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	<id>https://coalitiongroup.net/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Morbo</id>
	<title>COALITION Wiki - User contributions [en]</title>
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	<updated>2026-04-04T00:47:50Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Role_Guidelines&amp;diff=1516</id>
		<title>Role Guidelines</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Role_Guidelines&amp;diff=1516"/>
		<updated>2018-04-25T20:22:20Z</updated>

		<summary type="html">&lt;p&gt;Morbo: /* Special Forces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Roles and Repsonsibilities: ==&lt;br /&gt;
Within the session, each role you might take carry differing levels of responsibility and necessary consideration. Ultimately, whichever roles you take, three rules of thumb:&lt;br /&gt;
*Be clear and precise in orders&lt;br /&gt;
*Operate confidently&lt;br /&gt;
*Take care of and control your subordinates&lt;br /&gt;
&lt;br /&gt;
=== Leaders ===&lt;br /&gt;
*Every in-game leader has a great influence on how the mission can play out - from how successful you are at completing your objectives, to how much fun everyone has had. In certain situations these can conflict - For example, using an IFV as base of fire might be extremely effective and mitigate friendly casualties - but will the infantry players (Usually the majority within a given mission) have fun clearing 40 buildings, only two of which are still occupied? Another example is base-of-fire elements themselves. Particularly with fireteams, it can be good practice to switch up which FT is providing BOF on each assault (NOTE: The 2nd FT has 2 ARs in default structure, so naturally makes the better BOF element) - Not only because the first FT is likely to have taken more casualties, but also because the second might feel left out. &lt;br /&gt;
&lt;br /&gt;
*For FTLs, know that the way in which you interact with your subordinates can also have a profound effect on your subordinate&amp;#039;s enjoyment of a mission. If you&amp;#039;re assigning people to rear-security, make sure it&amp;#039;s not the same person every time you stop. As with the SL controlling the fireteams, make sure to switch up which colour team is bounding first or being given a building to clear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scouts === &lt;br /&gt;
*Scouts might be a particular slot, but more often than not they will be designated as necessary from within infantry fireteams.&lt;br /&gt;
&lt;br /&gt;
*Your responsibility as a scout &amp;#039;&amp;#039;&amp;#039;is to locate or provide forewarning of enemy forces. You are not there to score kills or be a guerrilla fighter&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
Scouts see the most implementation in TvTs, and as such, both their leader(s) and themselves must bear certain things in mind. Particularly, it&amp;#039;s not fun to be ambushed by a lone guy hiding in a tree after you&amp;#039;ve passed by them. As a scout, you should have several viable routes of fallback, and use them once you&amp;#039;ve ascertained what you need to (Enemy force composition, intent, direction of movement). A good scout should never have to fire his weapon when acting as such.&lt;br /&gt;
&lt;br /&gt;
=== Pilots === &lt;br /&gt;
*(Grunt+)&lt;br /&gt;
&lt;br /&gt;
*Pilots pilot pilotable vehicles. Generally speaking, it&amp;#039;s either a transport that could have upwards of 20 other players inside it, or a CAS platform with enough firepower to wipe out upwards of 20 players inside a few seconds. As such, both roles carry a lot of responsibility. If you wish to take a pilot slot in session, first evaluate your familiarity with piloting medium transports at the very least. If you aren&amp;#039;t confident, it&amp;#039;s probably best to give it up to someone who is.&lt;br /&gt;
&lt;br /&gt;
*If you end up a gunner for a CAS helicopter (or other platform), know that the firepower and tools you possess and your particular vulnerabilities typically allow you plenty of opportunity to conduct visual IFF on potential targets. It&amp;#039;s better to hold fire on an enemy element than accidentally wipe out a fireteam of players. Where necessary, liaise with Platoon and call for marking smoke to indicate friendly or target positions.&lt;br /&gt;
&lt;br /&gt;
=== CoTvT Opposing Force ===&lt;br /&gt;
(Soldier+)&lt;br /&gt;
&lt;br /&gt;
CoTvTs might include &amp;quot;OPFOR&amp;quot; slots. These slots are on the opposing side to the majority of players in a COOP. As such, they must be treat responsibly.&lt;br /&gt;
*Ensure you and everyone with you reads and re-reads the mission briefing. There will often be key details included by the mission-maker.&lt;br /&gt;
*As a general rule, your objective is not to &amp;quot;win&amp;quot;; if your actions contribute largely to the failure of &amp;quot;Blu&amp;quot;for, you&amp;#039;ve lost too.&lt;br /&gt;
&lt;br /&gt;
=== Special Forces ===&lt;br /&gt;
(Soldier+)&lt;br /&gt;
&lt;br /&gt;
These are units that will typically have their own set of objectives, which may coincide or even conflict with those of the rest of the players. Sometimes, they will be on a separate &amp;quot;Side&amp;quot; to the players, but still be allied. It may even be a unit that the rest of the platoon may have to fight to to rescue and absorb. In most cases, the mission will hinge on their ability. As such, refer to the mission briefing for any key information, and make sure you&amp;#039;re bringing your A-game. You will more than likely be on your own so fuck-ups, insubordination or generally being a burden will all be very costly.&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Role_Guidelines&amp;diff=1515</id>
		<title>Role Guidelines</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Role_Guidelines&amp;diff=1515"/>
		<updated>2018-04-25T20:16:28Z</updated>

		<summary type="html">&lt;p&gt;Morbo: /* CoTvT Opposing Force */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Roles and Repsonsibilities: ==&lt;br /&gt;
Within the session, each role you might take carry differing levels of responsibility and necessary consideration. Ultimately, whichever roles you take, three rules of thumb:&lt;br /&gt;
*Be clear and precise in orders&lt;br /&gt;
*Operate confidently&lt;br /&gt;
*Take care of and control your subordinates&lt;br /&gt;
&lt;br /&gt;
=== Leaders ===&lt;br /&gt;
*Every in-game leader has a great influence on how the mission can play out - from how successful you are at completing your objectives, to how much fun everyone has had. In certain situations these can conflict - For example, using an IFV as base of fire might be extremely effective and mitigate friendly casualties - but will the infantry players (Usually the majority within a given mission) have fun clearing 40 buildings, only two of which are still occupied? Another example is base-of-fire elements themselves. Particularly with fireteams, it can be good practice to switch up which FT is providing BOF on each assault (NOTE: The 2nd FT has 2 ARs in default structure, so naturally makes the better BOF element) - Not only because the first FT is likely to have taken more casualties, but also because the second might feel left out. &lt;br /&gt;
&lt;br /&gt;
*For FTLs, know that the way in which you interact with your subordinates can also have a profound effect on your subordinate&amp;#039;s enjoyment of a mission. If you&amp;#039;re assigning people to rear-security, make sure it&amp;#039;s not the same person every time you stop. As with the SL controlling the fireteams, make sure to switch up which colour team is bounding first or being given a building to clear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scouts === &lt;br /&gt;
*Scouts might be a particular slot, but more often than not they will be designated as necessary from within infantry fireteams.&lt;br /&gt;
&lt;br /&gt;
*Your responsibility as a scout &amp;#039;&amp;#039;&amp;#039;is to locate or provide forewarning of enemy forces. You are not there to score kills or be a guerrilla fighter&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
Scouts see the most implementation in TvTs, and as such, both their leader(s) and themselves must bear certain things in mind. Particularly, it&amp;#039;s not fun to be ambushed by a lone guy hiding in a tree after you&amp;#039;ve passed by them. As a scout, you should have several viable routes of fallback, and use them once you&amp;#039;ve ascertained what you need to (Enemy force composition, intent, direction of movement). A good scout should never have to fire his weapon when acting as such.&lt;br /&gt;
&lt;br /&gt;
=== Pilots === &lt;br /&gt;
*(Grunt+)&lt;br /&gt;
&lt;br /&gt;
*Pilots pilot pilotable vehicles. Generally speaking, it&amp;#039;s either a transport that could have upwards of 20 other players inside it, or a CAS platform with enough firepower to wipe out upwards of 20 players inside a few seconds. As such, both roles carry a lot of responsibility. If you wish to take a pilot slot in session, first evaluate your familiarity with piloting medium transports at the very least. If you aren&amp;#039;t confident, it&amp;#039;s probably best to give it up to someone who is.&lt;br /&gt;
&lt;br /&gt;
*If you end up a gunner for a CAS helicopter (or other platform), know that the firepower and tools you possess and your particular vulnerabilities typically allow you plenty of opportunity to conduct visual IFF on potential targets. It&amp;#039;s better to hold fire on an enemy element than accidentally wipe out a fireteam of players. Where necessary, liaise with Platoon and call for marking smoke to indicate friendly or target positions.&lt;br /&gt;
&lt;br /&gt;
=== CoTvT Opposing Force ===&lt;br /&gt;
(Soldier+)&lt;br /&gt;
&lt;br /&gt;
CoTvTs might include &amp;quot;OPFOR&amp;quot; slots. These slots are on the opposing side to the majority of players in a COOP. As such, they must be treat responsibly.&lt;br /&gt;
*Ensure you and everyone with you reads and re-reads the mission briefing. There will often be key details included by the mission-maker.&lt;br /&gt;
*As a general rule, your objective is not to &amp;quot;win&amp;quot;; if your actions contribute largely to the failure of &amp;quot;Blu&amp;quot;for, you&amp;#039;ve lost too.&lt;br /&gt;
&lt;br /&gt;
=== Special Forces ===&lt;br /&gt;
*(Soldier+)&lt;br /&gt;
&lt;br /&gt;
*These are units that will typically have their own set of objectives, which may coincide or even conflict with those of the rest of the players. Sometimes, they will be on a separate &amp;quot;Side&amp;quot; to the players, but still be allied. It may even be a unit that the rest of the platoon may have to fight to to rescue and absorb. In most cases, the mission will hinge on their ability. As such, refer to the mission briefing for any key information, and make sure you&amp;#039;re bringing your A-game. You will more than likely be on your own so fuck-ups, insubordination or generally being a burden will all be very costly.&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Role_Guidelines&amp;diff=1514</id>
		<title>Role Guidelines</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Role_Guidelines&amp;diff=1514"/>
		<updated>2018-04-25T20:14:47Z</updated>

