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	<updated>2026-04-03T23:15:24Z</updated>
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	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2980</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2980"/>
		<updated>2022-10-16T23:35:34Z</updated>

		<summary type="html">&lt;p&gt;Reckless: Edits based off current evolution of Squad structure.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
You are in control of a 9-14 man squad, including yourself. The loadouts among your men will vary but generally follow a few rules:&lt;br /&gt;
*2x Fireteams containing a FTL, AR, AAR, RAT, GRN &lt;br /&gt;
*1 medic with a casualty collection point (CCP) tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
# 2x FTL&lt;br /&gt;
# 2x AR&lt;br /&gt;
# 2x AAR&lt;br /&gt;
# 2x GRN&lt;br /&gt;
# 2x RAT&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Mission designers are free to alter not only the squad structure, but the fireteam structure. Ensure you are aware of the assets available at the fireteam level.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Occasionally you will be assigned additional units or assets. These can include, a truck or armored vehicle, a vehicle with dedicated crew, an attack vehicle without dedicated crew, additional infantry specialties, additional fireteams, significant JIP numbers. Every specialty supports the light infantry platoon, be sure you are well versed in how to employ every asset, lean on your specialty leaders if you are unsure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squad leaders must be the flexible in all situations, your job is to protect and attack with your 2 fireteams, any additional assets under your command should be used to support your fireteams.&lt;br /&gt;
&lt;br /&gt;
===Squad Leading SOPs===&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
Always position your teams to support each other&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
Your job is to refine the plan as described by your platoon leader. &lt;br /&gt;
&lt;br /&gt;
Further divide your sector for your fireteams, make additional marks of important or dangerous areas. When necessary micro plan for fireteam leaders. &lt;br /&gt;
Ensure your team leaders discuss their sectors.&lt;br /&gt;
Brief on what vehicles will be taken (if any) and what unit mounts where.&lt;br /&gt;
Ask about additional questions the leaders under you have about the mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
When moving your fireteams, they can and should be used interchangeably. Either team can be an assaulting team or base team. Consider path to the area, and causalities in what unit is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Try to keep fireteams close together, they should have to make minimal movement if they need to directly support the other fireteam. &lt;br /&gt;
&lt;br /&gt;
Generally use squad columns for travel, and squad lines for assaulting. &lt;br /&gt;
&lt;br /&gt;
When placing fireteams for defensive positions, maintain overlapping fields of fire where possible.&lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage.&lt;br /&gt;
&lt;br /&gt;
Most importantly keep teams in direct support of each other, too far apart can allow entire enemy units between fireteams in dense terrain.&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
Bound teams to areas of cover, use other elements to cover/suppress.&lt;br /&gt;
Keeping your group together and watching a full 180 will help you to spot units that might be in the distance.&lt;br /&gt;
Limit time in the open by all elements.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2979</id>
		<title>Fire Team Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2979"/>
		<updated>2022-10-16T23:33:04Z</updated>

		<summary type="html">&lt;p&gt;Reckless: Altered default settings to reflect evolving structure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fireteam==&lt;br /&gt;
&lt;br /&gt;
You are running a team of 3-6 men, including yourself. The loadout types vary slightly but stick to a general rule:&lt;br /&gt;
&lt;br /&gt;
Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.&lt;br /&gt;
&lt;br /&gt;
*FTL- The leader of a fireteam. Carries a radio to communicate to his Squad Leader and a short range to talk to the fireteam. Typically has an underbarrel GP launcher with a few HE and different color smoke rounds.&lt;br /&gt;
&lt;br /&gt;
*Auto Rifleman (AR)- Second in command of a fireteam. If FTL dies, he grabs his radio and keep the fireteam going. Typically has a fully auto machine gun of some nature.&lt;br /&gt;
&lt;br /&gt;
*Assistant Auto Rifleman (AAR)- Third in the chain. Carries spare ammo for the AR but also helps to keeps situational awareness for him while he maintains fire towards a target as well as spotting with binoculars if engaging at longer ranges.&lt;br /&gt;
&lt;br /&gt;
*Grenadier (GRN)- Explosive throwing, smoke making, flare sending machine. You almost always will have an underbarrel GP launcher or some form of launcher in a secondary slot. Cleans out heavy contacts with HE rounds, gives smoke to move forward for his team, and in some cases gives light to the group during the night.&lt;br /&gt;
&lt;br /&gt;
*Rifleman AT (RAT)- Standard rifleman only with a explosive stick on his back. A very important member to keep alive as you may run into light/heavy armor contacts and hes got the tool to remove it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team Composition===&lt;br /&gt;
#FTL&lt;br /&gt;
#AR&lt;br /&gt;
#AAR&lt;br /&gt;
#GRN&lt;br /&gt;
#RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Although the above structure is a common setup, occasionally, a unique role will replace your GRN or RAT, like breacher, CLS, marksman, or demo. Roles like this or an additional RAT can also be added to your fireteam.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Within the team, there is also a color team movement structure defined in the Color teams section below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading SOPs===&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
Within a full Fireteam is its own color team. Each team has their own role, and as such, you should not attempt to change their color(s).&lt;br /&gt;
&lt;br /&gt;
===Color Teams===&lt;br /&gt;
Red/Yellow team will typically be the AR and AAR, while Green/Blue will be GRN, and RAT.&lt;br /&gt;
&lt;br /&gt;
*Red/Yellow will be your base-of-fire team, that is the team that keeps the FT&amp;#039;s main area of danger covered. If you&amp;#039;re clearing a building, they will be outside holding security with the FTL.&lt;br /&gt;
&lt;br /&gt;
*Green/Blue is your assault or flanking team. They are lighter, faster, and have the ability to keep themselves moving and safe.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
In regards to movement, there are numerous ways to operate as a Fireteam. As a Fire Team leader it is important you know how to use your fireteam in safest and most effective way to ensure success of your objective and the longevity of your members.&lt;br /&gt;
&lt;br /&gt;
Many times as a fireteam leader you will have to choose a formation to move your squad in.&lt;br /&gt;
There is no 100% perfect formation to call but there are some that usually work well in certain situations.&lt;br /&gt;
&lt;br /&gt;
For a quick review of the formations you can call, reference [[Formations]]&lt;br /&gt;
&lt;br /&gt;
Regardless of formation, always keep your color teams together and provide cohesion amongst the two. &lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;br /&gt;
&lt;br /&gt;
==Qualification==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1P0AX540HHg14yXVZ8l5eMeYNNNXn46X8fGZj0qSiWPw/edit You can find the FTL qualification guide at this link].&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=2978</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=2978"/>
		<updated>2022-10-16T23:30:49Z</updated>

		<summary type="html">&lt;p&gt;Reckless: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;15&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;margin: auto&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Welcome to Coalition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Our view on Realism and Fun]]&lt;br /&gt;
*[[Coalition Syllabus]]&lt;br /&gt;
*[[New Infantry Guide]]&lt;br /&gt;
*[[Server Information]]&lt;br /&gt;
*[[Installing our modpack|Installing our Modpack]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Information&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Session Information]]&lt;br /&gt;
*[[Community Structure]]&lt;br /&gt;
*[[Impromptu Sessions]]&lt;br /&gt;
*[[After-Action Reviews (AARs)]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Content Creation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Mission Making]]&lt;br /&gt;
**[[Quality Assurance]]&lt;br /&gt;
**[[HAL AI Commander]]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Other Content&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**[[Outsourced Creation]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coalition Community Operations (CCO)&lt;br /&gt;
*[[What is a CCO]]&lt;br /&gt;
*[[Registration|Registering for a CCO]]&lt;br /&gt;
*[[Mod-Pack Setup|Installing the CCO Modpack]]&lt;br /&gt;
*[[West Wind Operation Order|CCO16 Warning Order]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ArmA Training&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Basic Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**[[Standard Operating Procedures (SOPs)]]&lt;br /&gt;
**[[Communication and Marking]]&lt;br /&gt;
**[[Formations]]&lt;br /&gt;
**[[Leading and Being Led]]&lt;br /&gt;
**[[Tactics]]&lt;br /&gt;
**[[Warfare]]&lt;br /&gt;
**[[Medical Information]]&lt;br /&gt;
***[[Our Advanced Medical &amp;amp; TCCC]]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Advanced Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**[[Anti-Tank Team]]&lt;br /&gt;
**[[Machine Gun Team]]&lt;br /&gt;
**[[Specialty Roles|Other Specialties]]&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Leadership&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**[[Fire Team Leader]]&lt;br /&gt;
**[[Squad Leader]]&lt;br /&gt;
**[[Platoon Leader]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2555</id>
		<title>Fire Team Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2555"/>
		<updated>2021-06-10T02:55:35Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Qualification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fireteam==&lt;br /&gt;
&lt;br /&gt;
You are running a team of 5 men, including yourself. The loadout types vary slightly but stick to a general rule:&lt;br /&gt;
&lt;br /&gt;
Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.&lt;br /&gt;
&lt;br /&gt;
*FTL- The leader of a fireteam. Carries a radio to communicate to his Squad Leader and a short range to talk to the fireteam. Typically has an underbarrel GP launcher with a few HE and different color smoke rounds.&lt;br /&gt;
&lt;br /&gt;
*Auto Rifleman (AR)- Second in command of a fireteam. If FTL dies, he grabs his radio and keep the fireteam going. Typically has a fully auto machine gun of some nature.&lt;br /&gt;
&lt;br /&gt;
*Assistant Auto Rifleman (AAR)- Third in the chain. Carries spare ammo for the AR but also helps to keeps situational awareness for him while he maintains fire towards a target as well as spotting with binoculars if engaging at longer ranges.&lt;br /&gt;
&lt;br /&gt;
*Grenadier (GRN)- Explosive throwing, smoke making, flare sending machine. You almost always will have an underbarrel GP launcher or some form of launcher in a secondary slot. Cleans out heavy contacts with HE rounds, gives smoke to move forward for his team, and in some cases gives light to the group during the night.&lt;br /&gt;
&lt;br /&gt;
*Rifleman AT (RAT)- Standard rifleman only with a explosive stick on his back. A very important member to keep alive as you may run into light/heavy armor contacts and hes got the tool to remove it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team Composition===&lt;br /&gt;
#FTL&lt;br /&gt;
#AR&lt;br /&gt;
#AAR&lt;br /&gt;
#GRN&lt;br /&gt;
#RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Although the above structure is the default CMF setup, occasionally, a unique role will replace your GRN or RAT, like breacher, CLS, marksman, or demo. Roles like this or an additional RAT can also be added to your fireteam.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both teams within the Squad have the exact same composition and makeup. Within the team, there is also a color team movement structure defined in the Color teams section below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading SOPs===&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
Within a full Fireteam is its own color team. Each team has their own role, and as such, you should not attempt to change their color(s).&lt;br /&gt;
&lt;br /&gt;
===Color Teams===&lt;br /&gt;
Red/Yellow team will typically be the AR and AAR, while Green/Blue will be GRN, and RAT.&lt;br /&gt;
&lt;br /&gt;
*Red/Yellow will be your base-of-fire team, that is the team that keeps the FT&amp;#039;s main area of danger covered. If you&amp;#039;re clearing a building, they will be outside holding security with the FTL.&lt;br /&gt;
&lt;br /&gt;
*Green/Blue is your assault or flanking team. They are lighter, faster, and have the ability to keep themselves moving and safe.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
In regards to movement, there are numerous ways to operate as a Fireteam. As a Fire Team leader it is important you know how to use your fireteam in safest and most effective way to ensure success of your objective and the longevity of your members.&lt;br /&gt;
&lt;br /&gt;
Many times as a fireteam leader you will have to choose a formation to move your squad in.&lt;br /&gt;
There is no 100% perfect formation to call but there are some that usually work well in certain situations.&lt;br /&gt;
&lt;br /&gt;
For a quick review of the formations you can call, reference [[Formations]]&lt;br /&gt;
&lt;br /&gt;
Regardless of formation, always keep your color teams together and provide cohesion amongst the two. &lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;br /&gt;
&lt;br /&gt;
==Qualification==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1P0AX540HHg14yXVZ8l5eMeYNNNXn46X8fGZj0qSiWPw/edit You can find the FTL qualification guide at this link].&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Specialty_Roles&amp;diff=2535</id>
		<title>Specialty Roles</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Specialty_Roles&amp;diff=2535"/>
		<updated>2021-02-15T17:07:16Z</updated>

		<summary type="html">&lt;p&gt;Reckless: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Sniper Team]]&lt;br /&gt;
* [[Mortar Team]]&lt;br /&gt;
* [[Machine Gun Team]]&lt;br /&gt;
* [[Anti-Tank Team]]&lt;br /&gt;
* [[UAV Operator]]&lt;br /&gt;
* [[AFV Operation]](IFV, Tank)&lt;br /&gt;
* [[RTO / Radio Operation]]&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=A3_Legacy_Medical_Information&amp;diff=2534</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=2534"/>
		<updated>2021-02-13T18:36:17Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* The Finer Points of Advanced Medical */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction: Staying Healthy in the Mission==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What you have:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*2 Elastic Bandages, 2 Packing Bandages, and a Tourniquet.&lt;br /&gt;
*You don&amp;#039;t get morphine, epi, or blood.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;What if I Need Morphine?&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
IF you need morphine, blood, or more fabric to stuff in your wounds, you need to ask your nearest leader to put you in contact with a medic. Medics carry all injectors and other accoutrements, so if you find yourself needing these things in mission, you&amp;#039;ll need to get a medic to help you. There is no other way to receive treatment, you cannot loot medical, so it&amp;#039;s imperative that if you are injured you seek treatment immediately. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCPs and their role in respawn waves&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCP stands for casualty collection point. Essentially, in real world terms, a CCP serves as a forward triage center. Typically deployed and staffed by combat medics, CCPs are where people arrive for and leave the battle.&lt;br /&gt;
&lt;br /&gt;
In our case CCPs serve as safe locations for the deployment of reinforcements, the treatment of heavily wounded individuals, and as regular regroup/fallback points (especially in defense missions). Respawn waves are requested by medics at the CCP using ACE interaction, and they are granted (or not granted) by administrators.&lt;br /&gt;
&lt;br /&gt;
==ACE Interaction==&lt;br /&gt;
*Self Interact&lt;br /&gt;
*Dragging/Carrying&lt;br /&gt;
*CCP Interactions&lt;br /&gt;
==Role of Medics in Game==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Staying Alive&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s expected that medics aim to stay alive, similarly to how command elements should focus on not getting shot so they can continue commanding. If we lose our medic, we lose our ability to:&lt;br /&gt;
&lt;br /&gt;
*Treat Pain&lt;br /&gt;
*Treat blood loss&lt;br /&gt;
*Build CCPs&lt;br /&gt;
*Provide surgery and medevac&lt;br /&gt;
*Place a field hospital&lt;br /&gt;
*Request reinforcements&lt;br /&gt;
*Remain an effective fighting force&lt;br /&gt;
&lt;br /&gt;
Obviously, this isn&amp;#039;t an optimal outcome. As such, if you&amp;#039;re a medic, focus on providing medical care first and foremost, but always keep in mind how exposed you are. Keeping the probability of your death lower helps keep the probability of everyone else&amp;#039;s death lower as well.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood transfusions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s not uncommon that someone might spend long enough with untreated bleeding to lose a significant amount of blood. When you lose enough blood, you start to pass out randomly due to your deflated demeanor. If you notice this happening to you and no one is helping, that is a failure of your team mates to help you and not leave anyone behind, but it is also a failure on your part as general infantry to properly identify your damage. Medics are the only people who can save you if you&amp;#039;re taking unwanted naps.&lt;br /&gt;
&lt;br /&gt;
Note: As general infantry, always keep an eye on your mates. Someone passing out and getting left behind sucks. It&amp;#039;s up to you as a member to make sure medics know about any possible stragglers so they can get them treatment in a timely manner.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Morphine/Epinephrine/Atropine&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics are the only people in possession morphine or epinephrine. As a medic, when you have finished treating someone for bleeding they may still be in pain. Always ask if people are in pain when they come to your for treatment, as they have no way of dealing with it themselves. Keep in mind, you can easily kill someone using morphine in the most recent version of the CMF. Keep track of who you&amp;#039;re giving morphine to, never give someone more than three shots in a half hour. If you must, use their triage card for this.&lt;br /&gt;
&lt;br /&gt;
Only medics should be keeping track of morphine dosing, the burden should not be on them to let you know you received morphine.&lt;br /&gt;
&lt;br /&gt;
Atropine and epinephrine serve a similar purpose - they raise your heart rate. If someone&amp;#039;s heart rate is crashing, give them a stimulant. Keep in mind it is possible to increase their heart rate too much, so be liberal with these stimulants in the same way you would morphine sticks.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;CCP placement/usage&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
CCPs are deployed using ACE self interact. When you have deployed your CCP, it will resemble a pile of back packs. In this state, it can be repacked and moved to a more advantageous location. Once you have unpacked the CCP and it transforms into a MASH tent, you can no longer move it or take it down. You only get one CCP per medic so be very careful you construct your CCP in a good spot.&lt;br /&gt;
&lt;br /&gt;
