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		<id>https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=2621</id>
		<title>Legacy Advanced Medical &amp; TCCC (A3 KAT)</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=2621"/>
		<updated>2021-10-18T23:04:49Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tccc.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad Medic Responsibilities;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Conduct rapid and efficient assessments of casualties and triage.&lt;br /&gt;
*Address any emergent conditions in the field.&lt;br /&gt;
*Manage the supply of medical equipment for your fireteams of responsibility&lt;br /&gt;
&lt;br /&gt;
This document will address these responsibilities and ensure familiarity with the concepts of ACE advanced medical as it has been adapted to Coalition™ gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Patient Presentation &amp;amp; Assessment==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General terminology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Hypotensive - Low blood pressure, defined as a systolic pressure less than 90mmHg and/or a diastolic pressure less than 60mmHg.&lt;br /&gt;
*Normotensive - Normal blood pressure (around 120/80mmHg).&lt;br /&gt;
*Hypertensive - High blood pressure, defined as a systolic pressure greater than 140mmHg and/or a diastolic pressure greater than 90mmHg.&lt;br /&gt;
*Bradycardia - Low pulse, threshold is generally 60bpm but becomes symptomatic in arma in the 30-40bpm range.&lt;br /&gt;
*Tachycardia - High pulse, threshold is generally 100bpm but becomes symptomatic in arma in the 150bpm range.&lt;br /&gt;
*Vasodilation - The widening of blood vessels to decrease blood-pressure.&lt;br /&gt;
*Vasoconstriction - The narrowing of blood vessels to increase blood-pressure&lt;br /&gt;
&lt;br /&gt;
In its present condition the ACE medical system we have adapted provides for a singular &amp;quot;normal&amp;quot; patient presentation. This comprises a pulse of around 80bpm and a blood-pressure of 120/80mmHg. These metrics will fluctuate with increased activity and injury. While pulse fluctuation is straightforward there is reason to outline blood-pressure here.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pulse &amp;amp; Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blood Pressure is read as the top number (the numerator) over the bottom number (the denominator), that is around &amp;#039;&amp;#039;one-hundred and twenty over eighty&amp;#039;&amp;#039; normally. These are your &amp;#039;&amp;#039;systolic&amp;#039;&amp;#039; and &amp;#039;&amp;#039;diastolic&amp;#039;&amp;#039; pressures respectively. Systolic pressure, as the name implies, is the arterial pressure of blood in the body as it is circulated by the contraction of the heart. Diastolic refers to the pressure between contractions of the heart. Thus as &amp;quot;beats per minute&amp;quot; increase (again normal is 80bpm in Arma) the pressure will hover around 120/80 millimetres of mercury (mmHg). This is important in rectifying blood loss and in considering morphine administration. As the casualty&amp;#039;s injury exsanguinates, or bleeds, the pressure will drop - although if the pulse is high enough it may fluctuate upwards, this features when considering the administration of epinephrine.&lt;br /&gt;
&lt;br /&gt;
Essentially think of the heart as a pump, because it is, and the pressures measured as changing with the increased or decreased volume of fluid in the system as it relates to the contractility of the heart pump. So following the Frank-Starling Law as we increase volume with fluids administered in the field, we increase blood pressure, &amp;#039;&amp;#039;but&amp;#039;&amp;#039; as we decrease heart rate (pulse) we lose blood-pressure.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symptoms&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As is to be expected, wounds accelerate the loss of blood and fluctuation in those circulatory metrics can affect the player&amp;#039;s health. In-game, as pulse rises into tachycardic ranges or blood-pressure enters hypertensive ranges the player will begin to hear a fast heartbeat in their ears. Likewise, as the pulse decreases to bradycardic ranges or the blood-pressure drops into hypotensive ranges the heart-rate sound in the player&amp;#039;s ears will drop in intensity and tempo. In the former&amp;#039;s case this is more of an annoyance, but in the latter case it can be the undoing of the player. In the event another wound is sustained by the bradycardic or hypotensive patient they are more likely to be knocked unconscious or to die outright. Further, in hypotensive ranges the screen will grey and colour will drain from the game-world for the player.&lt;br /&gt;
&lt;br /&gt;
Broken limbs similarly hinder the player. Broken arms will affect recoil management and weapon manipulation. Broken legs will near incapacitate the player&amp;#039;s movement requiring prompt splinting. Splinting is not reliant on the bandaging of the limb and may be delayed until the more acute injuries are addressed.&lt;br /&gt;
&lt;br /&gt;
Lastly, pain is often a side-affect of injury. The pain effects of ACE medical are either a pulsing blur of cinematic aberration or a white flashing at the peripheries of the screen. This can be modulated in a player&amp;#039;s settings.&lt;br /&gt;
&lt;br /&gt;
==Interventions==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tools of the Trade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*15x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*15x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*10x splints for broken bones. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x tourniquets for stemming the flow of blood. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x epinephrine doses for increasing heart-rate and &amp;quot;coding&amp;quot; patients. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x morphine doses for analgesia and in a pinch hypertension correction. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*5x body-bags for the management of the deceased &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section we&amp;#039;ll assume an understanding of the applications of elastic and packing bandages covered in Basic Medical Information/TCCC. As such we cover primarily pharmacological interventions available in ACE medical starting with the things you&amp;#039;re generally issued and terminating with the items found in Casualty Collection MASH tents and Field Hospitals.&lt;br /&gt;
&lt;br /&gt;
||Note, Tourniquets will occlude the administration of any of the following. You must administer fluids or drugs peripherally (via limbs) that are not occluded.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Epinephrine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is a vasoconstrictor. In-game epi should be employed if the pulse drops into or below the 70bpm range or systolic blood-pressure falls below 90mmHg and symptoms are present. In the same vein unconscious patients, covered in &amp;quot;Acute Care &amp;amp; Resuscitation&amp;quot; section below require epinephrine to increase the contractility of the heart.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
in-game has rather exacerbated vasodilatory effects and is used primarily for analgesia. Though it is often requested by the general infantry one must be careful. There is no naloxone to reverse its affects. My rule of thumb is a systolic pressure greater than or equal to 100mmHg in an otherwise stable patient. Anything less than that and I tell them I&amp;#039;m not comfortable doing so. If the player&amp;#039;s wounds have been addressed and their pain is compromising their ability to function, and they meet the systolic pressure threshold, morphine as indicated for pain may be administered without concern. Else they need their pressure increased. In a pinch you can give epi and morphine together although I&amp;#039;d still monitor them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
was likely added to the game for potential NBC activities because it really doesnt feature elsewhere in the game. In terms of ACLS it is indicated for bradycardia, although not everyone responds to it in real life. I am unsure as to how effective it is in Arma as that discrepancy is likely not modelled - so in cases of bradycardia epinephrine is preferable but atropine is an alternative.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Adenosine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is indicated for narrow PSVT/SVT and wide QRS tachycardia, adenosine in-game appears to have been added for their stamina system. It is not used by Coalition, not least of all because we&amp;#039;ve no NS flushes and second because we&amp;#039;re not converting irregular rhythms as we would with adenosine.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fluids&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
such as Plasma, Blood and Saline (&amp;quot;Normal Saline&amp;quot; or &amp;quot;NS&amp;quot;, a 0.9% NaCl solution) are available for volume replacement. Lactated Ringers is, for some ungodly reason, not an available crystalloid. Unfortunately ACE medical doesnt really model the clotting cascade so all fluids are technically the same. They are provided in 250mL, 500mL (known as a &amp;quot;unit&amp;quot; of fluid), and 1000mL volumes. A good rule of thumb is to infuse 2L in anyone with a systolic pressure less than 70mmHg and has sustained significant injuries. There have been times, in acute care situations, I have hung a litre while another individual bandages so as to begin fluid resuscitation as soon as possible. Ultimately, you&amp;#039;re replacing fluids lost with the goal of reaching a systolic over 100mmHg or as close to 120/80mmHg as possible.&lt;br /&gt;
&lt;br /&gt;
==Acute Care &amp;amp; Resuscitation==&lt;br /&gt;
&lt;br /&gt;
The most interesting moments you receive as a medic in Coalition Arma are critical casualties. These are essentially a &amp;quot;code blue&amp;quot; in civilian medicine. Someone on the field of battle has sustained injuries so extreme that they are unconscious. This could be due to incredible pain, it could be due to significant fluid loss, but it&amp;#039;s your job to respond to and manage that situation.&lt;br /&gt;
&lt;br /&gt;
*First, secure the scene. If applicable snag an adjacent squad-mate to begin chest compressions (CPR). Else snag someone to pull security depending on where the casualty is being treated. You dont want enemy walking up on you mid treatment.&lt;br /&gt;
**When in cardiac arrest a timer will begin. When it runs down the patient will die. When one completes a round of CPR however it will reset the timer, buying the intervening medical personnel time.&lt;br /&gt;
*Tourniquetting wounds is often faster than bandaging multiple injuries. This will buy time, although if it&amp;#039;s merely a singular wound to be addressed it may be best to do that first. Remember tourniquets will impeded drug and fluid administration.&lt;br /&gt;
*Bandage from chest and head wounds to the extremities.&lt;br /&gt;
*Pulse check. These should be completed every 30-60seconds in-game as the time is rather accelerated compared to real life. Remember the vitals numbers you&amp;#039;re seeking to return to (80bpm, 120/80mmHg blood-pressure).&lt;br /&gt;
**Note tourniquets will also render a &amp;quot;No Heart Rate Found&amp;quot; message, &amp;#039;&amp;#039;&amp;#039;see figure XYZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Begin epinephrine as you&amp;#039;ve most or all wounds bandaged. It will take time to take effect but will rapidly increase the rate of the patient&amp;#039;s recovery.&lt;br /&gt;
*Begin fluid replacement depending on the blood-pressure reading you got previously.&lt;br /&gt;
*Lastly, consider shock and pain.&lt;br /&gt;
**ACE Medical will add a degree of shock for high levels of pain. It may be that the patient is unconscious because of this and morphine will thus be indicated, but as noted above this will affect pulse and blood-pressure. Epinephrine and fluids may be indicated to resist the side-affects of morphine.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=2616</id>
		<title>Legacy Advanced Medical &amp; TCCC (A3 KAT)</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Legacy_Advanced_Medical_%26_TCCC_(A3_KAT)&amp;diff=2616"/>
		<updated>2021-10-18T02:10:16Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Tccc.png|right]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad Medic Responsibilities;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Conduct rapid and efficient assessments of casualties and triage.&lt;br /&gt;
*Address any emergent conditions in the field.&lt;br /&gt;
*Manage the supply of medical equipment for your fireteams of responsibility&lt;br /&gt;
&lt;br /&gt;
This document will address these responsibilities and ensure familiarity with the concepts of ACE advanced medical as it has been adapted to Coalition™ gameplay.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Patient Presentation &amp;amp; Assessment==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;General terminology&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Hypotensive - Low blood pressure, defined as a systolic pressure less than 90mmHg and/or a diastolic pressure less than 60mmHg.&lt;br /&gt;
*Normotensive - Normal blood pressure (around 120/80mmHg).&lt;br /&gt;
*Hypertensive - High blood pressure, defined as a systolic pressure greater than 140mmHg and/or a diastolic pressure greater than 90mmHg.&lt;br /&gt;
*Bradycardia - Low pulse, threshold is generally 60bpm but becomes symptomatic in arma in the 30-40bpm range.&lt;br /&gt;
*Tachycardia - High pulse, threshold is generally 100bpm but becomes symptomatic in arma in the 150bpm range.&lt;br /&gt;
*Vasodilation - The widening of blood vessels to decrease blood-pressure.&lt;br /&gt;
*Vasoconstriction - The narrowing of blood vessels to increase blood-pressure&lt;br /&gt;
&lt;br /&gt;
In its present condition the ACE medical system we have adapted provides for a singular &amp;quot;normal&amp;quot; patient presentation. This comprises a pulse of around 80bpm and a blood-pressure of 120/80mmHg. These metrics will fluctuate with increased activity and injury. While pulse fluctuation is straightforward there is reason to outline blood-pressure here.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pulse &amp;amp; Blood Pressure&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Blood Pressure is read as the top number (the numerator) over the bottom number (the denominator), that is around &amp;#039;&amp;#039;one-hundred and twenty over eighty&amp;#039;&amp;#039; normally. These are your &amp;#039;&amp;#039;systolic&amp;#039;&amp;#039; and &amp;#039;&amp;#039;diastolic&amp;#039;&amp;#039; pressures respectively. Systolic pressure, as the name implies, is the arterial pressure of blood in the body as it is circulated by the contraction of the heart. Diastolic refers to the pressure between contractions of the heart. Thus as &amp;quot;beats per minute&amp;quot; increase (again normal is 80bpm in Arma) the pressure will hover around 120/80 millimetres of mercury (mmHg). This is important in rectifying blood loss and in considering morphine administration. As the casualty&amp;#039;s injury exsanguinates, or bleeds, the pressure will drop - although if the pulse is high enough it may fluctuate upwards, this features when considering the administration of epinephrine.&lt;br /&gt;
&lt;br /&gt;
Essentially think of the heart as a pump, because it is, and the pressures measured as changing with the increased or decreased volume of fluid in the system as it relates to the contractility of the heart pump. So following the Frank-Starling Law as we increase volume with fluids administered in the field, we increase blood pressure, &amp;#039;&amp;#039;but&amp;#039;&amp;#039; as we decrease heart rate (pulse) we lose blood-pressure.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Symptoms&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As is to be expected, wounds accelerate the loss of blood and fluctuation in those circulatory metrics can affect the player&amp;#039;s health. In-game, as pulse rises into tachycardic ranges or blood-pressure enters hypertensive ranges the player will begin to hear a fast heartbeat in their ears. Likewise, as the pulse decreases to bradycardic ranges or the blood-pressure drops into hypotensive ranges the heart-rate sound in the player&amp;#039;s ears will drop in intensity and tempo. In the former&amp;#039;s case this is more of an annoyance, but in the latter case it can be the undoing of the player. In the event another wound is sustained by the bradycardic or hypotensive patient they are more likely to be knocked unconscious or to die outright. Further, in hypotensive ranges the screen will grey and colour will drain from the game-world for the player.&lt;br /&gt;
&lt;br /&gt;
Broken limbs similarly hinder the player. Broken arms will affect recoil management and weapon manipulation. Broken legs will near incapacitate the player&amp;#039;s movement requiring prompt splinting. Splinting is not reliant on the bandaging of the limb and may be delayed until the more acute injuries are addressed.&lt;br /&gt;
&lt;br /&gt;
Lastly, pain is often a side-affect of injury. The pain effects of ACE medical are either a pulsing blur of cinematic aberration or a white flashing at the peripheries of the screen. This can be modulated in a player&amp;#039;s settings.&lt;br /&gt;
&lt;br /&gt;
==Interventions==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tools of the Trade&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*15x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*15x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*10x splints for broken bones. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x tourniquets for stemming the flow of blood. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x epinephrine doses for increasing heart-rate and &amp;quot;coding&amp;quot; patients. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*12x morphine doses for analgesia and in a pinch hypertension correction. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*5x body-bags for the management of the deceased &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In this section we&amp;#039;ll assume an understanding of the applications of elastic and packing bandages covered in Basic Medical Information/TCCC. As such we cover primarily pharmacological interventions available in ACE medical starting with the things you&amp;#039;re generally issued and terminating with the items found in Casualty Collection MASH tents and Field Hospitals.&lt;br /&gt;
&lt;br /&gt;
||Note, Tourniquets will occlude the administration of any of the following. You must administer fluids or drugs peripherally (via limbs) that are not occluded.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Epinephrine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is a vasoconstrictor. In-game epi should be employed if the pulse drops into or below the 70bpm range or systolic blood-pressure falls below 90mmHg and symptoms are present. In the same vein unconscious patients, covered in &amp;quot;Acute Care &amp;amp; Resuscitation&amp;quot; section below require epinephrine to increase the contractility of the heart.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
in-game has rather exacerbated vasodilatory effects and is used primarily for analgesia. Though it is often requested by the general infantry one must be careful. There is no naloxone to reverse its affects. My rule of thumb is a systolic pressure greater than or equal to 100mmHg in an otherwise stable patient. Anything less than that and I tell them I&amp;#039;m not comfortable doing so. If the player&amp;#039;s wounds have been addressed and their pain is compromising their ability to function, and they meet the systolic pressure threshold, morphine as indicated for pain may be administered without concern. Else they need their pressure increased. In a pinch you can give epi and morphine together although I&amp;#039;d still monitor them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
was likely added to the game for potential NBC activities because it really doesnt feature elsewhere in the game. In terms of ACLS it is indicated for bradycardia, although not everyone responds to it in real life. I am unsure as to how effective it is in Arma as that discrepancy is likely not modelled - so in cases of bradycardia epinephrine is preferable but atropine is an alternative.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Adenosine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
is indicated for narrow PSVT/SVT and wide QRS tachycardia, adenosine in-game appears to have been added for their stamina system. It is not used by Coalition, not least of all because we&amp;#039;ve no NS flushes and second because we&amp;#039;re not converting irregular rhythms as we would with adenosine.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fluids&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
such as Plasma, Blood and Saline (&amp;quot;Normal Saline&amp;quot; or &amp;quot;NS&amp;quot;, a 0.9% NaCl solution) are available for volume replacement. Lactated Ringers is, for some ungodly reason, not an available crystalloid. Unfortunately ACE medical doesnt really model the clotting cascade so all fluids are technically the same. They are provided in 250mL, 500mL (known as a &amp;quot;unit&amp;quot; of fluid), and 1000mL volumes. A good rule of thumb is to infuse 2L in anyone with a systolic pressure less than 70mmHg. There have been times, in acute care situations, I have hung a litre while another individual bandages so as to begin fluid resuscitation as soon as possible. Ultimately, you&amp;#039;re replacing fluids lost with the goal of reaching a systolic over 100mmHg or as close to 120/80mmHg as possible.&lt;br /&gt;
&lt;br /&gt;
==Acute Care &amp;amp; Resuscitation==&lt;br /&gt;
&lt;br /&gt;
The most interesting moments you receive as a medic in Coalition Arma are critical casualties. These are essentially a &amp;quot;code blue&amp;quot; in civilian medicine. Someone on the field of battle has sustained injuries so extreme that they are unconscious. This could be due to incredible pain, it could be due to significant fluid loss, but it&amp;#039;s your job to respond to and manage that situation.&lt;br /&gt;
&lt;br /&gt;
*First, secure the scene. If applicable snag an adjacent squad-mate to begin chest compressions (CPR). Else snag someone to pull security depending on where the casualty is being treated. You dont want enemy walking up on you mid treatment.&lt;br /&gt;
**When in cardiac arrest a timer will begin. When it runs down the patient will die. When one completes a round of CPR however it will reset the timer, buying the intervening medical personnel time.&lt;br /&gt;
*Tourniquetting wounds is often faster than bandaging multiple injuries. This will buy time, although if it&amp;#039;s merely a singular wound to be addressed it may be best to do that first. Remember tourniquets will impeded drug and fluid administration.&lt;br /&gt;
*Bandage from chest and head wounds to the extremities.&lt;br /&gt;
*Pulse check. These should be completed every 30-60seconds in-game as the time is rather accelerated compared to real life. Remember the vitals numbers you&amp;#039;re seeking to return to (80bpm, 120/80mmHg blood-pressure).&lt;br /&gt;
**Note tourniquets will also render a &amp;quot;No Heart Rate Found&amp;quot; message, &amp;#039;&amp;#039;&amp;#039;see figure XYZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Begin epinephrine as you&amp;#039;ve most or all wounds bandaged. It will take time to take effect but will rapidly increase the rate of the patient&amp;#039;s recovery.&lt;br /&gt;
*Begin fluid replacement depending on the blood-pressure reading you got previously.&lt;br /&gt;
*Lastly, consider shock and pain.&lt;br /&gt;
**ACE Medical will add a degree of shock for high levels of pain. It may be that the patient is unconscious because of this and morphine will thus be indicated, but as noted above this will affect pulse and blood-pressure. Epinephrine and fluids may be indicated to resist the side-affects of morphine.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2615</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2615"/>
		<updated>2021-10-18T01:55:07Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This document is intended as an introduction to the &amp;quot;All Members Course&amp;quot; of TCCC and Coalition&amp;#039;s Basic Medical Functions.&lt;br /&gt;
&lt;br /&gt;
==Tactical Combat Casualty Care (TCCC)==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individually you are Supplied;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure Y&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*1x tourniquet for wounds you intend to address but dont have sufficient bandages to do so. &amp;#039;&amp;#039;&amp;#039;See figure Z&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Note, tourniquets will arrest all blood loss from the limb it is applied to. Thus it belays the need to be bandaged immediately. Despite this, if you sustain a lower limb injury it will hinder further movement until that wound is properly bandaged. Similarly broken or wounded arms merely stemmed with a tourniquet will hinder aim and weapon manipulation. Consider this when conserving medical equipment.&lt;br /&gt;
**Further, tourniquets will induce pain if left on for too long. If you remove a tourniquet it returns to your inventory, so if the medic removes it it is in their inventory. Retain your tourniquets if at all possible in the event you&amp;#039;re wounded again.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individual Care Under Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As general infantry your first actions on sustaining an injury must be to return overwhelming fire. For the minor inconvenience of an avulsion or a simple penetrating injury you may individually bandage and continue on course - however in more serious cases aggressive action may be needed. If either you or one of your team is downed under contact the following actions will diminish casualties.&lt;br /&gt;
*First, take cover and suppress the enemy with overwhelming fire.&lt;br /&gt;
*Second, if applicable see to your wounds with what equipment you carry for individual use.&lt;br /&gt;
*If you are not wounded but your team-mate is, maintain security while they treat their wounds. If they are unconscious ensure they are in a safe location and tourniquet what you can to delay their bleed-out.&lt;br /&gt;
*Finally, contact your direct superior (Team-lead, Squad-lead etc) and notify them of the casualty. Depending on the severity and extent of the injury they may need to incorporate a medic.&lt;br /&gt;
&lt;br /&gt;
==The Role of Casualty Collection Points, Field Hospitals, &amp;amp; Medical Personnel==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Medical Facilities&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Casualty Collection Points (CCP) and Field Hospitals (FH) are integral to the Coalition Medical System. CCP&amp;#039;s are intended to act as forward triage centres and are often, but not always, available to squad medics. Field Hospitals are intended to provide the platoon or company with more advanced medical interventions and equipment. To some degree each of these may be called upon for the deployment of reinforcements - either as a point of respawn or as a request for reinforcement waves via the structure&amp;#039;s ace-interaction. &amp;#039;&amp;#039;&amp;#039;See figures XAZ and XBZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Upon entering the Casualty Collection Point or Field Hospital your medical capabilities/permissions in-game are promoted one notch. So for general infantry they increase to the capabilities of a medic, for medics to a doctor, etc. Further details on Coalition™ Advanced Medical is discussed &amp;#039;&amp;#039;&amp;#039;here&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Employment of Medical Facilities&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location as needed. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be mindful of where and when it is deployed.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs may act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of Squad Medics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics stay alive. In much the same fashion that command personnel should stay alive to continue commanding, it is imperative medics stay alive. If we lose our medic we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build Casualty Collection Points (CCP) or Field Hospitals (FH)&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Considering this the medic must focus on providing medical care first and foremost while keeping their exposure in mind. Staying alive means the general infantry stay alive which is ultimately mission critical.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of the Medical Officer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the Field Hospital and access the medical transport vehicle. &lt;br /&gt;
*Placement of the field hospital provides surgery kits with which to return personnel to 100% health.&lt;br /&gt;
**Surgery kits may be used in either the CCP or FH.&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
*Ultimately this is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the central medical collection point in any mission. It is a large tent that usually spawns with a faction specific medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the only available source of surgery kits, so the Medical Officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the Field Hospital and transfer care to CCPs and their squad-medics. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2614</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2614"/>
		<updated>2021-10-18T01:54:49Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This document is intended as an introduction to the &amp;quot;All Members Course&amp;quot; of TCCC and Coalition&amp;#039;s Basic Medical Functions.&lt;br /&gt;
&lt;br /&gt;
==Tactical Combat Casualty Care (TCCC)==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individually you are Supplied;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure Y&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*1x tourniquet for wounds you intend to address but dont have sufficient bandages to do so. &amp;#039;&amp;#039;&amp;#039;See figure Z&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Note, tourniquets will arrest all blood loss from the limb it is applied to. Thus it belays the need to be bandaged immediately. Despite this, if you sustain a lower limb injury it will hinder further movement until that wound is properly bandaged. Similarly broken or wounded arms merely stemmed with a tourniquet will hinder aim and weapon manipulation. Consider this when conserving medical equipment.&lt;br /&gt;
**Further, tourniquets will induce pain if left on for too long. If you remove a tourniquet it returns to your inventory, so if the medic removes it it is in their inventory. Retain your tourniquets if at all possible in the event you&amp;#039;re wounded again.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individual Care Under Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As general infantry your first actions on sustaining an injury must be to return overwhelming fire. For the minor inconvenience of an avulsion or a simple penetrating injury you may individually bandage and continue on course - however in more serious cases aggressive action may be needed. If either you or one of your team is downed under contact the following actions will diminish casualties.&lt;br /&gt;
*First, take cover and suppress the enemy with overwhelming fire.&lt;br /&gt;
*Second, if applicable see to your wounds with what equipment you carry for individual use.&lt;br /&gt;
*If you are not wounded but your team-mate is, maintain security while they treat their wounds. If they are unconscious ensure they are in a safe location and tourniquet what you can to delay their bleed-out.&lt;br /&gt;
*Finally, contact your direct superior (Team-lead, Squad-lead etc) and notify them of the casualty. Depending on the severity and extent of the injury they may need to incorporate a medic.&lt;br /&gt;
&lt;br /&gt;
==The Role of Casualty Collection Points, Field Hospitals, &amp;amp; Medical Personnel==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Structures&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Casualty Collection Points (CCP) and Field Hospitals (FH) are integral to the Coalition Medical System. CCP&amp;#039;s are intended to act as forward triage centres and are often, but not always, available to squad medics. Field Hospitals are intended to provide the platoon or company with more advanced medical interventions and equipment. To some degree each of these may be called upon for the deployment of reinforcements - either as a point of respawn or as a request for reinforcement waves via the structure&amp;#039;s ace-interaction. &amp;#039;&amp;#039;&amp;#039;See figures XAZ and XBZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Upon entering the Casualty Collection Point or Field Hospital your medical capabilities/permissions in-game are promoted one notch. So for general infantry they increase to the capabilities of a medic, for medics to a doctor, etc. Further details on Coalition™ Advanced Medical is discussed &amp;#039;&amp;#039;&amp;#039;here&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Employment of Medical Facilities&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location as needed. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be mindful of where and when it is deployed.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs may act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of Squad Medics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics stay alive. In much the same fashion that command personnel should stay alive to continue commanding, it is imperative medics stay alive. If we lose our medic we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build Casualty Collection Points (CCP) or Field Hospitals (FH)&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Considering this the medic must focus on providing medical care first and foremost while keeping their exposure in mind. Staying alive means the general infantry stay alive which is ultimately mission critical.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of the Medical Officer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the Field Hospital and access the medical transport vehicle. &lt;br /&gt;
*Placement of the field hospital provides surgery kits with which to return personnel to 100% health.&lt;br /&gt;
**Surgery kits may be used in either the CCP or FH.&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
*Ultimately this is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the central medical collection point in any mission. It is a large tent that usually spawns with a faction specific medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the only available source of surgery kits, so the Medical Officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the Field Hospital and transfer care to CCPs and their squad-medics. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2613</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2613"/>
		<updated>2021-10-18T01:35:44Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This document is intended as an introduction to the &amp;quot;All Members Course&amp;quot; of TCCC and Coalition&amp;#039;s Basic Medical Functions.&lt;br /&gt;
&lt;br /&gt;
==Tactical Combat Casualty Care (TCCC)==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individually you are Supplied;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure Y&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*1x tourniquet for wounds you intend to address but dont have sufficient bandages to do so. &amp;#039;&amp;#039;&amp;#039;See figure Z&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Note, tourniquets will arrest all blood loss from the limb it is applied to. Thus it belays the need to be bandaged immediately. Despite this, if you sustain a lower limb injury it will hinder further movement until that wound is properly bandaged. Similarly broken or wounded arms merely stemmed with a tourniquet will hinder aim and weapon manipulation. Consider this when conserving medical equipment.&lt;br /&gt;
**Further, tourniquets will induce pain if left on for too long. If you remove a tourniquet it returns to your inventory, so if the medic removes it it is in their inventory. Retain your tourniquets if at all possible in the event you&amp;#039;re wounded again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individual Care Under Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As general infantry your first actions on sustaining an injury must be to return overwhelming fire. For the minor inconvenience of an avulsion or a simple penetrating injury you may individually bandage and continue on course - however in more serious cases aggressive action may be needed. If either you or one of your team is downed under contact the following actions will diminish casualties.&lt;br /&gt;
*First, take cover and suppress the enemy with overwhelming fire.&lt;br /&gt;
*Second, if applicable see to your wounds with what equipment you carry for individual use.&lt;br /&gt;
*If you are not wounded but your team-mate is, maintain security while they treat their wounds. If they are unconscious ensure they are in a safe location and tourniquet what you can to delay their bleed-out.&lt;br /&gt;
*Finally, contact your direct superior (Team-lead, Squad-lead etc) and notify them of the casualty. Depending on the severity and extent of the injury they may need to incorporate a medic.&lt;br /&gt;
&lt;br /&gt;
==The Role of Casualty Collection Points, Field Hospitals, &amp;amp; Medical Personnel==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Structures&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Casualty Collection Points (CCP) and Field Hospitals (FH) are integral to the Coalition Medical System. CCP&amp;#039;s are intended to act as forward triage centres and are often, but not always, available to squad medics. Field Hospitals are intended to provide the platoon or company with more advanced medical interventions and equipment. To some degree each of these may be called upon for the deployment of reinforcements - either as a point of respawn or as a request for reinforcement waves via the structure&amp;#039;s ace-interaction. &amp;#039;&amp;#039;&amp;#039;See figures XAZ and XBZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Upon entering the Casualty Collection Point or Field Hospital your medical capabilities/permissions in-game are promoted one notch. So for general infantry they increase to the capabilities of a medic, for medics to a doctor, etc. Further details on Coalition™ Advanced Medical is discussed &amp;#039;&amp;#039;&amp;#039;here&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Employment of Medical Facilities&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location as needed. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be mindful of where and when it is deployed.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs may act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of Squad Medics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics stay alive. In much the same fashion that command personnel should stay alive to continue commanding, it is imperative medics stay alive. If we lose our medic we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build Casualty Collection Points (CCP) or Field Hospitals (FH)&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Considering this the medic must focus on providing medical care first and foremost while keeping their exposure in mind. Staying alive means the general infantry stay alive which is ultimately mission critical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of the Medical Officer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the Field Hospital and access the medical transport vehicle. &lt;br /&gt;
*Placement of the field hospital provides surgery kits with which to return personnel to 100% health.&lt;br /&gt;
**Surgery kits may be used in either the CCP or FH.&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
*Ultimately this is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the central medical collection point in any mission. It is a large tent that usually spawns with a faction specific medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the only available source of surgery kits, so the Medical Officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the Field Hospital and transfer care to CCPs and their squad-medics. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2612</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2612"/>
		<updated>2021-10-17T23:42:45Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This document is intended as an introduction to the &amp;quot;All Members Course&amp;quot; of TCCC and Coalition&amp;#039;s Basic Medical Functions.&lt;br /&gt;
&lt;br /&gt;
==Tactical Combat Casualty Care (TCCC)==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individually you are Supplied;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure Y&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*1x tourniquet for wounds you intend to address but dont have sufficient bandages to do so. &amp;#039;&amp;#039;&amp;#039;See figure Z&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Note, tourniquets will arrest all blood loss from the limb it is applied to. Thus it belays the need to be bandaged immediately. Despite this, if you sustain a lower limb injury it will hinder further movement until that wound is properly bandaged. Similarly broken or wounded arms merely stemmed with a tourniquet will hinder aim and weapon manipulation. Consider this when conserving medical equipment.&lt;br /&gt;
**Further, tourniquets will induce pain if left on for too long. If you remove a tourniquet it returns to your inventory, so if the medic removes it it is in their inventory. Retain your tourniquets if at all possible in the event you&amp;#039;re wounded again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individual Care Under Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As general infantry your first actions on sustaining an injury must be to return overwhelming fire. For the minor inconvenience of an avulsion or a simple penetrating injury you may individually bandage and continue on course - however in more serious cases aggressive action may be needed. If either you or one of your team is downed under contact the following actions will diminish casualties.&lt;br /&gt;
*First, take cover and suppress the enemy with overwhelming fire.&lt;br /&gt;
*Second, if applicable see to your wounds with what equipment you carry for individual use.&lt;br /&gt;
*If you are not wounded but your team-mate is, maintain security while they treat their wounds. If they are unconscious ensure they are in a safe location and tourniquet what you can to delay their bleed-out.&lt;br /&gt;
*Finally, contact your direct superior (Team-lead, Squad-lead etc) and notify them of the casualty. Depending on the severity and extent of the injury they may need to incorporate a medic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Role of Casualty Collection Points, Field Hospitals, &amp;amp; Medical Personnel==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Structures&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Casualty Collection Points (CCP) and Field Hospitals (FH) are integral to the Coalition Medical System. CCP&amp;#039;s are intended to act as forward triage centres and are often, but not always, available to squad medics. Field Hospitals are intended to provide the platoon or company with more advanced medical interventions and equipment. To some degree each of these may be called upon for the deployment of reinforcements - either as a point of respawn or as a request for reinforcement waves via the structure&amp;#039;s ace-interaction. &amp;#039;&amp;#039;&amp;#039;See figures XAZ and XBZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Upon entering the Casualty Collection Point or Field Hospital your medical capabilities/permissions in-game are promoted one notch. So for general infantry they increase to the capabilities of a medic, for medics to a doctor, etc. Further details on Coalition™ Advanced Medical is discussed &amp;#039;&amp;#039;&amp;#039;here&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Employment of Medical Facilities&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location as needed. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be mindful of where and when it is deployed.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs may act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of Squad Medics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics stay alive. In much the same fashion that command personnel should stay alive to continue commanding, it is imperative medics stay alive. If we lose our medic we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build Casualty Collection Points (CCP) or Field Hospitals (FH)&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Considering this the medic must focus on providing medical care first and foremost while keeping their exposure in mind. Staying alive means the general infantry stay alive which is ultimately mission critical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of the Medical Officer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the Field Hospital and access the medical transport vehicle. &lt;br /&gt;
*Placement of the field hospital provides surgery kits with which to return personnel to 100% health.&lt;br /&gt;
**Surgery kits may be used in either the CCP or FH.&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
*Ultimately this is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the central medical collection point in any mission. It is a large tent that usually spawns with a faction specific medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the only available source of surgery kits, so the Medical Officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the Field Hospital and transfer care to CCPs and their squad-medics. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2611</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2611"/>
		<updated>2021-10-17T23:41:19Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This document is intended as an introduction to the &amp;quot;All Service Members Course&amp;quot; of TCCC and Coalition&amp;#039;s Basic Medical Functions.&lt;br /&gt;
&lt;br /&gt;
==Tactical Combat Casualty Care (TCCC)==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individually you are Supplied;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure Y&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*1x tourniquet for wounds you intend to address but dont have sufficient bandages to do so. &amp;#039;&amp;#039;&amp;#039;See figure Z&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Note, tourniquets will arrest all blood loss from the limb it is applied to. Thus it belays the need to be bandaged immediately. Despite this, if you sustain a lower limb injury it will hinder further movement until that wound is properly bandaged. Similarly broken or wounded arms merely stemmed with a tourniquet will hinder aim and weapon manipulation. Consider this when conserving medical equipment.&lt;br /&gt;
**Further, tourniquets will induce pain if left on for too long. If you remove a tourniquet it returns to your inventory, so if the medic removes it it is in their inventory. Retain your tourniquets if at all possible in the event you&amp;#039;re wounded again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individual Care Under Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As general infantry your first actions on sustaining an injury must be to return overwhelming fire. For the minor inconvenience of an avulsion or a simple penetrating injury you may individually bandage and continue on course - however in more serious cases aggressive action may be needed. If either you or one of your team is downed under contact the following actions will diminish casualties.&lt;br /&gt;
*First, take cover and suppress the enemy with overwhelming fire.&lt;br /&gt;
*Second, if applicable see to your wounds with what equipment you carry for individual use.&lt;br /&gt;
*If you are not wounded but your team-mate is, maintain security while they treat their wounds. If they are unconscious ensure they are in a safe location and tourniquet what you can to delay their bleed-out.&lt;br /&gt;
*Finally, contact your direct superior (Team-lead, Squad-lead etc) and notify them of the casualty. Depending on the severity and extent of the injury they may need to incorporate a medic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Role of Casualty Collection Points, Field Hospitals, &amp;amp; Medical Personnel==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Structures&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Casualty Collection Points (CCP) and Field Hospitals (FH) are integral to the Coalition Medical System. CCP&amp;#039;s are intended to act as forward triage centres and are often, but not always, available to squad medics. Field Hospitals are intended to provide the platoon or company with more advanced medical interventions and equipment. To some degree each of these may be called upon for the deployment of reinforcements - either as a point of respawn or as a request for reinforcement waves via the structure&amp;#039;s ace-interaction. &amp;#039;&amp;#039;&amp;#039;See figures XAZ and XBZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Upon entering the Casualty Collection Point or Field Hospital your medical capabilities/permissions in-game are promoted one notch. So for general infantry they increase to the capabilities of a medic, for medics to a doctor, etc. Further details on Coalition™ Advanced Medical is discussed &amp;#039;&amp;#039;&amp;#039;here&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Employment of Medical Facilities&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location as needed. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be mindful of where and when it is deployed.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs may act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of Squad Medics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics stay alive. In much the same fashion that command personnel should stay alive to continue commanding, it is imperative medics stay alive. If we lose our medic we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build Casualty Collection Points (CCP) or Field Hospitals (FH)&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Considering this the medic must focus on providing medical care first and foremost while keeping their exposure in mind. Staying alive means the general infantry stay alive which is ultimately mission critical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of the Medical Officer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the Field Hospital and access the medical transport vehicle. &lt;br /&gt;
*Placement of the field hospital provides surgery kits with which to return personnel to 100% health.&lt;br /&gt;
**Surgery kits may be used in either the CCP or FH.&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
*Ultimately this is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the central medical collection point in any mission. It is a large tent that usually spawns with a faction specific medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the only available source of surgery kits, so the Medical Officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the Field Hospital and transfer care to CCPs and their squad-medics. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2610</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2610"/>
		<updated>2021-10-17T23:40:59Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This document is intended as an introduction to the &amp;quot;All Service Members Course&amp;quot; of TCCC and Coalition&amp;#039;s Basic Medical Functions.&lt;br /&gt;
&lt;br /&gt;
==Tactical Combat Casualty Care (TCCC)==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individually you are Supplied;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure Y&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*1x tourniquet for wounds you intend to address but dont have sufficient bandages to do so. &amp;#039;&amp;#039;&amp;#039;See figure Z&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Note, tourniquets will arrest all blood loss from the limb it is applied to. Thus it belays the need to be bandaged immediately. Despite this, if you sustain a lower limb injury it will hinder further movement until that wound is properly bandaged. Similarly broken or wounded arms merely stemmed with a tourniquet will hinder aim and weapon manipulation. Consider this when conserving medical equipment.&lt;br /&gt;
**Further, tourniquets will induce pain if left on for too long. If you remove a tourniquet it returns to your inventory, so if the medic removes it it is in their inventory. Retain your tourniquets if at all possible in the event you&amp;#039;re wounded again.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individual Care Under Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As general infantry your first actions on sustaining an injury must be to return overwhelming fire. For the minor inconvenience of an avulsion or a simple penetrating injury you may individually bandage and continue on course - however in more serious cases aggressive action may be needed. If either you or one of your team is downed under contact the following actions will diminish casualties.&lt;br /&gt;
*First, take cover and suppress the enemy with overwhelming fire.&lt;br /&gt;
*Second, if applicable see to your wounds with what equipment you carry for individual use.&lt;br /&gt;
*If you are not wounded but your team-mate is, maintain security while they treat their wounds. If they are unconscious ensure they are in a safe location and tourniquet what you can to delay their bleed-out.&lt;br /&gt;
*Finally, contact your direct superior (Team-lead, Squad-lead etc) and notify them of the casualty. Depending on the severity and extent of the injury they may need to incorporate a medic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Role of Casualty Collection Points, Field Hospitals, &amp;amp; Medical Personnel==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Structures&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Casualty Collection Points (CCP) and Field Hospitals (FH) are integral to the Coalition Medical System. CCP&amp;#039;s are intended to act as forward triage centres and are often, but not always, available to squad medics. Field Hospitals are intended to provide the platoon or company with more advanced medical interventions and equipment. To some degree each of these may be called upon for the deployment of reinforcements - either as a point of respawn or as a request for reinforcement waves via the structure&amp;#039;s ace-interaction. &amp;#039;&amp;#039;&amp;#039;See figures XAZ and XBZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Upon entering the Casualty Collection Point or Field Hospital your medical capabilities/permissions in-game are promoted one notch. So for general infantry they increase to the capabilities of a medic, for medics to a doctor, etc. Further details on Coalition™ Advanced Medical is discussed &amp;#039;&amp;#039;&amp;#039;here&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Employment of Medical Facilities&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location as needed. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be mindful of where and when it is deployed.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs may act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of Squad Medics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics stay alive. In much the same fashion that command personnel should stay alive to continue commanding, it is imperative medics stay alive. If we lose our medic we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build Casualty Collection Points (CCP) or Field Hospitals (FH)&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Considering this the medic must focus on providing medical care first and foremost while keeping their exposure in mind. Staying alive means the general infantry stay alive which is ultimately mission critical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of the Medical Officer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the Field Hospital and access the medical transport vehicle. &lt;br /&gt;
*Placement of the field hospital provides surgery kits with which to return personnel to 100% health.&lt;br /&gt;
**Surgery kits may be used in either the CCP or FH.&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
*Ultimately this is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the central medical collection point in any mission. It is a large tent that usually spawns with a faction specific medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the only available source of surgery kits, so the Medical Officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the Field Hospital and transfer care to CCPs and their squad-medics. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=2609</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=2609"/>
		<updated>2021-10-17T23:40:19Z</updated>

