly safer as there is less possibility for cross-fire, but it's harder to maintain. It is most often used when traveling along a road. | ||
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. | 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.]] | ||
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 | The terms ''spacing'' and ''interval'' are the same, and refer to the distance soldiers maintain between each other. Soldiers should always maintain at least 5-10 meters of spacing. This limits the effectiveness of grenades, artillery, etc. | ||
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) | 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) | ||
Sometimes the desired spacing is 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.]] | |||
==== High-low ==== | ==== High-low ==== | ||
A | A tactic most people know intuitively 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 at a direction while requiring only the space of 1 person. EDC discourages this tactic due to the high-potential for friendly fire. | ||
=== Pacing === | === Pacing === | ||
{{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}} | {{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}} | ||
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 | 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. Because kit weight and terrain is usually determined by leadership, it's important you properly manage your pacing. | ||
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 | 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. | ||
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. | 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. | ||
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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. | 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. | ||
Be cautious 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. | |||
=== Reporting contact === | === Reporting contact === | ||
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* '''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. | * '''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 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. | * '''Orient''' {{Emdash}} Give a direction and range of the contact. If close, give an indication danger is imminent. | ||
* '''Describe''' {{Emdash}} Give a brief description of what the contact is. Infantry? APC? Tank? If not specified, | ** 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 a brief description of what the contact is. Infantry? APC? Tank? If not specified, people will often assume it's infantry. | |||
* '''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. | * '''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. | You are doing fine as a riflemen if you consistently give an alert, orientation, and description. | ||
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==== Successive ==== | ==== Successive ==== | ||
[[File:GQI1-bounding-overwatch-successive.png|none|thumb|437x437px|A visual depiction of how successive bounding overwatch works.]] | [[File:GQI1-bounding-overwatch-successive.png|none|thumb|437x437px|A visual depiction of how successive bounding overwatch works.]] | ||
Successive bounding is when 2 elements approach a position by having ''Element 1'' sit still and maintain security, then ''Element 2'' moves up (i.e bounds up) to a position ahead. Then, ''Element 2'' takes over security at the new position while ''Element 1'' bounds up to ''Element 2.'' The elements won't be ever be at the same location, but instead be parallel to one another, similar to the line formation. The cycle repeats until the destination is reached. | Successive bounding is when 2 elements approach a position by having ''Element 1'' sit still and maintain security, then ''Element 2'' moves up (i.e bounds up) to a position ahead. Then, ''Element 2'' takes over security at the new position while ''Element 1'' bounds up to ''Element 2.'' The elements won't be ever be at the same location, but instead be parallel to one another, similar to the [[Standard Qualification 1#Line|line formation]]. The cycle repeats until the final destination is reached. | ||
This variation is slower, but grants a high degree of security, since one element is always able to engage contact with minimal cross-fire potential. | This variation is slower, but grants a high degree of security, since one element is always able to engage contact with minimal cross-fire potential. | ||
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==== Alternating ==== | ==== Alternating ==== | ||
[[File:GQI1-bounding-overwatch.png|none|thumb|437x437px|A visual depiction of how alternating bounding overwatch works.]] | [[File:GQI1-bounding-overwatch.png|none|thumb|437x437px|A visual depiction of how alternating bounding overwatch works.]] | ||
The only difference here is, when ''Element 2'' bounds up to an ''Element 1'' maintaining security, they '''pass''' ''Element 1'' to a | The only difference here is, when ''Element 2'' bounds up to an ''Element 1'' maintaining security, they '''pass''' ''Element 1'' to a parallel position ahead of them. Then ''Element 1'' bounds up and '''past''' ''Element 2''. The cycle repeats until the final destination is reached. | ||
This variation is faster, but security is sacrificed, given that cross-fire potential has increased. | This variation is faster, but security is sacrificed, given that cross-fire potential has increased. | ||
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== Medical == | == Medical == | ||
EDC may use | EDC may use 1 of 2 systems to handle injuries: ACE medical or the '''[https://steamcommunity.com/sharedfiles/filedetails/?id=2523439183 armor plates system]'''. ACE medical is the most often used and works to simulate injuries more realistically than vanilla Arma. The armor plates system is less complex, and is used more in casual operations, or operations themed around a fast pace. | ||
[[File:GQI1-ace-medical-healthy.png|thumb|380x380px|The ACE medical menu with a fully healed/non-injured player after pressing {{Key press|H}}]] | [[File:GQI1-ace-medical-healthy.png|thumb|380x380px|The ACE medical menu with a fully healed/non-injured player after pressing {{Key press|H}}]] | ||
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# Triage Card {{Emdash}} Lists all prior treatment. | # Triage Card {{Emdash}} Lists all prior treatment. | ||