		<summary type="html">&lt;p&gt;Morbo: /* Roles and Repsonsibilities: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Roles and Repsonsibilities: ==&lt;br /&gt;
Within the session, each role you might take carry differing levels of responsibility and necessary consideration. Ultimately, whichever roles you take, three rules of thumb:&lt;br /&gt;
*Be clear and precise in orders&lt;br /&gt;
*Operate confidently&lt;br /&gt;
*Take care of and control your subordinates&lt;br /&gt;
&lt;br /&gt;
=== Leaders ===&lt;br /&gt;
*Every in-game leader has a great influence on how the mission can play out - from how successful you are at completing your objectives, to how much fun everyone has had. In certain situations these can conflict - For example, using an IFV as base of fire might be extremely effective and mitigate friendly casualties - but will the infantry players (Usually the majority within a given mission) have fun clearing 40 buildings, only two of which are still occupied? Another example is base-of-fire elements themselves. Particularly with fireteams, it can be good practice to switch up which FT is providing BOF on each assault (NOTE: The 2nd FT has 2 ARs in default structure, so naturally makes the better BOF element) - Not only because the first FT is likely to have taken more casualties, but also because the second might feel left out. &lt;br /&gt;
&lt;br /&gt;
*For FTLs, know that the way in which you interact with your subordinates can also have a profound effect on your subordinate&amp;#039;s enjoyment of a mission. If you&amp;#039;re assigning people to rear-security, make sure it&amp;#039;s not the same person every time you stop. As with the SL controlling the fireteams, make sure to switch up which colour team is bounding first or being given a building to clear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scouts === &lt;br /&gt;
*Scouts might be a particular slot, but more often than not they will be designated as necessary from within infantry fireteams.&lt;br /&gt;
&lt;br /&gt;
*Your responsibility as a scout &amp;#039;&amp;#039;&amp;#039;is to locate or provide forewarning of enemy forces. You are not there to score kills or be a guerrilla fighter&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
Scouts see the most implementation in TvTs, and as such, both their leader(s) and themselves must bear certain things in mind. Particularly, it&amp;#039;s not fun to be ambushed by a lone guy hiding in a tree after you&amp;#039;ve passed by them. As a scout, you should have several viable routes of fallback, and use them once you&amp;#039;ve ascertained what you need to (Enemy force composition, intent, direction of movement). A good scout should never have to fire his weapon when acting as such.&lt;br /&gt;
&lt;br /&gt;
=== Pilots === &lt;br /&gt;
*(Grunt+)&lt;br /&gt;
&lt;br /&gt;
*Pilots pilot pilotable vehicles. Generally speaking, it&amp;#039;s either a transport that could have upwards of 20 other players inside it, or a CAS platform with enough firepower to wipe out upwards of 20 players inside a few seconds. As such, both roles carry a lot of responsibility. If you wish to take a pilot slot in session, first evaluate your familiarity with piloting medium transports at the very least. If you aren&amp;#039;t confident, it&amp;#039;s probably best to give it up to someone who is.&lt;br /&gt;
&lt;br /&gt;
*If you end up a gunner for a CAS helicopter (or other platform), know that the firepower and tools you possess and your particular vulnerabilities typically allow you plenty of opportunity to conduct visual IFF on potential targets. It&amp;#039;s better to hold fire on an enemy element than accidentally wipe out a fireteam of players. Where necessary, liaise with Platoon and call for marking smoke to indicate friendly or target positions.&lt;br /&gt;
&lt;br /&gt;
=== CoTvT Opposing Force ===&lt;br /&gt;
*(Soldier+)&lt;br /&gt;
&lt;br /&gt;
*CoTvTs might include &amp;quot;OPFOR&amp;quot; slots. These slots are on the opposing side to the majority of players in a COOP. As such, they must be treat responsibly.&lt;br /&gt;
First of all, ensure you and everyone with you reads and re-reads the mission briefing. There will often be key details included by the mission-maker.&lt;br /&gt;
As a general rule, your objective is not to &amp;quot;win&amp;quot;; if your actions contribute largely to the failure of &amp;quot;Blu&amp;quot;for, you&amp;#039;ve lost too.&lt;br /&gt;
&lt;br /&gt;
=== Special Forces ===&lt;br /&gt;
*(Soldier+)&lt;br /&gt;
&lt;br /&gt;
*These are units that will typically have their own set of objectives, which may coincide or even conflict with those of the rest of the players. Sometimes, they will be on a separate &amp;quot;Side&amp;quot; to the players, but still be allied. It may even be a unit that the rest of the platoon may have to fight to to rescue and absorb. In most cases, the mission will hinge on their ability. As such, refer to the mission briefing for any key information, and make sure you&amp;#039;re bringing your A-game. You will more than likely be on your own so fuck-ups, insubordination or generally being a burden will all be very costly.&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Standard_Operating_Procedures_(SOPs)&amp;diff=1319</id>
		<title>Standard Operating Procedures (SOPs)</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Standard_Operating_Procedures_(SOPs)&amp;diff=1319"/>
		<updated>2018-02-27T13:15:39Z</updated>