		<summary type="html">&lt;p&gt;Koala: &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;
*[[Our view on Realism and Fun]]&lt;br /&gt;
*[[Coalition Syllabus]]&lt;br /&gt;
*[[New Infantry Guide]]&lt;br /&gt;
*[[Server Information]]&lt;br /&gt;
*[[Installing with Steam Workshop]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Sessions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Session Information]]&lt;br /&gt;
*[[Community Structure]]&lt;br /&gt;
*[[Impromptu Sessions]]&lt;br /&gt;
*[[After-Action Reviews (AARs)]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Content Creation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Mission Making]]&lt;br /&gt;
*[[Outsourced Creation]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coalition Community Operations (CCO)&lt;br /&gt;
*[[Registration]]&lt;br /&gt;
*[[Mod-Pack Setup]]&lt;br /&gt;
*[[Server Information and Event Details]]&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;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Standard Operating Procedures (SOPs)]]&lt;br /&gt;
*[[Communication and Marking]]&lt;br /&gt;
*[[Formations]]&lt;br /&gt;
*[[Leading and Being Led]]&lt;br /&gt;
*[[Tactics]]&lt;br /&gt;
*[[Medical Information]]&lt;br /&gt;
**[[Our Advanced Medical &amp;amp; TCCC]]&lt;br /&gt;
*[[Warfare]]&lt;br /&gt;
*[[Specialty Roles]]&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=2608</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=2608"/>
		<updated>2021-10-17T23:39:48Z</updated>

