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		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1997</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1997"/>
		<updated>2019-05-08T18:49:53Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: Sup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey, this is AIM. I&amp;#039;m not dead, PMU just broke my phone(those fucks) and internet is super bad where I am right now. I&amp;#039;m writing here because only the wiki page will load and i don&amp;#039;t have/lost other ways to contact you guys. I expect to get things running again in the next couple days hopefully. If you see this, greet everyone from me in the discord!&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a coalition combined arms platoon. This is a WIP.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Primer ==&lt;br /&gt;
&lt;br /&gt;
In the context of Coalition missions, AFVs are usually employed as a support asset. Our gameplay revolves around our infantry platoon; it includes the majority of the players and is always the center of our planning and operations. The AFV in this context, while a valuable asset, is used in order to increase the effectiveness of the infantry, not vice-versa. Premier tasks are usually the destruction of enemy vehicles, base-of-fire and countering enemy assaults. Due to some AFVs transport capability, it may also carry troops to battle, evacuate casualties or resupply friendly troops at the discretion of the Platoon Leader.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Automatic grenade launcher&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon turns the APC it is mounted on into a premier infantry killer. Its grenades can hit infantry behind cover and its fire rate ensures a very large area of coverage and a high destructive potential. Versions in automated turrets are equipped with a laser rangefinder, making them even more deadly at long ranges, able to hit individual windows of target buildings. It can even be used entirely in an indirect fire role from behind cover, but in practice, this is rare. The grenades have limited anti-armor effects, making them somewhat effective against lightly armored vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round. While the HEAT round is near ineffective against modern tanks, it remains dangerous to APCs and IFVs not protected by ERA plates. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This weapon covers all your firepower needs in one package, utilizing many different kinds of ammunition to do so. Your tanks most important round is the AP(FS)DS, which is is short for All Panzers DiSappear. This round excels at piercing thick armor, and such is to be used against Tanks. Though useable against lighter armored vehicles, this may result in over penetration, meaning that the round goes straight through the vehicle without causing (much) damage to it apart from two small holes. Lighter vehicles are better engaged with HEAT rounds, which produce a molten stream of metal to penetrate armor, which is about as pleasant as it sounds if your armor is light enough for it to penetrate. MP stands for Multi Purpose, which combine the effects of HEAT rounds and HE rounds. HE rounds are your bread and butter. Certainly not half as shiny as the famed APFSDS round, this round is your default for supporting your own troops against hostile infantry or structures. It is basically an artillery shell precision delivered right at the enemy, with enormously destructive effects. Lastly, newer Russian tanks are equipped to launch ATGMs out of their barrel as well, providing them with an ultra long range anti-tank option. When firing the tank gun, the overpressure zone has to be considered. This is a cone around the muzzle of your weapon in which your weapons report can and will cause physical damage. It is paramount to ensure that no friendlies are in or around that cone to avoid wounding or even killing them.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Basics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cohesion&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Generally, an AFV is an important asset to the platoon thanks to its firepower and mobility. To loose an AFV therefore is a considerable blow to the platoons chance to succeed the mission. To achieve effectiveness on the battlefield, the vehicle not only needs to kill the enemy, but needs to not be killed in return. To this end, armor thickness is not the decisive factor, but the last factor that decides about the AFVs life or death, after Situational Awareness, Cohesion and Movement. Indeed, most weapons that can pierce the armor of the vehicle will be fired with a rather high chance of hitting, in contrast to the infantrist who has the luxury to be - at times - shot at all day without getting a scratch. To the crew, this means that it has to &amp;#039;&amp;#039;mitigate the chance&amp;#039;&amp;#039; to be shot at in the first place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV lives and dies by its coordination with the surrounding infantry. Friendly infantry should be used to screen the AFV in order to prevent enemy infantry from getting up close, and serves as an additional layer of eyes and ears able to point out targets to the AFV. The AFV achieves this by staying close to friendly infantry to provide immediate support as needed. It should be noted that the actual distance varies according to terrain - in a desert, an AFV may be able to support infantry from a kilometer away, while the distance between AFV and infantry in an urban setting should rather be measured in meters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Tactics ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
[[File:Hulldown.png|thumb|right|alt=caption|The vehicle is covered partly by terrain, making it a smaller target]]&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery batteries, which shoot, then pack up and move to a different position to avoid counter-battery fire. In the same way, a normal AFV can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemy&amp;#039;s observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
[[File:Shootscoot.png|thumb|right|alt=caption|Avoid allowing the enemy getting a fix on your position against AT-heavy threats especially]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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* &amp;#039;&amp;#039;&amp;#039;Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If discovered, try to engage the air threat however possible, as determined AA-fire may deter or damage it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Platoon Movement&amp;#039;&amp;#039;&amp;#039; A Platoon usually describes between 3-4 vehicles of the same kind operating as a single unit. Maneuvering and fighting as a part of such a platoon is similar to working in an infantry fireteam - just on a much bigger scale. From bounding, cover, assaulting to watching sectors, most basic tactics can be applied on vehicles in a modified fashion.&lt;br /&gt;
&lt;br /&gt;
[[File:Plcolumn.png|thumb|right|alt=caption|Similar to the fireteam column, vehicle warfare has a lot of similarities to infantry warfare, just on a bigger scale]]&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1903</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1903"/>
		<updated>2019-01-24T13:18:49Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a coalition combined arms platoon. This is a WIP.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Primer ==&lt;br /&gt;
&lt;br /&gt;
In the context of Coalition missions, AFVs are usually employed as a support asset. Our gameplay revolves around our infantry platoon; it includes the majority of the players and is always the center of our planning and operations. The AFV in this context, while a valuable asset, is used in order to increase the effectiveness of the infantry, not vice-versa. Premier tasks are usually the destruction of enemy vehicles, base-of-fire and countering enemy assaults. Due to some AFVs transport capability, it may also carry troops to battle, evacuate casualties or resupply friendly troops at the discretion of the Platoon Leader.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Automatic grenade launcher&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon turns the APC it is mounted on into a premier infantry killer. Its grenades can hit infantry behind cover and its fire rate ensures a very large area of coverage and a high destructive potential. Versions in automated turrets are equipped with a laser rangefinder, making them even more deadly at long ranges, able to hit individual windows of target buildings. It can even be used entirely in an indirect fire role from behind cover, but in practice, this is rare. The grenades have limited anti-armor effects, making them somewhat effective against lightly armored vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round. While the HEAT round is near ineffective against modern tanks, it remains dangerous to APCs and IFVs not protected by ERA plates. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This weapon covers all your firepower needs in one package, utilizing many different kinds of ammunition to do so. Your tanks most important round is the AP(FS)DS, which is is short for All Panzers DiSappear. This round excels at piercing thick armor, and such is to be used against Tanks. Though useable against lighter armored vehicles, this may result in over penetration, meaning that the round goes straight through the vehicle without causing (much) damage to it apart from two small holes. Lighter vehicles are better engaged with HEAT rounds, which produce a molten stream of metal to penetrate armor, which is about as pleasant as it sounds if your armor is light enough for it to penetrate. MP stands for Multi Purpose, which combine the effects of HEAT rounds and HE rounds. HE rounds are your bread and butter. Certainly not half as shiny as the famed APFSDS round, this round is your default for supporting your own troops against hostile infantry or structures. It is basically an artillery shell precision delivered right at the enemy, with enormously destructive effects. Lastly, newer Russian tanks are equipped to launch ATGMs out of their barrel as well, providing them with an ultra long range anti-tank option. When firing the tank gun, the overpressure zone has to be considered. This is a cone around the muzzle of your weapon in which your weapons report can and will cause physical damage. It is paramount to ensure that no friendlies are in or around that cone to avoid wounding or even killing them.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
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&lt;br /&gt;
== AFV Basics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cohesion&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Generally, an AFV is an important asset to the platoon thanks to its firepower and mobility. To loose an AFV therefore is a considerable blow to the platoons chance to succeed the mission. To achieve effectiveness on the battlefield, the vehicle not only needs to kill the enemy, but needs to not be killed in return. To this end, armor thickness is not the decisive factor, but the last factor that decides about the AFVs life or death, after Situational Awareness, Cohesion and Movement. Indeed, most weapons that can pierce the armor of the vehicle will be fired with a rather high chance of hitting, in contrast to the infantrist who has the luxury to be - at times - shot at all day without getting a scratch. To the crew, this means that it has to &amp;#039;&amp;#039;mitigate the chance&amp;#039;&amp;#039; to be shot at in the first place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV lives and dies by its coordination with the surrounding infantry. Friendly infantry should be used to screen the AFV in order to prevent enemy infantry from getting up close, and serves as an additional layer of eyes and ears able to point out targets to the AFV. The AFV achieves this by staying close to friendly infantry to provide immediate support as needed. It should be noted that the actual distance varies according to terrain - in a desert, an AFV may be able to support infantry from a kilometer away, while the distance between AFV and infantry in an urban setting should rather be measured in meters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Tactics ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
[[File:Hulldown.png|thumb|right|alt=caption|The vehicle is covered partly by terrain, making it a smaller target]]&lt;br /&gt;
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* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery batteries, which shoot, then pack up and move to a different position to avoid counter-battery fire. In the same way, a normal AFV can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemy&amp;#039;s observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
[[File:Shootscoot.png|thumb|right|alt=caption|Avoid allowing the enemy getting a fix on your position against AT-heavy threats especially]]&lt;br /&gt;
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* &amp;#039;&amp;#039;&amp;#039;Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If discovered, try to engage the air threat however possible, as determined AA-fire may deter or damage it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Platoon Movement&amp;#039;&amp;#039;&amp;#039; A Platoon usually describes between 3-4 vehicles of the same kind operating as a single unit. Maneuvering and fighting as a part of such a platoon is similar to working in an infantry fireteam - just on a much bigger scale. From bounding, cover, assaulting to watching sectors, most basic tactics can be applied on vehicles in a modified fashion.&lt;br /&gt;
&lt;br /&gt;
[[File:Plcolumn.png|thumb|right|alt=caption|Similar to the fireteam column, vehicle warfare has a lot of similarities to infantry warfare, just on a bigger scale]]&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1902</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1902"/>
		<updated>2019-01-24T13:14:53Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a coalition combined arms platoon. This is a WIP.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Primer ==&lt;br /&gt;
&lt;br /&gt;
In the context of Coalition missions, AFVs are usually employed as a support asset. Our gameplay revolves around our infantry platoon; it includes the majority of the players and is always the center of our planning and operations. The AFV in this context, while a valuable asset, is used in order to increase the effectiveness of the infantry, not vice-versa. Premier tasks are usually the destruction of enemy vehicles, base-of-fire and countering enemy assaults. Due to some AFVs transport capability, it may also carry troops to battle, evacuate casualties or resupply friendly troops at the discretion of the Platoon Leader.&lt;br /&gt;
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== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
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== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Automatic grenade launcher&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon turns the APC it is mounted on into a premier infantry killer. Its grenades can hit infantry behind cover and its fire rate ensures a very large area of coverage and a high destructive potential. Versions in automated turrets are equipped with a laser rangefinder, making them even more deadly at long ranges, able to hit individual windows of target buildings. It can even be used entirely in an indirect fire role from behind cover, but in practice, this is rare. The grenades have limited anti-armor effects, making them somewhat effective against lightly armored vehicles.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round. While the HEAT round is near ineffective against modern tanks, it remains dangerous to APCs and IFVs not protected by ERA plates. &lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Tank Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This weapon covers all your firepower needs in one package, utilizing many different kinds of ammunition to do so. Your tanks most important round is the AP(FS)DS, which is is short for All Panzers DiSappear. This round excels at piercing thick armor, and such is to be used against Tanks. Though useable against lighter armored vehicles, this may result in over penetration, meaning that the round goes straight through the vehicle without causing (much) damage to it apart from two small holes. Lighter vehicles are better engaged with HEAT rounds, which produce a molten stream of metal to penetrate armor, which is about as pleasant as it sounds if your armor is light enough for it to penetrate. MP stands for Multi Purpose, which combine the effects of HEAT rounds and HE rounds. HE rounds are your bread and butter. Certainly not half as shiny as the famed APFSDS round, this round is your default for supporting your own troops against hostile infantry or structures. It is basically an artillery shell precision delivered right at the enemy, with enormously destructive effects. Lastly, newer Russian tanks are equipped to launch ATGMs out of their barrel as well, providing them with an ultra long range anti-tank option. When firing the tank gun, the overpressure zone has to be considered. This is a cone around the muzzle of your weapon in which your weapons report can and will cause physical damage. It is paramount to ensure that no friendlies are in or around that cone to avoid wounding or even killing them.&lt;br /&gt;
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== Crew Roles ==&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
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== AFV Basics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cohesion&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Generally, an AFV is an important asset to the platoon thanks to its firepower and mobility. To loose an AFV therefore is a considerable blow to the platoons chance to succeed the mission. To achieve effectiveness on the battlefield, the vehicle not only needs to kill the enemy, but needs to not be killed in return. To this end, armor thickness is not the decisive factor, but the last factor that decides about the AFVs life or death, after Situational Awareness, Cohesion and Movement. Indeed, most weapons that can pierce the armor of the vehicle will be fired with a rather high chance of hitting, in contrast to the infantrist who has the luxury to be - at times - shot at all day without getting a scratch. To the crew, this means that it has to &amp;#039;&amp;#039;mitigate the chance&amp;#039;&amp;#039; to be shot at in the first place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV lives and dies by its coordination with the surrounding infantry. Friendly infantry should be used to screen the AFV in order to prevent enemy infantry from getting up close, and serves as an additional layer of eyes and ears able to point out targets to the AFV. The AFV achieves this by staying close to friendly infantry to provide immediate support as needed. It should be noted that the actual distance varies according to terrain - in a desert, an AFV may be able to support infantry from a kilometer away, while the distance between AFV and infantry in an urban setting should rather be measured in meters.&lt;br /&gt;