		<summary type="html">&lt;p&gt;Morbo: /* Attack vs Defense */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SOPs are the way by which we conduct all in-game procedures at the Coalition. Everything has a reason it is done a certain way, and if not, you&amp;#039;re doing it the wrong way.&lt;br /&gt;
&lt;br /&gt;
==General SOPs==&lt;br /&gt;
===Leadership===&lt;br /&gt;
====Fireteam====&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
====Squad====&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
====Platoon====&lt;br /&gt;
Always plan loosely and ensure your squad leaders plan&lt;br /&gt;
&lt;br /&gt;
Always view the big picture&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger and away from the frontline&lt;br /&gt;
&lt;br /&gt;
Always know and use what supports you have available to you&lt;br /&gt;
&lt;br /&gt;
Always ensure information flows as much as possible&lt;br /&gt;
&lt;br /&gt;
====JTAC/RTO====&lt;br /&gt;
Be aware of support asset status (ammo, fuel, damage, etc), consistently request reports&lt;br /&gt;
&lt;br /&gt;
Set ingress point (IP) and strike point (SP) for air supports when appropriate (e.g. danger-close rocket run)&lt;br /&gt;
&lt;br /&gt;
Remain in close proximity to PLT&lt;br /&gt;
&lt;br /&gt;
Be aware of friendly positioning, nothing is worse than mass friendly fire because you didn&amp;#039;t double check with your binoculars&lt;br /&gt;
&lt;br /&gt;
Manage 3 radios efficiently, do not drop comms, always respond even if it&amp;#039;s just acknowledgement&lt;br /&gt;
&lt;br /&gt;
====Company====&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;To be added&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
====Line of succession====&lt;br /&gt;
The Standard line of succession for both Fireteams and Platoon can be found in the [http://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led Leading and Being led] section of the wiki&lt;br /&gt;
&lt;br /&gt;
==Infantry SOPs==&lt;br /&gt;
Always respond to contact with overwhelming fire&lt;br /&gt;
&lt;br /&gt;
Always inform your leadership on your ammunition and supply status&lt;br /&gt;
&lt;br /&gt;
Always be aware of your surroundings&lt;br /&gt;
&lt;br /&gt;
Always use cover or concealment if possible&lt;br /&gt;
&lt;br /&gt;
Utilize medics if you&amp;#039;re hurt, don&amp;#039;t scavenge for morphine unless you absolutely have to&lt;br /&gt;
&lt;br /&gt;
If unsure about it, blow it up prior to going near it&lt;br /&gt;
&lt;br /&gt;
If it seems like a trap or ambush, it probably is&lt;br /&gt;
&lt;br /&gt;
If it looks dangerous it probably is&lt;br /&gt;
&lt;br /&gt;
If a plan looks stupid, mention a better one&lt;br /&gt;
&lt;br /&gt;
==Ground Vehicle SOPs==&lt;br /&gt;
When working with infantry, always be aware of movement&lt;br /&gt;
&lt;br /&gt;
Always have a retreat planned in case you take a debilitating hit&lt;br /&gt;
&lt;br /&gt;
Do not remain stationary out of cover for extended periods of time&lt;br /&gt;
&lt;br /&gt;
Always place enemy ground vehicles as priorities&lt;br /&gt;
&lt;br /&gt;
When in proximity of infantry, always be cognizant of gun over pressure&lt;br /&gt;
&lt;br /&gt;
==Convoy SOP==&lt;br /&gt;
Define your speed and spacing prior to moving out&lt;br /&gt;
&lt;br /&gt;
Pull off to the opposite side of the road as the vehicle in front of you (herring bone is the official term) when the convoy takes contact or halts.&lt;br /&gt;
&lt;br /&gt;
Use your mirrors&lt;br /&gt;
&lt;br /&gt;
Be aware of partial vs. full dismount orders, keep track of your vehicle for when it&amp;#039;s time to remount&lt;br /&gt;
&lt;br /&gt;
==Air Vehicle SOPs==&lt;br /&gt;
Always have an understanding of the battlespace&lt;br /&gt;
&lt;br /&gt;
Always know where friendlies are located&lt;br /&gt;
&lt;br /&gt;
If possible, always use your GPS when flying&lt;br /&gt;
&lt;br /&gt;
When inserting or extracting, always inform infantry to use visual markers&lt;br /&gt;
&lt;br /&gt;
==TvT SOPs==&lt;br /&gt;
Read your briefing before you start doing anything&lt;br /&gt;
&lt;br /&gt;
Don&amp;#039;t draw on the map in general to &amp;quot;confuse&amp;quot; the enemy. It&amp;#039;s makes you look stupid, no one believes it, and it clutters the map&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NEVER&amp;#039;&amp;#039;&amp;#039; pick up enemy uniforms. If you do this, you can and will be removed from the session&lt;br /&gt;
&lt;br /&gt;
Only pick up enemy weapons when you are completely out of your initial weapons ammo&lt;br /&gt;
&lt;br /&gt;
Stay in the zones marked by the mission. &lt;br /&gt;
&lt;br /&gt;
Do &amp;#039;&amp;#039;&amp;#039;NOT&amp;#039;&amp;#039;&amp;#039; leave before safestart ends&lt;br /&gt;
&lt;br /&gt;
===Attack vs Attack===&lt;br /&gt;
&lt;br /&gt;
Vehicles can be taken from the enemy and used if they lose it/misplace it&lt;br /&gt;
&lt;br /&gt;
===Attack vs Defense===&lt;br /&gt;
&lt;br /&gt;
Defenders are &amp;#039;&amp;#039;&amp;#039;NOT&amp;#039;&amp;#039;&amp;#039; to block off entrances to compounds or defense points in ANY capacity.&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Role_Guidelines&amp;diff=947</id>
		<title>Role Guidelines</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Role_Guidelines&amp;diff=947"/>
		<updated>2017-11-30T14:25:38Z</updated>

		<summary type="html">&lt;p&gt;Morbo: /* Roles and Repsonsibilities: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Roles and Repsonsibilities: ==&lt;br /&gt;
Within the session, each role you might take carry differing levels of responsibility and necessary consideration. Ultimately, whichever roles you take, three rules of thumb:&lt;br /&gt;
*Be clear and precise in orders&lt;br /&gt;
*Operate confidently&lt;br /&gt;
*Take care of your subordinates&lt;br /&gt;
=== Leaders ===&lt;br /&gt;
*Every in-game leader has a great influence on how the mission can play out - from how successful you are at completing your objectives, to how much fun everyone has had. In certain situations these can conflict - For example, using an IFV as base of fire might be extremely effective and mitigate friendly casualties - but will the infantry players (Usually the majority within a given mission) have fun clearing 40 buildings, only two of which are still occupied? Another example is base-of-fire elements themselves. Particularly with fireteams, it can be good practice to switch up which FT is providing BOF on each assault (NOTE: The 2nd FT has 2 ARs in default structure, so naturally makes the better BOF element) - Not only because the first FT is likely to have taken more casualties, but also because the second might feel left out. &lt;br /&gt;
&lt;br /&gt;
*For FTLs, know that the way in which you interact with your subordinates can also have a profound effect on your subordinate&amp;#039;s enjoyment of a mission. If you&amp;#039;re assigning people to rear-security, make sure it&amp;#039;s not the same person every time you stop. As with the SL controlling the fireteams, make sure to switch up which colour team is bounding first or being given a building to clear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Scouts === &lt;br /&gt;
*Scouts might be a particular slot, but more often than not they will be designated as necessary from within infantry fireteams.&lt;br /&gt;
&lt;br /&gt;
*Your responsibility as a scout &amp;#039;&amp;#039;&amp;#039;is to locate or provide forewarning of enemy forces. You are not there to score kills or be a guerrilla fighter&amp;#039;&amp;#039;&amp;#039;.&lt;br /&gt;
Scouts see the most implementation in TvTs, and as such, both their leader(s) and themselves must bear certain things in mind. Particularly, it&amp;#039;s not fun to be ambushed by a lone guy hiding in a tree after you&amp;#039;ve passed by them. As a scout, you should have several viable routes of fallback, and use them once you&amp;#039;ve ascertained what you need to (Enemy force composition, intent, direction of movement). A good scout should never have to fire his weapon when acting as such.&lt;br /&gt;
&lt;br /&gt;
=== Pilots === &lt;br /&gt;
*Pilots pilot pilotable vehicles. Generally speaking, it&amp;#039;s either a transport that could have upwards of 20 other players inside it, or a CAS platform with enough firepower to wipe out upwards of 20 players inside a few seconds. As such, both roles carry a lot of responsibility. If you wish to take a pilot slot in session, first evaluate your familiarity with piloting medium transports at the very least. If you aren&amp;#039;t confident, it&amp;#039;s probably best to give it up to someone who is.&lt;br /&gt;
&lt;br /&gt;
*If you end up a gunner for a CAS helicopter (or other platform), know that the firepower and tools you possess and your particular vulnerabilities typically allow you plenty of opportunity to conduct visual IFF on potential targets. It&amp;#039;s better to hold fire on an enemy element than accidentally wipe out a fireteam of players. Where necessary, liaise with Platoon and call for marking smoke to indicate friendly or target positions.&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Role_Guidelines&amp;diff=632</id>
		<title>Role Guidelines</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Role_Guidelines&amp;diff=632"/>
		<updated>2017-10-07T15:51:59Z</updated>

		<summary type="html">&lt;p&gt;Morbo: Created page with &amp;quot;== Roles and Repsonsibilities: == Within the session, each role you might take carry differing levels of responsibility and necessary consideration. Ultimately, whichever role...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Roles and Repsonsibilities: ==&lt;br /&gt;
Within the session, each role you might take carry differing levels of responsibility and necessary consideration. Ultimately, whichever roles you take, three rules of thumb:&lt;br /&gt;
Do your best&lt;br /&gt;
Be confident&lt;br /&gt;
Be prepared to improve&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Leaders&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Every in-game leader has a great influence on how the mission can play out - from how successful you are at completing your objectives, to how much fun everyone has had. In certain situations these can conflict - For example, using an IFV as base of fire might be extremely effective and mitigate friendly casualties - but will the infantry players (Usually the majority within a given mission) have fun clearing 40 buildings, only two of which are still occupied? Another example is base-of-fire elements themselves. Particularly with fireteams, it&amp;#039;s good practice to switch up which FT is providing BOF on each assault - Not only because the first FT is likely to have taken more casualties, but also because the second might feel left out. &lt;br /&gt;
&lt;br /&gt;
For FTLs, know that the way in which you interact with your subordinates can also have a profound effect on your subordinate&amp;#039;s enjoyment of a mission. If you&amp;#039;re assigning people to rear-security, make sure it&amp;#039;s not the same person every time you stop. As with the SL controlling the fireteams, make sure to switch up which colour team is bounding first or being given a building to clear. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scouts&amp;#039;&amp;#039;&amp;#039; - Scouts might be a particular slot, but more often than not they will be designated as necessary from within infantry fireteams.&lt;br /&gt;
Your responsibility as a scout is to locate or provide forewarning of enemy forces. &lt;br /&gt;
Scouts see the most implementation in TvTs, and as such, both their leader(s) and themselves must bear certain things in mind. Particularly, it&amp;#039;s not fun to be ambushed by a lone guy hiding in a tree after you&amp;#039;ve passed by them. As a scout, you should have several viable routes of fallback, and use them once you&amp;#039;ve ascertained what you need to (Enemy force composition, intent, direction of movement). A good scout should never have to fire his weapon when acting as such.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pilots&amp;#039;&amp;#039;&amp;#039; - Pilots pilot pilotable vehicles. Generally speaking, it&amp;#039;s either a transport that could have upwards of 20 other players inside it, or a CAS platform with enough firepower to wipe out upwards of 20 players inside a few seconds. As such, both roles carry a lot of responsibility. If you wish to take a pilot slot in session, first evaluate your familiarity with piloting medium transports at the very least. If you aren&amp;#039;t confident, it&amp;#039;s probably best to give it up to someone who is.&lt;br /&gt;
There are plenty of opportunities to get some practice in both CAS and transport roles - workshop missions designed to simulate various randomly-generated scenarios, and failing all that, flying around in the editor. As of Oct &amp;#039;17, the Vietnam server is a good platform from which to gain practical experience. &lt;br /&gt;
If you end up a gunner for a CAS helicopter (or other platform), know that the firepower and tools you possess and your particular vulnerabilities typically allow you plenty of opportunity to conduct visual IFF on potential targets. It&amp;#039;s better to hold fire on an enemy element than accidentally wipe out a fireteam of players. Where necessary, liaise with Platoon and call for marking smoke to indicate friendly or target positions.&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=In-game&amp;diff=631</id>
		<title>In-game</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=In-game&amp;diff=631"/>
		<updated>2017-10-07T15:41:44Z</updated>