		<summary type="html">&lt;p&gt;Koala: &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;
*[[Our view on Realism and Fun]]&lt;br /&gt;
*[[Coalition Syllabus]]&lt;br /&gt;
*[[New Infantry Guide]]&lt;br /&gt;
*[[Server Information]]&lt;br /&gt;
*[[Installing with Steam Workshop]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Sessions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Session Information]]&lt;br /&gt;
*[[Community Structure]]&lt;br /&gt;
*[[Impromptu Sessions]]&lt;br /&gt;
*[[After-Action Reviews (AARs)]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Content Creation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Mission Making]]&lt;br /&gt;
*[[Outsourced Creation]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coalition Community Operations (CCO)&lt;br /&gt;
*[[Registration]]&lt;br /&gt;
*[[Mod-Pack Setup]]&lt;br /&gt;
*[[Server Information and Event Details]]&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;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Standard Operating Procedures (SOPs)]]&lt;br /&gt;
*[[Communication and Marking]]&lt;br /&gt;
*[[Formations]]&lt;br /&gt;
*[[Leading and Being Led]]&lt;br /&gt;
*[[Tactics]]&lt;br /&gt;
*[[General Medical Information]]&lt;br /&gt;
**[[Coalition&amp;#039;s Advanced Medical]]&lt;br /&gt;
*[[Warfare]]&lt;br /&gt;
*[[Specialty Roles]]&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2607</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2607"/>
		<updated>2021-10-17T23:38:44Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;This page is a work in progress. -Koala 17 october 1540hrs mtn&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This document is intended as an introduction to the &amp;quot;All Service Members Course&amp;quot; of TCCC and the Coalition Medical System&amp;#039;s basic functions.&lt;br /&gt;
&lt;br /&gt;
==Tactical Combat Casualty Care (TCCC)==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individually you are Supplied;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x elastic bandages best used for avulsions, lacerations and crushed tissues. &amp;#039;&amp;#039;&amp;#039;See figure X&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x packing bandages best used for penetrating injuries. &amp;#039;&amp;#039;&amp;#039;See figure Y&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*1x tourniquet for wounds you intend to address but dont have sufficient bandages to do so. &amp;#039;&amp;#039;&amp;#039;See figure Z&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Note, tourniquets will arrest all blood loss from the limb it is applied to. Thus it belays the need to be bandaged immediately. Despite this, if you sustain a lower limb injury it will hinder further movement until that wound is properly bandaged. Similarly broken or wounded arms merely stemmed with a tourniquet will hinder aim and weapon manipulation. Consider this when conserving medical equipment.&lt;br /&gt;
**Further, tourniquets will induce pain if left on for too long. If you remove a tourniquet it returns to your inventory, so if the medic removes it it is in their inventory. Retain your tourniquets if at all possible in the event you&amp;#039;re wounded again.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individual Care Under Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As general infantry your first actions on sustaining an injury must be to return overwhelming fire. For the minor inconvenience of an avulsion or a simple penetrating injury you may individually bandage and continue on course - however in more serious cases aggressive action may be needed. If either you or one of your team is downed under contact the following actions will diminish casualties.&lt;br /&gt;
*First, take cover and suppress the enemy with overwhelming fire.&lt;br /&gt;
*Second, if applicable see to your wounds with what equipment you carry for individual use.&lt;br /&gt;
*If you are not wounded but your team-mate is, maintain security while they treat their wounds. If they are unconscious ensure they are in a safe location and tourniquet what you can to delay their bleed-out.&lt;br /&gt;
*Finally, contact your direct superior (Team-lead, Squad-lead etc) and notify them of the casualty. Depending on the severity and extent of the injury they may need to incorporate a medic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Role of Casualty Collection Points, Field Hospitals, &amp;amp; Medical Personnel==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Structures&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Casualty Collection Points (CCP) and Field Hospitals (FH) are integral to the Coalition Medical System. CCP&amp;#039;s are intended to act as forward triage centres and are often, but not always, available to squad medics. Field Hospitals are intended to provide the platoon or company with more advanced medical interventions and equipment. To some degree each of these may be called upon for the deployment of reinforcements - either as a point of respawn or as a request for reinforcement waves via the structure&amp;#039;s ace-interaction. &amp;#039;&amp;#039;&amp;#039;See figures XAZ and XBZ&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Upon entering the Casualty Collection Point or Field Hospital your medical capabilities/permissions in-game are promoted one notch. So for general infantry they increase to the capabilities of a medic, for medics to a doctor, etc. Further details on Coalition™ Advanced Medical is discussed &amp;#039;&amp;#039;&amp;#039;here&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Employment of Medical Facilities&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location as needed. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be mindful of where and when it is deployed.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs may act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of Squad Medics&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics stay alive. In much the same fashion that command personnel should stay alive to continue commanding, it is imperative medics stay alive. If we lose our medic we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build Casualty Collection Points (CCP) or Field Hospitals (FH)&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Considering this the medic must focus on providing medical care first and foremost while keeping their exposure in mind. Staying alive means the general infantry stay alive which is ultimately mission critical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Responsibilities of the Medical Officer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the Field Hospital and access the medical transport vehicle. &lt;br /&gt;
*Placement of the field hospital provides surgery kits with which to return personnel to 100% health.&lt;br /&gt;
**Surgery kits may be used in either the CCP or FH.&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
*Ultimately this is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the central medical collection point in any mission. It is a large tent that usually spawns with a faction specific medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The Field Hospital is the only available source of surgery kits, so the Medical Officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the Field Hospital and transfer care to CCPs and their squad-medics. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2606</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2606"/>
		<updated>2021-10-17T23:17:21Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactical Combat Casualty Care (TCCC)==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;This page is a work in progress. -Koala 17 october 1540hrs mtn&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individually you are Supplied;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x elastic bandages best used for avulsions, lacerations and crushed tissues. See figure X&lt;br /&gt;
*2x packing bandages best used for penetrating injuries. See figure Y&lt;br /&gt;
*1x tourniquet for wounds you intend to address but dont have sufficient bandages to do so. See figure Z&lt;br /&gt;
**Note, tourniquets will arrest all blood loss from the limb it is applied to. Thus it belays the need to be bandaged immediately. Despite this, if you sustain a lower limb injury it will hinder further movement until that wound is properly bandaged. Similarly broken or wounded arms merely stemmed with a tourniquet will hinder aim and weapon manipulation. Consider this when conserving medical equipment.&lt;br /&gt;
**Further, tourniquets will induce pain if left on for too long. If you remove a tourniquet it returns to your inventory, so if the medic removes it it is in their inventory. Retain your tourniquets if at all possible in the event you&amp;#039;re wounded again.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Care Under Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As general infantry your first actions on sustaining an injury must be to return overwhelming fire. For the minor inconvenience of an avulsion or minor penetrating injury you may individually bandage and continue on course - however in more serious cases aggressive action may be needed. If either yourself or one of your team is downed under contact the actions of the team may save a life.&lt;br /&gt;
*First, take cover and suppress the enemy with overwhelming fire.&lt;br /&gt;
*Second, individually see to your wounds (if applicable) with what equipment you carry for individual use.&lt;br /&gt;
*If you are not wounded but your team-mate is, maintain security while they treat their wounds. If they are unconscious ensure they are in a safe location.&lt;br /&gt;
*Finally, contact your direct superior (Team-lead, Squad-lead etc) and notify them of the casualty. Depending on the severity and extent of the injury they may need to incorporate a medic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Role of Casualty Collection Points &amp;amp; Field Hospitals==&lt;br /&gt;
&lt;br /&gt;
The Casualty Collection Point (CCP) and Field Hospital (FH) system are integral to the Coalition Medical System. CCP&amp;#039;s are intended to act as forward triage centres and are often, but not always, available to squad medics. Field Hospitals are intended to provide the platoon or company with more advanced medical interventions and equipment. To some degree each of these &lt;br /&gt;
&lt;br /&gt;
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.&lt;br /&gt;
&lt;br /&gt;
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build Casualty Collection Points (CCP) or Field Hospitals (FH)&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Obviously, this isn&amp;#039;t an optimal outcome. As such, the medic must focus on providing medical care first and foremost while keeping their exposure in mind. Keeping the probability of your death lower helps keep the probability of everyone else&amp;#039;s death lower as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCP/FH placement/usage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
As of right now, CCPs cannot be repacked. It&amp;#039;s important that their placement is strategically advantageous and that they will remain useful for a decent period. It&amp;#039;s up to medics and their commanding officers to determine when and where to place CCPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Understanding the Medical Officer==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Roles of the Medical Officer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the Field Hospital and access the medical transport vehicle. &lt;br /&gt;
&lt;br /&gt;
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.&lt;br /&gt;
&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
&lt;br /&gt;
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The field hospital is the central medical collection point in any mission. It is a large tent that spawns with an M113 medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The field hospital is the only available source of surgery kits, so the medical officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the field hospital and transfer care to CCPs, which Alpha, Bravo, and Charlie medic will all have access to. These act as your forward surgery points once you have left the field hospital. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;br /&gt;
&lt;br /&gt;
==The Finer Points of Advanced Medical==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bandaging&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Elastic Bandages: primarily used on small wounds, one of the only useful bandages to use on your head. Apply after packing bandages for more severe wounds.&lt;br /&gt;
&lt;br /&gt;
*Quick Clot: These bandages will quench bleeding faster. If you&amp;#039;re losing a lot of blood and have access to quick clotting bandages, use these first then proceed to use packing bandages or elastic.&lt;br /&gt;
&lt;br /&gt;
*Packing Bandage: These are for severe, deep wounds. Major avulsions, high velocity wounds, and most wounds to your torso will be better treated with packing bandages initially.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood, Plasma, and Saline&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Blood: comes in varying amounts up to one litre, and down to a quarter or a litre. Used to treat severe blood loss.&lt;br /&gt;
&lt;br /&gt;
*Plasma: Similar to blood, it will bring color back to a player&amp;#039;s screen and increase their blood level. &lt;br /&gt;
&lt;br /&gt;
*Saline: Raises blood levels less effectively than blood or plasma, but works well as a stop gap to get people to a CCP or field hospital.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tourniquets&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Applied to reduce blood flow to a limb, thereby reducing blood flow through any wounds.&lt;br /&gt;
&lt;br /&gt;
*Keep them on for 15 minutes at most, beyond that it will start to cause pain and eventually cause injury.&lt;br /&gt;
&lt;br /&gt;
*Let medics know if you have tourniquets on already so they don&amp;#039;t accidentally give you more than enough morphine/epinephrine in one go. Tourniquets will block the effects of these drugs until the tourniquet is removed, at which point the effects will come down on you like a ton of bricks. Avoid this.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Splints&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Repairs broken limbs&lt;br /&gt;
&lt;br /&gt;
*One time use*&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2605</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2605"/>
		<updated>2021-10-17T22:46:52Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactical Combat Casualty Care (TCCC)==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;This page is a work in progress. -Koala 17 october 1540hrs mtn&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Individually you are Supplied;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2x elastic bandages best used for avulsions, lacerations and crushed tissues. See figure X&lt;br /&gt;
*2x packing bandages best used for penetrating injuries. See figure Y&lt;br /&gt;
*1x tourniquet for wounds you intend to address but dont have sufficient bandages to do so. See figure Z&lt;br /&gt;
**Note, tourniquets will arrest all blood loss from the limb it is applied to. Thus it belays the need to be bandaged immediately. Despite this, if you sustain a lower limb injury it will hinder further movement until that wound is properly bandaged. Similarly broken or wounded arms merely stemmed with a tourniquet will hinder aim and weapon manipulation. Consider this when conserving medical equipment&lt;br /&gt;
**Further, tourniquets will induce pain if left on for too long. If you remove a tourniquet it returns to your inventory, so if the medic removes it it is in their inventory. Retain your tourniquets if at all possible in the event you&amp;#039;re wounded again.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Care Under Fire&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As general infantry your first actions on sustaining an injury must be to return overwhelming fire. For the minor inconvenience of an avulsion or minor penetrating injury you may individually bandage and continue on course - however in more serious cases aggressive action may be needed. If either yourself or one of your team is downed under contact the actions of the team may save a life.&lt;br /&gt;
*First, take cover and suppress the enemy with overwhelming fire.&lt;br /&gt;
*Second, individually see to your wounds (if applicable) with what equipment you carry for individual use.&lt;br /&gt;
*If you are not wounded but your team-mate is, maintain security while they treat their wounds. If they are unconscious ensure they are in a safe location.&lt;br /&gt;
*Finally, contact your direct superior (Team-lead, Squad-lead etc) and notify them of the casualty. Depending on the severity and extent of the injury they may need to incorporate a medic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry most injectors and accoutrements, so if you find yourself needing these things in mission you&amp;#039;ll need to get a medic to help you. There is no other way to receive treatment, you cannot loot medical, so it&amp;#039;s imperative that if you are injured you seek treatment immediately. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCPs and their role in respawn waves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.&lt;br /&gt;
&lt;br /&gt;
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.&lt;br /&gt;
&lt;br /&gt;
==ACE Interaction==&lt;br /&gt;
*Self Interact&lt;br /&gt;
*Dragging/Carrying&lt;br /&gt;
*CCP Interactions&lt;br /&gt;
==Role of Medics in Game==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staying Alive&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build CCPs&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Place a field hospital&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Obviously, this isn&amp;#039;t an optimal outcome. As such, if you&amp;#039;re a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else&amp;#039;s death lower as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood transfusions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanour. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you&amp;#039;re taking unwanted naps.&lt;br /&gt;
&lt;br /&gt;
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It&amp;#039;s up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine/Epinephrine/Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics are the only people in possession morphine or epinephrine. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you&amp;#039;re giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.&lt;br /&gt;
&lt;br /&gt;
Only medics should be keeping track of morphine dosing, the burden should not be on them to let you know you received morphine.&lt;br /&gt;
&lt;br /&gt;
Atropine and epinephrine serve a similar purpose - they raise your heart rate. If someone&amp;#039;s heart rate is crashing, give them a stimulant. Keep in mind it is possible to increase their heart rate too much, so be liberal with these stimulants in the same way you would morphine sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCP placement/usage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
As of right now, CCPs cannot be repacked. It&amp;#039;s important that their placement is strategically advantageous and that they will remain useful for a decent period. It&amp;#039;s up to medics and their commanding officers to determine when and where to place CCPs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgery&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Surgery is a key feature in the advanced medical system. To perform surgery, you must first have the medical officer place the field hospital, from which you may acquire surgery kits.&lt;br /&gt;
&lt;br /&gt;
These kits can be used in the field hospital and in the CCP to stitch people up. Stitching someone up makes them completely combat effective and closes all wounds permanently. This does not recoup blood or cure pain, so these things must be treated separately.&lt;br /&gt;
&lt;br /&gt;
Wounds will continue to open and you will continue to use medical supplies and lose blood unless you seek surgical care in a timely manner. It can take up to half and hour for you to reach a dire state, so it&amp;#039;s up to GI to remain conscious of their medical state and seek attention appropriately.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Deceased&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics will be in charge of caring for the living and managing the those that have died. You will have body bags to remove the body from the field. Keep in mind that this will remove all inventory from said body and thus is important that any necessary supplies such as radios from Team Leaders or ammo for your AR is retrieved before the medic covers the body.&lt;br /&gt;
&lt;br /&gt;
==Understanding the Medical Officer==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Roles of the Medical Officer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the field hospital and access the medical transport vehicle. &lt;br /&gt;
&lt;br /&gt;
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.&lt;br /&gt;
&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
&lt;br /&gt;
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The field hospital is the central medical collection point in any mission. It is a large tent that spawns with an M113 medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The field hospital is the only available source of surgery kits, so the medical officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the field hospital and transfer care to CCPs, which Alpha, Bravo, and Charlie medic will all have access to. These act as your forward surgery points once you have left the field hospital. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;br /&gt;
&lt;br /&gt;
==The Finer Points of Advanced Medical==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bandaging&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Elastic Bandages: primarily used on small wounds, one of the only useful bandages to use on your head. Apply after packing bandages for more severe wounds.&lt;br /&gt;
&lt;br /&gt;
*Quick Clot: These bandages will quench bleeding faster. If you&amp;#039;re losing a lot of blood and have access to quick clotting bandages, use these first then proceed to use packing bandages or elastic.&lt;br /&gt;
&lt;br /&gt;
*Packing Bandage: These are for severe, deep wounds. Major avulsions, high velocity wounds, and most wounds to your torso will be better treated with packing bandages initially.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood, Plasma, and Saline&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Blood: comes in varying amounts up to one litre, and down to a quarter or a litre. Used to treat severe blood loss.&lt;br /&gt;
&lt;br /&gt;
*Plasma: Similar to blood, it will bring color back to a player&amp;#039;s screen and increase their blood level. &lt;br /&gt;
&lt;br /&gt;
*Saline: Raises blood levels less effectively than blood or plasma, but works well as a stop gap to get people to a CCP or field hospital.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tourniquets&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Applied to reduce blood flow to a limb, thereby reducing blood flow through any wounds.&lt;br /&gt;
&lt;br /&gt;
*Keep them on for 15 minutes at most, beyond that it will start to cause pain and eventually cause injury.&lt;br /&gt;
&lt;br /&gt;
*Let medics know if you have tourniquets on already so they don&amp;#039;t accidentally give you more than enough morphine/epinephrine in one go. Tourniquets will block the effects of these drugs until the tourniquet is removed, at which point the effects will come down on you like a ton of bricks. Avoid this.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Splints&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Repairs broken limbs&lt;br /&gt;
&lt;br /&gt;
*One time use*&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2604</id>
		<title>A3 Legacy Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2604"/>
		<updated>2021-10-17T22:13:37Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Tactical Combat Casualty Care for all Persons (TCCC)==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What you have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2 Elastic Bandages, 2 Packing Bandages, and a Tourniquet.&lt;br /&gt;
*You don&amp;#039;t get morphine, epi, or blood.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What if I Need Morphine?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry most injectors and accoutrements, so if you find yourself needing these things in mission you&amp;#039;ll need to get a medic to help you. There is no other way to receive treatment, you cannot loot medical, so it&amp;#039;s imperative that if you are injured you seek treatment immediately. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCPs and their role in respawn waves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.&lt;br /&gt;
&lt;br /&gt;
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.&lt;br /&gt;
&lt;br /&gt;
==ACE Interaction==&lt;br /&gt;
*Self Interact&lt;br /&gt;
*Dragging/Carrying&lt;br /&gt;
*CCP Interactions&lt;br /&gt;
==Role of Medics in Game==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staying Alive&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build CCPs&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Place a field hospital&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Obviously, this isn&amp;#039;t an optimal outcome. As such, if you&amp;#039;re a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else&amp;#039;s death lower as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood transfusions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanour. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you&amp;#039;re taking unwanted naps.&lt;br /&gt;
&lt;br /&gt;
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It&amp;#039;s up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine/Epinephrine/Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics are the only people in possession morphine or epinephrine. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you&amp;#039;re giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.&lt;br /&gt;
&lt;br /&gt;
Only medics should be keeping track of morphine dosing, the burden should not be on them to let you know you received morphine.&lt;br /&gt;
&lt;br /&gt;
Atropine and epinephrine serve a similar purpose - they raise your heart rate. If someone&amp;#039;s heart rate is crashing, give them a stimulant. Keep in mind it is possible to increase their heart rate too much, so be liberal with these stimulants in the same way you would morphine sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCP placement/usage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
As of right now, CCPs cannot be repacked. It&amp;#039;s important that their placement is strategically advantageous and that they will remain useful for a decent period. It&amp;#039;s up to medics and their commanding officers to determine when and where to place CCPs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgery&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Surgery is a key feature in the advanced medical system. To perform surgery, you must first have the medical officer place the field hospital, from which you may acquire surgery kits.&lt;br /&gt;
&lt;br /&gt;
These kits can be used in the field hospital and in the CCP to stitch people up. Stitching someone up makes them completely combat effective and closes all wounds permanently. This does not recoup blood or cure pain, so these things must be treated separately.&lt;br /&gt;
&lt;br /&gt;
Wounds will continue to open and you will continue to use medical supplies and lose blood unless you seek surgical care in a timely manner. It can take up to half and hour for you to reach a dire state, so it&amp;#039;s up to GI to remain conscious of their medical state and seek attention appropriately.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Deceased&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics will be in charge of caring for the living and managing the those that have died. You will have body bags to remove the body from the field. Keep in mind that this will remove all inventory from said body and thus is important that any necessary supplies such as radios from Team Leaders or ammo for your AR is retrieved before the medic covers the body.&lt;br /&gt;
&lt;br /&gt;
==Understanding the Medical Officer==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Roles of the Medical Officer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the field hospital and access the medical transport vehicle. &lt;br /&gt;
&lt;br /&gt;
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.&lt;br /&gt;
&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
&lt;br /&gt;
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The field hospital is the central medical collection point in any mission. It is a large tent that spawns with an M113 medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The field hospital is the only available source of surgery kits, so the medical officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the field hospital and transfer care to CCPs, which Alpha, Bravo, and Charlie medic will all have access to. These act as your forward surgery points once you have left the field hospital. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;br /&gt;
&lt;br /&gt;
==The Finer Points of Advanced Medical==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bandaging&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Elastic Bandages: primarily used on small wounds, one of the only useful bandages to use on your head. Apply after packing bandages for more severe wounds.&lt;br /&gt;
&lt;br /&gt;
*Quick Clot: These bandages will quench bleeding faster. If you&amp;#039;re losing a lot of blood and have access to quick clotting bandages, use these first then proceed to use packing bandages or elastic.&lt;br /&gt;
&lt;br /&gt;
*Packing Bandage: These are for severe, deep wounds. Major avulsions, high velocity wounds, and most wounds to your torso will be better treated with packing bandages initially.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood, Plasma, and Saline&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Blood: comes in varying amounts up to one litre, and down to a quarter or a litre. Used to treat severe blood loss.&lt;br /&gt;
&lt;br /&gt;
*Plasma: Similar to blood, it will bring color back to a player&amp;#039;s screen and increase their blood level. &lt;br /&gt;
&lt;br /&gt;
*Saline: Raises blood levels less effectively than blood or plasma, but works well as a stop gap to get people to a CCP or field hospital.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tourniquets&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Applied to reduce blood flow to a limb, thereby reducing blood flow through any wounds.&lt;br /&gt;
&lt;br /&gt;
*Keep them on for 15 minutes at most, beyond that it will start to cause pain and eventually cause injury.&lt;br /&gt;
&lt;br /&gt;
*Let medics know if you have tourniquets on already so they don&amp;#039;t accidentally give you more than enough morphine/epinephrine in one go. Tourniquets will block the effects of these drugs until the tourniquet is removed, at which point the effects will come down on you like a ton of bricks. Avoid this.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Splints&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Repairs broken limbs&lt;br /&gt;
&lt;br /&gt;
*One time use*&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=471</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=471"/>
		<updated>2017-04-20T06:07:22Z</updated>