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== AFV Tactics ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
[[File:Hulldown.png|thumb|right|alt=caption|The vehicle is covered partly by terrain, making it a smaller target]]&lt;br /&gt;
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* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery batteries, which shoot, then pack up and move to a different position to avoid counter-battery fire. In the same way, a normal AFV can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemy&amp;#039;s observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
[[File:Shootscoot.png|thumb|right|alt=caption|Avoid allowing the enemy getting a fix on your position against AT-heavy threats especially]]&lt;br /&gt;
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* &amp;#039;&amp;#039;&amp;#039;Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If discovered, try to engage the air threat however possible, as determined AA-fire may deter or damage it.&lt;br /&gt;
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* &amp;#039;&amp;#039;&amp;#039;Platoon Movement&amp;#039;&amp;#039;&amp;#039; A Platoon usually describes between 3-4 vehicles of the same kind operating as a single unit. Maneuvering and fighting as a part of such a platoon is similar to working in an infantry fireteam - just on a much bigger scale. From bounding, cover, assaulting to watching sectors, most basic tactics can be applied on vehicles in a modified fashion.&lt;br /&gt;
&lt;br /&gt;
[[File:Plcolumn.png|thumb|right|alt=caption|Similar to the fireteam column, vehicle warfare has a lot of similarities to infantry warfare, just on a bigger scale]]&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=1888</id>
		<title>Platoon Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=1888"/>
		<updated>2019-01-01T00:07:05Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* Planning and Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Team==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Medical officer&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of medics and logistics regarding medical supply and troops. He is also your second-in-command, so keeping him in the loop regarding your plan and intent is essential should you become a casualty. During centralized medical missions he will not leave the Field Hospital, unless he is ordered on a medevac. On decentralized systems he will follow you until the FH is deployed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forward Observer/JTAC&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of all air and indirect fire assets. You will relay fire missions and request air assets from him. During missions that have air assets he is not to leave the PL. His presence makes your job easier and it is vital to keep him alive. If there are no air assets, he is best used by being pushed down to SL or teams. His ability to quickly designate and call fire down accurately is best used on the front lines. If he is KIA have squad leaders continue to mark targets and begin to take over the FO duties.&lt;br /&gt;
The FO may be equipped with a backpack-deployed UAV. If this is the case, he also becomes an invaluable reconnaissance asset and is able to identify targets without input from the SLs or being physically present at the front.&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
Upon loading in, you are expected to read the briefing and come up with a battle plan as fast as possible. Generally, we are aiming for a briefing time of 15 minutes and should never exceed 20. Gather your squad leaders and specialty leaders, if applicable, and involve them in the planning effort. A lot of the time, it is enough to give basic directions and have the element leaders fill out the blanks. You should focus on the general plan with emphasis on each unit&amp;#039;s role within that plan, ensuring that the element leaders understand said role so that they will act accordingly in the field. Avoid micro managing your leaders here: you are on a timer and your squad leaders can figure out the precise route they wish to take by themselves. Time again is an important consideration here: After your briefing, it is the squad leaders turn to confer with their fire team leaders and refine their part of the plan, and afterwards the team leaders need to brief their teams as well. The shorter and simpler you keep the bigger scale of things, the more time your squad leaders have to come up with a decent plan of their own. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
&lt;br /&gt;
===Cohesion===&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
&lt;br /&gt;
Your specialties are roughly divided into three categories: Support, Heavies and Strike assets. Support assets are usually weapon teams or ICVs, designed to augment the firepower or mobility of your squads and fire teams. You can pass them down to the squad leaders, depending on who would benefit greatest from having that specific asset for the completion of their task. Heavy assets, such as tanks and IFVs are linchpin units for your battle plan. Their firepower enables you to maneuver on the enemy very aggressively, since they will be able to beat down any concentrated defensive effort. At the same time, their loss will be a huge blow to the combat strength of your platoon. Strike assets, such as artillery or CAS do not have a presence on the front line, but they can augment your firepower in a certain area of the battlefield with little delay, enabling you to call focused fire on enemy concentrations, react to enemy action without having to shift your units and, in case of artillery, obscure the battlefield with smoke to enable your maneuvers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This introduction in Platoon leading will be kept simplified and then expanded on as we progress.&lt;br /&gt;
 &lt;br /&gt;
In the beginning of a mission you always have a medical officer. This is the base of your medical chain and is included in every mission. JTAC/UAV operator is a position only taken when a mission maker has included them. &lt;br /&gt;
&lt;br /&gt;
You will also have an Alpha command section, callsign “ASL” or “RED” and most likely a Bravo command section, callsign “BSL” or “BLUE”. These sections are comprised of 1 squad leader and a medic. These leaders are in charge of squad level movement and will be your best eyes on the field during the assault. Maintain a good spacing from your squad leaders, preferably rearward, to safeguard your chain of command from losing two leaders to a stray artillery shell at the same time.&lt;br /&gt;
&lt;br /&gt;
Under the squad lead command  will be two squads of six  infantrymen each. This brings our average squad to 14 infantrymen, equipped with two machine guns, five grenade launchers and four anti-tank launchers. Keep this in mind as you plan your mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=1887</id>
		<title>Platoon Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=1887"/>
		<updated>2018-12-31T23:00:51Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* Planning and Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Team==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Medical officer&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of medics and logistics regarding medical supply and troops. He is also your second-in-command, so keeping him in the loop regarding your plan and intent is essential should you become a casualty. During centralized medical missions he will not leave the Field Hospital, unless he is ordered on a medevac. On decentralized systems he will follow you until the FH is deployed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forward Observer/JTAC&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of all air and indirect fire assets. You will relay fire missions and request air assets from him. During missions that have air assets he is not to leave the PL. His presence makes your job easier and it is vital to keep him alive. If there are no air assets, he is best used by being pushed down to SL or teams. His ability to quickly designate and call fire down accurately is best used on the front lines. If he is KIA have squad leaders continue to mark targets and begin to take over the FO duties.&lt;br /&gt;
The FO may be equipped with a backpack-deployed UAV. If this is the case, he also becomes an invaluable reconnaissance asset and is able to identify targets without input from the SLs or being physically present at the front.&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
This introduction in Platoon leading will be kept simplified and then expanded on as we progress.&lt;br /&gt;
 &lt;br /&gt;
In the beginning of a mission you always have a medical officer. This is the base of your medical chain and is included in every mission. JTAC/UAV operator is a position only taken when a mission maker has included them. &lt;br /&gt;
&lt;br /&gt;
You will also have an Alpha command section, callsign “ASL” or “RED” and most likely a Bravo command section, callsign “BSL” or “BLUE”. These sections are comprised of 1 squad leader and a medic. These leaders are in charge of squad level movement and will be your best eyes on the field during the assault. Maintain a good spacing from your squad leaders, preferably rearward, to safeguard your chain of command from losing two leaders to a stray artillery shell at the same time.&lt;br /&gt;
&lt;br /&gt;
Under the squad lead command  will be two squads of six  infantrymen each. This brings our average squad to 14 infantrymen, equipped with two machine guns, five grenade launchers and four anti-tank launchers. Keep this in mind as you plan your mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=1886</id>
		<title>Platoon Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=1886"/>
		<updated>2018-12-31T22:50:12Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Team==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Medical officer&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of medics and logistics regarding medical supply and troops. He is also your second-in-command, so keeping him in the loop regarding your plan and intent is essential should you become a casualty. During centralized medical missions he will not leave the Field Hospital, unless he is ordered on a medevac. On decentralized systems he will follow you until the FH is deployed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forward Observer/JTAC&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of all air and indirect fire assets. You will relay fire missions and request air assets from him. During missions that have air assets he is not to leave the PL. His presence makes your job easier and it is vital to keep him alive. If there are no air assets, he is best used by being pushed down to SL or teams. His ability to quickly designate and call fire down accurately is best used on the front lines. If he is KIA have squad leaders continue to mark targets and begin to take over the FO duties.&lt;br /&gt;
The FO may be equipped with a backpack-deployed UAV. If this is the case, he also becomes an invaluable reconnaissance asset and is able to identify targets without input from the SLs or being physically present at the front.&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
This introduction in Platoon leading will be kept simplified and then expanded on as we progress.&lt;br /&gt;
 &lt;br /&gt;
In the beginning of a mission you always have a medical officer. This is the base of your medical chain and is included in every mission. JTAC and UAV operators are positions only taken when a mission maker has included them. We have been seeing an increase in the about of times JTAC is used.&lt;br /&gt;
&lt;br /&gt;
You will also have an Alpha command section, callsign “ASL” or “RED” and most likely a Bravo command section, callsign “BSL” or “BLUE”. These sections are comprised of 1 Rifleman and a medic. These leaders are in charge of squad level movement and will be your best eyes on the field during the assault. YOU ARE TO MAINTAIN A MINIMUM 500 M DISTANCE BACK AWAY FROM THE CLOSEST SL ELEMENT. This is to ensure your safety and the chain of command.&lt;br /&gt;
&lt;br /&gt;
Under the Squad lead command  will be two(2) squads of six(6)  line infantry. These men will have a total of three (3) Squad machine guns, three(3) grenadier’s, two(2) anti-tank launchers, 1 cls, and three(3) rifle infantry. Keep this in mind as you plan your mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=1885</id>
		<title>Platoon Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=1885"/>
		<updated>2018-12-31T22:49:50Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Team==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Medical officer&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of medics and logistics regarding medical supply and troops. He is also your second-in-command, so keeping him in the loop regarding your plan and intent is essential should you become a casualty. During centralized medical missions he will not leave the FH, unless he is ordered on a medevac. On decentralized systems he will follow you until the FH is deployed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forward Observer/JTAC&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of all air and indirect fire assets. You will relay fire missions and request air assets from him. During missions that have air assets he is not to leave the PL. His presence makes your job easier and it is vital to keep him alive. If there are no air assets, he is best used by being pushed down to SL or teams. His ability to quickly designate and call fire down accurately is best used on the front lines. If he is KIA have squad leaders continue to mark targets and begin to take over the FO duties.&lt;br /&gt;
The FO may be equipped with a backpack-deployed UAV. If this is the case, he also becomes an invaluable reconnaissance asset and is able to identify targets without input from the SLs or being physically present at the front.&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
This introduction in Platoon leading will be kept simplified and then expanded on as we progress.&lt;br /&gt;
 &lt;br /&gt;
In the beginning of a mission you always have a medical officer. This is the base of your medical chain and is included in every mission. JTAC and UAV operators are positions only taken when a mission maker has included them. We have been seeing an increase in the about of times JTAC is used.&lt;br /&gt;
&lt;br /&gt;
You will also have an Alpha command section, callsign “ASL” or “RED” and most likely a Bravo command section, callsign “BSL” or “BLUE”. These sections are comprised of 1 Rifleman and a medic. These leaders are in charge of squad level movement and will be your best eyes on the field during the assault. YOU ARE TO MAINTAIN A MINIMUM 500 M DISTANCE BACK AWAY FROM THE CLOSEST SL ELEMENT. This is to ensure your safety and the chain of command.&lt;br /&gt;
&lt;br /&gt;
Under the Squad lead command  will be two(2) squads of six(6)  line infantry. These men will have a total of three (3) Squad machine guns, three(3) grenadier’s, two(2) anti-tank launchers, 1 cls, and three(3) rifle infantry. Keep this in mind as you plan your mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=1884</id>
		<title>Platoon Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=1884"/>
		<updated>2018-12-31T22:45:01Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Team==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Medical officer&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of medics and logistics regarding medical supply and troops. You will have limited contact with him, expect to tell him wounded are incoming and suggest good spots for the Field hospital and CCP’s.  During centralized medical missions he will not leave the FH, unless he is ordered on a medevac. On decentralized systems he will usually follow you until the FH is deployed.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forward Observer/JTAC&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of all air and indirect fire assets. You will relay fire missions and request air assets from him. During missions that have air assets he is not to leave the PL. His presence makes your job easier and it is vital to keep him alive. If there are no air assets, he is best used by being pushed down to SL or teams. His ability to quickly designate and call fire down accurately is best used on the front lines. If he is KIA have squad leaders continue to mark targets and begin to take over the FO duties.&lt;br /&gt;
The FO may be equipped with a backpack-deployed UAV. If this is the case, he also becomes an invaluable reconnaissance asset and is able to identify targets without input from the SLs or being physically present at the front.&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
This introduction in Platoon leading will be kept simplified and then expanded on as we progress.&lt;br /&gt;
 &lt;br /&gt;
In the beginning of a mission you always have a medical officer. This is the base of your medical chain and is included in every mission. JTAC and UAV operators are positions only taken when a mission maker has included them. We have been seeing an increase in the about of times JTAC is used.&lt;br /&gt;
&lt;br /&gt;
You will also have an Alpha command section, callsign “ASL” or “RED” and most likely a Bravo command section, callsign “BSL” or “BLUE”. These sections are comprised of 1 Rifleman and a medic. These leaders are in charge of squad level movement and will be your best eyes on the field during the assault. YOU ARE TO MAINTAIN A MINIMUM 500 M DISTANCE BACK AWAY FROM THE CLOSEST SL ELEMENT. This is to ensure your safety and the chain of command.&lt;br /&gt;
&lt;br /&gt;
Under the Squad lead command  will be two(2) squads of six(6)  line infantry. These men will have a total of three (3) Squad machine guns, three(3) grenadier’s, two(2) anti-tank launchers, 1 cls, and three(3) rifle infantry. Keep this in mind as you plan your mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=New_Infantry_Guide&amp;diff=1869</id>
		<title>New Infantry Guide</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=New_Infantry_Guide&amp;diff=1869"/>
		<updated>2018-12-28T12:15:45Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* Playing RAT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;THIS GUIDE IS CURRENTLY A WORK IN PROGRESS!&amp;#039;&amp;#039;&amp;#039; Welcome to the new infantryman&amp;#039;s guide to surviving the coalition session. The purpose of this guide is to introduce you to &amp;#039;&amp;#039;&amp;#039;how the community of Coalition conducts warfare and what you need to know before the bullets start flying&amp;#039;&amp;#039;&amp;#039;, rather than what the US military does in the real world. While our tactics, techniques, and procedures sometimes match and greatly pull from our real-world counterparts, it would be silly to teach you real-world tactics for a virtual environment like some &amp;quot;super-milsim&amp;quot; group. &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With that in mind, &amp;#039;&amp;#039;&amp;#039;take this guide seriously&amp;#039;&amp;#039;&amp;#039; as you&amp;#039;ll be expected to know and perform techniques written here in real time during sessions.&lt;br /&gt;