		<summary type="html">&lt;p&gt;Morbo: /* Important Roles: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ranks: ==&lt;br /&gt;
&lt;br /&gt;
Rank has little bearing on your place in a session. Generally, at events with fewer than 20 people (something we see less and less as the Coalition ages and acrues members), all slots are available to all people. When there are more than 20 people in attendance, new joins will be given the opportunity to pick a slot prior to other members. This gives you, as a new join, the opportunity to pick a slot that you feel comfortable with. We recognize that you may not know everything there is to know about ARMA, and as such, we don&amp;#039;t want all the slots you feel confident in being able to do well getting filled up before you have a chance to take them.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are new to the group, you should generally heed the advice of those who have already been in the group for a while. This applies both in game and out of game. &lt;br /&gt;
&lt;br /&gt;
== Important Roles: ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Platoon Command&amp;#039;&amp;#039;&amp;#039; - Platoon (referred to as PLT) is the top dog in a mission. Platoon command determines the overarching plan and manages the element as a whole. The goal for platoon is to minimize casualties and make the mission go well for everyone. Platoon&amp;#039;s secondary goals are to make sure the mission is fun for everyone. This role is for experienced players who know how to make plans and apply them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad Leaders&amp;#039;&amp;#039;&amp;#039; - A secondary leadership position to platoon, Squad leaders manage fireteams. Squad leaders follow the plans laid out by plat command. SL&amp;#039;s are often a more tactical role than plat command. Expect to be in the thick of it far more than you would be as plat command. It&amp;#039;s your job as an SL to make sure your fireteams are in the right place, have enough ammo, medical support, and transport. It&amp;#039;s your job to relay information from your fire teams&amp;#039; eyes to the ears of plat command.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fire Team Leaders&amp;#039;&amp;#039;&amp;#039; - FTLs manage 3 other individuals. Fire teams are the core of any infantry fighting element. They consist of various combat roles. It&amp;#039;s the job of the fire team leader to keep his team members alive. FTL is arguably the hardest position in a mission, as you have to manage very specifically the actions of 3 other people. It can get quite hectic. With fire team leading, cooler heads prevail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Automatic Riflemen&amp;#039;&amp;#039;&amp;#039; - ARs are the core of any fire team. They hold the main casualty producing weapon. They are able to lay down large volumes of fire to allow fire team movement across spaces they would not otherwise be able to traverse. Covering fire, suppression, and plain old killing are the main things an AR will be doing. As an AR, be aware of the need for suppression above all else. Enemies react to you shooting near them as well as reacting when you shoot them directly. Be aware of this and use your high rate of fire and large volume of ammunition to keep the enemy down. This is imperative if you don&amp;#039;t want your fire team to become immobile.&lt;br /&gt;
Note that ARs are typically second-in-line for Fire Team Lead, should the original become a casualty. Be conscious of this if you take the role.&lt;br /&gt;
&lt;br /&gt;
== XML Requirements: ==&lt;br /&gt;
&lt;br /&gt;
Every full member of Coalition should have their XML set up. You can Find the info on that [http://coalitiongroup.net/wiki/index.php?title=XML/Roster here]. For certain roles you are expected to have the XML set up to slot. As we grow and possibly do more public events it helps keep track of things and just looks good in general. &lt;br /&gt;
&lt;br /&gt;
You are typically expected to have your XML for the following slots:&lt;br /&gt;
&lt;br /&gt;
*Specialties&lt;br /&gt;
*Leadership, especially Squad and above&lt;br /&gt;
*Medics&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you slot as these without an XML the person running the slotting reserves the right to ask you to reslot elsewhere.&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=In-game&amp;diff=629</id>
		<title>In-game</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=In-game&amp;diff=629"/>
		<updated>2017-10-07T15:34:12Z</updated>

		<summary type="html">&lt;p&gt;Morbo: /* Important Roles: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ranks: ==&lt;br /&gt;
&lt;br /&gt;
Rank has little bearing on your place in a session. Generally, at events with fewer than 20 people (something we see less and less as the Coalition ages and acrues members), all slots are available to all people. When there are more than 20 people in attendance, new joins will be given the opportunity to pick a slot prior to other members. This gives you, as a new join, the opportunity to pick a slot that you feel comfortable with. We recognize that you may not know everything there is to know about ARMA, and as such, we don&amp;#039;t want all the slots you feel confident in being able to do well getting filled up before you have a chance to take them.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are new to the group, you should generally heed the advice of those who have already been in the group for a while. This applies both in game and out of game. &lt;br /&gt;
&lt;br /&gt;
== Important Roles: ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Platoon Command&amp;#039;&amp;#039;&amp;#039; - Platoon (referred to as PLT) is the top dog in a mission. Platoon command determines the overarching plan and manages the element as a whole. The goal for platoon is to minimize casualties and make the mission go well for everyone. Platoon&amp;#039;s secondary goals are to make sure the mission is fun for everyone. This role is for experienced players who know how to make plans and apply them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad Leaders&amp;#039;&amp;#039;&amp;#039; - A secondary leadership position to platoon, Squad leaders manage fireteams. Squad leaders follow the plans laid out by plat command. SL&amp;#039;s are often a more tactical role than plat command. Expect to be in the thick of it far more than you would be as plat command. It&amp;#039;s your job as an SL to make sure your fireteams are in the right place, have enough ammo, medical support, and transport. It&amp;#039;s your job to relay information from your fire teams&amp;#039; eyes to the ears of plat command.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fire Team Leaders&amp;#039;&amp;#039;&amp;#039; - FTLs manage 3 other individuals. Fire teams are the core of any infantry fighting element. They consist of various combat roles. It&amp;#039;s the job of the fire team leader to keep his team members alive. FTL is arguably the hardest position in a mission, as you have to manage very specifically the actions of 3 other people. It can get quite hectic. With fire team leading, cooler heads prevail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Automatic Riflemen&amp;#039;&amp;#039;&amp;#039; - ARs are the core of any fire team. They hold the main casualty producing weapon. They are able to lay down large volumes of fire to allow fire team movement across spaces they would not otherwise be able to traverse. Covering fire, suppression, and plain old killing are the main things an AR will be doing. As an AR, be aware of the need for suppression above all else. Enemies react to you shooting near them as well as reacting when you shoot them directly. Be aware of this and use your high rate of fire and large volume of ammunition to keep the enemy down. This is imperative if you don&amp;#039;t want your fire team to become immobile.&lt;br /&gt;
Note that ARs are typically second-in-line for Fire Team Lead, should the original become a casualty. Be conscious of this if you take the role.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scouts&amp;#039;&amp;#039;&amp;#039; - Scouts might be a particular slot, but more often than not they will be designated as necessary from within infantry fireteams.&lt;br /&gt;
Your responsibility as a scout is to locate or provide forewarning of enemy forces. &lt;br /&gt;
Scouts see the most implementation in TvTs, and as such, both their leader(s) and themselves must bear certain things in mind. Particularly, it&amp;#039;s not fun to be ambushed by a lone guy hiding in a tree after you&amp;#039;ve passed by them. As a scout, you should have several viable routes of fallback, and use them once you&amp;#039;ve ascertained what you need to (Enemy force composition, intent, direction of movement). A good scout should never have to fire his weapon when acting as such.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pilots&amp;#039;&amp;#039;&amp;#039; - Pilots pilot pilotable vehicles. Generally speaking, it&amp;#039;s either a transport that could have upwards of 20 other players inside it, or a CAS platform with enough firepower to wipe out upwards of 20 players inside a few seconds. As such, both roles carry a lot of responsibility. If you wish to take a pilot slot in session, first evaluate your familiarity with piloting medium transports at the very least. If you aren&amp;#039;t confident, it&amp;#039;s probably best to give it up to someone who is.&lt;br /&gt;
There are plenty of opportunities to get some practice in both CAS and transport roles - workshop missions designed to simulate various randomly-generated scenarios, and failing all that, flying around in the editor. As of Oct &amp;#039;17, the Vietnam server is a good platform from which to gain practical experience. &lt;br /&gt;
If you end up a gunner for a CAS helicopter (or other platform), know that the firepower and tools you possess and your particular vulnerabilities typically allow you plenty of opportunity to conduct visual IFF on potential targets. It&amp;#039;s better to hold fire on an enemy element than accidentally wipe out a fireteam of players. Where necessary, liaise with Platoon and call for marking smoke to indicate friendly or target positions.&lt;br /&gt;
&lt;br /&gt;
== XML Requirements: ==&lt;br /&gt;
&lt;br /&gt;
Every full member of Coalition should have their XML set up. You can Find the info on that [http://coalitiongroup.net/wiki/index.php?title=XML/Roster here]. For certain roles you are expected to have the XML set up to slot. As we grow and possibly do more public events it helps keep track of things and just looks good in general. &lt;br /&gt;
&lt;br /&gt;
You are typically expected to have your XML for the following slots:&lt;br /&gt;
&lt;br /&gt;
*Specialties&lt;br /&gt;
*Leadership, especially Squad and above&lt;br /&gt;
*Medics&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you slot as these without an XML the person running the slotting reserves the right to ask you to reslot elsewhere.&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Rules_and_Regulations&amp;diff=628</id>
		<title>Rules and Regulations</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Rules_and_Regulations&amp;diff=628"/>
		<updated>2017-10-07T10:41:52Z</updated>