Once you&amp;#039;ve built your CCP and it&amp;#039;s in it&amp;#039;s final tent form, you can use the action menu inside the tent to request a reinforcement wave. Once you&amp;#039;ve done this, the admins will take note, assign roles to currently dead players, and then respawn them at the CCP. It will be your job as the medic to make sure they&amp;#039;re reasonably organized and ready to fight. Coordinate with command elements to get reinforcements to the front line effectively, don&amp;#039;t let them out of your sight until you&amp;#039;ve got a plan for them.&lt;br /&gt;
&lt;br /&gt;
As of the implementation of the advanced medical system, CCPs are crucial in providing surgical care on the front. Once the field hospital is place, the CCPs act as your forwards surgery points.&lt;br /&gt;
&lt;br /&gt;
As of right now, CCPs cannot be repacked. It&amp;#039;s important that their placement is strategically advantageous and that they will remain useful for a decent period. It&amp;#039;s up to medics and their commanding officers to determine when and where to place CCPs.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Surgery&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Surgery is a key feature in the advanced medical system. To perform surgery, you must first have the medical officer place the field hospital, from which you may acquire surgery kits.&lt;br /&gt;
&lt;br /&gt;
These kits can be used in the field hospital and in the CCP to stitch people up. Stitching someone up makes them completely combat effective and closes all wounds permanently. This does not recoup blood or cure pain, so these things must be treated separately.&lt;br /&gt;
&lt;br /&gt;
Wounds will continue to open and you will continue to use medical supplies and lose blood unless you seek surgical care in a timely manner. It can take up to half and hour for you to reach a dire state, so it&amp;#039;s up to GI to remain conscious of their medical state and seek attention appropriately.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Deceased&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Medics will be in charge of caring for the living and managing the those that have died. You will have body bags to remove the body from the field. Keep in mind that this will remove all inventory from said body and thus is important that any necessary supplies such as radios from Team Leaders or ammo for your AR is retrieved before the medic covers the body.&lt;br /&gt;
&lt;br /&gt;
==Understanding the Medical Officer==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Roles of the Medical Officer&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*The medical officer is the only person who can place the field hospital and access the medical transport vehicle. &lt;br /&gt;
&lt;br /&gt;
*Placement of the field hospital will grant you surgery kits, surgery can then be performed in the field hospital or inside of CCPs.&lt;br /&gt;
&lt;br /&gt;
*The medical officer works with other medics and medevac crews to provide medical attention in the field.&lt;br /&gt;
&lt;br /&gt;
*This is a position of responsibility, it is not a combat position. Take if you want to facilitate the survival of your friends, not necessarily if you want to shoot people.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Field Hospital and the Medical Vehicle&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The field hospital is the central medical collection point in any mission. It is a large tent that spawns with an M113 medical vehicle. This vehicle should be used to keep the medics and medical officer safe, transport patients, and occasionally assist in logistics operations. &lt;br /&gt;
&lt;br /&gt;
The field hospital is the only available source of surgery kits, so the medical officer will generally be forced to place it early enough in the mission that it will eventually be abandoned. &lt;br /&gt;
&lt;br /&gt;
It&amp;#039;s up to medics to gather supplies from the field hospital and transfer care to CCPs, which Alpha, Bravo, and Charlie medic will all have access to. These act as your forward surgery points once you have left the field hospital. It&amp;#039;s recommended that you use the medical vehicle to gather supplies if more are required.&lt;br /&gt;
&lt;br /&gt;
==The Finer Points of Advanced Medical==&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Bandaging&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Elastic Bandages: primarily used on small wounds, one of the only useful bandages to use on your head. Apply after packing bandages for more severe wounds.&lt;br /&gt;
&lt;br /&gt;
*Quick Clot: These bandages will quench bleeding faster. If you&amp;#039;re losing a lot of blood and have access to quick clotting bandages, use these first then proceed to use packing bandages or elastic.&lt;br /&gt;
&lt;br /&gt;
*Packing Bandage: These are for severe, deep wounds. Major avulsions, high velocity wounds, and most wounds to your torso will be better treated with packing bandages initially.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Blood, Plasma, and Saline&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Blood: comes in varying amounts up to one litre, and down to a quarter or a litre. Used to treat severe blood loss.&lt;br /&gt;
&lt;br /&gt;
*Plasma: Similar to blood, it will bring color back to a player&amp;#039;s screen and increase their blood level. &lt;br /&gt;
&lt;br /&gt;
*Saline: Raises blood levels less effectively than blood or plasma, but works well as a stop gap to get people to a CCP or field hospital.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tourniquets&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Applied to reduce blood flow to a limb, thereby reducing blood flow through any wounds.&lt;br /&gt;
&lt;br /&gt;
*Keep them on for 15 minutes at most, beyond that it will start to cause pain and eventually cause injury.&lt;br /&gt;
&lt;br /&gt;
*Let medics know if you have tourniquets on already so they don&amp;#039;t accidentally give you more than enough morphine/epinephrine in one go. Tourniquets will block the effects of these drugs until the tourniquet is removed, at which point the effects will come down on you like a ton of bricks. Avoid this.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Splints&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*Repairs broken limbs&lt;br /&gt;
&lt;br /&gt;
*One time use*&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=2533</id>
		<title>Platoon Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=2533"/>
		<updated>2021-02-13T18:21:32Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Cohesion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This introduction in Platoon leading will be kept simplified and then expanded on as we progress.&lt;br /&gt;
 &lt;br /&gt;
In the beginning of a mission you always have a medical officer. This is the base of your medical chain and is included in every mission. JTAC/UAV operator is a position only taken when a mission maker has included them. &lt;br /&gt;
&lt;br /&gt;
You will also have an Alpha command section, callsign “ASL” and most likely a Bravo command section, callsign “BSL”. These sections are comprised of 1 squad leader and a medic. These leaders are in charge of squad level movement and will be your best eyes on the field during the assault. Maintain a good spacing from your squad leaders, preferably rearward, to safeguard your chain of command from losing two leaders to a stray artillery shell at the same time.&lt;br /&gt;
&lt;br /&gt;
Under the squad lead command  will be two squads of five  infantrymen each. This brings our average squad to 12 infantrymen, equipped with two machine guns, five grenade launchers and two anti-tank launchers. Keep this in mind as you plan your mission.&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Medical officer&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of medics and logistics regarding medical supply and troops. He is also your second-in-command, so keeping him in the loop regarding your plan and intent is essential should you become a casualty. During centralized medical missions he will not leave the Field Hospital, unless he is ordered on a medevac. On decentralized systems he will follow you until the FH is deployed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forward Observer/JTAC&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of all air and indirect fire assets. You will relay fire missions and request air assets from him. During missions that have air assets he is not to leave the PL. His presence makes your job easier and it is vital to keep him alive. If there are no air assets, he is best used by being pushed down to SL or teams. His ability to quickly designate and call fire down accurately is best used on the front lines. If he is KIA have squad leaders continue to mark targets and begin to take over the FO duties.&lt;br /&gt;
The FO may be equipped with a backpack-deployed UAV. If this is the case, he also becomes an invaluable reconnaissance asset and is able to identify targets without input from the SLs or being physically present at the front.&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
Upon loading in, you are expected to read the briefing and come up with a battle plan as fast as possible. Generally, we are aiming for a briefing time of 10 minutes and should never exceed 15. Gather your squad leaders and specialty leaders, if applicable, and involve them in the planning effort. A lot of the time, it is enough to give basic directions and have the element leaders fill out the blanks. You should focus on the general plan with emphasis on each unit&amp;#039;s role within that plan, ensuring that the element leaders understand said role so that they will act accordingly in the field. Avoid micro managing your leaders here: you are on a timer and your squad leaders can figure out the precise route they wish to take by themselves. Time again is an important consideration here: After your briefing, it is the squad leaders turn to confer with their fire team leaders and refine their part of the plan, and afterwards the team leaders need to brief their teams as well. The shorter and simpler you keep the bigger scale of things, the more time your squad leaders have to come up with a decent plan of their own. &lt;br /&gt;
&lt;br /&gt;
Ultimately, draw up and assign a very simplistic plan that allows for squad leaders to manage their own movements. Don&amp;#039;t focus on making a step-by-step plan because it will never survive contact.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
&lt;br /&gt;
Upon mission start, your duty is to keep a watchful eye over all of your units and assets. Do this by setting up pre-planned CPs that give you a view of the battlefield or maintaining a proper control distance. Your positioning should be relevant to your platoons movement so that you are not in direct danger but have command and control while not being separated.&lt;br /&gt;
&lt;br /&gt;
Your second duty is to ensure communication is kept up at all times between all elements and assets. You need to bug infantry to give you situational reports (sitreps) and ACE reports as necessary. For specialty assets such as aircraft, it&amp;#039;s important to continually have your JTAC active by giving him consistent orders. Do not let him or your assets sit idle and fail to be a force multiplier.&lt;br /&gt;
&lt;br /&gt;
===Cohesion===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;K.I.S.S = Keep it simple, stupid.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*Do not over-extend your units&lt;br /&gt;
*Do not move your units without support in position&lt;br /&gt;
*Keep your infantry squads close together so they can support each other&lt;br /&gt;
*Keep your specialty infantry in supporting positions&lt;br /&gt;
*Keep your heavy strike assets busy&lt;br /&gt;
&lt;br /&gt;
Follow these five simple rules while being a PL and you literally cannot screw up your cohesion.&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
&lt;br /&gt;
Your specialties are roughly divided into three categories: Support, Heavies and Strike assets. Support assets are usually weapon teams or ICVs, designed to augment the firepower or mobility of your squads and fire teams. You can pass them down to the squad leaders, depending on who would benefit greatest from having that specific asset for the completion of their task. Heavy assets, such as tanks and IFVs are linchpin units for your battle plan. Their firepower enables you to maneuver on the enemy very aggressively, since they will be able to beat down any concentrated defensive effort. At the same time, their loss will be a huge blow to the combat strength of your platoon. Strike assets, such as artillery or CAS do not have a presence on the front line, but they can augment your firepower in a certain area of the battlefield with little delay, enabling you to call focused fire on enemy concentrations, react to enemy action without having to shift your units and, in case of artillery, obscure the battlefield with smoke to enable your maneuvers.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=2532</id>
		<title>Platoon Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=2532"/>
		<updated>2021-02-13T18:19:02Z</updated>

		<summary type="html">&lt;p&gt;Reckless: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This introduction in Platoon leading will be kept simplified and then expanded on as we progress.&lt;br /&gt;
 &lt;br /&gt;
In the beginning of a mission you always have a medical officer. This is the base of your medical chain and is included in every mission. JTAC/UAV operator is a position only taken when a mission maker has included them. &lt;br /&gt;
&lt;br /&gt;
You will also have an Alpha command section, callsign “ASL” and most likely a Bravo command section, callsign “BSL”. These sections are comprised of 1 squad leader and a medic. These leaders are in charge of squad level movement and will be your best eyes on the field during the assault. Maintain a good spacing from your squad leaders, preferably rearward, to safeguard your chain of command from losing two leaders to a stray artillery shell at the same time.&lt;br /&gt;
&lt;br /&gt;
Under the squad lead command  will be two squads of five  infantrymen each. This brings our average squad to 12 infantrymen, equipped with two machine guns, five grenade launchers and two anti-tank launchers. Keep this in mind as you plan your mission.&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Medical officer&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of medics and logistics regarding medical supply and troops. He is also your second-in-command, so keeping him in the loop regarding your plan and intent is essential should you become a casualty. During centralized medical missions he will not leave the Field Hospital, unless he is ordered on a medevac. On decentralized systems he will follow you until the FH is deployed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forward Observer/JTAC&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of all air and indirect fire assets. You will relay fire missions and request air assets from him. During missions that have air assets he is not to leave the PL. His presence makes your job easier and it is vital to keep him alive. If there are no air assets, he is best used by being pushed down to SL or teams. His ability to quickly designate and call fire down accurately is best used on the front lines. If he is KIA have squad leaders continue to mark targets and begin to take over the FO duties.&lt;br /&gt;
The FO may be equipped with a backpack-deployed UAV. If this is the case, he also becomes an invaluable reconnaissance asset and is able to identify targets without input from the SLs or being physically present at the front.&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
Upon loading in, you are expected to read the briefing and come up with a battle plan as fast as possible. Generally, we are aiming for a briefing time of 10 minutes and should never exceed 15. Gather your squad leaders and specialty leaders, if applicable, and involve them in the planning effort. A lot of the time, it is enough to give basic directions and have the element leaders fill out the blanks. You should focus on the general plan with emphasis on each unit&amp;#039;s role within that plan, ensuring that the element leaders understand said role so that they will act accordingly in the field. Avoid micro managing your leaders here: you are on a timer and your squad leaders can figure out the precise route they wish to take by themselves. Time again is an important consideration here: After your briefing, it is the squad leaders turn to confer with their fire team leaders and refine their part of the plan, and afterwards the team leaders need to brief their teams as well. The shorter and simpler you keep the bigger scale of things, the more time your squad leaders have to come up with a decent plan of their own. &lt;br /&gt;
&lt;br /&gt;
Ultimately, draw up and assign a very simplistic plan that allows for squad leaders to manage their own movements. Don&amp;#039;t focus on making a step-by-step plan because it will never survive contact.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
&lt;br /&gt;
Upon mission start, your duty is to keep a watchful eye over all of your units and assets. Do this by setting up pre-planned CPs that give you a view of the battlefield or maintaining a proper control distance. Your positioning should be relevant to your platoons movement so that you are not in direct danger but have command and control while not being separated.&lt;br /&gt;
&lt;br /&gt;
Your second duty is to ensure communication is kept up at all times between all elements and assets. You need to bug infantry to give you situational reports (sitreps) and ACE reports as necessary. For specialty assets such as aircraft, it&amp;#039;s important to continually have your JTAC active by giving him consistent orders. Do not let him or your assets sit idle and fail to be a force multiplier.&lt;br /&gt;
&lt;br /&gt;
===Cohesion===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;K.I.S.S = Keep it simple, stupid.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Do not over-extend your units&lt;br /&gt;
Do not move your units without support in position&lt;br /&gt;
Keep your infantry squads close together so they can support each other&lt;br /&gt;
Keep your specialty infantry in supporting positions&lt;br /&gt;
Keep your heavy strike assets busy&lt;br /&gt;
&lt;br /&gt;
Follow these five simple rules while being a PL and you literally cannot screw up your cohesion.&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
&lt;br /&gt;
Your specialties are roughly divided into three categories: Support, Heavies and Strike assets. Support assets are usually weapon teams or ICVs, designed to augment the firepower or mobility of your squads and fire teams. You can pass them down to the squad leaders, depending on who would benefit greatest from having that specific asset for the completion of their task. Heavy assets, such as tanks and IFVs are linchpin units for your battle plan. Their firepower enables you to maneuver on the enemy very aggressively, since they will be able to beat down any concentrated defensive effort. At the same time, their loss will be a huge blow to the combat strength of your platoon. Strike assets, such as artillery or CAS do not have a presence on the front line, but they can augment your firepower in a certain area of the battlefield with little delay, enabling you to call focused fire on enemy concentrations, react to enemy action without having to shift your units and, in case of artillery, obscure the battlefield with smoke to enable your maneuvers.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=2531</id>
		<title>Platoon Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=2531"/>
		<updated>2021-02-13T18:18:39Z</updated>

		<summary type="html">&lt;p&gt;Reckless: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This introduction in Platoon leading will be kept simplified and then expanded on as we progress.&lt;br /&gt;
 &lt;br /&gt;
In the beginning of a mission you always have a medical officer. This is the base of your medical chain and is included in every mission. JTAC/UAV operator is a position only taken when a mission maker has included them. &lt;br /&gt;
&lt;br /&gt;
You will also have an Alpha command section, callsign “ASL” and most likely a Bravo command section, callsign “BSL”. These sections are comprised of 1 squad leader and a medic. These leaders are in charge of squad level movement and will be your best eyes on the field during the assault. Maintain a good spacing from your squad leaders, preferably rearward, to safeguard your chain of command from losing two leaders to a stray artillery shell at the same time.&lt;br /&gt;
&lt;br /&gt;
