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	<id>https://coalitiongroup.net/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Philbilly</id>
	<title>COALITION Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://coalitiongroup.net/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Philbilly"/>
	<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php/Special:Contributions/Philbilly"/>
	<updated>2026-04-03T21:57:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Mortar_Team&amp;diff=3481</id>
		<title>Mortar Team</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Mortar_Team&amp;diff=3481"/>
		<updated>2025-03-30T23:12:06Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Beginning to update page to reforger relevant info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Purpose==&lt;br /&gt;
&lt;br /&gt;
Mortar teams are high skill, high value assets placed into battle situations to help remove dug in enemies or provide cover and support for friendly troops. You can also provide area denial or suppress large areas. &lt;br /&gt;
&lt;br /&gt;
As a mortar team, you will be responsible for: &lt;br /&gt;
&lt;br /&gt;
*Delivering High Explosive (HE) rounds to both close and distance target locations. &lt;br /&gt;
*Delivering Smoke rounds to allow friendlies to move either to or from a location.&lt;br /&gt;
*Delivering Illumination rounds during night time operations to give friendlies better visual advantage.&lt;br /&gt;
*Being ready to move and relocate should the need arise. &lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
*Mortar Range Tables (Shows distances adjustments and time of flight to target)&lt;br /&gt;
*Map tools (Gives accurate distance estimates on a map. Each number is 1000m on the edge of the tool)&lt;br /&gt;
*Watch (To track time of flight and fire duration)&lt;br /&gt;
&lt;br /&gt;
==Operation==&lt;br /&gt;
It is common to have a JTAC or Forward Observer working alongside the mortar team to call in support. They will calling in your indirect fire-missions and providing info about splashdown and accuracy of your rounds. FO&amp;#039;s should call in adjustments which means they need to understand how calculations work on a basic level themselves.  &lt;br /&gt;
&lt;br /&gt;
Mortars can also be operated using line of sight fires with the Team lead firing his own missions based on what he can actually see himself. This is the fastest way to get rounds on target when its possible.  &lt;br /&gt;
&lt;br /&gt;
===Individual Roles===&lt;br /&gt;
A mortar team can consist of a Team Lead, Gunner, and a Loader.&lt;br /&gt;
&lt;br /&gt;
====Team Lead====&lt;br /&gt;
The Team Lead is responsible for:&lt;br /&gt;
*Relaying communications to and from PL and JTAC/FO&lt;br /&gt;
*Giving the firing solution to the Gunner&lt;br /&gt;
**Use map tools and range table to find elevation, azimuth, charge for each fire mission and quickly relay them to the gunner&lt;br /&gt;
*Giving the shell type and charge of the shell for the Loader &lt;br /&gt;
*You should be calling &amp;quot;round(s) out&amp;quot;, &amp;quot;Inbound, ETA __ &amp;quot;, and any other useful information to keep your friendlies safe and informed&lt;br /&gt;
&lt;br /&gt;
====Gunner====&lt;br /&gt;
The Gunner is responsible for:&lt;br /&gt;
*Aiming the weapon before and during fire. &lt;br /&gt;
*Ensuring the distancing and azimuth that the TL gives is accurate. When possible you should be double checking the lead&amp;#039;s calculations and call-outs to ensure the round will impact where needed&lt;br /&gt;
*Stay on the gun. You will need to keep the gun on target after each shot. And staying on the gun means you can immediately react to a fire-mission. &lt;br /&gt;
&lt;br /&gt;
====Loader====&lt;br /&gt;
&lt;br /&gt;
The Loader is responsible for:&lt;br /&gt;
*Selecting the right shell, and setting the charge based on the TL&amp;#039;s orders&lt;br /&gt;
*Keeping TL up to date on ammo inventory&lt;br /&gt;
*Help the Gunner remember firing solutions. &lt;br /&gt;
**For example. Gunner can focus on setting the azimuth that the TL calls out. Loader can then give him the elevation. &lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Firing the mortar.&amp;#039;&amp;#039;&amp;#039; When you drop a round in the tube it will fire once it hits the firing pin at the bottom. No lanyards or triggers here. &lt;br /&gt;
*Security during down time. If you aren&amp;#039;t loading you should be keeping an eye out for possible flanks. This won&amp;#039;t happen often but certain missions may have you in close danger&lt;br /&gt;
 &lt;br /&gt;
===Battle SOP===&lt;br /&gt;
#Command/JTAC/FO will mark a target or provide coordinates and instruct the Team Lead over radio which round (he, smoke, illumination) to use&lt;br /&gt;
#The Team Lead and Gunner use the map tools to range the target&lt;br /&gt;
#The Loader preps the proper round while the Gunner is setting his weapon. You should call the shell type and charge once prepped   &amp;quot;smoke, charge 3 ready&amp;quot; and wait for gunner to set the gun&lt;br /&gt;
#The Gunner adjusts the mortar to the correct direction &amp;amp; ELEV (range keys: WASD or Arrow keys to adjust independently. Mouse for less precision)&lt;br /&gt;
#The Gunner will call &amp;quot;Gun Ready&amp;quot; or &amp;quot;Set&amp;quot;  to alert TL of the status of the gun.&lt;br /&gt;
#TL will give the order to fire. Preferably a specific number of shells or a time duration to stop firing at. &lt;br /&gt;
#The loader will count each round out loud to keep track of the number of rounds delivered and calls &amp;quot;rounds complete&amp;quot; when the last round is fired. If firing duration based you should still call rounds complete and give a total round count. &lt;br /&gt;
#TL calls &amp;quot;Shot out&amp;quot; and relays the flight time over the radio to command and calls “splash” when the first round should impact. (a watch should be used to track time of flight)&lt;br /&gt;
#Command/JTAC/FO will call for adjustment to ELEV or direction. (&amp;quot;Adjust up 5, Left 10. Fire for effect&amp;quot;) &lt;br /&gt;
#Gunner adjusts, and Loader preps more rounds.&lt;br /&gt;
#loader then fires again if instructed.&lt;br /&gt;
&lt;br /&gt;
===Usage Video Guides===&lt;br /&gt;
{{#ev:youtube|https://youtu.be/6vwY8ioRSq4|1000|center|Mk6 Video Guide}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|https://youtu.be/Tn9WVqYHCMk|1000|center|VZ99 Video Guide}}&lt;br /&gt;
&lt;br /&gt;
==Final Notes and Tips==&lt;br /&gt;
*While you have down time you should begin pre sight as much as possible using the map tools. Be sure to do it in &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Group Chat&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039; so you don&amp;#039;t clutter the map for others. (Image from @Jester2138 [29.Dec.2017])&lt;br /&gt;
*You will notice he places &amp;quot;AZ&amp;quot; for azimuth and &amp;quot;ELEV&amp;quot; for the elevation for the gun. Doing this will dramatically improve your time to target and fire&lt;br /&gt;
*You can do this during planning with your acting FO by planning Target Reference Points or TRPs. &lt;br /&gt;
*Know how to use map tools. If you don&amp;#039;t know, see this [[Link title]]&lt;br /&gt;
&lt;br /&gt;
[[File:Mortar Map.jpg|none|1000px]]&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3480</id>
		<title>Slotting &amp; Connecting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3480"/>
		<updated>2025-01-29T00:42:38Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Joining In Progress (JIP) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Finding The Server ==&lt;br /&gt;
The Fight Club server will be under the &amp;quot;community&amp;quot; tab in the server browser. &lt;br /&gt;
&lt;br /&gt;
Simply Search &amp;quot;Coalition Fight Club&amp;quot; and the server should appear.&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 4/22/24 We currently are not reserving roles. This process may change in the future if the need arises. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slotting will be called by the session admin using the reforger lobby chat. We ask a few things during this process. &lt;br /&gt;
&lt;br /&gt;
* Please mute your mic or use PTT so as not to make things harder to hear.&lt;br /&gt;
* Use text chat if you have questions&lt;br /&gt;
* If you are in the Coalition discord please mute your mic there as well&lt;br /&gt;
&lt;br /&gt;
Slotting will start at 6pm CST unless otherwise stated elsewhere&lt;br /&gt;
&lt;br /&gt;
The admin running session will then call roles in the order that follows. &lt;br /&gt;
&lt;br /&gt;
# Leaders &amp;amp; medics&lt;br /&gt;
# Specialty roles (Vic crews, mortar teams, ect)&lt;br /&gt;
# Everyone else&lt;br /&gt;
&lt;br /&gt;
== Lobby System ==&lt;br /&gt;
We utilize a mod called &amp;quot;Coalition Lobby System&amp;quot; to select groups and roles. It will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:BriefCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: decimal&amp;quot;&amp;gt;&amp;lt;li&amp;gt;Mission briefing and information&amp;lt;li&amp;gt;Max player count, Mission Name, and Author&amp;lt;li&amp;gt;Mission lobby status&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: upper-alpha&amp;quot;&amp;gt;&amp;lt;li&amp;gt;Briefing map as shown in this image&amp;lt;li&amp;gt;Slotting Screen as shown below&amp;lt;li&amp;gt; Gameplay/mission live&amp;lt;li&amp;gt;Verbal After Action Review&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Weather Conditions &amp;lt;li&amp;gt; Player list &amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SlottingCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Available Factions/Sides&lt;br /&gt;
# Slotting list/roles per selected side&lt;br /&gt;
# Slotting orders&lt;br /&gt;
# Player list&lt;br /&gt;
&lt;br /&gt;
== Joining In Progress (JIP) ==&lt;br /&gt;
If you show up a little late you can still join in the action!&lt;br /&gt;
&lt;br /&gt;
Once you load into the server it will send you into spectator by default. To pick a team and join the fight simply hold &amp;quot;U&amp;quot; and to gain access to the team section menu. And then pick a role from there as you would normally! Afterwards click &amp;quot;Game&amp;quot; (3b) in the top right to be sent into the game. &lt;br /&gt;
&lt;br /&gt;
When you have done so, if your squad has already moved from spawn. Simply use the admin message system to ask and admin for a teleport to the squad you have selected. You may also do this if you had connection issues or a game crash!&lt;br /&gt;
&lt;br /&gt;
== Admin Messaging System ==&lt;br /&gt;
[[File:Admin message example.png|thumb]]&lt;br /&gt;
Should you require the assistance of our admin team. You simply type in chat with the prefix &amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;/a&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039; examples below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Prefix&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|Reconnecting, need a TP to Opfor 1-1&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|I believe I was intentionally Teamkilled. Can I get a respawn and speak to an admin?&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|A staircase ate my ankles. Can I get an admin heal? &lt;br /&gt;
|}&lt;br /&gt;
The admin team can then reply to you about your issue! So keep an eye on the chat!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3479</id>
		<title>Slotting &amp; Connecting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3479"/>
		<updated>2025-01-29T00:42:12Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Joining In Progress (JIP) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Finding The Server ==&lt;br /&gt;
The Fight Club server will be under the &amp;quot;community&amp;quot; tab in the server browser. &lt;br /&gt;
&lt;br /&gt;
Simply Search &amp;quot;Coalition Fight Club&amp;quot; and the server should appear.&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 4/22/24 We currently are not reserving roles. This process may change in the future if the need arises. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slotting will be called by the session admin using the reforger lobby chat. We ask a few things during this process. &lt;br /&gt;
&lt;br /&gt;
* Please mute your mic or use PTT so as not to make things harder to hear.&lt;br /&gt;
* Use text chat if you have questions&lt;br /&gt;
* If you are in the Coalition discord please mute your mic there as well&lt;br /&gt;
&lt;br /&gt;
Slotting will start at 6pm CST unless otherwise stated elsewhere&lt;br /&gt;
&lt;br /&gt;
The admin running session will then call roles in the order that follows. &lt;br /&gt;
&lt;br /&gt;
# Leaders &amp;amp; medics&lt;br /&gt;
# Specialty roles (Vic crews, mortar teams, ect)&lt;br /&gt;
# Everyone else&lt;br /&gt;
&lt;br /&gt;
== Lobby System ==&lt;br /&gt;
We utilize a mod called &amp;quot;Coalition Lobby System&amp;quot; to select groups and roles. It will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:BriefCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: decimal&amp;quot;&amp;gt;&amp;lt;li&amp;gt;Mission briefing and information&amp;lt;li&amp;gt;Max player count, Mission Name, and Author&amp;lt;li&amp;gt;Mission lobby status&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: upper-alpha&amp;quot;&amp;gt;&amp;lt;li&amp;gt;Briefing map as shown in this image&amp;lt;li&amp;gt;Slotting Screen as shown below&amp;lt;li&amp;gt; Gameplay/mission live&amp;lt;li&amp;gt;Verbal After Action Review&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Weather Conditions &amp;lt;li&amp;gt; Player list &amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SlottingCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Available Factions/Sides&lt;br /&gt;
# Slotting list/roles per selected side&lt;br /&gt;
# Slotting orders&lt;br /&gt;
# Player list&lt;br /&gt;
&lt;br /&gt;
== Joining In Progress (JIP) ==&lt;br /&gt;
If you show up a little late you can still join in the action!&lt;br /&gt;
&lt;br /&gt;
Once you load into the server it will send you into spectator by default. To pick a team and join the fight simply hold &amp;quot;U&amp;quot; and to gain access to the team section menu. And then pick a role from there as you would normally! Afterwards click &amp;quot;Game&amp;quot; (B3) in the top right to be sent into the game. &lt;br /&gt;
&lt;br /&gt;
When you have done so, if your squad has already moved from spawn. Simply use the admin message system to ask and admin for a teleport to the squad you have selected. You may also do this if you had connection issues or a game crash!&lt;br /&gt;
&lt;br /&gt;
== Admin Messaging System ==&lt;br /&gt;
[[File:Admin message example.png|thumb]]&lt;br /&gt;
Should you require the assistance of our admin team. You simply type in chat with the prefix &amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;/a&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039; examples below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Prefix&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|Reconnecting, need a TP to Opfor 1-1&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|I believe I was intentionally Teamkilled. Can I get a respawn and speak to an admin?&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|A staircase ate my ankles. Can I get an admin heal? &lt;br /&gt;
|}&lt;br /&gt;
The admin team can then reply to you about your issue! So keep an eye on the chat!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3478</id>
		<title>Slotting &amp; Connecting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3478"/>
		<updated>2025-01-29T00:39:45Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Lobby System */  Bullets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Finding The Server ==&lt;br /&gt;
The Fight Club server will be under the &amp;quot;community&amp;quot; tab in the server browser. &lt;br /&gt;
&lt;br /&gt;
Simply Search &amp;quot;Coalition Fight Club&amp;quot; and the server should appear.&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 4/22/24 We currently are not reserving roles. This process may change in the future if the need arises. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slotting will be called by the session admin using the reforger lobby chat. We ask a few things during this process. &lt;br /&gt;
&lt;br /&gt;
* Please mute your mic or use PTT so as not to make things harder to hear.&lt;br /&gt;
* Use text chat if you have questions&lt;br /&gt;
* If you are in the Coalition discord please mute your mic there as well&lt;br /&gt;
&lt;br /&gt;
Slotting will start at 6pm CST unless otherwise stated elsewhere&lt;br /&gt;
&lt;br /&gt;
The admin running session will then call roles in the order that follows. &lt;br /&gt;
&lt;br /&gt;
# Leaders &amp;amp; medics&lt;br /&gt;
# Specialty roles (Vic crews, mortar teams, ect)&lt;br /&gt;
# Everyone else&lt;br /&gt;
&lt;br /&gt;
== Lobby System ==&lt;br /&gt;
We utilize a mod called &amp;quot;Coalition Lobby System&amp;quot; to select groups and roles. It will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:BriefCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: decimal&amp;quot;&amp;gt;&amp;lt;li&amp;gt;Mission briefing and information&amp;lt;li&amp;gt;Max player count, Mission Name, and Author&amp;lt;li&amp;gt;Mission lobby status&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;ol style=&amp;quot;list-style-type: upper-alpha&amp;quot;&amp;gt;&amp;lt;li&amp;gt;Briefing map as shown in this image&amp;lt;li&amp;gt;Slotting Screen as shown below&amp;lt;li&amp;gt; Gameplay/mission live&amp;lt;li&amp;gt;Verbal After Action Review&amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt; Weather Conditions &amp;lt;li&amp;gt; Player list &amp;lt;/li&amp;gt;&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:SlottingCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Available Factions/Sides&lt;br /&gt;
# Slotting list/roles per selected side&lt;br /&gt;
# Slotting orders&lt;br /&gt;
# Player list&lt;br /&gt;
&lt;br /&gt;
== Joining In Progress (JIP) ==&lt;br /&gt;
If you show up a little late you can still join in the action!&lt;br /&gt;
&lt;br /&gt;
Once you load into the server it will send you into spectator by default. To pick a team and join the fight simply hold &amp;quot;U&amp;quot; and to gain access to the team section menu. And then pick a role from there as you would normally! Afterwards click &amp;quot;Game&amp;quot; in the top right to be sent in game. &lt;br /&gt;
&lt;br /&gt;
When you have done so, if your squad has already moved from spawn. Simply use the admin message system to ask and admin for a teleport to the squad you have selected. You may also do this if you had connection issues or a game crash!&lt;br /&gt;
&lt;br /&gt;
== Admin Messaging System ==&lt;br /&gt;
[[File:Admin message example.png|thumb]]&lt;br /&gt;
Should you require the assistance of our admin team. You simply type in chat with the prefix &amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;/a&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039; examples below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Prefix&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|Reconnecting, need a TP to Opfor 1-1&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|I believe I was intentionally Teamkilled. Can I get a respawn and speak to an admin?&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|A staircase ate my ankles. Can I get an admin heal? &lt;br /&gt;
|}&lt;br /&gt;
The admin team can then reply to you about your issue! So keep an eye on the chat!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3477</id>
		<title>Slotting &amp; Connecting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3477"/>
		<updated>2025-01-28T23:36:44Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Lobby System */  added screenshots. Filling out bullets.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Finding The Server ==&lt;br /&gt;
The Fight Club server will be under the &amp;quot;community&amp;quot; tab in the server browser. &lt;br /&gt;
&lt;br /&gt;
Simply Search &amp;quot;Coalition Fight Club&amp;quot; and the server should appear.&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 4/22/24 We currently are not reserving roles. This process may change in the future if the need arises. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slotting will be called by the session admin using the reforger lobby chat. We ask a few things during this process. &lt;br /&gt;
&lt;br /&gt;
* Please mute your mic or use PTT so as not to make things harder to hear.&lt;br /&gt;
* Use text chat if you have questions&lt;br /&gt;
* If you are in the Coalition discord please mute your mic there as well&lt;br /&gt;
&lt;br /&gt;
Slotting will start at 6pm CST unless otherwise stated elsewhere&lt;br /&gt;
&lt;br /&gt;
The admin running session will then call roles in the order that follows. &lt;br /&gt;
&lt;br /&gt;
# Leaders &amp;amp; medics&lt;br /&gt;
# Specialty roles (Vic crews, mortar teams, ect)&lt;br /&gt;
# Everyone else&lt;br /&gt;
&lt;br /&gt;
== Lobby System ==&lt;br /&gt;
We utilize a mod called &amp;quot;Coalition Lobby System&amp;quot; to select groups and roles. It will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:BriefCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Mission Briefing and information&lt;br /&gt;
# Max player count, Mission Name, and Author&lt;br /&gt;
# Mission lobby status&lt;br /&gt;
# Weather Conditions&lt;br /&gt;
# Player list&lt;br /&gt;
&lt;br /&gt;
[[File:SlottingCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Available Factions/Sides&lt;br /&gt;
# Slotting list/roles per selected side&lt;br /&gt;
# Slotting orders&lt;br /&gt;
# Player list&lt;br /&gt;
&lt;br /&gt;
== Joining In Progress (JIP) ==&lt;br /&gt;
If you show up a little late you can still join in the action!&lt;br /&gt;
&lt;br /&gt;
Once you load into the server it will send you into spectator by default. To pick a team and join the fight simply hold &amp;quot;U&amp;quot; and to gain access to the team section menu. And then pick a role from there as you would normally! Afterwards click &amp;quot;Game&amp;quot; in the top right to be sent in game. &lt;br /&gt;
&lt;br /&gt;
When you have done so, if your squad has already moved from spawn. Simply use the admin message system to ask and admin for a teleport to the squad you have selected. You may also do this if you had connection issues or a game crash!&lt;br /&gt;
&lt;br /&gt;
== Admin Messaging System ==&lt;br /&gt;
[[File:Admin message example.png|thumb]]&lt;br /&gt;
Should you require the assistance of our admin team. You simply type in chat with the prefix &amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;/a&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039; examples below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Prefix&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|Reconnecting, need a TP to Opfor 1-1&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|I believe I was intentionally Teamkilled. Can I get a respawn and speak to an admin?&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|A staircase ate my ankles. Can I get an admin heal? &lt;br /&gt;
|}&lt;br /&gt;
The admin team can then reply to you about your issue! So keep an eye on the chat!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:SlottingCoalLobby.jpg&amp;diff=3476</id>
		<title>File:SlottingCoalLobby.jpg</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:SlottingCoalLobby.jpg&amp;diff=3476"/>
		<updated>2025-01-28T23:28:43Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: initial coal lobby slotting screen with numbers for bulleted guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
initial coal lobby slotting screen with numbers for bulleted guide.&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:BriefCoalLobby.jpg&amp;diff=3475</id>
		<title>File:BriefCoalLobby.jpg</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:BriefCoalLobby.jpg&amp;diff=3475"/>
		<updated>2025-01-28T23:25:48Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: initial coal lobby system briefing screen with numbers for bulleted guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
initial coal lobby system briefing screen with numbers for bulleted guide.&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3474</id>
		<title>Slotting &amp; Connecting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3474"/>
		<updated>2025-01-26T19:05:05Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Joining In Progress (JIP) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Finding The Server ==&lt;br /&gt;
The Fight Club server will be under the &amp;quot;community&amp;quot; tab in the server browser. &lt;br /&gt;
&lt;br /&gt;
Simply Search &amp;quot;Coalition Fight Club&amp;quot; and the server should appear.&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 4/22/24 We currently are not reserving roles. This process may change in the future if the need arises. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slotting will be called by the session admin using the reforger lobby chat. We ask a few things during this process. &lt;br /&gt;
&lt;br /&gt;
* Please mute your mic or use PTT so as not to make things harder to hear.&lt;br /&gt;
* Use text chat if you have questions&lt;br /&gt;
* If you are in the Coalition discord please mute your mic there as well&lt;br /&gt;
&lt;br /&gt;
Slotting will start at 6pm CST unless otherwise stated elsewhere&lt;br /&gt;
&lt;br /&gt;
The admin running session will then call roles in the order that follows. &lt;br /&gt;
&lt;br /&gt;
# Leaders &amp;amp; medics&lt;br /&gt;
# Specialty roles (Vic crews, mortar teams, ect)&lt;br /&gt;
# Everyone else&lt;br /&gt;
&lt;br /&gt;
== Lobby System ==&lt;br /&gt;
We utilize a mod called &amp;quot;Coalition Lobby System&amp;quot; to select groups and roles. It will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:BriefCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Title and max player count&lt;br /&gt;
# Mission Briefing and information&lt;br /&gt;
# Player list and voice chats&lt;br /&gt;
# Weather, time, and mission author&lt;br /&gt;
&lt;br /&gt;
[[File:SlottingCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Slotting orders&lt;br /&gt;
# Factions/Sides&lt;br /&gt;
# Slotting list/roles per side&lt;br /&gt;
# Player list and voice chats&lt;br /&gt;
&lt;br /&gt;
== Joining In Progress (JIP) ==&lt;br /&gt;
If you show up a little late you can still join in the action!&lt;br /&gt;
&lt;br /&gt;
Once you load into the server it will send you into spectator by default. To pick a team and join the fight simply hold &amp;quot;U&amp;quot; and to gain access to the team section menu. And then pick a role from there as you would normally! Afterwards click &amp;quot;Game&amp;quot; in the top right to be sent in game. &lt;br /&gt;
&lt;br /&gt;
When you have done so, if your squad has already moved from spawn. Simply use the admin message system to ask and admin for a teleport to the squad you have selected. You may also do this if you had connection issues or a game crash!&lt;br /&gt;
&lt;br /&gt;
== Admin Messaging System ==&lt;br /&gt;
[[File:Admin message example.png|thumb]]&lt;br /&gt;
Should you require the assistance of our admin team. You simply type in chat with the prefix &amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;/a&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039; examples below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Prefix&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|Reconnecting, need a TP to Opfor 1-1&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|I believe I was intentionally Teamkilled. Can I get a respawn and speak to an admin?&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|A staircase ate my ankles. Can I get an admin heal? &lt;br /&gt;
|}&lt;br /&gt;
The admin team can then reply to you about your issue! So keep an eye on the chat!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3473</id>
		<title>Slotting &amp; Connecting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3473"/>
		<updated>2025-01-26T19:04:07Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Lobby System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Finding The Server ==&lt;br /&gt;
The Fight Club server will be under the &amp;quot;community&amp;quot; tab in the server browser. &lt;br /&gt;
&lt;br /&gt;
Simply Search &amp;quot;Coalition Fight Club&amp;quot; and the server should appear.&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 4/22/24 We currently are not reserving roles. This process may change in the future if the need arises. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slotting will be called by the session admin using the reforger lobby chat. We ask a few things during this process. &lt;br /&gt;
&lt;br /&gt;
* Please mute your mic or use PTT so as not to make things harder to hear.&lt;br /&gt;
* Use text chat if you have questions&lt;br /&gt;
* If you are in the Coalition discord please mute your mic there as well&lt;br /&gt;
&lt;br /&gt;
Slotting will start at 6pm CST unless otherwise stated elsewhere&lt;br /&gt;
&lt;br /&gt;
The admin running session will then call roles in the order that follows. &lt;br /&gt;
&lt;br /&gt;
# Leaders &amp;amp; medics&lt;br /&gt;
# Specialty roles (Vic crews, mortar teams, ect)&lt;br /&gt;
# Everyone else&lt;br /&gt;
&lt;br /&gt;
== Lobby System ==&lt;br /&gt;
We utilize a mod called &amp;quot;Coalition Lobby System&amp;quot; to select groups and roles. It will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:BriefCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Title and max player count&lt;br /&gt;
# Mission Briefing and information&lt;br /&gt;
# Player list and voice chats&lt;br /&gt;
# Weather, time, and mission author&lt;br /&gt;
&lt;br /&gt;
[[File:SlottingCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Slotting orders&lt;br /&gt;
# Factions/Sides&lt;br /&gt;
# Slotting list/roles per side&lt;br /&gt;
# Player list and voice chats&lt;br /&gt;
&lt;br /&gt;
== Joining In Progress (JIP) ==&lt;br /&gt;
If you show up a little late you can still join in the action!&lt;br /&gt;
&lt;br /&gt;
Once you load into the server it will send you into spectator by default. To pick a team and join the fight simply hold &amp;quot;U&amp;quot; and to gain access to the team section menu. And then pick a role from there as you would normally!&lt;br /&gt;
&lt;br /&gt;
When you have done so, if your squad has already moved from spawn. Simply use the admin message system to ask and admin for a teleport to the squad you have selected. You may also do this if you had connection issues or a game crash!&lt;br /&gt;
&lt;br /&gt;
== Admin Messaging System ==&lt;br /&gt;
[[File:Admin message example.png|thumb]]&lt;br /&gt;
Should you require the assistance of our admin team. You simply type in chat with the prefix &amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;/a&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039; examples below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Prefix&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|Reconnecting, need a TP to Opfor 1-1&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|I believe I was intentionally Teamkilled. Can I get a respawn and speak to an admin?&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|A staircase ate my ankles. Can I get an admin heal? &lt;br /&gt;
|}&lt;br /&gt;
The admin team can then reply to you about your issue! So keep an eye on the chat!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3472</id>
		<title>Slotting &amp; Connecting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3472"/>
		<updated>2025-01-26T19:03:14Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Lobby System */ Start of Salami lobby update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Finding The Server ==&lt;br /&gt;
The Fight Club server will be under the &amp;quot;community&amp;quot; tab in the server browser. &lt;br /&gt;
&lt;br /&gt;
Simply Search &amp;quot;Coalition Fight Club&amp;quot; and the server should appear.&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 4/22/24 We currently are not reserving roles. This process may change in the future if the need arises. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slotting will be called by the session admin using the reforger lobby chat. We ask a few things during this process. &lt;br /&gt;
&lt;br /&gt;
* Please mute your mic or use PTT so as not to make things harder to hear.&lt;br /&gt;
* Use text chat if you have questions&lt;br /&gt;
* If you are in the Coalition discord please mute your mic there as well&lt;br /&gt;
&lt;br /&gt;
Slotting will start at 6pm CST unless otherwise stated elsewhere&lt;br /&gt;
&lt;br /&gt;
The admin running session will then call roles in the order that follows. &lt;br /&gt;
&lt;br /&gt;
# Leaders &amp;amp; medics&lt;br /&gt;
# Specialty roles (Vic crews, mortar teams, ect)&lt;br /&gt;
# Everyone else&lt;br /&gt;
&lt;br /&gt;
== Lobby System ==&lt;br /&gt;
We utilize a mod called &amp;quot;Coalition Lobby System&amp;quot; to select groups and roles. It will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:BriefCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Title and max player count&lt;br /&gt;
# Preview of selected role and loadout&lt;br /&gt;
# Player list and voice chats&lt;br /&gt;
# Weather, time, and mission author&lt;br /&gt;
&lt;br /&gt;
[[File:SlottingCoalLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Slotting orders&lt;br /&gt;
# Factions/Sides&lt;br /&gt;
# Slotting list/roles per side&lt;br /&gt;
# Player list and voice chats&lt;br /&gt;
&lt;br /&gt;
== Joining In Progress (JIP) ==&lt;br /&gt;
If you show up a little late you can still join in the action!&lt;br /&gt;
&lt;br /&gt;
Once you load into the server it will send you into spectator by default. To pick a team and join the fight simply hold &amp;quot;U&amp;quot; and to gain access to the team section menu. And then pick a role from there as you would normally!&lt;br /&gt;
&lt;br /&gt;
When you have done so, if your squad has already moved from spawn. Simply use the admin message system to ask and admin for a teleport to the squad you have selected. You may also do this if you had connection issues or a game crash!&lt;br /&gt;
&lt;br /&gt;
== Admin Messaging System ==&lt;br /&gt;
[[File:Admin message example.png|thumb]]&lt;br /&gt;
Should you require the assistance of our admin team. You simply type in chat with the prefix &amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;/a&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039; examples below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Prefix&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|Reconnecting, need a TP to Opfor 1-1&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|I believe I was intentionally Teamkilled. Can I get a respawn and speak to an admin?&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|A staircase ate my ankles. Can I get an admin heal? &lt;br /&gt;
|}&lt;br /&gt;
The admin team can then reply to you about your issue! So keep an eye on the chat!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3441</id>
		<title>CFC Rules</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3441"/>
		<updated>2024-12-20T23:41:55Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Added that any major rule changes will be announced&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we do not wish to be overbearing host. We do still intend to keep things civil and fair in our home. &lt;br /&gt;
&lt;br /&gt;
Please remember that our members spend their time and money to allow us to put these events together. And as such we will remove anyone being disruptive or sabotaging things on purpose.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;HQ reserves the right to update rules as necessary. Any rule changes will be reflected in a discord announcement and mentioned during slotting of the next CFC.&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;s&amp;gt;Don&amp;#039;t talk about fight club&amp;lt;/s&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
During slotting we ask that you mute your mic or use PTT to ensure the admin running slotting can be heard by everyone. &lt;br /&gt;
&lt;br /&gt;
Repeated issues will result in a kick from the game lobby until the issue is resolved. &lt;br /&gt;
&lt;br /&gt;
We may also remove voice activation permissions in discord if its an issue there. &lt;br /&gt;
&lt;br /&gt;
More information about slotting can be found on the [[Slotting &amp;amp; Connecting]] page &lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
These sessions consist largely of one life missions. We ask that you try to stay immersed in your role and character as best as you can for the best experience by adhering to these rules!&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
To the best of your abilities you should adhere to the in-game chain of command. If you disagree with a plan feel free to constructively suggest alternatives if there is time to do so. &lt;br /&gt;
&lt;br /&gt;
Otherwise if you have grievances save it for the AAR channel in discord. &lt;br /&gt;
&lt;br /&gt;
=== Team killing ===&lt;br /&gt;
All forms of intentional team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session. If you think you&amp;#039;ve been purposefully team killed contact the admin team.&lt;br /&gt;
&lt;br /&gt;
=== Rule of Twos ===&lt;br /&gt;
In the interest of fair play. And with intent of keeping things focused on team play. If you find yourself alone, do your best to break contact and regroup with friendlies. Stick with your battle buddy! &lt;br /&gt;
&lt;br /&gt;
Leaders may send out pickets. But if they are solo they should observe and report before breaking contact and regrouping. Solo scouts and pickets are not allowed to initiate fighting.&lt;br /&gt;
&lt;br /&gt;
=== Stream sniping or meta gaming ===&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;br /&gt;
&lt;br /&gt;
These will result in a ban from future Coalition PvP events.&lt;br /&gt;
&lt;br /&gt;
== Contacting an Admin for an Issue ==&lt;br /&gt;
There are two ways to contact admins In-game and Out of game. &lt;br /&gt;
&lt;br /&gt;
=== In-Game Admin Message System ===&lt;br /&gt;
[[File:Admin message example.png|thumb]]&lt;br /&gt;
The fastest way to have an issue solved is directly in game. To do this, simply type a message with the prefix &amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;/a&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Prefix&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|Reconnecting, need a TP to Opfor 1-1&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|I believe I was intentionally Teamkilled. Can I get a respawn and speak to an admin?&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|A staircase ate my ankles. Can I get an admin heal? &lt;br /&gt;
|}&lt;br /&gt;
The admin team can then reply to you about your issue! So keep an eye on the chat!&lt;br /&gt;
&lt;br /&gt;
=== Out of Game ===&lt;br /&gt;
To contact an admin out of game use discord and DM anyone with the &amp;quot;HQ/Admin&amp;quot; role in our server. Please only do this for extreme cases which require evidence and or a conversation over voice. Please note that if it is during session you may not get a response until afterwards as the admins are playing the game as well. In that case it&amp;#039;s probably better to use the In-game system. &lt;br /&gt;
&lt;br /&gt;
Feedback is always welcome!&lt;br /&gt;
&lt;br /&gt;
For feedback on gameplay, missions, or modpack. You can use the CFC channel in discord! And finally for feedback about in-game leadership decisions you can use the AAR channel for that week!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3418</id>
		<title>CFC Rules</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3418"/>
		<updated>2024-10-19T02:45:40Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Contacting an Admin for an Issue */ added out of game admin contact.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we do not wish to be overbearing host. We do still intend to keep things civil and fair in our home. &lt;br /&gt;
&lt;br /&gt;
Please remember that our members spend their time and money to allow us to put these events together. And as such we will remove anyone being disruptive or sabotaging things on purpose.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;s&amp;gt;Don&amp;#039;t talk about fight club&amp;lt;/s&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
During slotting we ask that you mute your mic or use PTT to ensure the admin running slotting can be heard by everyone. &lt;br /&gt;
&lt;br /&gt;
Repeated issues will result in a kick from the game lobby until the issue is resolved. &lt;br /&gt;
&lt;br /&gt;
We may also remove voice activation permissions in discord if its an issue there. &lt;br /&gt;
&lt;br /&gt;
More information about slotting can be found on the [[Slotting &amp;amp; Connecting]] page &lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
These sessions consist largely of one life missions. We ask that you try to stay immersed in your role and character as best as you can for the best experience by adhering to these rules!&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
To the best of your abilities you should adhere to the in-game chain of command. If you disagree with a plan feel free to constructively suggest alternatives if there is time to do so. &lt;br /&gt;
&lt;br /&gt;
Otherwise if you have grievances save it for the AAR channel in discord. &lt;br /&gt;
&lt;br /&gt;
=== Team killing ===&lt;br /&gt;
All forms of intentional team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session. If you think you&amp;#039;ve been purposefully team killed contact the admin team.&lt;br /&gt;
&lt;br /&gt;
=== Rule of Twos ===&lt;br /&gt;
In the interest of fair play. And with intent of keeping things focused on team play. If you find yourself alone, do your best to break contact and regroup with friendlies. Stick with your battle buddy! &lt;br /&gt;
&lt;br /&gt;
Leaders may send out pickets. But if they are solo they should observe and report before breaking contact and regrouping. Solo scouts and pickets are not allowed to initiate fighting.&lt;br /&gt;
&lt;br /&gt;
=== Stream sniping or meta gaming ===&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;br /&gt;
&lt;br /&gt;
These will result in a ban from future Coalition PvP events.&lt;br /&gt;
&lt;br /&gt;
== Contacting an Admin for an Issue ==&lt;br /&gt;
There are two ways to contact admins In-game and Out of game. &lt;br /&gt;
&lt;br /&gt;
=== In-Game Admin Message System ===&lt;br /&gt;
[[File:Admin message example.png|thumb]]&lt;br /&gt;
The fastest way to have an issue solved is directly in game. To do this, simply type a message with the prefix &amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;/a&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Prefix&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|Reconnecting, need a TP to Opfor 1-1&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|I believe I was intentionally Teamkilled. Can I get a respawn and speak to an admin?&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|A staircase ate my ankles. Can I get an admin heal? &lt;br /&gt;
