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ArmA: Combat Operations Get-together

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I don't know if any of you gentlemen(and/or women!) play ArmA: Combat Operations, but it's a game -- I should say sim -- I'm rather fond of. After a week or so of discussing it over at the INSMOD forums, I presented the idea of getting together and playing one night, like the game was meant to be played.

 

Basically, I'm just extending the invitation to TAC, 'cause I think it'd be a real blast to get some Armory guys on board to play along.

 

Just a friendly caveat lector: I plan on being -- not particularly "realistic" -- but tactical about our playtime on the 18th or (perhaps and) the 25th. So if you DO play ArmA, and don't plan on being methodical or communicative, please pass on attendance. However, if you aren't familiar with tactical gameplay [which is unlikely if you do play ArmA], then you're welcome to come along and experience it. Just remember that ArmA requires a good deal of teamwork and control, so BF2/CSS/any other FPS-esque gameplay is strongly discouraged. So please, again, exercise control and do not go cowboy/Rambo on anyone you don't have permission to engage.

 

I will be providing a Ventrilo for the get-together; the server holds up to 15 players, and we have 5 of those slots already reserved.

 

(If the Armory ventrilo is available for semi-public access [read: invite only; the people who will be attending the event], this could be a relatively interesting recruitment tool, to bring some people to the community or, at the least, to the forums, so this could -- again, Armory permission needed -- be a sort of advert for us. If discussion of this proposition is too sensitive, we can talk in PMs about it.)

 

The thread is located here; start at Post #51.

 

http://forums.insmod.net/index.php?showtopic=11183&st=40&start=40

 

I'm stoked about this, and I really hope we can get at least one Armory guy to come along! Can't wait!

 

~Biscuit (Lord Fuzzywig on INS forums)

:thumbsdown:-I almost purchased that game yesterday, but people keep saying it is bad...It sounds like my play style though.
  • Author
:thumbsdown:-I almost purchased that game yesterday, but people keep saying it is bad...It sounds like my play style though.

Check out dslyexci's videos on/in ArmA, and judge by those. Because that's what the game is like when you get a bunch of like-minded fellas who want to play the sim right.
Check out dslyexci's videos on/in ArmA, and judge by those. Because that's what the game is like when you get a bunch of like-minded fellas who want to play the sim right.

:thumbsdown:-roger copy
  • Author

Some things to brush up on, if you plan to attend. ;]

 

Lord Fuzzywig's Mega-Post of Awesomeness.

 

This baby deserves its own thread, it's that awesome.

 

Section 1:

 

Know Your Role

 

In a simulator like ArmA: Combat Operations, or any game that gives you the option for specialisation (PRMM, AA, et cetera) for that matter, it is -- above all -- important that you know precisely what your role in a squad and fireteam is. You and your comrades must operate like a well-oiled machine in order to succeed. Think of your team as a body. Each of your teammates is an organ. If one of them stops doing his job, the entire team suffers and can crumble.

 

** Note that all weapons listed below should have as many mags as possible unless otherwise stated. **

 

Squads and Fireteams:

 

A squad is a group of 2-4 fireteams. Squads consist of eight to sixteen men, two to four of which are fireteam leaders led by a squad leader, henceforth referred to as the SL.A fireteam is a four-man group. Fireteams consists of three soldiers under a fireteam leader (making 4 soldiers in all), henceforth referred to as the FL.

 

  • Squad Leader

A Squad Leader's role in combat is to control 2-to-4 fireteams, of which he takes full responsibility. Using the squad radio, he will relay information from HQ to fireteam leaders. A Squad Leader should be competent, proficient in communication skills, and a quick thinker. The success or failure of an operation rests solely on his or her decisions.The Squad Leader is often equipped with the same equipment as a basic rifleman, except he has binoculars and often will be required to bring red or green smoke grenades.

 

A red smoke grenade is used to mark a target for an air strike.

 

A green smoke grenade is used to mark a LZ (landing zone) for extraction.

 

M4AIM/M16, 2x frag grenades (optional), 1x red smoke grenade, 1x green smoke grenade, M9 sidearm, binoculars, NVG (if the time of operation requires them).

 

  • Fireteam Leader

The FL's job is to take orders from the Squad Leader and to make sure that his orders are carried out to the best of his fireteam's ability. He is to relay information in real-time to the SL and is allowed to make minor modifications to the SL's orders if it better suits his or her fireteam. Like the SL, they are often equipped with binoculars alongside green and red smoke grenades.M4AIM/M16, 2x frag grenades (optional), 1x red smoke grenade, 1x green smoke grenade, M9 sidearm, binoculars, NVG.