Under the squad lead command  will be two squads of five  infantrymen each. This brings our average squad to 12 infantrymen, equipped with two machine guns, five grenade launchers and four anti-tank launchers. Keep this in mind as you plan your mission.&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Medical officer&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of medics and logistics regarding medical supply and troops. He is also your second-in-command, so keeping him in the loop regarding your plan and intent is essential should you become a casualty. During centralized medical missions he will not leave the Field Hospital, unless he is ordered on a medevac. On decentralized systems he will follow you until the FH is deployed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forward Observer/JTAC&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of all air and indirect fire assets. You will relay fire missions and request air assets from him. During missions that have air assets he is not to leave the PL. His presence makes your job easier and it is vital to keep him alive. If there are no air assets, he is best used by being pushed down to SL or teams. His ability to quickly designate and call fire down accurately is best used on the front lines. If he is KIA have squad leaders continue to mark targets and begin to take over the FO duties.&lt;br /&gt;
The FO may be equipped with a backpack-deployed UAV. If this is the case, he also becomes an invaluable reconnaissance asset and is able to identify targets without input from the SLs or being physically present at the front.&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
Upon loading in, you are expected to read the briefing and come up with a battle plan as fast as possible. Generally, we are aiming for a briefing time of 10 minutes and should never exceed 15. Gather your squad leaders and specialty leaders, if applicable, and involve them in the planning effort. A lot of the time, it is enough to give basic directions and have the element leaders fill out the blanks. You should focus on the general plan with emphasis on each unit&amp;#039;s role within that plan, ensuring that the element leaders understand said role so that they will act accordingly in the field. Avoid micro managing your leaders here: you are on a timer and your squad leaders can figure out the precise route they wish to take by themselves. Time again is an important consideration here: After your briefing, it is the squad leaders turn to confer with their fire team leaders and refine their part of the plan, and afterwards the team leaders need to brief their teams as well. The shorter and simpler you keep the bigger scale of things, the more time your squad leaders have to come up with a decent plan of their own. &lt;br /&gt;
&lt;br /&gt;
Ultimately, draw up and assign a very simplistic plan that allows for squad leaders to manage their own movements. Don&amp;#039;t focus on making a step-by-step plan because it will never survive contact.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
&lt;br /&gt;
Upon mission start, your duty is to keep a watchful eye over all of your units and assets. Do this by setting up pre-planned CPs that give you a view of the battlefield or maintaining a proper control distance. Your positioning should be relevant to your platoons movement so that you are not in direct danger but have command and control while not being separated.&lt;br /&gt;
&lt;br /&gt;
Your second duty is to ensure communication is kept up at all times between all elements and assets. You need to bug infantry to give you situational reports (sitreps) and ACE reports as necessary. For specialty assets such as aircraft, it&amp;#039;s important to continually have your JTAC active by giving him consistent orders. Do not let him or your assets sit idle and fail to be a force multiplier.&lt;br /&gt;
&lt;br /&gt;
===Cohesion===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;K.I.S.S = Keep it simple, stupid.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Do not over-extend your units&lt;br /&gt;
Do not move your units without support in position&lt;br /&gt;
Keep your infantry squads close together so they can support each other&lt;br /&gt;
Keep your specialty infantry in supporting positions&lt;br /&gt;
Keep your heavy strike assets busy&lt;br /&gt;
&lt;br /&gt;
Follow these five simple rules while being a PL and you literally cannot screw up your cohesion.&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
&lt;br /&gt;
Your specialties are roughly divided into three categories: Support, Heavies and Strike assets. Support assets are usually weapon teams or ICVs, designed to augment the firepower or mobility of your squads and fire teams. You can pass them down to the squad leaders, depending on who would benefit greatest from having that specific asset for the completion of their task. Heavy assets, such as tanks and IFVs are linchpin units for your battle plan. Their firepower enables you to maneuver on the enemy very aggressively, since they will be able to beat down any concentrated defensive effort. At the same time, their loss will be a huge blow to the combat strength of your platoon. Strike assets, such as artillery or CAS do not have a presence on the front line, but they can augment your firepower in a certain area of the battlefield with little delay, enabling you to call focused fire on enemy concentrations, react to enemy action without having to shift your units and, in case of artillery, obscure the battlefield with smoke to enable your maneuvers.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=2530</id>
		<title>Platoon Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Platoon_Leader&amp;diff=2530"/>
		<updated>2021-02-13T18:18:26Z</updated>

		<summary type="html">&lt;p&gt;Reckless: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This introduction in Platoon leading will be kept simplified and then expanded on as we progress.&lt;br /&gt;
 &lt;br /&gt;
In the beginning of a mission you always have a medical officer. This is the base of your medical chain and is included in every mission. JTAC/UAV operator is a position only taken when a mission maker has included them. &lt;br /&gt;
&lt;br /&gt;
You will also have an Alpha command section, callsign “ASL” and most likely a Bravo command section, callsign “BSL”. These sections are comprised of 1 squad leader and a medic. These leaders are in charge of squad level movement and will be your best eyes on the field during the assault. Maintain a good spacing from your squad leaders, preferably rearward, to safeguard your chain of command from losing two leaders to a stray artillery shell at the same time.&lt;br /&gt;
&lt;br /&gt;
Under the squad lead command  will be two squads of five  infantrymen each. This brings our average squad to 14 infantrymen, equipped with two machine guns, five grenade launchers and four anti-tank launchers. Keep this in mind as you plan your mission.&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Medical officer&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of medics and logistics regarding medical supply and troops. He is also your second-in-command, so keeping him in the loop regarding your plan and intent is essential should you become a casualty. During centralized medical missions he will not leave the Field Hospital, unless he is ordered on a medevac. On decentralized systems he will follow you until the FH is deployed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Forward Observer/JTAC&amp;#039;&amp;#039;&amp;#039;-This unit is in charge of all air and indirect fire assets. You will relay fire missions and request air assets from him. During missions that have air assets he is not to leave the PL. His presence makes your job easier and it is vital to keep him alive. If there are no air assets, he is best used by being pushed down to SL or teams. His ability to quickly designate and call fire down accurately is best used on the front lines. If he is KIA have squad leaders continue to mark targets and begin to take over the FO duties.&lt;br /&gt;
The FO may be equipped with a backpack-deployed UAV. If this is the case, he also becomes an invaluable reconnaissance asset and is able to identify targets without input from the SLs or being physically present at the front.&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
===Briefing===&lt;br /&gt;
&lt;br /&gt;
Upon loading in, you are expected to read the briefing and come up with a battle plan as fast as possible. Generally, we are aiming for a briefing time of 10 minutes and should never exceed 15. Gather your squad leaders and specialty leaders, if applicable, and involve them in the planning effort. A lot of the time, it is enough to give basic directions and have the element leaders fill out the blanks. You should focus on the general plan with emphasis on each unit&amp;#039;s role within that plan, ensuring that the element leaders understand said role so that they will act accordingly in the field. Avoid micro managing your leaders here: you are on a timer and your squad leaders can figure out the precise route they wish to take by themselves. Time again is an important consideration here: After your briefing, it is the squad leaders turn to confer with their fire team leaders and refine their part of the plan, and afterwards the team leaders need to brief their teams as well. The shorter and simpler you keep the bigger scale of things, the more time your squad leaders have to come up with a decent plan of their own. &lt;br /&gt;
&lt;br /&gt;
Ultimately, draw up and assign a very simplistic plan that allows for squad leaders to manage their own movements. Don&amp;#039;t focus on making a step-by-step plan because it will never survive contact.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
&lt;br /&gt;
Upon mission start, your duty is to keep a watchful eye over all of your units and assets. Do this by setting up pre-planned CPs that give you a view of the battlefield or maintaining a proper control distance. Your positioning should be relevant to your platoons movement so that you are not in direct danger but have command and control while not being separated.&lt;br /&gt;
&lt;br /&gt;
Your second duty is to ensure communication is kept up at all times between all elements and assets. You need to bug infantry to give you situational reports (sitreps) and ACE reports as necessary. For specialty assets such as aircraft, it&amp;#039;s important to continually have your JTAC active by giving him consistent orders. Do not let him or your assets sit idle and fail to be a force multiplier.&lt;br /&gt;
&lt;br /&gt;
===Cohesion===&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;K.I.S.S = Keep it simple, stupid.&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Do not over-extend your units&lt;br /&gt;
Do not move your units without support in position&lt;br /&gt;
Keep your infantry squads close together so they can support each other&lt;br /&gt;
Keep your specialty infantry in supporting positions&lt;br /&gt;
Keep your heavy strike assets busy&lt;br /&gt;
&lt;br /&gt;
Follow these five simple rules while being a PL and you literally cannot screw up your cohesion.&lt;br /&gt;
&lt;br /&gt;
===Specialties===&lt;br /&gt;
&lt;br /&gt;
Your specialties are roughly divided into three categories: Support, Heavies and Strike assets. Support assets are usually weapon teams or ICVs, designed to augment the firepower or mobility of your squads and fire teams. You can pass them down to the squad leaders, depending on who would benefit greatest from having that specific asset for the completion of their task. Heavy assets, such as tanks and IFVs are linchpin units for your battle plan. Their firepower enables you to maneuver on the enemy very aggressively, since they will be able to beat down any concentrated defensive effort. At the same time, their loss will be a huge blow to the combat strength of your platoon. Strike assets, such as artillery or CAS do not have a presence on the front line, but they can augment your firepower in a certain area of the battlefield with little delay, enabling you to call focused fire on enemy concentrations, react to enemy action without having to shift your units and, in case of artillery, obscure the battlefield with smoke to enable your maneuvers.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2529</id>
		<title>Fire Team Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2529"/>
		<updated>2021-02-13T18:05:31Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Color Teams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fireteam==&lt;br /&gt;
&lt;br /&gt;
You are running a team of 5 men, including yourself. The loadout types vary slightly but stick to a general rule:&lt;br /&gt;
&lt;br /&gt;
Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.&lt;br /&gt;
&lt;br /&gt;
*FTL- The leader of a fireteam. Carries a radio to communicate to his Squad Leader and a short range to talk to the fireteam. Typically has an underbarrel GP launcher with a few HE and different color smoke rounds.&lt;br /&gt;
&lt;br /&gt;
*Auto Rifleman (AR)- Second in command of a fireteam. If FTL dies, he grabs his radio and keep the fireteam going. Typically has a fully auto machine gun of some nature.&lt;br /&gt;
&lt;br /&gt;
*Assistant Auto Rifleman (AAR)- Third in the chain. Carries spare ammo for the AR but also helps to keeps situational awareness for him while he maintains fire towards a target as well as spotting with binoculars if engaging at longer ranges.&lt;br /&gt;
&lt;br /&gt;
*Grenadier (GRN)- Explosive throwing, smoke making, flare sending machine. You almost always will have an underbarrel GP launcher or some form of launcher in a secondary slot. Cleans out heavy contacts with HE rounds, gives smoke to move forward for his team, and in some cases gives light to the group during the night.&lt;br /&gt;
&lt;br /&gt;
*Rifleman AT (RAT)- Standard rifleman only with a explosive stick on his back. A very important member to keep alive as you may run into light/heavy armor contacts and hes got the tool to remove it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team Composition===&lt;br /&gt;
#FTL&lt;br /&gt;
#AR&lt;br /&gt;
#AAR&lt;br /&gt;
#GRN&lt;br /&gt;
#RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Although the above structure is the default CMF setup, occasionally, a unique role will replace your GRN or RAT, like breacher, CLS, marksman, or demo. Roles like this or an additional RAT can also be added to your fireteam.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both teams within the Squad have the exact same composition and makeup. Within the team, there is also a color team movement structure defined in the Color teams section below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading SOPs===&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
Within a full Fireteam is its own color team. Each team has their own role, and as such, you should not attempt to change their color(s).&lt;br /&gt;
&lt;br /&gt;
===Color Teams===&lt;br /&gt;
Red/Yellow team will typically be the AR and AAR, while Green/Blue will be GRN, and RAT.&lt;br /&gt;
&lt;br /&gt;
*Red/Yellow will be your base-of-fire team, that is the team that keeps the FT&amp;#039;s main area of danger covered. If you&amp;#039;re clearing a building, they will be outside holding security with the FTL.&lt;br /&gt;
&lt;br /&gt;
*Green/Blue is your assault or flanking team. They are lighter, faster, and have the ability to keep themselves moving and safe.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
In regards to movement, there are numerous ways to operate as a Fireteam. As a Fire Team leader it is important you know how to use your fireteam in safest and most effective way to ensure success of your objective and the longevity of your members.&lt;br /&gt;
&lt;br /&gt;
Many times as a fireteam leader you will have to choose a formation to move your squad in.&lt;br /&gt;
There is no 100% perfect formation to call but there are some that usually work well in certain situations.&lt;br /&gt;
&lt;br /&gt;
For a quick review of the formations you can call, reference [[Formations]]&lt;br /&gt;
&lt;br /&gt;
Regardless of formation, always keep your color teams together and provide cohesion amongst the two. &lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;br /&gt;
&lt;br /&gt;
==Qualification==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1TNonAYwQwBfPK3WvCu6DbbjEIC6kd4Ot2pzzOfeCakY/edit?usp=sharing You can find the FTL qualification guide at this link].&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2528</id>
		<title>Fire Team Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2528"/>
		<updated>2021-02-13T18:02:11Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Fireteam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fireteam==&lt;br /&gt;
&lt;br /&gt;
You are running a team of 5 men, including yourself. The loadout types vary slightly but stick to a general rule:&lt;br /&gt;
&lt;br /&gt;
Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.&lt;br /&gt;
&lt;br /&gt;
*FTL- The leader of a fireteam. Carries a radio to communicate to his Squad Leader and a short range to talk to the fireteam. Typically has an underbarrel GP launcher with a few HE and different color smoke rounds.&lt;br /&gt;
&lt;br /&gt;
*Auto Rifleman (AR)- Second in command of a fireteam. If FTL dies, he grabs his radio and keep the fireteam going. Typically has a fully auto machine gun of some nature.&lt;br /&gt;
&lt;br /&gt;
*Assistant Auto Rifleman (AAR)- Third in the chain. Carries spare ammo for the AR but also helps to keeps situational awareness for him while he maintains fire towards a target as well as spotting with binoculars if engaging at longer ranges.&lt;br /&gt;
&lt;br /&gt;
*Grenadier (GRN)- Explosive throwing, smoke making, flare sending machine. You almost always will have an underbarrel GP launcher or some form of launcher in a secondary slot. Cleans out heavy contacts with HE rounds, gives smoke to move forward for his team, and in some cases gives light to the group during the night.&lt;br /&gt;
&lt;br /&gt;
*Rifleman AT (RAT)- Standard rifleman only with a explosive stick on his back. A very important member to keep alive as you may run into light/heavy armor contacts and hes got the tool to remove it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team Composition===&lt;br /&gt;
#FTL&lt;br /&gt;
#AR&lt;br /&gt;
#AAR&lt;br /&gt;
#GRN&lt;br /&gt;
#RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Although the above structure is the default CMF setup, occasionally, a unique role will replace your GRN or RAT, like breacher, CLS, marksman, or demo. Roles like this or an additional RAT can also be added to your fireteam.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Both teams within the Squad have the exact same composition and makeup. Within the team, there is also a color team movement structure defined in the Color teams section below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading SOPs===&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
Within a full Fireteam is its own color team. Each team has their own role, and as such, you should not attempt to change their color(s).&lt;br /&gt;
&lt;br /&gt;
===Color Teams===&lt;br /&gt;
Red team will typically be the AR and AAR, while green will be GRN,RAT, and RAT.&lt;br /&gt;
&lt;br /&gt;
*Red will be your base-of-fire team, that is the team that keeps the FT&amp;#039;s main area of danger covered. If you&amp;#039;re clearing a building, they will be outside holding security with the FTL.&lt;br /&gt;
&lt;br /&gt;
*Green is your assault or flanking team. They are lighter, faster, and have the ability to keep themselves moving and safe.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
In regards to movement, there are numerous ways to operate as a Fireteam. As a Fire Team leader it is important you know how to use your fireteam in safest and most effective way to ensure success of your objective and the longevity of your members.&lt;br /&gt;
&lt;br /&gt;
Many times as a fireteam leader you will have to choose a formation to move your squad in.&lt;br /&gt;
There is no 100% perfect formation to call but there are some that usually work well in certain situations.&lt;br /&gt;
&lt;br /&gt;
For a quick review of the formations you can call, reference [[Formations]]&lt;br /&gt;
&lt;br /&gt;
Regardless of formation, always keep your color teams together and provide cohesion amongst the two. &lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;br /&gt;
&lt;br /&gt;
==Qualification==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1TNonAYwQwBfPK3WvCu6DbbjEIC6kd4Ot2pzzOfeCakY/edit?usp=sharing You can find the FTL qualification guide at this link].&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2527</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2527"/>