|}&lt;br /&gt;
The admin team can then reply to you about your issue! So keep an eye on the chat!&lt;br /&gt;
&lt;br /&gt;
=== Out of Game ===&lt;br /&gt;
To contact an admin out of game use discord and DM anyone with the &amp;quot;HQ/Admin&amp;quot; role in our server. Please only do this for extreme cases which require evidence and or a conversation over voice. Please note that if it is during session you may not get a response until afterwards as the admins are playing the game as well. In that case it&amp;#039;s probably better to use the In-game system. &lt;br /&gt;
&lt;br /&gt;
Feedback is always welcome!&lt;br /&gt;
&lt;br /&gt;
For feedback on gameplay, missions, or modpack. You can use the CFC channel in discord! And finally for feedback about in-game leadership decisions you can use the AAR channel for that week!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3417</id>
		<title>CFC Rules</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3417"/>
		<updated>2024-10-18T23:14:31Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Contacting an Admin for an Issue */  added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we do not wish to be overbearing host. We do still intend to keep things civil and fair in our home. &lt;br /&gt;
&lt;br /&gt;
Please remember that our members spend their time and money to allow us to put these events together. And as such we will remove anyone being disruptive or sabotaging things on purpose.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;s&amp;gt;Don&amp;#039;t talk about fight club&amp;lt;/s&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
During slotting we ask that you mute your mic or use PTT to ensure the admin running slotting can be heard by everyone. &lt;br /&gt;
&lt;br /&gt;
Repeated issues will result in a kick from the game lobby until the issue is resolved. &lt;br /&gt;
&lt;br /&gt;
We may also remove voice activation permissions in discord if its an issue there. &lt;br /&gt;
&lt;br /&gt;
More information about slotting can be found on the [[Slotting &amp;amp; Connecting]] page &lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
These sessions consist largely of one life missions. We ask that you try to stay immersed in your role and character as best as you can for the best experience by adhering to these rules!&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
To the best of your abilities you should adhere to the in-game chain of command. If you disagree with a plan feel free to constructively suggest alternatives if there is time to do so. &lt;br /&gt;
&lt;br /&gt;
Otherwise if you have grievances save it for the AAR channel in discord. &lt;br /&gt;
&lt;br /&gt;
=== Team killing ===&lt;br /&gt;
All forms of intentional team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session. If you think you&amp;#039;ve been purposefully team killed contact the admin team.&lt;br /&gt;
&lt;br /&gt;
=== Rule of Twos ===&lt;br /&gt;
In the interest of fair play. And with intent of keeping things focused on team play. If you find yourself alone, do your best to break contact and regroup with friendlies. Stick with your battle buddy! &lt;br /&gt;
&lt;br /&gt;
Leaders may send out pickets. But if they are solo they should observe and report before breaking contact and regrouping. Solo scouts and pickets are not allowed to initiate fighting.&lt;br /&gt;
&lt;br /&gt;
=== Stream sniping or meta gaming ===&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;br /&gt;
&lt;br /&gt;
These will result in a ban from future Coalition PvP events.&lt;br /&gt;
&lt;br /&gt;
== Contacting an Admin for an Issue ==&lt;br /&gt;
There are two ways to contact admins In-game and Out of game. &lt;br /&gt;
&lt;br /&gt;
=== In-Game Admin Message System ===&lt;br /&gt;
[[File:Admin message example.png|thumb]]&lt;br /&gt;
The fastest way to have an issue solved is directly in game. To do this, simply type a message with the prefix &amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;/a&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Prefix&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|Reconnecting, need a TP to Opfor 1-1&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|I believe I was intentionally Teamkilled. Can I get a respawn and speak to an admin?&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|A staircase ate my ankles. Can I get an admin heal? &lt;br /&gt;
|}&lt;br /&gt;
The admin team can then reply to you about your issue! So keep an eye on the chat!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3416</id>
		<title>CFC Rules</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3416"/>
		<updated>2024-10-18T23:11:04Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Added Admin message system&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we do not wish to be overbearing host. We do still intend to keep things civil and fair in our home. &lt;br /&gt;
&lt;br /&gt;
Please remember that our members spend their time and money to allow us to put these events together. And as such we will remove anyone being disruptive or sabotaging things on purpose.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;s&amp;gt;Don&amp;#039;t talk about fight club&amp;lt;/s&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
During slotting we ask that you mute your mic or use PTT to ensure the admin running slotting can be heard by everyone. &lt;br /&gt;
&lt;br /&gt;
Repeated issues will result in a kick from the game lobby until the issue is resolved. &lt;br /&gt;
&lt;br /&gt;
We may also remove voice activation permissions in discord if its an issue there. &lt;br /&gt;
&lt;br /&gt;
More information about slotting can be found on the [[Slotting &amp;amp; Connecting]] page &lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
These sessions consist largely of one life missions. We ask that you try to stay immersed in your role and character as best as you can for the best experience by adhering to these rules!&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
To the best of your abilities you should adhere to the in-game chain of command. If you disagree with a plan feel free to constructively suggest alternatives if there is time to do so. &lt;br /&gt;
&lt;br /&gt;
Otherwise if you have grievances save it for the AAR channel in discord. &lt;br /&gt;
&lt;br /&gt;
=== Team killing ===&lt;br /&gt;
All forms of intentional team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session. If you think you&amp;#039;ve been purposefully team killed contact the admin team.&lt;br /&gt;
&lt;br /&gt;
=== Rule of Twos ===&lt;br /&gt;
In the interest of fair play. And with intent of keeping things focused on team play. If you find yourself alone, do your best to break contact and regroup with friendlies. Stick with your battle buddy! &lt;br /&gt;
&lt;br /&gt;
Leaders may send out pickets. But if they are solo they should observe and report before breaking contact and regrouping. Solo scouts and pickets are not allowed to initiate fighting.&lt;br /&gt;
&lt;br /&gt;
=== Stream sniping or meta gaming ===&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;br /&gt;
&lt;br /&gt;
These will result in a ban from future Coalition PvP events.&lt;br /&gt;
&lt;br /&gt;
== Contacting an Admin for an Issue ==&lt;br /&gt;
There are two ways to contact admins In-game and Out of game. &lt;br /&gt;
&lt;br /&gt;
=== In-Game Admin Message System ===&lt;br /&gt;
The fastest way to have an issue solved is directly in game. To do this, simply type a message with the prefix &amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;/a&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Prefix&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|Reconnecting, need a TP to Opfor 1-1&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|I believe I was intentionally Teamkilled. Can I get a respawn and speak to an admin?&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|A staircase ate my ankles. Can I get an admin heal? &lt;br /&gt;
|}&lt;br /&gt;
The admin team can then reply to you about your issue! So keep an eye on the chat!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3415</id>
		<title>Slotting &amp; Connecting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3415"/>
		<updated>2024-10-18T23:04:18Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Added admin messages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Finding The Server ==&lt;br /&gt;
The Fight Club server will be under the &amp;quot;community&amp;quot; tab in the server browser. &lt;br /&gt;
&lt;br /&gt;
Simply Search &amp;quot;Coalition Fight Club&amp;quot; and the server should appear.&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 4/22/24 We currently are not reserving roles. This process may change in the future if the need arises. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slotting will be called by the session admin using the reforger lobby chat. We ask a few things during this process. &lt;br /&gt;
&lt;br /&gt;
* Please mute your mic or use PTT so as not to make things harder to hear.&lt;br /&gt;
* Use text chat if you have questions&lt;br /&gt;
* If you are in the Coalition discord please mute your mic there as well&lt;br /&gt;
&lt;br /&gt;
Slotting will start at 6pm CST unless otherwise stated elsewhere&lt;br /&gt;
&lt;br /&gt;
The admin running session will then call roles in the order that follows. &lt;br /&gt;
&lt;br /&gt;
# Leaders &amp;amp; medics&lt;br /&gt;
# Specialty roles (Vic crews, mortar teams, ect)&lt;br /&gt;
# Everyone else&lt;br /&gt;
&lt;br /&gt;
== Lobby System ==&lt;br /&gt;
We utitilize a mod called &amp;quot;Reforger Lobby System&amp;quot; to select groups and roles. It will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:SlottingReforgerLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Title and max playercount&lt;br /&gt;
# Factions/Sides&lt;br /&gt;
# Slotting list/roles per side&lt;br /&gt;
# Preview of selected role and loadout&lt;br /&gt;
# Player list and voice chats&lt;br /&gt;
# Weather, time, and mission author&lt;br /&gt;
&lt;br /&gt;
== Joining In Progress (JIP) ==&lt;br /&gt;
If you show up a little late you can still join in the action!&lt;br /&gt;
&lt;br /&gt;
Once you load into the server it will send you into spectator by default. To pick a team and join the fight simply hold &amp;quot;U&amp;quot; and to gain access to the team section menu. And then pick a role from there as you would normally!&lt;br /&gt;
&lt;br /&gt;
When you have done so, if your squad has already moved from spawn. Simply use the admin message system to ask and admin for a teleport to the squad you have selected. You may also do this if you had connection issues or a game crash!&lt;br /&gt;
&lt;br /&gt;
== Admin Messaging System ==&lt;br /&gt;
[[File:Admin message example.png|thumb]]&lt;br /&gt;
Should you require the assistance of our admin team. You simply type in chat with the prefix &amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;/a&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039; examples below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Prefix&lt;br /&gt;
!Message&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|Reconnecting, need a TP to Opfor 1-1&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|I believe I was intentionally Teamkilled. Can I get a respawn and speak to an admin?&lt;br /&gt;
|-&lt;br /&gt;
|/a&lt;br /&gt;
|A staircase ate my ankles. Can I get an admin heal? &lt;br /&gt;
|}&lt;br /&gt;
The admin team can then reply to you about your issue! So keep an eye on the chat!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:Admin_message_example.png&amp;diff=3414</id>
		<title>File:Admin message example.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:Admin_message_example.png&amp;diff=3414"/>
		<updated>2024-10-18T23:03:23Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;reforger admin message&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3413</id>
		<title>Slotting &amp; Connecting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3413"/>
		<updated>2024-10-18T22:46:34Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Joining In Progress (JIP) */ admin message update.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Finding The Server ==&lt;br /&gt;
The Fight Club server will be under the &amp;quot;community&amp;quot; tab in the server browser. &lt;br /&gt;
&lt;br /&gt;
Simply Search &amp;quot;Coalition Fight Club&amp;quot; and the server should appear.&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 4/22/24 We currently are not reserving roles. This process may change in the future if the need arises. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slotting will be called by the session admin using the reforger lobby chat. We ask a few things during this process. &lt;br /&gt;
&lt;br /&gt;
* Please mute your mic or use PTT so as not to make things harder to hear.&lt;br /&gt;
* Use text chat if you have questions&lt;br /&gt;
* If you are in the Coalition discord please mute your mic there as well&lt;br /&gt;
&lt;br /&gt;
Slotting will start at 6pm CST unless otherwise stated elsewhere&lt;br /&gt;
&lt;br /&gt;
The admin running session will then call roles in the order that follows. &lt;br /&gt;
&lt;br /&gt;
# Leaders &amp;amp; medics&lt;br /&gt;
# Specialty roles (Vic crews, mortar teams, ect)&lt;br /&gt;
# Everyone else&lt;br /&gt;
&lt;br /&gt;
== Lobby System ==&lt;br /&gt;
We utitilize a mod called &amp;quot;Reforger Lobby System&amp;quot; to select groups and roles. It will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:SlottingReforgerLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Title and max playercount&lt;br /&gt;
# Factions/Sides&lt;br /&gt;
# Slotting list/roles per side&lt;br /&gt;
# Preview of selected role and loadout&lt;br /&gt;
# Player list and voice chats&lt;br /&gt;
# Weather, time, and mission author&lt;br /&gt;
&lt;br /&gt;
== Joining In Progress (JIP) ==&lt;br /&gt;
If you show up a little late you can still join in the action!&lt;br /&gt;
&lt;br /&gt;
Once you load into the server it will send you into spectator by default. To pick a team and join the fight simply hold &amp;quot;U&amp;quot; and to gain access to the team section menu. And then pick a role from there as you would normally!&lt;br /&gt;
&lt;br /&gt;
When you have done so, if your squad has already moved from spawn. Simply use the admin message system to ask and admin for a teleport to the squad you have selected. You may also do this if you had connection issues or a game crash!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3373</id>
		<title>CFC Rules</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3373"/>
		<updated>2024-07-09T02:46:24Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Rule of Twos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we do not wish to be overbearing host. We do still intend to keep things civil and fair in our home. &lt;br /&gt;
&lt;br /&gt;
Please remember that our members spend their time and money to allow us to put these events together. And as such we will remove anyone being disruptive or sabotaging things on purpose.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;s&amp;gt;Don&amp;#039;t talk about fight club&amp;lt;/s&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
During slotting we ask that you mute your mic or use PTT to ensure the admin running slotting can be heard by everyone. &lt;br /&gt;
&lt;br /&gt;
Repeated issues will result in a kick from the game lobby until the issue is resolved. &lt;br /&gt;
&lt;br /&gt;
We may also remove voice activation permissions in discord if its an issue there. &lt;br /&gt;
&lt;br /&gt;
More information about slotting can be found on the [[Slotting &amp;amp; Connecting]] page &lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
These sessions consist largely of one life missions. We ask that you try to stay immersed in your role and character as best as you can for the best experience by adhering to these rules!&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
To the best of your abilities you should adhere to the in-game chain of command. If you disagree with a plan feel free to constructively suggest alternatives if there is time to do so. &lt;br /&gt;
&lt;br /&gt;
Otherwise if you have grievances save it for the AAR channel in discord. &lt;br /&gt;
&lt;br /&gt;
=== Team killing ===&lt;br /&gt;
All forms of intentional team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session. If you think you&amp;#039;ve been purposefully team killed contact the admin team.&lt;br /&gt;
&lt;br /&gt;
=== Rule of Twos ===&lt;br /&gt;
In the interest of fair play. And with intent of keeping things focused on team play. If you find yourself alone, do your best to break contact and regroup with friendlies. Stick with your battle buddy! &lt;br /&gt;
&lt;br /&gt;
Leaders may send out pickets. But if they are solo they should observe and report before breaking contact and regrouping. Solo scouts and pickets are not allowed to initiate fighting.&lt;br /&gt;
&lt;br /&gt;
=== Stream sniping or meta gaming ===&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;br /&gt;
&lt;br /&gt;
These will result in a ban from future Coalition PvP events.&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3372</id>
		<title>CFC Rules</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3372"/>
		<updated>2024-07-09T02:45:58Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Rule of Twos */ typo fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we do not wish to be overbearing host. We do still intend to keep things civil and fair in our home. &lt;br /&gt;
&lt;br /&gt;
Please remember that our members spend their time and money to allow us to put these events together. And as such we will remove anyone being disruptive or sabotaging things on purpose.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;s&amp;gt;Don&amp;#039;t talk about fight club&amp;lt;/s&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
During slotting we ask that you mute your mic or use PTT to ensure the admin running slotting can be heard by everyone. &lt;br /&gt;
&lt;br /&gt;
Repeated issues will result in a kick from the game lobby until the issue is resolved. &lt;br /&gt;
&lt;br /&gt;
We may also remove voice activation permissions in discord if its an issue there. &lt;br /&gt;
&lt;br /&gt;
More information about slotting can be found on the [[Slotting &amp;amp; Connecting]] page &lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
These sessions consist largely of one life missions. We ask that you try to stay immersed in your role and character as best as you can for the best experience by adhering to these rules!&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
To the best of your abilities you should adhere to the in-game chain of command. If you disagree with a plan feel free to constructively suggest alternatives if there is time to do so. &lt;br /&gt;
&lt;br /&gt;
Otherwise if you have grievances save it for the AAR channel in discord. &lt;br /&gt;
&lt;br /&gt;
=== Team killing ===&lt;br /&gt;
All forms of intentional team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session. If you think you&amp;#039;ve been purposefully team killed contact the admin team.&lt;br /&gt;
&lt;br /&gt;
=== Rule of Twos ===&lt;br /&gt;
In the interest of fair play. And with intent of keeping things focused on team play. If you find yourself alone, do your best to break contact and regroup with friendlies. Stick with your battle buddy! &lt;br /&gt;
&lt;br /&gt;
Leaders may send out pickets. But if they are solo they should observe and report before breaking contact and regrouping. Solo scouts and pickets are not allowed to initiating fighting.&lt;br /&gt;
&lt;br /&gt;
=== Stream sniping or meta gaming ===&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;br /&gt;
&lt;br /&gt;
These will result in a ban from future Coalition PvP events.&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3371</id>
		<title>CFC Rules</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3371"/>
		<updated>2024-07-09T02:44:29Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Team killing */  clarified intentional TKs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we do not wish to be overbearing host. We do still intend to keep things civil and fair in our home. &lt;br /&gt;
&lt;br /&gt;
Please remember that our members spend their time and money to allow us to put these events together. And as such we will remove anyone being disruptive or sabotaging things on purpose.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;s&amp;gt;Don&amp;#039;t talk about fight club&amp;lt;/s&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
During slotting we ask that you mute your mic or use PTT to ensure the admin running slotting can be heard by everyone. &lt;br /&gt;
&lt;br /&gt;
Repeated issues will result in a kick from the game lobby until the issue is resolved. &lt;br /&gt;
&lt;br /&gt;
We may also remove voice activation permissions in discord if its an issue there. &lt;br /&gt;
&lt;br /&gt;
More information about slotting can be found on the [[Slotting &amp;amp; Connecting]] page &lt;br /&gt;
&lt;br /&gt;
== Game play ==&lt;br /&gt;
These sessions consist largely of one life missions. We ask that you try to stay immersed in your role and character as best as you can for the best experience by adhering to these rules!&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
To the best of your abilities you should adhere to the in-game chain of command. If you disagree with a plan feel free to constructively suggest alternatives if there is time to do so. &lt;br /&gt;
&lt;br /&gt;
Otherwise if you have grievances save it for the AAR channel in discord. &lt;br /&gt;
&lt;br /&gt;
=== Team killing ===&lt;br /&gt;
All forms of intentional team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session. If you think you&amp;#039;ve been purposefully team killed contact the admin team.&lt;br /&gt;
&lt;br /&gt;
=== Rule of Twos ===&lt;br /&gt;
In the interest of fair play. And with intent of keeping things focused on team play. If you find yourself alone, do your best to break contact and regroup with friendlies. Stick with your battle buddy! &lt;br /&gt;
&lt;br /&gt;
Leaders may send out pickets. But if they are solo they should observe and report before breaking contact and regrouping. Scouting and pickets are not allowed to initiating fighting.  &lt;br /&gt;
&lt;br /&gt;
=== Stream sniping or meta gaming ===&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;br /&gt;
&lt;br /&gt;
These will result in a ban from future Coalition PvP events.&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3370</id>
		<title>Slotting &amp; Connecting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3370"/>
		<updated>2024-07-06T04:46:37Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Added JIP instructions. Could use a screenshot.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Finding The Server ==&lt;br /&gt;
The Fight Club server will be under the &amp;quot;community&amp;quot; tab in the server browser. &lt;br /&gt;
&lt;br /&gt;
Simply Search &amp;quot;Coalition Fight Club&amp;quot; and the server should appear.&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 4/22/24 We currently are not reserving roles. This process may change in the future if the need arises. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slotting will be called by the session admin using the reforger lobby chat. We ask a few things during this process. &lt;br /&gt;
&lt;br /&gt;
* Please mute your mic or use PTT so as not to make things harder to hear.&lt;br /&gt;
* Use text chat if you have questions&lt;br /&gt;
* If you are in the Coalition discord please mute your mic there as well&lt;br /&gt;
&lt;br /&gt;
Slotting will start at 6pm CST unless otherwise stated elsewhere&lt;br /&gt;
&lt;br /&gt;
The admin running session will then call roles in the order that follows. &lt;br /&gt;
&lt;br /&gt;
# Leaders &amp;amp; medics&lt;br /&gt;
# Specialty roles (Vic crews, mortar teams, ect)&lt;br /&gt;
# Everyone else&lt;br /&gt;
&lt;br /&gt;
== Lobby System ==&lt;br /&gt;
We utitilize a mod called &amp;quot;Reforger Lobby System&amp;quot; to select groups and roles. It will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:SlottingReforgerLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Title and max playercount&lt;br /&gt;
# Factions/Sides&lt;br /&gt;
# Slotting list/roles per side&lt;br /&gt;
# Preview of selected role and loadout&lt;br /&gt;
# Player list and voice chats&lt;br /&gt;
# Weather, time, and mission author&lt;br /&gt;
&lt;br /&gt;
== Joining In Progress (JIP) ==&lt;br /&gt;
If you show up a little late you can still join in the action!&lt;br /&gt;
&lt;br /&gt;
Once you load into the server it will send you into spectator by default. To pick a team and join the fight simply hold &amp;quot;U&amp;quot; and to gain access to the team section menu. And then pick a role from there as you would normally!&lt;br /&gt;
&lt;br /&gt;
When you have done so, if your squad has already moved from spawn. Simply ask in text chat for A teleport to the squad you have selected. You may also do this if you had connection issues or a game crash!&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Reforger_Mission_Making&amp;diff=3361</id>
		<title>Reforger Mission Making</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Reforger_Mission_Making&amp;diff=3361"/>
		<updated>2024-06-25T21:32:17Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Mission making page formatting pass. Attempted to make step numbers stand out a bit more. May have overdone it who knows.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;[WORK IN PROGRESS]&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The purpose of this page is to show how to develop a mission in ArmA Reforger. &lt;br /&gt;
&lt;br /&gt;
It will include:&lt;br /&gt;
&lt;br /&gt;
* How to set up a symlink for the addons.&lt;br /&gt;
*How to setup GitHub Desktop and clone the Coalition Reforger Framework repository.&lt;br /&gt;
* How to open a world file. &lt;br /&gt;
* How to create a sub-scene which will allow for editing.&lt;br /&gt;
* How to place AIWorld and Lobby_CRF_Mode.&lt;br /&gt;
* How to create layers.&lt;br /&gt;
* How to place units and vehicles.&lt;br /&gt;
&lt;br /&gt;
And more! By the end of this page, you should be able to fully create a mission in the Arma Reforger Tools and, through pull requests, have it played at CFC!&lt;br /&gt;
&lt;br /&gt;
To see how the other tools in the Workbench work, check the biki (BI Wiki) [https://community.bistudio.com/wiki/Category:Arma_Reforger/Modding/Official_Tools here].&lt;br /&gt;
&lt;br /&gt;
If you ever need any help, you can ask in the #development channel in the discord, linked [https://discord.com/channels/237991125523103747/468879945293234177 here].&lt;br /&gt;
&lt;br /&gt;
== Prerequisites: ==&lt;br /&gt;
&lt;br /&gt;
# Download git here: https://git-scm.com/downloads&lt;br /&gt;
# follow this guide first: https://docs.github.com/en/get-started/getting-started-with-git/setting-your-username-in-git&lt;br /&gt;
# then follow this guide: https://docs.github.com/en/account-and-profile/setting-up-and-managing-your-personal-account-on-github/managing-email-preferences/setting-your-commit-email-address&lt;br /&gt;
&lt;br /&gt;
This is so you can use command prompt in github desktop as seen later in this guide.&lt;br /&gt;
&lt;br /&gt;
Arma Reforger Tools: https://store.steampowered.com/app/1874910/Arma_Reforger_Tools/ &lt;br /&gt;
&lt;br /&gt;
You can also find it in your library by searching for it. (see below)[[File:Armareforgertoolspageonsteam.png|frameless|663x663px]]&lt;br /&gt;
&lt;br /&gt;
== How to setup the ArmA Reforger Tools folder: ==&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Step 1&amp;lt;/u&amp;gt;:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open ArmA Reforger (the game, not the tools) and download the server mods.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Step 2&amp;lt;/u&amp;gt;:&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Open &amp;quot;Command Prompt&amp;quot; (in administrator).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Step 3&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;big&amp;gt;:&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
type: &lt;br /&gt;
 mklink /D &amp;quot;USERNAME\Documents\My Games\ArmaReforgerWorkbench\addons\&amp;quot; &amp;quot;USERNAME\Documents\My Games\ArmaReforger\addons&amp;quot;&lt;br /&gt;
 pause&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;IMPORTANT!&amp;lt;/big&amp;gt; do not have an &amp;quot;addons&amp;quot; folder in your workbench folder else this will not work.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;Step 4&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
If it doesn&amp;#039;t error out, check it has completed by going back to &amp;quot;Documents\My Games\ArmaReforgerWorkbench\&amp;quot;, you can tell if it has done it correctly as it will look like the following images.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Windows 10&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[[File:Addons folder.png|frameless]]&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Windows 11&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[[File:Addons11.png|frameless]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Step 5&amp;lt;/u&amp;gt;:&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
In the &amp;quot;Documents\My Games\ArmaReforgerWorkbench\&amp;quot; folder, create a folder called &amp;quot;Projects&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;This section is now complete, and you are ready to begin making missions!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== How to download and setup GitHub Desktop and the CRF and create a branch: ==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Step 1&amp;lt;/u&amp;gt;:&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Go to https://desktop.github.com/ and download GitHub Desktop, follow the instructions when installing and, when it is finished, open it.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;Step 2&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&amp;lt;big&amp;gt;:&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When you have GitHub Desktop open, click on &amp;quot;file&amp;quot; (top right), then &amp;quot;Clone Repository&amp;quot;. Then in the popup box that appears, click URL, copy and paste the following link:&lt;br /&gt;
&lt;br /&gt;
https://github.com/CoalitionArma/Coalition-Reforger-Framework&lt;br /&gt;
&lt;br /&gt;
Into the URL bar and ensure the local path is the &amp;quot;Documents\My Games\ArmaReforgerWorkbench\Projects\&amp;quot; path you set up earlier.&lt;br /&gt;
&lt;br /&gt;
When complete, it should look like this:[[File:Crf in folder.png|frameless|546x546px]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Step 3&amp;lt;/u&amp;gt;:&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
When thats done, you should have a screen like this:[[File:Github desktop.png|frameless|947x947px]]&lt;br /&gt;
[[File:Branch list.png|left|frameless|516x516px]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;IMPORTANT!&amp;lt;/big&amp;gt; Ensure the selected branch is &amp;lt;big&amp;gt;&amp;quot;release&amp;quot;&amp;lt;/big&amp;gt;.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Click on &amp;quot;current branch&amp;quot;, then &amp;quot;New Branch&amp;quot;, then name the branch &amp;quot;mission/&amp;lt;missionname&amp;gt;&amp;quot;. Then you should be redirected to a screen where the following is displayed:[[File:Github desktop 2.png|frameless|652x652px]]&lt;br /&gt;
&lt;br /&gt;
This is where we are done with GitHub Desktop for now. However, if there is ever a commit to the release branch (check [https://github.com/CoalitionArma/Coalition-Reforger-Framework here] or in the development channel in the discord), go to your branch and click on the Repository button (top right, near file), click open in command prompt and type:&lt;br /&gt;
 git pull origin release&lt;br /&gt;
This will update your branch to the most up-to-date version of the CRF.&lt;br /&gt;
&lt;br /&gt;
== Opening the Tools, the CRF and laying out the foundation for mission making: ==&lt;br /&gt;
[[File:Landing page for tools.png|thumb|358x358px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Step 1&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
Open Steam, go to search and type in &amp;quot;arma reforger tools&amp;quot;. Then click on the tools and open them. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Step 2&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
You will see the &amp;quot;Enfusion Workbench Launcher&amp;quot; window, you can either click on the project called &amp;quot;COALITION Framework&amp;quot; and then click open, or double click on the project, both methods will open the project in the workbench proper. &lt;br /&gt;
[[File:Resourcebrowser1.png|left|thumb|559x559px]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;lt;u&amp;gt;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;#039;Step 3&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;:&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
Ignoring the majority of what is displayed, go to the &amp;quot;Resource Browser&amp;quot; on the right, click on the &amp;quot;ArmaReforger&amp;quot; folder (either by clicking directly on it or on the arrow to it&amp;#039;s left), then click on the &amp;quot;worlds&amp;quot; folder.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Step 3a&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
For Everon, click on the &amp;quot;Eden&amp;quot; folder, then &amp;quot;Eden.ent&amp;quot; file in the bottom box (the first file with the globe, &amp;quot;EmptyEden.ent&amp;quot; is just an empty version of Everon and not worth using.)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Step 3b&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
For Arland, click on the &amp;quot;Arland&amp;quot; folder, then on &amp;quot;Arland.ent&amp;quot; file in the bottom box.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Step 3c&amp;lt;/u&amp;gt;:&amp;#039;&amp;#039;&lt;br /&gt;
For other world files, either click through their respective folders until you find their .ent file or search for the file by typing the map name with no spaces and .ent at the end in the search box at the top. (For example: &amp;quot;WorthyIslands.ent&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;Step 4:&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
[[File:Createnewworld.png|thumb]]&lt;br /&gt;
After it has loaded up, click the page icon in the top right labeled &amp;quot;Create New World&amp;quot;, it should open a box with 2 options, &amp;quot;Base Scene&amp;quot; and &amp;quot;Sub-Scene (of current world)&amp;quot;. Click &amp;quot;Sub-Scene&amp;quot; and that will load again as it creates the sub-scene.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;&amp;lt;u&amp;gt;Step 5&amp;lt;/u&amp;gt;:&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
After creating the sub scene, right click on the &amp;quot;default&amp;quot; layer (in the hierarchy, it has a yellow, blue and red icon) and click rename, rename it to &amp;quot;init&amp;quot; and press OK.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Step 6&amp;lt;/u&amp;gt;:&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
in the Resource Browser at the bottom, scroll to the &amp;quot;COALITIONFramework&amp;quot; folder, expand it (click the blue arrow), then expand &amp;quot;Prefabs&amp;quot;, expand &amp;quot;MP&amp;quot;, expand &amp;quot;Modes&amp;quot; and click Lobby to open it in the right panel of the Resource Browser. Click and hold on the file called &amp;quot;Lobby_CRF_Mode.et&amp;quot; and drag it into the game frame in the centre.[[File:Lobbycrfmode.png|frameless|813x813px]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Step 7&amp;lt;/u&amp;gt;:&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
Go to the search bar at the top and type in &amp;quot;AIWorld&amp;quot;, click on the &amp;quot;ArmaReforger&amp;quot; folder and it will open on the right panel, drag in the AIWorld for the map you are using. Eden/Everon and Arland have their own AIWorlds provided by BI. Barzan has it&amp;#039;s own in the &amp;quot;BarzanRemake&amp;quot; folder. If it does not have it&amp;#039;s own AIWorld in it&amp;#039;s own folder, use the default AIWorld (no world name at the end) as this is a basic prefab and will be fine for the mission you are making.[[File:Aiworldsearch.png|frameless|819x819px]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Step 8&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;:&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
Save your mission as the mission name you have defined in your branch in GitHub Desktop. (for example if your github desktop branch name is &amp;quot;Mission1&amp;quot;, then name the world file &amp;quot;Mission1&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;big&amp;gt;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;Step 9&amp;lt;/u&amp;gt;:&amp;#039;&amp;#039;&amp;lt;/big&amp;gt;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
[[File:Layerscreenshot.png|thumb]]&lt;br /&gt;
Right click on the hierarchy entry named after the mission and click &amp;quot;Create Layer&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Add layers for:&lt;br /&gt;
&lt;br /&gt;
* BLUFOR (including vehicles and safe start markers)&lt;br /&gt;
*OPFOR (including vehicles and safe start markers)&lt;br /&gt;
*areamarkers or something named similarly (these are for the gamezonemarkers around the play area)&lt;br /&gt;
* markers&lt;br /&gt;
*briefings&lt;br /&gt;
*objectives&lt;br /&gt;
Save your changes and then follow the next steps.&lt;br /&gt;
&lt;br /&gt;
==Next Steps:==&lt;br /&gt;
Congratulations! You have the basics of making a mission down. &lt;br /&gt;
&lt;br /&gt;
The following guides will walk you through each mission type:&lt;br /&gt;
*[[Breakthrough]]&lt;br /&gt;
*[[Search &amp;amp; Destroy]]&lt;br /&gt;
*[[Cache Hunt]]&lt;br /&gt;
*[[Uplink]]&lt;br /&gt;
&lt;br /&gt;
The link will take you to the final part of the guide, explaining how to create a pull request and have your mission QA&amp;#039;d before being added to the CRF!&lt;br /&gt;
&lt;br /&gt;
[[Final Steps]]&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking&amp;diff=3355</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=3355"/>
		<updated>2024-06-24T22:24:46Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* General Terms */ Added PID&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 the in-game radio system built directly into Reforger, we are able to have 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 on the right of your screen when you are transmitting over the radio.&lt;br /&gt;
&lt;br /&gt;
[[File:Transmitting.jpg]]&lt;br /&gt;
[[File:Radio Wheel.png|thumb|281x281px]]&lt;br /&gt;
In addition to letting you know that you are transmitting this message also display some useful information. It shows which frequency you are broadcasting on (in this case 38 MHz). 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 radio/channel you are broadcasting on, you can open and close the radio wheel by using the hotkey &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;. To the right is an image of the radio wheel with 2 channels being available, in this example you can see that the two available channels are CH1 - 38MHz which is Atlas Red 1(This is the name of the group and therefore changes depending on what the group is called) and CH2 - 48MHz which is Platoon channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radios &amp;amp; Radio Channels === &lt;br /&gt;
All radio nets are listed in the Group Menu. All sections have their own private frequency whilst inter-section communication is handled on the platoon-wide channel accessible by all section leads and the platoon commander.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Short-Range AN/PRC-343:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-343 or 343 is most basic radio we use. It is mostly used for communication between Fireteam leaders. 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. The 343 comes equipped with a 2.5in antenna, a max output of 50mW and a range of up to 500 metres in rural terrain. The 343 operates on an Ultra High Frequency. This means they cannot transmit or receive messages from a 152 or 148. Below is an image of the 343 as it looks in-game. &lt;br /&gt;
[[File:Heldradio.jpg|center|482x482px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-148&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-148, a more advanced radio is generally used by a squad leader and specialty (ex: engineering) leader to communicate with command. The 148 uses pre-programmed channels like the 343 but with a much longer range. It has the same specifications as the 152.&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-148_interface.png|1000px|centre]]&lt;br /&gt;
Use the default key to open up your 148 and you are left with that screen. To change channels, once again you have to press the top middle button. To change volume, simply click the button on the leftmost side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-152&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;152s are currently not directly issued in the framework, though may be found mounted in some vehicle racks&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The AN/PRC-152 handled by the squad leader to communicate with command. It uses predefined, pre-programmed channels like the 343 and 148, but is much more powerful than the 343. It functions on a Ultra High Frequency, has an output of 5W, and a range of up to ten kilometres in ideal conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-152 interface.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 152 has two controllabe buttons that you need to worry about: the top middle one, which changes channels, and the buttons at the side which are used to adjust volume. To change a channel, simply click on the top middle button (left to go up a channel, right to go back one). To change volume, you do the same.&lt;br /&gt;
&lt;br /&gt;
=== Radio Channels === &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Section Radio Frequencies:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please refer to the Groups Page for the radio frequencies.&lt;br /&gt;
&lt;br /&gt;
=== Radio Procedures &amp;amp; Prowords===&lt;br /&gt;
[[File:D90958430728b867af17e012e2226a11.png|right]]&lt;br /&gt;
&lt;br /&gt;