 

  • Rifleman

Riflemen are the most basic unit in an infantry squad. They are mobile, versatile, and must be able to adapt to any situation, in many different environments. His job is to carry out the Fireteam Leader's orders (Which are identical to the Squad Leader's orders) and to provide both accurate and covering fire. In order to remain as mobile as possible, a rifleman's loadout is simple and consists, simply, of a rifle and frag grenades.M4AIM/M4ACOG/M16, 2x frag grenades, M9 sidearm, NVG.

 

  • Machine Gunner

Automatic riflemen are the clenched fist of a fireteam; they provide tremendous firepower and incredible mobility. These specialised soldiers are to provide spectacular amounts of suppressive fire and provide cover for the rest of the fireteam to carry out their orders. Because of the M249's large ammo capacity and its excellent rate of fire, it is the preferred weapon of automatic riflemen. Its largest drawback is that is it not a light weapon and, as a result, the automatic rifleman will be slower than most, but still mobile. This is a support role and should only operate as such.M249 SAW, M9 sidearm, NVG.

 

  • Grenadier

The grenadier's job is to provide explosive, indirect fire at a target. They are not very different than a basic rifleman, except that they are equipped with a 203 attachment to their rifle, which allows them to shoot an explosive projectile with stellar accuracy at a target which would be otherwise inaccessible. Because grenadiers are also a support role -- it is important to note that they are not riflemen! -- and since they specialise in explosives, they generally will carry a large assortment of grenades.M4ACOGGL/M16203, 2x frag grenades, 2x smoke grenades (white), 40 mm HE shells (full), 40 mm flares (replace a few HE with these if the time of the operation requires it), NVG.

 

Section 2:

 

Formations

 

Formations

 

Formations are the arrangement of elements (see: fireteams) and individuals in relation to one another. Their purpose is to provide a specific advantage given variables such as terrain, enemy location, and speed. Leaders (fireteam leaders) generally will take the lead (point) in formations; this allows them to better assess the situation and modify their orders, to set movement speed, and to direct fire through example.

  • Column (<<<<)

This is the most basic of formations. It consists simply of soldiers in a single file, following the person directly in front of them. It's a lot like playing follow the leader. This formation is typically used in dense vegetation. It is very simple to maneuver in because all you have to do is just follow the person in front of you.Because, however, all your men are in a single-file line, you are leaving your 12 and 6 exposed to enemy fire while being able to effectively provide heavy fire to your left and right. Because your men are so spread out (some are in the very back!), it can be difficult to adjust on the fly to situations. The column formation is not very secure and should only be used to move quickly and when you are not expecting to engage.

 

  • Staggered Column (^v^v)

Pretty much just a zig-zagged column. Its advantage to the column formation is that it covers more land and allows for wider fields of fire. It should be used mainly when providing security in open areas such as deserts.

  • Line (^^^^)

Exactly what it sounds like. It's the column, turned a bit. If you all turn 90 degrees in one direction while in the column formation, you have a line formation. Intervals vary greatly, but generally soldiers are going to be in arm's length. This is used STRICTLY when providing heavy forward fire and moving forward toward a target. Because it leaves your flank completely exposed, it should only be used when the area is secure except for the target all units are focusing on. It is not uncommon to have one fireteam in a line while other fireteams provide 6 o'clock security.

  • Wedge (/\)

This is a formation that every squad/fireteam should become VERY, VERY, VERY used to using. It is THE single best formation, because it is incredibly versatile.The squad leader/fireteam leader is at the apex.

 

Intervals between individuals should be approximately 15 metres, but this will vary depending on the situation. If visibility is poor, you lower interval. If you're in a desert or field, you can expand. The wedge can collapse (just keep moving forward and move slowly [or quickly] to the left or right) and quickly form a line or column for different types of terrain. It provides top-notch front and flank coverage, but no cover to the 6.

 

  • Vee (\/)

Again, the fireteam leader/squad leader is at the apex.Flip the wedge. Much like the line formation, this should be used ONLY when dominating the battlefield. The vee formation allows for exceptionally heavy forward fire. This is a great way to "surround" the enemy and allows your squad/fireteam to pin the enemy down through intense directional fire.

 

Section 3:

 

Move, Move, Move!