		<updated>2021-02-13T17:52:09Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Squad */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
You are in control of a 10-14 (default CMF currently is 12) man squad, including yourself. The loadouts among your men will vary but generally follow a few rules:&lt;br /&gt;
*2x Fireteams containing a FTL, AR, AAR, RAT, GRN &lt;br /&gt;
*1 medic with a casualty collection point (CCP) tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
# 2x FTL&lt;br /&gt;
# 2x AR&lt;br /&gt;
# 2x AAR&lt;br /&gt;
# 2x GRN&lt;br /&gt;
# 2x RAT&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Although the above structure is the default CMF setup, mission designers are free to alter not only the squad structure, but the fireteam structure. Ensure you are aware of the assets available at the fireteam level.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Occasionally you will be assigned additional units or assets. These can include, a truck or armored vehicle, a vehicle with dedicated crew, an attack vehicle without dedicated crew, additional infantry specialties, additional fireteams, significant JIP numbers. Every specialty supports the light infantry platoon, be sure you are well versed in how to employ every asset, lean on your specialty leaders if you are unsure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squad leaders must be the flexible in all situations, your job is to protect and attack with your 2 fireteams, any additional assets under your command should be used to support your fireteams.&lt;br /&gt;
&lt;br /&gt;
===Squad Leading SOPs===&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
Always position your teams to support each other&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
Your job is to refine the plan as described by your platoon leader. &lt;br /&gt;
&lt;br /&gt;
Further divide your sector for your fireteams, make additional marks of important or dangerous areas. When necessary micro plan for fireteam leaders. &lt;br /&gt;
Ensure your team leaders discuss their sectors.&lt;br /&gt;
Brief on what vehicles will be taken (if any) and what unit mounts where.&lt;br /&gt;
Ask about additional questions the leaders under you have about the mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
When moving your fireteams, they can and should be used interchangeably. Either team can be an assaulting team or base team. Consider path to the area, and causalities in what unit is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Try to keep fireteams close together, they should have to make minimal movement if they need to directly support the other fireteam. &lt;br /&gt;
&lt;br /&gt;
Generally use squad columns for travel, and squad lines for assaulting. &lt;br /&gt;
&lt;br /&gt;
When placing fireteams for defensive positions, maintain overlapping fields of fire where possible.&lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage.&lt;br /&gt;
&lt;br /&gt;
Most importantly keep teams in direct support of each other, too far apart can allow entire enemy units between fireteams in dense terrain.&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
Bound teams to areas of cover, use other elements to cover/suppress.&lt;br /&gt;
Keeping your group together and watching a full 180 will help you to spot units that might be in the distance.&lt;br /&gt;
Limit time in the open by all elements.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=2526</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=2526"/>
		<updated>2021-01-31T20:47:19Z</updated>

		<summary type="html">&lt;p&gt;Reckless: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;15&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;margin: auto&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Welcome to Coalition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Our view on Realism and Fun]]&lt;br /&gt;
*[[Coalition Syllabus]]&lt;br /&gt;
*[[New Infantry Guide]]&lt;br /&gt;
*[[Server Information]]&lt;br /&gt;
*[[Installing with Steam Workshop]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Sessions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Session Information]]&lt;br /&gt;
*[[Community Structure]]&lt;br /&gt;
*[[Impromptu Sessions]]&lt;br /&gt;
*[[After-Action Reviews (AARs)]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Content Creation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Mission Making]]&lt;br /&gt;
*[[Outsourced Creation]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coalition Community Operations (CCO)&lt;br /&gt;
*[[Registration]]&lt;br /&gt;
*[[Mod-Pack Setup]]&lt;br /&gt;
*[[Server Information and Event Details]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ArmA Training&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Standard Operating Procedures (SOPs)]]&lt;br /&gt;
*[[Communication and Marking]]&lt;br /&gt;
*[[Formations]]&lt;br /&gt;
*[[Leading and Being Led]]&lt;br /&gt;
*[[Tactics]]&lt;br /&gt;
*[[Medical Information]]&lt;br /&gt;
**[[Our Advanced Medical &amp;amp; TCCC]]&lt;br /&gt;
*[[Warfare]]&lt;br /&gt;
*[[Specialty Roles]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Vehicle/Aircraft Operations]]&lt;br /&gt;
*[[Vehicle Identification]]&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=2525</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Main_Page&amp;diff=2525"/>
		<updated>2021-01-31T20:46:32Z</updated>

		<summary type="html">&lt;p&gt;Reckless: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;15&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;margin: auto&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Welcome to Coalition&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Our view on Realism and Fun]]&lt;br /&gt;
*[[Coalition Syllabus]]&lt;br /&gt;
*[[New Infantry Guide]]&lt;br /&gt;
*[[Server Information]]&lt;br /&gt;
*[[Mod Pack Information]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Community Sessions&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Session Information]]&lt;br /&gt;
*[[Community Structure]]&lt;br /&gt;
*[[Impromptu Sessions]]&lt;br /&gt;
*[[After-Action Reviews (AARs)]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Content Creation&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Mission Making]]&lt;br /&gt;
*[[Outsourced Creation]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coalition Community Operations (CCO)&lt;br /&gt;
*[[Registration]]&lt;br /&gt;
*[[Mod-Pack Setup]]&lt;br /&gt;
*[[Server Information and Event Details]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ArmA Training&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Standard Operating Procedures (SOPs)]]&lt;br /&gt;
*[[Communication and Marking]]&lt;br /&gt;
*[[Formations]]&lt;br /&gt;
*[[Leading and Being Led]]&lt;br /&gt;
*[[Tactics]]&lt;br /&gt;
*[[Medical Information]]&lt;br /&gt;
**[[Our Advanced Medical &amp;amp; TCCC]]&lt;br /&gt;
*[[Warfare]]&lt;br /&gt;
*[[Specialty Roles]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Vehicles&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*[[Vehicle/Aircraft Operations]]&lt;br /&gt;
*[[Vehicle Identification]]&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2142</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2142"/>
		<updated>2019-11-04T03:09:03Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Squad Leading SOPs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
You are in control of a 14 man squad, including yourself. The loadouts among your men will very but generally follow a few rules:&lt;br /&gt;
*2x Fireteams containing an FTL(GRN loadout), AR, AAR, RAT x2, GRN&lt;br /&gt;
*1 medic with a CCP tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
# 2x FTL&lt;br /&gt;
# 2x AR&lt;br /&gt;
# 2x AAR&lt;br /&gt;
# 2x GRN&lt;br /&gt;
# 4x RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally you will be assigned additional units or assets. These can include, a truck or armored vehicle, a vehicle with dedicated crew, an attack vehicle without dedicated crew, additional infantry specialties, additional fireteams, significant JIP numbers.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squad leaders must be the flexible in all situations, your job is to protect and attack with your 2 fireteams, any additional assets under your command should be used to support your fireteams.&lt;br /&gt;
&lt;br /&gt;
===Squad Leading SOPs===&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
Always position your teams to support each other&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
Your job is to refine the plan as described by your platoon leader. Further divide your sector for your fireteams, make additional marks of important or dangerous areas. When necessary micro plan for fireteam leaders. &lt;br /&gt;
Ensure your team leaders discuss their sectors.&lt;br /&gt;
Brief on what vehicles will be taken (if any) and what unit mounts where.&lt;br /&gt;
Ask about additional questions the leaders under you have about the mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
When moving your fireteams, they can and should be used interchangeably. Either team can be an assaulting team or base team. Consider path to the area, and causalities in what unit is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Try to keep fireteams close together, they should have to make minimal movement if they need to directly support the other fireteam. &lt;br /&gt;
&lt;br /&gt;
Generally use squad columns for travel, and squad lines for assaulting. &lt;br /&gt;
&lt;br /&gt;
When placing fireteams for defensive positions, maintain overlapping fields of fire where possible.&lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage.&lt;br /&gt;
&lt;br /&gt;
Most importantly keep teams in direct support of each other, too far apart can allow entire enemy units between fireteams in dense terrain.&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
Bound teams to areas of cover, use other elements to cover/suppress.&lt;br /&gt;
Keeping your group together and watching a full 180 will help you to spot units that might be in the distance.&lt;br /&gt;
Limit time in the open by all elements.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Standard_Operating_Procedures_(SOPs)&amp;diff=2141</id>
		<title>Standard Operating Procedures (SOPs)</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Standard_Operating_Procedures_(SOPs)&amp;diff=2141"/>
		<updated>2019-11-04T03:04:20Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Squad */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SOPs are the way by which we conduct all in-game procedures at the Coalition. Everything has a reason it is done a certain way, and if not, you&amp;#039;re doing it the wrong way.&lt;br /&gt;
&lt;br /&gt;
==General SOPs==&lt;br /&gt;
===Leadership===&lt;br /&gt;
====Fireteam====&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
====Squad====&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
Always have your fireteams support each other&lt;br /&gt;
&lt;br /&gt;
====Platoon====&lt;br /&gt;
Always plan loosely and ensure your squad leaders plan&lt;br /&gt;
&lt;br /&gt;
Always view the big picture&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger and away from the frontline&lt;br /&gt;
&lt;br /&gt;
Always know and use what supports you have available to you&lt;br /&gt;
&lt;br /&gt;
Always ensure information flows as much as possible&lt;br /&gt;
&lt;br /&gt;
====JTAC/RTO====&lt;br /&gt;
Be aware of support asset status (ammo, fuel, damage, etc), consistently request reports&lt;br /&gt;
&lt;br /&gt;
Set ingress point (IP) and strike point (SP) for air supports when appropriate (e.g. danger-close rocket run)&lt;br /&gt;
&lt;br /&gt;
Remain in close proximity to PLT&lt;br /&gt;
&lt;br /&gt;
Be aware of friendly positioning, nothing is worse than mass friendly fire because you didn&amp;#039;t double check with your binoculars&lt;br /&gt;
&lt;br /&gt;
Manage 3 radios efficiently, do not drop comms, always respond even if it&amp;#039;s just acknowledgement&lt;br /&gt;
&lt;br /&gt;
====Company====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always listen to your leader&lt;br /&gt;
&lt;br /&gt;
Always listen to the medics&lt;br /&gt;
&lt;br /&gt;
Always focus when safe start is disabled&lt;br /&gt;
&lt;br /&gt;
Always wait to dismount until your leader calls&lt;br /&gt;
&lt;br /&gt;
Always stay with your fireteam&lt;br /&gt;
&lt;br /&gt;
Always stay with your color team&lt;br /&gt;
&lt;br /&gt;
Always maintain 360 security&lt;br /&gt;
&lt;br /&gt;
Always clear buildings with a buddy&lt;br /&gt;
&lt;br /&gt;
Always call it out when throwing a grenade&lt;br /&gt;
&lt;br /&gt;
Always clear your back blast when using AT&lt;br /&gt;
&lt;br /&gt;
Always seek cover&lt;br /&gt;
&lt;br /&gt;
Always move with purpose&lt;br /&gt;
&lt;br /&gt;
====Line of succession====&lt;br /&gt;
The Standard line of succession for both Fireteams and Platoon can be found in the [http://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led Leading and Being led] section of the wiki&lt;br /&gt;
&lt;br /&gt;
==Infantry SOPs==&lt;br /&gt;
Always respond to contact with overwhelming fire&lt;br /&gt;
&lt;br /&gt;
Always inform your leadership on your ammunition and supply status&lt;br /&gt;
&lt;br /&gt;
Always be aware of your surroundings&lt;br /&gt;
&lt;br /&gt;
Always use cover or concealment if possible&lt;br /&gt;
&lt;br /&gt;
Utilize medics if you&amp;#039;re hurt, don&amp;#039;t scavenge for morphine unless you absolutely have to&lt;br /&gt;
&lt;br /&gt;
If unsure about it, blow it up prior to going near it&lt;br /&gt;
&lt;br /&gt;
If it seems like a trap or ambush, it probably is&lt;br /&gt;
&lt;br /&gt;
If it looks dangerous it probably is&lt;br /&gt;
&lt;br /&gt;
If a plan looks stupid, mention a better one&lt;br /&gt;
&lt;br /&gt;
==Ground Vehicle SOPs==&lt;br /&gt;
When working with infantry, always be aware of movement&lt;br /&gt;
&lt;br /&gt;
Always have a retreat planned in case you take a debilitating hit&lt;br /&gt;
&lt;br /&gt;
Do not remain stationary out of cover for extended periods of time&lt;br /&gt;
&lt;br /&gt;
Always place enemy ground vehicles as priorities&lt;br /&gt;
&lt;br /&gt;
When in proximity of infantry, always be cognizant of gun over pressure&lt;br /&gt;
&lt;br /&gt;
==Convoy SOPs==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1. Define a Start Point (SP) and mount order.&lt;br /&gt;
2. Define convoy reaction contact.&lt;br /&gt;
3. Define convoy speed.&lt;br /&gt;
4. Define convoy spacing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Convoys start by defining a mount order. A mount order describes which units are in which vehicles, and it also defines where those units are riding in the convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, larger, more armored vehicles will take the lead in open terrain. That said, armored assets should be kept back in urban terrain environments, only to push up when infantry or other lighter vehicles require support, or when confirmation is given that the anti-armor threat is not present in the direct vicinity.&lt;br /&gt;
&lt;br /&gt;
Convoy order will be posted on map near your spawn location. Vehicles are for the most part spawned at the vehicle spawners so that we can match the number of vehicles to the player count. In most situations the fire team leader drives the vehicle, and the automatic rifleman mans the gun. Once you&amp;#039;ve spawned your vehicle, and you&amp;#039;ve started moving, you should keep your eyes on the road the best you can. Spacing is key for convoy ops. Go into the Eden Editor at some point and measure off 25, 50, 75, and 100 meters. See how far that really is and base you spacing on those distances. Mostly, spacing should default to 50 meters. At that distance no IED blast will carry over and kill two vehicles, you&amp;#039;ll have enough stopping distance, and there&amp;#039;s no risk of you damaging each other&amp;#039;s vehicles in a collision.&lt;br /&gt;
&lt;br /&gt;
===Rolling Out===&lt;br /&gt;
&lt;br /&gt;
Your gun on your vehicle is a powerful asset most of the time. It turns your assistant automatic rifleman into a heavy machine gunner. Don&amp;#039;t abandon this gun upon dismount. Ask to take it with you if you must - try your very best to take it along. This gun is useful in the convoy itself especially. It&amp;#039;s a suppressing force that can allow you to roll through contact or take out high level threats (RPG Gunners, technicals, etc). The gun is only useful, though, if you have it pointing &amp;#039;&amp;#039;mostly&amp;#039;&amp;#039; in the right direction in the first place. That&amp;#039;s where pre-defined fields of fire come in. Coalition SOP for our fields of fire in a convoy should look like this image &lt;br /&gt;
&lt;br /&gt;
[[File:Convoy_security.png|thumb|right|alt=caption|Sectors of fire]]&lt;br /&gt;
&lt;br /&gt;
====Stop on Contact - Roll Through Contact?====&lt;br /&gt;
&lt;br /&gt;
The decision to stop or roll through is made by the squad leader, and ultimately by the platoon leader, but sometimes the situation demands quick decision making that determines the game plan for everyone else as well. If the lead vehicles stops, or if it blasts through; well that usually determines how the following vehicles choose to act, too. Be aware of this as a lead vic.&lt;br /&gt;
&lt;br /&gt;
If you are rolling hot (big guns) it might be a better idea to stop and neutralize contact, simply to guarantee the safety of less equipped vehicles that may follow. Considering the people behind you is important when you do &amp;#039;&amp;#039;anything&amp;#039;&amp;#039; in a convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, you should only roll through if you think the following vics can make it. Of course it also depends on ROE. Green ROE, you&amp;#039;ll generally push right through because you don&amp;#039;t want to shoot back. ROE is red and you better bet you&amp;#039;re stopping unless the contact is very light and does not pose a threat to you or any one in the company.&lt;br /&gt;
&lt;br /&gt;
===Stopping/Dismounting===&lt;br /&gt;
&lt;br /&gt;
If a convoy halt is ordered, stop in the middle of the road so it&amp;#039;s easy to roll again. If you take contact, or if a dismount is ordered, you should pull off the road in a herringbone formation. A herringbone consists of the lead vic pulling left, the second vic pulling to the right, the third to the left, the fourth to the right, so on and so on. This second image depicts a proper herringbone stop.&lt;br /&gt;
&lt;br /&gt;
[[File:Illustrator 2018-03-12 02-33-28.png|thumb|right|alt=caption|Herringbone stop and dismount plan]]&lt;br /&gt;
&lt;br /&gt;
Looking at that image, you would probably think that how and where you dismount is determined by what vehicle you&amp;#039;re in. This is not the case. Generally, dismounting is simple. Follow these three steps as a fireteam or squad leader, you&amp;#039;ll have good solid dismounts every time.&lt;br /&gt;
&lt;br /&gt;
* Create a plan for dismount. &lt;br /&gt;
&lt;br /&gt;
**Questions you should ask yourself before making a plan: Which color teams are covering which sectors of fire? Which side of the road are you moving to? Are you splitting the color teams? What sector of fire is the vehicle covering? How are other teams dismounting?&lt;br /&gt;
&lt;br /&gt;
* When you call dismount, say whether it is a partial or a full dismount. On partial dismount, the gunner and driver remain in the vehicle.&lt;br /&gt;
&lt;br /&gt;
* Move away from the vehicle quickly.&lt;br /&gt;
&lt;br /&gt;
* Get cover as quickly as possible. If no cover is available in the direct vicinity of the vehicle, you should move farther away. Try to maintain even spacing the moment you get out of the vehicle. It&amp;#039;s your job to get out of the killzone and into cover before you worry about anything else. Don&amp;#039;t get stuck in the street.&lt;br /&gt;
&lt;br /&gt;
==Air Vehicle SOPs==&lt;br /&gt;
Always have an understanding of the battlespace&lt;br /&gt;
&lt;br /&gt;
Always know where friendlies are located&lt;br /&gt;
&lt;br /&gt;
If possible, always use your GPS when flying&lt;br /&gt;
&lt;br /&gt;
When inserting or extracting, always inform infantry to use visual markers&lt;br /&gt;
&lt;br /&gt;
==TvT SOPs==&lt;br /&gt;
Read your briefing before you start doing anything&lt;br /&gt;
&lt;br /&gt;
Don&amp;#039;t draw on the map in general to &amp;quot;confuse&amp;quot; the enemy. It&amp;#039;s makes you look stupid, no one believes it, and it clutters the map&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NEVER&amp;#039;&amp;#039;&amp;#039; pick up enemy uniforms. If you do this, you can and will be removed from the session&lt;br /&gt;
&lt;br /&gt;
Only pick up enemy weapons when you are completely out of your initial weapons ammo&lt;br /&gt;