&lt;br /&gt;
=The Basics=&lt;br /&gt;
==Infantry Keybinds==&lt;br /&gt;
==Platoon Structure==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:PLstructure.png|700px|thumb|center|Regardless of mission and/or objectives, Coalition always uses the same platoon structure during sessions to ensure players have an understandable and systematic experience that promotes organization]]&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;DESIGN AND IMPLEMENTATION&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PL - Platoon Lead Element&lt;br /&gt;
Size: 2-4 Players&lt;br /&gt;
Rank(s): Lieutenant&lt;br /&gt;
Command position: 1st in command&lt;br /&gt;
&lt;br /&gt;
Consists of the platoon leader (PL) and chief medical officer. Depending on the mission scenario, supports such as aircraft, armored vehicles, and/or crew served weapons will also be attached to the PL&amp;#039;s command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ASL - Alpha Squad Lead Element&lt;br /&gt;
Size: 2 Players&lt;br /&gt;
Rank(s): Staff Sergeant&lt;br /&gt;
Command position: 2nd in command&lt;br /&gt;
&lt;br /&gt;
Consists of the Alpha Squad Leader (ASL) and Alpha Medic. These two work directly with the fireteam leaders to maneuver infantry in the most efficient manner possible. When not commanding, reports all battle information higher to the platoon leader and/or supports above him.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BSL - Bravo Squad Lead Element&lt;br /&gt;
Size: 2 Players&lt;br /&gt;
Rank(s): Staff Sergeant&lt;br /&gt;
Command position: 3rd in command&lt;br /&gt;
&lt;br /&gt;
Consists of the Bravo Squad Leader (BSL) and Bravo Medic. These two work directly with the fireteam leaders to maneuver infantry in the most efficient manner possible. When not commanding, reports all battle information higher to the platoon leader and/or supports above him.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CSL - Charlie Squad Lead Element&lt;br /&gt;
Size: 2 Players&lt;br /&gt;
Rank(s): Staff Sergeant&lt;br /&gt;
Command position: 4th in command&lt;br /&gt;
&lt;br /&gt;
Consists of the Charlie Squad Leader (CSL) and Charlie Medic. These two work directly with the fireteam leaders to maneuver infantry in the most efficient manner possible. When not commanding, reports all battle information higher to the platoon leader and/or supports above him.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A1 - C2 Fireteams&lt;br /&gt;
Size: 4 (minimum) - 6 (maximum) Players&lt;br /&gt;
Rank(s): Corporal (FTL) - Private (RAT)&lt;br /&gt;
Command position: N/A&lt;br /&gt;
&lt;br /&gt;
Each squad element consists of two fire teams. Each fire team consists of at least four troops:&lt;br /&gt;
FTL - Fireteam Leader&lt;br /&gt;
AR - Automatic Rifleman (Second in command)&lt;br /&gt;
AAR - Assistant Automatic Rifleman&lt;br /&gt;
RAT1 - Rifleman Anti-tank&lt;br /&gt;
&lt;br /&gt;
If using a six-man fireteam, the extra two roles will also be added to the team:&lt;br /&gt;
GREN - Grenadier&lt;br /&gt;
RAT2 - Rifleman Anti-tank&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Fireteam Structure &amp;amp; Roles==&lt;br /&gt;
There are five roles in each fire team that you must know:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;FTL - Fireteam Leader&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The FTL&amp;#039;s job is to command and control in a chaotic environment and ultimately ensure the enemy is killed by utilizing his team properly.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle with M203/M320 or GP25 GL&lt;br /&gt;
:::Binoculars&lt;br /&gt;
:::Short-range radio (Fireteam), Medium-range radio (Squad)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AR - Automatic Rifleman&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The AR&amp;#039;s job is to cover all sectors of fire issued as a base-of-fire as well as cause maximum casualties possible to the enemy.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Automatic Rifle or LMG&lt;br /&gt;
:::Pistol&lt;br /&gt;
:::Short-range radio (Fireteam)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AAR - Assistant Automatic Rifleman&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The AAR&amp;#039;s job is to spot for the AR, adjust his fire, and ensure he maintains a healthy amount of ammunition when possible.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle or Carbine&lt;br /&gt;
:::Binoculars&lt;br /&gt;
:::Short-range radio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;RAT - Rifleman Anti-tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The RAT&amp;#039;s job is to serve as a generally room-clearing or maneuver rifleman as well as destroy any armored assets the fire team may encounter.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle or Carbine&lt;br /&gt;
:::Single-use anti-tank launcher&lt;br /&gt;
:::Short-range radio&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GREN - Grenadier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The GREN&amp;#039;s job is to serve as a maneuver rifleman with the added ability to lay extra indirect fire on to enemy positions.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle with M203/M320 or GP25 GL&lt;br /&gt;
:::Extra grenades&lt;br /&gt;
:::Short-range radio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Coalition fireteam is broken down into &amp;lt;u&amp;gt;two color teams&amp;lt;/u&amp;gt;, each with their own purpose:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; TEAM - FTL, AR, AAR&amp;#039;&amp;#039;&amp;#039; &amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt; TEAM - GREN, RAT, RAT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Red team serves as a base-of-fire (BOF) team with the FTL, AR, and AAR. The combination of an underbarrelled grenade launcher, light machine gun (LMG), and two sets of binoculars enables red team to provide command and cover to green team in a multitude of environments. &amp;lt;br \&amp;gt;&lt;br /&gt;
Green team serves as a maneuver element within the fire team. Their job is to clear buildings, flank if pinned, and generally destroy any vehicle threats that may happen upon the fire team. &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A competent fire team leader will combine both teams efficiently to ensure they work together across multiple types of terrain.&lt;br /&gt;
&lt;br /&gt;
===Role Limitations===&lt;br /&gt;
While as a recruit during your first couple weeks in the community, you will not be able to take the Fireteam Leader (FTL) or Automatic Rifleman (AR) roles so that you can learn how to be a fireteam member before leading one.&lt;br /&gt;
&lt;br /&gt;
==Formations &amp;amp; Spacing==&lt;br /&gt;
There are a total of three formations you need to know:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE WEDGE&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:Wedge.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
By default, we use the wedge as a movement-to-contact formation. This formation allows for the maximum firepower forward and to &amp;lt;br \&amp;gt;the rear if need-be, but suffers from a large cross-section from the sides.&amp;lt;br \&amp;gt; &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE LINE&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:Line.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the column, the line is commonly used as a reaction to contact from the wedge to get maximum fire power&amp;lt;br \&amp;gt; forward. It is also used in forests or dense terrain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE COLUMN&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:COLUMN.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The column is used when traversing dangerous obstacles like minefields or when visual signature needs to be as low as possible. &amp;lt;br \&amp;gt;Has great fire support to the flanks, but lacks in the rear and forward. Notice red team is in the rear in order to provide &amp;lt;br \&amp;gt;maximum support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each formation consists of a &amp;#039;&amp;#039;&amp;#039;minimum&amp;#039;&amp;#039;&amp;#039; of 5 meters of spacing as displayed in the pictures above. &amp;lt;br \&amp;gt;Your team leader will always instruct you to &amp;quot;push out&amp;quot; or &amp;quot;pull in&amp;quot; while moving in formation and you can utilize your STUI compass to help control spacing.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:STUI.png|400px|thumb|STUI Spacing Example]]&lt;br /&gt;
&lt;br /&gt;
==Radios==&lt;br /&gt;
We utilize a mod called Advanced Combat Radio Environment, or &amp;quot;ACRE2&amp;quot; for short, to communicate while in game. This uses your normal push-to-talk key in teamspeak to transmit your voice into a 3D environment. It also adds new radio items to communicate long distances. [http://coalitiongroup.net/wiki/index.php/Communication_and_Marking#Radio_Communication A brief guide can be found here], but don&amp;#039;t look to deep into it. You will automatically be assigned a radio per mission and it will be setup to be on your fire teams frequency from the start.&lt;br /&gt;
&lt;br /&gt;
===Communicating===&lt;br /&gt;
One of the best things you can do as a new infantryman is learn to communicate with your other fire team members. Regardless of roles, know when to and when not to speak on the fireteam radio to ensure maximum information flow reaches the right ears. Some guidelines:&lt;br /&gt;
::*Always state your name when speaking on the radio. Avoid words like &amp;quot;me&amp;quot; and &amp;quot;I&amp;quot;.&lt;br /&gt;
::*Use the &amp;quot;ADD&amp;quot; report when calling contact on the radio - Alert, Direction, Distance&lt;br /&gt;
::::Example: Contact, two EI at that tree line bearing 252, 300 meters&lt;br /&gt;
::*Stay with your color team at all times. This allows you to simply speak to them.&lt;br /&gt;
&lt;br /&gt;
=The Advanced=&lt;br /&gt;
==Movement Drills==&lt;br /&gt;
==Playing AAR==&lt;br /&gt;
&lt;br /&gt;
The AAR is the second man behind the LMG. His task is to support the Automatic Rifleman in the employment of his gun and protect him during its employment. His tasks include:&lt;br /&gt;
::* Spotting targets and observing bullet impact using the Binoculars&lt;br /&gt;
::* Carrying spare ammunition for the gun to sustain its fire&lt;br /&gt;
::* Watching the ARs flanks while he employs the gun due to his natural inclination to tunnel vision&lt;br /&gt;
&lt;br /&gt;
==Playing RAT==&lt;br /&gt;
&lt;br /&gt;
The Rifleman (Anti-Tank) is our primary means of defense against enemy armored vehicles. You are the fire teams, and often the whole platoons only anti-tank asset. Thus, your armament and your proficiency with it can make the difference between your whole team dying - or not.&lt;br /&gt;
Some necessary skills:&lt;br /&gt;
::*Range estimation to target&lt;br /&gt;
::*Correct handling of our common launchers, manuals for which can be found [http://coalitiongroup.net/wiki/index.php/AT4_Guide here], [http://coalitiongroup.net/wiki/index.php/M72_Guide here] and [http://coalitiongroup.net/wiki/index.php/RPG-26_Guide here]&lt;br /&gt;
::*Patience to ensure a hit&lt;br /&gt;
&lt;br /&gt;
==Playing GREN==&lt;br /&gt;
&lt;br /&gt;
The Grenadiers weapon is the grenade launcher, most commonly fixed under the barrel. With it, he can use both HE grenades to fight enemies behind cover, in ditches or in windows and smoke grenades to conceal his teams movement. His skills include:&lt;br /&gt;
::* Range estimation to target&lt;br /&gt;
::* Employing the HE grenades with precision&lt;br /&gt;
::* Knowing when and how to employ smoke!&lt;br /&gt;
:::: Rule of thump: Never smoke your own position unless you are retreating. Smoke the enemies position or the path to the enemies position instead. Avoid placing smokes in a way that you have to run through your own smoke.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=New_Infantry_Guide&amp;diff=1868</id>
		<title>New Infantry Guide</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=New_Infantry_Guide&amp;diff=1868"/>
		<updated>2018-12-28T11:00:57Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* Playing GREN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;THIS GUIDE IS CURRENTLY A WORK IN PROGRESS!&amp;#039;&amp;#039;&amp;#039; Welcome to the new infantryman&amp;#039;s guide to surviving the coalition session. The purpose of this guide is to introduce you to &amp;#039;&amp;#039;&amp;#039;how the community of Coalition conducts warfare and what you need to know before the bullets start flying&amp;#039;&amp;#039;&amp;#039;, rather than what the US military does in the real world. While our tactics, techniques, and procedures sometimes match and greatly pull from our real-world counterparts, it would be silly to teach you real-world tactics for a virtual environment like some &amp;quot;super-milsim&amp;quot; group. &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With that in mind, &amp;#039;&amp;#039;&amp;#039;take this guide seriously&amp;#039;&amp;#039;&amp;#039; as you&amp;#039;ll be expected to know and perform techniques written here in real time during sessions.&lt;br /&gt;
&lt;br /&gt;
=The Basics=&lt;br /&gt;
==Infantry Keybinds==&lt;br /&gt;
==Platoon Structure==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:PLstructure.png|700px|thumb|center|Regardless of mission and/or objectives, Coalition always uses the same platoon structure during sessions to ensure players have an understandable and systematic experience that promotes organization]]&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;DESIGN AND IMPLEMENTATION&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PL - Platoon Lead Element&lt;br /&gt;
Size: 2-4 Players&lt;br /&gt;
Rank(s): Lieutenant&lt;br /&gt;
Command position: 1st in command&lt;br /&gt;
&lt;br /&gt;
Consists of the platoon leader (PL) and chief medical officer. Depending on the mission scenario, supports such as aircraft, armored vehicles, and/or crew served weapons will also be attached to the PL&amp;#039;s command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ASL - Alpha Squad Lead Element&lt;br /&gt;
Size: 2 Players&lt;br /&gt;
Rank(s): Staff Sergeant&lt;br /&gt;
Command position: 2nd in command&lt;br /&gt;
&lt;br /&gt;
Consists of the Alpha Squad Leader (ASL) and Alpha Medic. These two work directly with the fireteam leaders to maneuver infantry in the most efficient manner possible. When not commanding, reports all battle information higher to the platoon leader and/or supports above him.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BSL - Bravo Squad Lead Element&lt;br /&gt;
Size: 2 Players&lt;br /&gt;
Rank(s): Staff Sergeant&lt;br /&gt;
Command position: 3rd in command&lt;br /&gt;
&lt;br /&gt;
Consists of the Bravo Squad Leader (BSL) and Bravo Medic. These two work directly with the fireteam leaders to maneuver infantry in the most efficient manner possible. When not commanding, reports all battle information higher to the platoon leader and/or supports above him.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CSL - Charlie Squad Lead Element&lt;br /&gt;
Size: 2 Players&lt;br /&gt;
Rank(s): Staff Sergeant&lt;br /&gt;
Command position: 4th in command&lt;br /&gt;
&lt;br /&gt;
Consists of the Charlie Squad Leader (CSL) and Charlie Medic. These two work directly with the fireteam leaders to maneuver infantry in the most efficient manner possible. When not commanding, reports all battle information higher to the platoon leader and/or supports above him.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A1 - C2 Fireteams&lt;br /&gt;
Size: 4 (minimum) - 6 (maximum) Players&lt;br /&gt;
Rank(s): Corporal (FTL) - Private (RAT)&lt;br /&gt;
Command position: N/A&lt;br /&gt;
&lt;br /&gt;
Each squad element consists of two fire teams. Each fire team consists of at least four troops:&lt;br /&gt;
FTL - Fireteam Leader&lt;br /&gt;
AR - Automatic Rifleman (Second in command)&lt;br /&gt;
AAR - Assistant Automatic Rifleman&lt;br /&gt;
RAT1 - Rifleman Anti-tank&lt;br /&gt;
&lt;br /&gt;
If using a six-man fireteam, the extra two roles will also be added to the team:&lt;br /&gt;
GREN - Grenadier&lt;br /&gt;
RAT2 - Rifleman Anti-tank&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Fireteam Structure &amp;amp; Roles==&lt;br /&gt;
There are five roles in each fire team that you must know:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;FTL - Fireteam Leader&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The FTL&amp;#039;s job is to command and control in a chaotic environment and ultimately ensure the enemy is killed by utilizing his team properly.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle with M203/M320 or GP25 GL&lt;br /&gt;
:::Binoculars&lt;br /&gt;
:::Short-range radio (Fireteam), Medium-range radio (Squad)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AR - Automatic Rifleman&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The AR&amp;#039;s job is to cover all sectors of fire issued as a base-of-fire as well as cause maximum casualties possible to the enemy.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Automatic Rifle or LMG&lt;br /&gt;
:::Pistol&lt;br /&gt;
:::Short-range radio (Fireteam)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AAR - Assistant Automatic Rifleman&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The AAR&amp;#039;s job is to spot for the AR, adjust his fire, and ensure he maintains a healthy amount of ammunition when possible.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle or Carbine&lt;br /&gt;
:::Binoculars&lt;br /&gt;
:::Short-range radio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;RAT - Rifleman Anti-tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The RAT&amp;#039;s job is to serve as a generally room-clearing or maneuver rifleman as well as destroy any armored assets the fire team may encounter.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle or Carbine&lt;br /&gt;
:::Single-use anti-tank launcher&lt;br /&gt;
:::Short-range radio&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GREN - Grenadier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The GREN&amp;#039;s job is to serve as a maneuver rifleman with the added ability to lay extra indirect fire on to enemy positions.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle with M203/M320 or GP25 GL&lt;br /&gt;
:::Extra grenades&lt;br /&gt;
:::Short-range radio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Coalition fireteam is broken down into &amp;lt;u&amp;gt;two color teams&amp;lt;/u&amp;gt;, each with their own purpose:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; TEAM - FTL, AR, AAR&amp;#039;&amp;#039;&amp;#039; &amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt; TEAM - GREN, RAT, RAT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Red team serves as a base-of-fire (BOF) team with the FTL, AR, and AAR. The combination of an underbarrelled grenade launcher, light machine gun (LMG), and two sets of binoculars enables red team to provide command and cover to green team in a multitude of environments. &amp;lt;br \&amp;gt;&lt;br /&gt;