		<summary type="html">&lt;p&gt;Morbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;In Game:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Respect Briefings: Briefings are always the first step in a mission and usually determine the flow of the rest of the mission. For leadership, briefings should be limited to 10 minutes at most. This time includes the command briefing and the individual squad briefings. This is done to prevent over-planning when it probably is not necessary. For non-leadership, the briefing is a time to check your gear and alert admins to any problems. Everyone that is not involved the command briefing needs to stay far away from the meeting or move when asked by command. Voices should also be kept in checked and lowered when asked by command. When getting briefed make sure you are listening and asking questions. Finally if anyone has any suggestions for a plan it should be done in the briefing. After briefing is done the plan will be set. Actions that go against the plan should not be done unless approved by leadership. You should also not express disapproval of a plan during the mission if you are not in a leadership role.&lt;br /&gt;
&lt;br /&gt;
Respect Command: Players that choose a command role need to perform with a certain behavior and should be treated in a certain way. Taking a command role means you are first agreeing to lead the mission in that role up to the end of the mission. You are responsible for the people you are leading. Intentionally and purposefully killing people you are leading is not acceptable. You are also in charge of making sure people below you are not acting inappropriately during a mission. For everyone, the chain of command is set up to help missions run smoothly and to add a structure to the group. It is your job to listen to people in a higher leadership position. This also means following their orders. You can express your objections but should still follow the orders if the leadership member doesn&amp;#039;t change the given order.&lt;br /&gt;
&lt;br /&gt;
There are few excuses to loot dead enemies. By default, all gear except weapons are stripped from enemy corpses - the only ammo they&amp;#039;ll have is what&amp;#039;s in those weapons. As such, you should ONLY procure an enemy primary weapon if you are otherwise UNABLE TO FIRE and in IMMINENT DANGER. Otherwise, find a teammate to resupply from or pass it up the chain. If your FTL is alive, always ASK before procuring an enemy weapon of any kind - This serves two purposes; makes sure he&amp;#039;s okay with you slowing down the FT&amp;#039;s movements and dropping your security where applicable, and lets him know to pass on to the SL and other FT that you are wielding an enemy weapon. If you fail to do this, expect to receive friendly fire. Looted AT weapons should go to the fireteam&amp;#039;s Rifleman AT if he has expended his launcher. Lastly, if your FTL has cleared you to procure an enemy primary weapon and you have a valid reason for doing so - retain your own rifle. If you need it that desperately, you&amp;#039;ll have room in your backpack. Resupply from friendlies at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pre-Join&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
30 minutes before every session we have pre-join. This is to ensure that you have no issues joining the server, or trouble with any mods. During pre-join you’re free to mess around, however you should still not be doing stupid shit. If you have any issues, admins can help you but it is your responsibility to make sure your mod pack is updated and working. Do not expect admins to help you after a session begins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Session&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Before every mission there will be a slotting phase. This phase is split up into a few parts. First, we slot leaders and medics. These are the most important roles. Establishing the leadership is important before we slot everyone else, as leadership determines what roles are to be taken. If everyone were to be able to slot freely with no structure, some issues would occur during the mission itself. After the leaders and medic phase comes the specialties, these are slots like Helicopter Pilots or HMG Teams. When we’re done with specialties it’s time to slot “normal” slots, such as AARs, Riflemen AT. (See Fireteam Structure) When we slot these roles, new-joins will slot first. This is to ensure that the recruits will have more experienced members within their fireteam, in case they run into any issues.&lt;br /&gt;
&lt;br /&gt;
It is important that you listen when slotting occurs. Having people talk over each other in the lobby during the slotting phase will only slow things down. We don’t have a system to make everyone shut up, we trust you’re all grown up enough to know when the time comes. Slotting is not something that should take long, and you should be quiet and wait for the mission to start. Pick your slots, and don’t worry if you don’t get the specific slot that you want. We run several missions every session, so you’ll have plenty of opportunities to try different things. There’s plenty of time to talk during the briefing, and during the mission itself. These conversations should therefore be saved for when the mission starts. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Out of Game:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Golden Rule - do unto others as you would like done to you. We trust you all know how to act like adults.&lt;br /&gt;
Be yourself. This is a fraternity, but it can’t function if we don’t actually get to know each other. &lt;br /&gt;
We are not a milsim community outside of our ARMA sessions. Yes, we do take our main game seriously, but when we’re just hanging out, we’re all just dudes who like to play video games sometimes. If you’re worried about milsim aspects creeping into daily life in the Coalition, don’t be.&lt;br /&gt;
Real bigotry is not tolerated at all. If you have extreme prejudices, feel free to not share them. That being said, you need to have a thick skin to be a part of this group. Don’t expect we will accommodate any emotional baggage if you find yourself offended, we expect you all to be grown ups.&lt;br /&gt;
This should be an environment of improvement as well. Seek out suggestions to improve in game and offer advice when you can. Keep in mind this discussion should be done respectfully with the intention of improvement and not laying blame.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forums and Discord:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Remember the old adage from 2004, what goes on the internet never goes away. Just keep that in mind.&lt;br /&gt;
&lt;br /&gt;
*Discord can get clogged up pretty easily if we’re all chatting it up in a public channel, be aware of other’s trains of thoughts, don’t clog up the channel &lt;br /&gt;
&lt;br /&gt;
*Keep shitposting in #general to a minimum, especially when people are actually discussing. It’s our main channel as a group, and therefore acts as a general melting pot for discussion. Anything goes here, just remain mindful.&lt;br /&gt;
&lt;br /&gt;
*Be aware of the topic of your post/chat. Post it in the right channel or on the right board for the topic.&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;nowplaying&amp;quot; channel in discord is purely for announcing play sessions. If you are looking for people to play a game with, you should use the @here command to let the group know. Anyone online should see it and come flocking to play 2007 Runescape with you. However, this channel is not for discussion. Keep discussion of games (and any play sessions mentioned in #nowplaying) to #othergames.&lt;br /&gt;
&lt;br /&gt;
*Keep things safe for work. People check discord at work or in class, and we’ve got people in every single time zone. There is no time of day where you don’t run the risk of getting someone in trouble if you’ve got NSFW material in public channels. Keep these posts in places where people don’t run a risk of getting in trouble for looking at dodgy pictures (teamspeak, private chats, etc).&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Rules_and_Regulations&amp;diff=627</id>
		<title>Rules and Regulations</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Rules_and_Regulations&amp;diff=627"/>
		<updated>2017-10-07T10:38:55Z</updated>