Before making a transmission, remember the following:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accuracy:&amp;#039;&amp;#039;&amp;#039; Is what you&amp;#039;re saying solid information? When reporting contact, ensure that you have double checked the direction and distance of the contact.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brevity:&amp;#039;&amp;#039;&amp;#039; KISS - Keep It Short and Simple, or Keep It Simple Stupid. Convey as much information as necessary in as few words as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarity:&amp;#039;&amp;#039;&amp;#039; Make sure that you speak slowly, steadily and as clearly as you can. Do your best to remain calm under pressure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
Some good key words to remember are listed in the table below. Use them to limit the time you&amp;#039;re on net.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Proword !! style=&amp;quot;text-align:left;&amp;quot;| Meaning &lt;br /&gt;
|-&lt;br /&gt;
|| CORRECTION || An error has been made in this transmission. Transmission will continue with the last word correctly transmitted.&lt;br /&gt;
|-&lt;br /&gt;
|| I SAY AGAIN || I am repeating transmission or portion indicated.&lt;br /&gt;
|-&lt;br /&gt;
|| OUT || This is the end of my transmission to you and no answer is required or expected.&lt;br /&gt;
|-&lt;br /&gt;
|| OVER || This is the end of my transmission to you and a response is necessary. Go ahead; transmit.&lt;br /&gt;
|-&lt;br /&gt;
|| BREAK || I hereby indicate the separation of the text from other portions of the message.&lt;br /&gt;
|-&lt;br /&gt;
|| ROGER || I have received your last transmission satisfactorily, and loud and clear.&lt;br /&gt;
|-&lt;br /&gt;
|| SAY AGAIN || Repeat all of your last transmission.&lt;br /&gt;
|-&lt;br /&gt;
|| SEND || I have received your initial call; pass on the rest of your message.&lt;br /&gt;
|-&lt;br /&gt;
|| THIS IS || This transmission is from the station whose designator/callsign immediately follows.&lt;br /&gt;
|-&lt;br /&gt;
|| WILCO || I have received your signal, understand it, and will comply. To be used only by the addressee. Since the meaning of ROGER is included in that of WILCO, the two prowords are never used together.&lt;br /&gt;
|-&lt;br /&gt;
|| REPEAT || This is for Artillery to repeat the last fire mission. Use SAY AGAIN to avoid confusion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Default Hotkeys ===&lt;br /&gt;
&lt;br /&gt;
By default, your keybinds for communication are set to the following:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039; - Radio Selection - opens the radio wheel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scroll Up + Down&amp;#039;&amp;#039;&amp;#039; - Adjust Frequency - changes channel frequency by .5 increments.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; - Power Switch - toggles radio power.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk - speaks locally but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk - speaks locally until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over Radio - speaks both locally and over radio but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk over Radio - speaks both locally and over radio until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;LCTRL+CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over long-range radio - speaks over the long-range radio but only when keys are held.&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;
=== Reforger Voice Carrying ===&lt;br /&gt;
&lt;br /&gt;
Reforger uses an in-game communication system which includes a system where how loudly you speak into your mic determines how far your voice carries in-game. Keep this in mind as the players can and will react to you based on what they can hear, especially as Reforger has very sensitive voice activity.&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 Marking ===&lt;br /&gt;
There are two kinds of map marking: &amp;#039;&amp;#039;&amp;#039;Custom Markers&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Military Markers&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.[[File:Map.jpg|frameless|956x956px]]&lt;br /&gt;
&lt;br /&gt;
==== Custom Markers: ====&lt;br /&gt;
Custom Markers can be used to mark Waypoints on the map, landing zones and other POIs such as minefields.[[File:Custommarkers zoomed.jpg|frameless|507x507px]]&lt;br /&gt;
[[File:Tags.png|This example shows the marker on the map, with the information you set on the right image. In this example, this is an Enemy Commander marked with the OPFOR Faction, Land Category and Mobile Command Unit Type.|thumb|199x199px]]&lt;br /&gt;
&lt;br /&gt;
==== Military Markers: ====&lt;br /&gt;
[[File:Militarymarkers_zoomed.jpg|center|frameless|504x504px]]&lt;br /&gt;
Military Markers can be used to mark confirmed friendly and enemy installations as well as enemy infantry and other contacts.&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. With the inclusion of Military Markers, it is important to include either the group it is addressed to or if it&amp;#039;s a platoon-wide marker. 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;
==== 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:Map3.png|center|900x900px|In this example, you can see that there are several icons marking out a landing zone and 6 waypoints, 3 for two different elements to use, both sets of waypoints have a different color and highlight a different way of writing/differentiating them from each other.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of icons:&lt;br /&gt;
[[File:ICONSALL.png|center|frameless|486x486px|The above shows all 3 of the in-game menus for selecting different types of icon to use when marking.]]&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. &lt;br /&gt;
&lt;br /&gt;
In this example, 2nd Section has marked spotted EI and has marked it, this example uses both the custom and military marker:&lt;br /&gt;
[[File:EI.png|center|346x346px]]&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:Convoy1.png|center|900x900px]]&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:Convoy2.png|center|801x801px]]&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
[[File:InfantryNEW.png|center|826x826px]]&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;
&lt;br /&gt;
For non-JTACs, mark the target on the map w/ a descriptor, and then communicate with higher elements to make a request for a strike on that target.&lt;br /&gt;
&lt;br /&gt;
For JTACs, see [https://coalitiongroup.net/wiki/index.php/Vehicle/Aircraft_Operations#JTAC-Aircraft_Operations JTAC-Aircraft Operations].&lt;br /&gt;
&lt;br /&gt;
[[File:airstrike.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
== Acronym Cheat sheet ==&lt;br /&gt;
&lt;br /&gt;
ARMA is full of Acronyms and letter soup. These list should help you see the order in the madness. &lt;br /&gt;
&lt;br /&gt;
There will also be a few Prowords here. &lt;br /&gt;
Prowords are words used in radio Procedure as a form of shorthand. &lt;br /&gt;
&lt;br /&gt;
======General Terms======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations|| The specific part of the map you are limited to&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Chalk||A Group of soldiers grouped for air movement|| Often used to organize what landing wave a group is in&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQB|| Close Quarters Battle|| Mostly pertaining to fighting inside buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQC|| Close Quarters Combat|| Same as above&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MOUT|| Military Operations in Urban Terrain|| School of tactics related to fighting in and around Cities&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PID|| Positive Identification|| Make sure you know who or what you are looking at&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ROE|| Rules Of Engagement|| How and when you are allowed to fight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ERA|| Explosive Reactive Armor|| A system used on vehicles to negate or reduce effectiveness of certain munitions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Infantry Roles And Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASL || Alpha Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAR || Assistant Auto-Rifleman || Spotter and ammo bearer for AR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AR || Automatic Rifleman/Rifle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BSL || Bravo Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COY || Company||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CSL || Charlie Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FAC||Forward Air Controller || Spots for and directs Air Assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FO ||Forward Observer || Spots for and directs Artillery assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FT || Fireteam || 6 man element. 2 to a squad. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FTL || Fireteam Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |GREN || Grenadier || Carries grenade launcher or extra grenades&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HAT || Heavy Anti-Tank || Typically Static AT launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HMG || Heavy Machinegun || Typically A .50 caliber Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |INF || Infantry||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |JTAC || Joint Terminal Attack Controller || Spots for and directs Air assets (NATO term for FAC)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LAT || Light Anti-Tank || Man portable Disposable rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MMG || Medium Machinegun || Typically a belt fed .30 cal (7.62mm) Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MRT || Mortar Team||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MO || Medical Officer|| Manages the PLT Field Hospital&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL || Platoon or Platoon lead||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PLT || Platoon||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RAT|| Rifleman Anti-Tank || Carries FT&amp;#039;s anti tank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
====== Radio Communications ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronyms &amp;amp; Prowords &lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ACES || Ammo, Casualties, Equipment, Situation || To be reported in order&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BDA || Bomb Damage Assessment || Report of effectiveness of Air/Arty Strike.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black || Expended resource|| &amp;quot;A2, black on ammo&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CallSign || A radio codename||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ETA || Estimated Time of Arrival || &amp;quot;Reinforcements ETA 10 Mikes&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Green || Full on resource || &amp;quot;Green across the board, ready to fight&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Mike || Minute||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Net || Network || A radio channel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Oscar Mike || On The Move||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Over ||Proword used to end a message while asking for a reply||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Out || Proword used to mark the end of a transmission||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Red || Critically Low on Resource|| &amp;quot;Red on Bandages&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Radio Check|| Please confirm my radio is working and you can hear me||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SITREP|| Situational Report || Either giving or asking for a report&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TIC|| Troops In Contact || A short concise way to report initial contact &amp;quot;Pl, Alpha. TIC east out&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Station|| Your Radio||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Yellow|| Have used a small amount of resource|| Not in immediate need of resupply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Map Markers &amp;amp; Briefing ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASR|| Alternate Supply Route|| The veins that branch from an MSR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BOF|| Base Of Fire|| An element meant to provide Fire Superiority &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CP|| Command Post||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CCP|| Casualty Collection Point||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COP|| Combat Outpost || Small fortified outpost relies on supply and patrols from FOB&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DP ||Dismount Point|| For troops mounted in land vehicles to leave the vehicle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DZ|| Drop Zone || You parachute here&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EA|| Enemy Armor||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EI|| Enemy Infantry||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FH|| Field Hospital||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FOB|| Forward Operations Base || Large Fortified forward base&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HVT|| High Value Target || Valuable enemy to Kill or Capture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HQ|| Headquarters||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LDA|| Linear Danger Area || A corridor of death that exposes your flank. Ig: A road you need to cross&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LOA|| Limit Of Advance|| The furthest extent of an assault or movement&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LZ|| Landing zone || Where you land your boats or helicopters&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MSR|| Main Supply Route|| The main artery into an AO Usually a major highway or the largest road&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL|| A Phase Line|| A line typically a grid line or road that indicates the starting line of an operational Phase&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Phase|| A codenamed section of the overall plan ||Not to be executed until command uses the codeword&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RP|| Rally Point / Regroup Point|| A point at which units form up after being separated from one another&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SA/SP/STAGE||Staging point || A point at which a unit forms up for to get ready to move or attack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TOC|| Tactical Operations center||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TRP|| Target Reference Point || A terrain or building feature that aids in navigation and or talking support onto a target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIC / VEH|| Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIP|| Very Important Person || An ally we need to protect or rescue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |WP|| Waypoint || A navigational aid to stay on the correct path, usually near something that can be used as a reference point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Vehicles Roles and Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti Aircraft|| Generic term for any Anti Aircraft platform&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAA / Triple A|| Anti Aircraft Artillery|| Cannons meant to shoot at aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAV / AAVP|| Assault Amphibious Vehicle (Personnel) || A Seaworthy APC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AH|| Attack Helicopter|| A helicopter with CAS capability&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APC|| Armored Personal Carrier || A Lightly Armored vehicle meant to transport troops, occasionally armed with machine guns. M113 and BTRs are examples&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ARTY|| Artillery||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CAS|| Close Air Support||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Fast Mover|| A Jet Fighter/Bomber||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FW|| Fixed Wing|| A Plane&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |IFV|| Infantry Fighting Vehicle || An Armored vehicle that can transport and support a small team. Armed with Cannons and anti tank missiles. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MBT|| Main Battle Tank || Heavily Armored vehicle with a large caliber high velocity gun &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MLRS|| Multiple Launch Rocket System|| Rocket Artillery normally vehicle mounted&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SAM|| Surface to Air Missile|| A form of anti Aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPAA|| Self Propelled Anti-Air|| Sometimes A &amp;quot;G&amp;quot; is added for Gun. SPAAG&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPG|| Self Propelled Gun|| A howitzer on tracks or wheels. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TH|| Transport Helicopter||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Technical|| An improvised combat vehicle|| Normally a pickup truck with a .50cal MG bolted to it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UGV|| Unmanned Ground Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UAV|| Unmanned Aerial Vehicle||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Munitions ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti-Air||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AB|| Air Burst|| Normally Anti-Personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AP|| Armor Piercing ||  Anti-Personnel if used in most rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APDS|| Armor Piercing Discarding Sabot|| A very high velocity moving sub caliber dart made of dense material&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APFSDS|| Armor Piercing Fin Stabilized Discarding Sabot|| Same as above but with fins&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ATGM|| Anti-Tank Guided Missile|| Anti-Tank missile that either locks on or is manually guided&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Canister|| Canister full of ball bearings or Flechettes|| Anti personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Cluster|| Releases a Cluster of smaller bombs|| Airburst to disperse bomblets or mines&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAA|| High Explosive Anti-Armor|| The Marines like their own terms. Its HEAT damn it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAT|| High Explosive Anti-Tank || A shaped charge meant to penetrate armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEDP|| High Explosive Dual Purpose|| A mix of HEAT and HEF &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEF|| High Explosive Fragmentation|| HE shell filled with or meant to cause shrapnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HET|| High Explosive Timed|| HE shell that explodes a pre-determined time after impact, can cause airburst&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |T-HEAT / Tandem|| Tandem High Explosive Anti-Tank|| Round with two HEAT charges to defeat reactive armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TB / Thermo|| Thermobaric|| A fuel air bomb. Anti-Personnel works well if it goes off inside fortifications&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ILLUM|| Illumination || Flares that turn night into day&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking&amp;diff=3344</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=3344"/>
		<updated>2024-06-15T06:51:37Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Reforger Voice Carrying */&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 the in-game radio system built directly into Reforger, we are able to have 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 on the right of your screen when you are transmitting over the radio.&lt;br /&gt;
&lt;br /&gt;
[[File:Transmitting.jpg]]&lt;br /&gt;
[[File:Radio Wheel.png|thumb|281x281px]]&lt;br /&gt;
In addition to letting you know that you are transmitting this message also display some useful information. It shows which frequency you are broadcasting on (in this case 38 MHz). 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 radio/channel you are broadcasting on, you can open and close the radio wheel by using the hotkey &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;. To the right is an image of the radio wheel with 2 channels being available, in this example you can see that the two available channels are CH1 - 38MHz which is Atlas Red 1(This is the name of the group and therefore changes depending on what the group is called) and CH2 - 48MHz which is Platoon channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radios &amp;amp; Radio Channels === &lt;br /&gt;
All radio nets are listed in the Group Menu. All sections have their own private frequency whilst inter-section communication is handled on the platoon-wide channel accessible by all section leads and the platoon commander.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Short-Range AN/PRC-343:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-343 or 343 is most basic radio we use. It is mostly used for communication between Fireteam leaders. 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. The 343 comes equipped with a 2.5in antenna, a max output of 50mW and a range of up to 500 metres in rural terrain. The 343 operates on an Ultra High Frequency. This means they cannot transmit or receive messages from a 152 or 148. Below is an image of the 343 as it looks in-game. &lt;br /&gt;
[[File:Heldradio.jpg|center|482x482px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-148&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-148, a more advanced radio is generally used by a squad leader and specialty (ex: engineering) leader to communicate with command. The 148 uses pre-programmed channels like the 343 but with a much longer range. It has the same specifications as the 152.&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-148_interface.png|1000px|centre]]&lt;br /&gt;
Use the default key to open up your 148 and you are left with that screen. To change channels, once again you have to press the top middle button. To change volume, simply click the button on the leftmost side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-152&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;152s are currently not directly issued in the framework, though may be found mounted in some vehicle racks&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The AN/PRC-152 handled by the squad leader to communicate with command. It uses predefined, pre-programmed channels like the 343 and 148, but is much more powerful than the 343. It functions on a Ultra High Frequency, has an output of 5W, and a range of up to ten kilometres in ideal conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-152 interface.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 152 has two controllabe buttons that you need to worry about: the top middle one, which changes channels, and the buttons at the side which are used to adjust volume. To change a channel, simply click on the top middle button (left to go up a channel, right to go back one). To change volume, you do the same.&lt;br /&gt;
&lt;br /&gt;
=== Radio Channels === &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Section Radio Frequencies:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please refer to the Groups Page for the radio frequencies.&lt;br /&gt;
&lt;br /&gt;
=== Radio Procedures &amp;amp; Prowords===&lt;br /&gt;
[[File:D90958430728b867af17e012e2226a11.png|right]]&lt;br /&gt;
&lt;br /&gt;
Before making a transmission, remember the following:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accuracy:&amp;#039;&amp;#039;&amp;#039; Is what you&amp;#039;re saying solid information? When reporting contact, ensure that you have double checked the direction and distance of the contact.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brevity:&amp;#039;&amp;#039;&amp;#039; KISS - Keep It Short and Simple, or Keep It Simple Stupid. Convey as much information as necessary in as few words as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarity:&amp;#039;&amp;#039;&amp;#039; Make sure that you speak slowly, steadily and as clearly as you can. Do your best to remain calm under pressure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
Some good key words to remember are listed in the table below. Use them to limit the time you&amp;#039;re on net.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Proword !! style=&amp;quot;text-align:left;&amp;quot;| Meaning &lt;br /&gt;
|-&lt;br /&gt;
|| CORRECTION || An error has been made in this transmission. Transmission will continue with the last word correctly transmitted.&lt;br /&gt;
|-&lt;br /&gt;
|| I SAY AGAIN || I am repeating transmission or portion indicated.&lt;br /&gt;
|-&lt;br /&gt;
|| OUT || This is the end of my transmission to you and no answer is required or expected.&lt;br /&gt;
|-&lt;br /&gt;
|| OVER || This is the end of my transmission to you and a response is necessary. Go ahead; transmit.&lt;br /&gt;
|-&lt;br /&gt;
|| BREAK || I hereby indicate the separation of the text from other portions of the message.&lt;br /&gt;
|-&lt;br /&gt;
|| ROGER || I have received your last transmission satisfactorily, and loud and clear.&lt;br /&gt;
|-&lt;br /&gt;
|| SAY AGAIN || Repeat all of your last transmission.&lt;br /&gt;
|-&lt;br /&gt;
|| SEND || I have received your initial call; pass on the rest of your message.&lt;br /&gt;
|-&lt;br /&gt;
|| THIS IS || This transmission is from the station whose designator/callsign immediately follows.&lt;br /&gt;
|-&lt;br /&gt;
|| WILCO || I have received your signal, understand it, and will comply. To be used only by the addressee. Since the meaning of ROGER is included in that of WILCO, the two prowords are never used together.&lt;br /&gt;
|-&lt;br /&gt;
|| REPEAT || This is for Artillery to repeat the last fire mission. Use SAY AGAIN to avoid confusion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Default Hotkeys ===&lt;br /&gt;
&lt;br /&gt;
By default, your keybinds for communication are set to the following:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039; - Radio Selection - opens the radio wheel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scroll Up + Down&amp;#039;&amp;#039;&amp;#039; - Adjust Frequency - changes channel frequency by .5 increments.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; - Power Switch - toggles radio power.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk - speaks locally but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk - speaks locally until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over Radio - speaks both locally and over radio but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk over Radio - speaks both locally and over radio until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;LCTRL+CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over long-range radio - speaks over the long-range radio but only when keys are held.&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;
=== Reforger Voice Carrying ===&lt;br /&gt;
&lt;br /&gt;
Reforger uses an in-game communication system which includes a system where how loudly you speak into your mic determines how far your voice carries in-game. Keep this in mind as the players can and will react to you based on what they can hear, especially as Reforger has very sensitive voice activity.&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 Marking ===&lt;br /&gt;
There are two kinds of map marking: &amp;#039;&amp;#039;&amp;#039;Custom Markers&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Military Markers&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.[[File:Map.jpg|frameless|956x956px]]&lt;br /&gt;
&lt;br /&gt;
==== Custom Markers: ====&lt;br /&gt;
Custom Markers can be used to mark Waypoints on the map, landing zones and other POIs such as minefields.[[File:Custommarkers zoomed.jpg|frameless|507x507px]]&lt;br /&gt;
[[File:Tags.png|This example shows the marker on the map, with the information you set on the right image. In this example, this is an Enemy Commander marked with the OPFOR Faction, Land Category and Mobile Command Unit Type.|thumb|199x199px]]&lt;br /&gt;
&lt;br /&gt;
==== Military Markers: ====&lt;br /&gt;
[[File:Militarymarkers_zoomed.jpg|center|frameless|504x504px]]&lt;br /&gt;
Military Markers can be used to mark confirmed friendly and enemy installations as well as enemy infantry and other contacts.&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. With the inclusion of Military Markers, it is important to include either the group it is addressed to or if it&amp;#039;s a platoon-wide marker. 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;
==== 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:Map3.png|center|900x900px|In this example, you can see that there are several icons marking out a landing zone and 6 waypoints, 3 for two different elements to use, both sets of waypoints have a different color and highlight a different way of writing/differentiating them from each other.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of icons:&lt;br /&gt;
[[File:ICONSALL.png|center|frameless|486x486px|The above shows all 3 of the in-game menus for selecting different types of icon to use when marking.]]&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. &lt;br /&gt;
&lt;br /&gt;
In this example, 2nd Section has marked spotted EI and has marked it, this example uses both the custom and military marker:&lt;br /&gt;
[[File:EI.png|center|346x346px]]&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:Convoy1.png|center|900x900px]]&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:Convoy2.png|center|801x801px]]&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
[[File:InfantryNEW.png|center|826x826px]]&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;
&lt;br /&gt;
For non-JTACs, mark the target on the map w/ a descriptor, and then communicate with higher elements to make a request for a strike on that target.&lt;br /&gt;
&lt;br /&gt;
For JTACs, see [https://coalitiongroup.net/wiki/index.php/Vehicle/Aircraft_Operations#JTAC-Aircraft_Operations JTAC-Aircraft Operations].&lt;br /&gt;
&lt;br /&gt;
[[File:airstrike.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
== Acronym Cheat sheet ==&lt;br /&gt;
&lt;br /&gt;
ARMA is full of Acronyms and letter soup. These list should help you see the order in the madness. &lt;br /&gt;
&lt;br /&gt;
There will also be a few Prowords here. &lt;br /&gt;
Prowords are words used in radio Procedure as a form of shorthand. &lt;br /&gt;
&lt;br /&gt;
======General Terms======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations|| The specific part of the map you are limited to&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Chalk||A Group of soldiers grouped for air movement|| Often used to organize what landing wave a group is in&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQB|| Close Quarters Battle|| Mostly pertaining to fighting inside buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQC|| Close Quarters Combat|| Same as above&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MOUT|| Military Operations in Urban Terrain|| School of tactics related to fighting in and around Cities&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ROE|| Rules Of Engagement|| How and when you are allowed to fight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ERA|| Explosive Reactive Armor|| A system used on vehicles to negate or reduce effectiveness of certain munitions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Infantry Roles And Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASL || Alpha Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAR || Assistant Auto-Rifleman || Spotter and ammo bearer for AR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AR || Automatic Rifleman/Rifle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BSL || Bravo Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COY || Company||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CSL || Charlie Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FAC||Forward Air Controller || Spots for and directs Air Assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FO ||Forward Observer || Spots for and directs Artillery assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FT || Fireteam || 6 man element. 2 to a squad. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FTL || Fireteam Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |GREN || Grenadier || Carries grenade launcher or extra grenades&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HAT || Heavy Anti-Tank || Typically Static AT launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HMG || Heavy Machinegun || Typically A .50 caliber Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |INF || Infantry||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |JTAC || Joint Terminal Attack Controller || Spots for and directs Air assets (NATO term for FAC)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LAT || Light Anti-Tank || Man portable Disposable rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MMG || Medium Machinegun || Typically a belt fed .30 cal (7.62mm) Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MRT || Mortar Team||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MO || Medical Officer|| Manages the PLT Field Hospital&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL || Platoon or Platoon lead||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PLT || Platoon||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RAT|| Rifleman Anti-Tank || Carries FT&amp;#039;s anti tank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
====== Radio Communications ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronyms &amp;amp; Prowords &lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ACES || Ammo, Casualties, Equipment, Situation || To be reported in order&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BDA || Bomb Damage Assessment || Report of effectiveness of Air/Arty Strike.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black || Expended resource|| &amp;quot;A2, black on ammo&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CallSign || A radio codename||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ETA || Estimated Time of Arrival || &amp;quot;Reinforcements ETA 10 Mikes&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Green || Full on resource || &amp;quot;Green across the board, ready to fight&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Mike || Minute||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Net || Network || A radio channel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Oscar Mike || On The Move||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Over ||Proword used to end a message while asking for a reply||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Out || Proword used to mark the end of a transmission||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Red || Critically Low on Resource|| &amp;quot;Red on Bandages&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Radio Check|| Please confirm my radio is working and you can hear me||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SITREP|| Situational Report || Either giving or asking for a report&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TIC|| Troops In Contact || A short concise way to report initial contact &amp;quot;Pl, Alpha. TIC east out&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Station|| Your Radio||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Yellow|| Have used a small amount of resource|| Not in immediate need of resupply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Map Markers &amp;amp; Briefing ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASR|| Alternate Supply Route|| The veins that branch from an MSR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BOF|| Base Of Fire|| An element meant to provide Fire Superiority &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CP|| Command Post||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CCP|| Casualty Collection Point||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COP|| Combat Outpost || Small fortified outpost relies on supply and patrols from FOB&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DP ||Dismount Point|| For troops mounted in land vehicles to leave the vehicle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DZ|| Drop Zone || You parachute here&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EA|| Enemy Armor||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EI|| Enemy Infantry||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FH|| Field Hospital||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FOB|| Forward Operations Base || Large Fortified forward base&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HVT|| High Value Target || Valuable enemy to Kill or Capture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HQ|| Headquarters||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LDA|| Linear Danger Area || A corridor of death that exposes your flank. Ig: A road you need to cross&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LOA|| Limit Of Advance|| The furthest extent of an assault or movement&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LZ|| Landing zone || Where you land your boats or helicopters&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MSR|| Main Supply Route|| The main artery into an AO Usually a major highway or the largest road&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL|| A Phase Line|| A line typically a grid line or road that indicates the starting line of an operational Phase&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Phase|| A codenamed section of the overall plan ||Not to be executed until command uses the codeword&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RP|| Rally Point / Regroup Point|| A point at which units form up after being separated from one another&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SA/SP/STAGE||Staging point || A point at which a unit forms up for to get ready to move or attack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TOC|| Tactical Operations center||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TRP|| Target Reference Point || A terrain or building feature that aids in navigation and or talking support onto a target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIC / VEH|| Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIP|| Very Important Person || An ally we need to protect or rescue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |WP|| Waypoint || A navigational aid to stay on the correct path, usually near something that can be used as a reference point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Vehicles Roles and Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti Aircraft|| Generic term for any Anti Aircraft platform&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAA / Triple A|| Anti Aircraft Artillery|| Cannons meant to shoot at aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAV / AAVP|| Assault Amphibious Vehicle (Personnel) || A Seaworthy APC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AH|| Attack Helicopter|| A helicopter with CAS capability&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APC|| Armored Personal Carrier || A Lightly Armored vehicle meant to transport troops, occasionally armed with machine guns. M113 and BTRs are examples&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ARTY|| Artillery||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CAS|| Close Air Support||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Fast Mover|| A Jet Fighter/Bomber||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FW|| Fixed Wing|| A Plane&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |IFV|| Infantry Fighting Vehicle || An Armored vehicle that can transport and support a small team. Armed with Cannons and anti tank missiles. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MBT|| Main Battle Tank || Heavily Armored vehicle with a large caliber high velocity gun &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MLRS|| Multiple Launch Rocket System|| Rocket Artillery normally vehicle mounted&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SAM|| Surface to Air Missile|| A form of anti Aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPAA|| Self Propelled Anti-Air|| Sometimes A &amp;quot;G&amp;quot; is added for Gun. SPAAG&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPG|| Self Propelled Gun|| A howitzer on tracks or wheels. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TH|| Transport Helicopter||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Technical|| An improvised combat vehicle|| Normally a pickup truck with a .50cal MG bolted to it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UGV|| Unmanned Ground Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UAV|| Unmanned Aerial Vehicle||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Munitions ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti-Air||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AB|| Air Burst|| Normally Anti-Personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AP|| Armor Piercing ||  Anti-Personnel if used in most rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APDS|| Armor Piercing Discarding Sabot|| A very high velocity moving sub caliber dart made of dense material&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APFSDS|| Armor Piercing Fin Stabilized Discarding Sabot|| Same as above but with fins&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ATGM|| Anti-Tank Guided Missile|| Anti-Tank missile that either locks on or is manually guided&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Canister|| Canister full of ball bearings or Flechettes|| Anti personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Cluster|| Releases a Cluster of smaller bombs|| Airburst to disperse bomblets or mines&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAA|| High Explosive Anti-Armor|| The Marines like their own terms. Its HEAT damn it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAT|| High Explosive Anti-Tank || A shaped charge meant to penetrate armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEDP|| High Explosive Dual Purpose|| A mix of HEAT and HEF &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEF|| High Explosive Fragmentation|| HE shell filled with or meant to cause shrapnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HET|| High Explosive Timed|| HE shell that explodes a pre-determined time after impact, can cause airburst&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |T-HEAT / Tandem|| Tandem High Explosive Anti-Tank|| Round with two HEAT charges to defeat reactive armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TB / Thermo|| Thermobaric|| A fuel air bomb. Anti-Personnel works well if it goes off inside fortifications&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ILLUM|| Illumination || Flares that turn night into day&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking&amp;diff=3343</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=3343"/>