Green team serves as a maneuver element within the fire team. Their job is to clear buildings, flank if pinned, and generally destroy any vehicle threats that may happen upon the fire team. &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A competent fire team leader will combine both teams efficiently to ensure they work together across multiple types of terrain.&lt;br /&gt;
&lt;br /&gt;
===Role Limitations===&lt;br /&gt;
While as a recruit during your first couple weeks in the community, you will not be able to take the Fireteam Leader (FTL) or Automatic Rifleman (AR) roles so that you can learn how to be a fireteam member before leading one.&lt;br /&gt;
&lt;br /&gt;
==Formations &amp;amp; Spacing==&lt;br /&gt;
There are a total of three formations you need to know:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE WEDGE&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:Wedge.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
By default, we use the wedge as a movement-to-contact formation. This formation allows for the maximum firepower forward and to &amp;lt;br \&amp;gt;the rear if need-be, but suffers from a large cross-section from the sides.&amp;lt;br \&amp;gt; &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE LINE&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:Line.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the column, the line is commonly used as a reaction to contact from the wedge to get maximum fire power&amp;lt;br \&amp;gt; forward. It is also used in forests or dense terrain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE COLUMN&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:COLUMN.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The column is used when traversing dangerous obstacles like minefields or when visual signature needs to be as low as possible. &amp;lt;br \&amp;gt;Has great fire support to the flanks, but lacks in the rear and forward. Notice red team is in the rear in order to provide &amp;lt;br \&amp;gt;maximum support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each formation consists of a &amp;#039;&amp;#039;&amp;#039;minimum&amp;#039;&amp;#039;&amp;#039; of 5 meters of spacing as displayed in the pictures above. &amp;lt;br \&amp;gt;Your team leader will always instruct you to &amp;quot;push out&amp;quot; or &amp;quot;pull in&amp;quot; while moving in formation and you can utilize your STUI compass to help control spacing.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:STUI.png|400px|thumb|STUI Spacing Example]]&lt;br /&gt;
&lt;br /&gt;
==Radios==&lt;br /&gt;
We utilize a mod called Advanced Combat Radio Environment, or &amp;quot;ACRE2&amp;quot; for short, to communicate while in game. This uses your normal push-to-talk key in teamspeak to transmit your voice into a 3D environment. It also adds new radio items to communicate long distances. [http://coalitiongroup.net/wiki/index.php/Communication_and_Marking#Radio_Communication A brief guide can be found here], but don&amp;#039;t look to deep into it. You will automatically be assigned a radio per mission and it will be setup to be on your fire teams frequency from the start.&lt;br /&gt;
&lt;br /&gt;
===Communicating===&lt;br /&gt;
One of the best things you can do as a new infantryman is learn to communicate with your other fire team members. Regardless of roles, know when to and when not to speak on the fireteam radio to ensure maximum information flow reaches the right ears. Some guidelines:&lt;br /&gt;
::*Always state your name when speaking on the radio. Avoid words like &amp;quot;me&amp;quot; and &amp;quot;I&amp;quot;.&lt;br /&gt;
::*Use the &amp;quot;ADD&amp;quot; report when calling contact on the radio - Alert, Direction, Distance&lt;br /&gt;
::::Example: Contact, two EI at that tree line bearing 252, 300 meters&lt;br /&gt;
::*Stay with your color team at all times. This allows you to simply speak to them.&lt;br /&gt;
&lt;br /&gt;
=The Advanced=&lt;br /&gt;
==Movement Drills==&lt;br /&gt;
==Playing AAR==&lt;br /&gt;
&lt;br /&gt;
The AAR is the second man behind the LMG. His task is to support the Automatic Rifleman in the employment of his gun and protect him during its employment. His tasks include:&lt;br /&gt;
::* Spotting targets and observing bullet impact using the Binoculars&lt;br /&gt;
::* Carrying spare ammunition for the gun to sustain its fire&lt;br /&gt;
::* Watching the ARs flanks while he employs the gun due to his natural inclination to tunnel vision&lt;br /&gt;
&lt;br /&gt;
==Playing RAT==&lt;br /&gt;
&lt;br /&gt;
The Rifleman (Anti-Tank) is our primary means of defense against enemy armored vehicles. You are the fire teams, and often the whole platoons only anti-tank asset. Thus, your armament and your proficiency with it can make the difference between your whole team dying - or not.&lt;br /&gt;
Some necessary skills:&lt;br /&gt;
::*Range estimation to target&lt;br /&gt;
::*Correct ranging of our common launchers, manuals for which can be found [http://coalitiongroup.net/wiki/index.php/AT4_Guide here], [http://coalitiongroup.net/wiki/index.php/M72_Guide here] and [http://coalitiongroup.net/wiki/index.php/RPG-26_Guide here]&lt;br /&gt;
::*Patience to ensure a hit&lt;br /&gt;
&lt;br /&gt;
==Playing GREN==&lt;br /&gt;
&lt;br /&gt;
The Grenadiers weapon is the grenade launcher, most commonly fixed under the barrel. With it, he can use both HE grenades to fight enemies behind cover, in ditches or in windows and smoke grenades to conceal his teams movement. His skills include:&lt;br /&gt;
::* Range estimation to target&lt;br /&gt;
::* Employing the HE grenades with precision&lt;br /&gt;
::* Knowing when and how to employ smoke!&lt;br /&gt;
:::: Rule of thump: Never smoke your own position unless you are retreating. Smoke the enemies position or the path to the enemies position instead. Avoid placing smokes in a way that you have to run through your own smoke.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=New_Infantry_Guide&amp;diff=1867</id>
		<title>New Infantry Guide</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=New_Infantry_Guide&amp;diff=1867"/>
		<updated>2018-12-28T10:44:29Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* Playing AAR */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;THIS GUIDE IS CURRENTLY A WORK IN PROGRESS!&amp;#039;&amp;#039;&amp;#039; Welcome to the new infantryman&amp;#039;s guide to surviving the coalition session. The purpose of this guide is to introduce you to &amp;#039;&amp;#039;&amp;#039;how the community of Coalition conducts warfare and what you need to know before the bullets start flying&amp;#039;&amp;#039;&amp;#039;, rather than what the US military does in the real world. While our tactics, techniques, and procedures sometimes match and greatly pull from our real-world counterparts, it would be silly to teach you real-world tactics for a virtual environment like some &amp;quot;super-milsim&amp;quot; group. &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With that in mind, &amp;#039;&amp;#039;&amp;#039;take this guide seriously&amp;#039;&amp;#039;&amp;#039; as you&amp;#039;ll be expected to know and perform techniques written here in real time during sessions.&lt;br /&gt;
&lt;br /&gt;
=The Basics=&lt;br /&gt;
==Infantry Keybinds==&lt;br /&gt;
==Platoon Structure==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:PLstructure.png|700px|thumb|center|Regardless of mission and/or objectives, Coalition always uses the same platoon structure during sessions to ensure players have an understandable and systematic experience that promotes organization]]&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;DESIGN AND IMPLEMENTATION&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PL - Platoon Lead Element&lt;br /&gt;
Size: 2-4 Players&lt;br /&gt;
Rank(s): Lieutenant&lt;br /&gt;
Command position: 1st in command&lt;br /&gt;
&lt;br /&gt;
Consists of the platoon leader (PL) and chief medical officer. Depending on the mission scenario, supports such as aircraft, armored vehicles, and/or crew served weapons will also be attached to the PL&amp;#039;s command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ASL - Alpha Squad Lead Element&lt;br /&gt;
Size: 2 Players&lt;br /&gt;
Rank(s): Staff Sergeant&lt;br /&gt;
Command position: 2nd in command&lt;br /&gt;
&lt;br /&gt;
Consists of the Alpha Squad Leader (ASL) and Alpha Medic. These two work directly with the fireteam leaders to maneuver infantry in the most efficient manner possible. When not commanding, reports all battle information higher to the platoon leader and/or supports above him.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BSL - Bravo Squad Lead Element&lt;br /&gt;
Size: 2 Players&lt;br /&gt;
Rank(s): Staff Sergeant&lt;br /&gt;
Command position: 3rd in command&lt;br /&gt;
&lt;br /&gt;
Consists of the Bravo Squad Leader (BSL) and Bravo Medic. These two work directly with the fireteam leaders to maneuver infantry in the most efficient manner possible. When not commanding, reports all battle information higher to the platoon leader and/or supports above him.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CSL - Charlie Squad Lead Element&lt;br /&gt;
Size: 2 Players&lt;br /&gt;
Rank(s): Staff Sergeant&lt;br /&gt;
Command position: 4th in command&lt;br /&gt;
&lt;br /&gt;
Consists of the Charlie Squad Leader (CSL) and Charlie Medic. These two work directly with the fireteam leaders to maneuver infantry in the most efficient manner possible. When not commanding, reports all battle information higher to the platoon leader and/or supports above him.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A1 - C2 Fireteams&lt;br /&gt;
Size: 4 (minimum) - 6 (maximum) Players&lt;br /&gt;
Rank(s): Corporal (FTL) - Private (RAT)&lt;br /&gt;
Command position: N/A&lt;br /&gt;
&lt;br /&gt;
Each squad element consists of two fire teams. Each fire team consists of at least four troops:&lt;br /&gt;
FTL - Fireteam Leader&lt;br /&gt;
AR - Automatic Rifleman (Second in command)&lt;br /&gt;
AAR - Assistant Automatic Rifleman&lt;br /&gt;
RAT1 - Rifleman Anti-tank&lt;br /&gt;
&lt;br /&gt;
If using a six-man fireteam, the extra two roles will also be added to the team:&lt;br /&gt;
GREN - Grenadier&lt;br /&gt;
RAT2 - Rifleman Anti-tank&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Fireteam Structure &amp;amp; Roles==&lt;br /&gt;
There are five roles in each fire team that you must know:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;FTL - Fireteam Leader&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The FTL&amp;#039;s job is to command and control in a chaotic environment and ultimately ensure the enemy is killed by utilizing his team properly.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle with M203/M320 or GP25 GL&lt;br /&gt;
:::Binoculars&lt;br /&gt;
:::Short-range radio (Fireteam), Medium-range radio (Squad)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AR - Automatic Rifleman&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The AR&amp;#039;s job is to cover all sectors of fire issued as a base-of-fire as well as cause maximum casualties possible to the enemy.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Automatic Rifle or LMG&lt;br /&gt;
:::Pistol&lt;br /&gt;
:::Short-range radio (Fireteam)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AAR - Assistant Automatic Rifleman&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The AAR&amp;#039;s job is to spot for the AR, adjust his fire, and ensure he maintains a healthy amount of ammunition when possible.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle or Carbine&lt;br /&gt;
:::Binoculars&lt;br /&gt;
:::Short-range radio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;RAT - Rifleman Anti-tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The RAT&amp;#039;s job is to serve as a generally room-clearing or maneuver rifleman as well as destroy any armored assets the fire team may encounter.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle or Carbine&lt;br /&gt;
:::Single-use anti-tank launcher&lt;br /&gt;
:::Short-range radio&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GREN - Grenadier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The GREN&amp;#039;s job is to serve as a maneuver rifleman with the added ability to lay extra indirect fire on to enemy positions.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle with M203/M320 or GP25 GL&lt;br /&gt;
:::Extra grenades&lt;br /&gt;
:::Short-range radio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Coalition fireteam is broken down into &amp;lt;u&amp;gt;two color teams&amp;lt;/u&amp;gt;, each with their own purpose:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; TEAM - FTL, AR, AAR&amp;#039;&amp;#039;&amp;#039; &amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt; TEAM - GREN, RAT, RAT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Red team serves as a base-of-fire (BOF) team with the FTL, AR, and AAR. The combination of an underbarrelled grenade launcher, light machine gun (LMG), and two sets of binoculars enables red team to provide command and cover to green team in a multitude of environments. &amp;lt;br \&amp;gt;&lt;br /&gt;
Green team serves as a maneuver element within the fire team. Their job is to clear buildings, flank if pinned, and generally destroy any vehicle threats that may happen upon the fire team. &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A competent fire team leader will combine both teams efficiently to ensure they work together across multiple types of terrain.&lt;br /&gt;
&lt;br /&gt;
===Role Limitations===&lt;br /&gt;
While as a recruit during your first couple weeks in the community, you will not be able to take the Fireteam Leader (FTL) or Automatic Rifleman (AR) roles so that you can learn how to be a fireteam member before leading one.&lt;br /&gt;
&lt;br /&gt;
==Formations &amp;amp; Spacing==&lt;br /&gt;
There are a total of three formations you need to know:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE WEDGE&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:Wedge.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
By default, we use the wedge as a movement-to-contact formation. This formation allows for the maximum firepower forward and to &amp;lt;br \&amp;gt;the rear if need-be, but suffers from a large cross-section from the sides.&amp;lt;br \&amp;gt; &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE LINE&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:Line.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the column, the line is commonly used as a reaction to contact from the wedge to get maximum fire power&amp;lt;br \&amp;gt; forward. It is also used in forests or dense terrain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE COLUMN&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:COLUMN.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The column is used when traversing dangerous obstacles like minefields or when visual signature needs to be as low as possible. &amp;lt;br \&amp;gt;Has great fire support to the flanks, but lacks in the rear and forward. Notice red team is in the rear in order to provide &amp;lt;br \&amp;gt;maximum support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each formation consists of a &amp;#039;&amp;#039;&amp;#039;minimum&amp;#039;&amp;#039;&amp;#039; of 5 meters of spacing as displayed in the pictures above. &amp;lt;br \&amp;gt;Your team leader will always instruct you to &amp;quot;push out&amp;quot; or &amp;quot;pull in&amp;quot; while moving in formation and you can utilize your STUI compass to help control spacing.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:STUI.png|400px|thumb|STUI Spacing Example]]&lt;br /&gt;
&lt;br /&gt;
==Radios==&lt;br /&gt;
We utilize a mod called Advanced Combat Radio Environment, or &amp;quot;ACRE2&amp;quot; for short, to communicate while in game. This uses your normal push-to-talk key in teamspeak to transmit your voice into a 3D environment. It also adds new radio items to communicate long distances. [http://coalitiongroup.net/wiki/index.php/Communication_and_Marking#Radio_Communication A brief guide can be found here], but don&amp;#039;t look to deep into it. You will automatically be assigned a radio per mission and it will be setup to be on your fire teams frequency from the start.&lt;br /&gt;
&lt;br /&gt;
===Communicating===&lt;br /&gt;
One of the best things you can do as a new infantryman is learn to communicate with your other fire team members. Regardless of roles, know when to and when not to speak on the fireteam radio to ensure maximum information flow reaches the right ears. Some guidelines:&lt;br /&gt;
::*Always state your name when speaking on the radio. Avoid words like &amp;quot;me&amp;quot; and &amp;quot;I&amp;quot;.&lt;br /&gt;
::*Use the &amp;quot;ADD&amp;quot; report when calling contact on the radio - Alert, Direction, Distance&lt;br /&gt;
::::Example: Contact, two EI at that tree line bearing 252, 300 meters&lt;br /&gt;
::*Stay with your color team at all times. This allows you to simply speak to them.&lt;br /&gt;
&lt;br /&gt;
=The Advanced=&lt;br /&gt;
==Movement Drills==&lt;br /&gt;
==Playing AAR==&lt;br /&gt;
&lt;br /&gt;
The AAR is the second man behind the LMG. His task is to support the Automatic Rifleman in the employment of his gun and protect him during its employment. His tasks include:&lt;br /&gt;
::* Spotting targets and observing bullet impact using the Binoculars&lt;br /&gt;
::* Carrying spare ammunition for the gun to sustain its fire&lt;br /&gt;
::* Watching the ARs flanks while he employs the gun due to his natural inclination to tunnel vision&lt;br /&gt;
&lt;br /&gt;
==Playing RAT==&lt;br /&gt;
&lt;br /&gt;
The Rifleman (Anti-Tank) is our primary means of defense against enemy armored vehicles. You are the fire teams, and often the whole platoons only anti-tank asset. Thus, your armament and your proficiency with it can make the difference between your whole team dying - or not.&lt;br /&gt;
Some necessary skills:&lt;br /&gt;
::*Range estimation to target&lt;br /&gt;
::*Correct ranging of our common launchers, manuals for which can be found [http://coalitiongroup.net/wiki/index.php/AT4_Guide here], [http://coalitiongroup.net/wiki/index.php/M72_Guide here] and [http://coalitiongroup.net/wiki/index.php/RPG-26_Guide here]&lt;br /&gt;
::*Patience to ensure a hit&lt;br /&gt;
&lt;br /&gt;
==Playing GREN==&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=New_Infantry_Guide&amp;diff=1866</id>
		<title>New Infantry Guide</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=New_Infantry_Guide&amp;diff=1866"/>
		<updated>2018-12-28T10:26:03Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* Playing RAT */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;THIS GUIDE IS CURRENTLY A WORK IN PROGRESS!&amp;#039;&amp;#039;&amp;#039; Welcome to the new infantryman&amp;#039;s guide to surviving the coalition session. The purpose of this guide is to introduce you to &amp;#039;&amp;#039;&amp;#039;how the community of Coalition conducts warfare and what you need to know before the bullets start flying&amp;#039;&amp;#039;&amp;#039;, rather than what the US military does in the real world. While our tactics, techniques, and procedures sometimes match and greatly pull from our real-world counterparts, it would be silly to teach you real-world tactics for a virtual environment like some &amp;quot;super-milsim&amp;quot; group. &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With that in mind, &amp;#039;&amp;#039;&amp;#039;take this guide seriously&amp;#039;&amp;#039;&amp;#039; as you&amp;#039;ll be expected to know and perform techniques written here in real time during sessions.&lt;br /&gt;