 

Moving in a Squad

 

In this section, I'm just going to cover -- very briefly -- a few of the ways to move in a squad. It is imperative that every member of your squad knows exactly what to do when an order is given and how and where to move. I will not be discussing movement upon contact or reactions to hostile contacts in this section.

  • Basic movement

When you do not suspect you will be engaging, this is what you'll be doing. There's really not even much to say here, you just get from point A to point B as quickly as possible and don't worry about security. Just get in your formation and go.

  • Overwatch

When contact with hostiles is possible, your squad should split into its respective fireteams (Alpha, Bravo, Charlie, et cetera) and get in formation. Since the wedge formation is the most common and most secure of formations, you'll generally have two wedges with large intervals with the squad leader between them. Alpha will have the point generally.The bottom line is, this is just basic movement but slower, more alert, and more spaced out. You should be scanning the horizon while performing traveling overwatch.

 

  • Bounding Overwatch -- Leapfrog

Much like the childrens' game of leapfrog, bounding overwatch is pretty simple.There are many variations of this (like Indian sprints), but I will cover the most basic version.

 

Bounding Overwatch is when contact is EXPECTED, when the squad leader gets antsy, or when you need to cross a large area where your squad might be compromised. You should only do this on the squad level, because breaking up a fireteam is a no-no. Let's assume Alpha has the point.

 

Alpha fireteam, as per SL's orders, will move to the initial overwatch position; I'll call it Yankee. The SL and Bravo will hold their position (obviously taking up the best defensive position possible where they currently are) and will cover Alpha as they move up toward Yankee. Bravo is to scan for possible enemy locations and to prepare engage/flank the enemy if Alpha engages.

 

When Alpha arrives at Yankee, they will take up defensive positions and hold position after scanning to make 200% sure they are clear. Once they give the all-clear via radio to the squad leader, the SL and Bravo Fireteam will move up PAST Alpha's position and Alpha will do what Bravo just did: cover Bravo's path and make sure they are supported if they engage.

 

Going firm

 

When the SL needs some time to assess the situation, or to chit the chat with HQ, he can give the order to go firm. This means to, basically, stop movement and to take up the nearest defensive positions and scan the horizon while the SL talks with HQ. After he is done, he will give the green light to continue, or perhaps modify his orders. Going firm is just a fancy way of gathering intel, basically, and finding out where other squads are. This is in italics because it is done generally while utilising bounding overwatch, so it's sort of a side-note to bounding overwatch.

  • Over and Under

This is only used in urban combat, but is very important to bring up. When approaching a street that a suspected hostile is on, your fireteam should stack (meaning provide 180 degree security) along a building's wall, and ensure that where they are is clear, because they will soon be exposing their flanks. Once they are clear, the SAW gunner will either lean out, crouched, from cover or lie prone at the side of the building to get a view of the street where the hostiles are suspected. While the SAW gunner is getting in position, a rifleman (generally the fireteam leader) should stand directly behind him and lean out over the SAW gunner. These two will eliminate any threats. Once they give the all-clear, ONE of the other two members of the fireteam will sprint across the street and lean out or lie prone like the SAW gunner is on his building.After, again, the all-clear is given, the other "free" fireteam member will sprint to the other soldier across the street and will take a stance over the other soldier just like the fireteam leader did with his SAW gunner. This means all four fireteam members should now be looking down the street and be ready to engage!

 

Once the all-clear is given, the fireteam leader will sprint to the other members and will provide rear security.

 

Again, once the all-clear is given, the SAW gunner will sprint to the rest of the fireteam and then the fireteam will stack back up against the wall and prepare to move.

 

This concludes Part 1 of Lord Fuzzywig's Mega-Post(s) of Awesomeness.

:thumbsdown:-Looks like you have a good start Biscuit, but I do not know what all is incorporated in the game.
  • Author

Everything I listed above is used in the game, every time.

 

EDIT: Post 700, woot.

I should clarify, I think. Everything I listed above is used in the way I listed above. If that's not clear enough, ask questions and I'll try to answer better. ^^

  • Author
Looks like I'll be getting ArmA. soon. Probably around Tuesday or Wednesday.

Don't know how I missed this post.

 

AWESOME! Can't wait to play with ya. =)

I just got ArmA and played a little bit. Awesome so far. Singleplayer didn't lag like the demo (but I did have a lower spec machine when I played it). Gotta try the multiplayer.

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