&lt;br /&gt;
Stay in the zones marked by the mission. &lt;br /&gt;
&lt;br /&gt;
Do &amp;#039;&amp;#039;&amp;#039;NOT&amp;#039;&amp;#039;&amp;#039; leave before safestart ends&lt;br /&gt;
&lt;br /&gt;
===Attack vs Attack===&lt;br /&gt;
&lt;br /&gt;
Vehicles can be taken from the enemy and used if they lose it/misplace it&lt;br /&gt;
&lt;br /&gt;
===Attack vs Defense===&lt;br /&gt;
&lt;br /&gt;
Defenders are &amp;#039;&amp;#039;&amp;#039;NOT&amp;#039;&amp;#039;&amp;#039; to block off entrances to compounds or defense points in ANY capacity.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=2137</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=2137"/>
		<updated>2019-10-29T19:35:26Z</updated>

		<summary type="html">&lt;p&gt;Reckless: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt; AIM - May 2019&lt;br /&gt;
Hey, this is AIM. I&amp;#039;m not dead, PMU just broke my phone(those fucks) and internet is super bad where I am right now. I&amp;#039;m writing here because only the wiki page &lt;br /&gt;
will load and i don&amp;#039;t have/lost other ways to contact you guys. I expect to get things running again in the next couple days hopefully. If you see this, greet everyone from me in the discord!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a coalition combined arms platoon. This is a WIP.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Primer ==&lt;br /&gt;
&lt;br /&gt;
In the context of Coalition missions, AFVs are usually employed as a support asset. Our gameplay revolves around our infantry platoon; it includes the majority of the players and is always the center of our planning and operations. The AFV in this context, while a valuable asset, is used in order to increase the effectiveness of the infantry, not vice-versa. Premier tasks are usually the destruction of enemy vehicles, base-of-fire and countering enemy assaults. Due to some AFVs transport capability, it may also carry troops to battle, evacuate casualties or resupply friendly troops at the discretion of the Platoon Leader.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Automatic grenade launcher&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon turns the APC it is mounted on into a premier infantry killer. Its grenades can hit infantry behind cover and its fire rate ensures a very large area of coverage and a high destructive potential. Versions in automated turrets are equipped with a laser rangefinder, making them even more deadly at long ranges, able to hit individual windows of target buildings. It can even be used entirely in an indirect fire role from behind cover, but in practice, this is rare. The grenades have limited anti-armor effects, making them somewhat effective against lightly armored vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round. While the HEAT round is near ineffective against modern tanks, it remains dangerous to APCs and IFVs not protected by ERA plates. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This weapon covers all your firepower needs in one package, utilizing many different kinds of ammunition to do so. Your tanks most important round is the AP(FS)DS, which is is short for All Panzers DiSappear. This round excels at piercing thick armor, and such is to be used against Tanks. Though useable against lighter armored vehicles, this may result in over penetration, meaning that the round goes straight through the vehicle without causing (much) damage to it apart from two small holes. Lighter vehicles are better engaged with HEAT rounds, which produce a molten stream of metal to penetrate armor, which is about as pleasant as it sounds if your armor is light enough for it to penetrate. MP stands for Multi Purpose, which combine the effects of HEAT rounds and HE rounds. HE rounds are your bread and butter. Certainly not half as shiny as the famed APFSDS round, this round is your default for supporting your own troops against hostile infantry or structures. It is basically an artillery shell precision delivered right at the enemy, with enormously destructive effects. Lastly, newer Russian tanks are equipped to launch ATGMs out of their barrel as well, providing them with an ultra long range anti-tank option. When firing the tank gun, the overpressure zone has to be considered. This is a cone around the muzzle of your weapon in which your weapons report can and will cause physical damage. It is paramount to ensure that no friendlies are in or around that cone to avoid wounding or even killing them.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Basics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cohesion&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Generally, an AFV is an important asset to the platoon thanks to its firepower and mobility. To loose an AFV therefore is a considerable blow to the platoons chance to succeed the mission. To achieve effectiveness on the battlefield, the vehicle not only needs to kill the enemy, but needs to not be killed in return. To this end, armor thickness is not the decisive factor, but the last factor that decides about the AFVs life or death, after Situational Awareness, Cohesion and Movement. Indeed, most weapons that can pierce the armor of the vehicle will be fired with a rather high chance of hitting, in contrast to the infantrist who has the luxury to be - at times - shot at all day without getting a scratch. To the crew, this means that it has to &amp;#039;&amp;#039;mitigate the chance&amp;#039;&amp;#039; to be shot at in the first place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV lives and dies by its coordination with the surrounding infantry. Friendly infantry should be used to screen the AFV in order to prevent enemy infantry from getting up close, and serves as an additional layer of eyes and ears able to point out targets to the AFV. The AFV achieves this by staying close to friendly infantry to provide immediate support as needed. It should be noted that the actual distance varies according to terrain - in a desert, an AFV may be able to support infantry from a kilometer away, while the distance between AFV and infantry in an urban setting should rather be measured in meters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Tactics ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
[[File:Hulldown.png|thumb|right|alt=caption|The vehicle is covered partly by terrain, making it a smaller target]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery batteries, which shoot, then pack up and move to a different position to avoid counter-battery fire. In the same way, a normal AFV can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemy&amp;#039;s observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
[[File:Shootscoot.png|thumb|right|alt=caption|Avoid allowing the enemy getting a fix on your position against AT-heavy threats especially]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If discovered, try to engage the air threat however possible, as determined AA-fire may deter or damage it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Platoon Movement&amp;#039;&amp;#039;&amp;#039; A Platoon usually describes between 3-4 vehicles of the same kind operating as a single unit. Maneuvering and fighting as a part of such a platoon is similar to working in an infantry fireteam - just on a much bigger scale. From bounding, cover, assaulting to watching sectors, most basic tactics can be applied on vehicles in a modified fashion.&lt;br /&gt;
&lt;br /&gt;
[[File:Plcolumn.png|thumb|right|alt=caption|Similar to the fireteam column, vehicle warfare has a lot of similarities to infantry warfare, just on a bigger scale]]&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=2136</id>
		<title>AFV Operation</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=AFV_Operation&amp;diff=2136"/>
		<updated>2019-10-29T19:26:56Z</updated>

		<summary type="html">&lt;p&gt;Reckless: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt; AIM - May 2019&lt;br /&gt;
Hey, this is AIM. I&amp;#039;m not dead, PMU just broke my phone(those fucks) and internet is super bad where I am right now. I&amp;#039;m writing here because only the wiki page &lt;br /&gt;
will load and i don&amp;#039;t have/lost other ways to contact you guys. I expect to get things running again in the next couple days hopefully. If you see this, greet everyone from me in the discord!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This manual is intended to give players, both new and experienced, an overview on the purpose, operation and employment of Armoured Fighting Vehicles in the context of a coalition combined arms platoon. This is a WIP.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
== Primer ==&lt;br /&gt;
&lt;br /&gt;
In the context of Coalition missions, AFVs are usually employed as a support asset. Our gameplay revolves around our infantry platoon; it includes the majority of the players and is always the center of our planning and operations. The AFV in this context, while a valuable asset, is used in order to increase the effectiveness of the infantry, not vice-versa. Premier tasks are usually the destruction of enemy vehicles, base-of-fire and countering enemy assaults. Due to some AFVs transport capability, it may also carry troops to battle, evacuate casualties or resupply friendly troops at the discretion of the Platoon Leader.&lt;br /&gt;
&lt;br /&gt;
== Classes of AFVs ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;APC&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Armoured Personnel Carriers main purpose is to transport infantry squads protected from shrapnel and small arms over rough terrain from point A to point B. This purpose led to distinct design choices setting them apart from their heavier cousins, the IFV. Their armor and armament are usually light, with just enough armor to protect against medium-caliber rounds and a heavy machine gun for self defence. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;IFV&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The Infantry Fighting Vehicle is taking the idea of the APC one step further. Its purpose is not only to transport an infantry squad, but to also directly support it in combat. To that end, a typical IFV is protected against heavy machine guns and equipped with an autocannon in a caliber between 20-30mm to engage enemy targets from infantry to other IFVs. Most IFVs are additionally equipped with an Anti-Tank-Guided-Missile, giving them the capacity to combat enemy tanks. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Tanks are the heaviest armored and armed ground vehicles available. Their resilience and killing power on the battlefield make them especially valuable. They feature thick armor, with the front being able to resist other tank rounds and the sides protected against autocannon fire. The gun is in a caliber between 100-120mm and able to shoot, next to tank rounds, high explosive rounds directly at exposed enemies, buildings and fortifications.&lt;br /&gt;
&lt;br /&gt;
== Weaponry ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Coaxial machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The coax is installed parallel to the main weapon. The very same type of weapon utilized by three man MMG teams, on the AFV, it is your sidearm. Thanks to its vast ammunition reserves, you can afford to employ it liberally for suppressive fires. It is also possible to range your main weapon with it, by changing your zero until your tracers are hitting the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Heavy machine gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Usually employed on APCs, it is able to penetrate the hull of other APCs and to provide long-ranged suppressive fires. It will also rip through all village- or city buildings, making it effective in clearing enemy structures without actually entering them. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Automatic grenade launcher&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon turns the APC it is mounted on into a premier infantry killer. Its grenades can hit infantry behind cover and its fire rate ensures a very large area of coverage and a high destructive potential. Versions in automated turrets are equipped with a laser rangefinder, making them even more deadly at long ranges, able to hit individual windows of target buildings. It can even be used entirely in an indirect fire role from behind cover, but in practice, this is rare. The grenades have limited anti-armor effects, making them somewhat effective against lightly armored vehicles.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Autocannon&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
This weapon is used to equip IFVs with an IFV killing capability and is very effective against exposed infantry. A double feed system enables it to switch between armor piercing rounds and high explosive rounds almost instantly.  High explosive rounds are very effective in clearing out structures and fortifications, or destroying them altogether. Armor piercing rounds, as a rule of thumb, will penetrate other IFVs from the side, but modern IFVs might be fully protected against them from the front.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Low Pressure Gun&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Exclusive to the Russian BMP-1, -3 and BMD variants, this gun fires HEAT and HE rockets up to medium distance. The BMP-3 variant fires an ATGM in place of the HEAT round. While the HEAT round is near ineffective against modern tanks, it remains dangerous to APCs and IFVs not protected by ERA plates. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;ATGM&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The Anti-Tank-Guided Missile is the IFVs premier tank killer option. It is usually employed from an external launcher attached to the turret, with western vehicles generally possessing two ready-to-fire missiles and Russian ones a single one. Variants are employed by infantry teams or from light transport vehicles like the HMMWV, helicopters and dedicated ATGM carriers designed to fire ATGMs over cover. There are two variants: Lock-on missiles need to acquire their target, then automatically track it once fired and the more widespread manually guided missile, either by laser or wire, requires the gunner to keep the target in his crosshairs as the missile will automatically follow the gunners aim.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Tank Gun&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
This weapon covers all your firepower needs in one package, utilizing many different kinds of ammunition to do so. Your tanks most important round is the AP(FS)DS, which is is short for All Panzers DiSappear. This round excels at piercing thick armor, and such is to be used against Tanks. Though useable against lighter armored vehicles, this may result in over penetration, meaning that the round goes straight through the vehicle without causing (much) damage to it apart from two small holes. Lighter vehicles are better engaged with HEAT rounds, which produce a molten stream of metal to penetrate armor, which is about as pleasant as it sounds if your armor is light enough for it to penetrate. MP stands for Multi Purpose, which combine the effects of HEAT rounds and HE rounds. HE rounds are your bread and butter. Certainly not half as shiny as the famed APFSDS round, this round is your default for supporting your own troops against hostile infantry or structures. It is basically an artillery shell precision delivered right at the enemy, with enormously destructive effects. Lastly, newer Russian tanks are equipped to launch ATGMs out of their barrel as well, providing them with an ultra long range anti-tank option. When firing the tank gun, the overpressure zone has to be considered. This is a cone around the muzzle of your weapon in which your weapons report can and will cause physical damage. It is paramount to ensure that no friendlies are in or around that cone to avoid wounding or even killing them.&lt;br /&gt;
&lt;br /&gt;
== Crew Roles ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Driver&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The driver positions the vehicle according to the directions of the commander. He needs to maintain terrain awareness at all times to be able to position the vehicle in cover at a moment’s notice and to find the most suitable spots for the vehicle to emerge from cover. By default, he should attempt to keep the frontal armor of the vehicle in the direction of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Gunner&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Second in command, he operates the vehicle’s main weapon system. He needs to be familiar with the armament he is utilizing and enemy vehicles he is facing in order to combat them optimally. He is usually equipped with long-ranged optics, enabling him to ID targets at greater distances than the commander. At the discretion of the commander, he may direct the driver to maneuver the vehicle in order to achieve a suitable firing position. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Commander&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
The commanders task is to direct the driver and gunner in order to achieve optimal performance of the vehicle on the battlefield. He is equipped with the vehicle’s radio and wide-angled optics in order to facilitate situational awareness. He is often riding turned out for maximal situational awareness. On tanks, he is usually equipped with an HMG for AA duties, but which works equally well against ground targets.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Loader&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
Only found in the M1 Abrams tank, the loader speeds up the reload time of the main gun and serves as an extra pair of eyes as well. He can operate a MMG when turned out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Basics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Situational Awareness&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
An AFV is at a severe disadvantage when it comes to spotting the enemy before being spotted due to its high silhouette, noise and poor vision options when buttoned up. Therefore, any solid information is valuable for the AFV. The most direct way to achieve this is for the crew, usually the commander, to turn out. From the top of the turret he can freely observe the battlefield and direct his vehicle at the cost of risking exposure to weapons he is protected against inside the vehicle. The second layer of information is to utilize the infantry around the AFV to find targets. Dial in your 343 to fire teams around you. That way, you can respond to any contact reports, specifically if someone can hear an enemy AFV approaching.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Cohesion&amp;#039;&amp;#039;&amp;#039; &lt;br /&gt;
&lt;br /&gt;
During Combat, an AFV crew needs to operate in unison, as parts of the same body. To facilitate that, a strongly abbreviated language is used similar to radio transmissions. Crew members are addressed by their position, (e.g. Driver, Gunner) and orders are brief. For example: “Gunner, orient 1-5-5, enemy BMP in the open, ready ATGM. Driver, orient 1-8-0, forward slow.” Here, a vehicle commander learned the position of an enemy vehicle to his south-south-east and decides to drive his IFV into position to engage it. He alerts the gunner to the threat, telling him to face its direction (measured in compass degrees) and to be ready to engage it with an ATGM. Then he orders the driver to turn the vehicle and slowly creep in position. Once the Gunner has a visual of the target, he will order the driver to hold, fire his weapon and guide it to the target.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Movement&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV generally moves at two speeds: Fast and slow. For the formal the usual method is road travel, while the second one is applied in most combat situations. When moving slow, the vehicle should utilize basic infantry techniques, such as finding and utilizing cover and concealment, follow advantageous terrain and coordinate movement with other elements. The difference is merely the scope of things, such as taking cover utilizing an entire shed, boulder or riverbed instead of rocks, low walls or ditches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Survival&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Generally, an AFV is an important asset to the platoon thanks to its firepower and mobility. To loose an AFV therefore is a considerable blow to the platoons chance to succeed the mission. To achieve effectiveness on the battlefield, the vehicle not only needs to kill the enemy, but needs to not be killed in return. To this end, armor thickness is not the decisive factor, but the last factor that decides about the AFVs life or death, after Situational Awareness, Cohesion and Movement. Indeed, most weapons that can pierce the armor of the vehicle will be fired with a rather high chance of hitting, in contrast to the infantrist who has the luxury to be - at times - shot at all day without getting a scratch. To the crew, this means that it has to &amp;#039;&amp;#039;mitigate the chance&amp;#039;&amp;#039; to be shot at in the first place.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Infantry&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