&lt;br /&gt;
=The Basics=&lt;br /&gt;
==Infantry Keybinds==&lt;br /&gt;
==Platoon Structure==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:PLstructure.png|700px|thumb|center|Regardless of mission and/or objectives, Coalition always uses the same platoon structure during sessions to ensure players have an understandable and systematic experience that promotes organization]]&lt;br /&gt;
&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;DESIGN AND IMPLEMENTATION&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PL - Platoon Lead Element&lt;br /&gt;
Size: 2-4 Players&lt;br /&gt;
Rank(s): Lieutenant&lt;br /&gt;
Command position: 1st in command&lt;br /&gt;
&lt;br /&gt;
Consists of the platoon leader (PL) and chief medical officer. Depending on the mission scenario, supports such as aircraft, armored vehicles, and/or crew served weapons will also be attached to the PL&amp;#039;s command.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ASL - Alpha Squad Lead Element&lt;br /&gt;
Size: 2 Players&lt;br /&gt;
Rank(s): Staff Sergeant&lt;br /&gt;
Command position: 2nd in command&lt;br /&gt;
&lt;br /&gt;
Consists of the Alpha Squad Leader (ASL) and Alpha Medic. These two work directly with the fireteam leaders to maneuver infantry in the most efficient manner possible. When not commanding, reports all battle information higher to the platoon leader and/or supports above him.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BSL - Bravo Squad Lead Element&lt;br /&gt;
Size: 2 Players&lt;br /&gt;
Rank(s): Staff Sergeant&lt;br /&gt;
Command position: 3rd in command&lt;br /&gt;
&lt;br /&gt;
Consists of the Bravo Squad Leader (BSL) and Bravo Medic. These two work directly with the fireteam leaders to maneuver infantry in the most efficient manner possible. When not commanding, reports all battle information higher to the platoon leader and/or supports above him.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CSL - Charlie Squad Lead Element&lt;br /&gt;
Size: 2 Players&lt;br /&gt;
Rank(s): Staff Sergeant&lt;br /&gt;
Command position: 4th in command&lt;br /&gt;
&lt;br /&gt;
Consists of the Charlie Squad Leader (CSL) and Charlie Medic. These two work directly with the fireteam leaders to maneuver infantry in the most efficient manner possible. When not commanding, reports all battle information higher to the platoon leader and/or supports above him.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
A1 - C2 Fireteams&lt;br /&gt;
Size: 4 (minimum) - 6 (maximum) Players&lt;br /&gt;
Rank(s): Corporal (FTL) - Private (RAT)&lt;br /&gt;
Command position: N/A&lt;br /&gt;
&lt;br /&gt;
Each squad element consists of two fire teams. Each fire team consists of at least four troops:&lt;br /&gt;
FTL - Fireteam Leader&lt;br /&gt;
AR - Automatic Rifleman (Second in command)&lt;br /&gt;
AAR - Assistant Automatic Rifleman&lt;br /&gt;
RAT1 - Rifleman Anti-tank&lt;br /&gt;
&lt;br /&gt;
If using a six-man fireteam, the extra two roles will also be added to the team:&lt;br /&gt;
GREN - Grenadier&lt;br /&gt;
RAT2 - Rifleman Anti-tank&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
==Fireteam Structure &amp;amp; Roles==&lt;br /&gt;
There are five roles in each fire team that you must know:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;FTL - Fireteam Leader&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The FTL&amp;#039;s job is to command and control in a chaotic environment and ultimately ensure the enemy is killed by utilizing his team properly.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle with M203/M320 or GP25 GL&lt;br /&gt;
:::Binoculars&lt;br /&gt;
:::Short-range radio (Fireteam), Medium-range radio (Squad)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AR - Automatic Rifleman&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The AR&amp;#039;s job is to cover all sectors of fire issued as a base-of-fire as well as cause maximum casualties possible to the enemy.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Automatic Rifle or LMG&lt;br /&gt;
:::Pistol&lt;br /&gt;
:::Short-range radio (Fireteam)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AAR - Assistant Automatic Rifleman&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The AAR&amp;#039;s job is to spot for the AR, adjust his fire, and ensure he maintains a healthy amount of ammunition when possible.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle or Carbine&lt;br /&gt;
:::Binoculars&lt;br /&gt;
:::Short-range radio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;RAT - Rifleman Anti-tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The RAT&amp;#039;s job is to serve as a generally room-clearing or maneuver rifleman as well as destroy any armored assets the fire team may encounter.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle or Carbine&lt;br /&gt;
:::Single-use anti-tank launcher&lt;br /&gt;
:::Short-range radio&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GREN - Grenadier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
::The GREN&amp;#039;s job is to serve as a maneuver rifleman with the added ability to lay extra indirect fire on to enemy positions.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle with M203/M320 or GP25 GL&lt;br /&gt;
:::Extra grenades&lt;br /&gt;
:::Short-range radio&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Coalition fireteam is broken down into &amp;lt;u&amp;gt;two color teams&amp;lt;/u&amp;gt;, each with their own purpose:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; TEAM - FTL, AR, AAR&amp;#039;&amp;#039;&amp;#039; &amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt; TEAM - GREN, RAT, RAT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Red team serves as a base-of-fire (BOF) team with the FTL, AR, and AAR. The combination of an underbarrelled grenade launcher, light machine gun (LMG), and two sets of binoculars enables red team to provide command and cover to green team in a multitude of environments. &amp;lt;br \&amp;gt;&lt;br /&gt;
Green team serves as a maneuver element within the fire team. Their job is to clear buildings, flank if pinned, and generally destroy any vehicle threats that may happen upon the fire team. &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A competent fire team leader will combine both teams efficiently to ensure they work together across multiple types of terrain.&lt;br /&gt;
&lt;br /&gt;
===Role Limitations===&lt;br /&gt;
While as a recruit during your first couple weeks in the community, you will not be able to take the Fireteam Leader (FTL) or Automatic Rifleman (AR) roles so that you can learn how to be a fireteam member before leading one.&lt;br /&gt;
&lt;br /&gt;
==Formations &amp;amp; Spacing==&lt;br /&gt;
There are a total of three formations you need to know:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE WEDGE&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:Wedge.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
By default, we use the wedge as a movement-to-contact formation. This formation allows for the maximum firepower forward and to &amp;lt;br \&amp;gt;the rear if need-be, but suffers from a large cross-section from the sides.&amp;lt;br \&amp;gt; &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE LINE&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:Line.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the column, the line is commonly used as a reaction to contact from the wedge to get maximum fire power&amp;lt;br \&amp;gt; forward. It is also used in forests or dense terrain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE COLUMN&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:COLUMN.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The column is used when traversing dangerous obstacles like minefields or when visual signature needs to be as low as possible. &amp;lt;br \&amp;gt;Has great fire support to the flanks, but lacks in the rear and forward. Notice red team is in the rear in order to provide &amp;lt;br \&amp;gt;maximum support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each formation consists of a &amp;#039;&amp;#039;&amp;#039;minimum&amp;#039;&amp;#039;&amp;#039; of 5 meters of spacing as displayed in the pictures above. &amp;lt;br \&amp;gt;Your team leader will always instruct you to &amp;quot;push out&amp;quot; or &amp;quot;pull in&amp;quot; while moving in formation and you can utilize your STUI compass to help control spacing.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:STUI.png|400px|thumb|STUI Spacing Example]]&lt;br /&gt;
&lt;br /&gt;
==Radios==&lt;br /&gt;
We utilize a mod called Advanced Combat Radio Environment, or &amp;quot;ACRE2&amp;quot; for short, to communicate while in game. This uses your normal push-to-talk key in teamspeak to transmit your voice into a 3D environment. It also adds new radio items to communicate long distances. [http://coalitiongroup.net/wiki/index.php/Communication_and_Marking#Radio_Communication A brief guide can be found here], but don&amp;#039;t look to deep into it. You will automatically be assigned a radio per mission and it will be setup to be on your fire teams frequency from the start.&lt;br /&gt;
&lt;br /&gt;
===Communicating===&lt;br /&gt;
One of the best things you can do as a new infantryman is learn to communicate with your other fire team members. Regardless of roles, know when to and when not to speak on the fireteam radio to ensure maximum information flow reaches the right ears. Some guidelines:&lt;br /&gt;
::*Always state your name when speaking on the radio. Avoid words like &amp;quot;me&amp;quot; and &amp;quot;I&amp;quot;.&lt;br /&gt;
::*Use the &amp;quot;ADD&amp;quot; report when calling contact on the radio - Alert, Direction, Distance&lt;br /&gt;
::::Example: Contact, two EI at that tree line bearing 252, 300 meters&lt;br /&gt;
::*Stay with your color team at all times. This allows you to simply speak to them.&lt;br /&gt;
&lt;br /&gt;
=The Advanced=&lt;br /&gt;
==Movement Drills==&lt;br /&gt;
==Playing AAR==&lt;br /&gt;
==Playing RAT==&lt;br /&gt;
&lt;br /&gt;
The Rifleman (Anti-Tank) is our primary means of defense against enemy armored vehicles. You are the fire teams, and often the whole platoons only anti-tank asset. Thus, your armament and your proficiency with it can make the difference between your whole team dying - or not.&lt;br /&gt;
Some necessary skills:&lt;br /&gt;
::*Range estimation to target&lt;br /&gt;
::*Correct ranging of our common launchers, manuals for which can be found [http://coalitiongroup.net/wiki/index.php/AT4_Guide here], [http://coalitiongroup.net/wiki/index.php/M72_Guide here] and [http://coalitiongroup.net/wiki/index.php/RPG-26_Guide here]&lt;br /&gt;
::*Patience to ensure a hit&lt;br /&gt;
&lt;br /&gt;
==Playing GREN==&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Talk:New_Infantry_Guide&amp;diff=1865</id>
		<title>Talk:New Infantry Guide</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Talk:New_Infantry_Guide&amp;diff=1865"/>
		<updated>2018-12-28T09:23:23Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: Created page with &amp;quot;==Playing RAT==  The Rifleman (Anti-Tank) is the fire teams primary means of defense against enemy armored vehicles. He is usually equipped with a single-shot disposable launc...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Playing RAT==&lt;br /&gt;
&lt;br /&gt;
The Rifleman (Anti-Tank) is the fire teams primary means of defense against enemy armored vehicles. He is usually equipped with a single-shot disposable launcher, manuals for which can be found [http://coalitiongroup.net/wiki/index.php/AT4_Guide here], [http://coalitiongroup.net/wiki/index.php/M72_Guide here] and [http://coalitiongroup.net/wiki/index.php/RPG-26_Guide here]. A basic understanding of those launchers is desirable, since most of the time, those launchers will not just be the primary Anti-Tank weapon of the Platoon, but also the only. Since each of them are only good for one shot, hitting the target is imperative. Two factors especially need to be considered for this purpose: range to the target and speed of the projectile. Due to the relatively tall arc the rockets make, the RAT needs to estimate the range to the target correctly, though the rule of thump is: the closer the target, the better. Depending on the weapon, a misjudgement by just 50 meters at 200 meters distance can already lead to a near miss. Another important factor with AT is shot-placement: Wether it is the empty passenger compartment of an APC or the ERA brick on a T-72, hitting the target does not always destroy it. In ArmA, different sub-systems such as Engines, Turret and Tracks. Your round may go in between them, doing little damage if any, or just disable part of the enemy vehicle, immobilizing it or disabling its main gun. Thus, as a general rule, try to aim for the hull of the enemy vehicle right below the turret. This area contains vital crew such as the gunner and commander and is usually the place the guns ammunition is kept, thus increasing the chance for a catastrophic kill if hit there. An important consideration here is ERA, Explosive Reactive Armor. Those armor plates are designed to explode outward if hit, neutralizing the projectile that set them off.&lt;br /&gt;
&lt;br /&gt;
((just keeping this here since it is too long for the actual guide))&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1794</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1794"/>
		<updated>2018-12-08T13:33:42Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* AFV Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a coalition combined arms platoon. This is a WIP.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
&lt;br /&gt;
In the context of our missions, usually one single AFV is attached to the platoon in a support role. Its role is to assist the infantry in the completion of their objectives according to the orders of the Platoon Leader, who may specify the nature of the support the vehicle is to give or allow it to operate largely independent. Premier tasks are usually the destruction of enemy vehicles, base-of-fire and countering enemy assaults. Due to most AFVs transport capability, it may also carry troops to battle, evacuate casualties or resupply friendly troops at the discretion of the PL.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Automatic grenade launcher&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon turns the APC it is mounted on into a premier infantry killer. Its grenades can hit infantry behind cover and its fire rate ensures a very large area of coverage and a high destructive potential. Versions in automated turrets are equipped with a laser rangefinder, making them even more deadly at long ranges, able to hit individual windows of target buildings. It can even be used entirely in an indirect fire role from behind cover, but in practice, this is rare. The grenades have limited anti-armor effects, making them somewhat effective against lightly armored vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round. While the HEAT round is near ineffective against modern tanks, it remains dangerous to APCs and IFVs not protected by ERA plates. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This weapon covers all your firepower needs in one package, utilizing many different kinds of ammunition to do so. Your tanks most important round is the AP(FS)DS, which is is short for All Panzers DiSappear. This round excels at piercing thick armor, and such is to be used against Tanks. Though useable against lighter armored vehicles, this may result in over penetration, meaning that the round goes straight through the vehicle without causing (much) damage to it apart from two small holes. Lighter vehicles are better engaged with HEAT rounds, which produce a molten stream of metal to penetrate armor, which is about as pleasant as it sounds if your armor is light enough for it to penetrate. MP stands for Multi Purpose, which combine the effects of HEAT rounds and HE rounds. HE rounds are your bread and butter. Certainly not half as shiny as the famed APFSDS round, this round is your default for supporting your own troops against hostile infantry or structures. It is basically an artillery shell precision delivered right at the enemy, with enormously destructive effects. Lastly, newer Russian tanks are equipped to launch ATGMs out of their barrel as well, providing them with an ultra long range anti-tank option. When firing the tank gun, the overpressure zone has to be considered. This is a cone around the muzzle of your weapon in which your weapons report can and will cause physical damage. It is paramount to ensure that no friendlies are in or around that cone to avoid wounding or even killing them.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Basics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cohesion&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Generally, an AFV is an important asset to the platoon thanks to its firepower and mobility. To loose an AFV therefore is a considerable blow to the platoons chance to succeed the mission. To achieve effectiveness on the battlefield, the vehicle not only needs to kill the enemy, but needs to not be killed in return. To this end, armor thickness is not the decisive factor, but the last factor that decides about the AFVs life or death, after Situational Awareness, Cohesion and Movement. Indeed, most weapons that can pierce the armor of the vehicle will be fired with a rather high chance of hitting, in contrast to the infantrist who has the luxury to be - at times - shot at all day without getting a scratch. To the crew, this means that it has to &amp;#039;&amp;#039;mitigate the chance&amp;#039;&amp;#039; to be shot at in the first place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV lives and dies by its coordination with the surrounding infantry. Friendly infantry should be used to screen the AFV in order to prevent enemy infantry from getting up close, and serves as an additional layer of eyes and ears able to point out targets to the AFV. The AFV achieves this by staying close to friendly infantry to provide immediate support as needed. It should be noted that the actual distance varies according to terrain - in a desert, an AFV may be able to support infantry from a kilometer away, while the distance between AFV and infantry in an urban setting should rather be measured in meters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Tactics ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
[[File:Hulldown.png|thumb|right|alt=caption|The vehicle is covered partly by terrain, making it a smaller target]]&lt;br /&gt;
&lt;br /&gt;
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* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery batteries, which shoot, then pack up and move to a different position to avoid counter-battery fire. In the same way, a normal AFV can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemy&amp;#039;s observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
[[File:Shootscoot.png|thumb|right|alt=caption|Avoid allowing the enemy getting a fix on your position against AT-heavy threats especially]]&lt;br /&gt;