		<updated>2024-06-15T06:50:30Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Reforger Voice Carrying */  Removed ACRE 2 information that was somehow left. Cleaned up explanation of reforger voice.&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 the in-game radio system built directly into Reforger, we are able to have 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 on the right of your screen when you are transmitting over the radio.&lt;br /&gt;
&lt;br /&gt;
[[File:Transmitting.jpg]]&lt;br /&gt;
[[File:Radio Wheel.png|thumb|281x281px]]&lt;br /&gt;
In addition to letting you know that you are transmitting this message also display some useful information. It shows which frequency you are broadcasting on (in this case 38 MHz). 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 radio/channel you are broadcasting on, you can open and close the radio wheel by using the hotkey &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;. To the right is an image of the radio wheel with 2 channels being available, in this example you can see that the two available channels are CH1 - 38MHz which is Atlas Red 1(This is the name of the group and therefore changes depending on what the group is called) and CH2 - 48MHz which is Platoon channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radios &amp;amp; Radio Channels === &lt;br /&gt;
All radio nets are listed in the Group Menu. All sections have their own private frequency whilst inter-section communication is handled on the platoon-wide channel accessible by all section leads and the platoon commander.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Short-Range AN/PRC-343:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-343 or 343 is most basic radio we use. It is mostly used for communication between Fireteam leaders. 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. The 343 comes equipped with a 2.5in antenna, a max output of 50mW and a range of up to 500 metres in rural terrain. The 343 operates on an Ultra High Frequency. This means they cannot transmit or receive messages from a 152 or 148. Below is an image of the 343 as it looks in-game. &lt;br /&gt;
[[File:Heldradio.jpg|center|482x482px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-148&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-148, a more advanced radio is generally used by a squad leader and specialty (ex: engineering) leader to communicate with command. The 148 uses pre-programmed channels like the 343 but with a much longer range. It has the same specifications as the 152.&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-148_interface.png|1000px|centre]]&lt;br /&gt;
Use the default key to open up your 148 and you are left with that screen. To change channels, once again you have to press the top middle button. To change volume, simply click the button on the leftmost side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-152&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;152s are currently not directly issued in the framework, though may be found mounted in some vehicle racks&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The AN/PRC-152 handled by the squad leader to communicate with command. It uses predefined, pre-programmed channels like the 343 and 148, but is much more powerful than the 343. It functions on a Ultra High Frequency, has an output of 5W, and a range of up to ten kilometres in ideal conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-152 interface.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 152 has two controllabe buttons that you need to worry about: the top middle one, which changes channels, and the buttons at the side which are used to adjust volume. To change a channel, simply click on the top middle button (left to go up a channel, right to go back one). To change volume, you do the same.&lt;br /&gt;
&lt;br /&gt;
=== Radio Channels === &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Section Radio Frequencies:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please refer to the Groups Page for the radio frequencies.&lt;br /&gt;
&lt;br /&gt;
=== Radio Procedures &amp;amp; Prowords===&lt;br /&gt;
[[File:D90958430728b867af17e012e2226a11.png|right]]&lt;br /&gt;
&lt;br /&gt;
Before making a transmission, remember the following:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accuracy:&amp;#039;&amp;#039;&amp;#039; Is what you&amp;#039;re saying solid information? When reporting contact, ensure that you have double checked the direction and distance of the contact.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brevity:&amp;#039;&amp;#039;&amp;#039; KISS - Keep It Short and Simple, or Keep It Simple Stupid. Convey as much information as necessary in as few words as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarity:&amp;#039;&amp;#039;&amp;#039; Make sure that you speak slowly, steadily and as clearly as you can. Do your best to remain calm under pressure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
Some good key words to remember are listed in the table below. Use them to limit the time you&amp;#039;re on net.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Proword !! style=&amp;quot;text-align:left;&amp;quot;| Meaning &lt;br /&gt;
|-&lt;br /&gt;
|| CORRECTION || An error has been made in this transmission. Transmission will continue with the last word correctly transmitted.&lt;br /&gt;
|-&lt;br /&gt;
|| I SAY AGAIN || I am repeating transmission or portion indicated.&lt;br /&gt;
|-&lt;br /&gt;
|| OUT || This is the end of my transmission to you and no answer is required or expected.&lt;br /&gt;
|-&lt;br /&gt;
|| OVER || This is the end of my transmission to you and a response is necessary. Go ahead; transmit.&lt;br /&gt;
|-&lt;br /&gt;
|| BREAK || I hereby indicate the separation of the text from other portions of the message.&lt;br /&gt;
|-&lt;br /&gt;
|| ROGER || I have received your last transmission satisfactorily, and loud and clear.&lt;br /&gt;
|-&lt;br /&gt;
|| SAY AGAIN || Repeat all of your last transmission.&lt;br /&gt;
|-&lt;br /&gt;
|| SEND || I have received your initial call; pass on the rest of your message.&lt;br /&gt;
|-&lt;br /&gt;
|| THIS IS || This transmission is from the station whose designator/callsign immediately follows.&lt;br /&gt;
|-&lt;br /&gt;
|| WILCO || I have received your signal, understand it, and will comply. To be used only by the addressee. Since the meaning of ROGER is included in that of WILCO, the two prowords are never used together.&lt;br /&gt;
|-&lt;br /&gt;
|| REPEAT || This is for Artillery to repeat the last fire mission. Use SAY AGAIN to avoid confusion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Default Hotkeys ===&lt;br /&gt;
&lt;br /&gt;
By default, your keybinds for communication are set to the following:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039; - Radio Selection - opens the radio wheel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scroll Up + Down&amp;#039;&amp;#039;&amp;#039; - Adjust Frequency - changes channel frequency by .5 increments.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; - Power Switch - toggles radio power.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk - speaks locally but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk - speaks locally until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over Radio - speaks both locally and over radio but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk over Radio - speaks both locally and over radio until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;LCTRL+CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over long-range radio - speaks over the long-range radio but only when keys are held.&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;
=== Reforger Voice Carrying ===&lt;br /&gt;
&lt;br /&gt;
Reforger uses an in-game communication system which includes a system where,  how loudly you speak determines how far your voice carries in-game. Keep this in mind as the players can and will react to you based on what they can hear, especially as Reforger has very sensitive voice activity.&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 Marking ===&lt;br /&gt;
There are two kinds of map marking: &amp;#039;&amp;#039;&amp;#039;Custom Markers&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Military Markers&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.[[File:Map.jpg|frameless|956x956px]]&lt;br /&gt;
&lt;br /&gt;
==== Custom Markers: ====&lt;br /&gt;
Custom Markers can be used to mark Waypoints on the map, landing zones and other POIs such as minefields.[[File:Custommarkers zoomed.jpg|frameless|507x507px]]&lt;br /&gt;
[[File:Tags.png|This example shows the marker on the map, with the information you set on the right image. In this example, this is an Enemy Commander marked with the OPFOR Faction, Land Category and Mobile Command Unit Type.|thumb|199x199px]]&lt;br /&gt;
&lt;br /&gt;
==== Military Markers: ====&lt;br /&gt;
[[File:Militarymarkers_zoomed.jpg|center|frameless|504x504px]]&lt;br /&gt;
Military Markers can be used to mark confirmed friendly and enemy installations as well as enemy infantry and other contacts.&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. With the inclusion of Military Markers, it is important to include either the group it is addressed to or if it&amp;#039;s a platoon-wide marker. 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;
==== 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:Map3.png|center|900x900px|In this example, you can see that there are several icons marking out a landing zone and 6 waypoints, 3 for two different elements to use, both sets of waypoints have a different color and highlight a different way of writing/differentiating them from each other.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of icons:&lt;br /&gt;
[[File:ICONSALL.png|center|frameless|486x486px|The above shows all 3 of the in-game menus for selecting different types of icon to use when marking.]]&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. &lt;br /&gt;
&lt;br /&gt;
In this example, 2nd Section has marked spotted EI and has marked it, this example uses both the custom and military marker:&lt;br /&gt;
[[File:EI.png|center|346x346px]]&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:Convoy1.png|center|900x900px]]&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:Convoy2.png|center|801x801px]]&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
[[File:InfantryNEW.png|center|826x826px]]&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;
&lt;br /&gt;
For non-JTACs, mark the target on the map w/ a descriptor, and then communicate with higher elements to make a request for a strike on that target.&lt;br /&gt;
&lt;br /&gt;
For JTACs, see [https://coalitiongroup.net/wiki/index.php/Vehicle/Aircraft_Operations#JTAC-Aircraft_Operations JTAC-Aircraft Operations].&lt;br /&gt;
&lt;br /&gt;
[[File:airstrike.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
== Acronym Cheat sheet ==&lt;br /&gt;
&lt;br /&gt;
ARMA is full of Acronyms and letter soup. These list should help you see the order in the madness. &lt;br /&gt;
&lt;br /&gt;
There will also be a few Prowords here. &lt;br /&gt;
Prowords are words used in radio Procedure as a form of shorthand. &lt;br /&gt;
&lt;br /&gt;
======General Terms======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations|| The specific part of the map you are limited to&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Chalk||A Group of soldiers grouped for air movement|| Often used to organize what landing wave a group is in&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQB|| Close Quarters Battle|| Mostly pertaining to fighting inside buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQC|| Close Quarters Combat|| Same as above&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MOUT|| Military Operations in Urban Terrain|| School of tactics related to fighting in and around Cities&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ROE|| Rules Of Engagement|| How and when you are allowed to fight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ERA|| Explosive Reactive Armor|| A system used on vehicles to negate or reduce effectiveness of certain munitions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Infantry Roles And Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASL || Alpha Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAR || Assistant Auto-Rifleman || Spotter and ammo bearer for AR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AR || Automatic Rifleman/Rifle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BSL || Bravo Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COY || Company||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CSL || Charlie Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FAC||Forward Air Controller || Spots for and directs Air Assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FO ||Forward Observer || Spots for and directs Artillery assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FT || Fireteam || 6 man element. 2 to a squad. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FTL || Fireteam Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |GREN || Grenadier || Carries grenade launcher or extra grenades&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HAT || Heavy Anti-Tank || Typically Static AT launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HMG || Heavy Machinegun || Typically A .50 caliber Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |INF || Infantry||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |JTAC || Joint Terminal Attack Controller || Spots for and directs Air assets (NATO term for FAC)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LAT || Light Anti-Tank || Man portable Disposable rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MMG || Medium Machinegun || Typically a belt fed .30 cal (7.62mm) Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MRT || Mortar Team||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MO || Medical Officer|| Manages the PLT Field Hospital&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL || Platoon or Platoon lead||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PLT || Platoon||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RAT|| Rifleman Anti-Tank || Carries FT&amp;#039;s anti tank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
====== Radio Communications ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronyms &amp;amp; Prowords &lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ACES || Ammo, Casualties, Equipment, Situation || To be reported in order&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BDA || Bomb Damage Assessment || Report of effectiveness of Air/Arty Strike.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black || Expended resource|| &amp;quot;A2, black on ammo&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CallSign || A radio codename||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ETA || Estimated Time of Arrival || &amp;quot;Reinforcements ETA 10 Mikes&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Green || Full on resource || &amp;quot;Green across the board, ready to fight&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Mike || Minute||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Net || Network || A radio channel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Oscar Mike || On The Move||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Over ||Proword used to end a message while asking for a reply||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Out || Proword used to mark the end of a transmission||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Red || Critically Low on Resource|| &amp;quot;Red on Bandages&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Radio Check|| Please confirm my radio is working and you can hear me||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SITREP|| Situational Report || Either giving or asking for a report&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TIC|| Troops In Contact || A short concise way to report initial contact &amp;quot;Pl, Alpha. TIC east out&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Station|| Your Radio||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Yellow|| Have used a small amount of resource|| Not in immediate need of resupply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Map Markers &amp;amp; Briefing ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASR|| Alternate Supply Route|| The veins that branch from an MSR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BOF|| Base Of Fire|| An element meant to provide Fire Superiority &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CP|| Command Post||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CCP|| Casualty Collection Point||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COP|| Combat Outpost || Small fortified outpost relies on supply and patrols from FOB&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DP ||Dismount Point|| For troops mounted in land vehicles to leave the vehicle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DZ|| Drop Zone || You parachute here&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EA|| Enemy Armor||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EI|| Enemy Infantry||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FH|| Field Hospital||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FOB|| Forward Operations Base || Large Fortified forward base&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HVT|| High Value Target || Valuable enemy to Kill or Capture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HQ|| Headquarters||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LDA|| Linear Danger Area || A corridor of death that exposes your flank. Ig: A road you need to cross&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LOA|| Limit Of Advance|| The furthest extent of an assault or movement&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LZ|| Landing zone || Where you land your boats or helicopters&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MSR|| Main Supply Route|| The main artery into an AO Usually a major highway or the largest road&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL|| A Phase Line|| A line typically a grid line or road that indicates the starting line of an operational Phase&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Phase|| A codenamed section of the overall plan ||Not to be executed until command uses the codeword&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RP|| Rally Point / Regroup Point|| A point at which units form up after being separated from one another&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SA/SP/STAGE||Staging point || A point at which a unit forms up for to get ready to move or attack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TOC|| Tactical Operations center||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TRP|| Target Reference Point || A terrain or building feature that aids in navigation and or talking support onto a target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIC / VEH|| Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIP|| Very Important Person || An ally we need to protect or rescue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |WP|| Waypoint || A navigational aid to stay on the correct path, usually near something that can be used as a reference point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Vehicles Roles and Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti Aircraft|| Generic term for any Anti Aircraft platform&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAA / Triple A|| Anti Aircraft Artillery|| Cannons meant to shoot at aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAV / AAVP|| Assault Amphibious Vehicle (Personnel) || A Seaworthy APC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AH|| Attack Helicopter|| A helicopter with CAS capability&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APC|| Armored Personal Carrier || A Lightly Armored vehicle meant to transport troops, occasionally armed with machine guns. M113 and BTRs are examples&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ARTY|| Artillery||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CAS|| Close Air Support||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Fast Mover|| A Jet Fighter/Bomber||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FW|| Fixed Wing|| A Plane&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |IFV|| Infantry Fighting Vehicle || An Armored vehicle that can transport and support a small team. Armed with Cannons and anti tank missiles. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MBT|| Main Battle Tank || Heavily Armored vehicle with a large caliber high velocity gun &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MLRS|| Multiple Launch Rocket System|| Rocket Artillery normally vehicle mounted&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SAM|| Surface to Air Missile|| A form of anti Aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPAA|| Self Propelled Anti-Air|| Sometimes A &amp;quot;G&amp;quot; is added for Gun. SPAAG&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPG|| Self Propelled Gun|| A howitzer on tracks or wheels. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TH|| Transport Helicopter||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Technical|| An improvised combat vehicle|| Normally a pickup truck with a .50cal MG bolted to it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UGV|| Unmanned Ground Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UAV|| Unmanned Aerial Vehicle||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Munitions ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti-Air||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AB|| Air Burst|| Normally Anti-Personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AP|| Armor Piercing ||  Anti-Personnel if used in most rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APDS|| Armor Piercing Discarding Sabot|| A very high velocity moving sub caliber dart made of dense material&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APFSDS|| Armor Piercing Fin Stabilized Discarding Sabot|| Same as above but with fins&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ATGM|| Anti-Tank Guided Missile|| Anti-Tank missile that either locks on or is manually guided&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Canister|| Canister full of ball bearings or Flechettes|| Anti personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Cluster|| Releases a Cluster of smaller bombs|| Airburst to disperse bomblets or mines&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAA|| High Explosive Anti-Armor|| The Marines like their own terms. Its HEAT damn it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAT|| High Explosive Anti-Tank || A shaped charge meant to penetrate armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEDP|| High Explosive Dual Purpose|| A mix of HEAT and HEF &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEF|| High Explosive Fragmentation|| HE shell filled with or meant to cause shrapnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HET|| High Explosive Timed|| HE shell that explodes a pre-determined time after impact, can cause airburst&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |T-HEAT / Tandem|| Tandem High Explosive Anti-Tank|| Round with two HEAT charges to defeat reactive armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TB / Thermo|| Thermobaric|| A fuel air bomb. Anti-Personnel works well if it goes off inside fortifications&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ILLUM|| Illumination || Flares that turn night into day&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking&amp;diff=3342</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=3342"/>
		<updated>2024-06-15T06:46:26Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Map Markers &amp;amp; Briefing */&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 the in-game radio system built directly into Reforger, we are able to have 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 on the right of your screen when you are transmitting over the radio.&lt;br /&gt;
&lt;br /&gt;
[[File:Transmitting.jpg]]&lt;br /&gt;
[[File:Radio Wheel.png|thumb|281x281px]]&lt;br /&gt;
In addition to letting you know that you are transmitting this message also display some useful information. It shows which frequency you are broadcasting on (in this case 38 MHz). 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 radio/channel you are broadcasting on, you can open and close the radio wheel by using the hotkey &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;. To the right is an image of the radio wheel with 2 channels being available, in this example you can see that the two available channels are CH1 - 38MHz which is Atlas Red 1(This is the name of the group and therefore changes depending on what the group is called) and CH2 - 48MHz which is Platoon channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radios &amp;amp; Radio Channels === &lt;br /&gt;
All radio nets are listed in the Group Menu. All sections have their own private frequency whilst inter-section communication is handled on the platoon-wide channel accessible by all section leads and the platoon commander.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Short-Range AN/PRC-343:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-343 or 343 is most basic radio we use. It is mostly used for communication between Fireteam leaders. 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. The 343 comes equipped with a 2.5in antenna, a max output of 50mW and a range of up to 500 metres in rural terrain. The 343 operates on an Ultra High Frequency. This means they cannot transmit or receive messages from a 152 or 148. Below is an image of the 343 as it looks in-game. &lt;br /&gt;
[[File:Heldradio.jpg|center|482x482px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-148&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-148, a more advanced radio is generally used by a squad leader and specialty (ex: engineering) leader to communicate with command. The 148 uses pre-programmed channels like the 343 but with a much longer range. It has the same specifications as the 152.&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-148_interface.png|1000px|centre]]&lt;br /&gt;
Use the default key to open up your 148 and you are left with that screen. To change channels, once again you have to press the top middle button. To change volume, simply click the button on the leftmost side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-152&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;152s are currently not directly issued in the framework, though may be found mounted in some vehicle racks&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The AN/PRC-152 handled by the squad leader to communicate with command. It uses predefined, pre-programmed channels like the 343 and 148, but is much more powerful than the 343. It functions on a Ultra High Frequency, has an output of 5W, and a range of up to ten kilometres in ideal conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-152 interface.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 152 has two controllabe buttons that you need to worry about: the top middle one, which changes channels, and the buttons at the side which are used to adjust volume. To change a channel, simply click on the top middle button (left to go up a channel, right to go back one). To change volume, you do the same.&lt;br /&gt;
&lt;br /&gt;
=== Radio Channels === &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Section Radio Frequencies:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please refer to the Groups Page for the radio frequencies.&lt;br /&gt;
&lt;br /&gt;
=== Radio Procedures &amp;amp; Prowords===&lt;br /&gt;
[[File:D90958430728b867af17e012e2226a11.png|right]]&lt;br /&gt;
&lt;br /&gt;
Before making a transmission, remember the following:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accuracy:&amp;#039;&amp;#039;&amp;#039; Is what you&amp;#039;re saying solid information? When reporting contact, ensure that you have double checked the direction and distance of the contact.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brevity:&amp;#039;&amp;#039;&amp;#039; KISS - Keep It Short and Simple, or Keep It Simple Stupid. Convey as much information as necessary in as few words as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarity:&amp;#039;&amp;#039;&amp;#039; Make sure that you speak slowly, steadily and as clearly as you can. Do your best to remain calm under pressure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
Some good key words to remember are listed in the table below. Use them to limit the time you&amp;#039;re on net.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Proword !! style=&amp;quot;text-align:left;&amp;quot;| Meaning &lt;br /&gt;
|-&lt;br /&gt;
|| CORRECTION || An error has been made in this transmission. Transmission will continue with the last word correctly transmitted.&lt;br /&gt;
|-&lt;br /&gt;
|| I SAY AGAIN || I am repeating transmission or portion indicated.&lt;br /&gt;
|-&lt;br /&gt;
|| OUT || This is the end of my transmission to you and no answer is required or expected.&lt;br /&gt;
|-&lt;br /&gt;
|| OVER || This is the end of my transmission to you and a response is necessary. Go ahead; transmit.&lt;br /&gt;
|-&lt;br /&gt;
|| BREAK || I hereby indicate the separation of the text from other portions of the message.&lt;br /&gt;
|-&lt;br /&gt;
|| ROGER || I have received your last transmission satisfactorily, and loud and clear.&lt;br /&gt;
|-&lt;br /&gt;
|| SAY AGAIN || Repeat all of your last transmission.&lt;br /&gt;
|-&lt;br /&gt;
|| SEND || I have received your initial call; pass on the rest of your message.&lt;br /&gt;
|-&lt;br /&gt;
|| THIS IS || This transmission is from the station whose designator/callsign immediately follows.&lt;br /&gt;
|-&lt;br /&gt;
|| WILCO || I have received your signal, understand it, and will comply. To be used only by the addressee. Since the meaning of ROGER is included in that of WILCO, the two prowords are never used together.&lt;br /&gt;
|-&lt;br /&gt;
|| REPEAT || This is for Artillery to repeat the last fire mission. Use SAY AGAIN to avoid confusion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Default Hotkeys ===&lt;br /&gt;
&lt;br /&gt;
By default, your keybinds for communication are set to the following:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039; - Radio Selection - opens the radio wheel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scroll Up + Down&amp;#039;&amp;#039;&amp;#039; - Adjust Frequency - changes channel frequency by .5 increments.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; - Power Switch - toggles radio power.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk - speaks locally but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk - speaks locally until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over Radio - speaks both locally and over radio but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk over Radio - speaks both locally and over radio until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;LCTRL+CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over long-range radio - speaks over the long-range radio but only when keys are held.&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;
=== Reforger Voice Carrying ===&lt;br /&gt;
&lt;br /&gt;
This system allows you to choose your voice volume by holding tab and scrolling up or down with your mouse wheel. Based on your mission or surroundings your voice volume can be very important. Below will be an info sheet pulled from the ACRE2 wiki itself. By default your TS3 Push to talk or voice activation setting will be your direct speech.&lt;br /&gt;
&lt;br /&gt;
Built into the in-game communication system, there is a system where, depending on how loudly you speak, depends on how much your voice carries in-game. Keep these in min as the players can and will react to you based on what they can hear, especially as Reforger has very sensitive voice activity.&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 Marking ===&lt;br /&gt;
There are two kinds of map marking: &amp;#039;&amp;#039;&amp;#039;Custom Markers&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Military Markers&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.[[File:Map.jpg|frameless|956x956px]]&lt;br /&gt;
&lt;br /&gt;
==== Custom Markers: ====&lt;br /&gt;
Custom Markers can be used to mark Waypoints on the map, landing zones and other POIs such as minefields.[[File:Custommarkers zoomed.jpg|frameless|507x507px]]&lt;br /&gt;
[[File:Tags.png|This example shows the marker on the map, with the information you set on the right image. In this example, this is an Enemy Commander marked with the OPFOR Faction, Land Category and Mobile Command Unit Type.|thumb|199x199px]]&lt;br /&gt;
&lt;br /&gt;
==== Military Markers: ====&lt;br /&gt;
[[File:Militarymarkers_zoomed.jpg|center|frameless|504x504px]]&lt;br /&gt;
Military Markers can be used to mark confirmed friendly and enemy installations as well as enemy infantry and other contacts.&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. With the inclusion of Military Markers, it is important to include either the group it is addressed to or if it&amp;#039;s a platoon-wide marker. 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;
==== 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:Map3.png|center|900x900px|In this example, you can see that there are several icons marking out a landing zone and 6 waypoints, 3 for two different elements to use, both sets of waypoints have a different color and highlight a different way of writing/differentiating them from each other.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of icons:&lt;br /&gt;
[[File:ICONSALL.png|center|frameless|486x486px|The above shows all 3 of the in-game menus for selecting different types of icon to use when marking.]]&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. &lt;br /&gt;
&lt;br /&gt;
In this example, 2nd Section has marked spotted EI and has marked it, this example uses both the custom and military marker:&lt;br /&gt;
[[File:EI.png|center|346x346px]]&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:Convoy1.png|center|900x900px]]&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:Convoy2.png|center|801x801px]]&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
[[File:InfantryNEW.png|center|826x826px]]&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;
&lt;br /&gt;
For non-JTACs, mark the target on the map w/ a descriptor, and then communicate with higher elements to make a request for a strike on that target.&lt;br /&gt;
&lt;br /&gt;
For JTACs, see [https://coalitiongroup.net/wiki/index.php/Vehicle/Aircraft_Operations#JTAC-Aircraft_Operations JTAC-Aircraft Operations].&lt;br /&gt;
&lt;br /&gt;
[[File:airstrike.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
== Acronym Cheat sheet ==&lt;br /&gt;
&lt;br /&gt;
ARMA is full of Acronyms and letter soup. These list should help you see the order in the madness. &lt;br /&gt;
&lt;br /&gt;
There will also be a few Prowords here. &lt;br /&gt;
Prowords are words used in radio Procedure as a form of shorthand. &lt;br /&gt;
&lt;br /&gt;
======General Terms======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations|| The specific part of the map you are limited to&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Chalk||A Group of soldiers grouped for air movement|| Often used to organize what landing wave a group is in&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQB|| Close Quarters Battle|| Mostly pertaining to fighting inside buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQC|| Close Quarters Combat|| Same as above&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MOUT|| Military Operations in Urban Terrain|| School of tactics related to fighting in and around Cities&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ROE|| Rules Of Engagement|| How and when you are allowed to fight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ERA|| Explosive Reactive Armor|| A system used on vehicles to negate or reduce effectiveness of certain munitions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Infantry Roles And Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASL || Alpha Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAR || Assistant Auto-Rifleman || Spotter and ammo bearer for AR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AR || Automatic Rifleman/Rifle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BSL || Bravo Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COY || Company||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CSL || Charlie Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FAC||Forward Air Controller || Spots for and directs Air Assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FO ||Forward Observer || Spots for and directs Artillery assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FT || Fireteam || 6 man element. 2 to a squad. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FTL || Fireteam Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |GREN || Grenadier || Carries grenade launcher or extra grenades&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HAT || Heavy Anti-Tank || Typically Static AT launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HMG || Heavy Machinegun || Typically A .50 caliber Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |INF || Infantry||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |JTAC || Joint Terminal Attack Controller || Spots for and directs Air assets (NATO term for FAC)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LAT || Light Anti-Tank || Man portable Disposable rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MMG || Medium Machinegun || Typically a belt fed .30 cal (7.62mm) Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MRT || Mortar Team||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MO || Medical Officer|| Manages the PLT Field Hospital&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL || Platoon or Platoon lead||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PLT || Platoon||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RAT|| Rifleman Anti-Tank || Carries FT&amp;#039;s anti tank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