An AFV lives and dies by its coordination with the surrounding infantry. Friendly infantry should be used to screen the AFV in order to prevent enemy infantry from getting up close, and serves as an additional layer of eyes and ears able to point out targets to the AFV. The AFV achieves this by staying close to friendly infantry to provide immediate support as needed. It should be noted that the actual distance varies according to terrain - in a desert, an AFV may be able to support infantry from a kilometer away, while the distance between AFV and infantry in an urban setting should rather be measured in meters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== AFV Tactics ==&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;The Hull-Down Position&amp;#039;&amp;#039;&amp;#039; This position is your ideal position from which to engage the enemy from. Here, the hull of the vehicle is behind some form of cover facing the main threat direction - in most cases terrain, such as a hill, but can also be a town wall. This way, only the turret, the vehicles most armored and dangerous part - is exposed. Take care that you are able to &amp;quot;dodge&amp;quot; out of your position if you find yourself suddenly facing a threat you cannot combat - for example, an incoming ATGM.&lt;br /&gt;
&lt;br /&gt;
[[File:Hulldown.png|thumb|right|alt=caption|The vehicle is covered partly by terrain, making it a smaller target]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Shoot and scoot&amp;#039;&amp;#039;&amp;#039; This tactic is usually associated with artillery batteries, which shoot, then pack up and move to a different position to avoid counter-battery fire. In the same way, a normal AFV can make use of multiple prepared or improvised positions it can reach without exposing itself to the enemy&amp;#039;s observation to counter anti-vehicle assets aimed at their previous position.&lt;br /&gt;
[[File:Shootscoot.png|thumb|right|alt=caption|Avoid allowing the enemy getting a fix on your position against AT-heavy threats especially]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Air Defense&amp;#039;&amp;#039;&amp;#039; Generally, if an air threat is active that is able to destroy the vehicle, it is a game of hide-and-seek. Utilize any cover available or speed and maneuvering to make yourself a hard target. Remember, the lock-on of most anti-tank missiles can be thrown off by interrupting the line of sight, for example by driving into or past a wooded area. If discovered, try to engage the air threat however possible, as determined AA-fire may deter or damage it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &amp;#039;&amp;#039;&amp;#039;Platoon Movement&amp;#039;&amp;#039;&amp;#039; A Platoon usually describes between 3-4 vehicles of the same kind operating as a single unit. Maneuvering and fighting as a part of such a platoon is similar to working in an infantry fireteam - just on a much bigger scale. From bounding, cover, assaulting to watching sectors, most basic tactics can be applied on vehicles in a modified fashion.&lt;br /&gt;
&lt;br /&gt;
[[File:Plcolumn.png|thumb|right|alt=caption|Similar to the fireteam column, vehicle warfare has a lot of similarities to infantry warfare, just on a bigger scale]]&lt;br /&gt;
&lt;br /&gt;
== AFV Crew Communications==&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2062</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2062"/>
		<updated>2019-07-22T22:40:09Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Open or exposed terrain */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
You are in control of a 14 man squad, including yourself. The loadouts among your men will very but generally follow a few rules:&lt;br /&gt;
*2x Fireteams containing an FTL(GRN loadout), AR, AAR, RAT x2, GRN&lt;br /&gt;
*1 medic with a CCP tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
# 2x FTL&lt;br /&gt;
# 2x AR&lt;br /&gt;
# 2x AAR&lt;br /&gt;
# 2x GRN&lt;br /&gt;
# 4x RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally you will be assigned additional units or assets. These can include, a truck or armored vehicle, a vehicle with dedicated crew, an attack vehicle without dedicated crew, additional infantry specialties, additional fireteams, significant JIP numbers.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squad leaders must be the flexible in all situations, your job is to protect and attack with your 2 fireteams, any additional assets under your command should be used to support your fireteams.&lt;br /&gt;
&lt;br /&gt;
===Squad Leading SOPs===&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
Your job is to refine the plan as described by your platoon leader. Further divide your sector for your fireteams, make additional marks of important or dangerous areas. When necessary micro plan for fireteam leaders. &lt;br /&gt;
Ensure your team leaders discuss their sectors.&lt;br /&gt;
Brief on what vehicles will be taken (if any) and what unit mounts where.&lt;br /&gt;
Ask about additional questions the leaders under you have about the mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
When moving your fireteams, they can and should be used interchangeably. Either team can be an assaulting team or base team. Consider path to the area, and causalities in what unit is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Try to keep fireteams close together, they should have to make minimal movement if they need to directly support the other fireteam. &lt;br /&gt;
&lt;br /&gt;
Generally use squad columns for travel, and squad lines for assaulting. &lt;br /&gt;
&lt;br /&gt;
When placing fireteams for defensive positions, maintain overlapping fields of fire where possible.&lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage.&lt;br /&gt;
&lt;br /&gt;
Most importantly keep teams in direct support of each other, too far apart can allow entire enemy units between fireteams in dense terrain.&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
Bound teams to areas of cover, use other elements to cover/suppress.&lt;br /&gt;
Keeping your group together and watching a full 180 will help you to spot units that might be in the distance.&lt;br /&gt;
Limit time in the open by all elements.&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2061</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2061"/>
		<updated>2019-07-22T22:35:24Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Jungle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
You are in control of a 14 man squad, including yourself. The loadouts among your men will very but generally follow a few rules:&lt;br /&gt;
*2x Fireteams containing an FTL(GRN loadout), AR, AAR, RAT x2, GRN&lt;br /&gt;
*1 medic with a CCP tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
# 2x FTL&lt;br /&gt;
# 2x AR&lt;br /&gt;
# 2x AAR&lt;br /&gt;
# 2x GRN&lt;br /&gt;
# 4x RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally you will be assigned additional units or assets. These can include, a truck or armored vehicle, a vehicle with dedicated crew, an attack vehicle without dedicated crew, additional infantry specialties, additional fireteams, significant JIP numbers.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squad leaders must be the flexible in all situations, your job is to protect and attack with your 2 fireteams, any additional assets under your command should be used to support your fireteams.&lt;br /&gt;
&lt;br /&gt;
===Squad Leading SOPs===&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
Your job is to refine the plan as described by your platoon leader. Further divide your sector for your fireteams, make additional marks of important or dangerous areas. When necessary micro plan for fireteam leaders. &lt;br /&gt;
Ensure your team leaders discuss their sectors.&lt;br /&gt;
Brief on what vehicles will be taken (if any) and what unit mounts where.&lt;br /&gt;
Ask about additional questions the leaders under you have about the mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
When moving your fireteams, they can and should be used interchangeably. Either team can be an assaulting team or base team. Consider path to the area, and causalities in what unit is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Try to keep fireteams close together, they should have to make minimal movement if they need to directly support the other fireteam. &lt;br /&gt;
&lt;br /&gt;
Generally use squad columns for travel, and squad lines for assaulting. &lt;br /&gt;
&lt;br /&gt;
When placing fireteams for defensive positions, maintain overlapping fields of fire where possible.&lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage.&lt;br /&gt;
&lt;br /&gt;
Most importantly keep teams in direct support of each other, too far apart can allow entire enemy units between fireteams in dense terrain.&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2060</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2060"/>
		<updated>2019-07-22T22:30:54Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
You are in control of a 14 man squad, including yourself. The loadouts among your men will very but generally follow a few rules:&lt;br /&gt;
*2x Fireteams containing an FTL(GRN loadout), AR, AAR, RAT x2, GRN&lt;br /&gt;
*1 medic with a CCP tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
# 2x FTL&lt;br /&gt;
# 2x AR&lt;br /&gt;
# 2x AAR&lt;br /&gt;
# 2x GRN&lt;br /&gt;
# 4x RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally you will be assigned additional units or assets. These can include, a truck or armored vehicle, a vehicle with dedicated crew, an attack vehicle without dedicated crew, additional infantry specialties, additional fireteams, significant JIP numbers.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squad leaders must be the flexible in all situations, your job is to protect and attack with your 2 fireteams, any additional assets under your command should be used to support your fireteams.&lt;br /&gt;
&lt;br /&gt;
===Squad Leading SOPs===&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
Your job is to refine the plan as described by your platoon leader. Further divide your sector for your fireteams, make additional marks of important or dangerous areas. When necessary micro plan for fireteam leaders. &lt;br /&gt;
Ensure your team leaders discuss their sectors.&lt;br /&gt;
Brief on what vehicles will be taken (if any) and what unit mounts where.&lt;br /&gt;
Ask about additional questions the leaders under you have about the mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
When moving your fireteams, they can and should be used interchangeably. Either team can be an assaulting team or base team. Consider path to the area, and causalities in what unit is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Try to keep fireteams close together, they should have to make minimal movement if they need to directly support the other fireteam. &lt;br /&gt;
&lt;br /&gt;
Generally use squad columns for travel, and squad lines for assaulting. &lt;br /&gt;
&lt;br /&gt;
When placing fireteams for defensive positions, maintain overlapping fields of fire where possible.&lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2059</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2059"/>
		<updated>2019-07-22T22:30:43Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
You are in control of a 14 man squad, including yourself. The loadouts among your men will very but generally follow a few rules:&lt;br /&gt;
*2x Fireteams containing an FTL(GRN loadout), AR, AAR, RAT x2, GRN&lt;br /&gt;
*1 medic with a CCP tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
# 2x FTL&lt;br /&gt;
# 2x AR&lt;br /&gt;
# 2x AAR&lt;br /&gt;
# 2x GRN&lt;br /&gt;
# 4x RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally you will be assigned additional units or assets. These can include, a truck or armored vehicle, a vehicle with dedicated crew, an attack vehicle without dedicated crew, additional infantry specialties, additional fireteams, significant JIP numbers.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squad leaders must be the flexible in all situations, your job is to protect and attack with your 2 fireteams, any additional assets under your command should be used to support your fireteams.&lt;br /&gt;
&lt;br /&gt;
===Squad Leading SOPs===&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
Your job is to refine the plan as described by your platoon leader. Further divide your sector for your fireteams, make additional marks of important or dangerous areas. When necessary micro plan for fireteam leaders. &lt;br /&gt;
Ensure your team leaders discuss their sectors.&lt;br /&gt;
Brief on what vehicles will be taken (if any) and what unit mounts where.&lt;br /&gt;
Ask about additional questions the leaders under you have about the mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
When moving your fireteams, they can and should be used interchangeably. Either team can be an assaulting team or base team. Consider path to the area, and causalities in what unit is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Try to keep fireteams close together, they should have to make minimal movement if they need to directly support the other fireteam. &lt;br /&gt;
&lt;br /&gt;
Generally use squad columns for travel, and squad lines for assaulting. &lt;br /&gt;
&lt;br /&gt;
When placing fireteams for defensive positions, maintain overlapping fields of fire where possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2058</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2058"/>
		<updated>2019-07-22T22:28:47Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
You are in control of a 14 man squad, including yourself. The loadouts among your men will very but generally follow a few rules:&lt;br /&gt;
*2x Fireteams containing an FTL(GRN loadout), AR, AAR, RAT x2, GRN&lt;br /&gt;
*1 medic with a CCP tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
# 2x FTL&lt;br /&gt;
# 2x AR&lt;br /&gt;
# 2x AAR&lt;br /&gt;
# 2x GRN&lt;br /&gt;
# 4x RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally you will be assigned additional units or assets. These can include, a truck or armored vehicle, a vehicle with dedicated crew, an attack vehicle without dedicated crew, additional infantry specialties, additional fireteams, significant JIP numbers.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squad leaders must be the flexible in all situations, your job is to protect and attack with your 2 fireteams, any additional assets under your command should be used to support your fireteams.&lt;br /&gt;
&lt;br /&gt;
===Squad Leading SOPs===&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
Your job is to refine the plan as described by your platoon leader. Further divide your sector for your fireteams, make additional marks of important or dangerous areas. When necessary micro plan for fireteam leaders. &lt;br /&gt;
Ensure your team leaders discuss their sectors.&lt;br /&gt;
Brief on what vehicles will be taken (if any) and what unit mounts where.&lt;br /&gt;
Ask about additional questions the leaders under you have about the mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;br /&gt;
When moving your fireteams, they can and should be used interchangeably. Either team can be an assaulting team or base team. Consider path to the area, and causalities in what unit is assigned to a role.&lt;br /&gt;
&lt;br /&gt;
Try to keep fireteams close together, they should have to make minimal movement if they need to directly support the other fireteam. &lt;br /&gt;
&lt;br /&gt;
Generally use squad columns for travel, and squad lines for assaulting. &lt;br /&gt;
&lt;br /&gt;
When placing fireteams for defensive positions, maintain overlapping fields of fire where possible.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2057</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2057"/>
		<updated>2019-07-22T22:17:07Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Planning and Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
You are in control of a 14 man squad, including yourself. The loadouts among your men will very but generally follow a few rules:&lt;br /&gt;
*2x Fireteams containing an FTL(GRN loadout), AR, AAR, RAT x2, GRN&lt;br /&gt;
*1 medic with a CCP tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
# 2x FTL&lt;br /&gt;
# 2x AR&lt;br /&gt;
# 2x AAR&lt;br /&gt;
# 2x GRN&lt;br /&gt;
# 4x RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally you will be assigned additional units or assets. These can include, a truck or armored vehicle, a vehicle with dedicated crew, an attack vehicle without dedicated crew, additional infantry specialties, additional fireteams, significant JIP numbers.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squad leaders must be the flexible in all situations, your job is to protect and attack with your 2 fireteams, any additional assets under your command should be used to support your fireteams.&lt;br /&gt;
&lt;br /&gt;
===Squad Leading SOPs===&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
Your job is to refine the plan as described by your platoon leader. Further divide your sector for your fireteams, make additional marks of important or dangerous areas. When necessary micro plan for fireteam leaders. &lt;br /&gt;
Ensure your team leaders discuss their sectors.&lt;br /&gt;
Brief on what vehicles will be taken (if any) and what unit mounts where.&lt;br /&gt;
Ask about additional questions the leaders under you have about the mission.&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2056</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2056"/>
		<updated>2019-07-22T22:14:37Z</updated>

		<summary type="html">&lt;p&gt;Reckless: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
You are in control of a 14 man squad, including yourself. The loadouts among your men will very but generally follow a few rules:&lt;br /&gt;
*2x Fireteams containing an FTL(GRN loadout), AR, AAR, RAT x2, GRN&lt;br /&gt;
*1 medic with a CCP tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
# 2x FTL&lt;br /&gt;
# 2x AR&lt;br /&gt;
# 2x AAR&lt;br /&gt;
# 2x GRN&lt;br /&gt;
# 4x RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally you will be assigned additional units or assets. These can include, a truck or armored vehicle, a vehicle with dedicated crew, an attack vehicle without dedicated crew, additional infantry specialties, additional fireteams, significant JIP numbers.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squad leaders must be the flexible in all situations, your job is to protect and attack with your 2 fireteams, any additional assets under your command should be used to support your fireteams.&lt;br /&gt;
&lt;br /&gt;
===Squad Leading SOPs===&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
Your job is to refine the plan as described by your platoon leader. Further divide your sector for your fireteams, make additional marks of important or dangerous areas. When necessary micro plan for fireteam leaders. &lt;br /&gt;
Ensure your team leaders discuss their sectors.&lt;br /&gt;
Brief on what vehicles will be taken (if any) and what unit mounts where.&lt;br /&gt;
Ask about additional questions the leaders under you have about the mission.&lt;br /&gt;
&lt;br /&gt;
When moving your fireteams, they can and should be used interchangeably. Either team can be an assaulting team or base team. Consider path to the area, and causalities in what unit is assigned to a role. &lt;br /&gt;
&lt;br /&gt;
==Management==&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2055</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2055"/>
		<updated>2019-07-22T22:01:41Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Squad composition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
You are in control of a 14 man squad, including yourself. The loadouts among your men will very but generally follow a few rules:&lt;br /&gt;
*2x Fireteams containing an FTL(GRN loadout), AR, AAR, RAT x2, GRN&lt;br /&gt;
*1 medic with a CCP tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