# Examine Patient {{Emdash}}Check pulse or blood pressure on the selected limb | # Examine Patient {{Emdash}}Check pulse or blood pressure on the selected limb. | ||
# Bandage / Fractures {{Emdash}} Apply a bandage, splint, or tourniquet. | # Bandage / Fractures {{Emdash}} Apply a bandage, splint, or tourniquet. | ||
# Medication {{Emdash}} Inject morphine, epinephrine, or another injector. | # Medication {{Emdash}} Inject morphine, epinephrine, or another injector. | ||
# Advanced Treatment {{Emdash}} | # Advanced Treatment {{Emdash}} Perform CPR. | ||
# Drag / Carry {{Emdash}} Gives the option to drag or carry the individual. Can also be done with ACE interaction. | # Drag / Carry {{Emdash}} Gives the option to drag or carry the individual. Can also be done with ACE interaction. | ||
# Switch to self / Switch to target {{Emdash}} Switch between evaluating yourself or a person close to you. Useful for when you want to evaluate yourself but someone is too close. To easily check, see the name above the human body diagram. | # Switch to self / Switch to target {{Emdash}} Switch between evaluating yourself or a person close to you. Useful for when you want to evaluate yourself but someone is too close. To easily check, see the name above the human body diagram. | ||
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The menu has other elements, but they are not relevant for SQ-1. | The menu has other elements, but they are not relevant for SQ-1. | ||
When you are wounded, the medical menu will show your | When you are wounded, the medical menu will show your body parts as being different colors. In order of severity, the colors are: grey (healthy), blue (all wounds have been bandaged/stitched), yellow (untreated wounds exist), followed by orange and then red, which indicate a heavy concentration of wounds and/or bleeding. | ||
==== Supplies ==== | ==== Supplies ==== | ||
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Bandages are temporary because they have a chance to re-open. To eliminate this chance, a medic must stitch the wound. If you have non-stitched wounds that are bandaged, when an appropriate time comes, ask a medic to stitch. | Bandages are temporary because they have a chance to re-open. To eliminate this chance, a medic must stitch the wound. If you have non-stitched wounds that are bandaged, when an appropriate time comes, ask a medic to stitch. | ||
'''Tourniquets''' are applied to limbs to stop all bleeding, regardless of the number or severity of wounds. This is to buy you time to bandage limbs you cannot tourniquet (usually because you are out of | '''Tourniquets''' are applied to limbs to stop all bleeding, regardless of the number or severity of wounds. This is to buy you time to bandage limbs you cannot tourniquet (usually because you are out of them), and/or to bandage your head and chest, without bleeding out. Do not leave a tourniquet on for longer than 5 real minutes, otherwise your character will experience pain, causing you to become less effective in combat. | ||
'''Splints''' correct fractured limbs entirely. You may use a splint immediately upon seeing any fracture. | '''Splints''' correct fractured limbs entirely. You may use a splint immediately upon seeing any fracture. | ||
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Here are some helpful rules of thumb. | Here are some helpful rules of thumb. | ||
* If your bleeding indicator says "moderate" or worse, you need to duck out of the fight and address it | * If your bleeding indicator says "moderate" or worse, you need to duck out of the fight and address it. | ||
* If your ''only'' wounds are on limbs you can tourniquet, simply tourniquet and return to the fight. If ''after'' you tourniquet you still have "moderate" or worse bleeding, bandage until bleeding stops. | * If your ''only'' wounds are on limbs you can tourniquet, simply tourniquet and return to the fight. If ''after'' you tourniquet you still have "moderate" or worse bleeding, bandage until bleeding stops. | ||
* If you have wounds on your head or chest, your bleeding is minimal, and they are just yellow, remain in the fight and address later. | * If you have wounds on your head or chest, your bleeding is minimal, and they are just yellow, remain in the fight and address later. | ||
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If an ally is unconscious, alert your element, and tourniquet the amount of wounded limbs you can, then check pulse. If there is none, yell this with urgency and call for a medic. If in a firefight, after that, return to the fight. If not in a fight, begin CPR immediately, and when the medic arrives, await instructions. | If an ally is unconscious, alert your element, and tourniquet the amount of wounded limbs you can, then check pulse. If there is none, yell this with urgency and call for a medic. If in a firefight, after that, return to the fight. If not in a fight, begin CPR immediately, and when the medic arrives, await instructions. | ||
If there is a pulse, after you tourniquet their wounded limbs, if in a firefight, return to it. If not, begin rendering aid | If there is a pulse, after you tourniquet their wounded limbs, if in a firefight, return to it. If not, begin rendering aid in the order described in the previous section until a medic arrives. | ||
Regardless if you are in a firefight or not, if a medic asks for your aid, render it as best you can. | Regardless if you are in a firefight or not, if a medic asks for your aid, render it as best you can. | ||
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Only ever consider this if the ally is not conscious. Remember: medics are faster, do not consume resources, and restore someone to full health. If a medic is nearby, they ''really'' should be the one doing it. If the medic is not nearby, or God forbid is ''down'', then consider doing it yourself. This can be done with ACE interact or the scroll wheel. | Only ever consider this if the ally is not conscious. Remember: medics are faster, do not consume resources, and restore someone to full health. If a medic is nearby, they ''really'' should be the one doing it. If the medic is not nearby, or God forbid is ''down'', then consider doing it yourself. This can be done with ACE interact or the scroll wheel. | ||
In a situation where there are multiple | In a situation where there are multiple casualties, and the medic is occupied, you can use the scroll wheel to press on an unconscious soldier's wound. This keeps the person from dying on the ground from "bleeding out", giving the medic time to revive them. | ||
== Footnotes == | == Footnotes == | ||
{{Reflist}} | {{Reflist}} | ||
[[Category:Arma certifications]] | [[Category:Arma certifications]] | ||