		<summary type="html">&lt;p&gt;Koala: &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;
Before uploading your mission ensure that the name uses the following template:&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;cmf_(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;
1.) Create a thread in the missions section here[http://coalitiongroup.net/forums/viewforum.php?f=12] with the mission name as the title. In the thread, fill in this information:&lt;br /&gt;
&lt;br /&gt;
    [b][u]Map:[/u][/b] Map name&lt;br /&gt;
    &lt;br /&gt;
    [b][u]Max players:[/u][/b] Max players&lt;br /&gt;
    &lt;br /&gt;
    [b][u]Specialities:[/u][/b] 1 MMG, 1 MAT&lt;br /&gt;
    &lt;br /&gt;
    &lt;br /&gt;
    [b][u]Friendly Forces:[/u][/b] Example&lt;br /&gt;
    &lt;br /&gt;
    [b][u]Enemy Forces:[/u][/b] Example&lt;br /&gt;
    &lt;br /&gt;
    [b][u]Brief Description:[/u][/b] Description&lt;br /&gt;
    &lt;br /&gt;
    [url=https://drive.google.com/open?id=0B3pURJ4egtLRVzEzMXRyTFZjbEU]Download[/url]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.) Upload your mission to the Coalition drive mission submission direct here. Ensure your mission goes into the Submission folder.&lt;br /&gt;
&lt;br /&gt;
NOTE: All missions &amp;#039;&amp;#039;&amp;#039;MUST&amp;#039;&amp;#039;&amp;#039; be posted and uploaded to the drive by thursday of each week. If they aren&amp;#039;t ready in time they will be QA&amp;#039;d that next week.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3.) Finally, any issues or approvals will be posted within your thread. If you update your mission(s), use the same thread you originally created.&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 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;
If your mission does not meet these criteria, it&amp;#039;s likely you&amp;#039;ll find it in the &amp;quot;failed QA folder&amp;quot;. Double check before submitting by testing the mission in multiplayer to make sure it meets these requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Gametype][number of players] - [Attack/Defend] | [Explain faction and gear type] | [Specialties]&lt;br /&gt;
&lt;br /&gt;
EXAMPLE: COOP40 - Attack | RU Spetsnaz, NVGs | MMG, MAT, Inf&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Types_and_Submitting&amp;diff=470</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=470"/>
		<updated>2017-04-20T06:07:08Z</updated>