		<summary type="html">&lt;p&gt;Morbo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;In Game:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Respect Briefings: Briefings are always the first step in a mission and usually determine the flow of the rest of the mission. For leadership, briefings should be limited to 10 minutes at most. This time includes the command briefing and the individual squad briefings. This is done to prevent over-planning when it probably is not necessary. For non-leadership, the briefing is a time to check your gear and alert admins to any problems. Everyone that is not involved the command briefing needs to stay far away from the meeting or move when asked by command. Voices should also be kept in checked and lowered when asked by command. When getting briefed make sure you are listening and asking questions. Finally if anyone has any suggestions for a plan it should be done in the briefing. After briefing is done the plan will be set. Actions that go against the plan should not be done unless approved by leadership. You should also not express disapproval of a plan during the mission if you are not in a leadership role.&lt;br /&gt;
&lt;br /&gt;
Respect Command: Players that choose a command role need to perform with a certain behavior and should be treated in a certain way. Taking a command role means you are first agreeing to lead the mission in that role up to the end of the mission. You are responsible for the people you are leading. Intentionally and purposefully killing people you are leading is not acceptable. You are also in charge of making sure people below you are not acting inappropriately during a mission. For everyone, the chain of command is set up to help missions run smoothly and to add a structure to the group. It is your job to listen to people in a higher leadership position. This also means following their orders. You can express your objections but should still follow the orders if the leadership member doesn&amp;#039;t change the given order.&lt;br /&gt;
&lt;br /&gt;
There are few excuses to loot dead enemies. By default, all gear except weapons are stripped from corpses - the only ammo they&amp;#039;ll have is what&amp;#039;s in those weapons. As such, you should ONLY procure an enemy primary weapon if you are otherwise UNABLE TO FIRE and in IMMINENT DANGER. Otherwise, find a teammate to resupply from or pass it up the chain. If your FTL is alive, always ASK before procuring an enemy weapon of any kind - This serves two purposes; makes sure he&amp;#039;s okay with you slowing down the FT&amp;#039;s movements and dropping your security where applicable, and lets him know to pass on to the SL and other FT that you are wielding an enemy weapon. If you fail to do this, expect to receive friendly fire. Looted AT weapons should go to the fireteam&amp;#039;s Rifleman AT if he has expended his launcher.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Pre-Join&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
30 minutes before every session we have pre-join. This is to ensure that you have no issues joining the server, or trouble with any mods. During pre-join you’re free to mess around, however you should still not be doing stupid shit. If you have any issues, admins can help you but it is your responsibility to make sure your mod pack is updated and working. Do not expect admins to help you after a session begins.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Session&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Before every mission there will be a slotting phase. This phase is split up into a few parts. First, we slot leaders and medics. These are the most important roles. Establishing the leadership is important before we slot everyone else, as leadership determines what roles are to be taken. If everyone were to be able to slot freely with no structure, some issues would occur during the mission itself. After the leaders and medic phase comes the specialties, these are slots like Helicopter Pilots or HMG Teams. When we’re done with specialties it’s time to slot “normal” slots, such as AARs, Riflemen AT. (See Fireteam Structure) When we slot these roles, new-joins will slot first. This is to ensure that the recruits will have more experienced members within their fireteam, in case they run into any issues.&lt;br /&gt;
&lt;br /&gt;
It is important that you listen when slotting occurs. Having people talk over each other in the lobby during the slotting phase will only slow things down. We don’t have a system to make everyone shut up, we trust you’re all grown up enough to know when the time comes. Slotting is not something that should take long, and you should be quiet and wait for the mission to start. Pick your slots, and don’t worry if you don’t get the specific slot that you want. We run several missions every session, so you’ll have plenty of opportunities to try different things. There’s plenty of time to talk during the briefing, and during the mission itself. These conversations should therefore be saved for when the mission starts. &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Out of Game:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Golden Rule - do unto others as you would like done to you. We trust you all know how to act like adults.&lt;br /&gt;
Be yourself. This is a fraternity, but it can’t function if we don’t actually get to know each other. &lt;br /&gt;
We are not a milsim community outside of our ARMA sessions. Yes, we do take our main game seriously, but when we’re just hanging out, we’re all just dudes who like to play video games sometimes. If you’re worried about milsim aspects creeping into daily life in the Coalition, don’t be.&lt;br /&gt;
Real bigotry is not tolerated at all. If you have extreme prejudices, feel free to not share them. That being said, you need to have a thick skin to be a part of this group. Don’t expect we will accommodate any emotional baggage if you find yourself offended, we expect you all to be grown ups.&lt;br /&gt;
This should be an environment of improvement as well. Seek out suggestions to improve in game and offer advice when you can. Keep in mind this discussion should be done respectfully with the intention of improvement and not laying blame.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forums and Discord:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Remember the old adage from 2004, what goes on the internet never goes away. Just keep that in mind.&lt;br /&gt;
&lt;br /&gt;
*Discord can get clogged up pretty easily if we’re all chatting it up in a public channel, be aware of other’s trains of thoughts, don’t clog up the channel &lt;br /&gt;
&lt;br /&gt;
*Keep shitposting in #general to a minimum, especially when people are actually discussing. It’s our main channel as a group, and therefore acts as a general melting pot for discussion. Anything goes here, just remain mindful.&lt;br /&gt;
&lt;br /&gt;
*Be aware of the topic of your post/chat. Post it in the right channel or on the right board for the topic.&lt;br /&gt;
&lt;br /&gt;
*The &amp;quot;nowplaying&amp;quot; channel in discord is purely for announcing play sessions. If you are looking for people to play a game with, you should use the @here command to let the group know. Anyone online should see it and come flocking to play 2007 Runescape with you. However, this channel is not for discussion. Keep discussion of games (and any play sessions mentioned in #nowplaying) to #othergames.&lt;br /&gt;
&lt;br /&gt;
*Keep things safe for work. People check discord at work or in class, and we’ve got people in every single time zone. There is no time of day where you don’t run the risk of getting someone in trouble if you’ve got NSFW material in public channels. Keep these posts in places where people don’t run a risk of getting in trouble for looking at dodgy pictures (teamspeak, private chats, etc).&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=604</id>
		<title>Leading and Being Led</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=604"/>
		<updated>2017-09-30T08:30:17Z</updated>

		<summary type="html">&lt;p&gt;Morbo: /* Succession  of Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Being Led ==&lt;br /&gt;
Being led is not as black and white as it might seem. You can make your leadership&amp;#039;s life simple in a variety of ways. Remember you are just a bullet away from becoming the leader yourself in some situations, so while you are being led try to act how you would like someone under your command to act. Everyone has their own &amp;quot;style&amp;quot; of leadership. Some people like to be super hands on, some like to have well thought out plan, and some people lead as needed. Don&amp;#039;t get mad at someone just because you think they are doing it wrong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How to be led:&lt;br /&gt;
&lt;br /&gt;
*Listen to the leaders. Sometimes the ROE or part of the briefing actually needs to be followed to complete the mission.&lt;br /&gt;
&lt;br /&gt;
*Communicate any important info up the Chain as soon as possible. &lt;br /&gt;
&lt;br /&gt;
*Help keep track of your team, sticking with a battle buddy and watching each other keeps your leaders from having to search for a body later. &lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t waste important assets without asking or being told to use it. If you do need to use it on an immediate threat, report that you used it. &lt;br /&gt;
&lt;br /&gt;
*Keep an eye out for opportunities your leadership may not have seen. &lt;br /&gt;
&lt;br /&gt;
*Ask before scavenging gear. Make sure it is reported if you do.&lt;br /&gt;
&lt;br /&gt;
*Echo orders and contact reports.&lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t be afraid to make a suggestion every now and then. Input is important, especially during initial planning.&lt;br /&gt;
&lt;br /&gt;
*If you disagree with an order you&amp;#039;re given, only suggest alternatives if there&amp;#039;s no urgency. Otherwise, follow it - “A good plan, violently executed now, is better than a perfect plan next week.”&lt;br /&gt;
&lt;br /&gt;
== Leading ==&lt;br /&gt;
Every Coalition company member is expected to lead at some point. Whether it&amp;#039;s just a Fireteam lead or vehicle command slot every now and then, or getting a &amp;quot;Field promotion&amp;quot; in the middle of a firefight. Without Good leadership a combat group will not last long. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What to do as a leader:&lt;br /&gt;
&lt;br /&gt;
*Make a plan. Change it as needed &amp;quot;No plan survives contact with the enemy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*Always keep track of your command. Losing contact with someone you are responsible for is bad for both ends. &lt;br /&gt;
&lt;br /&gt;
*Communicate. The chain of command is just a funnel of info to the top. Remember to keep it relevant and brief though. [http://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking see communication guide for more]&lt;br /&gt;
&lt;br /&gt;
*Have a designated 2nd in command if possible. If you go down the faster the command is picked up the better.&lt;br /&gt;
&lt;br /&gt;
*Know your assets, and use them accordingly. Give those RATs and ARs designated targets! &lt;br /&gt;
&lt;br /&gt;
*Use your SOP&amp;#039;s, Formations, and tactics to your advantage. &lt;br /&gt;
&lt;br /&gt;
*Keep your head down as much as possible. The longer the chain of command stays intact, the longer everyone knows what is going on.&lt;br /&gt;
&lt;br /&gt;
*Do not be afraid to micromanage when it is needed.&lt;br /&gt;
&lt;br /&gt;
== Succession  of Command ==&lt;br /&gt;
&lt;br /&gt;
Speaking of &amp;#039;&amp;#039;&amp;quot;Field Promotions&amp;quot;&amp;#039;&amp;#039; the correct line of Succession for both the Platoon and a Fireteam are important to know. It is also important to remember your place in this line when you slot leadership. This keeps the chain from breaking down, or at least staying broken for long. If you find that you have &amp;#039;&amp;#039;&amp;quot;Earned&amp;quot;&amp;#039;&amp;#039; yourself a &amp;#039;&amp;#039;&amp;quot;Field Promotion&amp;quot;&amp;#039;&amp;#039; then the first thing you should do when safe is to get on the proper radio net and notify anyone still on that net that you are taking charge of your unit. If you cannot take command for some reason like not having the proper radios or not feeling experienced enough to take over you should &amp;#039;&amp;#039;&amp;#039;IMMEDIATELY&amp;#039;&amp;#039;&amp;#039; Pass the news to the next in line that &amp;#039;&amp;#039;&amp;#039;They&amp;#039;&amp;#039;&amp;#039; are in charge. This also goes for if you see someone that might not be aware that they just &amp;#039;&amp;#039;Earned&amp;#039;&amp;#039; a promotion. Make sure the line is followed as well as the situation allows. Generally the longer the line stays intact the better information flows.&lt;br /&gt;
&lt;br /&gt;
As shown in the second image, the next fireteam member in the line of succession is the AR. As such, you should only take the role if you&amp;#039;re willing to assume command of the fireteam at some point during the mission.&lt;br /&gt;
[[File:FieldPromotion.PNG]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:FieldPromotion2.PNG]]&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=In-game&amp;diff=603</id>
		<title>In-game</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=In-game&amp;diff=603"/>
		<updated>2017-09-30T08:27:23Z</updated>