# 2x FTL&lt;br /&gt;
# 2x AR&lt;br /&gt;
# 2x AAR&lt;br /&gt;
# 2x GRN&lt;br /&gt;
# 4x RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally you will be assigned additional units or assets. These can include, a truck or armored vehicle, a vehicle with dedicated crew, an attack vehicle without dedicated crew, additional infantry specialties, additional fireteams, significant JIP numbers.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squad leaders must be the flexible in all situations, your job is to protect and attack with your 2 fireteams, any additional assets under your command should be used to support your fireteams.&lt;br /&gt;
&lt;br /&gt;
===Squad Leading SOPs===&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2054</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2054"/>
		<updated>2019-07-22T22:00:51Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Squad */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
You are in control of a 14 man squad, including yourself. The loadouts among your men will very but generally follow a few rules:&lt;br /&gt;
*2x Fireteams containing an FTL(GRN loadout), AR, AAR, RAT x2, GRN&lt;br /&gt;
*1 medic with a CCP tent&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
1. 2x FTL&lt;br /&gt;
2. 2x AR&lt;br /&gt;
3. 2x AAR&lt;br /&gt;
4. 2x GRN&lt;br /&gt;
5. 4x RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally you will be assigned additional units or assets. These can include, a truck or armored vehicle, a vehicle with dedicated crew, an attack vehicle without dedicated crew, additional infantry specialties, additional fireteams, significant JIP numbers.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Squad leaders must be the flexible in all situations, your job is to protect and attack with your 2 fireteams, any additional assets under your command should be used to support your fireteams. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Squad Leading SOPs===&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2053</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2053"/>
		<updated>2019-07-22T21:51:15Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Squad */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2052</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2052"/>
		<updated>2019-07-22T21:51:07Z</updated>

		<summary type="html">&lt;p&gt;Reckless: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
2 fire teams&lt;br /&gt;
&lt;br /&gt;
===Squad composition===&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2051</id>
		<title>Squad Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Squad_Leader&amp;diff=2051"/>
		<updated>2019-07-22T21:49:36Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Team */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Squad==&lt;br /&gt;
&lt;br /&gt;
2 fire teams&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
&lt;br /&gt;
==Management==&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2050</id>
		<title>Fire Team Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2050"/>
		<updated>2019-07-22T21:47:15Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Qualification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fireteam==&lt;br /&gt;
&lt;br /&gt;
You are running a team of 6 men, including yourself. The loadout types vary slightly but stick to a general rule:&lt;br /&gt;
&lt;br /&gt;
Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.&lt;br /&gt;
&lt;br /&gt;
*FTL- The leader of a fireteam. Carries a radio to communicate to his Squad Leader and a short range to talk to the fireteam. Typically has an underbarrel GP launcher with a few HE and Smoke rounds.&lt;br /&gt;
&lt;br /&gt;
*Auto Rifleman (AR)- Second in command of a fireteam. If FTL dies, he grabs his radio and keep the fireteam going. Typically has a fully auto machine gun of some nature.&lt;br /&gt;
&lt;br /&gt;
*Assistant Auto Rifleman (AAR)- Third in the chain. Carries spare ammo for the AR but also helps to keeps situational awareness for him while he maintains fire towards a target as well as spotting with binoculars if engaging at longer ranges.&lt;br /&gt;
&lt;br /&gt;
*Grenadier (GRN)- Explosive throwing, smoke making, flare sending machine. You almost always will have an underbarrel GP launcher or some form of launcher in a secondary slot. Cleans out heavy contacts with HE rounds, gives smoke to move forward for his team, and in some cases gives light to the group during the night.&lt;br /&gt;
&lt;br /&gt;
*Rifleman AT (RAT)- Standard rifleman only with a explosive stick on his back. A very important member to keep alive as you may run into light/heavy armor contacts and hes got the tool to remove it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team Composition===&lt;br /&gt;
#FTL&lt;br /&gt;
#AR&lt;br /&gt;
#AAR&lt;br /&gt;
#GRN&lt;br /&gt;
#RAT&lt;br /&gt;
#RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally another role like breacher, or some other unique role will replace either a RAT or GRN.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Both teams within the Squad have the exact same composition and makeup. Within the team, there is also a color team movement structure defined in the Color teams section below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading SOPs===&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
Within a full Fireteam is its own color team. Each team has their own role, and as such, you should not attempt to change their color(s).&lt;br /&gt;
&lt;br /&gt;
===Color Teams===&lt;br /&gt;
Red team will typically be the AR and AAR, while green will be GRN,RAT, and RAT.&lt;br /&gt;
&lt;br /&gt;
*Red will be your base-of-fire team, that is the team that keeps the FT&amp;#039;s main area of danger covered. If you&amp;#039;re clearing a building, they will be outside holding security with the FTL.&lt;br /&gt;
&lt;br /&gt;
*Green is your assault or flanking team. They are lighter, faster, and have the ability to keep themselves moving and safe.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
In regards to movement, there are numerous ways to operate as a Fireteam. As a Fire Team leader it is important you know how to use your fireteam in safest and most effective way to ensure success of your objective and the longevity of your members.&lt;br /&gt;
&lt;br /&gt;
Many times as a fireteam leader you will have to choose a formation to move your squad in.&lt;br /&gt;
There is no 100% perfect formation to call but there are some that usually work well in certain situations.&lt;br /&gt;
&lt;br /&gt;
For a quick review of the formations you can call, reference [[Formations]]&lt;br /&gt;
&lt;br /&gt;
Regardless of formation, always keep your color teams together and provide cohesion amongst the two. &lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;br /&gt;
&lt;br /&gt;
==Qualification==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1TNonAYwQwBfPK3WvCu6DbbjEIC6kd4Ot2pzzOfeCakY/edit?usp=sharing You can find the FTL qualification guide at this link].&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2049</id>
		<title>Fire Team Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2049"/>
		<updated>2019-07-22T21:43:45Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Planning and Orders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fireteam==&lt;br /&gt;
&lt;br /&gt;
You are running a team of 6 men, including yourself. The loadout types vary slightly but stick to a general rule:&lt;br /&gt;
&lt;br /&gt;
Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.&lt;br /&gt;
&lt;br /&gt;
*FTL- The leader of a fireteam. Carries a radio to communicate to his Squad Leader and a short range to talk to the fireteam. Typically has an underbarrel GP launcher with a few HE and Smoke rounds.&lt;br /&gt;
&lt;br /&gt;
*Auto Rifleman (AR)- Second in command of a fireteam. If FTL dies, he grabs his radio and keep the fireteam going. Typically has a fully auto machine gun of some nature.&lt;br /&gt;
&lt;br /&gt;
*Assistant Auto Rifleman (AAR)- Third in the chain. Carries spare ammo for the AR but also helps to keeps situational awareness for him while he maintains fire towards a target as well as spotting with binoculars if engaging at longer ranges.&lt;br /&gt;
&lt;br /&gt;
*Grenadier (GRN)- Explosive throwing, smoke making, flare sending machine. You almost always will have an underbarrel GP launcher or some form of launcher in a secondary slot. Cleans out heavy contacts with HE rounds, gives smoke to move forward for his team, and in some cases gives light to the group during the night.&lt;br /&gt;
&lt;br /&gt;
*Rifleman AT (RAT)- Standard rifleman only with a explosive stick on his back. A very important member to keep alive as you may run into light/heavy armor contacts and hes got the tool to remove it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team Composition===&lt;br /&gt;
#FTL&lt;br /&gt;
#AR&lt;br /&gt;
#AAR&lt;br /&gt;
#GRN&lt;br /&gt;
#RAT&lt;br /&gt;
#RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally another role like breacher, or some other unique role will replace either a RAT or GRN.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Both teams within the Squad have the exact same composition and makeup. Within the team, there is also a color team movement structure defined in the Color teams section below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading SOPs===&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
Within a full Fireteam is its own color team. Each team has their own role, and as such, you should not attempt to change their color(s).&lt;br /&gt;
&lt;br /&gt;
===Color Teams===&lt;br /&gt;
Red team will typically be the AR and AAR, while green will be GRN,RAT, and RAT.&lt;br /&gt;
&lt;br /&gt;
*Red will be your base-of-fire team, that is the team that keeps the FT&amp;#039;s main area of danger covered. If you&amp;#039;re clearing a building, they will be outside holding security with the FTL.&lt;br /&gt;
&lt;br /&gt;
*Green is your assault or flanking team. They are lighter, faster, and have the ability to keep themselves moving and safe.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
In regards to movement, there are numerous ways to operate as a Fireteam. As a Fire Team leader it is important you know how to use your fireteam in safest and most effective way to ensure success of your objective and the longevity of your members.&lt;br /&gt;
&lt;br /&gt;
Many times as a fireteam leader you will have to choose a formation to move your squad in.&lt;br /&gt;
There is no 100% perfect formation to call but there are some that usually work well in certain situations.&lt;br /&gt;
&lt;br /&gt;
For a quick review of the formations you can call, reference [[Formations]]&lt;br /&gt;
&lt;br /&gt;
Regardless of formation, always keep your color teams together and provide cohesion amongst the two. &lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;br /&gt;
&lt;br /&gt;
==Qualification==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1P0AX540HHg14yXVZ8l5eMeYNNNXn46X8fGZj0qSiWPw/edit You can find the FTL qualification guide at this link].&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2048</id>
		<title>Fire Team Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2048"/>
		<updated>2019-07-22T21:43:27Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Fireteam Leading SOPs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fireteam==&lt;br /&gt;
&lt;br /&gt;
You are running a team of 6 men, including yourself. The loadout types vary slightly but stick to a general rule:&lt;br /&gt;
&lt;br /&gt;
Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.&lt;br /&gt;
&lt;br /&gt;
*FTL- The leader of a fireteam. Carries a radio to communicate to his Squad Leader and a short range to talk to the fireteam. Typically has an underbarrel GP launcher with a few HE and Smoke rounds.&lt;br /&gt;
&lt;br /&gt;
*Auto Rifleman (AR)- Second in command of a fireteam. If FTL dies, he grabs his radio and keep the fireteam going. Typically has a fully auto machine gun of some nature.&lt;br /&gt;
&lt;br /&gt;
*Assistant Auto Rifleman (AAR)- Third in the chain. Carries spare ammo for the AR but also helps to keeps situational awareness for him while he maintains fire towards a target as well as spotting with binoculars if engaging at longer ranges.&lt;br /&gt;
&lt;br /&gt;
*Grenadier (GRN)- Explosive throwing, smoke making, flare sending machine. You almost always will have an underbarrel GP launcher or some form of launcher in a secondary slot. Cleans out heavy contacts with HE rounds, gives smoke to move forward for his team, and in some cases gives light to the group during the night.&lt;br /&gt;
&lt;br /&gt;
*Rifleman AT (RAT)- Standard rifleman only with a explosive stick on his back. A very important member to keep alive as you may run into light/heavy armor contacts and hes got the tool to remove it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team Composition===&lt;br /&gt;
#FTL&lt;br /&gt;
#AR&lt;br /&gt;
#AAR&lt;br /&gt;
#GRN&lt;br /&gt;
#RAT&lt;br /&gt;
#RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally another role like breacher, or some other unique role will replace either a RAT or GRN.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Both teams within the Squad have the exact same composition and makeup. Within the team, there is also a color team movement structure defined in the Color teams section below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading SOPs===&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
Within a full Fireteam is its own color team. Each team has their own role, and as such, you should not attempt to change their color(s).&lt;br /&gt;
&lt;br /&gt;
===Color Teams===&lt;br /&gt;
Red team will typically be the AR and AAR, while green will be GRN,RAT, and CLS.&lt;br /&gt;
&lt;br /&gt;
*Red will be your base-of-fire team, that is the team that keeps the FT&amp;#039;s main area of danger covered. If you&amp;#039;re clearing a building, they will be outside holding security with the FTL.&lt;br /&gt;
&lt;br /&gt;
*Green is your assault or flanking team. They are lighter, faster, and have the ability to keep themselves moving and safe.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
In regards to movement, there are numerous ways to operate as a Fireteam. As a Fire Team leader it is important you know how to use your fireteam in safest and most effective way to ensure success of your objective and the longevity of your members.&lt;br /&gt;
&lt;br /&gt;
Many times as a fireteam leader you will have to choose a formation to move your squad in.&lt;br /&gt;
There is no 100% perfect formation to call but there are some that usually work well in certain situations.&lt;br /&gt;
&lt;br /&gt;
For a quick review of the formations you can call, reference [[Formations]]&lt;br /&gt;
&lt;br /&gt;
Regardless of formation, always keep your color teams together and provide cohesion amongst the two. &lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;br /&gt;
&lt;br /&gt;
==Qualification==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1P0AX540HHg14yXVZ8l5eMeYNNNXn46X8fGZj0qSiWPw/edit You can find the FTL qualification guide at this link].&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2047</id>
		<title>Fire Team Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2047"/>
		<updated>2019-07-22T21:42:52Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Team Composition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fireteam==&lt;br /&gt;
&lt;br /&gt;
You are running a team of 6 men, including yourself. The loadout types vary slightly but stick to a general rule:&lt;br /&gt;
&lt;br /&gt;
Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.&lt;br /&gt;
&lt;br /&gt;
*FTL- The leader of a fireteam. Carries a radio to communicate to his Squad Leader and a short range to talk to the fireteam. Typically has an underbarrel GP launcher with a few HE and Smoke rounds.&lt;br /&gt;
&lt;br /&gt;
*Auto Rifleman (AR)- Second in command of a fireteam. If FTL dies, he grabs his radio and keep the fireteam going. Typically has a fully auto machine gun of some nature.&lt;br /&gt;
&lt;br /&gt;
*Assistant Auto Rifleman (AAR)- Third in the chain. Carries spare ammo for the AR but also helps to keeps situational awareness for him while he maintains fire towards a target as well as spotting with binoculars if engaging at longer ranges.&lt;br /&gt;
&lt;br /&gt;
*Grenadier (GRN)- Explosive throwing, smoke making, flare sending machine. You almost always will have an underbarrel GP launcher or some form of launcher in a secondary slot. Cleans out heavy contacts with HE rounds, gives smoke to move forward for his team, and in some cases gives light to the group during the night.&lt;br /&gt;
&lt;br /&gt;
*Rifleman AT (RAT)- Standard rifleman only with a explosive stick on his back. A very important member to keep alive as you may run into light/heavy armor contacts and hes got the tool to remove it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team Composition===&lt;br /&gt;
#FTL&lt;br /&gt;
#AR&lt;br /&gt;
#AAR&lt;br /&gt;
#GRN&lt;br /&gt;
#RAT&lt;br /&gt;
#RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally another role like breacher, or some other unique role will replace either a RAT or GRN.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Both teams within the Squad have the exact same composition and makeup. Within the team, there is also a color team movement structure defined in the Color teams section below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading SOPs===&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
Within a full Fireteam is its own color team. Each team has their own role, and as such, you should not attempt to change their color(s).&lt;br /&gt;
&lt;br /&gt;
===Color Teams===&lt;br /&gt;
Red team will typically be the AR and AAR, while green will be GRN,RAT, and CLS.&lt;br /&gt;
&lt;br /&gt;
*Red will be your base-of-fire team, that is the team that keeps the FT&amp;#039;s main area of danger covered. If you&amp;#039;re clearing a building, they will be outside holding security with the FTL.&lt;br /&gt;
&lt;br /&gt;
*Green is your assault or flanking team. They are lighter, faster, and have the ability to keep themselves moving and safe.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
In regards to movement, there are numerous ways to operate as a Fireteam. As a Fire Team leader it is important you know how to use your fireteam in safest and most effective way to ensure success of your objective and the longevity of your members.&lt;br /&gt;
&lt;br /&gt;
Many times as a fireteam leader you will have to choose a formation to move your squad in.&lt;br /&gt;
There is no 100% perfect formation to call but there are some that usually work well in certain situations.&lt;br /&gt;
&lt;br /&gt;
For a quick review of the formations you can call, reference [[Formations]]&lt;br /&gt;
&lt;br /&gt;
Regardless of formation, always keep your color teams together and provide cohesion amongst the two. &lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;br /&gt;
&lt;br /&gt;
==Qualification==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1P0AX540HHg14yXVZ8l5eMeYNNNXn46X8fGZj0qSiWPw/edit You can find the FTL qualification guide at this link].&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2046</id>
		<title>Fire Team Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2046"/>
		<updated>2019-07-22T21:42:14Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Team Composition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fireteam==&lt;br /&gt;
&lt;br /&gt;
You are running a team of 6 men, including yourself. The loadout types vary slightly but stick to a general rule:&lt;br /&gt;
&lt;br /&gt;
Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.&lt;br /&gt;
&lt;br /&gt;
*FTL- The leader of a fireteam. Carries a radio to communicate to his Squad Leader and a short range to talk to the fireteam. Typically has an underbarrel GP launcher with a few HE and Smoke rounds.&lt;br /&gt;
&lt;br /&gt;
*Auto Rifleman (AR)- Second in command of a fireteam. If FTL dies, he grabs his radio and keep the fireteam going. Typically has a fully auto machine gun of some nature.&lt;br /&gt;
&lt;br /&gt;
*Assistant Auto Rifleman (AAR)- Third in the chain. Carries spare ammo for the AR but also helps to keeps situational awareness for him while he maintains fire towards a target as well as spotting with binoculars if engaging at longer ranges.&lt;br /&gt;
&lt;br /&gt;
*Grenadier (GRN)- Explosive throwing, smoke making, flare sending machine. You almost always will have an underbarrel GP launcher or some form of launcher in a secondary slot. Cleans out heavy contacts with HE rounds, gives smoke to move forward for his team, and in some cases gives light to the group during the night.&lt;br /&gt;
&lt;br /&gt;