		<summary type="html">&lt;p&gt;Koala: &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;
Before uploading your mission ensure that the name uses the following template:&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;cmf_(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;
1.) Create a thread in the missions section here[http://coalitiongroup.net/forums/viewforum.php?f=12] with the mission name as the title. In the thread, fill in this information:&lt;br /&gt;
&lt;br /&gt;
    [b][u]Map:[/u][/b] Map name&lt;br /&gt;
    &lt;br /&gt;
    [b][u]Max players:[/u][/b] Max players&lt;br /&gt;
    &lt;br /&gt;
    [b][u]Specialities:[/u][/b] 1 MMG, 1 MAT&lt;br /&gt;
    &lt;br /&gt;
    &lt;br /&gt;
    [b][u]Friendly Forces:[/u][/b] Example&lt;br /&gt;
    &lt;br /&gt;
    [b][u]Enemy Forces:[/u][/b] Example&lt;br /&gt;
    &lt;br /&gt;
    [b][u]Brief Description:[/u][/b] Description&lt;br /&gt;
    &lt;br /&gt;
    [url=https://drive.google.com/open?id=0B3pURJ4egtLRVzEzMXRyTFZjbEU]Download[/url]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2.) Upload your mission to the Coalition drive mission submission direct here. Ensure your mission goes into the Submission folder.&lt;br /&gt;
&lt;br /&gt;
NOTE: All missions &amp;#039;&amp;#039;&amp;#039;MUST&amp;#039;&amp;#039;&amp;#039; be posted and uploaded to the drive by thursday of each week. If they aren&amp;#039;t ready in time they will be QA&amp;#039;d that next week.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3.) Finally, any issues or approvals will be posted within your thread. If you update your mission(s), use the same thread you originally created.&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 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;
If your mission does not meet these criteria, it&amp;#039;s likely you&amp;#039;ll find it in the &amp;quot;failed QA folder&amp;quot;. Double check before submitting by testing the mission in multiplayer to make sure it meets these requirements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Gametype][number of players] - [Attack/Defend] | [Explain faction and gear type] | [Specialties]&lt;br /&gt;
EXAMPLE: COOP40 - Attack | RU Spetsnaz, NVGs | MMG, MAT, Inf&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking&amp;diff=293</id>
		<title>Communication and Marking</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking&amp;diff=293"/>
		<updated>2017-03-18T21:28:45Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Communication is top priority whether you&amp;#039;re a rifleman or a platoon leader. Remember, during a session, &amp;#039;&amp;#039;&amp;#039;if you&amp;#039;re not shooting or moving, you should be communicating&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
== Radio Communication ==&lt;br /&gt;
Through our radio system (ACRE2), we use a full-duplex system which allows multiple people with different radios to talk on the same channel at the same time. This means we have to practice certain protocols to ensure information flows up and down the chain of command properly. By default the &amp;#039;&amp;#039;&amp;#039;Caps Lock&amp;#039;&amp;#039;&amp;#039; key allows you to transmit over the radio. Below is an image of the message that will appear in the bottom right of your screen when you are transmitting over the radio.&lt;br /&gt;
&lt;br /&gt;
[[File:TransmittingImage.png]]&lt;br /&gt;
&lt;br /&gt;
In addition to letting you know that you are transmitting this message also display some useful information. It shows which radio you are broadcasting on (in this case the PRC-343) and which channel you are broadcasting on (in this case Block 1 - Channel 1). This is important to note so you are transmitting on the correct channel using the correct radio. Before the mission starts it is worth checking your gear to see which radios you have. If you have to change the channel you are broadcasting on, you can open and close the currently selected radio by using the hotkey &amp;#039;&amp;#039;&amp;#039;Ctrl + Alt + Caps Lock&amp;#039;&amp;#039;&amp;#039;. If you need to cycle between multiple radio, use the hotkey &amp;#039;&amp;#039;&amp;#039;Ctrl + Shift + Caps Lock&amp;#039;&amp;#039;&amp;#039;. A full list of hotkeys can be found in the mission briefing.&lt;br /&gt;
&lt;br /&gt;
=== Radio Channels/Nets ===&lt;br /&gt;
All radio nets are listed at the map briefing screen. However, you can also find a list of them here. All fireteams have their own private PRC-343 (&amp;quot;walkie-talkie&amp;quot;) while communication between assets, squads, and the platoon all happen on different long-range radios such as the PRC-152, PRC-148, and the PRC-117F.&lt;br /&gt;
&lt;br /&gt;
Short-Range PRC-343:&lt;br /&gt;
&lt;br /&gt;
The PRC-343 or 343 is most basic radio we use. It is mostly used to communicate between fire team members. Almost every position uses a 343 to communicate and it is an important radio to become familiar with. The 343 has the shortest range of all the radios we use so it is important to remember it can only be used to contact nearby elements. It is also important to know how to change channels on the 343. Below is an image of the 343 when you open it up.&lt;br /&gt;
&lt;br /&gt;
[[File:343Radio.png]]&lt;br /&gt;
&lt;br /&gt;
Looking at the 343, you can see there are two dials at the top as well as a detachable handle on the left side. The left dial can be used to change the volume of your radio. The right dial can be used to change the channel of your radio. The radio will go from channel 1 to channel 16. The handle on the right can also be detached to in order to change the block being transmitted on. Currently there is not need to change the block. Make sure the handle is attached or the radio will not work.&lt;br /&gt;
&lt;br /&gt;
Short-Range PRC-343 Channels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CH1 - Alpha 1 &lt;br /&gt;
CH2 - Alpha 2  &lt;br /&gt;
CH3 - Alpha 3 &lt;br /&gt;
CH4 - Bravo 1 &lt;br /&gt;
CH5 - Bravo 2 &lt;br /&gt;
CH6 - Bravo 3&lt;br /&gt;
CH7 - Charlie 1&lt;br /&gt;
CH8 - Charlie 2&lt;br /&gt;
CH9 - Charlie 3&lt;br /&gt;
CH10 - Inter-Armor&lt;br /&gt;
CH11 - Inter-Air&lt;br /&gt;
CH12 - Inter-Platoon&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Long-Range PRC-152/148/117F Channels:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CH1 - Alpha Net&lt;br /&gt;
CH2 - Bravo Net&lt;br /&gt;
CH3 - Charlie Net&lt;br /&gt;
CH4 - Platoon Net&lt;br /&gt;
CH5 - Air Net&lt;br /&gt;
CH6 - Armor Net&lt;br /&gt;
CH7 - Emergency Net&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Radio Brevity ===&lt;br /&gt;
[[File:D90958430728b867af17e012e2226a11.png|center]]&lt;br /&gt;
&lt;br /&gt;
Brevity is the ability to transmit your message with utmost accuracy as quickly as possible. An example:&lt;br /&gt;
&lt;br /&gt;
Scenario: &amp;#039;&amp;#039;You are Alpha 1 Fireteam Leader and you see enemies in front of your team, but they&amp;#039;re not aware of your presence.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Rather than a message such as:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Alpha Squad Lead, this is Alpha 1, we uh, see about a squad size or even maybe two squads of infantry in the open over here and we need to know if we should shoot them or wait. So far, I don&amp;#039;t think they uh, have noticed us and we&amp;#039;re prone on the hill here.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A proper message with brevity would be:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ASL, this is A1, we have an EI squad soft contact 300 meters from us at the treeline north. Check map for &amp;quot;EI&amp;quot; mark.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Direct Communication ==&lt;br /&gt;
Direct communication is any communication done between two or more players in real time. Direct communication is a skill that must be developed in order to relay information between fireteam members more efficiently and ultimately increase surviveability. &lt;br /&gt;
&lt;br /&gt;
=== Contact Calls ===&lt;br /&gt;
A contact is anything unknown that you&amp;#039;re able to visually or audibly identify as being present. A contact is not specifically an enemy vehicle or infantry, so make sure you always identify prior in order to avoid friendly fire incidents. Examples of contact calls:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
I got audio on something tracked to the north in the treeline. Unknown distance&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Contact, infantry moving in the trees to the southwest, 300 meters.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Marking ==&lt;br /&gt;
Marking is any visual form of identification across one or more mediums. This includes marks on the global map, spray painting doors after buildings have been cleared, or even lasing targets with a laser designator. &lt;br /&gt;
&lt;br /&gt;
=== Map Types ===&lt;br /&gt;
There are two map types: &amp;#039;&amp;#039;&amp;#039;Textured&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Un-textured&amp;#039;&amp;#039;&amp;#039;. The map type can be toggled at the top right of the map screen. It is recommended that you use un-textured for clarity of terrain and markings.&lt;br /&gt;
&lt;br /&gt;
==== Textured ====&lt;br /&gt;
[[File:TEXTURED.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Un-Textured ====&lt;br /&gt;
[[File:untextured.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
=== Map Marking ===&lt;br /&gt;
There are two kinds of map marking: &amp;#039;&amp;#039;&amp;#039;Icons&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Drawn Lines&amp;#039;&amp;#039;&amp;#039;. Every mark on the map must be color-coded based on who the mark is for. There are also specific techniques that platoon and squad leaders must use when developing plans.&lt;br /&gt;
&lt;br /&gt;
==== Marking Color Code ====&lt;br /&gt;
&lt;br /&gt;
When marking the map, it is important to use the correct color to indicate which element the mark being added is addressed to. This means that all red marks are for alpha squad and so on for each element. Below is a list of the color code used for each element.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Alpha - Red&lt;br /&gt;
Bravo - Blue&lt;br /&gt;
Charlie - Green&lt;br /&gt;
Individual Specialties (MMG, MTR, MAT) - Purple&lt;br /&gt;
Command - Yellow&lt;br /&gt;
Armor - Orange&lt;br /&gt;
Everyone - Black&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Prior to mission start, you can set your marker color at the top right of the map screen. This should be done by everyone while safe start is on. Below is a image of the drop down to select your marker color.&lt;br /&gt;
&lt;br /&gt;
[[File:ColorSelection.png]]&lt;br /&gt;
&lt;br /&gt;
==== Icons ====&lt;br /&gt;
Icons are used for specific points such as dismounting, convoy start points, or even mortar/air strike requests. Icon example:&lt;br /&gt;
[[File:icon.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Drawn Lines ====&lt;br /&gt;
Lines are used to draw movement plans, areas of operation, or even specific blocking orders. Lines can be drawn by holding down the left control key and left mouse button. Line example:&lt;br /&gt;
[[File:lines.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
==== EI Map Marks ====&lt;br /&gt;
EI: Enemy Infantry&lt;br /&gt;
&lt;br /&gt;
Every &amp;quot;EI call&amp;quot; must be marked on the map once they are pointed out. This allows for direct identification on all levels of command based on color-coded marks. As an example, if it&amp;#039;s a green &amp;quot;ei&amp;quot; mark, then charlie has obviously spotted and called out enemy infantry. Alternatively, if it was blue, bravo has spotted them.&lt;br /&gt;
&lt;br /&gt;
In this example, Alpha has marked spotted EI at the top of this hill:&lt;br /&gt;
[[File:eimark.png|center|900px]]&lt;br /&gt;
In general, we also name terrain within the area of operation. As this hill&amp;#039;s overall peak is 100 meters above sea-level, we&amp;#039;d often refer to this as &amp;#039;&amp;#039;hill 100&amp;#039;&amp;#039; and mark it as such.&lt;br /&gt;
&lt;br /&gt;
=== Command Map Planning ===&lt;br /&gt;
Regardless of who is in command at the time of mission start, all mission commanders need to follow the same type of planning system. This ensures that all players have a streamlined and structured experience without the need to adapt to different leadership styles as a whole. Failure to do so will result in commanding rights being revoked. The following are examples of full plans.&lt;br /&gt;
&lt;br /&gt;
==== Convoy ====&lt;br /&gt;
[[File:convoy.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
Also note that &amp;#039;&amp;#039;&amp;#039;ALL&amp;#039;&amp;#039;&amp;#039; convoy planned-missions must have a Mount Order defined prior to mission start. A stand MO looks like this:&lt;br /&gt;
[[File:mount order.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
[[File:infantry.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Full Plans ====&lt;br /&gt;
&lt;br /&gt;
===== Convoy with Infantry Dismount/Assault =====&lt;br /&gt;
[[File:fullplanlines.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
=== Calls for Fire ===&lt;br /&gt;
Calls for fire will always be directed by a Joint Terminal Attack Controller(JTAC)/Forward Observer(FO) if available. If not, all leadership can request support through their chain of command. Only the highest level leader may contact the supports directly for fire if there is no JTAC/FO available.&lt;br /&gt;
&lt;br /&gt;
==== Mortar Support Marking ====&lt;br /&gt;
[[File:MORTARS.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
==== Air Support Marking ====&lt;br /&gt;
All airstrike requests &amp;#039;&amp;#039;&amp;#039;MUST&amp;#039;&amp;#039;&amp;#039; have an IP (Initial Point) and a &amp;quot;strike&amp;quot; mark as an &amp;quot;X&amp;quot;. If there is multiple air defense threats, the requester can also mark an egress point for safety, but it is not required. All related-points must have the same identifier. In this screenshot, the identifier is &amp;quot;ROMEO&amp;quot;. This means IP Romeo, AS Romeo, and EP Romeo would all be the same strike package.&lt;br /&gt;
[[File:airstrike.png|center|900px]]&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=285</id>
		<title>Mission Making Tutorial</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Making_Tutorial&amp;diff=285"/>
		<updated>2017-03-18T21:23:49Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mission Making Tutorial: ==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2HDOBzzT0aw Click here] for the beginners tutorial to mission making and Coalition Mission Framework (CMF), continue reading for a more in depth explanation.&lt;br /&gt;
&lt;br /&gt;
Mission making is something that takes time getting used to. It relies on trial and error, and expect your first missions to be some time in the making. In this tutorial we’ll be doing a step-by-step mission making tutorial. Make sure you take your time and don’t stress, as doing things in hurry can be very unforgiving in the ArmA editor.&lt;br /&gt;
&lt;br /&gt;
To start things off you’ll need to download the Coalition Mission Framework (CMF)[http://coalitiongroup.net/forums/viewtopic.php?f=11&amp;amp;t=7]. In simple terms it’s a mission already created with features and functions built into it. You will use this as a template when creating your missions. When you’ve downloaded the framework, place it somewhere where it’s easily accessible. You will use it more than once. Keep it somewhere safe and make sure you keep a master copy.&lt;br /&gt;
&lt;br /&gt;
Now you have to pick your map. If you do not know the maps names in the editor, there is a quick and easy way to do it. Head into the ArmA 3 editor and pick the map you want to use. Now all you have to do is save your blank mission and name it something simple like “temp”. This will now create a folder called “temp.[mapname]”. The name after the dot is the name as recognized by the eden editor. For an example if you’re making a mission on Takistan it’s going to be called temp.takistan, but a mission on desert is not going to be temp.desert, rather temp.desert_E. As you can see, some maps have less obvious nomenclature, so I advise you to do this every time you pick a new map that you haven’t worked with before.&lt;br /&gt;
&lt;br /&gt;
Now that you’ve picked your map, you have to copy the contents inside of the CMF.vr folder into your temp.takistan. Overwrite everything. Reload your mission, you will now see modules and units on the map. Go ahead and drag the modules outside the map boundary, since these should not be touched. You will also see three factions placed down, BLUFOR, OPFOR and IND. These units are all playable, all set up with radios and will work with gearscripts out of the box. This is when you pick the faction you want the players to be, not the AI or anything else. If it’s a TVT you might want both BLUFOR and OPFOR, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
For this tutorial we will keep it simple, and go with BLUFOR. Delete all Opfor and Independent units, including the deployment zone for said factions. You now have a basic BLUFOR structure, and different specialist roles. Now is a good time to think about an idea for your mission; infiltration, patrol, clear an objective, take out an HVT are all simple mission ideas.&lt;br /&gt;
&lt;br /&gt;
Depending on the mission you’re making, you may want specialist roles. If you look at your units, you will see that you have specialist roles such as Helicopter Pilots, HMG Teams, Anti Air and Engineers. Pick the ones you want and delete the other specialist roles. When you have a good idea of what you want to do, put your players in a safe starting location. Make sure your mission is relative to our player count, don’t make it too big/small.&lt;br /&gt;
&lt;br /&gt;
== Gearscript: ==&lt;br /&gt;
&lt;br /&gt;
There are different orders you can do this in, but it’s not a bad idea to get the gearscript out of the way before you jump into the more artistic aspects of mission making. For this I advise you to use Notepad++ (https://notepad-plus-plus.org/download/v7.3.3.html) which will make reading documents a lot easier, or if you have style, you can use Sublime Text.&lt;br /&gt;
&lt;br /&gt;
The gearscript is located in missions\temp.takistan\f\assignGear. This script will setup the loadout for all the players. When you have found the folder,  you will see gearscripts respective to all the different factions. If you’re using BLUFOR, f_assignGear_nato.sqf is the one you will be using. For OPFOR it would be f_assignGear_csat.sqf, for IND it would be f_assignGear_aaf.sqf. For now we will pick blufor. &lt;br /&gt;
&lt;br /&gt;
Open up f_assignGear_nato.sqf. If you scroll down you should be seeing this (picture). There is a lot of text here which you might not understand at first, but it’s quite simple. Most of this code, you’re not going to change or even have to understand. This gearscript goes hand in hand with the virtual arsenal. You can access the virtual arsenal by right clicking on a unit in the editor and pressing “Edit Loadout”.&lt;br /&gt;
&lt;br /&gt;
The easiest way to do this is to create the loadout you want the players to have in the virtual arsenal - essentially you’re playing dress up. Do the loadout for the rifleman first, ‘cause it’s easier to build on (your basic rifleman has all the basics he needs, so for specialties, all you need to do is add whatever makes them special). When you feel like you’re done with your loadout, hit “export”. This copies your loadout to the clipboard, with all the different classnames you need. On Notepad++ you now want to hit “new” (ctrl + n), this creates a blank page. Copy your loadout onto this page. &lt;br /&gt;
&lt;br /&gt;
You should now have something that looks like this (picture). Now all you have to do it copy paste all the different classnames to their respective place in f_assignGear_nato.sqf. For your standard issue rifle, it would be put under _rifle = “arifle_MX_F”;. If your standard issue rifle is an m4, replace “arifle_MX_F” with your m4’s classname. You’re also going to want to replace the magazines in the same way. It should look something like this: &lt;br /&gt;
&lt;br /&gt;
	_rifle = &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;;&lt;br /&gt;
	_riflemag = &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;;&lt;br /&gt;
	_riflemag_tr = &amp;quot;UK3CB_BAF_556_30Rnd_T&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
Here I took the L85A2 as an example, and as you can see I’ve replaced “arifle_MX_F” with &amp;quot;UK3CB_BAF_L85A2_RIS&amp;quot;; and the magazine components have been switched out with &amp;quot;UK3CB_BAF_556_30Rnd&amp;quot;, _riflemag_tr refers to the tracer magazine for your weapon. If you do not want tracers, you can add the normal magazine to the _riflemag_tr. Obviously you’re not done here, you will have to change weapons for every class you use. &lt;br /&gt;
&lt;br /&gt;
This is what you’re going to want to do with everything you want to replace. Everything that a soldier carries is changeable in this file, including his gear. Gear works the same way as the weapons do. Replace the stock classnames. You do not have to change the amount of x items a soldier carries, since that’s done automatically. If you do want to change that however, f_assignGear_nato_standard.sqf is where you change specific items each soldier carries.&lt;br /&gt;
&lt;br /&gt;
Obviously you’re going to want to change most classnames in f_assignGear_nato.sqf to make a complete loadout. If you use specialist roles make sure you change their classnames as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Made Gearscripts:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Gearscripts are time consuming, and there’s no reason to not share them. Every gearscript a community member creates is posted on the forums for others to use. This is a way to save time, if you’re creating a USMC mission, and someone else has already made a USMC mission with a functioning gearscript you can simply use his gearscript, which will save you the effort of creating a new one. Community made gearscripts can be found here.(http://coalitiongroup.net/forums/viewforum.php?f=14)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Removing Items:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Removing certain items can cause difficulties. If you however, for an example don’t want NVG’s during your mission, you cannot delete this line:&lt;br /&gt;
&lt;br /&gt;
_nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything, do not delete lines. Instead, if you don’t want NVG’s add // infront of it. It would look like this:&lt;br /&gt;
&lt;br /&gt;
// _nvg = &amp;quot;NVGoggles&amp;quot;;&lt;br /&gt;
&lt;br /&gt;
This goes for anything you want to remove within the f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;.sqf / f_assignGear_&amp;#039;&amp;#039;faction&amp;#039;&amp;#039;_standard files, where &amp;#039;&amp;#039;faction&amp;#039;&amp;#039; is generally referred to as AAF(indfor), NATO(blufor), or CSAT(opfor). With doing this, ArmA will display script errors when loading your mission, but won&amp;#039;t cause fatal mission-breaking errors.&lt;br /&gt;
&lt;br /&gt;
== Placing AI: ==&lt;br /&gt;
&lt;br /&gt;
Now when you’re done with setting up your faction it’s time to make your mission come to life. For co-ops AI is what we will be fighting, and utilizing the AI in ArmA can be done in many different ways. However, for a simple mission you shouldn’t do anything too complex. We have a built in AI mod made by tanaKa which will do most things for you. Place down AI where you want, but make sure they don’t interfere with your chosen faction&amp;#039;s starting location. You should always have the players in a safe location so they can safely set up a plan and brief everyone. With the eden editor you can place down AI inside buildings, and make the mission feel more alive. This part comes down to how you want the mission to be, however balance is key for a fun mission.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, certain missions may not require AI to be placed. The most notable of which would be ZEUS missions. Defense missions are typically zeus’d, which is basically real time placement and control of AI. ZEUS is only accessible by admins, so if you build a ZEUS mission it will be up to an administrator to place the AI for you. Any mission can be a zeus mission - often it can be better to only place a few AI where you want the bulk of them to be placed, that way admins can place AI based on our force size. This of course is not a cop out, you still have to make a good mission. &lt;br /&gt;
&lt;br /&gt;
== Naming your mission &amp;amp; Doing the briefing: ==&lt;br /&gt;
&lt;br /&gt;
When you feel like you’re done with your mission, it’s time to do the briefing. The briefing is located in missions\temp.takistan\f\briefing. This works the same as the gearscript does, pick the briefing for the respective faction you’re using. Everything in here is very self-explanatory. Make sure the objective is clear, so no questions will arise during the mission itself. If you have any notes for an admin about your mission, for an example if you want to delete an x amount of units if the player count is low, make sure you add that in the admin briefing. &lt;br /&gt;
&lt;br /&gt;
Located in missions\temp.takistan\scripts you will find a file called serverstart.sqf. If you open this file, there are two lines at the bottom that you have to edit. Where it says **Mission Title** and **By Author* is what you want to edit. What this does is it pops up your mission name and the authors name after the mission is done loading.&lt;br /&gt;
&lt;br /&gt;
You’re also going to want to name the mission ingame and give it a description. This is done in the editor itself. Open up your mission, and on the top there should be a tab called “Attributes”. Head to General. Here is where you name the mission ingame and put the authors name. Also add a description to the mission, it should only be one sentence. This is to give everyone a general idea of what the mission is. Under Attributes -&amp;gt; Multiplayer you have to fill in the Summary. This will show a description of the mission in the slotting screen.&lt;br /&gt;
&lt;br /&gt;
Now you only have to name the mission folder. Your mission folder should look like this:  cmf_(co/tvt)(player count)_(mission_name).(map name). &lt;br /&gt;
&lt;br /&gt;
When you’re all done, take a look at the Mission Making Guidelines to make sure you submit your mission correctly.  &lt;br /&gt;
&lt;br /&gt;
If this tutorial didn’t do it for you, I would suggest looking at tanaKa’s video https://www.youtube.com/watch?v=2HDOBzzT0aw (also linked at the top) which explains how to create a mission, or head over to BI’s own wiki https://community.bistudio.com/wiki/Eden_Editor There’s also a #missiondesign channel in discord if you’ve run into any issues.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mission_Types&amp;diff=279</id>
		<title>Mission Types</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mission_Types&amp;diff=279"/>
		<updated>2017-03-18T21:16:06Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here at the Coalition we play four different mission types:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
COOP - Cooperative: One or more teams of players vs. computer-controlled AI unit&lt;br /&gt;
TvT - Team vs Team: One team of players vs another team of players&lt;br /&gt;
COTvT - Cooperative-team vs team: One team of players vs another team of players with AI units throughout the map&lt;br /&gt;
SPCL - And Special &amp;quot;fun&amp;quot; game types that can be event or holiday based&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Chernarussian_Conflict&amp;diff=251</id>
		<title>Chernarussian Conflict</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Chernarussian_Conflict&amp;diff=251"/>
		<updated>2017-02-06T15:39:59Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;August, 2009: The Autumn Crisis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
----------------------------------&lt;br /&gt;
&lt;br /&gt;
The Chernarussian movement of the Red Star (ChDKZ - &amp;quot;Chedaki&amp;quot;) militia forces took control of the most developped part of the country, south Zagoria, and gained access to harbours, trade routes, etc. This effort was coordinated by three primary warlords of the ChDKZ,&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Matvei Albika,&amp;#039;&amp;#039;&lt;br /&gt;
*A veteran of the chechen war of the 90s and former islamic extremist.&lt;br /&gt;
*Led the northern militia of Krasnostav during the crisis.&lt;br /&gt;
*Today, effectively the Dictator of the Chernarussian Socialist Republic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dimitry Khavazh,&amp;#039;&amp;#039;&lt;br /&gt;
*From Russia originally, though not with love.&lt;br /&gt;
*Led the Chernarussian Socialist Party Secret Police.&lt;br /&gt;
*Today, the Governor of Pusta political prison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Pavel Movladi,&amp;#039;&amp;#039;&lt;br /&gt;
*Former Chernarussian Army officer.&lt;br /&gt;
*Led the central militia of Stary Sobor during the crisis.&lt;br /&gt;
*Today, the minister of agriculture for the Chernarussian Socialist Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;September-October, 2009: Operation Harvest Red&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
------------------------------------------&lt;br /&gt;
[http://steamcommunity.com/workshop/filedetails/?id=857177561 Operation Harvest Red 4-player Coop Campaign]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amidst reports of severe civilian casualties in the newly formed Chernarussian Socialist Republic, the Russian Federation pushes the UN to intervene. Why Russia would care however remains a mystery. Zagoria is only culturally Russian.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;8th October, &amp;#039;&amp;#039;&lt;br /&gt;
A combined force of Chernarussian Government Forces and the USMC 27th Marine Expeditionary Unit conduct a ground, amphibious and air invasion of southern Zagoria. They aim to displace the ChDKZ forces communist forces in Chernogorsk. During the initial days of the invasion, numerous mass graves and the executions of political prisoners take place. The international community is appalled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;9th October,&amp;#039;&amp;#039;&lt;br /&gt;
A communist leaning coup grips the Chernarussian Government led by the Army, resulting in the killing of Prime Minister Alexander Baranov in Novigrad. Essentially, the Chernarussian Socialist Republic is declared all throughout the nation, and the CDF and ChDKZ become indistinguishable. How the Chernarussian Defence Force ground invasion of Zagoria will interact with USMC forces becomes unclear. Conflict between the USMC and CDF becomes a reality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;11th October,&amp;#039;&amp;#039;&lt;br /&gt;
A week after the invasion, the USMC has consolidated their position by establishing both Camp Smith near Chernogorsk and Forward Operating Base Manhattan near Krasnostav, on the Russian border. The Russian government argues they should extend the police action to complete annexation by Russia. Russian Federation Troops amass near the border with orders to relieve the USMC of their hold on Zagoria. The US Army, having now taken a foothold in the rest of Chernarussia prepare to withdraw fully. The international community waits with baited breath, the USMC expect either all out war or a complete withdrawal of the 27th MEU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;16th October,&amp;#039;&amp;#039;&lt;br /&gt;
Five days later, Moscow&amp;#039;s Red Square is the target of a major terrorist attack. 53 people die in the bombing. The ChDKZ claim credit for the bombing as retribution for the Russian led international community&amp;#039;s interest in Chernarussia. Using the event as ample evidence for their necessity in Chernarussia, the Russian Federation declares full annexation of the country, setting the 19th of October as their official hand-off date, requesting the USMC be prepared for full withdrawal by then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;17th October,&amp;#039;&amp;#039;&lt;br /&gt;
Russian forces storm over the border, attacking USMC patrols, checkpoints, observation posts and ultimately sacking FOB Manhattan. The 27th MEU digs in at Camp Smith, expecting to fight tooth and nail with the Russian invasion, alas they are ordered to withdraw to avert potential world war. By the end of the month Russia had completely occupied the Chernarussian Socialist Republic. In response the ChDKZ wage a war of attrition and insurgency in the region of south Zagoria provoking stricter Russian military response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;January, 2011: First OCHA Report&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
The OCHA Humanitarian Report, a UN Commission, publishes their findings on occupied Chernarussia. The report condemns Russian activities and their brutal counter-insurgent strategies in Zagoria and Chernarussia as a whole. In response, Russia grants southern Zagoria sovereignty as a free ChDKZ territory, reborn as the Chernarussian Socialist Republic. Russia soon establishes a satellite nation, the Chernarussian Federation in the rest of the country, as there are significant cultural and religious differences between communist leaning Zagoria and Orthodox Chernarus as a whole. Russian forces remain entrenched in key areas however, specifically in north Zagoria near Krasnostav and Vybor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;January, 2017: Second OCHA Report&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
Another OCHA Humanitarian Commission publishes their findings on the Chernarussian Socialist Republic, the communist state of south Zagoria. They establish that the leadership of Chernarussian Socialist Dictator Albiki is akin to the Un family in North Korea in some capacities. Starvation, drought, and international sanctions have yielded a sufficiently unstable society. Worse yet, NATO determines that they are potentially harbouring Russian Nuclear weapons and seeking their own to solidify their power beyond Russian Satellite control.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;February, 2017: Operation Onderzoeken&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
--------------------&lt;br /&gt;
A UN investigative force, headed by Belgian troops, enters Zagoria to ascertain whether the Dictator Matvei Albika is in possession of Nuclear weapons or the materials for the production of weapons of mass destruction. The element is met with a mixed response, as some ChDKZ soldiers surrender, others maintain their posts, and some fire upon the UN investigators. The element is promptly surrounded and massacred.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;March, 2017: NATO Considerations of War&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
---------------------------------------------&lt;br /&gt;
Operation Viking Shield&lt;br /&gt;
Operation Viking Storm&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=War_in_Chernarus&amp;diff=250</id>
		<title>War in Chernarus</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=War_in_Chernarus&amp;diff=250"/>
		<updated>2017-02-06T15:30:36Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page&lt;br /&gt;
&lt;br /&gt;
*[[Chernarussian Conflict]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
coop campaign: http://steamcommunity.com/workshop/filedetails/?id=857177561&lt;br /&gt;
modpack: http://steamcommunity.com/sharedfiles/filedetails/?id=857147483&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Chernarussian_Conflict&amp;diff=249</id>
		<title>Chernarussian Conflict</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Chernarussian_Conflict&amp;diff=249"/>
		<updated>2017-02-06T15:30:03Z</updated>