		<summary type="html">&lt;p&gt;Morbo: /* Important Roles: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ranks: ==&lt;br /&gt;
&lt;br /&gt;
Rank has little bearing on your place in a session. Generally, at events with fewer than 20 people (something we see less and less as the Coalition ages and acrues members), all slots are available to all people. When there are more than 20 people in attendance, new joins will be given the opportunity to pick a slot prior to other members. This gives you, as a new join, the opportunity to pick a slot that you feel comfortable with. We recognize that you may not know everything there is to know about ARMA, and as such, we don&amp;#039;t want all the slots you feel confident in being able to do well getting filled up before you have a chance to take them.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are new to the group, you should generally heed the advice of those who have already been in the group for a while. This applies both in game and out of game. &lt;br /&gt;
&lt;br /&gt;
== Important Roles: ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Platoon Command&amp;#039;&amp;#039;&amp;#039; - Platoon (referred to as PLT) is the top dog in a mission. Platoon command determines the overarching plan and manages the element as a whole. The goal for platoon is to minimize casualties and make the mission go well for everyone. Platoon&amp;#039;s secondary goals are to make sure the mission is fun for everyone. This role is for experienced players who know how to make plans and apply them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad Leaders&amp;#039;&amp;#039;&amp;#039; - A secondary leadership position to platoon, Squad leaders manage fireteams. Squad leaders follow the plans laid out by plat command. SL&amp;#039;s are often a more tactical role than plat command. Expect to be in the thick of it far more than you would be as plat command. It&amp;#039;s your job as an SL to make sure your fireteams are in the right place, have enough ammo, medical support, and transport. It&amp;#039;s your job to relay information from your fire teams&amp;#039; eyes to the ears of plat command.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fire Team Leaders&amp;#039;&amp;#039;&amp;#039; - FTLs manage 3 other individuals. Fire teams are the core of any infantry fighting element. They consist of various combat roles. It&amp;#039;s the job of the fire team leader to keep his team members alive. FTL is arguably the hardest position in a mission, as you have to manage very specifically the actions of 3 other people. It can get quite hectic. With fire team leading, cooler heads prevail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Automatic Riflemen&amp;#039;&amp;#039;&amp;#039; - ARs are the core of any fire team. They hold the main casualty producing weapon. They are able to lay down large volumes of fire to allow fire team movement across spaces they would not otherwise be able to traverse. Covering fire, suppression, and plain old killing are the main things an AR will be doing. As an AR, be aware of the need for suppression above all else. Enemies react to you shooting near them as well as reacting when you shoot them directly. Be aware of this and use your high rate of fire and large volume of ammunition to keep the enemy down. This is imperative if you don&amp;#039;t want your fire team to become immobile.&lt;br /&gt;
Note that ARs are typically second-in-line for Fire Team Lead, should the original become a casualty. Be conscious of this if you take the role.&lt;br /&gt;
&lt;br /&gt;
== XML Requirements: ==&lt;br /&gt;
&lt;br /&gt;
Every full member of Coalition should have their XML set up. You can Find the info on that [http://coalitiongroup.net/wiki/index.php?title=XML/Roster here]. For certain roles you are expected to have the XML set up to slot. As we grow and possibly do more public events it helps keep track of things and just looks good in general. &lt;br /&gt;
&lt;br /&gt;
You are typically expected to have your XML for the following slots:&lt;br /&gt;
&lt;br /&gt;
*Specialties&lt;br /&gt;
*Leadership, especially Squad and above&lt;br /&gt;
*Medics&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you slot as these without an XML the person running the slotting reserves the right to ask you to reslot elsewhere.&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=In-game&amp;diff=602</id>
		<title>In-game</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=In-game&amp;diff=602"/>
		<updated>2017-09-30T08:25:35Z</updated>

		<summary type="html">&lt;p&gt;Morbo: /* Important Roles: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ranks: ==&lt;br /&gt;
&lt;br /&gt;
Rank has little bearing on your place in a session. Generally, at events with fewer than 20 people (something we see less and less as the Coalition ages and acrues members), all slots are available to all people. When there are more than 20 people in attendance, new joins will be given the opportunity to pick a slot prior to other members. This gives you, as a new join, the opportunity to pick a slot that you feel comfortable with. We recognize that you may not know everything there is to know about ARMA, and as such, we don&amp;#039;t want all the slots you feel confident in being able to do well getting filled up before you have a chance to take them.&lt;br /&gt;
&lt;br /&gt;
Additionally, if you are new to the group, you should generally heed the advice of those who have already been in the group for a while. This applies both in game and out of game. &lt;br /&gt;
&lt;br /&gt;
== Important Roles: ==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Platoon Command&amp;#039;&amp;#039;&amp;#039; - platoon (referred to as plat) is the top dog in a mission. Platoon command determines the overarching plan and manages the element as a whole. The goal for platoon is to minimize casualties and make the mission go well for everyone. Platoon&amp;#039;s secondary goals are to make sure the mission is fun for everyone. This role is for experienced players who know how to make plans and apply them.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Squad Leaders&amp;#039;&amp;#039;&amp;#039; - A secondary leadership position to platoon, Squad leaders manage fireteams. Squad leaders follow the plans laid out by plat command. SL&amp;#039;s are often a more tactical role than plat command. Expect to be in the thick of it far more than you would be as plat command. It&amp;#039;s your job as an SL to make sure your fireteams are in the right place, have enough ammo, medical support, and transport. It&amp;#039;s your job to relay information from your fire teams&amp;#039; eyes to the ears of plat command.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fire Team Leaders&amp;#039;&amp;#039;&amp;#039; - FTL&amp;#039;s manage 3 other individuals. Fire teams are the core of any infantry fighting element. They consist of various combat roles. It&amp;#039;s the job of the fire team leader to keep his team members alive. FTL is arguably the hardest position in a mission, as you have to manage very specifically the actions of 3 other people. It can get quite hectic. With fire team leading, cooler heads prevail.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Automatic Riflemen&amp;#039;&amp;#039;&amp;#039; - AR&amp;#039;s are the core of any fire team. They hold the main casualty producing weapon. They are able to lay down large volumes of fire to allow fire team movement across spaces they would not otherwise be able to traverse. Covering fire, suppression, and plain old killing are the main things an AR will be doing. As an AR, be aware of the need for suppression above all else. Enemies react to you shooting near them as well as reacting when you shoot them directly. Be aware of this and use your high rate of fire and large volume of ammunition to keep the enemy down. This is imperative if you don&amp;#039;t want your fire team to become immobile.&lt;br /&gt;
Note that ARs are typically second-in-line for Fire Team Lead, should the original become a casualty. Be conscious of this if you take the role.&lt;br /&gt;
&lt;br /&gt;
== XML Requirements: ==&lt;br /&gt;
&lt;br /&gt;
Every full member of Coalition should have their XML set up. You can Find the info on that [http://coalitiongroup.net/wiki/index.php?title=XML/Roster here]. For certain roles you are expected to have the XML set up to slot. As we grow and possibly do more public events it helps keep track of things and just looks good in general. &lt;br /&gt;
&lt;br /&gt;
You are typically expected to have your XML for the following slots:&lt;br /&gt;
&lt;br /&gt;
*Specialties&lt;br /&gt;
*Leadership, especially Squad and above&lt;br /&gt;
*Medics&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you slot as these without an XML the person running the slotting reserves the right to ask you to reslot elsewhere.&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=601</id>
		<title>Leading and Being Led</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=601"/>
		<updated>2017-09-28T01:06:50Z</updated>