====== Radio Communications ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronyms &amp;amp; Prowords &lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ACES || Ammo, Casualties, Equipment, Situation || To be reported in order&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BDA || Bomb Damage Assessment || Report of effectiveness of Air/Arty Strike.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black || Expended resource|| &amp;quot;A2, black on ammo&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CallSign || A radio codename||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ETA || Estimated Time of Arrival || &amp;quot;Reinforcements ETA 10 Mikes&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Green || Full on resource || &amp;quot;Green across the board, ready to fight&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Mike || Minute||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Net || Network || A radio channel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Oscar Mike || On The Move||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Over ||Proword used to end a message while asking for a reply||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Out || Proword used to mark the end of a transmission||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Red || Critically Low on Resource|| &amp;quot;Red on Bandages&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Radio Check|| Please confirm my radio is working and you can hear me||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SITREP|| Situational Report || Either giving or asking for a report&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TIC|| Troops In Contact || A short concise way to report initial contact &amp;quot;Pl, Alpha. TIC east out&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Station|| Your Radio||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Yellow|| Have used a small amount of resource|| Not in immediate need of resupply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Map Markers &amp;amp; Briefing ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASR|| Alternate Supply Route|| The veins that branch from an MSR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BOF|| Base Of Fire|| An element meant to provide Fire Superiority &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CP|| Command Post||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CCP|| Casualty Collection Point||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COP|| Combat Outpost || Small fortified outpost relies on supply and patrols from FOB&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DP ||Dismount Point|| For troops mounted in land vehicles to leave the vehicle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DZ|| Drop Zone || You parachute here&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EA|| Enemy Armor||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EI|| Enemy Infantry||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FH|| Field Hospital||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FOB|| Forward Operations Base || Large Fortified forward base&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HVT|| High Value Target || Valuable enemy to Kill or Capture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HQ|| Headquarters||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LDA|| Linear Danger Area || A corridor of death that exposes your flank. Ig: A road you need to cross&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LOA|| Limit Of Advance|| The furthest extent of an assault or movement&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LZ|| Landing zone || Where you land your boats or helicopters&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MSR|| Main Supply Route|| The main artery into an AO Usually a major highway or the largest road&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL|| A Phase Line|| A line typically a grid line or road that indicates the starting line of an operational Phase&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Phase|| A codenamed section of the overall plan ||Not to be executed until command uses the codeword&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RP|| Rally Point / Regroup Point|| A point at which units form up after being separated from one another&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SA/SP/STAGE||Staging point || A point at which a unit forms up for to get ready to move or attack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TOC|| Tactical Operations center||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TRP|| Target Reference Point || A terrain or building feature that aids in navigation and or talking support onto a target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIC / VEH|| Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIP|| Very Important Person || An ally we need to protect or rescue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |WP|| Waypoint || A navigational aid to stay on the correct path, usually near something that can be used as a reference point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Vehicles Roles and Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti Aircraft|| Generic term for any Anti Aircraft platform&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAA / Triple A|| Anti Aircraft Artillery|| Cannons meant to shoot at aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAV / AAVP|| Assault Amphibious Vehicle (Personnel) || A Seaworthy APC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AH|| Attack Helicopter|| A helicopter with CAS capability&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APC|| Armored Personal Carrier || A Lightly Armored vehicle meant to transport troops, occasionally armed with machine guns. M113 and BTRs are examples&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ARTY|| Artillery||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CAS|| Close Air Support||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Fast Mover|| A Jet Fighter/Bomber||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FW|| Fixed Wing|| A Plane&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |IFV|| Infantry Fighting Vehicle || An Armored vehicle that can transport and support a small team. Armed with Cannons and anti tank missiles. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MBT|| Main Battle Tank || Heavily Armored vehicle with a large caliber high velocity gun &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MLRS|| Multiple Launch Rocket System|| Rocket Artillery normally vehicle mounted&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SAM|| Surface to Air Missile|| A form of anti Aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPAA|| Self Propelled Anti-Air|| Sometimes A &amp;quot;G&amp;quot; is added for Gun. SPAAG&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPG|| Self Propelled Gun|| A howitzer on tracks or wheels. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TH|| Transport Helicopter||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Technical|| An improvised combat vehicle|| Normally a pickup truck with a .50cal MG bolted to it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UGV|| Unmanned Ground Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UAV|| Unmanned Aerial Vehicle||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Munitions ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti-Air||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AB|| Air Burst|| Normally Anti-Personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AP|| Armor Piercing ||  Anti-Personnel if used in most rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APDS|| Armor Piercing Discarding Sabot|| A very high velocity moving sub caliber dart made of dense material&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APFSDS|| Armor Piercing Fin Stabilized Discarding Sabot|| Same as above but with fins&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ATGM|| Anti-Tank Guided Missile|| Anti-Tank missile that either locks on or is manually guided&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Canister|| Canister full of ball bearings or Flechettes|| Anti personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Cluster|| Releases a Cluster of smaller bombs|| Airburst to disperse bomblets or mines&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAA|| High Explosive Anti-Armor|| The Marines like their own terms. Its HEAT damn it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAT|| High Explosive Anti-Tank || A shaped charge meant to penetrate armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEDP|| High Explosive Dual Purpose|| A mix of HEAT and HEF &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEF|| High Explosive Fragmentation|| HE shell filled with or meant to cause shrapnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HET|| High Explosive Timed|| HE shell that explodes a pre-determined time after impact, can cause airburst&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |T-HEAT / Tandem|| Tandem High Explosive Anti-Tank|| Round with two HEAT charges to defeat reactive armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TB / Thermo|| Thermobaric|| A fuel air bomb. Anti-Personnel works well if it goes off inside fortifications&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ILLUM|| Illumination || Flares that turn night into day&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking&amp;diff=3341</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=3341"/>
		<updated>2024-06-15T06:42:12Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Infantry Roles And Assets */ Chart formatting&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 the in-game radio system built directly into Reforger, we are able to have 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 on the right of your screen when you are transmitting over the radio.&lt;br /&gt;
&lt;br /&gt;
[[File:Transmitting.jpg]]&lt;br /&gt;
[[File:Radio Wheel.png|thumb|281x281px]]&lt;br /&gt;
In addition to letting you know that you are transmitting this message also display some useful information. It shows which frequency you are broadcasting on (in this case 38 MHz). 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 radio/channel you are broadcasting on, you can open and close the radio wheel by using the hotkey &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;. To the right is an image of the radio wheel with 2 channels being available, in this example you can see that the two available channels are CH1 - 38MHz which is Atlas Red 1(This is the name of the group and therefore changes depending on what the group is called) and CH2 - 48MHz which is Platoon channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radios &amp;amp; Radio Channels === &lt;br /&gt;
All radio nets are listed in the Group Menu. All sections have their own private frequency whilst inter-section communication is handled on the platoon-wide channel accessible by all section leads and the platoon commander.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Short-Range AN/PRC-343:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-343 or 343 is most basic radio we use. It is mostly used for communication between Fireteam leaders. 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. The 343 comes equipped with a 2.5in antenna, a max output of 50mW and a range of up to 500 metres in rural terrain. The 343 operates on an Ultra High Frequency. This means they cannot transmit or receive messages from a 152 or 148. Below is an image of the 343 as it looks in-game. &lt;br /&gt;
[[File:Heldradio.jpg|center|482x482px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-148&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-148, a more advanced radio is generally used by a squad leader and specialty (ex: engineering) leader to communicate with command. The 148 uses pre-programmed channels like the 343 but with a much longer range. It has the same specifications as the 152.&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-148_interface.png|1000px|centre]]&lt;br /&gt;
Use the default key to open up your 148 and you are left with that screen. To change channels, once again you have to press the top middle button. To change volume, simply click the button on the leftmost side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-152&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;152s are currently not directly issued in the framework, though may be found mounted in some vehicle racks&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The AN/PRC-152 handled by the squad leader to communicate with command. It uses predefined, pre-programmed channels like the 343 and 148, but is much more powerful than the 343. It functions on a Ultra High Frequency, has an output of 5W, and a range of up to ten kilometres in ideal conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-152 interface.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 152 has two controllabe buttons that you need to worry about: the top middle one, which changes channels, and the buttons at the side which are used to adjust volume. To change a channel, simply click on the top middle button (left to go up a channel, right to go back one). To change volume, you do the same.&lt;br /&gt;
&lt;br /&gt;
=== Radio Channels === &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Section Radio Frequencies:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please refer to the Groups Page for the radio frequencies.&lt;br /&gt;
&lt;br /&gt;
=== Radio Procedures &amp;amp; Prowords===&lt;br /&gt;
[[File:D90958430728b867af17e012e2226a11.png|right]]&lt;br /&gt;
&lt;br /&gt;
Before making a transmission, remember the following:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accuracy:&amp;#039;&amp;#039;&amp;#039; Is what you&amp;#039;re saying solid information? When reporting contact, ensure that you have double checked the direction and distance of the contact.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brevity:&amp;#039;&amp;#039;&amp;#039; KISS - Keep It Short and Simple, or Keep It Simple Stupid. Convey as much information as necessary in as few words as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarity:&amp;#039;&amp;#039;&amp;#039; Make sure that you speak slowly, steadily and as clearly as you can. Do your best to remain calm under pressure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
Some good key words to remember are listed in the table below. Use them to limit the time you&amp;#039;re on net.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Proword !! style=&amp;quot;text-align:left;&amp;quot;| Meaning &lt;br /&gt;
|-&lt;br /&gt;
|| CORRECTION || An error has been made in this transmission. Transmission will continue with the last word correctly transmitted.&lt;br /&gt;
|-&lt;br /&gt;
|| I SAY AGAIN || I am repeating transmission or portion indicated.&lt;br /&gt;
|-&lt;br /&gt;
|| OUT || This is the end of my transmission to you and no answer is required or expected.&lt;br /&gt;
|-&lt;br /&gt;
|| OVER || This is the end of my transmission to you and a response is necessary. Go ahead; transmit.&lt;br /&gt;
|-&lt;br /&gt;
|| BREAK || I hereby indicate the separation of the text from other portions of the message.&lt;br /&gt;
|-&lt;br /&gt;
|| ROGER || I have received your last transmission satisfactorily, and loud and clear.&lt;br /&gt;
|-&lt;br /&gt;
|| SAY AGAIN || Repeat all of your last transmission.&lt;br /&gt;
|-&lt;br /&gt;
|| SEND || I have received your initial call; pass on the rest of your message.&lt;br /&gt;
|-&lt;br /&gt;
|| THIS IS || This transmission is from the station whose designator/callsign immediately follows.&lt;br /&gt;
|-&lt;br /&gt;
|| WILCO || I have received your signal, understand it, and will comply. To be used only by the addressee. Since the meaning of ROGER is included in that of WILCO, the two prowords are never used together.&lt;br /&gt;
|-&lt;br /&gt;
|| REPEAT || This is for Artillery to repeat the last fire mission. Use SAY AGAIN to avoid confusion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Default Hotkeys ===&lt;br /&gt;
&lt;br /&gt;
By default, your keybinds for communication are set to the following:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039; - Radio Selection - opens the radio wheel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scroll Up + Down&amp;#039;&amp;#039;&amp;#039; - Adjust Frequency - changes channel frequency by .5 increments.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; - Power Switch - toggles radio power.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk - speaks locally but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk - speaks locally until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over Radio - speaks both locally and over radio but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk over Radio - speaks both locally and over radio until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;LCTRL+CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over long-range radio - speaks over the long-range radio but only when keys are held.&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;
=== Reforger Voice Carrying ===&lt;br /&gt;
&lt;br /&gt;
This system allows you to choose your voice volume by holding tab and scrolling up or down with your mouse wheel. Based on your mission or surroundings your voice volume can be very important. Below will be an info sheet pulled from the ACRE2 wiki itself. By default your TS3 Push to talk or voice activation setting will be your direct speech.&lt;br /&gt;
&lt;br /&gt;
Built into the in-game communication system, there is a system where, depending on how loudly you speak, depends on how much your voice carries in-game. Keep these in min as the players can and will react to you based on what they can hear, especially as Reforger has very sensitive voice activity.&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 Marking ===&lt;br /&gt;
There are two kinds of map marking: &amp;#039;&amp;#039;&amp;#039;Custom Markers&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Military Markers&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.[[File:Map.jpg|frameless|956x956px]]&lt;br /&gt;
&lt;br /&gt;
==== Custom Markers: ====&lt;br /&gt;
Custom Markers can be used to mark Waypoints on the map, landing zones and other POIs such as minefields.[[File:Custommarkers zoomed.jpg|frameless|507x507px]]&lt;br /&gt;
[[File:Tags.png|This example shows the marker on the map, with the information you set on the right image. In this example, this is an Enemy Commander marked with the OPFOR Faction, Land Category and Mobile Command Unit Type.|thumb|199x199px]]&lt;br /&gt;
&lt;br /&gt;
==== Military Markers: ====&lt;br /&gt;
[[File:Militarymarkers_zoomed.jpg|center|frameless|504x504px]]&lt;br /&gt;
Military Markers can be used to mark confirmed friendly and enemy installations as well as enemy infantry and other contacts.&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. With the inclusion of Military Markers, it is important to include either the group it is addressed to or if it&amp;#039;s a platoon-wide marker. 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;
==== 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:Map3.png|center|900x900px|In this example, you can see that there are several icons marking out a landing zone and 6 waypoints, 3 for two different elements to use, both sets of waypoints have a different color and highlight a different way of writing/differentiating them from each other.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of icons:&lt;br /&gt;
[[File:ICONSALL.png|center|frameless|486x486px|The above shows all 3 of the in-game menus for selecting different types of icon to use when marking.]]&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. &lt;br /&gt;
&lt;br /&gt;
In this example, 2nd Section has marked spotted EI and has marked it, this example uses both the custom and military marker:&lt;br /&gt;
[[File:EI.png|center|346x346px]]&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:Convoy1.png|center|900x900px]]&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:Convoy2.png|center|801x801px]]&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
[[File:InfantryNEW.png|center|826x826px]]&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;
&lt;br /&gt;
For non-JTACs, mark the target on the map w/ a descriptor, and then communicate with higher elements to make a request for a strike on that target.&lt;br /&gt;
&lt;br /&gt;
For JTACs, see [https://coalitiongroup.net/wiki/index.php/Vehicle/Aircraft_Operations#JTAC-Aircraft_Operations JTAC-Aircraft Operations].&lt;br /&gt;
&lt;br /&gt;
[[File:airstrike.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
== Acronym Cheat sheet ==&lt;br /&gt;
&lt;br /&gt;
ARMA is full of Acronyms and letter soup. These list should help you see the order in the madness. &lt;br /&gt;
&lt;br /&gt;
There will also be a few Prowords here. &lt;br /&gt;
Prowords are words used in radio Procedure as a form of shorthand. &lt;br /&gt;
&lt;br /&gt;
======General Terms======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations|| The specific part of the map you are limited to&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Chalk||A Group of soldiers grouped for air movement|| Often used to organize what landing wave a group is in&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQB|| Close Quarters Battle|| Mostly pertaining to fighting inside buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQC|| Close Quarters Combat|| Same as above&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MOUT|| Military Operations in Urban Terrain|| School of tactics related to fighting in and around Cities&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ROE|| Rules Of Engagement|| How and when you are allowed to fight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ERA|| Explosive Reactive Armor|| A system used on vehicles to negate or reduce effectiveness of certain munitions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Infantry Roles And Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASL || Alpha Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAR || Assistant Auto-Rifleman || Spotter and ammo bearer for AR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AR || Automatic Rifleman/Rifle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BSL || Bravo Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COY || Company||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CSL || Charlie Squad Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FAC||Forward Air Controller || Spots for and directs Air Assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FO ||Forward Observer || Spots for and directs Artillery assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FT || Fireteam || 6 man element. 2 to a squad. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FTL || Fireteam Leader||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |GREN || Grenadier || Carries grenade launcher or extra grenades&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HAT || Heavy Anti-Tank || Typically Static AT launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HMG || Heavy Machinegun || Typically A .50 caliber Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |INF || Infantry||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |JTAC || Joint Terminal Attack Controller || Spots for and directs Air assets (NATO term for FAC)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LAT || Light Anti-Tank || Man portable Disposable rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MMG || Medium Machinegun || Typically a belt fed .30 cal (7.62mm) Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MRT || Mortar Team||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MO || Medical Officer|| Manages the PLT Field Hospital&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL || Platoon or Platoon lead||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PLT || Platoon||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RAT|| Rifleman Anti-Tank || Carries FT&amp;#039;s anti tank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
====== Radio Communications ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronyms &amp;amp; Prowords &lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ACES || Ammo, Casualties, Equipment, Situation || To be reported in order&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BDA || Bomb Damage Assessment || Report of effectiveness of Air/Arty Strike.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black || Expended resource|| &amp;quot;A2, black on ammo&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CallSign || A radio codename||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ETA || Estimated Time of Arrival || &amp;quot;Reinforcements ETA 10 Mikes&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Green || Full on resource || &amp;quot;Green across the board, ready to fight&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Mike || Minute||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Net || Network || A radio channel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Oscar Mike || On The Move||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Over ||Proword used to end a message while asking for a reply||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Out || Proword used to mark the end of a transmission||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Red || Critically Low on Resource|| &amp;quot;Red on Bandages&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Radio Check|| Please confirm my radio is working and you can hear me||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SITREP|| Situational Report || Either giving or asking for a report&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TIC|| Troops In Contact || A short concise way to report initial contact &amp;quot;Pl, Alpha. TIC east out&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Station|| Your Radio||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Yellow|| Have used a small amount of resource|| Not in immediate need of resupply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Map Markers &amp;amp; Briefing ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASR|| Alternate Supply Route|| The veins that branch from an MSR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BOF|| Base Of Fire|| An element meant to provide Fire Superiority &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CP|| Command Post||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CCP|| Casualty Collection Point||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COP|| Combat Outpost || Small fortified outpost relies on supply and patrols from FOB&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DP ||Dismount Point|| For troops mounted in land vehicles to leave the vehicle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DZ|| Drop Zone || You parachute here&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EA|| Enemy Armor||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EI|| Enemy Infantry||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FH|| Field Hospital||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FOB|| Forward Operations Base || Large Fortified forward base&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HVT|| High Value Target || Valuable enemy to Kill or Capture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HQ|| Headquarters||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LDA|| Linear Danger Area || A corridor of death. Ig: A road you need to cross&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LOA|| Limit Of Advance|| The furthest extent of an assault or movement&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LZ|| Landing zone || Where you land your boats or helicopters&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MSR|| Main Supply Route|| The main artery into an AO Usually a major highway or the largest road&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL|| A Phase Line|| A line typically a grid line or road that indicates the starting line of an operational Phase&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Phase|| A codenamed section of the overall plan ||Not to be executed until command uses the codeword&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RP|| Rally Point / Regroup Point|| A point at which units form up after being separated from one another&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SA/SP/STAGE||Staging point || A point at which a unit forms up for to get ready to move or attack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TOC|| Tactical Operations center||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TRP|| Target Reference Point || A terrain or building feature that aids in navigation and or talking support onto a target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIC / VEH|| Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIP|| Very Important Person || An ally we need to protect or rescue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |WP|| Waypoint || A navigational aid to stay on the correct path, usually near something that can be used as a reference point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Vehicles Roles and Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti Aircraft|| Generic term for any Anti Aircraft platform&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAA / Triple A|| Anti Aircraft Artillery|| Cannons meant to shoot at aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAV / AAVP|| Assault Amphibious Vehicle (Personnel) || A Seaworthy APC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AH|| Attack Helicopter|| A helicopter with CAS capability&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APC|| Armored Personal Carrier || A Lightly Armored vehicle meant to transport troops, occasionally armed with machine guns. M113 and BTRs are examples&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ARTY|| Artillery||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CAS|| Close Air Support||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Fast Mover|| A Jet Fighter/Bomber||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FW|| Fixed Wing|| A Plane&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |IFV|| Infantry Fighting Vehicle || An Armored vehicle that can transport and support a small team. Armed with Cannons and anti tank missiles. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MBT|| Main Battle Tank || Heavily Armored vehicle with a large caliber high velocity gun &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MLRS|| Multiple Launch Rocket System|| Rocket Artillery normally vehicle mounted&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SAM|| Surface to Air Missile|| A form of anti Aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPAA|| Self Propelled Anti-Air|| Sometimes A &amp;quot;G&amp;quot; is added for Gun. SPAAG&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPG|| Self Propelled Gun|| A howitzer on tracks or wheels. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TH|| Transport Helicopter||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Technical|| An improvised combat vehicle|| Normally a pickup truck with a .50cal MG bolted to it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UGV|| Unmanned Ground Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UAV|| Unmanned Aerial Vehicle||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Munitions ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti-Air||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AB|| Air Burst|| Normally Anti-Personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AP|| Armor Piercing ||  Anti-Personnel if used in most rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APDS|| Armor Piercing Discarding Sabot|| A very high velocity moving sub caliber dart made of dense material&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APFSDS|| Armor Piercing Fin Stabilized Discarding Sabot|| Same as above but with fins&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ATGM|| Anti-Tank Guided Missile|| Anti-Tank missile that either locks on or is manually guided&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Canister|| Canister full of ball bearings or Flechettes|| Anti personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Cluster|| Releases a Cluster of smaller bombs|| Airburst to disperse bomblets or mines&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAA|| High Explosive Anti-Armor|| The Marines like their own terms. Its HEAT damn it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAT|| High Explosive Anti-Tank || A shaped charge meant to penetrate armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEDP|| High Explosive Dual Purpose|| A mix of HEAT and HEF &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEF|| High Explosive Fragmentation|| HE shell filled with or meant to cause shrapnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HET|| High Explosive Timed|| HE shell that explodes a pre-determined time after impact, can cause airburst&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |T-HEAT / Tandem|| Tandem High Explosive Anti-Tank|| Round with two HEAT charges to defeat reactive armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TB / Thermo|| Thermobaric|| A fuel air bomb. Anti-Personnel works well if it goes off inside fortifications&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ILLUM|| Illumination || Flares that turn night into day&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking&amp;diff=3340</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=3340"/>
		<updated>2024-06-15T06:39:30Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Radio Communications */ Fixed chart formatting&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 the in-game radio system built directly into Reforger, we are able to have 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 on the right of your screen when you are transmitting over the radio.&lt;br /&gt;
&lt;br /&gt;
[[File:Transmitting.jpg]]&lt;br /&gt;
[[File:Radio Wheel.png|thumb|281x281px]]&lt;br /&gt;
In addition to letting you know that you are transmitting this message also display some useful information. It shows which frequency you are broadcasting on (in this case 38 MHz). 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 radio/channel you are broadcasting on, you can open and close the radio wheel by using the hotkey &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;. To the right is an image of the radio wheel with 2 channels being available, in this example you can see that the two available channels are CH1 - 38MHz which is Atlas Red 1(This is the name of the group and therefore changes depending on what the group is called) and CH2 - 48MHz which is Platoon channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radios &amp;amp; Radio Channels === &lt;br /&gt;
All radio nets are listed in the Group Menu. All sections have their own private frequency whilst inter-section communication is handled on the platoon-wide channel accessible by all section leads and the platoon commander.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Short-Range AN/PRC-343:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-343 or 343 is most basic radio we use. It is mostly used for communication between Fireteam leaders. 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. The 343 comes equipped with a 2.5in antenna, a max output of 50mW and a range of up to 500 metres in rural terrain. The 343 operates on an Ultra High Frequency. This means they cannot transmit or receive messages from a 152 or 148. Below is an image of the 343 as it looks in-game. &lt;br /&gt;
[[File:Heldradio.jpg|center|482x482px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-148&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-148, a more advanced radio is generally used by a squad leader and specialty (ex: engineering) leader to communicate with command. The 148 uses pre-programmed channels like the 343 but with a much longer range. It has the same specifications as the 152.&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-148_interface.png|1000px|centre]]&lt;br /&gt;
Use the default key to open up your 148 and you are left with that screen. To change channels, once again you have to press the top middle button. To change volume, simply click the button on the leftmost side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-152&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;152s are currently not directly issued in the framework, though may be found mounted in some vehicle racks&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The AN/PRC-152 handled by the squad leader to communicate with command. It uses predefined, pre-programmed channels like the 343 and 148, but is much more powerful than the 343. It functions on a Ultra High Frequency, has an output of 5W, and a range of up to ten kilometres in ideal conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-152 interface.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 152 has two controllabe buttons that you need to worry about: the top middle one, which changes channels, and the buttons at the side which are used to adjust volume. To change a channel, simply click on the top middle button (left to go up a channel, right to go back one). To change volume, you do the same.&lt;br /&gt;
&lt;br /&gt;
=== Radio Channels === &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Section Radio Frequencies:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please refer to the Groups Page for the radio frequencies.&lt;br /&gt;
&lt;br /&gt;
=== Radio Procedures &amp;amp; Prowords===&lt;br /&gt;
[[File:D90958430728b867af17e012e2226a11.png|right]]&lt;br /&gt;
&lt;br /&gt;
Before making a transmission, remember the following:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accuracy:&amp;#039;&amp;#039;&amp;#039; Is what you&amp;#039;re saying solid information? When reporting contact, ensure that you have double checked the direction and distance of the contact.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brevity:&amp;#039;&amp;#039;&amp;#039; KISS - Keep It Short and Simple, or Keep It Simple Stupid. Convey as much information as necessary in as few words as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarity:&amp;#039;&amp;#039;&amp;#039; Make sure that you speak slowly, steadily and as clearly as you can. Do your best to remain calm under pressure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
Some good key words to remember are listed in the table below. Use them to limit the time you&amp;#039;re on net.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Proword !! style=&amp;quot;text-align:left;&amp;quot;| Meaning &lt;br /&gt;
|-&lt;br /&gt;
|| CORRECTION || An error has been made in this transmission. Transmission will continue with the last word correctly transmitted.&lt;br /&gt;
|-&lt;br /&gt;
|| I SAY AGAIN || I am repeating transmission or portion indicated.&lt;br /&gt;
|-&lt;br /&gt;
|| OUT || This is the end of my transmission to you and no answer is required or expected.&lt;br /&gt;
|-&lt;br /&gt;
|| OVER || This is the end of my transmission to you and a response is necessary. Go ahead; transmit.&lt;br /&gt;
|-&lt;br /&gt;
|| BREAK || I hereby indicate the separation of the text from other portions of the message.&lt;br /&gt;
|-&lt;br /&gt;
|| ROGER || I have received your last transmission satisfactorily, and loud and clear.&lt;br /&gt;
|-&lt;br /&gt;
|| SAY AGAIN || Repeat all of your last transmission.&lt;br /&gt;
|-&lt;br /&gt;
|| SEND || I have received your initial call; pass on the rest of your message.&lt;br /&gt;
|-&lt;br /&gt;
|| THIS IS || This transmission is from the station whose designator/callsign immediately follows.&lt;br /&gt;
|-&lt;br /&gt;
|| WILCO || I have received your signal, understand it, and will comply. To be used only by the addressee. Since the meaning of ROGER is included in that of WILCO, the two prowords are never used together.&lt;br /&gt;
|-&lt;br /&gt;
|| REPEAT || This is for Artillery to repeat the last fire mission. Use SAY AGAIN to avoid confusion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Default Hotkeys ===&lt;br /&gt;
&lt;br /&gt;
By default, your keybinds for communication are set to the following:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039; - Radio Selection - opens the radio wheel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scroll Up + Down&amp;#039;&amp;#039;&amp;#039; - Adjust Frequency - changes channel frequency by .5 increments.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; - Power Switch - toggles radio power.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk - speaks locally but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk - speaks locally until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over Radio - speaks both locally and over radio but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk over Radio - speaks both locally and over radio until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;LCTRL+CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over long-range radio - speaks over the long-range radio but only when keys are held.&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;
=== Reforger Voice Carrying ===&lt;br /&gt;
&lt;br /&gt;
This system allows you to choose your voice volume by holding tab and scrolling up or down with your mouse wheel. Based on your mission or surroundings your voice volume can be very important. Below will be an info sheet pulled from the ACRE2 wiki itself. By default your TS3 Push to talk or voice activation setting will be your direct speech.&lt;br /&gt;
&lt;br /&gt;
Built into the in-game communication system, there is a system where, depending on how loudly you speak, depends on how much your voice carries in-game. Keep these in min as the players can and will react to you based on what they can hear, especially as Reforger has very sensitive voice activity.&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 Marking ===&lt;br /&gt;
There are two kinds of map marking: &amp;#039;&amp;#039;&amp;#039;Custom Markers&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Military Markers&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.[[File:Map.jpg|frameless|956x956px]]&lt;br /&gt;
&lt;br /&gt;
==== Custom Markers: ====&lt;br /&gt;
Custom Markers can be used to mark Waypoints on the map, landing zones and other POIs such as minefields.[[File:Custommarkers zoomed.jpg|frameless|507x507px]]&lt;br /&gt;
[[File:Tags.png|This example shows the marker on the map, with the information you set on the right image. In this example, this is an Enemy Commander marked with the OPFOR Faction, Land Category and Mobile Command Unit Type.|thumb|199x199px]]&lt;br /&gt;
&lt;br /&gt;
==== Military Markers: ====&lt;br /&gt;
[[File:Militarymarkers_zoomed.jpg|center|frameless|504x504px]]&lt;br /&gt;
Military Markers can be used to mark confirmed friendly and enemy installations as well as enemy infantry and other contacts.&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. With the inclusion of Military Markers, it is important to include either the group it is addressed to or if it&amp;#039;s a platoon-wide marker. 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;
==== 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:Map3.png|center|900x900px|In this example, you can see that there are several icons marking out a landing zone and 6 waypoints, 3 for two different elements to use, both sets of waypoints have a different color and highlight a different way of writing/differentiating them from each other.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of icons:&lt;br /&gt;
[[File:ICONSALL.png|center|frameless|486x486px|The above shows all 3 of the in-game menus for selecting different types of icon to use when marking.]]&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. &lt;br /&gt;
&lt;br /&gt;
In this example, 2nd Section has marked spotted EI and has marked it, this example uses both the custom and military marker:&lt;br /&gt;
[[File:EI.png|center|346x346px]]&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:Convoy1.png|center|900x900px]]&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:Convoy2.png|center|801x801px]]&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
[[File:InfantryNEW.png|center|826x826px]]&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;
&lt;br /&gt;
For non-JTACs, mark the target on the map w/ a descriptor, and then communicate with higher elements to make a request for a strike on that target.&lt;br /&gt;
&lt;br /&gt;
For JTACs, see [https://coalitiongroup.net/wiki/index.php/Vehicle/Aircraft_Operations#JTAC-Aircraft_Operations JTAC-Aircraft Operations].&lt;br /&gt;
&lt;br /&gt;
[[File:airstrike.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
== Acronym Cheat sheet ==&lt;br /&gt;
&lt;br /&gt;
ARMA is full of Acronyms and letter soup. These list should help you see the order in the madness. &lt;br /&gt;
&lt;br /&gt;
There will also be a few Prowords here. &lt;br /&gt;
Prowords are words used in radio Procedure as a form of shorthand. &lt;br /&gt;
&lt;br /&gt;