		<summary type="html">&lt;p&gt;Koala: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;August, 2009: The Autumn Crisis&amp;#039;&amp;#039;&amp;#039; ----------------------------------  The Chernarussian movement of the Red Star (ChDKZ - &amp;quot;Chedaki&amp;quot;) militia forces took control of the mos...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;August, 2009: The Autumn Crisis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
----------------------------------&lt;br /&gt;
&lt;br /&gt;
The Chernarussian movement of the Red Star (ChDKZ - &amp;quot;Chedaki&amp;quot;) militia forces took control of the most developped part of the country, south Zagoria, and gained access to harbours, trade routes, etc. This effort was coordinated by three primary warlords of the ChDKZ,&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Matvei Albika,&amp;#039;&amp;#039;&lt;br /&gt;
*A veteran of the chechen war of the 90s and former islamic extremist.&lt;br /&gt;
*Led the northern militia of Krasnostav during the crisis.&lt;br /&gt;
*Today, effectively the Dictator of the Chernarussian Socialist Republic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dimitry Khavazh,&amp;#039;&amp;#039;&lt;br /&gt;
*From Russia originally, though not with love.&lt;br /&gt;
*Led the Chernarussian Socialist Party Secret Police.&lt;br /&gt;
*Today, the Governor of Pusta political prison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Pavel Movladi,&amp;#039;&amp;#039;&lt;br /&gt;
*Former Chernarussian Army officer.&lt;br /&gt;
*Led the central militia of Stary Sobor during the crisis.&lt;br /&gt;
*Today, the minister of agriculture for the Chernarussian Socialist Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;September-October, 2009: Operation Harvest Red&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
------------------------------------------&lt;br /&gt;
[http://steamcommunity.com/workshop/filedetails/?id=857177561 Operation Harvest Red 4-player Coop Campaign]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amidst reports of severe civilian casualties in the newly formed Chernarussian Socialist Republic, the Russian Federation pushes the UN to intervene. Why Russia would care however remains a mystery. Zagoria is only culturally Russian.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;8th October, &amp;#039;&amp;#039;&lt;br /&gt;
A combined force of Chernarussian Government Forces and the USMC 27th Marine Expeditionary Unit conduct a ground, amphibious and air invasion of southern Zagoria. They aim to displace the ChDKZ forces communist forces in Chernogorsk. During the initial days of the invasion, numerous mass graves and the executions of political prisoners take place. The international community is appalled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;9th October,&amp;#039;&amp;#039;&lt;br /&gt;
A communist leaning coup grips the Chernarussian Government led by the Army, resulting in the killing of Prime Minister Alexander Baranov in Novigrad. Essentially, the Chernarussian Socialist Republic is declared all throughout the nation, and the CDF and ChDKZ become indistinguishable. How the Chernarussian Defence Force ground invasion of Zagoria will interact with USMC forces becomes unclear. Conflict between the USMC and CDF becomes a reality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;11th October,&amp;#039;&amp;#039;&lt;br /&gt;
A week after the invasion, the USMC has consolidated their position by establishing both Camp Smith near Chernogorsk and Forward Operating Base Manhattan near Krasnostav, on the Russian border. The Russian government argues they should extend the police action to complete annexation by Russia. Russian Federation Troops amass near the border with orders to relieve the USMC of their hold on Zagoria. The US Army, having now taken a foothold in the rest of Chernarussia prepare to withdraw fully. The international community waits with baited breath, the USMC expect either all out war or a complete withdrawal of the 27th MEU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;16th October,&amp;#039;&amp;#039;&lt;br /&gt;
Five days later, Moscow&amp;#039;s Red Square is the target of a major terrorist attack. 53 people die in the bombing. The ChDKZ claim credit for the bombing as retribution for the Russian led international community&amp;#039;s interest in Chernarussia. Using the event as ample evidence for their necessity in Chernarussia, the Russian Federation declares full annexation of the country, setting the 19th of October as their official hand-off date, requesting the USMC be prepared for full withdrawal by then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;17th October,&amp;#039;&amp;#039;&lt;br /&gt;
Russian forces storm over the border, attacking USMC patrols, checkpoints, observation posts and ultimately sacking FOB Manhattan. The 27th MEU digs in at Camp Smith, expecting to fight tooth and nail with the Russian invasion, alas they are ordered to withdraw to avert potential world war. By the end of the month Russia had completely occupied the Chernarussian Socialist Republic. In response the ChDKZ wage a war of attrition and insurgency in the region of south Zagoria provoking stricter Russian military response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;January, 2011&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
The OCHA Humanitarian Report, a UN Commission, publishes their findings on occupied Chernarussia.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=War_in_Chernarus&amp;diff=248</id>
		<title>War in Chernarus</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=War_in_Chernarus&amp;diff=248"/>
		<updated>2017-02-06T15:29:50Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page&lt;br /&gt;
&lt;br /&gt;
*[[History of Chernarussian Conflict]]&lt;br /&gt;
*[[Chernarussian Conflict]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
coop campaign: http://steamcommunity.com/workshop/filedetails/?id=857177561&lt;br /&gt;
modpack: http://steamcommunity.com/sharedfiles/filedetails/?id=857147483&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=247</id>
		<title>History of Chernarussian Conflict</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=247"/>
		<updated>2017-02-06T15:28:09Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;August, 2009: The Autumn Crisis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
----------------------------------&lt;br /&gt;
&lt;br /&gt;
The Chernarussian movement of the Red Star (ChDKZ - &amp;quot;Chedaki&amp;quot;) militia forces took control of the most developped part of the country, south Zagoria, and gained access to harbours, trade routes, etc. This effort was coordinated by three primary warlords of the ChDKZ,&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Matvei Albika,&amp;#039;&amp;#039;&lt;br /&gt;
*A veteran of the chechen war of the 90s and former islamic extremist.&lt;br /&gt;
*Led the northern militia of Krasnostav during the crisis.&lt;br /&gt;
*Today, effectively the Dictator of the Chernarussian Socialist Republic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dimitry Khavazh,&amp;#039;&amp;#039;&lt;br /&gt;
*From Russia originally, though not with love.&lt;br /&gt;
*Led the Chernarussian Socialist Party Secret Police.&lt;br /&gt;
*Today, the Governor of Pusta political prison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Pavel Movladi,&amp;#039;&amp;#039;&lt;br /&gt;
*Former Chernarussian Army officer.&lt;br /&gt;
*Led the central militia of Stary Sobor during the crisis.&lt;br /&gt;
*Today, the minister of agriculture for the Chernarussian Socialist Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;September-October, 2009: Operation Harvest Red&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
------------------------------------------&lt;br /&gt;
[http://steamcommunity.com/workshop/filedetails/?id=857177561 Operation Harvest Red 4-player Coop Campaign]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Amidst reports of severe civilian casualties in the newly formed Chernarussian Socialist Republic, the Russian Federation pushes the UN to intervene. Why Russia would care however remains a mystery. Zagoria is only culturally Russian.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;8th October, &amp;#039;&amp;#039;&lt;br /&gt;
A combined force of Chernarussian Government Forces and the USMC 27th Marine Expeditionary Unit conduct a ground, amphibious and air invasion of southern Zagoria. They aim to displace the ChDKZ forces communist forces in Chernogorsk. During the initial days of the invasion, numerous mass graves and the executions of political prisoners take place. The international community is appalled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;9th October,&amp;#039;&amp;#039;&lt;br /&gt;
A communist leaning coup grips the Chernarussian Government led by the Army, resulting in the killing of Prime Minister Alexander Baranov in Novigrad. Essentially, the Chernarussian Socialist Republic is declared all throughout the nation, and the CDF and ChDKZ become indistinguishable. How the Chernarussian Defence Force ground invasion of Zagoria will interact with USMC forces becomes unclear. Conflict between the USMC and CDF becomes a reality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;11th October,&amp;#039;&amp;#039;&lt;br /&gt;
A week after the invasion, the USMC has consolidated their position by establishing both Camp Smith near Chernogorsk and Forward Operating Base Manhattan near Krasnostav, on the Russian border. The Russian government argues they should extend the police action to complete annexation by Russia. Russian Federation Troops amass near the border with orders to relieve the USMC of their hold on Zagoria. The US Army, having now taken a foothold in the rest of Chernarussia prepare to withdraw fully. The international community waits with baited breath, the USMC expect either all out war or a complete withdrawal of the 27th MEU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;16th October,&amp;#039;&amp;#039;&lt;br /&gt;
Five days later, Moscow&amp;#039;s Red Square is the target of a major terrorist attack. 53 people die in the bombing. The ChDKZ claim credit for the bombing as retribution for the Russian led international community&amp;#039;s interest in Chernarussia. Using the event as ample evidence for their necessity in Chernarussia, the Russian Federation declares full annexation of the country, setting the 19th of October as their official hand-off date, requesting the USMC be prepared for full withdrawal by then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;17th October,&amp;#039;&amp;#039;&lt;br /&gt;
Russian forces storm over the border, attacking USMC patrols, checkpoints, observation posts and ultimately sacking FOB Manhattan. The 27th MEU digs in at Camp Smith, expecting to fight tooth and nail with the Russian invasion, alas they are ordered to withdraw to avert potential world war. By the end of the month Russia had completely occupied the Chernarussian Socialist Republic. In response the ChDKZ wage a war of attrition and insurgency in the region of south Zagoria provoking stricter Russian military response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;January, 2011&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
The OCHA Humanitarian Report, a UN Commission, publishes their findings on occupied Chernarussia.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=246</id>
		<title>History of Chernarussian Conflict</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=246"/>
		<updated>2017-02-06T07:37:13Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;August, 2009: The Autumn Crisis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
----------------------------------&lt;br /&gt;
&lt;br /&gt;
The Chernarussian movement of the Red Star (ChDKZ - &amp;quot;Chedaki&amp;quot;) militia forces took control of the most developped part of the country, south Zagoria, and gained access to harbours, trade routes, etc. This effort was coordinated by three primary warlords of the ChDKZ,&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Matvei Albika,&amp;#039;&amp;#039;&lt;br /&gt;
*A veteran of the chechen war of the 90s and former islamic extremist.&lt;br /&gt;
*Led the northern militia of Krasnostav during the crisis.&lt;br /&gt;
*Today, effectively the Dictator of the Chernarussian Socialist Republic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dimitry Khavazh,&amp;#039;&amp;#039;&lt;br /&gt;
*From Russia originally, though not with love.&lt;br /&gt;
*Led the Chernarussian Socialist Party Secret Police.&lt;br /&gt;
*Today, the Governor of Pusta political prison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Pavel Movladi,&amp;#039;&amp;#039;&lt;br /&gt;
*Former Chernarussian Army officer.&lt;br /&gt;
*Led the central militia of Stary Sobor during the crisis.&lt;br /&gt;
*Today, the minister of agriculture for the Chernarussian Socialist Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;September-October, 2009: Operation Harvest Red&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Amidst reports of severe civilian casualties in the newly formed Chernarussian Socialist Republic, the Russian Federation pushes the UN to intervene. Why Russia would care however remains a mystery. Zagoria is only culturally Russian.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;8th October, &amp;#039;&amp;#039;&lt;br /&gt;
A combined force of Chernarussian Government Forces and the USMC 27th Marine Expeditionary Unit conduct a ground, amphibious and air invasion of southern Zagoria. They aim to displace the ChDKZ forces communist forces in Chernogorsk. During the initial days of the invasion, numerous mass graves and the executions of political prisoners take place. The international community is appalled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;9th October,&amp;#039;&amp;#039;&lt;br /&gt;
A communist leaning coup grips the Chernarussian Government led by the Army, resulting in the killing of Prime Minister Alexander Baranov in Novigrad. Essentially, the Chernarussian Socialist Republic is declared all throughout the nation, and the CDF and ChDKZ become indistinguishable. How the Chernarussian Defence Force ground invasion of Zagoria will interact with USMC forces becomes unclear. Conflict between the USMC and CDF becomes a reality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;11th October,&amp;#039;&amp;#039;&lt;br /&gt;
A week after the invasion, the USMC has consolidated their position by establishing both Camp Smith near Chernogorsk and Forward Operating Base Manhattan near Krasnostav, on the Russian border. The Russian government argues they should extend the police action to complete annexation by Russia. Russian Federation Troops amass near the border with orders to relieve the USMC of their hold on Zagoria. The US Army, having now taken a foothold in the rest of Chernarussia prepare to withdraw fully. The international community waits with baited breath, the USMC expect either all out war or a complete withdrawal of the 27th MEU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;16th October,&amp;#039;&amp;#039;&lt;br /&gt;
Five days later, Moscow&amp;#039;s Red Square is the target of a major terrorist attack. 53 people die in the bombing. The ChDKZ claim credit for the bombing as retribution for the Russian led international community&amp;#039;s interest in Chernarussia. Using the event as ample evidence for their necessity in Chernarussia, the Russian Federation declares full annexation of the country, setting the 19th of October as their official hand-off date, requesting the USMC be prepared for full withdrawal by then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;17th October,&amp;#039;&amp;#039;&lt;br /&gt;
Russian forces storm over the border, attacking USMC patrols, checkpoints, observation posts and ultimately sacking FOB Manhattan. The 27th MEU digs in at Camp Smith, expecting to fight tooth and nail with the Russian invasion, alas they are ordered to withdraw to avert potential world war. By the end of the month Russia had completely occupied the Chernarussian Socialist Republic. In response the ChDKZ wage a war of attrition and insurgency in the region of south Zagoria provoking stricter Russian military response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;January, 2011&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
The OCHA Humanitarian Report, a UN Commission, publishes their findings on occupied Chernarussia.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=245</id>
		<title>History of Chernarussian Conflict</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=245"/>
		<updated>2017-02-06T07:37:02Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;August, 2009: The Autumn Crisis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
----------------------------------&lt;br /&gt;
&lt;br /&gt;
The Chernarussian movement of the Red Star (ChDKZ - &amp;quot;Chedaki&amp;quot;) militia forces took control of the most developped part of the country, south Zagoria, and gained access to harbours, trade routes, etc. This effort was coordinated by three primary warlords of the ChDKZ,&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Matvei Albika,&amp;#039;&amp;#039;&lt;br /&gt;
*A veteran of the chechen war of the 90s and former islamic extremist.&lt;br /&gt;
*Led the northern militia of Krasnostav during the crisis.&lt;br /&gt;
*Today, effectively the Dictator of the Chernarussian Socialist Republic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dimitry Khavazh,&amp;#039;&amp;#039;&lt;br /&gt;
*From Russia originally, though not with love.&lt;br /&gt;
*Led the Chernarussian Socialist Party Secret Police.&lt;br /&gt;
*Today, the Governor of Pusta political prison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Pavel Movladi,&amp;#039;&amp;#039;&lt;br /&gt;
*Former Chernarussian Army officer.&lt;br /&gt;
*Led the central militia of Stary Sobor during the crisis.&lt;br /&gt;
*Today, the minister of agriculture for the Chernarussian Socialist Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;September-October, 2009: Operation Harvest Red&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Amidst reports of severe civilian casualties in the newly formed Chernarussian Socialist Republic, the Russian Federation pushes the UN to intervene. Why Russia would care however remains a mystery. Zagoria is only culturally Russian.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;8th October, &amp;#039;&amp;#039;&lt;br /&gt;
A combined force of Chernarussian Government Forces and the USMC 27th Marine Expeditionary Unit conduct a ground, amphibious and air invasion of southern Zagoria. They aim to displace the ChDKZ forces communist forces in Chernogorsk. During the initial days of the invasion, numerous mass graves and the executions of political prisoners take place. The international community is appalled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;9th October,&amp;#039;&amp;#039;&lt;br /&gt;
A communist leaning coup grips the Chernarussian Government led by the Army, resulting in the killing of Prime Minister Alexander Baranov in Novigrad. Essentially, the Chernarussian Socialist Republic is declared all throughout the nation, and the CDF and ChDKZ become indistinguishable. How the Chernarussian Defence Force ground invasion of Zagoria will interact with USMC forces becomes unclear. Conflict between the USMC and CDF becomes a reality.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;11th October,&amp;#039;&amp;#039;&lt;br /&gt;
A week after the invasion, the USMC has consolidated their position by establishing both Camp Smith near Chernogorsk and Forward Operating Base Manhattan near Krasnostav, on the Russian border. The Russian government argues they should extend the police action to complete annexation by Russia. Russian Federation Troops amass near the border with orders to relieve the USMC of their hold on Zagoria. The US Army, having now taken a foothold in the rest of Chernarussia prepare to withdraw fully. The international community waits with baited breath, the USMC expect either all out war or a complete withdrawal of the 27th MEU.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;16th October,&amp;#039;&amp;#039;&lt;br /&gt;
Five days later, Moscow&amp;#039;s Red Square is the target of a major terrorist attack. 53 people die in the bombing. The ChDKZ claim credit for the bombing as retribution for the Russian led international community&amp;#039;s interest in Chernarussia. Using the event as ample evidence for their necessity in Chernarussia, the Russian Federation declares full annexation of the country, setting the 19th of October as their official hand-off date, requesting the USMC be prepared for full withdrawal by then.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;17th October,&amp;#039;&amp;#039;&lt;br /&gt;
Russian forces storm over the border, attacking USMC patrols, checkpoints, observation posts and ultimately sacking FOB Manhattan. The 27th MEU digs in at Camp Smith, expecting to fight tooth and nail with the Russian invasion, alas they are ordered to withdraw to avert potential world war. By the end of the month Russia had completely occupied the Chernarussian Socialist Republic. In response the ChDKZ wage a war of attrition and insurgency in the region of south Zagoria provoking stricter Russian military response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;January, 2011&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
The OCHA Humanitarian Report, a UN Commission, publishes their findings on occupied Chernarussia.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=244</id>
		<title>History of Chernarussian Conflict</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=244"/>
		<updated>2017-02-06T07:36:40Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;August, 2009: The Autumn Crisis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
----------------------------------&lt;br /&gt;
&lt;br /&gt;
The Chernarussian movement of the Red Star (ChDKZ - &amp;quot;Chedaki&amp;quot;) militia forces took control of the most developped part of the country, south Zagoria, and gained access to harbours, trade routes, etc. This effort was coordinated by three primary warlords of the ChDKZ,&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Matvei Albika,&amp;#039;&amp;#039;&lt;br /&gt;
*A veteran of the chechen war of the 90s and former islamic extremist.&lt;br /&gt;
*Led the northern militia of Krasnostav during the crisis.&lt;br /&gt;
*Today, effectively the Dictator of the Chernarussian Socialist Republic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dimitry Khavazh,&amp;#039;&amp;#039;&lt;br /&gt;
*From Russia originally, though not with love.&lt;br /&gt;
*Led the Chernarussian Socialist Party Secret Police.&lt;br /&gt;
*Today, the Governor of Pusta political prison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Pavel Movladi,&amp;#039;&amp;#039;&lt;br /&gt;
*Former Chernarussian Army officer.&lt;br /&gt;
*Led the central militia of Stary Sobor during the crisis.&lt;br /&gt;
*Today, the minister of agriculture for the Chernarussian Socialist Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;September-October, 2009: Operation Harvest Red&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
------------------------------------------&lt;br /&gt;
&lt;br /&gt;
Amidst reports of severe civilian casualties in the newly formed Chernarussian Socialist Republic, the Russian Federation pushes the UN to intervene. Why Russia would care however remains a mystery. Zagoria is only culturally Russian.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;8th October, &amp;#039;&amp;#039;&lt;br /&gt;
A combined force of Chernarussian Government Forces and the USMC 27th Marine Expeditionary Unit conduct a ground, amphibious and air invasion of southern Zagoria. They aim to displace the ChDKZ forces communist forces in Chernogorsk. During the initial days of the invasion, numerous mass graves and the executions of political prisoners take place. The international community is appalled.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;9th October,&amp;#039;&amp;#039;&lt;br /&gt;
A communist leaning coup grips the Chernarussian Government led by the Army, resulting in the killing of Prime Minister Alexander Baranov in Novigrad. Essentially, the Chernarussian Socialist Republic is declared all throughout the nation, and the CDF and ChDKZ become indistinguishable. How the Chernarussian Defence Force ground invasion of Zagoria will interact with USMC forces becomes unclear. Conflict between the USMC and CDF becomes a reality.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;11th October,&amp;#039;&amp;#039;&lt;br /&gt;
A week after the invasion, the USMC has consolidated their position by establishing both Camp Smith near Chernogorsk and Forward Operating Base Manhattan near Krasnostav, on the Russian border. The Russian government argues they should extend the police action to complete annexation by Russia. Russian Federation Troops amass near the border with orders to relieve the USMC of their hold on Zagoria. The US Army, having now taken a foothold in the rest of Chernarussia prepare to withdraw fully. The international community waits with baited breath, the USMC expect either all out war or a complete withdrawal of the 27th MEU.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;16th October,&amp;#039;&amp;#039;&lt;br /&gt;
Five days later, Moscow&amp;#039;s Red Square is the target of a major terrorist attack. 53 people die in the bombing. The ChDKZ claim credit for the bombing as retribution for the Russian led international community&amp;#039;s interest in Chernarussia. Using the event as ample evidence for their necessity in Chernarussia, the Russian Federation declares full annexation of the country, setting the 19th of October as their official hand-off date, requesting the USMC be prepared for full withdrawal by then.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;17th October,&amp;#039;&amp;#039;&lt;br /&gt;
Russian forces storm over the border, attacking USMC patrols, checkpoints, observation posts and ultimately sacking FOB Manhattan. The 27th MEU digs in at Camp Smith, expecting to fight tooth and nail with the Russian invasion, alas they are ordered to withdraw to avert potential world war. By the end of the month Russia had completely occupied the Chernarussian Socialist Republic. In response the ChDKZ wage a war of attrition and insurgency in the region of south Zagoria provoking stricter Russian military response.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;January, 2011&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
The OCHA Humanitarian Report, a UN Commission, publishes their findings on occupied Chernarussia.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=243</id>
		<title>History of Chernarussian Conflict</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=243"/>
		<updated>2017-02-05T21:49:14Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;September, 2009: The Autumn Crisis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
----------------------------------&lt;br /&gt;
&lt;br /&gt;
The Chernarussian movement of the Red Star (ChDKZ - &amp;quot;Chedaki&amp;quot;) militia forces took control of the most developped part of the country, south Zagoria, and gained access to harbours, trade routes, etc. This effort was coordinated by three primary warlords of the ChDKZ,&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Matvei Albika,&amp;#039;&amp;#039;&lt;br /&gt;
*A veteran of the chechen war of the 90s and former islamic extremist.&lt;br /&gt;
*Led the northern militia of Krasnostav during the crisis.&lt;br /&gt;
*Today, effectively the Dictator of the Chernarussian Socialist Republic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dimitry Khavazh,&amp;#039;&amp;#039;&lt;br /&gt;
*From Russia originally, though not with love.&lt;br /&gt;
*Led the Chernarussian Socialist Party Secret Police.&lt;br /&gt;
*Today, the Governor of Pusta political prison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Pavel Movladi,&amp;#039;&amp;#039;&lt;br /&gt;
*Former Chernarussian Army officer.&lt;br /&gt;
*Led the central militia of Stary Sobor during the crisis.&lt;br /&gt;
*Today, the minister of agriculture for the Chernarussian Socialist Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=242</id>
		<title>History of Chernarussian Conflict</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=242"/>
		<updated>2017-02-05T21:48:56Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Chernarus.jpeg|200px|thumb|left|alt text]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;September, 2009: The Autumn Crisis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
----------------------------------&lt;br /&gt;
&lt;br /&gt;
The Chernarussian movement of the Red Star (ChDKZ - &amp;quot;Chedaki&amp;quot;) militia forces took control of the most developped part of the country, south Zagoria, and gained access to harbours, trade routes, etc. This effort was coordinated by three primary warlords of the ChDKZ,&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Matvei Albika,&amp;#039;&amp;#039;&lt;br /&gt;
*A veteran of the chechen war of the 90s and former islamic extremist.&lt;br /&gt;
*Led the northern militia of Krasnostav during the crisis.&lt;br /&gt;
*Today, effectively the Dictator of the Chernarussian Socialist Republic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dimitry Khavazh,&amp;#039;&amp;#039;&lt;br /&gt;
*From Russia originally, though not with love.&lt;br /&gt;
*Led the Chernarussian Socialist Party Secret Police.&lt;br /&gt;
*Today, the Governor of Pusta political prison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Pavel Movladi,&amp;#039;&amp;#039;&lt;br /&gt;
*Former Chernarussian Army officer.&lt;br /&gt;
*Led the central militia of Stary Sobor during the crisis.&lt;br /&gt;
*Today, the minister of agriculture for the Chernarussian Socialist Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=241</id>
		<title>History of Chernarussian Conflict</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=241"/>
		<updated>2017-02-05T21:46:50Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;September, 2009: The Autumn Crisis&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
----------------------------------&lt;br /&gt;
&lt;br /&gt;
The Chernarussian movement of the Red Star (ChDKZ - &amp;quot;Chedaki&amp;quot;) militia forces took control of the most developped part of the country, south Zagoria, and gained access to harbours, trade routes, etc. This effort was coordinated by three primary warlords of the ChDKZ,&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Matvei Albika,&amp;#039;&amp;#039;&lt;br /&gt;
*A veteran of the chechen war of the 90s and former islamic extremist.&lt;br /&gt;
*Led the northern militia of Krasnostav during the crisis.&lt;br /&gt;
*Today, effectively the Dictator of the Chernarussian Socialist Republic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Dimitry Khavazh,&amp;#039;&amp;#039;&lt;br /&gt;
*From Russia originally, though not with love.&lt;br /&gt;
*Led the Chernarussian Socialist Party Secret Police.&lt;br /&gt;
*Today, the Governor of Pusta political prison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Pavel Movladi,&amp;#039;&amp;#039;&lt;br /&gt;
*Former Chernarussian Army officer.&lt;br /&gt;
*Led the central militia of Stary Sobor during the crisis.&lt;br /&gt;
*Today, the minister of agriculture for the Chernarussian Socialist Party.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=240</id>
		<title>History of Chernarussian Conflict</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=240"/>
		<updated>2017-02-05T21:42:09Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;September, 2009: The Autumn Crisis&lt;br /&gt;
----------------------------------&lt;br /&gt;
&lt;br /&gt;
The Chernarussian movement of the Red Star (ChDKZ - &amp;quot;Chedaki&amp;quot;) militia forces took control of the most developped part of the country, south Zagoria, and gained access to harbours, trade routes, etc. This effort was coordinated by three primary warlords of the ChDKZ,&lt;br /&gt;
&lt;br /&gt;
Matvei Albika,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dimitry Khavazh,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pavel Movladi,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
//&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=War_in_Chernarus&amp;diff=239</id>
		<title>War in Chernarus</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=War_in_Chernarus&amp;diff=239"/>
		<updated>2017-02-05T21:39:57Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page&lt;br /&gt;
&lt;br /&gt;
*[[History of Chernarussian Conflict]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
coop campaign: http://steamcommunity.com/workshop/filedetails/?id=857177561&lt;br /&gt;
modpack: http://steamcommunity.com/sharedfiles/filedetails/?id=857147483&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=238</id>
		<title>History of Chernarussian Conflict</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=History_of_Chernarussian_Conflict&amp;diff=238"/>
		<updated>2017-02-05T21:36:14Z</updated>