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* &amp;#039;&amp;#039;&amp;#039;Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If discovered, try to engage the air threat however possible, as determined AA-fire may deter or damage it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Platoon Movement&amp;#039;&amp;#039;&amp;#039; A Platoon usually describes between 3-4 vehicles of the same kind operating as a single unit. Maneuvering and fighting as a part of such a platoon is similar to working in an infantry fireteam - just on a much bigger scale. From bounding, cover, assaulting to watching sectors, most basic tactics can be applied on vehicles in a modified fashion.&lt;br /&gt;
&lt;br /&gt;
[[File:Plcolumn.png|thumb|right|alt=caption|Similar to the fireteam column, vehicle warfare has a lot of similarities to infantry warfare, just on a bigger scale]]&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Shootscoot.png&amp;diff=1793</id>
		<title>File:Shootscoot.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Shootscoot.png&amp;diff=1793"/>
		<updated>2018-12-08T13:25:56Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
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		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Plcolumn.png&amp;diff=1792</id>
		<title>File:Plcolumn.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Plcolumn.png&amp;diff=1792"/>
		<updated>2018-12-08T13:25:45Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
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		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Hulldown.png&amp;diff=1791</id>
		<title>File:Hulldown.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Hulldown.png&amp;diff=1791"/>
		<updated>2018-12-08T13:25:33Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
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		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1790</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1790"/>
		<updated>2018-12-04T20:50:39Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* AFV Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a coalition combined arms platoon. This is a WIP.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
&lt;br /&gt;
In the context of our missions, usually one single AFV is attached to the platoon in a support role. Its role is to assist the infantry in the completion of their objectives according to the orders of the Platoon Leader, who may specify the nature of the support the vehicle is to give or allow it to operate largely independent. Premier tasks are usually the destruction of enemy vehicles, base-of-fire and countering enemy assaults. Due to most AFVs transport capability, it may also carry troops to battle, evacuate casualties or resupply friendly troops at the discretion of the PL.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Automatic grenade launcher&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon turns the APC it is mounted on into a premier infantry killer. Its grenades can hit infantry behind cover and its fire rate ensures a very large area of coverage and a high destructive potential. Versions in automated turrets are equipped with a laser rangefinder, making them even more deadly at long ranges, able to hit individual windows of target buildings. It can even be used entirely in an indirect fire role from behind cover, but in practice, this is rare. The grenades have limited anti-armor effects, making them somewhat effective against lightly armored vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round. While the HEAT round is near ineffective against modern tanks, it remains dangerous to APCs and IFVs not protected by ERA plates. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This weapon covers all your firepower needs in one package, utilizing many different kinds of ammunition to do so. Your tanks most important round is the AP(FS)DS, which is is short for All Panzers DiSappear. This round excels at piercing thick armor, and such is to be used against Tanks. Though useable against lighter armored vehicles, this may result in over penetration, meaning that the round goes straight through the vehicle without causing (much) damage to it apart from two small holes. Lighter vehicles are better engaged with HEAT rounds, which produce a molten stream of metal to penetrate armor, which is about as pleasant as it sounds if your armor is light enough for it to penetrate. MP stands for Multi Purpose, which combine the effects of HEAT rounds and HE rounds. HE rounds are your bread and butter. Certainly not half as shiny as the famed APFSDS round, this round is your default for supporting your own troops against hostile infantry or structures. It is basically an artillery shell precision delivered right at the enemy, with enormously destructive effects. Lastly, newer Russian tanks are equipped to launch ATGMs out of their barrel as well, providing them with an ultra long range anti-tank option. When firing the tank gun, the overpressure zone has to be considered. This is a cone around the muzzle of your weapon in which your weapons report can and will cause physical damage. It is paramount to ensure that no friendlies are in or around that cone to avoid wounding or even killing them.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
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The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Basics ==&lt;br /&gt;
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&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cohesion&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Generally, an AFV is an important asset to the platoon thanks to its firepower and mobility. To loose an AFV therefore is a considerable blow to the platoons chance to succeed the mission. To achieve effectiveness on the battlefield, the vehicle not only needs to kill the enemy, but needs to not be killed in return. To this end, armor thickness is not the decisive factor, but the last factor that decides about the AFVs life or death, after Situational Awareness, Cohesion and Movement. Indeed, most weapons that can pierce the armor of the vehicle will be fired with a rather high chance of hitting, in contrast to the infantrist who has the luxury to be - at times - shot at all day without getting a scratch. To the crew, this means that it has to &amp;#039;&amp;#039;mitigate the chance&amp;#039;&amp;#039; to be shot at in the first place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV lives and dies by its coordination with the surrounding infantry. Friendly infantry should be used to screen the AFV in order to prevent enemy infantry from getting up close, and serves as an additional layer of eyes and ears able to point out targets to the AFV. The AFV achieves this by staying close to friendly infantry to provide immediate support as needed. It should be noted that the actual distance varies according to terrain - in a desert, an AFV may be able to support infantry from a kilometer away, while the distance between AFV and infantry in an urban setting should rather be measured in meters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Tactics ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery batteries, which shoot, then pack up and move to a different position to avoid counter-battery fire. In the same way, a normal AFV can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemy&amp;#039;s observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If discovered, try to engage the air threat however possible, as determined AA-fire may deter or damage it.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Platoon Movement&amp;#039;&amp;#039;&amp;#039; A Platoon usually describes between 3-4 vehicles of the same kind operating as a single unit. Maneuvering and fighting as a part of such a platoon is similar to working in an infantry fireteam - just on a much bigger scale. From bounding, cover, assaulting to watching sectors, most basic tactics can be applied on vehicles in a modified fashion.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1789</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1789"/>
		<updated>2018-12-04T19:38:46Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a coalition combined arms platoon. This is a WIP.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
&lt;br /&gt;
In the context of our missions, usually one single AFV is attached to the platoon in a support role. Its role is to assist the infantry in the completion of their objectives according to the orders of the Platoon Leader, who may specify the nature of the support the vehicle is to give or allow it to operate largely independent. Premier tasks are usually the destruction of enemy vehicles, base-of-fire and countering enemy assaults. Due to most AFVs transport capability, it may also carry troops to battle, evacuate casualties or resupply friendly troops at the discretion of the PL.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Automatic grenade launcher&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon turns the APC it is mounted on into a premier infantry killer. Its grenades can hit infantry behind cover and its fire rate ensures a very large area of coverage and a high destructive potential. Versions in automated turrets are equipped with a laser rangefinder, making them even more deadly at long ranges, able to hit individual windows of target buildings. It can even be used entirely in an indirect fire role from behind cover, but in practice, this is rare. The grenades have limited anti-armor effects, making them somewhat effective against lightly armored vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round. While the HEAT round is near ineffective against modern tanks, it remains dangerous to APCs and IFVs not protected by ERA plates. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This weapon covers all your firepower needs in one package, utilizing many different kinds of ammunition to do so. Your tanks most important round is the AP(FS)DS, which is is short for All Panzers DiSappear. This round excels at piercing thick armor, and such is to be used against Tanks. Though useable against lighter armored vehicles, this may result in over penetration, meaning that the round goes straight through the vehicle without causing (much) damage to it apart from two small holes. Lighter vehicles are better engaged with HEAT rounds, which produce a molten stream of metal to penetrate armor, which is about as pleasant as it sounds if your armor is light enough for it to penetrate. MP stands for Multi Purpose, which combine the effects of HEAT rounds and HE rounds. HE rounds are your bread and butter. Certainly not half as shiny as the famed APFSDS round, this round is your default for supporting your own troops against hostile infantry or structures. It is basically an artillery shell precision delivered right at the enemy, with enormously destructive effects. Lastly, newer Russian tanks are equipped to launch ATGMs out of their barrel as well, providing them with an ultra long range anti-tank option. When firing the tank gun, the overpressure zone has to be considered. This is a cone around the muzzle of your weapon in which your weapons report can and will cause physical damage. It is paramount to ensure that no friendlies are in or around that cone to avoid wounding or even killing them.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Basics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cohesion&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Generally, an AFV is an important asset to the platoon thanks to its firepower and mobility. To loose an AFV therefore is a considerable blow to the platoons chance to succeed the mission. To achieve effectiveness on the battlefield, the vehicle not only needs to kill the enemy, but needs to not be killed in return. To this end, armor thickness is not the decisive factor, but the last factor that decides about the AFVs life or death, after Situational Awareness, Cohesion and Movement. Indeed, most weapons that can pierce the armor of the vehicle will be fired with a rather high chance of hitting, in contrast to the infantrist who has the luxury to be - at times - shot at all day without getting a scratch. To the crew, this means that it has to &amp;#039;&amp;#039;mitigate the chance&amp;#039;&amp;#039; to be shot at in the first place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV lives and dies by its coordination with the surrounding infantry. Friendly infantry should be used to screen the AFV in order to prevent enemy infantry from getting up close, and serves as an additional layer of eyes and ears able to point out targets to the AFV. The AFV achieves this by staying close to friendly infantry to provide immediate support as needed. It should be noted that the actual distance varies according to terrain - in a desert, an AFV may be able to support infantry from a kilometer away, while the distance between AFV and infantry in an urban setting should rather be measured in meters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Tactics ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery batteries, which shoot, then pack up and move to a different position to avoid counter-battery fire. In the same way, a normal AFV can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemy&amp;#039;s observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If possible, try to engage the air threat however possible, as determined AA-fire may deter or damage it.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Platoon Movement&amp;#039;&amp;#039;&amp;#039; A Platoon usually describes between 3-4 vehicles of the same kind operating as a single unit. Maneuvering and fighting as a part of such a platoon is similar to working in an infantry fireteam - just on a much bigger scale. From bounding, cover, assaulting to watching sectors, most basic tactics can be applied on vehicles in a modified fashion.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1788</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1788"/>
		<updated>2018-12-04T19:25:37Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a coalition combined arms platoon. This is a WIP.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
&lt;br /&gt;
In the context of our missions, usually one single AFV is attached to the platoon in a support role. Its role is to assist the infantry in the completion of their objectives according to the orders of the Platoon Leader, who may specify the nature of the support the vehicle is to give or allow it to operate largely independent. Premier tasks are usually the destruction of enemy vehicles, base-of-fire and countering enemy assaults. Due to most AFVs transport capability, it may also carry troops to battle, evacuate casualties or resupply friendly troops at the discretion of the PL.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Automatic grenade launcher&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon turns the APC it is mounted on into a premier infantry killer. Its grenades can hit infantry behind cover and its fire rate ensures a very large area of coverage and a high destructive potential. Versions in automated turrets are equipped with a laser rangefinder, making them even more deadly at long ranges, able to hit individual windows of target buildings. It can even be used entirely in an indirect fire role from behind cover, but in practice, this is rare. The grenades have limited anti-armor effects, making them somewhat effective against lightly armored vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round. While the HEAT round is near ineffective against modern tanks, it remains dangerous to APCs and IFVs not protected by ERA plates. The HE rounds are effective against infantry, particularly against infantry in buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This weapon covers all your firepower needs in one package, utilizing many different kinds of ammunition to do so. Your tanks most important round is the AP(FS)DS, which is is short for All Panzers DiSappear. This round excels at piercing thick armor, and such is to be used against Tanks. Though useable against lighter armored vehicles, this may result in over penetration, meaning that the round goes straight through the vehicle without causing (much) damage to it apart from two small holes. Lighter vehicles are better engaged with HEAT rounds, which produce a molten stream of metal to penetrate armor, which is about as pleasant as it sounds if your armor is light enough for it to penetrate. MP stands for Multi Purpose, which combine the effects of HEAT rounds and HE rounds. HE rounds are your bread and butter. Certainly not half as shiny as the famed APFSDS round, this round is your default for supporting your own troops against hostile infantry or structures. It is basically an artillery shell precision delivered right at the enemy, with enormously destructive effects. Lastly, newer Russian tanks are equipped to launch ATGMs out of their barrel as well, providing them with an ultra long range anti-tank option. When firing the tank gun, the overpressure zone has to be considered. This is a cone around the muzzle of your weapon in which your weapons report can and will cause physical damage. It is paramount to ensure that no friendlies are in or around that cone to avoid wounding or even killing them.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Basics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cohesion&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Generally, an AFV is an important asset to the platoon thanks to its firepower and mobility. To loose an AFV therefore is a considerable blow to the platoons chance to succeed the mission. To achieve effectiveness on the battlefield, the vehicle not only needs to kill the enemy, but needs to not be killed in return. To this end, armor thickness is not the decisive factor, but the last factor that decides about the AFVs life or death, after Situational Awareness, Cohesion and Movement. Indeed, most weapons that can pierce the armor of the vehicle will be fired with a rather high chance of hitting, in contrast to the infantrist who has the luxury to be - at times - shot at all day without getting a scratch. To the crew, this means that it has to &amp;#039;&amp;#039;mitigate the chance&amp;#039;&amp;#039; to be shot at in the first place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV lives and dies by its coordination with the surrounding infantry. Friendly infantry should be used to screen the AFV in order to prevent enemy infantry from getting up close, and serves as an additional layer of eyes and ears able to point out targets to the AFV. The AFV achieves this by staying close to friendly infantry to provide immediate support as needed. It should be noted that the actual distance varies according to terrain - in a desert, an AFV may be able to support infantry from a kilometer away, while the distance between AFV and infantry in an urban setting should rather be measured in meters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Tactics ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery batteries, which shoot, then pack up and move to a different position to avoid counter-battery fire. In the same way, a normal AFV can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemy&amp;#039;s observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If possible, try to engage the air threat however possible, as determined AA-fire may deter or damage it.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Platoon Movement&amp;#039;&amp;#039;&amp;#039; A Platoon usually describes between 3-4 vehicles of the same kind operating as a single unit. Maneuvering and fighting as a part of such a platoon is similar to working in an infantry fireteam - just on a much bigger scale. From bounding, cover, assaulting to watching sectors, most basic tactics can be applied on vehicles in a modified fashion.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1787</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1787"/>