		<summary type="html">&lt;p&gt;Morbo: /* Succession  of Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Being Led ==&lt;br /&gt;
Being led is not as black and white as it might seem. You can make your leadership&amp;#039;s life simple in a variety of ways. Remember you are just a bullet away from becoming the leader yourself in some situations, so while you are being led try to act how you would like someone under your command to act. Everyone has their own &amp;quot;style&amp;quot; of leadership. Some people like to be super hands on, some like to have well thought out plan, and some people lead as needed. Don&amp;#039;t get mad at someone just because you think they are doing it wrong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How to be led:&lt;br /&gt;
&lt;br /&gt;
*Listen to the leaders. Sometimes the ROE or part of the briefing actually needs to be followed to complete the mission.&lt;br /&gt;
&lt;br /&gt;
*Communicate any important info up the Chain as soon as possible. &lt;br /&gt;
&lt;br /&gt;
*Help keep track of your team, sticking with a battle buddy and watching each other keeps your leaders from having to search for a body later. &lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t waste important assets without asking or being told to use it. If you do need to use it on an immediate threat, report that you used it. &lt;br /&gt;
&lt;br /&gt;
*Keep an eye out for opportunities your leadership may not have seen. &lt;br /&gt;
&lt;br /&gt;
*Ask before scavenging gear. Make sure it is reported if you do.&lt;br /&gt;
&lt;br /&gt;
*Echo orders and contact reports.&lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t be afraid to make a suggestion every now and then. Input is important, especially during initial planning.&lt;br /&gt;
&lt;br /&gt;
*If you disagree with an order you&amp;#039;re given, only suggest alternatives if there&amp;#039;s no urgency. Otherwise, follow it - “A good plan, violently executed now, is better than a perfect plan next week.”&lt;br /&gt;
&lt;br /&gt;
== Leading ==&lt;br /&gt;
Every Coalition company member is expected to lead at some point. Whether it&amp;#039;s just a Fireteam lead or vehicle command slot every now and then, or getting a &amp;quot;Field promotion&amp;quot; in the middle of a firefight. Without Good leadership a combat group will not last long. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What to do as a leader:&lt;br /&gt;
&lt;br /&gt;
*Make a plan. Change it as needed &amp;quot;No plan survives contact with the enemy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*Always keep track of your command. Losing contact with someone you are responsible for is bad for both ends. &lt;br /&gt;
&lt;br /&gt;
*Communicate. The chain of command is just a funnel of info to the top. Remember to keep it relevant and brief though. [http://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking see communication guide for more]&lt;br /&gt;
&lt;br /&gt;
*Have a designated 2nd in command if possible. If you go down the faster the command is picked up the better.&lt;br /&gt;
&lt;br /&gt;
*Know your assets, and use them accordingly. Give those RATs and ARs designated targets! &lt;br /&gt;
&lt;br /&gt;
*Use your SOP&amp;#039;s, Formations, and tactics to your advantage. &lt;br /&gt;
&lt;br /&gt;
*Keep your head down as much as possible. The longer the chain of command stays intact, the longer everyone knows what is going on.&lt;br /&gt;
&lt;br /&gt;
*Do not be afraid to micromanage when it is needed.&lt;br /&gt;
&lt;br /&gt;
== Succession  of Command ==&lt;br /&gt;
&lt;br /&gt;
Speaking of &amp;#039;&amp;#039;&amp;quot;Field Promotions&amp;quot;&amp;#039;&amp;#039; the correct line of Succession for both the Platoon and a Fireteam are important to know. It is also important to remember your place in this line when you slot leadership. This keeps the chain from breaking down, or at least staying broken for long. If you find that you have &amp;#039;&amp;#039;&amp;quot;Earned&amp;quot;&amp;#039;&amp;#039; yourself a &amp;#039;&amp;#039;&amp;quot;Field Promotion&amp;quot;&amp;#039;&amp;#039; then the first thing you should do when safe is to get on the proper radio net and notify anyone still on that net that you are taking charge of your unit. If you cannot take command for some reason like not having the proper radios or not feeling experienced enough to take over you should &amp;#039;&amp;#039;&amp;#039;IMMEDIATELY&amp;#039;&amp;#039;&amp;#039; Pass the news to the next in line that &amp;#039;&amp;#039;&amp;#039;They&amp;#039;&amp;#039;&amp;#039; are in charge. This also goes for if you see someone that might not be aware that they just &amp;#039;&amp;#039;Earned&amp;#039;&amp;#039; a promotion. Make sure the line is followed as well as the situation allows. Generally the longer the line stays intact the better information flows.&lt;br /&gt;
&lt;br /&gt;
[[File:FieldPromotion.PNG]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:FieldPromotion2.PNG]]&lt;br /&gt;
&lt;br /&gt;
As shown above, the next fireteam member in the line of succession is the AR. As such, you should only take the role if you&amp;#039;re willing to assume command of the fireteam.&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=600</id>
		<title>Leading and Being Led</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=600"/>
		<updated>2017-09-28T01:03:40Z</updated>

		<summary type="html">&lt;p&gt;Morbo: /* Being Led */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Being Led ==&lt;br /&gt;
Being led is not as black and white as it might seem. You can make your leadership&amp;#039;s life simple in a variety of ways. Remember you are just a bullet away from becoming the leader yourself in some situations, so while you are being led try to act how you would like someone under your command to act. Everyone has their own &amp;quot;style&amp;quot; of leadership. Some people like to be super hands on, some like to have well thought out plan, and some people lead as needed. Don&amp;#039;t get mad at someone just because you think they are doing it wrong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How to be led:&lt;br /&gt;
&lt;br /&gt;
*Listen to the leaders. Sometimes the ROE or part of the briefing actually needs to be followed to complete the mission.&lt;br /&gt;
&lt;br /&gt;
*Communicate any important info up the Chain as soon as possible. &lt;br /&gt;
&lt;br /&gt;
*Help keep track of your team, sticking with a battle buddy and watching each other keeps your leaders from having to search for a body later. &lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t waste important assets without asking or being told to use it. If you do need to use it on an immediate threat, report that you used it. &lt;br /&gt;
&lt;br /&gt;
*Keep an eye out for opportunities your leadership may not have seen. &lt;br /&gt;
&lt;br /&gt;
*Ask before scavenging gear. Make sure it is reported if you do.&lt;br /&gt;
&lt;br /&gt;
*Echo orders and contact reports.&lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t be afraid to make a suggestion every now and then. Input is important, especially during initial planning.&lt;br /&gt;
&lt;br /&gt;
*If you disagree with an order you&amp;#039;re given, only suggest alternatives if there&amp;#039;s no urgency. Otherwise, follow it - “A good plan, violently executed now, is better than a perfect plan next week.”&lt;br /&gt;
&lt;br /&gt;
== Leading ==&lt;br /&gt;
Every Coalition company member is expected to lead at some point. Whether it&amp;#039;s just a Fireteam lead or vehicle command slot every now and then, or getting a &amp;quot;Field promotion&amp;quot; in the middle of a firefight. Without Good leadership a combat group will not last long. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What to do as a leader:&lt;br /&gt;
&lt;br /&gt;
*Make a plan. Change it as needed &amp;quot;No plan survives contact with the enemy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*Always keep track of your command. Losing contact with someone you are responsible for is bad for both ends. &lt;br /&gt;
&lt;br /&gt;
*Communicate. The chain of command is just a funnel of info to the top. Remember to keep it relevant and brief though. [http://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking see communication guide for more]&lt;br /&gt;
&lt;br /&gt;
*Have a designated 2nd in command if possible. If you go down the faster the command is picked up the better.&lt;br /&gt;
&lt;br /&gt;
*Know your assets, and use them accordingly. Give those RATs and ARs designated targets! &lt;br /&gt;
&lt;br /&gt;
*Use your SOP&amp;#039;s, Formations, and tactics to your advantage. &lt;br /&gt;
&lt;br /&gt;
*Keep your head down as much as possible. The longer the chain of command stays intact, the longer everyone knows what is going on.&lt;br /&gt;
&lt;br /&gt;
*Do not be afraid to micromanage when it is needed.&lt;br /&gt;
&lt;br /&gt;
== Succession  of Command ==&lt;br /&gt;
&lt;br /&gt;
Speaking of &amp;#039;&amp;#039;&amp;quot;Field Promotions&amp;quot;&amp;#039;&amp;#039; the correct line of Succession for both the Platoon and a Fireteam are important to know. It is also important to remember your place in this line when you slot leadership. This keeps the chain from breaking down, or at least staying broken for long. If you find that you have &amp;#039;&amp;#039;&amp;quot;Earned&amp;quot;&amp;#039;&amp;#039; yourself a &amp;#039;&amp;#039;&amp;quot;Field Promotion&amp;quot;&amp;#039;&amp;#039; then the first thing you should do when safe is to get on the proper radio net and notify anyone still on that net that you are taking charge of your unit. If you cannot take command for some reason like not having the proper radios or not feeling experienced enough to take over you should &amp;#039;&amp;#039;&amp;#039;IMMEDIATELY&amp;#039;&amp;#039;&amp;#039; Pass the news to the next in line that &amp;#039;&amp;#039;&amp;#039;They&amp;#039;&amp;#039;&amp;#039; are in charge. This also goes for if you see someone that might not be aware that they just &amp;#039;&amp;#039;Earned&amp;#039;&amp;#039; a promotion. Make sure the line is followed as well as the situation allows. Generally the longer the line stays intact the better information flows.&lt;br /&gt;
&lt;br /&gt;
[[File:FieldPromotion.PNG]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:FieldPromotion2.PNG]]&lt;/div&gt;</summary>
		<author><name>Morbo</name></author>
	</entry>
</feed>