		<summary type="html">&lt;p&gt;Koala: Created page with &amp;quot;This is also a page&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is also a page&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=War_in_Chernarus&amp;diff=237</id>
		<title>War in Chernarus</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=War_in_Chernarus&amp;diff=237"/>
		<updated>2017-02-05T21:36:04Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page&lt;br /&gt;
&lt;br /&gt;
**[[History of Chernarussian Conflict]]&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=236</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=236"/>
		<updated>2017-02-05T21:35:37Z</updated>

		<summary type="html">&lt;p&gt;Koala: &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;
*New-join Checklist:&lt;br /&gt;
**[[Dossier/Forums]]&lt;br /&gt;
**[[Discord]]&lt;br /&gt;
**[[Teamspeak]]&lt;br /&gt;
**[[Mods and ArmA3]]&lt;br /&gt;
**[[Initial Orientation]]&lt;br /&gt;
*[[Activity Requirements]]&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;
**[[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;
**[[Vehicle/Aircraft Operations]]&lt;br /&gt;
**[[Standard Operating Procedures (SOPs)]]&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;
**[[Rank/Group Structure]]&lt;br /&gt;
**[[In-game]]&lt;br /&gt;
**[[Out-of-game]]&lt;br /&gt;
*[[Rules and Regulations]]&lt;br /&gt;
*[[XML/Roster]]&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;
*[[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;
*[[Server Information]]&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;
**[[In-house mods]]&lt;br /&gt;
**[[CMF Features]]&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=War_in_Chernarus&amp;diff=235</id>
		<title>War in Chernarus</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=War_in_Chernarus&amp;diff=235"/>
		<updated>2017-02-05T21:34:54Z</updated>

		<summary type="html">&lt;p&gt;Koala: Created page with &amp;quot;This is a page&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=234</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=234"/>
		<updated>2017-02-05T21:34:41Z</updated>

		<summary type="html">&lt;p&gt;Koala: &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;
*New-join Checklist:&lt;br /&gt;
**[[Dossier/Forums]]&lt;br /&gt;
**[[Discord]]&lt;br /&gt;
**[[Teamspeak]]&lt;br /&gt;
**[[Mods and ArmA3]]&lt;br /&gt;
**[[Initial Orientation]]&lt;br /&gt;
*[[Activity Requirements]]&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;
**[[Communication and Marking]]&lt;br /&gt;
**[[Formations]]&lt;br /&gt;
**[[Tactics]]&lt;br /&gt;
**[[Warfare]]&lt;br /&gt;
**[[War in Chernarus]]&lt;br /&gt;
**[[Leading and Being Led]]&lt;br /&gt;
**[[Vehicle/Aircraft Operations]]&lt;br /&gt;
**[[Standard Operating Procedures (SOPs)]]&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;
**[[Rank/Group Structure]]&lt;br /&gt;
**[[In-game]]&lt;br /&gt;
**[[Out-of-game]]&lt;br /&gt;
*[[Rules and Regulations]]&lt;br /&gt;
*[[XML/Roster]]&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;
*[[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;
*[[Server Information]]&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;
**[[In-house mods]]&lt;br /&gt;
**[[CMF Features]]&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Our_view_on_Realism_and_Fun&amp;diff=206</id>
		<title>Our view on Realism and Fun</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Our_view_on_Realism_and_Fun&amp;diff=206"/>
		<updated>2016-12-06T05:46:32Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Whether or not you realize it, realism and fun go hand-in-hand when playing ArmA within a controlled environment such as ours. While we don&amp;#039;t take it to unnecessary heights by including real-world ranks, drill/ceremony, and rules/regulations in and out of game, we do not shy away from the fact that everyone is here to play military simulations in order to have fun. However, the staff at Coalition will &amp;#039;&amp;#039;&amp;#039;never&amp;#039;&amp;#039;&amp;#039; place any &amp;quot;milsim&amp;quot; rules as priority over having fun. We do recognize that there is a need for command and structure and will always have that in-game as a means to enforce a structured environment that everyone needs in order to take part in a military simulation.&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mods_and_ArmA3&amp;diff=204</id>
		<title>Mods and ArmA3</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mods_and_ArmA3&amp;diff=204"/>
		<updated>2016-12-06T03:44:54Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For our modpack, our mentality is K.I.S.S: &amp;#039;&amp;#039;&amp;#039;Keep It Simple, Stupid.&amp;#039;&amp;#039;&amp;#039; Our modpack is designed to be streamlined, functional, but also flexible in our ability to foster various different types of combat scenarios. You wont find an overly large or fragmented mod list here, and we aim to always keep it this way.&lt;br /&gt;
&lt;br /&gt;
At the same time, we use [https://getswifty.net/ Swifty] as our mod delivery platform. Swifty is the only ArmA3 mod delivery platform that uses &amp;quot;delta patching&amp;quot; which allows us to push small updates to the repository without you having to download or scan the entire modset over again.&lt;br /&gt;
&lt;br /&gt;
==Installing the Modpack==&lt;br /&gt;
&lt;br /&gt;
1.) Download and install swifty from [https://getswifty.net/updates/Setup.exe this link].&lt;br /&gt;
&lt;br /&gt;
2.) Once installed, open swifty and click the wrench icon at the top right.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_3.jpg]]&lt;br /&gt;
&lt;br /&gt;
3.) Setup your arma3 install directory as well as the temporary download folder.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_4.png]]&lt;br /&gt;
&lt;br /&gt;
4.) Next, click the &amp;quot;plus&amp;quot; icon at the top right to add a repository.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_5.jpg]]&lt;br /&gt;
&lt;br /&gt;
Place the url &amp;quot;http://www.coalitiongroup.net/mods&amp;quot; as the repository location and click IMPORT.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_5_(2).jpg]]&lt;br /&gt;
&lt;br /&gt;
5.) This window will pop up indicating connection to the repository. Parameters can be adjusted to your liking. Finally, click save.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_6.jpg]]&lt;br /&gt;
&lt;br /&gt;
6.) Any time you launch swifty, if there is an update, you will see a download icon over the repository logo. Simply click this to start the download.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_7.jpg]]&lt;br /&gt;
&lt;br /&gt;
Once the download is completely, you can either launch the game or directly connect to our server through the play button.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_7(2).jpg]]&lt;br /&gt;
&lt;br /&gt;
==ACRE and Teamspeak==&lt;br /&gt;
After you have your modpack downloaded and, go into the directory of the modpack (IE steamapps/common/Arma3/@COALITON) and find the &amp;quot;@ACRE&amp;quot; folder. Within the @ACRE/plugin folder, you will find:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
acre2_win32.dll&lt;br /&gt;
acre2_win64.dll&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;These two .dll&amp;#039;s need to be installed to your teamspeak directory within the plugins folder before starting teamspeak&amp;#039;&amp;#039;&amp;#039;. An example of the directory would be Program Files(x86)/Teamspeak 3 Client/Plugins.&lt;br /&gt;
&lt;br /&gt;
==Connecting to the Server==&lt;br /&gt;
&lt;br /&gt;
To connect to the server, simply launch swifty and click the the &amp;quot;Launch&amp;quot; button on the coalition repository and it will connect you directly to the server.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can direct connect through server browser with [http://coalitiongroup.net/wiki/index.php?title=Server_Information the information listed here].&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mods_and_ArmA3&amp;diff=203</id>
		<title>Mods and ArmA3</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mods_and_ArmA3&amp;diff=203"/>
		<updated>2016-12-06T03:42:59Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For our modpack, our mentality is K.I.S.S: &amp;#039;&amp;#039;&amp;#039;Keep It Simple, Stupid.&amp;#039;&amp;#039;&amp;#039; Our modpack is designed to be streamlined, functional, but also flexible in our ability to foster various different types of combat scenarios. You wont find an overly large or fragmented mod list here, and we aim to always keep it this way.&lt;br /&gt;
&lt;br /&gt;
At the same time, we use [https://getswifty.net/ Swifty] as our mod delivery platform. Swifty is the only ArmA3 mod delivery platform that uses &amp;quot;delta patching&amp;quot; which allows us to push small updates to the repository without you having to download or scan the entire modset over again.&lt;br /&gt;
&lt;br /&gt;
==Installing the Modpack==&lt;br /&gt;
&lt;br /&gt;
1.) Download and install swifty from [https://getswifty.net/updates/Setup.exe this link].&lt;br /&gt;
&lt;br /&gt;
2.) Once installed, open swifty and click the wrench icon at the top right.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_3.jpg]]&lt;br /&gt;
&lt;br /&gt;
3.) Setup your arma3 install directory as well as the temporary download folder.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_4.png]]&lt;br /&gt;
&lt;br /&gt;
4.) Next, click the &amp;quot;plus&amp;quot; icon at the top right to add a repository.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_5.jpg]]&lt;br /&gt;
&lt;br /&gt;
Place the url &amp;quot;http://www.coalitiongroup.net/mods&amp;quot; as the repository location and click IMPORT.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_5(2).jpg]]&lt;br /&gt;
&lt;br /&gt;
5.) This window will pop up indicating connection to the repository. Parameters can be adjusted to your liking. Finally, click save.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_6.jpg]]&lt;br /&gt;
&lt;br /&gt;
6.) Any time you launch swifty, if there is an update, you will see a download icon over the repository logo. Simply click this to start the download.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_7.jpg]]&lt;br /&gt;
&lt;br /&gt;
Once the download is completely, you can either launch the game or directly connect to our server through the play button.&lt;br /&gt;
&lt;br /&gt;
[[File:Step_7(2).jpg]]&lt;br /&gt;
&lt;br /&gt;
==ACRE and Teamspeak==&lt;br /&gt;
After you have your modpack downloaded and, go into the directory of the modpack (IE steamapps/common/Arma3/@COALITON) and find the &amp;quot;@ACRE&amp;quot; folder. Within the @ACRE/plugin folder, you will find:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
acre2_win32.dll&lt;br /&gt;
acre2_win64.dll&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;These two .dll&amp;#039;s need to be installed to your teamspeak directory within the plugins folder before starting teamspeak&amp;#039;&amp;#039;&amp;#039;. An example of the directory would be Program Files(x86)/Teamspeak 3 Client/Plugins.&lt;br /&gt;
&lt;br /&gt;
==Connecting to the Server==&lt;br /&gt;
&lt;br /&gt;
To connect to the server, simply launch swifty and click the the &amp;quot;Launch&amp;quot; button on the coalition repository and it will connect you directly to the server.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can direct connect through server browser with [http://coalitiongroup.net/wiki/index.php?title=Server_Information the information listed here].&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Step_7(2).jpg&amp;diff=202</id>
		<title>File:Step 7(2).jpg</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Step_7(2).jpg&amp;diff=202"/>
		<updated>2016-12-06T03:37:53Z</updated>