======General Terms======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations|| The specific part of the map you are limited to&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Chalk||A Group of soldiers grouped for air movement|| Often used to organize what landing wave a group is in&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQB|| Close Quarters Battle|| Mostly pertaining to fighting inside buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQC|| Close Quarters Combat|| Same as above&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MOUT|| Military Operations in Urban Terrain|| School of tactics related to fighting in and around Cities&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ROE|| Rules Of Engagement|| How and when you are allowed to fight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ERA|| Explosive Reactive Armor|| A system used on vehicles to negate or reduce effectiveness of certain munitions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Infantry Roles And Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASL || Alpha Squad Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAR || Assistant Auto-Rifleman || Spotter and ammo bearer for AR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AR || Automatic Rifleman/Rifle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BSL || Bravo Squad Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COY || Company &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CSL || Charlie Squad Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FAC||Forward Air Controller || Spots for and directs Air Assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FO ||Forward Observer || Spots for and directs Artillery assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FT || Fireteam || 6 man element. 2 to a squad. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FTL || Fireteam Leader &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |GREN || Grenadier || Carries grenade launcher or extra grenades&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HAT || Heavy Anti-Tank || Typically Static AT launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HMG || Heavy Machinegun || Typically A .50 caliber Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |INF || Infantry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |JTAC || Joint Terminal Attack Controller || Spots for and directs Air assets (NATO term for FAC)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LAT || Light Anti-Tank || Man portable Disposable rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MMG || Medium Machinegun || Typically a belt fed .30 cal (7.62mm) Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MRT || Mortar Team&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MO || Medical Officer|| Manages the PLT Field Hospital&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL || Platoon or Platoon lead&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PLT || Platoon  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RAT|| Rifleman Anti-Tank || Carries FT&amp;#039;s anti tank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
====== Radio Communications ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronyms &amp;amp; Prowords &lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ACES || Ammo, Casualties, Equipment, Situation || To be reported in order&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BDA || Bomb Damage Assessment || Report of effectiveness of Air/Arty Strike.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black || Expended resource|| &amp;quot;A2, black on ammo&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CallSign || A radio codename||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ETA || Estimated Time of Arrival || &amp;quot;Reinforcements ETA 10 Mikes&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Green || Full on resource || &amp;quot;Green across the board, ready to fight&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Mike || Minute||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Net || Network || A radio channel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Oscar Mike || On The Move||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Over ||Proword used to end a message while asking for a reply||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Out || Proword used to mark the end of a transmission||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Red || Critically Low on Resource|| &amp;quot;Red on Bandages&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Radio Check|| Please confirm my radio is working and you can hear me||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SITREP|| Situational Report || Either giving or asking for a report&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TIC|| Troops In Contact || A short concise way to report initial contact &amp;quot;Pl, Alpha. TIC east out&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Station|| Your Radio||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Yellow|| Have used a small amount of resource|| Not in immediate need of resupply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Map Markers &amp;amp; Briefing ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASR|| Alternate Supply Route|| The veins that branch from an MSR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BOF|| Base Of Fire|| An element meant to provide Fire Superiority &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CP|| Command Post||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CCP|| Casualty Collection Point||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COP|| Combat Outpost || Small fortified outpost relies on supply and patrols from FOB&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DP ||Dismount Point|| For troops mounted in land vehicles to leave the vehicle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DZ|| Drop Zone || You parachute here&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EA|| Enemy Armor||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EI|| Enemy Infantry||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FH|| Field Hospital||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FOB|| Forward Operations Base || Large Fortified forward base&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HVT|| High Value Target || Valuable enemy to Kill or Capture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HQ|| Headquarters||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LDA|| Linear Danger Area || A corridor of death. Ig: A road you need to cross&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LOA|| Limit Of Advance|| The furthest extent of an assault or movement&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LZ|| Landing zone || Where you land your boats or helicopters&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MSR|| Main Supply Route|| The main artery into an AO Usually a major highway or the largest road&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL|| A Phase Line|| A line typically a grid line or road that indicates the starting line of an operational Phase&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Phase|| A codenamed section of the overall plan ||Not to be executed until command uses the codeword&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RP|| Rally Point / Regroup Point|| A point at which units form up after being separated from one another&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SA/SP/STAGE||Staging point || A point at which a unit forms up for to get ready to move or attack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TOC|| Tactical Operations center||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TRP|| Target Reference Point || A terrain or building feature that aids in navigation and or talking support onto a target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIC / VEH|| Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIP|| Very Important Person || An ally we need to protect or rescue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |WP|| Waypoint || A navigational aid to stay on the correct path, usually near something that can be used as a reference point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Vehicles Roles and Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti Aircraft|| Generic term for any Anti Aircraft platform&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAA / Triple A|| Anti Aircraft Artillery|| Cannons meant to shoot at aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAV / AAVP|| Assault Amphibious Vehicle (Personnel) || A Seaworthy APC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AH|| Attack Helicopter|| A helicopter with CAS capability&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APC|| Armored Personal Carrier || A Lightly Armored vehicle meant to transport troops, occasionally armed with machine guns. M113 and BTRs are examples&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ARTY|| Artillery||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CAS|| Close Air Support||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Fast Mover|| A Jet Fighter/Bomber||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FW|| Fixed Wing|| A Plane&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |IFV|| Infantry Fighting Vehicle || An Armored vehicle that can transport and support a small team. Armed with Cannons and anti tank missiles. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MBT|| Main Battle Tank || Heavily Armored vehicle with a large caliber high velocity gun &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MLRS|| Multiple Launch Rocket System|| Rocket Artillery normally vehicle mounted&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SAM|| Surface to Air Missile|| A form of anti Aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPAA|| Self Propelled Anti-Air|| Sometimes A &amp;quot;G&amp;quot; is added for Gun. SPAAG&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPG|| Self Propelled Gun|| A howitzer on tracks or wheels. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TH|| Transport Helicopter||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Technical|| An improvised combat vehicle|| Normally a pickup truck with a .50cal MG bolted to it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UGV|| Unmanned Ground Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UAV|| Unmanned Aerial Vehicle||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Munitions ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti-Air||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AB|| Air Burst|| Normally Anti-Personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AP|| Armor Piercing ||  Anti-Personnel if used in most rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APDS|| Armor Piercing Discarding Sabot|| A very high velocity moving sub caliber dart made of dense material&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APFSDS|| Armor Piercing Fin Stabilized Discarding Sabot|| Same as above but with fins&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ATGM|| Anti-Tank Guided Missile|| Anti-Tank missile that either locks on or is manually guided&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Canister|| Canister full of ball bearings or Flechettes|| Anti personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Cluster|| Releases a Cluster of smaller bombs|| Airburst to disperse bomblets or mines&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAA|| High Explosive Anti-Armor|| The Marines like their own terms. Its HEAT damn it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAT|| High Explosive Anti-Tank || A shaped charge meant to penetrate armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEDP|| High Explosive Dual Purpose|| A mix of HEAT and HEF &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEF|| High Explosive Fragmentation|| HE shell filled with or meant to cause shrapnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HET|| High Explosive Timed|| HE shell that explodes a pre-determined time after impact, can cause airburst&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |T-HEAT / Tandem|| Tandem High Explosive Anti-Tank|| Round with two HEAT charges to defeat reactive armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TB / Thermo|| Thermobaric|| A fuel air bomb. Anti-Personnel works well if it goes off inside fortifications&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ILLUM|| Illumination || Flares that turn night into day&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking&amp;diff=3339</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=3339"/>
		<updated>2024-06-15T06:37:20Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Vehicles Roles and Assets */  fixed chart formatting.&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 the in-game radio system built directly into Reforger, we are able to have 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 on the right of your screen when you are transmitting over the radio.&lt;br /&gt;
&lt;br /&gt;
[[File:Transmitting.jpg]]&lt;br /&gt;
[[File:Radio Wheel.png|thumb|281x281px]]&lt;br /&gt;
In addition to letting you know that you are transmitting this message also display some useful information. It shows which frequency you are broadcasting on (in this case 38 MHz). 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 radio/channel you are broadcasting on, you can open and close the radio wheel by using the hotkey &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;. To the right is an image of the radio wheel with 2 channels being available, in this example you can see that the two available channels are CH1 - 38MHz which is Atlas Red 1(This is the name of the group and therefore changes depending on what the group is called) and CH2 - 48MHz which is Platoon channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radios &amp;amp; Radio Channels === &lt;br /&gt;
All radio nets are listed in the Group Menu. All sections have their own private frequency whilst inter-section communication is handled on the platoon-wide channel accessible by all section leads and the platoon commander.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Short-Range AN/PRC-343:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-343 or 343 is most basic radio we use. It is mostly used for communication between Fireteam leaders. 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. The 343 comes equipped with a 2.5in antenna, a max output of 50mW and a range of up to 500 metres in rural terrain. The 343 operates on an Ultra High Frequency. This means they cannot transmit or receive messages from a 152 or 148. Below is an image of the 343 as it looks in-game. &lt;br /&gt;
[[File:Heldradio.jpg|center|482x482px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-148&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-148, a more advanced radio is generally used by a squad leader and specialty (ex: engineering) leader to communicate with command. The 148 uses pre-programmed channels like the 343 but with a much longer range. It has the same specifications as the 152.&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-148_interface.png|1000px|centre]]&lt;br /&gt;
Use the default key to open up your 148 and you are left with that screen. To change channels, once again you have to press the top middle button. To change volume, simply click the button on the leftmost side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-152&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;152s are currently not directly issued in the framework, though may be found mounted in some vehicle racks&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The AN/PRC-152 handled by the squad leader to communicate with command. It uses predefined, pre-programmed channels like the 343 and 148, but is much more powerful than the 343. It functions on a Ultra High Frequency, has an output of 5W, and a range of up to ten kilometres in ideal conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-152 interface.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 152 has two controllabe buttons that you need to worry about: the top middle one, which changes channels, and the buttons at the side which are used to adjust volume. To change a channel, simply click on the top middle button (left to go up a channel, right to go back one). To change volume, you do the same.&lt;br /&gt;
&lt;br /&gt;
=== Radio Channels === &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Section Radio Frequencies:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please refer to the Groups Page for the radio frequencies.&lt;br /&gt;
&lt;br /&gt;
=== Radio Procedures &amp;amp; Prowords===&lt;br /&gt;
[[File:D90958430728b867af17e012e2226a11.png|right]]&lt;br /&gt;
&lt;br /&gt;
Before making a transmission, remember the following:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accuracy:&amp;#039;&amp;#039;&amp;#039; Is what you&amp;#039;re saying solid information? When reporting contact, ensure that you have double checked the direction and distance of the contact.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brevity:&amp;#039;&amp;#039;&amp;#039; KISS - Keep It Short and Simple, or Keep It Simple Stupid. Convey as much information as necessary in as few words as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarity:&amp;#039;&amp;#039;&amp;#039; Make sure that you speak slowly, steadily and as clearly as you can. Do your best to remain calm under pressure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
Some good key words to remember are listed in the table below. Use them to limit the time you&amp;#039;re on net.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Proword !! style=&amp;quot;text-align:left;&amp;quot;| Meaning &lt;br /&gt;
|-&lt;br /&gt;
|| CORRECTION || An error has been made in this transmission. Transmission will continue with the last word correctly transmitted.&lt;br /&gt;
|-&lt;br /&gt;
|| I SAY AGAIN || I am repeating transmission or portion indicated.&lt;br /&gt;
|-&lt;br /&gt;
|| OUT || This is the end of my transmission to you and no answer is required or expected.&lt;br /&gt;
|-&lt;br /&gt;
|| OVER || This is the end of my transmission to you and a response is necessary. Go ahead; transmit.&lt;br /&gt;
|-&lt;br /&gt;
|| BREAK || I hereby indicate the separation of the text from other portions of the message.&lt;br /&gt;
|-&lt;br /&gt;
|| ROGER || I have received your last transmission satisfactorily, and loud and clear.&lt;br /&gt;
|-&lt;br /&gt;
|| SAY AGAIN || Repeat all of your last transmission.&lt;br /&gt;
|-&lt;br /&gt;
|| SEND || I have received your initial call; pass on the rest of your message.&lt;br /&gt;
|-&lt;br /&gt;
|| THIS IS || This transmission is from the station whose designator/callsign immediately follows.&lt;br /&gt;
|-&lt;br /&gt;
|| WILCO || I have received your signal, understand it, and will comply. To be used only by the addressee. Since the meaning of ROGER is included in that of WILCO, the two prowords are never used together.&lt;br /&gt;
|-&lt;br /&gt;
|| REPEAT || This is for Artillery to repeat the last fire mission. Use SAY AGAIN to avoid confusion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Default Hotkeys ===&lt;br /&gt;
&lt;br /&gt;
By default, your keybinds for communication are set to the following:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039; - Radio Selection - opens the radio wheel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scroll Up + Down&amp;#039;&amp;#039;&amp;#039; - Adjust Frequency - changes channel frequency by .5 increments.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; - Power Switch - toggles radio power.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk - speaks locally but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk - speaks locally until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over Radio - speaks both locally and over radio but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk over Radio - speaks both locally and over radio until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;LCTRL+CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over long-range radio - speaks over the long-range radio but only when keys are held.&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;
=== Reforger Voice Carrying ===&lt;br /&gt;
&lt;br /&gt;
This system allows you to choose your voice volume by holding tab and scrolling up or down with your mouse wheel. Based on your mission or surroundings your voice volume can be very important. Below will be an info sheet pulled from the ACRE2 wiki itself. By default your TS3 Push to talk or voice activation setting will be your direct speech.&lt;br /&gt;
&lt;br /&gt;
Built into the in-game communication system, there is a system where, depending on how loudly you speak, depends on how much your voice carries in-game. Keep these in min as the players can and will react to you based on what they can hear, especially as Reforger has very sensitive voice activity.&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 Marking ===&lt;br /&gt;
There are two kinds of map marking: &amp;#039;&amp;#039;&amp;#039;Custom Markers&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Military Markers&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.[[File:Map.jpg|frameless|956x956px]]&lt;br /&gt;
&lt;br /&gt;
==== Custom Markers: ====&lt;br /&gt;
Custom Markers can be used to mark Waypoints on the map, landing zones and other POIs such as minefields.[[File:Custommarkers zoomed.jpg|frameless|507x507px]]&lt;br /&gt;
[[File:Tags.png|This example shows the marker on the map, with the information you set on the right image. In this example, this is an Enemy Commander marked with the OPFOR Faction, Land Category and Mobile Command Unit Type.|thumb|199x199px]]&lt;br /&gt;
&lt;br /&gt;
==== Military Markers: ====&lt;br /&gt;
[[File:Militarymarkers_zoomed.jpg|center|frameless|504x504px]]&lt;br /&gt;
Military Markers can be used to mark confirmed friendly and enemy installations as well as enemy infantry and other contacts.&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. With the inclusion of Military Markers, it is important to include either the group it is addressed to or if it&amp;#039;s a platoon-wide marker. 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;
==== 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:Map3.png|center|900x900px|In this example, you can see that there are several icons marking out a landing zone and 6 waypoints, 3 for two different elements to use, both sets of waypoints have a different color and highlight a different way of writing/differentiating them from each other.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of icons:&lt;br /&gt;
[[File:ICONSALL.png|center|frameless|486x486px|The above shows all 3 of the in-game menus for selecting different types of icon to use when marking.]]&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. &lt;br /&gt;
&lt;br /&gt;
In this example, 2nd Section has marked spotted EI and has marked it, this example uses both the custom and military marker:&lt;br /&gt;
[[File:EI.png|center|346x346px]]&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:Convoy1.png|center|900x900px]]&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:Convoy2.png|center|801x801px]]&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
[[File:InfantryNEW.png|center|826x826px]]&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;
&lt;br /&gt;
For non-JTACs, mark the target on the map w/ a descriptor, and then communicate with higher elements to make a request for a strike on that target.&lt;br /&gt;
&lt;br /&gt;
For JTACs, see [https://coalitiongroup.net/wiki/index.php/Vehicle/Aircraft_Operations#JTAC-Aircraft_Operations JTAC-Aircraft Operations].&lt;br /&gt;
&lt;br /&gt;
[[File:airstrike.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
== Acronym Cheat sheet ==&lt;br /&gt;
&lt;br /&gt;
ARMA is full of Acronyms and letter soup. These list should help you see the order in the madness. &lt;br /&gt;
&lt;br /&gt;
There will also be a few Prowords here. &lt;br /&gt;
Prowords are words used in radio Procedure as a form of shorthand. &lt;br /&gt;
&lt;br /&gt;
======General Terms======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations|| The specific part of the map you are limited to&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Chalk||A Group of soldiers grouped for air movement|| Often used to organize what landing wave a group is in&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQB|| Close Quarters Battle|| Mostly pertaining to fighting inside buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQC|| Close Quarters Combat|| Same as above&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MOUT|| Military Operations in Urban Terrain|| School of tactics related to fighting in and around Cities&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ROE|| Rules Of Engagement|| How and when you are allowed to fight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ERA|| Explosive Reactive Armor|| A system used on vehicles to negate or reduce effectiveness of certain munitions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Infantry Roles And Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASL || Alpha Squad Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAR || Assistant Auto-Rifleman || Spotter and ammo bearer for AR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AR || Automatic Rifleman/Rifle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BSL || Bravo Squad Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COY || Company &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CSL || Charlie Squad Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FAC||Forward Air Controller || Spots for and directs Air Assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FO ||Forward Observer || Spots for and directs Artillery assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FT || Fireteam || 6 man element. 2 to a squad. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FTL || Fireteam Leader &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |GREN || Grenadier || Carries grenade launcher or extra grenades&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HAT || Heavy Anti-Tank || Typically Static AT launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HMG || Heavy Machinegun || Typically A .50 caliber Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |INF || Infantry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |JTAC || Joint Terminal Attack Controller || Spots for and directs Air assets (NATO term for FAC)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LAT || Light Anti-Tank || Man portable Disposable rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MMG || Medium Machinegun || Typically a belt fed .30 cal (7.62mm) Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MRT || Mortar Team&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MO || Medical Officer|| Manages the PLT Field Hospital&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL || Platoon or Platoon lead&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PLT || Platoon  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RAT|| Rifleman Anti-Tank || Carries FT&amp;#039;s anti tank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
====== Radio Communications ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronyms &amp;amp; Prowords &lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ACES || Ammo, Casualties, Equipment, Situation || To be reported in order&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BDA || Bomb Damage Assessment || Report of effectiveness of Air/Arty Strike.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black || Expended resource|| &amp;quot;A2, black on ammo&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CallSign || A radio codename&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ETA || Estimated Time of Arrival || &amp;quot;Reinforcements ETA 10 Mikes&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Green || Full on resource || &amp;quot;Green across the board, ready to fight&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Mike || Minute&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Net || Network || A radio channel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Oscar Mike || On The Move&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Over ||Proword used to end a message while asking for a reply &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Out || Proword used to mark the end of a transmission&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Red || Critically Low on Resource|| &amp;quot;Red on Bandages&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Radio Check|| Please confirm my radio is working and you can hear me&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SITREP|| Situational Report || Either giving or asking for a report&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TIC|| Troops In Contact || A short concise way to report initial contact &amp;quot;Pl, Alpha. TIC east out&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Station|| Your Radio&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Yellow|| Have used a small amount of resource|| Not in immediate need of resupply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Map Markers &amp;amp; Briefing ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASR|| Alternate Supply Route|| The veins that branch from an MSR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BOF|| Base Of Fire|| An element meant to provide Fire Superiority &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CP|| Command Post||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CCP|| Casualty Collection Point||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COP|| Combat Outpost || Small fortified outpost relies on supply and patrols from FOB&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DP ||Dismount Point|| For troops mounted in land vehicles to leave the vehicle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DZ|| Drop Zone || You parachute here&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EA|| Enemy Armor||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EI|| Enemy Infantry||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FH|| Field Hospital||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FOB|| Forward Operations Base || Large Fortified forward base&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HVT|| High Value Target || Valuable enemy to Kill or Capture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HQ|| Headquarters||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LDA|| Linear Danger Area || A corridor of death. Ig: A road you need to cross&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LOA|| Limit Of Advance|| The furthest extent of an assault or movement&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LZ|| Landing zone || Where you land your boats or helicopters&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MSR|| Main Supply Route|| The main artery into an AO Usually a major highway or the largest road&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL|| A Phase Line|| A line typically a grid line or road that indicates the starting line of an operational Phase&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Phase|| A codenamed section of the overall plan ||Not to be executed until command uses the codeword&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RP|| Rally Point / Regroup Point|| A point at which units form up after being separated from one another&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SA/SP/STAGE||Staging point || A point at which a unit forms up for to get ready to move or attack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TOC|| Tactical Operations center||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TRP|| Target Reference Point || A terrain or building feature that aids in navigation and or talking support onto a target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIC / VEH|| Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIP|| Very Important Person || An ally we need to protect or rescue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |WP|| Waypoint || A navigational aid to stay on the correct path, usually near something that can be used as a reference point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Vehicles Roles and Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti Aircraft|| Generic term for any Anti Aircraft platform&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAA / Triple A|| Anti Aircraft Artillery|| Cannons meant to shoot at aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAV / AAVP|| Assault Amphibious Vehicle (Personnel) || A Seaworthy APC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AH|| Attack Helicopter|| A helicopter with CAS capability&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APC|| Armored Personal Carrier || A Lightly Armored vehicle meant to transport troops, occasionally armed with machine guns. M113 and BTRs are examples&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ARTY|| Artillery||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CAS|| Close Air Support||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Fast Mover|| A Jet Fighter/Bomber||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FW|| Fixed Wing|| A Plane&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |IFV|| Infantry Fighting Vehicle || An Armored vehicle that can transport and support a small team. Armed with Cannons and anti tank missiles. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MBT|| Main Battle Tank || Heavily Armored vehicle with a large caliber high velocity gun &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MLRS|| Multiple Launch Rocket System|| Rocket Artillery normally vehicle mounted&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SAM|| Surface to Air Missile|| A form of anti Aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPAA|| Self Propelled Anti-Air|| Sometimes A &amp;quot;G&amp;quot; is added for Gun. SPAAG&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPG|| Self Propelled Gun|| A howitzer on tracks or wheels. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TH|| Transport Helicopter||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Technical|| An improvised combat vehicle|| Normally a pickup truck with a .50cal MG bolted to it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UGV|| Unmanned Ground Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UAV|| Unmanned Aerial Vehicle||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Munitions ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti-Air||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AB|| Air Burst|| Normally Anti-Personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AP|| Armor Piercing ||  Anti-Personnel if used in most rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APDS|| Armor Piercing Discarding Sabot|| A very high velocity moving sub caliber dart made of dense material&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APFSDS|| Armor Piercing Fin Stabilized Discarding Sabot|| Same as above but with fins&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ATGM|| Anti-Tank Guided Missile|| Anti-Tank missile that either locks on or is manually guided&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Canister|| Canister full of ball bearings or Flechettes|| Anti personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Cluster|| Releases a Cluster of smaller bombs|| Airburst to disperse bomblets or mines&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAA|| High Explosive Anti-Armor|| The Marines like their own terms. Its HEAT damn it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAT|| High Explosive Anti-Tank || A shaped charge meant to penetrate armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEDP|| High Explosive Dual Purpose|| A mix of HEAT and HEF &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEF|| High Explosive Fragmentation|| HE shell filled with or meant to cause shrapnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HET|| High Explosive Timed|| HE shell that explodes a pre-determined time after impact, can cause airburst&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |T-HEAT / Tandem|| Tandem High Explosive Anti-Tank|| Round with two HEAT charges to defeat reactive armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TB / Thermo|| Thermobaric|| A fuel air bomb. Anti-Personnel works well if it goes off inside fortifications&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ILLUM|| Illumination || Flares that turn night into day&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking&amp;diff=3338</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=3338"/>
		<updated>2024-06-15T06:35:38Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Map Markers &amp;amp; Briefing */ Added Linear danger area. Touched up chart formatting to look slightly better.&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 the in-game radio system built directly into Reforger, we are able to have 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 on the right of your screen when you are transmitting over the radio.&lt;br /&gt;
&lt;br /&gt;
[[File:Transmitting.jpg]]&lt;br /&gt;
[[File:Radio Wheel.png|thumb|281x281px]]&lt;br /&gt;
In addition to letting you know that you are transmitting this message also display some useful information. It shows which frequency you are broadcasting on (in this case 38 MHz). 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 radio/channel you are broadcasting on, you can open and close the radio wheel by using the hotkey &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;. To the right is an image of the radio wheel with 2 channels being available, in this example you can see that the two available channels are CH1 - 38MHz which is Atlas Red 1(This is the name of the group and therefore changes depending on what the group is called) and CH2 - 48MHz which is Platoon channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radios &amp;amp; Radio Channels === &lt;br /&gt;
All radio nets are listed in the Group Menu. All sections have their own private frequency whilst inter-section communication is handled on the platoon-wide channel accessible by all section leads and the platoon commander.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Short-Range AN/PRC-343:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-343 or 343 is most basic radio we use. It is mostly used for communication between Fireteam leaders. 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. The 343 comes equipped with a 2.5in antenna, a max output of 50mW and a range of up to 500 metres in rural terrain. The 343 operates on an Ultra High Frequency. This means they cannot transmit or receive messages from a 152 or 148. Below is an image of the 343 as it looks in-game. &lt;br /&gt;
[[File:Heldradio.jpg|center|482x482px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-148&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-148, a more advanced radio is generally used by a squad leader and specialty (ex: engineering) leader to communicate with command. The 148 uses pre-programmed channels like the 343 but with a much longer range. It has the same specifications as the 152.&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-148_interface.png|1000px|centre]]&lt;br /&gt;
Use the default key to open up your 148 and you are left with that screen. To change channels, once again you have to press the top middle button. To change volume, simply click the button on the leftmost side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-152&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;152s are currently not directly issued in the framework, though may be found mounted in some vehicle racks&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The AN/PRC-152 handled by the squad leader to communicate with command. It uses predefined, pre-programmed channels like the 343 and 148, but is much more powerful than the 343. It functions on a Ultra High Frequency, has an output of 5W, and a range of up to ten kilometres in ideal conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-152 interface.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 152 has two controllabe buttons that you need to worry about: the top middle one, which changes channels, and the buttons at the side which are used to adjust volume. To change a channel, simply click on the top middle button (left to go up a channel, right to go back one). To change volume, you do the same.&lt;br /&gt;
&lt;br /&gt;
=== Radio Channels === &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Section Radio Frequencies:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please refer to the Groups Page for the radio frequencies.&lt;br /&gt;
&lt;br /&gt;
=== Radio Procedures &amp;amp; Prowords===&lt;br /&gt;
[[File:D90958430728b867af17e012e2226a11.png|right]]&lt;br /&gt;
&lt;br /&gt;
Before making a transmission, remember the following:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accuracy:&amp;#039;&amp;#039;&amp;#039; Is what you&amp;#039;re saying solid information? When reporting contact, ensure that you have double checked the direction and distance of the contact.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brevity:&amp;#039;&amp;#039;&amp;#039; KISS - Keep It Short and Simple, or Keep It Simple Stupid. Convey as much information as necessary in as few words as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarity:&amp;#039;&amp;#039;&amp;#039; Make sure that you speak slowly, steadily and as clearly as you can. Do your best to remain calm under pressure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
Some good key words to remember are listed in the table below. Use them to limit the time you&amp;#039;re on net.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Proword !! style=&amp;quot;text-align:left;&amp;quot;| Meaning &lt;br /&gt;
|-&lt;br /&gt;
|| CORRECTION || An error has been made in this transmission. Transmission will continue with the last word correctly transmitted.&lt;br /&gt;
|-&lt;br /&gt;
|| I SAY AGAIN || I am repeating transmission or portion indicated.&lt;br /&gt;
|-&lt;br /&gt;
|| OUT || This is the end of my transmission to you and no answer is required or expected.&lt;br /&gt;
|-&lt;br /&gt;
|| OVER || This is the end of my transmission to you and a response is necessary. Go ahead; transmit.&lt;br /&gt;
|-&lt;br /&gt;
|| BREAK || I hereby indicate the separation of the text from other portions of the message.&lt;br /&gt;
|-&lt;br /&gt;
|| ROGER || I have received your last transmission satisfactorily, and loud and clear.&lt;br /&gt;
|-&lt;br /&gt;
|| SAY AGAIN || Repeat all of your last transmission.&lt;br /&gt;
|-&lt;br /&gt;
|| SEND || I have received your initial call; pass on the rest of your message.&lt;br /&gt;
|-&lt;br /&gt;
|| THIS IS || This transmission is from the station whose designator/callsign immediately follows.&lt;br /&gt;
|-&lt;br /&gt;
|| WILCO || I have received your signal, understand it, and will comply. To be used only by the addressee. Since the meaning of ROGER is included in that of WILCO, the two prowords are never used together.&lt;br /&gt;
|-&lt;br /&gt;
|| REPEAT || This is for Artillery to repeat the last fire mission. Use SAY AGAIN to avoid confusion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Default Hotkeys ===&lt;br /&gt;
&lt;br /&gt;
By default, your keybinds for communication are set to the following:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039; - Radio Selection - opens the radio wheel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scroll Up + Down&amp;#039;&amp;#039;&amp;#039; - Adjust Frequency - changes channel frequency by .5 increments.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; - Power Switch - toggles radio power.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk - speaks locally but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk - speaks locally until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over Radio - speaks both locally and over radio but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk over Radio - speaks both locally and over radio until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;LCTRL+CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over long-range radio - speaks over the long-range radio but only when keys are held.&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;