		<updated>2018-12-04T13:37:13Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* Weaponry */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a coalition combined arms platoon. This is a WIP.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
&lt;br /&gt;
In the context of our missions, usually one single AFV is attached to the platoon in a support role. Its role is to assist the infantry in the completion of their objectives according to the orders of the Platoon Leader, who may specify the nature of the support the vehicle is to give or allow it to operate largely independent. Premier tasks are usually the destruction of enemy vehicles, base-of-fire and countering enemy assaults. Due to most AFVs transport capability, it may also carry troops to battle, evacuate casualties or resupply friendly troops at the discretion of the PL.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Automatic grenade launcher&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon turns the APC it is mounted on into a premier infantry killer. Its grenades can hit infantry behind cover and its fire rate ensures a very large area of coverage and a high destructive potential. Versions in automated turrets are equipped with a laser rangefinder, making them even more deadly at long ranges, able to hit individual windows of target buildings. It can even be used entirely in an indirect fire role from behind cover, but in practice, this is rare. The grenades have limited anti-armor effects, making them somewhat effective against lightly armored vehicles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round. While the HEAT round is near ineffective against modern tanks, it remains dangerous to APCs and IFVs not protected by ERA plates. The HE rounds are effective against infantry, particularly against infantry in buildings.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Basics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cohesion&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Generally, an AFV is an important asset to the platoon thanks to its firepower and mobility. To loose an AFV therefore is a considerable blow to the platoons chance to succeed the mission. To achieve effectiveness on the battlefield, the vehicle not only needs to kill the enemy, but needs to not be killed in return. To this end, armor thickness is not the decisive factor, but the last factor that decides about the AFVs life or death, after Situational Awareness, Cohesion and Movement. Indeed, most weapons that can pierce the armor of the vehicle will be fired with a rather high chance of hitting, in contrast to the infantrist who has the luxury to be - at times - shot at all day without getting a scratch. To the crew, this means that it has to &amp;#039;&amp;#039;mitigate the chance&amp;#039;&amp;#039; to be shot at in the first place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV lives and dies by its coordination with the surrounding infantry. Friendly infantry should be used to screen the AFV in order to prevent enemy infantry from getting up close, and serves as an additional layer of eyes and ears able to point out targets to the AFV. The AFV achieves this by staying close to friendly infantry to provide immediate support as needed. It should be noted that the actual distance varies according to terrain - in a desert, an AFV may be able to support infantry from a kilometer away, while the distance between AFV and infantry in an urban setting should rather be measured in meters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Tactics ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery batteries, which shoot, then pack up and move to a different position to avoid counter-battery fire. In the same way, a normal AFV can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemy&amp;#039;s observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If possible, try to engage the air threat however possible, as determined AA-fire may deter or damage it.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Platoon Movement&amp;#039;&amp;#039;&amp;#039; A Platoon usually describes between 3-4 vehicles of the same kind operating as a single unit. Maneuvering and fighting as a part of such a platoon is similar to working in an infantry fireteam - just on a much bigger scale. From bounding, cover, assaulting to watching sectors, most basic tactics can be applied on vehicles in a modified fashion.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Formations&amp;diff=1786</id>
		<title>Formations</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Formations&amp;diff=1786"/>
		<updated>2018-11-25T11:15:07Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All formations have 5 meter spacing between players unless otherwise specified by your leadership.&lt;br /&gt;
&lt;br /&gt;
FTL = Fireteam Leader&lt;br /&gt;
&lt;br /&gt;
AR = Automatic Rifleman&lt;br /&gt;
&lt;br /&gt;
AAR = Assistant Automatic Rifleman&lt;br /&gt;
&lt;br /&gt;
AT = Rifleman (Anti-Tank)&lt;br /&gt;
&lt;br /&gt;
GRN = Grenadier&lt;br /&gt;
&lt;br /&gt;
AT(2) = Rifleman (Anti-Tank)&lt;br /&gt;
&lt;br /&gt;
== Basic Fireteam Formations ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fireteam Wedge&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
          FTL&lt;br /&gt;
      AR      GRN&lt;br /&gt;
  AAR             AT&lt;br /&gt;
                    AT2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fireteam wedge is the default formation used when moving towards contact or an unknown area. It allows for quick transitioning into a line and ease of movement. The AR should always be placed on the side&lt;br /&gt;
of which contact is more likely to happen, so he and his team can establish a base of fire and achieve fire superiority as soon as possible.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fireteam File&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     AT&lt;br /&gt;
     AR&lt;br /&gt;
     AAR&lt;br /&gt;
     FTL&lt;br /&gt;
     GRN&lt;br /&gt;
     AT2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fireteam file is best used when you expect enemy contact to come from your sides. Its frontal and rear firepower is minimal and is best used when crossing expected minefields.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fireteam Line&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AT   AR   AAR   FTL  GRN  AT2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The fireteam line is what formation you will always turn into when reacting to contact. Regardless of what formation you where traveling in, always form a line facing the direction of first contact to maximize fire power.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staggered Column&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
  AT&lt;br /&gt;
         AR&lt;br /&gt;
  AAR&lt;br /&gt;
         FTL&lt;br /&gt;
  GRN&lt;br /&gt;
         AT2&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The staggered column is a good compromise for a fireteam. Naturally this will be chosen for road marches or when escorting assets. It is a very balanced formation with equal firepower to all sides.&lt;br /&gt;
A staggered column should be preferred over a file in most situations.&lt;br /&gt;
&lt;br /&gt;
== Basic Squad Formations ==&lt;br /&gt;
Squad formations are chosen by the squad leader, usually team leaders have the freedom to choose the fireteam formation.&lt;br /&gt;
However, the fireteam formation needs to be within the intent of the squad leader&amp;#039;s choice of the squad formation.&lt;br /&gt;
Bad examples:&lt;br /&gt;
A squad line with fireteams in files or a squad column with fireteams in lines.&lt;br /&gt;
The fireteam formations are interfering and contradicting with the squad formation becoming essentially pointless.&lt;br /&gt;
&lt;br /&gt;
Squad Column with fireteam wedges =&amp;gt; &amp;quot;fireteams in the squad are aligned in a column and the fireteam formations are wedges&amp;quot;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
          FTL&lt;br /&gt;
      AR      GRN&lt;br /&gt;
  AAR             AT&lt;br /&gt;
                    AT2&lt;br /&gt;
&lt;br /&gt;
         SL&lt;br /&gt;
         M&lt;br /&gt;
&lt;br /&gt;
           FTL&lt;br /&gt;
       GRN      AR&lt;br /&gt;
   AT             AAR&lt;br /&gt;
 AT2                    &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
If traveling or traveling-overwatch is the movement technique to be used for the squad, this will be your default formations.&lt;br /&gt;
It is a compromise of risk minimization due to small exposure, flexibility to transition into other formation, to react to contact,&lt;br /&gt;
ease of control and traveling speed.&lt;br /&gt;
&lt;br /&gt;
Squad Line with fireteam wedges =&amp;gt; &amp;quot;fireteams in the squad are aligned in a line and the fireteam formations are wedges&amp;quot;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
          FTL                       FTL&lt;br /&gt;
      AR      GRN               GRN      AR&lt;br /&gt;
  AAR             AT        AT             AAR&lt;br /&gt;
                    AT2  AT2                    &lt;br /&gt;
                       SL&lt;br /&gt;
                       M &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The squad line is what all formations become if the entire squad comes under fire. Squad leaders should minimize time in the squad line unless defensive. If defensive, the squad line offers maximum firepower forward but leave the flank firepower to be desired.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad File&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
     AT&lt;br /&gt;
     AR&lt;br /&gt;
     AAR&lt;br /&gt;
     FTL&lt;br /&gt;
     GRN&lt;br /&gt;
     AT2&lt;br /&gt;
&lt;br /&gt;
     AT&lt;br /&gt;
     AR&lt;br /&gt;
     AAR&lt;br /&gt;
     FTL&lt;br /&gt;
     GRN&lt;br /&gt;
     AT2&lt;br /&gt;
&lt;br /&gt;
     SL&lt;br /&gt;
     M&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The squad File lacks security to the front and rear, but maximizes firepower to the flanks.&lt;br /&gt;
The squad file should primarily be used when contact should be avoided at all costs and when the reaction to contact will be to break from it.&lt;br /&gt;
In most other traveling situations for large groups the formation should be a staggered column or a squad column.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=1376</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=1376"/>
		<updated>2018-04-12T21:05:41Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;15&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;margin: auto&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Welcome to Coalition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Coalition Intro]]&lt;br /&gt;
*[[Activity Requirements]]&lt;br /&gt;
*Server Information&lt;br /&gt;
**[[Private Session Servers]]&lt;br /&gt;
**[[Public Servers]]&lt;br /&gt;
*New-join Checklist:&lt;br /&gt;
**[[Dossier]]&lt;br /&gt;
**[[Discord]]&lt;br /&gt;
**[[Modpack]]&lt;br /&gt;
**[[Teamspeak]]&lt;br /&gt;
**[[Sign-up for Orientation]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ArmA Training&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Our view on Realism and Fun]]&lt;br /&gt;
*Coalition TTP&amp;#039;s&lt;br /&gt;
**[[Standard Operating Procedures (SOPs)]]&lt;br /&gt;
***[[Weapons]]&lt;br /&gt;
***[[Convoys]]&lt;br /&gt;
**[[Communication and Marking]]&lt;br /&gt;
**[[Formations]]&lt;br /&gt;
**[[Tactics]]&lt;br /&gt;
**[[Warfare]]&lt;br /&gt;
**[[Leading and Being Led]]&lt;br /&gt;
***[[Fire Team Leading]]&lt;br /&gt;
***[[Squad Leading]]&lt;br /&gt;
***[[Platoon Leading]]&lt;br /&gt;
**[[Vehicle/Aircraft Operations]]&lt;br /&gt;
**[[AFV Operation]]&lt;br /&gt;
**[[Medical Information]]&lt;br /&gt;
**[[Vehicle Identification]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Structure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Promotions and Activity]]&lt;br /&gt;
*Ranks and Roles&lt;br /&gt;
**[[Structure]]&lt;br /&gt;
**[[In-game]]&lt;br /&gt;
**[[Out-of-game]]&lt;br /&gt;
*[[Rules and Regulations]]&lt;br /&gt;
**[[Role Guidelines]]&lt;br /&gt;
*[[XML/Roster]]&lt;br /&gt;
*[[Peer Review]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Mission Making&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Mission Making Guidelines]]&lt;br /&gt;
*[[Mission Making Tutorial]]&lt;br /&gt;
**[[Aircraft Setup]]&lt;br /&gt;
*[[Mission Troubleshooting]]&lt;br /&gt;
*[[Mission Types]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Sessions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Basic Session Information]]&lt;br /&gt;
*[[Advanced Session Information]]&lt;br /&gt;
*[[Impromptu Sessions]]&lt;br /&gt;
*[[After-Action Reviews (AARs)]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Content Creation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Content Creation Guidelines]]&lt;br /&gt;
*Types of Content Creation&lt;br /&gt;
**[[Session Videos]]&lt;br /&gt;
***[[Using GCam for Cinematics]]&lt;br /&gt;
**[[In-house mods]]&lt;br /&gt;
**[[CMF Features]]&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1375</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1375"/>
		<updated>2018-04-12T21:04:16Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a coalition combined arms platoon. This is a WIP.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
&lt;br /&gt;
In the context of our missions, usually one single AFV is attached to the platoon in a support role. Its role is to assist the infantry in the completion of their objectives according to the orders of the Platoon Leader, who may specify the nature of the support the vehicle is to give or allow it to operate largely independent. Premier tasks are usually the destruction of enemy vehicles, base-of-fire and countering enemy assaults. Due to most AFVs transport capability, it may also carry troops to battle, evacuate casualties or resupply friendly troops at the discretion of the PL.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Basics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cohesion&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Generally, an AFV is an important asset to the platoon thanks to its firepower and mobility. To loose an AFV therefore is a considerable blow to the platoons chance to succeed the mission. To achieve effectiveness on the battlefield, the vehicle not only needs to kill the enemy, but needs to not be killed in return. To this end, armor thickness is not the decisive factor, but the last factor that decides about the AFVs life or death, after Situational Awareness, Cohesion and Movement. Indeed, most weapons that can pierce the armor of the vehicle will be fired with a rather high chance of hitting, in contrast to the infantrist who has the luxury to be - at times - shot at all day without getting a scratch. To the crew, this means that it has to &amp;#039;&amp;#039;mitigate the chance&amp;#039;&amp;#039; to be shot at in the first place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV lives and dies by its coordination with the surrounding infantry. Friendly infantry should be used to screen the AFV in order to prevent enemy infantry from getting up close, and serves as an additional layer of eyes and ears able to point out targets to the AFV. The AFV achieves this by staying close to friendly infantry to provide immediate support as needed. It should be noted that the actual distance varies according to terrain - in a desert, an AFV may be able to support infantry from a kilometer away, while the distance between AFV and infantry in an urban setting should rather be measured in meters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Tactics ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery batteries, which shoot, then pack up and move to a different position to avoid counter-battery fire. In the same way, a normal AFV can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemy&amp;#039;s observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If possible, try to engage the air threat however possible, as determined AA-fire may deter or damage it.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Platoon Movement&amp;#039;&amp;#039;&amp;#039; A Platoon usually describes between 3-4 vehicles of the same kind operating as a single unit. Maneuvering and fighting as a part of such a platoon is similar to working in an infantry fireteam - just on a much bigger scale. From bounding, cover, assaulting to watching sectors, most basic tactics can be applied on vehicles in a modified fashion.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1374</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1374"/>
		<updated>2018-04-12T20:57:23Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a coalition combined arms platoon. This is a WIP.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
&lt;br /&gt;
In the context of our missions, usually one single AFV is attached to the platoon in a support role. Its role is to assist the infantry in the completion of their objectives according to the orders of the Platoon Leader, who may specify the nature of the support the vehicle is to give or allow it to operate largely independent. Premier tasks are usually the destruction of enemy vehicles, base-of-fire and countering enemy assaults. Due to most AFVs transport capability, it may also carry troops to battle, evacuate casualties or resupply friendly troops at the discretion of the PL.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Operation ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cohesion&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Generally, an AFV is an important asset to the platoon thanks to its firepower and mobility. To loose an AFV therefore is a considerable blow to the platoons chance to succeed the mission. To achieve effectiveness on the battlefield, the vehicle not only needs to kill the enemy, but needs to not be killed in return. To this end, armor thickness is not the decisive factor, but the last factor that decides about the AFVs life or death, after Situational Awareness, Cohesion and Movement. Indeed, most weapons that can pierce the armor of the vehicle will be fired with a rather high chance of hitting, in contrast to the infantrist who has the luxury to be - at times - shot at all day without getting a scratch. To the crew, this means that it has to &amp;#039;&amp;#039;mitigate the chance&amp;#039;&amp;#039; to be shot at in the first place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV lives and dies by its coordination with the surrounding infantry. Friendly infantry should be used to screen the AFV in order to prevent enemy infantry from getting up close, and serves as an additional layer of eyes and ears able to point out targets to the AFV. The AFV achieves this by staying close to friendly infantry to provide immediate support as needed. It should be noted that the actual distance varies according to terrain - in a desert, an AFV may be able to support infantry from a kilometer away, while the distance between AFV and infantry in an urban setting should rather be measured in meters.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individual Vehicle Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery batteries, which shoot, then pack up and move to a different position to avoid counter-battery fire. In the same way, a normal AFV can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemy&amp;#039;s observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If possible, try to engage the air threat however possible, as determined AA-fire may deter or damage it.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Platoon Movement&amp;#039;&amp;#039;&amp;#039; A Platoon usually describes between 3-4 vehicles of the same kind operating as a single unit. Maneuvering and fighting as a part of such a platoon is similar to working in an infantry fireteam - just on a much bigger scale. From bounding, cover, assaulting to watching sectors, most basic tactics can be applied on vehicles in a modified fashion.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=1363</id>