		<summary type="html">&lt;p&gt;Koala: Step 7(2) in the mod download process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step 7(2) in the mod download process&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Step_7.jpg&amp;diff=201</id>
		<title>File:Step 7.jpg</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Step_7.jpg&amp;diff=201"/>
		<updated>2016-12-06T03:37:05Z</updated>

		<summary type="html">&lt;p&gt;Koala: Step 7 in the mod download process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step 7 in the mod download process&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Step_6.jpg&amp;diff=200</id>
		<title>File:Step 6.jpg</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Step_6.jpg&amp;diff=200"/>
		<updated>2016-12-06T03:36:45Z</updated>

		<summary type="html">&lt;p&gt;Koala: Step 6 in the mod download process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step 6 in the mod download process&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Step_5.jpg&amp;diff=199</id>
		<title>File:Step 5.jpg</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Step_5.jpg&amp;diff=199"/>
		<updated>2016-12-06T03:36:29Z</updated>

		<summary type="html">&lt;p&gt;Koala: Step 5 in the mod download process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step 5 in the mod download process&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Step_5_(2).jpg&amp;diff=198</id>
		<title>File:Step 5 (2).jpg</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Step_5_(2).jpg&amp;diff=198"/>
		<updated>2016-12-06T03:36:10Z</updated>

		<summary type="html">&lt;p&gt;Koala: Step 5(2) in the mod download process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step 5(2) in the mod download process&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Step_4.png&amp;diff=197</id>
		<title>File:Step 4.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Step_4.png&amp;diff=197"/>
		<updated>2016-12-06T03:35:28Z</updated>

		<summary type="html">&lt;p&gt;Koala: Koala uploaded a new version of &amp;amp;quot;File:Step 4.png&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step 4 in the mod download process&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Step_4.png&amp;diff=196</id>
		<title>File:Step 4.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Step_4.png&amp;diff=196"/>
		<updated>2016-12-06T03:35:12Z</updated>

		<summary type="html">&lt;p&gt;Koala: Step 4 in the mod download process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step 4 in the mod download process&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Step_3.jpg&amp;diff=195</id>
		<title>File:Step 3.jpg</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Step_3.jpg&amp;diff=195"/>
		<updated>2016-12-06T03:34:50Z</updated>

		<summary type="html">&lt;p&gt;Koala: Step 3 in the mod download process&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Step 3 in the mod download process&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Warfare&amp;diff=186</id>
		<title>Warfare</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Warfare&amp;diff=186"/>
		<updated>2016-11-23T20:40:05Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== We conduct war as a Team ==&lt;br /&gt;
&lt;br /&gt;
Our community was first and foremost founded on the necessity for a tight knit group of community content creators, modders, and Arma enthusiasts. As such, mission structures, tactics, strategies, and objective execution can vary situationaly. However, despite this, there are basic tenants of warfare we recommend members understand, the first of which being that you are members of a &amp;#039;&amp;#039;Team&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
One of the first things you learn in the Forces is that everything is done as a team.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
There&amp;#039;s a specific safety in this principle. If you ever find yourself alone and separated from your element, the prospects of survival diminish, significantly. And as such it is imperative that one remain an active member of their combat element. For if one were to be wounded or find themselves in enemy contact, the formation allows for a concentration of martial power - thus the bundle of twigs becomes the fasces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Understanding Enemy Contact ==&lt;br /&gt;
&lt;br /&gt;
With the above duly noted, your actions as a team start with communication, specifically relaying what your team encounters and how they react to it. For more information on this see our comprehensive guide on [http://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking Communications and Marking]&lt;br /&gt;
&lt;br /&gt;
===== &amp;#039;&amp;#039;Types of enemy contact&amp;#039;&amp;#039;=====&lt;br /&gt;
&lt;br /&gt;
There are two main forms of enemy contact; &amp;quot;soft&amp;quot;, and &amp;quot;hard&amp;quot;. Soft contact being defined as your element&amp;#039;s observation or encounter with an enemy force - who is oblivious to your existence. Alternatively, hard contact is defined as your element&amp;#039;s reaction to receiving enemy fire. &lt;br /&gt;
&lt;br /&gt;
Lesser forms of contact include &amp;quot;sporadic fire&amp;quot; and &amp;quot;audio contact&amp;quot;. At some point the enemy may engage you from a considerable distance, hurling volleys that may be essentially inaccurate fire. If struck by these rounds they will wound and in rare occurrences kill if they strike a lucky blow. This is commonly referred to as &amp;quot;received sporadic fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio contact is more disconcerting for light infantry elements than anything else, and refers to actively hearing a vehicle, though generally uncertain as to what the source actually is. This could be a civilian vehicle driving by, or a suicide bomber, or even an enemy IFV/APC or tank. With this being said, one should not dismiss the audio contact as the civilian potential and expect imminent contact with enemy mechanised and/or armoured elements. &lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Reacting to contact, cover and concealment&amp;#039;&amp;#039; ====&lt;br /&gt;
&lt;br /&gt;
In day to day life it is easy to become complacent in our movement. How we saunter from room to room or from street to street requires limited awareness on our part. But in combative environments one&amp;#039;s survival hinges on their ability to find cover and concealment. Cover can be any obstacle that would effectively stop an enemy&amp;#039;s bullet. Concealment, however, may not stop incoming rounds but will obscure the enemy&amp;#039;s view of you and thus their ability to accurately shoot you. At this time, our AI mod will instruct AI to still fire at you if they sense you&amp;#039;re within a particular piece of concealment, however the fire is generally inaccurate and sporadic. &lt;br /&gt;
&lt;br /&gt;
With that being said, move with purpose, always with a keen eye for your next piece of cover. Ultimately this principle carries over to formations and reacting to contact [http://coalitiongroup.net/wiki/index.php?title=Formations as a formation].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So in the event of hard contact, seek cover behind the nearest thick tree; hard wall, hesco, or boulder, and use your senses to locate the source of enemy fire. Generally we use sound. The sound of the bullets ripping through the air around us or the sound of their weapons firing. In low light levels one can also look for enemy muzzle flash to find their targets. Finally, once determined, call out their location on the radio or through local speech referencing any landmarks and their azimuth. &lt;br /&gt;
&lt;br /&gt;
Example: &amp;#039;&amp;#039;&amp;quot;Enemy contact, on the hill, bearing 267, by those trees.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Here we&amp;#039;re noting to our group that the enemy, is on the hill, at azimuth 267, by the treeline. This information should be transferred up the chain of command by fireteam leaders so that command can better understand the situation on the ground. But for the infantry element, its greatest strength is in concentrating the group&amp;#039;s fire on the enemy. &lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re generally certain of their location, although you don&amp;#039;t directly see any individual enemy troops due to distance or concealment/cover - place a volume of fire on their location to suppress them. If engaged, our AI will cease fire and seek cover, allowing us to suppress them and better understand their location. You and your element may fire thousands of rounds in a large-scale firefight, and yet wound or kill only a dozen enemy fighters. This is entirely acceptable, as the objective is to overwhelm the enemy with our volume of fire. We can always get more ammunition, we cannot always get more troops.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MOUT and understanding Battledrill 5 ==&lt;br /&gt;
&lt;br /&gt;
We don&amp;#039;t specifically use pre-defined battledrills, however, for those familiar with them this is the assault of an objective in an urban condition. Above we talked about engaging targets with volumes of fire, preferably over a distance eliminating the chance of reaction time incurred in close quarters fighting. Here we&amp;#039;re talking about clearing enemy entrenched positions in garrisoned villages and city blocks. If ordered to enter and clear an urban area, the importance of formation and communication transforms ten-fold. &lt;br /&gt;
&lt;br /&gt;
=== Clearing a structure ===&lt;br /&gt;
&lt;br /&gt;
The act of physically clearing a structure and marking it clear is the bread and butter action of our offensive MOUT operations with the Coalition. Let&amp;#039;s walk through the process of approach and clearing of a building. We begin with &amp;quot;stacking up&amp;quot; on the doorway, see image 1 below. In an ideal moment of preparation, the first person in the stack should be a rifleman or grenadier, followed by the team leader, another rifleman or grenadier, and finally the autorifleman bringing up the rear. Avoid sending autoriflemen in first, they wield heavy and cumbersome weapons not well adapted to room to room fighting.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Defensive and Offensive operations ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
thoughts on contents&lt;br /&gt;
*Guerrilla warfare&lt;br /&gt;
*Counter-insurgency&lt;br /&gt;
&lt;br /&gt;
*Mountain warfare&lt;br /&gt;
*Jungle warfare&lt;br /&gt;
*Urban warfare&lt;br /&gt;
&lt;br /&gt;
*Combined Arms&lt;br /&gt;
*Offensive warfare&lt;br /&gt;
**Mechanised warfare&lt;br /&gt;
*Defensive warfare&lt;br /&gt;
&lt;br /&gt;
*Raids&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Warfare&amp;diff=185</id>
		<title>Warfare</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Warfare&amp;diff=185"/>
		<updated>2016-11-23T20:39:48Z</updated>

		<summary type="html">&lt;p&gt;Koala: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== We conduct war as a Team ==&lt;br /&gt;
&lt;br /&gt;
Our community was first and foremost founded on the necessity for a tight knit group of community content creators, modders, and Arma enthusiasts. As such, mission structures, tactics, strategies, and objective execution can vary situationaly. However, despite this, there are basic tenants of warfare we recommend members understand, the first of which being that you are members of a &amp;#039;&amp;#039;Team&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
One of the first things you learn in the Forces is that everything is done as a team.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
There&amp;#039;s a specific safety in this principle. If you ever find yourself alone and separated from your element, the prospects of survival diminish, significantly. And as such it is imperative that one remain an active member of their combat element. For if one were to be wounded or find themselves in enemy contact, the formation allows for a concentration of martial power - thus the bundle of twigs becomes the fasces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Understanding Enemy Contact ==&lt;br /&gt;
&lt;br /&gt;
With the above duly noted, your actions as a team start with communication, specifically relaying what your team encounters and how they react to it. For more information on this see our comprehensive guide on [http://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking Communications and Marking]&lt;br /&gt;
&lt;br /&gt;
===== &amp;#039;&amp;#039;Types of enemy contact&amp;#039;&amp;#039;=====&lt;br /&gt;
&lt;br /&gt;
There are two main forms of enemy contact; &amp;quot;soft&amp;quot;, and &amp;quot;hard&amp;quot;. Soft contact being defined as your element&amp;#039;s observation or encounter with an enemy force - who is oblivious to your existence. Alternatively, hard contact is defined as your element&amp;#039;s reaction to receiving enemy fire. &lt;br /&gt;
&lt;br /&gt;
Lesser forms of contact include &amp;quot;sporadic fire&amp;quot; and &amp;quot;audio contact&amp;quot;. At some point the enemy may engage you from a considerable distance, hurling volleys that may be essentially inaccurate fire. If struck by these rounds they will wound and in rare occurrences kill if they strike a lucky blow. This is commonly referred to as &amp;quot;received sporadic fire&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Audio contact is more disconcerting for light infantry elements than anything else, and refers to actively hearing a vehicle, though generally uncertain as to what the source actually is. This could be a civilian vehicle driving by, or a suicide bomber, or even an enemy IFV/APC or tank. With this being said, one should not dismiss the audio contact as the civilian potential and expect imminent contact with enemy mechanised and/or armoured elements. &lt;br /&gt;
&lt;br /&gt;
==== &amp;#039;&amp;#039;Reacting to contact, cover and concealment&amp;#039;&amp;#039; ====&lt;br /&gt;
&lt;br /&gt;
In day to day life it is easy to become complacent in our movement. How we saunter from room to room or from street to street requires limited awareness on our part. But in combative environments one&amp;#039;s survival hinges on their ability to find cover and concealment. Cover can be any obstacle that would effectively stop an enemy&amp;#039;s bullet. Concealment, however, may not stop incoming rounds but will obscure the enemy&amp;#039;s view of you and thus their ability to accurately shoot you. At this time, our AI mod will instruct AI to still fire at you if they sense you&amp;#039;re within a particular piece of concealment, however the fire is generally inaccurate and sporadic. &lt;br /&gt;
&lt;br /&gt;
With that being said, move with purpose, always with a keen eye for your next piece of cover. Ultimately this principle carries over to formations and reacting to contact [http://coalitiongroup.net/wiki/index.php?title=Formations as a formation].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So in the event of hard contact, seek cover behind the nearest thick tree; hard wall, hesco, or boulder, and use your senses to locate the source of enemy fire. Generally we use sound. The sound of the bullets ripping through the air around us or the sound of their weapons firing. In low light levels one can also look for enemy muzzle flash to find their targets. Finally, once determined, call out their location on the radio or through local speech referencing any landmarks and their azimuth. &lt;br /&gt;
&lt;br /&gt;
Example: &amp;#039;&amp;#039;&amp;quot;Enemy contact, on the hill, bearing 267, by those trees.&amp;quot;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
Here we&amp;#039;re noting to our group that the enemy, is on the hill, at azimuth 267, by the treeline. This information should be transferred up the chain of command by fireteam leaders so that command can better understand the situation on the ground. But for the infantry element, its greatest strength is in concentrating the group&amp;#039;s fire on the enemy. &lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re generally certain of their location, although you don&amp;#039;t directly see any individual enemy troops due to distance or concealment/cover - place a volume of fire on their location to suppress them. If engaged, our AI will cease fire and seek cover, allowing us to suppress them and better understand their location. You and your element may fire thousands of rounds in a large-scale firefight, and yet wound or kill only a dozen enemy fighters. This is entirely acceptable, as the objective is to overwhelm the enemy with our volume of fire. We can always get more ammunition, we cannot always get more troops.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== MOUT and understanding Battledrill 5 ==&lt;br /&gt;
&lt;br /&gt;
We don&amp;#039;t specifically use pre-defined battledrills, however, for those familiar with them this is the assault of an objective in an urban condition. Above we talked about engaging targets with volumes of fire, preferably over a distance eliminating the chance of reaction time incurred in close quarters fighting. Here we&amp;#039;re talking about clearing enemy entrenched positions in garrisoned villages and city blocks. If ordered to enter and clear an urban area, the importance of formation and communication transforms ten-fold. &lt;br /&gt;
&lt;br /&gt;
=== Clearing a structure ===&lt;br /&gt;
&lt;br /&gt;
The act of physically clearing a structure and marking it clear is the bread and butter action of our offensive MOUT operations with the Coalition. Let&amp;#039;s walk through the process of approach and clearing of a building. We begin with &amp;quot;stacking up&amp;quot; on the doorway, see image 1 below. In an ideal moment of preparation, the first person in the stack should be a rifleman or grenadier, followed by the team leader, another rifleman or grenadier, and finally the autorifleman bringing up the rear. Avoid sending autoriflemen in first, they wield heavy and cumbersome weapons not well adapted to room to room fighting.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Defensive and Offensive operations ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
thoughts on contents&lt;br /&gt;
*Guerrilla warfare&lt;br /&gt;
*Counter-insurgency&lt;br /&gt;
&lt;br /&gt;
*Mountain warfare&lt;br /&gt;
*Jungle warfare&lt;br /&gt;
*Urban warfare&lt;br /&gt;
&lt;br /&gt;
*Combined Arms&lt;br /&gt;
*Offensive warfare&lt;br /&gt;
**Mechanised warfare&lt;br /&gt;
*Defensive warfare&lt;br /&gt;
&lt;br /&gt;
*Raids&lt;/div&gt;</summary>
		<author><name>Koala</name></author>
	</entry>
</feed>