=== Reforger Voice Carrying ===&lt;br /&gt;
&lt;br /&gt;
This system allows you to choose your voice volume by holding tab and scrolling up or down with your mouse wheel. Based on your mission or surroundings your voice volume can be very important. Below will be an info sheet pulled from the ACRE2 wiki itself. By default your TS3 Push to talk or voice activation setting will be your direct speech.&lt;br /&gt;
&lt;br /&gt;
Built into the in-game communication system, there is a system where, depending on how loudly you speak, depends on how much your voice carries in-game. Keep these in min as the players can and will react to you based on what they can hear, especially as Reforger has very sensitive voice activity.&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 Marking ===&lt;br /&gt;
There are two kinds of map marking: &amp;#039;&amp;#039;&amp;#039;Custom Markers&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Military Markers&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.[[File:Map.jpg|frameless|956x956px]]&lt;br /&gt;
&lt;br /&gt;
==== Custom Markers: ====&lt;br /&gt;
Custom Markers can be used to mark Waypoints on the map, landing zones and other POIs such as minefields.[[File:Custommarkers zoomed.jpg|frameless|507x507px]]&lt;br /&gt;
[[File:Tags.png|This example shows the marker on the map, with the information you set on the right image. In this example, this is an Enemy Commander marked with the OPFOR Faction, Land Category and Mobile Command Unit Type.|thumb|199x199px]]&lt;br /&gt;
&lt;br /&gt;
==== Military Markers: ====&lt;br /&gt;
[[File:Militarymarkers_zoomed.jpg|center|frameless|504x504px]]&lt;br /&gt;
Military Markers can be used to mark confirmed friendly and enemy installations as well as enemy infantry and other contacts.&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. With the inclusion of Military Markers, it is important to include either the group it is addressed to or if it&amp;#039;s a platoon-wide marker. 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;
==== 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:Map3.png|center|900x900px|In this example, you can see that there are several icons marking out a landing zone and 6 waypoints, 3 for two different elements to use, both sets of waypoints have a different color and highlight a different way of writing/differentiating them from each other.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of icons:&lt;br /&gt;
[[File:ICONSALL.png|center|frameless|486x486px|The above shows all 3 of the in-game menus for selecting different types of icon to use when marking.]]&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. &lt;br /&gt;
&lt;br /&gt;
In this example, 2nd Section has marked spotted EI and has marked it, this example uses both the custom and military marker:&lt;br /&gt;
[[File:EI.png|center|346x346px]]&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:Convoy1.png|center|900x900px]]&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:Convoy2.png|center|801x801px]]&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
[[File:InfantryNEW.png|center|826x826px]]&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;
&lt;br /&gt;
For non-JTACs, mark the target on the map w/ a descriptor, and then communicate with higher elements to make a request for a strike on that target.&lt;br /&gt;
&lt;br /&gt;
For JTACs, see [https://coalitiongroup.net/wiki/index.php/Vehicle/Aircraft_Operations#JTAC-Aircraft_Operations JTAC-Aircraft Operations].&lt;br /&gt;
&lt;br /&gt;
[[File:airstrike.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
== Acronym Cheat sheet ==&lt;br /&gt;
&lt;br /&gt;
ARMA is full of Acronyms and letter soup. These list should help you see the order in the madness. &lt;br /&gt;
&lt;br /&gt;
There will also be a few Prowords here. &lt;br /&gt;
Prowords are words used in radio Procedure as a form of shorthand. &lt;br /&gt;
&lt;br /&gt;
======General Terms======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations|| The specific part of the map you are limited to&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Chalk||A Group of soldiers grouped for air movement|| Often used to organize what landing wave a group is in&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQB|| Close Quarters Battle|| Mostly pertaining to fighting inside buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQC|| Close Quarters Combat|| Same as above&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MOUT|| Military Operations in Urban Terrain|| School of tactics related to fighting in and around Cities&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ROE|| Rules Of Engagement|| How and when you are allowed to fight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ERA|| Explosive Reactive Armor|| A system used on vehicles to negate or reduce effectiveness of certain munitions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Infantry Roles And Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASL || Alpha Squad Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAR || Assistant Auto-Rifleman || Spotter and ammo bearer for AR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AR || Automatic Rifleman/Rifle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BSL || Bravo Squad Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COY || Company &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CSL || Charlie Squad Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FAC||Forward Air Controller || Spots for and directs Air Assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FO ||Forward Observer || Spots for and directs Artillery assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FT || Fireteam || 6 man element. 2 to a squad. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FTL || Fireteam Leader &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |GREN || Grenadier || Carries grenade launcher or extra grenades&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HAT || Heavy Anti-Tank || Typically Static AT launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HMG || Heavy Machinegun || Typically A .50 caliber Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |INF || Infantry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |JTAC || Joint Terminal Attack Controller || Spots for and directs Air assets (NATO term for FAC)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LAT || Light Anti-Tank || Man portable Disposable rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MMG || Medium Machinegun || Typically a belt fed .30 cal (7.62mm) Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MRT || Mortar Team&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MO || Medical Officer|| Manages the PLT Field Hospital&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL || Platoon or Platoon lead&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PLT || Platoon  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RAT|| Rifleman Anti-Tank || Carries FT&amp;#039;s anti tank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
====== Radio Communications ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronyms &amp;amp; Prowords &lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ACES || Ammo, Casualties, Equipment, Situation || To be reported in order&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BDA || Bomb Damage Assessment || Report of effectiveness of Air/Arty Strike.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black || Expended resource|| &amp;quot;A2, black on ammo&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CallSign || A radio codename&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ETA || Estimated Time of Arrival || &amp;quot;Reinforcements ETA 10 Mikes&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Green || Full on resource || &amp;quot;Green across the board, ready to fight&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Mike || Minute&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Net || Network || A radio channel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Oscar Mike || On The Move&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Over ||Proword used to end a message while asking for a reply &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Out || Proword used to mark the end of a transmission&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Red || Critically Low on Resource|| &amp;quot;Red on Bandages&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Radio Check|| Please confirm my radio is working and you can hear me&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SITREP|| Situational Report || Either giving or asking for a report&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TIC|| Troops In Contact || A short concise way to report initial contact &amp;quot;Pl, Alpha. TIC east out&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Station|| Your Radio&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Yellow|| Have used a small amount of resource|| Not in immediate need of resupply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Map Markers &amp;amp; Briefing ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASR|| Alternate Supply Route|| The veins that branch from an MSR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BOF|| Base Of Fire|| An element meant to provide Fire Superiority &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CP|| Command Post||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CCP|| Casualty Collection Point||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COP|| Combat Outpost || Small fortified outpost relies on supply and patrols from FOB&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DP ||Dismount Point|| For troops mounted in land vehicles to leave the vehicle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DZ|| Drop Zone || You parachute here&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EA|| Enemy Armor||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EI|| Enemy Infantry||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FH|| Field Hospital||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FOB|| Forward Operations Base || Large Fortified forward base&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HVT|| High Value Target || Valuable enemy to Kill or Capture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HQ|| Headquarters||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LDA|| Linear Danger Area || A corridor of death. Ig: A road you need to cross&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LOA|| Limit Of Advance|| The furthest extent of an assault or movement&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LZ|| Landing zone || Where you land your boats or helicopters&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MSR|| Main Supply Route|| The main artery into an AO Usually a major highway or the largest road&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL|| A Phase Line|| A line typically a grid line or road that indicates the starting line of an operational Phase&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Phase|| A codenamed section of the overall plan ||Not to be executed until command uses the codeword&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RP|| Rally Point / Regroup Point|| A point at which units form up after being separated from one another&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SA/SP/STAGE||Staging point || A point at which a unit forms up for to get ready to move or attack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TOC|| Tactical Operations center||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TRP|| Target Reference Point || A terrain or building feature that aids in navigation and or talking support onto a target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIC / VEH|| Vehicle||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIP|| Very Important Person || An ally we need to protect or rescue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |WP|| Waypoint || A navigational aid to stay on the correct path, usually near something that can be used as a reference point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Vehicles Roles and Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti Aircraft|| Generic term for any Anti Aircraft platform&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAA / Triple A|| Anti Aircraft Artillery|| Cannons meant to shoot at aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAV / AAVP|| Assault Amphibious Vehicle (Personnel) || A Seaworthy APC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AH|| Attack Helicopter|| A helicopter with CAS capability&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APC|| Armored Personal Carrier || A Lightly Armored vehicle meant to transport troops, occasionally armed with machine guns. M113 and BTRs are examples&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ARTY|| Artillery&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CAS|| Close Air Support&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Fast Mover|| A Jet Fighter/Bomber&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FW|| Fixed Wing|| A Plane&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |IFV|| Infantry Fighting Vehicle || An Armored vehicle that can transport and support a small team. Armed with Cannons and anti tank missiles. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MBT|| Main Battle Tank || Heavily Armored vehicle with a large caliber high velocity gun &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MLRS|| Multiple Launch Rocket System|| Rocket Artillery normally vehicle mounted&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SAM|| Surface to Air Missile|| A form of anti Aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPAA|| Self Propelled Anti-Air|| Sometimes A &amp;quot;G&amp;quot; is added for Gun. SPAAG&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPG|| Self Propelled Gun|| A howitzer on tracks or wheels. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TH|| Transport Helicopter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Technical|| An improvised combat vehicle|| Normally a pickup truck with a .50cal MG bolted to it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UGV|| Unmanned Ground Vehicle &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UAV|| Unmanned Aerial Vehicle &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Munitions ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti-Air||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AB|| Air Burst|| Normally Anti-Personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AP|| Armor Piercing ||  Anti-Personnel if used in most rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APDS|| Armor Piercing Discarding Sabot|| A very high velocity moving sub caliber dart made of dense material&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APFSDS|| Armor Piercing Fin Stabilized Discarding Sabot|| Same as above but with fins&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ATGM|| Anti-Tank Guided Missile|| Anti-Tank missile that either locks on or is manually guided&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Canister|| Canister full of ball bearings or Flechettes|| Anti personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Cluster|| Releases a Cluster of smaller bombs|| Airburst to disperse bomblets or mines&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAA|| High Explosive Anti-Armor|| The Marines like their own terms. Its HEAT damn it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAT|| High Explosive Anti-Tank || A shaped charge meant to penetrate armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEDP|| High Explosive Dual Purpose|| A mix of HEAT and HEF &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEF|| High Explosive Fragmentation|| HE shell filled with or meant to cause shrapnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HET|| High Explosive Timed|| HE shell that explodes a pre-determined time after impact, can cause airburst&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |T-HEAT / Tandem|| Tandem High Explosive Anti-Tank|| Round with two HEAT charges to defeat reactive armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TB / Thermo|| Thermobaric|| A fuel air bomb. Anti-Personnel works well if it goes off inside fortifications&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ILLUM|| Illumination || Flares that turn night into day&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking&amp;diff=3337</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=3337"/>
		<updated>2024-06-15T06:29:33Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* General Terms */ Added Chalk.&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 the in-game radio system built directly into Reforger, we are able to have 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 on the right of your screen when you are transmitting over the radio.&lt;br /&gt;
&lt;br /&gt;
[[File:Transmitting.jpg]]&lt;br /&gt;
[[File:Radio Wheel.png|thumb|281x281px]]&lt;br /&gt;
In addition to letting you know that you are transmitting this message also display some useful information. It shows which frequency you are broadcasting on (in this case 38 MHz). 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 radio/channel you are broadcasting on, you can open and close the radio wheel by using the hotkey &amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039;. To the right is an image of the radio wheel with 2 channels being available, in this example you can see that the two available channels are CH1 - 38MHz which is Atlas Red 1(This is the name of the group and therefore changes depending on what the group is called) and CH2 - 48MHz which is Platoon channel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Radios &amp;amp; Radio Channels === &lt;br /&gt;
All radio nets are listed in the Group Menu. All sections have their own private frequency whilst inter-section communication is handled on the platoon-wide channel accessible by all section leads and the platoon commander.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Short-Range AN/PRC-343:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-343 or 343 is most basic radio we use. It is mostly used for communication between Fireteam leaders. 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. The 343 comes equipped with a 2.5in antenna, a max output of 50mW and a range of up to 500 metres in rural terrain. The 343 operates on an Ultra High Frequency. This means they cannot transmit or receive messages from a 152 or 148. Below is an image of the 343 as it looks in-game. &lt;br /&gt;
[[File:Heldradio.jpg|center|482x482px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-148&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AN/PRC-148, a more advanced radio is generally used by a squad leader and specialty (ex: engineering) leader to communicate with command. The 148 uses pre-programmed channels like the 343 but with a much longer range. It has the same specifications as the 152.&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-148_interface.png|1000px|centre]]&lt;br /&gt;
Use the default key to open up your 148 and you are left with that screen. To change channels, once again you have to press the top middle button. To change volume, simply click the button on the leftmost side.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AN/PRC-152&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;152s are currently not directly issued in the framework, though may be found mounted in some vehicle racks&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The AN/PRC-152 handled by the squad leader to communicate with command. It uses predefined, pre-programmed channels like the 343 and 148, but is much more powerful than the 343. It functions on a Ultra High Frequency, has an output of 5W, and a range of up to ten kilometres in ideal conditions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:An-prc-152 interface.png|1000px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The 152 has two controllabe buttons that you need to worry about: the top middle one, which changes channels, and the buttons at the side which are used to adjust volume. To change a channel, simply click on the top middle button (left to go up a channel, right to go back one). To change volume, you do the same.&lt;br /&gt;
&lt;br /&gt;
=== Radio Channels === &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Section Radio Frequencies:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Please refer to the Groups Page for the radio frequencies.&lt;br /&gt;
&lt;br /&gt;
=== Radio Procedures &amp;amp; Prowords===&lt;br /&gt;
[[File:D90958430728b867af17e012e2226a11.png|right]]&lt;br /&gt;
&lt;br /&gt;
Before making a transmission, remember the following:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Accuracy:&amp;#039;&amp;#039;&amp;#039; Is what you&amp;#039;re saying solid information? When reporting contact, ensure that you have double checked the direction and distance of the contact.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Brevity:&amp;#039;&amp;#039;&amp;#039; KISS - Keep It Short and Simple, or Keep It Simple Stupid. Convey as much information as necessary in as few words as possible. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Clarity:&amp;#039;&amp;#039;&amp;#039; Make sure that you speak slowly, steadily and as clearly as you can. Do your best to remain calm under pressure. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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;
Some good key words to remember are listed in the table below. Use them to limit the time you&amp;#039;re on net.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Proword !! style=&amp;quot;text-align:left;&amp;quot;| Meaning &lt;br /&gt;
|-&lt;br /&gt;
|| CORRECTION || An error has been made in this transmission. Transmission will continue with the last word correctly transmitted.&lt;br /&gt;
|-&lt;br /&gt;
|| I SAY AGAIN || I am repeating transmission or portion indicated.&lt;br /&gt;
|-&lt;br /&gt;
|| OUT || This is the end of my transmission to you and no answer is required or expected.&lt;br /&gt;
|-&lt;br /&gt;
|| OVER || This is the end of my transmission to you and a response is necessary. Go ahead; transmit.&lt;br /&gt;
|-&lt;br /&gt;
|| BREAK || I hereby indicate the separation of the text from other portions of the message.&lt;br /&gt;
|-&lt;br /&gt;
|| ROGER || I have received your last transmission satisfactorily, and loud and clear.&lt;br /&gt;
|-&lt;br /&gt;
|| SAY AGAIN || Repeat all of your last transmission.&lt;br /&gt;
|-&lt;br /&gt;
|| SEND || I have received your initial call; pass on the rest of your message.&lt;br /&gt;
|-&lt;br /&gt;
|| THIS IS || This transmission is from the station whose designator/callsign immediately follows.&lt;br /&gt;
|-&lt;br /&gt;
|| WILCO || I have received your signal, understand it, and will comply. To be used only by the addressee. Since the meaning of ROGER is included in that of WILCO, the two prowords are never used together.&lt;br /&gt;
|-&lt;br /&gt;
|| REPEAT || This is for Artillery to repeat the last fire mission. Use SAY AGAIN to avoid confusion&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Default Hotkeys ===&lt;br /&gt;
&lt;br /&gt;
By default, your keybinds for communication are set to the following:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;G&amp;#039;&amp;#039;&amp;#039; - Radio Selection - opens the radio wheel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Scroll Up + Down&amp;#039;&amp;#039;&amp;#039; - Adjust Frequency - changes channel frequency by .5 increments.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;R&amp;#039;&amp;#039;&amp;#039; - Power Switch - toggles radio power.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk - speaks locally but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;T&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk - speaks locally until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over Radio - speaks both locally and over radio but only when key is held.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CAPS&amp;#039;&amp;#039;&amp;#039; (Double Press) - Talk over Radio - speaks both locally and over radio until key is double pressed again.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;LCTRL+CAPS&amp;#039;&amp;#039;&amp;#039; (Hold) - Talk over long-range radio - speaks over the long-range radio but only when keys are held.&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;
=== Reforger Voice Carrying ===&lt;br /&gt;
&lt;br /&gt;
This system allows you to choose your voice volume by holding tab and scrolling up or down with your mouse wheel. Based on your mission or surroundings your voice volume can be very important. Below will be an info sheet pulled from the ACRE2 wiki itself. By default your TS3 Push to talk or voice activation setting will be your direct speech.&lt;br /&gt;
&lt;br /&gt;
Built into the in-game communication system, there is a system where, depending on how loudly you speak, depends on how much your voice carries in-game. Keep these in min as the players can and will react to you based on what they can hear, especially as Reforger has very sensitive voice activity.&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 Marking ===&lt;br /&gt;
There are two kinds of map marking: &amp;#039;&amp;#039;&amp;#039;Custom Markers&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Military Markers&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.[[File:Map.jpg|frameless|956x956px]]&lt;br /&gt;
&lt;br /&gt;
==== Custom Markers: ====&lt;br /&gt;
Custom Markers can be used to mark Waypoints on the map, landing zones and other POIs such as minefields.[[File:Custommarkers zoomed.jpg|frameless|507x507px]]&lt;br /&gt;
[[File:Tags.png|This example shows the marker on the map, with the information you set on the right image. In this example, this is an Enemy Commander marked with the OPFOR Faction, Land Category and Mobile Command Unit Type.|thumb|199x199px]]&lt;br /&gt;
&lt;br /&gt;
==== Military Markers: ====&lt;br /&gt;
[[File:Militarymarkers_zoomed.jpg|center|frameless|504x504px]]&lt;br /&gt;
Military Markers can be used to mark confirmed friendly and enemy installations as well as enemy infantry and other contacts.&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. With the inclusion of Military Markers, it is important to include either the group it is addressed to or if it&amp;#039;s a platoon-wide marker. 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;
==== 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:Map3.png|center|900x900px|In this example, you can see that there are several icons marking out a landing zone and 6 waypoints, 3 for two different elements to use, both sets of waypoints have a different color and highlight a different way of writing/differentiating them from each other.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List of icons:&lt;br /&gt;
[[File:ICONSALL.png|center|frameless|486x486px|The above shows all 3 of the in-game menus for selecting different types of icon to use when marking.]]&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. &lt;br /&gt;
&lt;br /&gt;
In this example, 2nd Section has marked spotted EI and has marked it, this example uses both the custom and military marker:&lt;br /&gt;
[[File:EI.png|center|346x346px]]&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:Convoy1.png|center|900x900px]]&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:Convoy2.png|center|801x801px]]&lt;br /&gt;
&lt;br /&gt;
==== Infantry ====&lt;br /&gt;
[[File:InfantryNEW.png|center|826x826px]]&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;
&lt;br /&gt;
For non-JTACs, mark the target on the map w/ a descriptor, and then communicate with higher elements to make a request for a strike on that target.&lt;br /&gt;
&lt;br /&gt;
For JTACs, see [https://coalitiongroup.net/wiki/index.php/Vehicle/Aircraft_Operations#JTAC-Aircraft_Operations JTAC-Aircraft Operations].&lt;br /&gt;
&lt;br /&gt;
[[File:airstrike.png|center|900px]]&lt;br /&gt;
&lt;br /&gt;
== Acronym Cheat sheet ==&lt;br /&gt;
&lt;br /&gt;
ARMA is full of Acronyms and letter soup. These list should help you see the order in the madness. &lt;br /&gt;
&lt;br /&gt;
There will also be a few Prowords here. &lt;br /&gt;
Prowords are words used in radio Procedure as a form of shorthand. &lt;br /&gt;
&lt;br /&gt;
======General Terms======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations|| The specific part of the map you are limited to&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Chalk||A Group of soldiers grouped for air movement|| Often used to organize what landing wave a group is in&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQB|| Close Quarters Battle|| Mostly pertaining to fighting inside buildings&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CQC|| Close Quarters Combat|| Same as above&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MOUT|| Military Operations in Urban Terrain|| School of tactics related to fighting in and around Cities&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ROE|| Rules Of Engagement|| How and when you are allowed to fight&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ERA|| Explosive Reactive Armor|| A system used on vehicles to negate or reduce effectiveness of certain munitions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Infantry Roles And Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASL || Alpha Squad Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAR || Assistant Auto-Rifleman || Spotter and ammo bearer for AR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AR || Automatic Rifleman/Rifle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BSL || Bravo Squad Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COY || Company &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CSL || Charlie Squad Leader&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FAC||Forward Air Controller || Spots for and directs Air Assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FO ||Forward Observer || Spots for and directs Artillery assets&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FT || Fireteam || 6 man element. 2 to a squad. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FTL || Fireteam Leader &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |GREN || Grenadier || Carries grenade launcher or extra grenades&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HAT || Heavy Anti-Tank || Typically Static AT launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HMG || Heavy Machinegun || Typically A .50 caliber Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |INF || Infantry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |JTAC || Joint Terminal Attack Controller || Spots for and directs Air assets (NATO term for FAC)&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LAT || Light Anti-Tank || Man portable Disposable rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MMG || Medium Machinegun || Typically a belt fed .30 cal (7.62mm) Machinegun&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MRT || Mortar Team&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MO || Medical Officer|| Manages the PLT Field Hospital&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL || Platoon or Platoon lead&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PLT || Platoon  &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RAT|| Rifleman Anti-Tank || Carries FT&amp;#039;s anti tank&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
====== Radio Communications ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronyms &amp;amp; Prowords &lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ACES || Ammo, Casualties, Equipment, Situation || To be reported in order&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BDA || Bomb Damage Assessment || Report of effectiveness of Air/Arty Strike.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Black || Expended resource|| &amp;quot;A2, black on ammo&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CallSign || A radio codename&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ETA || Estimated Time of Arrival || &amp;quot;Reinforcements ETA 10 Mikes&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Green || Full on resource || &amp;quot;Green across the board, ready to fight&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Mike || Minute&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Net || Network || A radio channel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Oscar Mike || On The Move&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Over ||Proword used to end a message while asking for a reply &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Out || Proword used to mark the end of a transmission&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Red || Critically Low on Resource|| &amp;quot;Red on Bandages&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Radio Check|| Please confirm my radio is working and you can hear me&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SITREP|| Situational Report || Either giving or asking for a report&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TIC|| Troops In Contact || A short concise way to report initial contact &amp;quot;Pl, Alpha. TIC east out&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Station|| Your Radio&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Yellow|| Have used a small amount of resource|| Not in immediate need of resupply&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Map Markers &amp;amp; Briefing ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AO|| Area of Operations&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ASR|| Alternate Supply Route|| The veins that branch from an MSR&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |BOF|| Base Of Fire|| An element meant to provide Fire Superiority &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CP|| Command Post&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CCP|| Casualty Collection Point&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |COP|| Combat Outpost || Small fortified outpost relies on supply and patrols from FOB&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DP ||Dismount Point|| For troops mounted in land vehicles to leave the vehicle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |DZ|| Drop Zone || You parachute here&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EA|| Enemy Armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |EI|| Enemy Infantry&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FH|| Field Hospital&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FOB|| Forward Operations Base || Large Fortified forward base&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HVT|| High Value Target || Valuable enemy to Kill or Capture&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HQ|| Headquarters&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LZ|| Landing zone || Where you land your boats or helicopters&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |LOA|| Limit Of Advance|| The furthest extent of an assault or movement&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MSR|| Main Supply Route|| The main artery into an AO Usually a major highway or the largest road&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |PL|| A Phase Line|| A line typically a grid line or road that indicates the starting line of an operational Phase&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Phase|| A codenamed section of the overall plan ||Not to be executed until command uses the codeword&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |RP|| Rally Point / Regroup Point|| A point at which units form up after being separated from one another&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SA/SP/STAGE||Staging point || A point at which a unit forms up for to get ready to move or attack&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TOC|| Tactical Operations center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TRP|| Target Reference Point || A terrain or building feature that aids in navigation and or talking support onto a target&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIC / VEH|| Vehicle&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |VIP|| Very Important Person || An ally we need to protect or rescue&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |WP|| Waypoint || A navigational aid to stay on the correct path, usually near something that can be used as a reference point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Vehicles Roles and Assets ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti Aircraft|| Generic term for any Anti Aircraft platform&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAA / Triple A|| Anti Aircraft Artillery|| Cannons meant to shoot at aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AAV / AAVP|| Assault Amphibious Vehicle (Personnel) || A Seaworthy APC&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AH|| Attack Helicopter|| A helicopter with CAS capability&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APC|| Armored Personal Carrier || A Lightly Armored vehicle meant to transport troops, occasionally armed with machine guns. M113 and BTRs are examples&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ARTY|| Artillery&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |CAS|| Close Air Support&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Fast Mover|| A Jet Fighter/Bomber&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |FW|| Fixed Wing|| A Plane&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |IFV|| Infantry Fighting Vehicle || An Armored vehicle that can transport and support a small team. Armed with Cannons and anti tank missiles. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MBT|| Main Battle Tank || Heavily Armored vehicle with a large caliber high velocity gun &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |MLRS|| Multiple Launch Rocket System|| Rocket Artillery normally vehicle mounted&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SAM|| Surface to Air Missile|| A form of anti Aircraft&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPAA|| Self Propelled Anti-Air|| Sometimes A &amp;quot;G&amp;quot; is added for Gun. SPAAG&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |SPG|| Self Propelled Gun|| A howitzer on tracks or wheels. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TH|| Transport Helicopter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Technical|| An improvised combat vehicle|| Normally a pickup truck with a .50cal MG bolted to it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UGV|| Unmanned Ground Vehicle &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |UAV|| Unmanned Aerial Vehicle &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
====== Munitions ======&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! Acronym&lt;br /&gt;
! Definition&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AA|| Anti-Air||&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AB|| Air Burst|| Normally Anti-Personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |AP|| Armor Piercing ||  Anti-Personnel if used in most rocket launchers&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APDS|| Armor Piercing Discarding Sabot|| A very high velocity moving sub caliber dart made of dense material&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |APFSDS|| Armor Piercing Fin Stabilized Discarding Sabot|| Same as above but with fins&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ATGM|| Anti-Tank Guided Missile|| Anti-Tank missile that either locks on or is manually guided&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Canister|| Canister full of ball bearings or Flechettes|| Anti personnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |Cluster|| Releases a Cluster of smaller bombs|| Airburst to disperse bomblets or mines&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAA|| High Explosive Anti-Armor|| The Marines like their own terms. Its HEAT damn it. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEAT|| High Explosive Anti-Tank || A shaped charge meant to penetrate armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEDP|| High Explosive Dual Purpose|| A mix of HEAT and HEF &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HEF|| High Explosive Fragmentation|| HE shell filled with or meant to cause shrapnel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |HET|| High Explosive Timed|| HE shell that explodes a pre-determined time after impact, can cause airburst&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |T-HEAT / Tandem|| Tandem High Explosive Anti-Tank|| Round with two HEAT charges to defeat reactive armor&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |TB / Thermo|| Thermobaric|| A fuel air bomb. Anti-Personnel works well if it goes off inside fortifications&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left;&amp;quot; |ILLUM|| Illumination || Flares that turn night into day&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=New_Infantry_Guide&amp;diff=3336</id>
		<title>New Infantry Guide</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=New_Infantry_Guide&amp;diff=3336"/>
		<updated>2024-06-12T18:47:17Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Medical */  Updated to remove old A3 lingo. Will need a screenshot of new injuries from reforger.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;== UNDER CONSTRUCTION ==&amp;lt;/center&amp;gt;&lt;br /&gt;
Welcome to the new infantryman&amp;#039;s guide to surviving the coalition session. The purpose of this guide is to introduce you to &amp;#039;&amp;#039;&amp;#039;how the community of Coalition conducts warfare and what you need to know before the bullets start flying&amp;#039;&amp;#039;&amp;#039;, rather than what the US military does in the real world. While our tactics, techniques, and procedures sometimes match and greatly pull from our real-world counterparts, it would be silly to teach you real-world tactics for a virtual environment like some &amp;quot;super-milsim&amp;quot; group. &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With that in mind, &amp;#039;&amp;#039;&amp;#039;take this guide seriously&amp;#039;&amp;#039;&amp;#039; as you&amp;#039;ll be expected to know and perform techniques written here in real time during sessions.&lt;br /&gt;
&lt;br /&gt;
=The Basics=&lt;br /&gt;