		<title>Mission Types and Submitting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=1363"/>
		<updated>2018-03-18T12:57:40Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Submitting missions:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please ensure your mission does not exceed 2mb in size. Anything larger will be denied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List all specialties available and use an asterisk (*) to specify in the description of your missions which specialties(if any) are &amp;#039;&amp;#039;&amp;#039;necessary&amp;#039;&amp;#039;&amp;#039; for the mission.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Before uploading your mission ensure that the name uses the following template:&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;cmf(version)_(co/tvt)(player count)_(mission_name).(map name)&amp;#039;&amp;#039;&amp;#039; All lowercase. No capitalized letters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Submitting Missions ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; Go to: http://149.56.106.43/missions/index.html&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Press the &amp;#039;ADD&amp;#039; button and fill out all the details provided. They&amp;#039;re self-explanatory. &amp;#039;Times played&amp;#039; relates to whether the mission is new or not. New missions takes priority. In the description of the mission, you are advised to submit a link of the mission map. This will allow potential PLs to have a look at what they&amp;#039;ll be facing. Be sure to list specialties that are available and/or required for your mission.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;3)&amp;#039;&amp;#039;&amp;#039; The mission will now appear in the &amp;#039;missions&amp;#039; section of the directory. However, you now have to actually upload it for testing. Press &amp;#039;browse&amp;#039; and upload the .pbo file - remember to follow this template: cmf(version)_(co/tvt)(player count)_(mission_name).(map name)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;4)&amp;#039;&amp;#039;&amp;#039; Now click &amp;quot;request testing&amp;quot;. This will notify the QA team that a mission needs testing and feedback.&lt;br /&gt;
&lt;br /&gt;
== Fixing Missions ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;1)&amp;#039;&amp;#039;&amp;#039; If your mission is broken, the QA team has to post a comment stating the issue with said mission. You will be notified on Discord immediately.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;2)&amp;#039;&amp;#039;&amp;#039; Once you have fixed the mission, click &amp;#039;browse&amp;#039;, reupload it, then click &amp;#039;request testing&amp;#039;. You don&amp;#039;t have to rename it to, say, [version 2] as the server will automatically keep a backup file. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== What we Look for in QA: ==&lt;br /&gt;
&lt;br /&gt;
*Does the mission look fun? &amp;#039;&amp;#039;Primary concern&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Is there any lengthy convoying required to travel between objectives that could potentially kill the players&amp;#039; fun?&lt;br /&gt;
&lt;br /&gt;
*Is the fps good?&lt;br /&gt;
&lt;br /&gt;
*Does the mission flow and run as the briefing describes?&lt;br /&gt;
&lt;br /&gt;
*Is the staging area in a good, safe location?&lt;br /&gt;
&lt;br /&gt;
*Are there any unnecessary map markers or modules added?&lt;br /&gt;
&lt;br /&gt;
*Are all the playable units placed correctly? (example: if its a nato mission make sure the playable units are nato for the gear script to run correctly.)&lt;br /&gt;
&lt;br /&gt;
[Gametype][number of players] - [Attack/Defend] | [Explain faction and gear type] | [Specialties]&lt;br /&gt;
&lt;br /&gt;
(Required specialities are marked with a &amp;#039; * &amp;#039;. Set multiple &amp;#039; * &amp;#039; if a speciality is required to be taken more than once.)&lt;br /&gt;
&lt;br /&gt;
EXAMPLE: COOP40 - Attack | RU Spetsnaz, NVGs | MMG, MAT*, Inf&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1362</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1362"/>
		<updated>2018-03-15T22:51:36Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a coalition combined arms platoon. This is a WIP.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Mission ==&lt;br /&gt;
&lt;br /&gt;
In the context of our missions, usually one single AFV is attached to the platoon in a support role. Its role is to assist the infantry in the completion of their objectives according to the orders of the Platoon Leader, who may specify the nature of the support the vehicle is to give or allow it to operate largely independent. Premier tasks are usually the destruction of enemy vehicles, base-of-fire and countering enemy assaults. Due to most AFVs transport capability, it may also carry troops to battle, evacuate casualties or resupply friendly troops at the discretion of the PL.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Operation ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cohesion&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Generally, an AFV is an important asset to the platoon thanks to its firepower and mobility. To loose an AFV therefore is a considerable blow to the platoons chance to succeed the mission. To achieve effectiveness on the battlefield, the vehicle not only needs to kill the enemy, but needs to not be killed in return. To this end, armor thickness is not the decisive factor, but the last factor that decides about the AFVs life or death, after Situational Awareness, Cohesion and Movement. Indeed, most weapons that can pierce the armor of the vehicle will be fired with a rather high chance of hitting, in contrast to the infantry man who has the luxury to be - at times - shot at all day without getting a scratch. To the crew, this means that it has to &amp;#039;&amp;#039;mitigate the chance&amp;#039;&amp;#039; to be shot at in the first place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individual Vehicle Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery batteries, which shoot, then pack up and move to a different position to avoid counter-battery fire. In the same way, a vehicle can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemies observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Anti-Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If possible, try to engage the air threat however possible, as determined AA-fire may deter or damage it.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1361</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1361"/>
		<updated>2018-03-14T21:45:58Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a combined arms coalition platoon. This is a WIP.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Operation ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Communication&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individual Vehicle Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery, which train to shoot a salvo, then pack up and move to avoid counter-battery fire. In the same way, a vehicle can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemies observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Anti-Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If possible, try to engage the air threat whenever possible, as determined AA-fire may deter or damage it.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1360</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1360"/>
		<updated>2018-03-14T21:29:18Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a combined arms coalition platoon. This is a WIP.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Operation ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Communication&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individual Vehicle Tactics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1359</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1359"/>
		<updated>2018-03-14T21:01:22Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a combined arms coalition platoon. This is a WIP.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Operation ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Communication&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high siluhette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1356</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1356"/>
		<updated>2018-03-13T22:21:38Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a combined arms coalition platoon. This is a WIP.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Operation ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Communication&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high siluhette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1355</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1355"/>
		<updated>2018-03-13T21:51:52Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a combined arms coalition platoon. This is a WIP.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;SPAAG&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Self-Propelled-Anti-Air-Guns are sometimes pressed into a ground fire role. They feature autocannons with a very high rate of fire that usually shoot high explosive rounds. They are very effective against infantry and light vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;SPG&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
While similarly unintended for direct combat, most self-propelled artillery guns are able to use their main armament in a direct fire role to great effect.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is basically your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
Usually employed on APCs, it is able to penetrate other APCs and to provide long ranged suppressive fire. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against Infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures or fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1354</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1354"/>
		<updated>2018-03-13T21:42:05Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: /* Armored Fighting Vehicle Operation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a combined arms coalition platoon.&lt;br /&gt;
&lt;br /&gt;
== W.I.P. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Classes of AFVs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
APC: The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
IFV: The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
Tank: Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
SPAAG: Self-Propelled-Anti-Air-Guns are sometimes pressed into a ground fire role. They feature autocannons with a very high rate of fire that usually shoot high explosive rounds. They are very effective against infantry and light vehicles.&lt;br /&gt;
&lt;br /&gt;
SPG: While similarly unintended for direct combat, most self-propelled artillery guns are able to use their main armament in a direct fire role to great effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Crew Roles&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Driver: The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
Gunner: Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
Commander: The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
Loader: Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weaponry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Coaxial machine gun: The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is basically your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. &lt;br /&gt;
&lt;br /&gt;
Heavy machine gun: Usually employed on APCs, it is able to penetrate other APCs and to provide long ranged suppressive fire. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
Autocannon: This weapon is used to equip IFVs with an IFV killing capability and is very effective against Infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures or fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
Low Pressure Gun: Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round.&lt;br /&gt;
&lt;br /&gt;
ATGM: The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1353</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=1353"/>
		<updated>2018-03-13T21:41:28Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: Created page with &amp;quot; == Armored Fighting Vehicle Operation ==   This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Armored Fighting Vehicle Operation ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a combined arms coalition platoon. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== W.I.P. ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Classes of AFVs&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
APC: The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
IFV: The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
Tank: Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
SPAAG: Self-Propelled-Anti-Air-Guns are sometimes pressed into a ground fire role. They feature autocannons with a very high rate of fire that usually shoot high explosive rounds. They are very effective against infantry and light vehicles.&lt;br /&gt;
&lt;br /&gt;
SPG: While similarly unintended for direct combat, most self-propelled artillery guns are able to use their main armament in a direct fire role to great effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Crew Roles&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Driver: The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
Gunner: Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
Commander: The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
Loader: Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Weaponry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Coaxial machine gun: The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is basically your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. &lt;br /&gt;
&lt;br /&gt;
Heavy machine gun: Usually employed on APCs, it is able to penetrate other APCs and to provide long ranged suppressive fire. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
Autocannon: This weapon is used to equip IFVs with an IFV killing capability and is very effective against Infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures or fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
Low Pressure Gun: Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round.&lt;br /&gt;
&lt;br /&gt;
ATGM: The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=RPG-26_Guide&amp;diff=1240</id>
		<title>RPG-26 Guide</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=RPG-26_Guide&amp;diff=1240"/>
		<updated>2018-02-25T11:04:51Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The RPG-26 and RShG-2 are two of the more commonly encountered launchers in our modpack. They are also most the most commonly misused launchers we have despite being one of the simplest systems. These launchers require no preparation in ARMA. You pull them out, take aim and fire. They have two methods of sighting. The first is the default 100m zeroed sight post. The second is the alternate sight which is a zero-able ladder sight. You can switch to this with your &amp;quot;optic mode&amp;quot; bind witch is by default LCTRL+RMB. The RPG-26 can range to 250 meters and the RShG-2 can be zeroed out to 350 meters. &lt;br /&gt;
&lt;br /&gt;
Remember if you are using the 100m sight post, that you need to picture a pumpkin sitting on the post. Also Remember that the RShG-2 is thermobaric, Which makes it useless against armored targets. It is strictly meant for structures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;Pumpkin on Post&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
Target at 100m&lt;br /&gt;
[[File:rpg26 pumpkin.png|center|900px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;Ladder Sight&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
Target at 150m. Its zero-able I promise. &lt;br /&gt;
[[File:rpg26 ALTsight.png|center|900px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;Quick target acquisition&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
&lt;br /&gt;
Here, we use the open sights to aim horizontally for the highest part of the vehicle, where the turret is, but set the sights for the lowest possible point under the turret. This way, any  target is hit anywhere between the gun and the main body, a hit sufficient to destroy or severely damage the vehicle and kill the crew. This technique is meant for quick target acquisition in close situations where you do not have the time to estimate the range and aim properly, yet the target is clearly within 100 meters.&lt;br /&gt;
&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;Overshoot&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
Target at 50 meters, zeroed to 100. This rocket is going to go high.&lt;br /&gt;
[[File:Dont.jpg|center|1080px]]&lt;br /&gt;
----&lt;br /&gt;
===&amp;#039;&amp;#039;&amp;#039;Finagle it&amp;#039;&amp;#039;&amp;#039;===&lt;br /&gt;
Same range, but this time, we aim low.&lt;br /&gt;
[[File:Btr2.jpg|center|1080px]]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Top RPG26, Bottom RShG-2===&lt;br /&gt;
Note the RShG-2 is camouflaged &lt;br /&gt;
[[File:rpg26 rshg-2.png|center|900px]]&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Btr2.jpg&amp;diff=1239</id>
		<title>File:Btr2.jpg</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Btr2.jpg&amp;diff=1239"/>
		<updated>2018-02-25T10:52:00Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Dont.jpg&amp;diff=1238</id>
		<title>File:Dont.jpg</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Dont.jpg&amp;diff=1238"/>
		<updated>2018-02-25T10:51:37Z</updated>

		<summary type="html">&lt;p&gt;AthresInMemoriam: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AthresInMemoriam</name></author>
	</entry>
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