==Platoon Structure==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Battalion Structure white2.png|center|thumb|700x700px|Regardless of mission and/or objectives, Coalition always uses the same platoon structure during campaigns to ensure players have an understandable and systematic experience that promotes organization. During regular sessions, the &amp;quot;Section&amp;quot; is replaced with &amp;quot;Squad&amp;quot;. Throughout this guide, Section Leader or SL is the same as a Squad Leader during regular session.]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;DESIGN AND IMPLEMENTATION&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Each section consists of two fireteams. Each section consists of at least six troopers: &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;SL&amp;#039;&amp;#039;&amp;#039; - Section Leader &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;MEDIC&amp;#039;&amp;#039;&amp;#039; - Medical Officer &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;FTL&amp;#039;&amp;#039;&amp;#039; - Fireteam Leader &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AR&amp;#039;&amp;#039;&amp;#039; - Automatic Rifleman (Second in command) &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AAR&amp;#039;&amp;#039;&amp;#039; - Assistant Automatic Rifleman &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GREN&amp;#039;&amp;#039;&amp;#039; - Grenadier &amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;RAT&amp;#039;&amp;#039;&amp;#039; - Rifleman Anti-tank &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Fireteam Structure &amp;amp; Roles==&lt;br /&gt;
There are five roles in each fire team that you must know:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;FTL - Fireteam Leader&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This man is your direct line leader. All orders will stem from him. Always stay tactically near him.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle with M203/M320 or GP25 GL&lt;br /&gt;
:::Binoculars&lt;br /&gt;
:::Short-range AN/PRC-343 Radio&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AR - Automatic Rifleman&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AR is the second in command and in charge of the first color team. If you&amp;#039;re an AAR, stay with him.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Automatic Rifle or LMG&lt;br /&gt;
:::Pistol&lt;br /&gt;
:::Short-range radio (Squad Net)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;AAR - Assistant Automatic Rifleman&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The AAR&amp;#039;s job is to spot for the AR, adjust his fire, and ensure he maintains a healthy amount of ammunition when possible.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle or Carbine&lt;br /&gt;
:::Binoculars&lt;br /&gt;
:::Short-range radio (Squad Net)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;GREN - Grenadier&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The GREN&amp;#039;s job is to serve as a maneuver rifleman with the added ability to lay extra indirect fire on to enemy positions. He is the second color team leader.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle with M203/M320 or GP25 GL&lt;br /&gt;
:::Extra grenades&lt;br /&gt;
:::Short-range radio (Squad Net)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;RAT - Rifleman Anti-tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The RAT&amp;#039;s job is to serve as a generally room-clearing or maneuver rifleman as well as destroy any armored assets the fire team may encounter. Stay near your GREN when possible.&lt;br /&gt;
::&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Loadout&amp;#039;&amp;#039;&amp;#039;:&amp;lt;/u&amp;gt;&lt;br /&gt;
:::Rifle or Carbine&lt;br /&gt;
:::Single-use anti-tank launcher&lt;br /&gt;
:::Short-range radio (Squad Net)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A Coalition section is broken down into &amp;lt;u&amp;gt;three color teams&amp;lt;/u&amp;gt;, each with their own purpose:&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#FFFFFF&amp;quot;&amp;gt;WHITE&amp;lt;/span&amp;gt; TEAM - SL, MEDIC&amp;#039;&amp;#039;&amp;#039; &amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt; TEAM - FTL, AR, AAR&amp;#039;&amp;#039;&amp;#039; &amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt; TEAM - FTL, GREN, RAT&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Red team serves as a base-of-fire (BOF) team with the FTL, AR, and AAR. The combination of an underbarrelled grenade launcher, light machine gun (LMG), and two sets of binoculars enables red team to provide command and cover to green team in a multitude of environments. &amp;lt;br \&amp;gt;&lt;br /&gt;
Green team serves as a maneuver element within the fire team. Their job is to clear buildings, flank if pinned, and generally destroy any vehicle threats that may happen upon the fire team or squad. &amp;lt;br \&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A competent section leader will combine all teams efficiently to ensure they work together across multiple types of terrain.&lt;br /&gt;
&lt;br /&gt;
===Role Limitations===&lt;br /&gt;
While as a recruit during your first couple weeks in the community, you will not be able to take the Fireteam Leader (FTL) or Automatic Rifleman (AR) roles so that you can learn how to be a fireteam member before leading one.&lt;br /&gt;
&lt;br /&gt;
==Formations &amp;amp; Spacing==&lt;br /&gt;
There are a total of three formations you need to know:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE WEDGE&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:Wedge.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
By default, we use the wedge as a movement-to-contact formation. This formation allows for the maximum firepower forward and to &amp;lt;br \&amp;gt;the rear if need-be, but suffers from a large cross-section from the sides.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE LINE&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:Line.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the column, the line is commonly used as a reaction to contact from the wedge to get maximum fire power&amp;lt;br \&amp;gt; forward. It is also used in forests or dense terrain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;THE COLUMN&amp;#039;&amp;#039;&amp;#039;&amp;lt;/u&amp;gt;&amp;lt;br \&amp;gt;&lt;br /&gt;
[[File:COLUMN.jpg|800px]]&amp;lt;br \&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;click for larger picture&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The column is used when traversing dangerous obstacles like minefields or when visual signature needs to be as low as possible. &amp;lt;br \&amp;gt;Has great fire support to the flanks, but lacks in the rear and forward. Notice red team is in the rear in order to provide &amp;lt;br \&amp;gt;maximum support.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each formation consists of a &amp;#039;&amp;#039;&amp;#039;minimum&amp;#039;&amp;#039;&amp;#039; of 5 meters of spacing as displayed in the pictures above. &amp;lt;br \&amp;gt;Your team leader will always instruct you to &amp;quot;push out&amp;quot; or &amp;quot;pull in&amp;quot; while moving in formation and you can utilize your CSI compass to help control spacing.&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:CSI.jpg|thumb|400x400px|CSI HUD Spacing]]&lt;br /&gt;
&lt;br /&gt;
==Radios==&lt;br /&gt;
For radios, we utilize the in-game radio functions for all of our inter-section communications. This uses push-to-talk or voice activity to speak on a local or radio level (or both), allowing for 3D communication without any third-party tools. Each section is assigned a radio frequency at mission start and it&amp;#039;s up to the SL and all FTLs to ensure that they have the correct equipment before mission start. For more information on radios, click [[Communication and Marking|here]].&lt;br /&gt;
&lt;br /&gt;
===Fireteam Nets vs Squad Nets===&lt;br /&gt;
We use two radio structures: Fireteam Nets and Section Nets. This is dependent on mission design.&lt;br /&gt;
&lt;br /&gt;
====Fireteam Nets====&lt;br /&gt;
What we use most often right now. &amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#d33&amp;quot;&amp;gt;RED&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039; Team and &amp;#039;&amp;#039;&amp;#039;&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;GREEN&amp;lt;/span&amp;gt;&amp;#039;&amp;#039;&amp;#039; Team both share the section frequency with each other. Each FTL will have a single radio: the short-range AN/PRC-343 for communicating with their own section. The SL himself will have a short-range and a long-range radios to communicate with both their section and the platoon leader on the platoon frequency (either two AN/PRC-148s, or one AN/PRC-148 and one AN/PRC-152. All long-range radios will use the same channel frequencies).&lt;br /&gt;
&lt;br /&gt;
It should be kept in mind that non-leadership personnel will have no direct radio communication with their squad leader. Medical personnel are also not guaranteed to be listening on your short range channel. If you need to contact the squad leader or request medical assistance, do so through your fireteam leader. This also makes recovering the radio from a downed fireteam leader essential, especially as bodies are not persistent.&lt;br /&gt;
&lt;br /&gt;
====Section Nets ====&lt;br /&gt;
Not used as often, but can occur in certain missions. The entire Section will be on a single AN/PRC-343 channel (Alpha on Channel 1, Bravo on Channel 2, etc). SLs will still retain a long-range radio for communicating with other sections and the platoon leader.&lt;br /&gt;
&lt;br /&gt;
Minimizing radio chatter becomes very important, as many more people will be using a single net, and the channel may quickly become clogged with radio traffic. Clarifying the identity of yourself when transmitting the bearing for a callout is also important as fireteams may be located far from each other.&lt;br /&gt;
&lt;br /&gt;
===Communicating===&lt;br /&gt;
One of the best things you can do as a new infantryman is learn to communicate with your other section members. Regardless of roles, know when to and when not to speak on the fireteam radio to ensure maximum information flow reaches the right ears. Some guidelines:&lt;br /&gt;
::* Always state your name when speaking on the radio. Avoid words like &amp;quot;me&amp;quot; and &amp;quot;I&amp;quot;.&lt;br /&gt;
::*Use the &amp;quot;ADD&amp;quot; report when calling contact on the radio - Alert, Direction, Distance&lt;br /&gt;
::::Example: Green team contact, two EI at that tree line bearing 252, 300 meters&lt;br /&gt;
::*Stay with your color team at all times. This allows you to simply speak to them.&lt;br /&gt;
&lt;br /&gt;
== Medical==&lt;br /&gt;
For a more in-depth writeup of medical [[Medical Information|click here]].&lt;br /&gt;
&lt;br /&gt;
The following image shows the method for &amp;#039;&amp;#039;&amp;#039;Basic Medical Treatment&amp;#039;&amp;#039;&amp;#039;:[[File:Basic Medical Treatment.png|frameless|566x566px]]&lt;br /&gt;
&lt;br /&gt;
The following shows the method behind &amp;#039;&amp;#039;&amp;#039;healing wounds with a medial kit&amp;#039;&amp;#039;&amp;#039;:[[File:HEALWOUNDS.png|frameless|434x434px]]&lt;br /&gt;
&lt;br /&gt;
===Self-aid===&lt;br /&gt;
If injured in the field, Open your inventory to quickly see your injuries. You can hover over each injury to see its status, and quickly determine how to treat it. You will have Access to 2 bandages, 2 tourniquets, and a stick of morphine. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;If you are in pain, have lost a substantial amount of blood, or are out of supplies. Inform your leadership that you require a medic ASAP.&amp;#039;&amp;#039;&amp;#039; Failure to do so can result in you going unconscious and being killed by cardiac arrest.&lt;br /&gt;
&lt;br /&gt;
Otherwise once your bleeding has stopped, you have fluids in you, and all tourniquets are removed, it is safe to continue fighting. &lt;br /&gt;
&lt;br /&gt;
NOTE: &amp;quot;Stable&amp;quot; means no bleeding/has fluids/has stable heart rate. Just because you&amp;#039;re limbs are bandaged does not mean you are stable!&lt;br /&gt;
&lt;br /&gt;
=The Advanced=&lt;br /&gt;
==Movement Orders==&lt;br /&gt;
Occasionally, your team leader may order you to do specific movements that you will need to know.&lt;br /&gt;
&lt;br /&gt;
===Bounding===&lt;br /&gt;
Pictures TBA&lt;br /&gt;
&lt;br /&gt;
===Peeling===&lt;br /&gt;
Pictures TBA&lt;br /&gt;
&lt;br /&gt;
==Playing AAR==&lt;br /&gt;
&lt;br /&gt;
The AAR is the second man behind the LMG. His task is to support the Automatic Rifleman in the employment of his gun and protect him during its employment. While moving, you should stick directly with your color team members - who are the AR and FTL - at all times.&lt;br /&gt;
&lt;br /&gt;
:Your tasks include:&lt;br /&gt;
::*Spotting targets and observing bullet impact using the Binoculars&lt;br /&gt;
::*Carrying spare ammunition for the gun to sustain its fire&lt;br /&gt;
::*Watching the ARs flanks while he employs the gun due to his natural inclination to tunnel vision&lt;br /&gt;
&lt;br /&gt;
==Playing RAT==&lt;br /&gt;
&lt;br /&gt;
The Rifleman (Anti-Tank) is our primary means of defense against enemy armored vehicles. You are the sections, and often the whole platoons, only anti-tank asset. Thus, your armament and your proficiency with it can make the difference between your whole team dying - or not. While moving, stay with the second color team members - the Grenadier and FTL - at all times.&lt;br /&gt;
&lt;br /&gt;
: Your tasks include:&lt;br /&gt;
::*Range estimation to target&lt;br /&gt;
::*Correct handling of our common launchers, manuals for which can be found [[Anti-Tank Team|here]].&lt;br /&gt;
::*Patience to ensure a hit&lt;br /&gt;
&lt;br /&gt;
== Playing GREN==&lt;br /&gt;
&lt;br /&gt;
The Grenadiers weapon is the grenade launcher, most commonly fixed under the barrel. With it, he can use both HE grenades to fight enemies behind cover, in ditches or in windows, and smoke grenades to conceal his teams movement or obscure the vision of the enemy. &lt;br /&gt;
&lt;br /&gt;
:Your tasks include:&lt;br /&gt;
::* Range estimation to target&lt;br /&gt;
::* Employing the HE grenades with precision&lt;br /&gt;
::*Knowing when and how to employ smoke&lt;br /&gt;
:::IE: Never smoke your own position unless you are retreating. Smoke the enemies position or the path to the enemies position instead. Avoid placing smokes in a way that you have to run through your own smoke.&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Our_Advanced_Medical_%26_TCCC&amp;diff=3335</id>
		<title>Our Advanced Medical &amp; TCCC</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Our_Advanced_Medical_%26_TCCC&amp;diff=3335"/>
		<updated>2024-06-12T18:38:41Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Archived old page, linked to it as example for now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is not yet being used for reforger as the medical system is still fairly basic and some of the features we used are still in being redeveloped for reforger. If you are interested in seeing the A3 version of this page check it out here: [https://coalitiongroup.net/wiki/index.php/A3_Legacy_Medical_Information A3 Legacy Advanced medical]&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Medical_Information&amp;diff=3334</id>
		<title>Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Medical_Information&amp;diff=3334"/>
		<updated>2024-06-12T18:33:31Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Removed redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=3333</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=3333"/>
		<updated>2024-06-12T18:31:30Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;#039;&amp;#039;&amp;#039;This page is a legacy page archived for use as a reference to rebuild the page for Reforger when the time comes.&amp;#039;&amp;#039;&amp;#039;  Also to avoid confusion for new players seeing the new infantry guide link here. ==&lt;br /&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;br /&gt;
&lt;br /&gt;
=Pronouncing Death=&lt;br /&gt;
&lt;br /&gt;
The canon method of declaring the death of a patient is to use the ACE Medical menu to confirm that said patient:&lt;br /&gt;
*Is not Responsive&lt;br /&gt;
*Has no Blood Pressure&lt;br /&gt;
*Has no Heart Rate&lt;br /&gt;
&lt;br /&gt;
However, in &amp;#039;&amp;#039;extremely&amp;#039;&amp;#039; rare circumstances, the readings are deceptive, and the patient is, in fact, still alive. This can be induced if drugs such as morphine is still present in their system. Their alive status is confirmed by the presence of a drag/carry ACE interaction option. This option never appears on dead bodies. This possibility is demonstrated in the pictures below.&lt;br /&gt;
&lt;br /&gt;
Because of the potential for inconsistencies, always check if the body is draggable. If you want, you can go through the motions for checking the patient response, heart rate, and blood pressure. Don&amp;#039;t call a still-living teammate dead!&lt;br /&gt;
&lt;br /&gt;
[[File:No_response.png|1000px|thumb|center|ACE Medical demonstrating no response, no heart rate, and no blood pressure. Patient is still alive, however.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Not_draggable.png|400px|thumb|What interactions a dead patient would have. Not draggable.]]&lt;br /&gt;
[[File:Draggable_body.png|400px|thumb|left|Patient is still draggable, and thus still alive.]]&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=3332</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=3332"/>
		<updated>2024-06-12T18:31:05Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Archived page to avoid new players seeing it linked in new infantry guide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &amp;#039;&amp;#039;&amp;#039;&amp;lt;u&amp;gt;This page is a legacy page archived for use as a reference to rebuild the page for Reforger when the time comes.&amp;lt;/u&amp;gt;&amp;#039;&amp;#039;&amp;#039;  Also to avoid confusion for new players seeing the new infantry guide link here. ==&lt;br /&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;br /&gt;
&lt;br /&gt;
=Pronouncing Death=&lt;br /&gt;
&lt;br /&gt;
The canon method of declaring the death of a patient is to use the ACE Medical menu to confirm that said patient:&lt;br /&gt;
*Is not Responsive&lt;br /&gt;
*Has no Blood Pressure&lt;br /&gt;
*Has no Heart Rate&lt;br /&gt;
&lt;br /&gt;
However, in &amp;#039;&amp;#039;extremely&amp;#039;&amp;#039; rare circumstances, the readings are deceptive, and the patient is, in fact, still alive. This can be induced if drugs such as morphine is still present in their system. Their alive status is confirmed by the presence of a drag/carry ACE interaction option. This option never appears on dead bodies. This possibility is demonstrated in the pictures below.&lt;br /&gt;
&lt;br /&gt;
Because of the potential for inconsistencies, always check if the body is draggable. If you want, you can go through the motions for checking the patient response, heart rate, and blood pressure. Don&amp;#039;t call a still-living teammate dead!&lt;br /&gt;
&lt;br /&gt;
[[File:No_response.png|1000px|thumb|center|ACE Medical demonstrating no response, no heart rate, and no blood pressure. Patient is still alive, however.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Not_draggable.png|400px|thumb|What interactions a dead patient would have. Not draggable.]]&lt;br /&gt;
[[File:Draggable_body.png|400px|thumb|left|Patient is still draggable, and thus still alive.]]&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Medical_Information&amp;diff=3331</id>
		<title>Medical Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Medical_Information&amp;diff=3331"/>
		<updated>2024-06-12T18:25:48Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Philbilly moved page Medical Information to A3 Legacy Medical Information: Archiving A3 medical page as it may still have useful info for future rebuild of page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[A3 Legacy Medical Information]]&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=3330</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=3330"/>
		<updated>2024-06-12T18:25:48Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Philbilly moved page Medical Information to A3 Legacy Medical Information: Archiving A3 medical page as it may still have useful info for future rebuild of page.&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;br /&gt;
&lt;br /&gt;
=Pronouncing Death=&lt;br /&gt;
&lt;br /&gt;
The canon method of declaring the death of a patient is to use the ACE Medical menu to confirm that said patient:&lt;br /&gt;
*Is not Responsive&lt;br /&gt;
*Has no Blood Pressure&lt;br /&gt;
*Has no Heart Rate&lt;br /&gt;
&lt;br /&gt;
However, in &amp;#039;&amp;#039;extremely&amp;#039;&amp;#039; rare circumstances, the readings are deceptive, and the patient is, in fact, still alive. This can be induced if drugs such as morphine is still present in their system. Their alive status is confirmed by the presence of a drag/carry ACE interaction option. This option never appears on dead bodies. This possibility is demonstrated in the pictures below.&lt;br /&gt;
&lt;br /&gt;
Because of the potential for inconsistencies, always check if the body is draggable. If you want, you can go through the motions for checking the patient response, heart rate, and blood pressure. Don&amp;#039;t call a still-living teammate dead!&lt;br /&gt;
&lt;br /&gt;
[[File:No_response.png|1000px|thumb|center|ACE Medical demonstrating no response, no heart rate, and no blood pressure. Patient is still alive, however.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Not_draggable.png|400px|thumb|What interactions a dead patient would have. Not draggable.]]&lt;br /&gt;
[[File:Draggable_body.png|400px|thumb|left|Patient is still draggable, and thus still alive.]]&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=What_is_CFC&amp;diff=3295</id>
		<title>What is CFC</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=What_is_CFC&amp;diff=3295"/>
		<updated>2024-04-23T03:34:18Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Idea and intent */  Added Screenshot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Idea and intent ==&lt;br /&gt;
We started Coalition Fight Club as a weekly PvP night which is open to the public and outside communities! We hope this becomes a place where people can come and enjoy organized milsim sessions in a quality environment without all the other hassle. We intend to grow these large enough to host large combined arms missions.  &lt;br /&gt;
&lt;br /&gt;
These PvP nights differ from CCOs by being weekly, and focusing on single life missions instead of a single long mission with respawns and associated logistics.  &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
* A modpack vetted for quality&lt;br /&gt;
* Mods created in house with the purpose of creating a better PVP night. &lt;br /&gt;
* Purpose built game modes[[File:CFC1.png|center|frameless|600x600px]]&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:CFC1.png&amp;diff=3294</id>
		<title>File:CFC1.png</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:CFC1.png&amp;diff=3294"/>
		<updated>2024-04-23T03:31:59Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taken by greg during the second mission of the very first CFC&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3293</id>
		<title>CFC Rules</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3293"/>
		<updated>2024-04-23T03:14:10Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we do not wish to be overbearing host. We do still intend to keep things civil and fair in our home. &lt;br /&gt;
&lt;br /&gt;
Please remember that our members spend their time and money to allow us to put these events together. And as such we will remove anyone being disruptive or sabotaging things on purpose.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;&amp;lt;small&amp;gt;&amp;lt;s&amp;gt;Don&amp;#039;t talk about fight club&amp;lt;/s&amp;gt;&amp;lt;/small&amp;gt;&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
During slotting we ask that you mute your mic or use PTT to ensure the admin running slotting can be heard by everyone. &lt;br /&gt;
&lt;br /&gt;
Repeated issues will result in a kick from the game lobby until the issue is resolved. &lt;br /&gt;
&lt;br /&gt;
We may also remove voice activation permissions in discord if its an issue there. &lt;br /&gt;
&lt;br /&gt;
More information about slotting can be found on the [[Slotting &amp;amp; Connecting]] page &lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
These sessions consist largely one life missions. We ask that you try to stay immersed in your role and character as best as you can for the best experience by adhering to these rules!&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
To the best of your abilities you should adhere to the in-game chain of command. If you disagree with a plan feel free to constructively suggest alternatives if there is time to do so. &lt;br /&gt;
&lt;br /&gt;
Otherwise if you have grievances save it for the AAR channel in discord. &lt;br /&gt;
&lt;br /&gt;
=== Teamkilling ===&lt;br /&gt;
All forms of team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session. If you think you&amp;#039;ve been purposefully teamkilled contact the admin team. &lt;br /&gt;
&lt;br /&gt;
=== Rule of Twos ===&lt;br /&gt;
In the interest of fair play. And with intent of keeping things focused on teamplay. If you find yourself alone, do your best to break contact and regroup with friendlies. Stick with your battle buddy! &lt;br /&gt;
&lt;br /&gt;
Leaders may send out pickets. But if they are solo they should observe and report before breaking contact and regrouping.  &lt;br /&gt;
&lt;br /&gt;
=== Stream sniping or meta gaming ===&lt;br /&gt;
These will result in a ban from future Coalition PvP events. &lt;br /&gt;
&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3291</id>
		<title>Slotting &amp; Connecting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3291"/>
		<updated>2024-04-23T03:11:54Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Added screenshot of reforger lobby&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Finding The Server ==&lt;br /&gt;
The Fight night server will be under the &amp;quot;community&amp;quot; tab in the server browser. &lt;br /&gt;
&lt;br /&gt;
Simply Search &amp;quot;Coalition Fightclub&amp;quot; and the server should appear.&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 4/22/24 We currently are not reserving roles. This process may change in the future if the need arises. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slotting will be called by the session admin using the reforger lobby chat. We ask a few things during this process. &lt;br /&gt;
&lt;br /&gt;
* Please mute your mic or use PTT so as not to make things harder to hear.&lt;br /&gt;
* Use text chat if you have questions&lt;br /&gt;
* If you are in the Coalition discord please mute your mic there as well&lt;br /&gt;
&lt;br /&gt;
Slotting will start at 6pm CST unless otherwise stated elsewhere&lt;br /&gt;
&lt;br /&gt;
The admin running session will then call roles in the order that follows. &lt;br /&gt;
&lt;br /&gt;
# Leaders &amp;amp; medics&lt;br /&gt;
# Specialty roles (Vic crews, mortar teams, ect)&lt;br /&gt;
# Everyone else&lt;br /&gt;
&lt;br /&gt;
== Lobby System ==&lt;br /&gt;
We utitilize a mod called &amp;quot;Reforger Lobby System&amp;quot; to select groups and roles. It will look like this:&lt;br /&gt;
&lt;br /&gt;
[[File:SlottingReforgerLobby.jpg|frameless|833x833px]]&lt;br /&gt;
&lt;br /&gt;
# Title and max playercount&lt;br /&gt;
# Factions/Sides&lt;br /&gt;
# Slotting list/roles per side&lt;br /&gt;
# Preview of selected role and loadout&lt;br /&gt;
# Player list and voice chats&lt;br /&gt;
# Weather, time, and mission author&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=File:SlottingReforgerLobby.jpg&amp;diff=3290</id>
		<title>File:SlottingReforgerLobby.jpg</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=File:SlottingReforgerLobby.jpg&amp;diff=3290"/>
		<updated>2024-04-23T02:48:09Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lobby infographic using reforger lobby system&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3289</id>
		<title>CFC Rules</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3289"/>
		<updated>2024-04-23T02:43:04Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Slotting */  linked full slotting page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we do not wish to be overbearing host. We do still intend to keep things civil and fair in our home. &lt;br /&gt;
&lt;br /&gt;
Please remember that our members spend their time and money to allow us to put these events together. And as such we will remove anyone being disruptive or sabotaging things on purpose.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
During slotting we ask that you mute your mic or use PTT to ensure the admin running slotting can be heard by everyone. &lt;br /&gt;
&lt;br /&gt;
Repeated issues will result in a kick from the game lobby until the issue is resolved. &lt;br /&gt;
&lt;br /&gt;
We may also remove voice activation permissions in discord if its an issue there. &lt;br /&gt;
&lt;br /&gt;
More information about slotting can be found on the [[Slotting &amp;amp; Connecting]] page &lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
These sessions consist largely one life missions. We ask that you try to stay immersed in your role and character as best as you can for the best experience by adhering to these rules!&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
To the best of your abilities you should adhere to the in-game chain of command. If you disagree with a plan feel free to constructively suggest alternatives if there is time to do so. &lt;br /&gt;
&lt;br /&gt;
Otherwise if you have grievances save it for the AAR channel in discord. &lt;br /&gt;
&lt;br /&gt;
=== Teamkilling ===&lt;br /&gt;
All forms of team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session. If you think you&amp;#039;ve been purposefully teamkilled contact the admin team. &lt;br /&gt;
&lt;br /&gt;
=== Rule of Twos ===&lt;br /&gt;
In the interest of fair play. And with intent of keeping things focused on teamplay. If you find yourself alone, do your best to break contact and regroup with friendlies. Stick with your battle buddy! &lt;br /&gt;
&lt;br /&gt;
Leaders may send out pickets. But if they are solo they should observe and report before breaking contact and regrouping.  &lt;br /&gt;
&lt;br /&gt;
=== Stream sniping or meta gaming ===&lt;br /&gt;
These will result in a ban from future Coalition PvP events. &lt;br /&gt;
&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=What_is_CFC&amp;diff=3288</id>
		<title>What is CFC</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=What_is_CFC&amp;diff=3288"/>
		<updated>2024-04-23T02:29:48Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Added differences from CCOs.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Idea and intent ==&lt;br /&gt;
We started Coalition Fight Club as a weekly PvP night which is open to the public and outside communities! We hope this becomes a place where people can come and enjoy organized milsim sessions in a quality environment. We intend to grow these large enough to host large combined arms missions.  &lt;br /&gt;
&lt;br /&gt;
These PvP nights differ from CCOs by being weekly, and focusing on single life missions instead of a single long mission with respawns and associated logistics.  &lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
* A modpack vetted for quality&lt;br /&gt;
* Mods created in house with the purpose of creating a better PVP night. &lt;br /&gt;
* Purpose built game modes&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3287</id>
		<title>CFC Rules</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3287"/>
		<updated>2024-04-23T02:24:51Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Member time and money, disruptions yada yada, expert change notes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we do not wish to be overbearing host. We do still intend to keep things civil and fair in our home. &lt;br /&gt;
&lt;br /&gt;
Please remember that our members spend their time and money to allow us to put these events together. And as such we will remove anyone being disruptive or sabotaging things on purpose.  &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
During slotting we ask that you mute your mic or use PTT to ensure the admin running slotting can be heard by everyone. &lt;br /&gt;
&lt;br /&gt;
Repeated issues will result in a kick from the game lobby until the issue is resolved. &lt;br /&gt;
&lt;br /&gt;
We may also remove voice activation permissions in discord if its an issue there. &lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
These sessions consist largely one life missions. We ask that you try to stay immersed in your role and character as best as you can for the best experience by adhering to these rules!&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
To the best of your abilities you should adhere to the in-game chain of command. If you disagree with a plan feel free to constructively suggest alternatives if there is time to do so. &lt;br /&gt;
&lt;br /&gt;
Otherwise if you have grievances save it for the AAR channel in discord. &lt;br /&gt;
&lt;br /&gt;
=== Teamkilling ===&lt;br /&gt;
All forms of team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session. If you think you&amp;#039;ve been purposefully teamkilled contact the admin team. &lt;br /&gt;
&lt;br /&gt;
=== Rule of Twos ===&lt;br /&gt;
In the interest of fair play. And with intent of keeping things focused on teamplay. If you find yourself alone, do your best to break contact and regroup with friendlies. Stick with your battle buddy! &lt;br /&gt;
&lt;br /&gt;
Leaders may send out pickets. But if they are solo they should observe and report before breaking contact and regrouping.  &lt;br /&gt;
&lt;br /&gt;
=== Stream sniping or meta gaming ===&lt;br /&gt;
These will result in a ban from future Coalition PvP events. &lt;br /&gt;
&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3286</id>
		<title>CFC Rules</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3286"/>
		<updated>2024-04-23T02:06:29Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Gameplay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we do not wish to be overbearing host. We do still intend to keep things civil and fair in our home. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
During slotting we ask that you mute your mic or use PTT to ensure the admin running slotting can be heard by everyone. &lt;br /&gt;
&lt;br /&gt;
Repeated issues will result in a kick from the game lobby until the issue is resolved. &lt;br /&gt;
&lt;br /&gt;
We may also remove voice activation permissions in discord if its an issue there. &lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
These sessions consist largely one life missions. We ask that you try to stay immersed in your role and character as best as you can for the best experience by adhering to these rules!&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
To the best of your abilities you should adhere to the in-game chain of command. If you disagree with a plan feel free to constructively suggest alternatives if there is time to do so. &lt;br /&gt;
&lt;br /&gt;
Otherwise if you have grievances save it for the AAR channel in discord. &lt;br /&gt;
&lt;br /&gt;
=== Teamkilling ===&lt;br /&gt;
All forms of team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session. If you think you&amp;#039;ve been purposefully teamkilled contact the admin team. &lt;br /&gt;
&lt;br /&gt;
=== Rule of Twos ===&lt;br /&gt;
In the interest of fair play. And with intent of keeping things focused on teamplay. If you find yourself alone, do your best to break contact and regroup with friendlies. Stick with your battle buddy! &lt;br /&gt;
&lt;br /&gt;
Leaders may send out pickets. But if they are solo they should observe and report before breaking contact and regrouping.  &lt;br /&gt;
&lt;br /&gt;
=== Stream sniping or meta gaming ===&lt;br /&gt;
These will result in a ban from future Coalition PvP events. &lt;br /&gt;
&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3285</id>
		<title>CFC Rules</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3285"/>
		<updated>2024-04-23T02:03:39Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: /* Rule of Twos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we do not wish to be overbearing host. We do still intend to keep things civil and fair in our home. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
During slotting we ask that you mute your mic or use PTT to ensure the admin running slotting can be heard by everyone. &lt;br /&gt;
&lt;br /&gt;
Repeated issues will result in a kick from the game lobby until the issue is resolved. &lt;br /&gt;
&lt;br /&gt;
We may also remove voice activation permissions in discord if its an issue there. &lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
These are largely one life events. We ask that you try to stay immersed in your role as best as you can for the best experience. By adhering to these rules!&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
To the best of your abilities you should adhere to the in-game chain of command. If you disagree with a plan feel free to constructively suggest alternatives if there is time to do so. &lt;br /&gt;
&lt;br /&gt;
Otherwise if you have grievances save it for the AAR channel in discord. &lt;br /&gt;
&lt;br /&gt;
=== Teamkilling ===&lt;br /&gt;
All forms of team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session. If you think you&amp;#039;ve been purposefully teamkilled contact the admin team. &lt;br /&gt;
&lt;br /&gt;
=== Rule of Twos ===&lt;br /&gt;
In the interest of fair play. And with intent of keeping things focused on teamplay. If you find yourself alone, do your best to break contact and regroup with friendlies. Stick with your battle buddy! &lt;br /&gt;
&lt;br /&gt;
Leaders may send out pickets. But if they are solo they should observe and report before breaking contact and regrouping.  &lt;br /&gt;
&lt;br /&gt;
=== Stream sniping or meta gaming ===&lt;br /&gt;
These will result in a ban from future Coalition PvP events. &lt;br /&gt;
&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3284</id>
		<title>CFC Rules</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=CFC_Rules&amp;diff=3284"/>
		<updated>2024-04-23T01:59:38Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: initial draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While we do not wish to be overbearing host. We do still intend to keep things civil and fair in our home. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;HQ reserves the right to update rules as necessary.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== Slotting ==&lt;br /&gt;
During slotting we ask that you mute your mic or use PTT to ensure the admin running slotting can be heard by everyone. &lt;br /&gt;
&lt;br /&gt;
Repeated issues will result in a kick from the game lobby until the issue is resolved. &lt;br /&gt;
&lt;br /&gt;
We may also remove voice activation permissions in discord if its an issue there. &lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
These are largely one life events. We ask that you try to stay immersed in your role as best as you can for the best experience. By adhering to these rules!&lt;br /&gt;
&lt;br /&gt;
=== Chain of Command ===&lt;br /&gt;
To the best of your abilities you should adhere to the in-game chain of command. If you disagree with a plan feel free to constructively suggest alternatives if there is time to do so. &lt;br /&gt;
&lt;br /&gt;
Otherwise if you have grievances save it for the AAR channel in discord. &lt;br /&gt;
&lt;br /&gt;
=== Teamkilling ===&lt;br /&gt;
All forms of team killing are frowned upon and will not be tolerated. Alternatively, &amp;quot;vigilante justice&amp;quot; is not a thing and will result in players removed from session. If you think you&amp;#039;ve been purposefully teamkilled contact the admin team. &lt;br /&gt;
&lt;br /&gt;
=== Rule of Twos ===&lt;br /&gt;
In the interest of fair play. And with intent of keeping things focused on teamplay. If you find yourself alone, do your best to break contact and regroup with friendlies. Stick with your battle buddy! &lt;br /&gt;
&lt;br /&gt;
=== Stream sniping or meta gaming ===&lt;br /&gt;
These will result in a ban from future Coalition PvP events. &lt;br /&gt;
&lt;br /&gt;
Meta gaming is relaying any information about mission-related content that shouldn&amp;#039;t be known. This is not allowed in any shape or form.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Example:&amp;#039;&amp;#039;&amp;#039; You get killed and are able to see the enemy team&amp;#039;s location. You then choose to message someone alive on a third-party platform (like steam) about their locations.&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3283</id>
		<title>Slotting &amp; Connecting</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Slotting_%26_Connecting&amp;diff=3283"/>
		<updated>2024-04-23T01:34:21Z</updated>

		<summary type="html">&lt;p&gt;Philbilly: Initial draft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Finding The Server ==&lt;br /&gt;
The Fight night server will be under the &amp;quot;community&amp;quot; tab in the server browser. &lt;br /&gt;
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Simply Search &amp;quot;Coalition Fightclub&amp;quot; and the server should appear.&lt;br /&gt;
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== Slotting ==&lt;br /&gt;
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As of 4/22/24 We currently are not reserving roles. This process may change in the future if the need arises. &lt;br /&gt;
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&lt;br /&gt;
Slotting will be called by the session admin using the reforger lobby chat. We ask a few things during this process. &lt;br /&gt;
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* Please mute your mic or use PTT so as not to make things harder to hear.&lt;br /&gt;
* Use text chat if you have questions&lt;br /&gt;
* If you are in the Coalition discord please mute your mic there as well&lt;br /&gt;
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Slotting will start at 6pm CST unless otherwise stated elsewhere&lt;br /&gt;
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The admin running session will then call roles in the order that follows. &lt;br /&gt;
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# Leaders &amp;amp; medics&lt;br /&gt;
# Specialty roles (Vic crews, mortar teams, ect)&lt;br /&gt;
# Everyone else&lt;/div&gt;</summary>
		<author><name>Philbilly</name></author>
	</entry>
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