*Rifleman AT (RAT)- Standard rifleman only with a explosive stick on his back. A very important member to keep alive as you may run into light/heavy armor contacts and hes got the tool to remove it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team Composition===&lt;br /&gt;
#FTL&lt;br /&gt;
#AR&lt;br /&gt;
#AAR&lt;br /&gt;
#GRN&lt;br /&gt;
#RAT&lt;br /&gt;
#RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally another role like breacher, or some other unique role will replace either a RAT or GRN.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Both teams within the Squad have the exact same composition and makeup. Within the team, there is also a color team movement structure defined in the Color teams section.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading SOPs===&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
Within a full Fireteam is its own color team. Each team has their own role, and as such, you should not attempt to change their color(s).&lt;br /&gt;
&lt;br /&gt;
===Color Teams===&lt;br /&gt;
Red team will typically be the AR and AAR, while green will be GRN,RAT, and CLS.&lt;br /&gt;
&lt;br /&gt;
*Red will be your base-of-fire team, that is the team that keeps the FT&amp;#039;s main area of danger covered. If you&amp;#039;re clearing a building, they will be outside holding security with the FTL.&lt;br /&gt;
&lt;br /&gt;
*Green is your assault or flanking team. They are lighter, faster, and have the ability to keep themselves moving and safe.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
In regards to movement, there are numerous ways to operate as a Fireteam. As a Fire Team leader it is important you know how to use your fireteam in safest and most effective way to ensure success of your objective and the longevity of your members.&lt;br /&gt;
&lt;br /&gt;
Many times as a fireteam leader you will have to choose a formation to move your squad in.&lt;br /&gt;
There is no 100% perfect formation to call but there are some that usually work well in certain situations.&lt;br /&gt;
&lt;br /&gt;
For a quick review of the formations you can call, reference [[Formations]]&lt;br /&gt;
&lt;br /&gt;
Regardless of formation, always keep your color teams together and provide cohesion amongst the two. &lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;br /&gt;
&lt;br /&gt;
==Qualification==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1P0AX540HHg14yXVZ8l5eMeYNNNXn46X8fGZj0qSiWPw/edit You can find the FTL qualification guide at this link].&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2045</id>
		<title>Fire Team Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2045"/>
		<updated>2019-07-22T21:39:35Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Team Composition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fireteam==&lt;br /&gt;
&lt;br /&gt;
You are running a team of 6 men, including yourself. The loadout types vary slightly but stick to a general rule:&lt;br /&gt;
&lt;br /&gt;
Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.&lt;br /&gt;
&lt;br /&gt;
*FTL- The leader of a fireteam. Carries a radio to communicate to his Squad Leader and a short range to talk to the fireteam. Typically has an underbarrel GP launcher with a few HE and Smoke rounds.&lt;br /&gt;
&lt;br /&gt;
*Auto Rifleman (AR)- Second in command of a fireteam. If FTL dies, he grabs his radio and keep the fireteam going. Typically has a fully auto machine gun of some nature.&lt;br /&gt;
&lt;br /&gt;
*Assistant Auto Rifleman (AAR)- Third in the chain. Carries spare ammo for the AR but also helps to keeps situational awareness for him while he maintains fire towards a target as well as spotting with binoculars if engaging at longer ranges.&lt;br /&gt;
&lt;br /&gt;
*Grenadier (GRN)- Explosive throwing, smoke making, flare sending machine. You almost always will have an underbarrel GP launcher or some form of launcher in a secondary slot. Cleans out heavy contacts with HE rounds, gives smoke to move forward for his team, and in some cases gives light to the group during the night.&lt;br /&gt;
&lt;br /&gt;
*Rifleman AT (RAT)- Standard rifleman only with a explosive stick on his back. A very important member to keep alive as you may run into light/heavy armor contacts and hes got the tool to remove it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team Composition===&lt;br /&gt;
#FTL&lt;br /&gt;
#AR&lt;br /&gt;
#AAR&lt;br /&gt;
#GRN&lt;br /&gt;
#RAT&lt;br /&gt;
#RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally another role like breacher, or some other unique role will replace either a RAT or GRN.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Both teams within the Squad have the exact same composition and makeup. Within the team, there is also a color team movement structure as defined below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading SOPs===&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
Within a full Fireteam is its own color team. Each team has their own role, and as such, you should not attempt to change their color(s).&lt;br /&gt;
&lt;br /&gt;
===Color Teams===&lt;br /&gt;
Red team will typically be the AR and AAR, while green will be GRN,RAT, and CLS.&lt;br /&gt;
&lt;br /&gt;
*Red will be your base-of-fire team, that is the team that keeps the FT&amp;#039;s main area of danger covered. If you&amp;#039;re clearing a building, they will be outside holding security with the FTL.&lt;br /&gt;
&lt;br /&gt;
*Green is your assault or flanking team. They are lighter, faster, and have the ability to keep themselves moving and safe.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
In regards to movement, there are numerous ways to operate as a Fireteam. As a Fire Team leader it is important you know how to use your fireteam in safest and most effective way to ensure success of your objective and the longevity of your members.&lt;br /&gt;
&lt;br /&gt;
Many times as a fireteam leader you will have to choose a formation to move your squad in.&lt;br /&gt;
There is no 100% perfect formation to call but there are some that usually work well in certain situations.&lt;br /&gt;
&lt;br /&gt;
For a quick review of the formations you can call, reference [[Formations]]&lt;br /&gt;
&lt;br /&gt;
Regardless of formation, always keep your color teams together and provide cohesion amongst the two. &lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;br /&gt;
&lt;br /&gt;
==Qualification==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1P0AX540HHg14yXVZ8l5eMeYNNNXn46X8fGZj0qSiWPw/edit You can find the FTL qualification guide at this link].&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2044</id>
		<title>Fire Team Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2044"/>
		<updated>2019-07-22T21:39:00Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Team Composition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fireteam==&lt;br /&gt;
&lt;br /&gt;
You are running a team of 6 men, including yourself. The loadout types vary slightly but stick to a general rule:&lt;br /&gt;
&lt;br /&gt;
Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.&lt;br /&gt;
&lt;br /&gt;
*FTL- The leader of a fireteam. Carries a radio to communicate to his Squad Leader and a short range to talk to the fireteam. Typically has an underbarrel GP launcher with a few HE and Smoke rounds.&lt;br /&gt;
&lt;br /&gt;
*Auto Rifleman (AR)- Second in command of a fireteam. If FTL dies, he grabs his radio and keep the fireteam going. Typically has a fully auto machine gun of some nature.&lt;br /&gt;
&lt;br /&gt;
*Assistant Auto Rifleman (AAR)- Third in the chain. Carries spare ammo for the AR but also helps to keeps situational awareness for him while he maintains fire towards a target as well as spotting with binoculars if engaging at longer ranges.&lt;br /&gt;
&lt;br /&gt;
*Grenadier (GRN)- Explosive throwing, smoke making, flare sending machine. You almost always will have an underbarrel GP launcher or some form of launcher in a secondary slot. Cleans out heavy contacts with HE rounds, gives smoke to move forward for his team, and in some cases gives light to the group during the night.&lt;br /&gt;
&lt;br /&gt;
*Rifleman AT (RAT)- Standard rifleman only with a explosive stick on his back. A very important member to keep alive as you may run into light/heavy armor contacts and hes got the tool to remove it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team Composition===&lt;br /&gt;
#FTL&lt;br /&gt;
#AR&lt;br /&gt;
#AAR&lt;br /&gt;
#GRN&lt;br /&gt;
#RAT&lt;br /&gt;
#RAT&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Occasionally another role like breacher, or some other unique role will replace either a RAT or GRN.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Both teams have the exact same composition and makeup. Within the team, there is also a color team movement structure as defined below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading SOPs===&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
Within a full Fireteam is its own color team. Each team has their own role, and as such, you should not attempt to change their color(s).&lt;br /&gt;
&lt;br /&gt;
===Color Teams===&lt;br /&gt;
Red team will typically be the AR and AAR, while green will be GRN,RAT, and CLS.&lt;br /&gt;
&lt;br /&gt;
*Red will be your base-of-fire team, that is the team that keeps the FT&amp;#039;s main area of danger covered. If you&amp;#039;re clearing a building, they will be outside holding security with the FTL.&lt;br /&gt;
&lt;br /&gt;
*Green is your assault or flanking team. They are lighter, faster, and have the ability to keep themselves moving and safe.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
In regards to movement, there are numerous ways to operate as a Fireteam. As a Fire Team leader it is important you know how to use your fireteam in safest and most effective way to ensure success of your objective and the longevity of your members.&lt;br /&gt;
&lt;br /&gt;
Many times as a fireteam leader you will have to choose a formation to move your squad in.&lt;br /&gt;
There is no 100% perfect formation to call but there are some that usually work well in certain situations.&lt;br /&gt;
&lt;br /&gt;
For a quick review of the formations you can call, reference [[Formations]]&lt;br /&gt;
&lt;br /&gt;
Regardless of formation, always keep your color teams together and provide cohesion amongst the two. &lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;br /&gt;
&lt;br /&gt;
==Qualification==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1P0AX540HHg14yXVZ8l5eMeYNNNXn46X8fGZj0qSiWPw/edit You can find the FTL qualification guide at this link].&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2043</id>
		<title>Fire Team Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2043"/>
		<updated>2019-07-22T21:38:49Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Team Composition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fireteam==&lt;br /&gt;
&lt;br /&gt;
You are running a team of 6 men, including yourself. The loadout types vary slightly but stick to a general rule:&lt;br /&gt;
&lt;br /&gt;
Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.&lt;br /&gt;
&lt;br /&gt;
*FTL- The leader of a fireteam. Carries a radio to communicate to his Squad Leader and a short range to talk to the fireteam. Typically has an underbarrel GP launcher with a few HE and Smoke rounds.&lt;br /&gt;
&lt;br /&gt;
*Auto Rifleman (AR)- Second in command of a fireteam. If FTL dies, he grabs his radio and keep the fireteam going. Typically has a fully auto machine gun of some nature.&lt;br /&gt;
&lt;br /&gt;
*Assistant Auto Rifleman (AAR)- Third in the chain. Carries spare ammo for the AR but also helps to keeps situational awareness for him while he maintains fire towards a target as well as spotting with binoculars if engaging at longer ranges.&lt;br /&gt;
&lt;br /&gt;
*Grenadier (GRN)- Explosive throwing, smoke making, flare sending machine. You almost always will have an underbarrel GP launcher or some form of launcher in a secondary slot. Cleans out heavy contacts with HE rounds, gives smoke to move forward for his team, and in some cases gives light to the group during the night.&lt;br /&gt;
&lt;br /&gt;
*Rifleman AT (RAT)- Standard rifleman only with a explosive stick on his back. A very important member to keep alive as you may run into light/heavy armor contacts and hes got the tool to remove it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team Composition===&lt;br /&gt;
#FTL&lt;br /&gt;
#AR&lt;br /&gt;
#AAR&lt;br /&gt;
#GRN&lt;br /&gt;
#RAT&lt;br /&gt;
#RAT&lt;br /&gt;
&lt;br /&gt;
Occasionally another role like breacher, or some other unique role will replace either a RAT or GRN &lt;br /&gt;
&lt;br /&gt;
Both teams have the exact same composition and makeup. Within the team, there is also a color team movement structure as defined below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading SOPs===&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
Within a full Fireteam is its own color team. Each team has their own role, and as such, you should not attempt to change their color(s).&lt;br /&gt;
&lt;br /&gt;
===Color Teams===&lt;br /&gt;
Red team will typically be the AR and AAR, while green will be GRN,RAT, and CLS.&lt;br /&gt;
&lt;br /&gt;
*Red will be your base-of-fire team, that is the team that keeps the FT&amp;#039;s main area of danger covered. If you&amp;#039;re clearing a building, they will be outside holding security with the FTL.&lt;br /&gt;
&lt;br /&gt;
*Green is your assault or flanking team. They are lighter, faster, and have the ability to keep themselves moving and safe.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
In regards to movement, there are numerous ways to operate as a Fireteam. As a Fire Team leader it is important you know how to use your fireteam in safest and most effective way to ensure success of your objective and the longevity of your members.&lt;br /&gt;
&lt;br /&gt;
Many times as a fireteam leader you will have to choose a formation to move your squad in.&lt;br /&gt;
There is no 100% perfect formation to call but there are some that usually work well in certain situations.&lt;br /&gt;
&lt;br /&gt;
For a quick review of the formations you can call, reference [[Formations]]&lt;br /&gt;
&lt;br /&gt;
Regardless of formation, always keep your color teams together and provide cohesion amongst the two. &lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;br /&gt;
&lt;br /&gt;
==Qualification==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1P0AX540HHg14yXVZ8l5eMeYNNNXn46X8fGZj0qSiWPw/edit You can find the FTL qualification guide at this link].&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2042</id>
		<title>Fire Team Leader</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Fire_Team_Leader&amp;diff=2042"/>
		<updated>2019-07-22T21:37:56Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Fireteam */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fireteam==&lt;br /&gt;
&lt;br /&gt;
You are running a team of 6 men, including yourself. The loadout types vary slightly but stick to a general rule:&lt;br /&gt;
&lt;br /&gt;
Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.&lt;br /&gt;
&lt;br /&gt;
*FTL- The leader of a fireteam. Carries a radio to communicate to his Squad Leader and a short range to talk to the fireteam. Typically has an underbarrel GP launcher with a few HE and Smoke rounds.&lt;br /&gt;
&lt;br /&gt;
*Auto Rifleman (AR)- Second in command of a fireteam. If FTL dies, he grabs his radio and keep the fireteam going. Typically has a fully auto machine gun of some nature.&lt;br /&gt;
&lt;br /&gt;
*Assistant Auto Rifleman (AAR)- Third in the chain. Carries spare ammo for the AR but also helps to keeps situational awareness for him while he maintains fire towards a target as well as spotting with binoculars if engaging at longer ranges.&lt;br /&gt;
&lt;br /&gt;
*Grenadier (GRN)- Explosive throwing, smoke making, flare sending machine. You almost always will have an underbarrel GP launcher or some form of launcher in a secondary slot. Cleans out heavy contacts with HE rounds, gives smoke to move forward for his team, and in some cases gives light to the group during the night.&lt;br /&gt;
&lt;br /&gt;
*Rifleman AT (RAT)- Standard rifleman only with a explosive stick on his back. A very important member to keep alive as you may run into light/heavy armor contacts and hes got the tool to remove it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Team Composition===&lt;br /&gt;
#FTL&lt;br /&gt;
#AR&lt;br /&gt;
#AAR&lt;br /&gt;
#GRN&lt;br /&gt;
#RAT&lt;br /&gt;
#CLS&lt;br /&gt;
&lt;br /&gt;
Both teams have the exact same composition and makeup. Within the team, there is also a color team movement structure as defined below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading SOPs===&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
==Planning and Orders==&lt;br /&gt;
Within a full Fireteam is its own color team. Each team has their own role, and as such, you should not attempt to change their color(s).&lt;br /&gt;
&lt;br /&gt;
===Color Teams===&lt;br /&gt;
Red team will typically be the AR and AAR, while green will be GRN,RAT, and CLS.&lt;br /&gt;
&lt;br /&gt;
*Red will be your base-of-fire team, that is the team that keeps the FT&amp;#039;s main area of danger covered. If you&amp;#039;re clearing a building, they will be outside holding security with the FTL.&lt;br /&gt;
&lt;br /&gt;
*Green is your assault or flanking team. They are lighter, faster, and have the ability to keep themselves moving and safe.&lt;br /&gt;
&lt;br /&gt;
==Movement==&lt;br /&gt;
In regards to movement, there are numerous ways to operate as a Fireteam. As a Fire Team leader it is important you know how to use your fireteam in safest and most effective way to ensure success of your objective and the longevity of your members.&lt;br /&gt;
&lt;br /&gt;
Many times as a fireteam leader you will have to choose a formation to move your squad in.&lt;br /&gt;
There is no 100% perfect formation to call but there are some that usually work well in certain situations.&lt;br /&gt;
&lt;br /&gt;
For a quick review of the formations you can call, reference [[Formations]]&lt;br /&gt;
&lt;br /&gt;
Regardless of formation, always keep your color teams together and provide cohesion amongst the two. &lt;br /&gt;
&lt;br /&gt;
===Jungle===&lt;br /&gt;
&lt;br /&gt;
For jungle movement, the overall most used formation is column. This keeps all units able to keep an eye on each other as they move through dense foliage as well as keeping visual in all directions. As soon as contact is taken, you will make a line and engage&lt;br /&gt;
&lt;br /&gt;
===Open or exposed terrain===&lt;br /&gt;
&lt;br /&gt;
For more open terrain, a wedge or echelon are usually the most used formation. Keeping your group together and watching a full 180 will help you to spot units that might be in the distance in the direction your headed&lt;br /&gt;
&lt;br /&gt;
===City===&lt;br /&gt;
&lt;br /&gt;
For cities, most common formations are column or a staggered column depending. Mostly it will be column because of keeping sectors watched and for making crossing roads and open lanes easier and safer. These are used when taking contact from a flank is more likely. It leaves the front and rear slightly weaker but ensures that you cant get hit from the sides. The safest way is to keep your FT against a wall so 1 out of 4 directions are always safe... mostly. &lt;br /&gt;
&lt;br /&gt;
===Roads===&lt;br /&gt;
&lt;br /&gt;
For roads or long paths, You will almost always want to run a staggered column, unless you have your other FT running side-by-side with you in which case it will be just a column. Staggered gives both sides a close to equal amount of firepower and visibility as the team moves and keeps the spread apart in case of very close contact.&lt;br /&gt;
&lt;br /&gt;
==Qualification==&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1P0AX540HHg14yXVZ8l5eMeYNNNXn46X8fGZj0qSiWPw/edit You can find the FTL qualification guide at this link].&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=2041</id>
		<title>Leading and Being Led</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=2041"/>
		<updated>2019-07-22T21:32:28Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Leading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Being Led ==&lt;br /&gt;
Being led is not as black and white as it might seem. You can make your leadership&amp;#039;s life simple in a variety of ways. Remember you are just a bullet away from becoming the leader yourself in some situations, so while you are being led try to act how you would like someone under your command to act. Everyone has their own &amp;quot;style&amp;quot; of leadership. Some people like to be super hands on, some like to have well thought out plan, and some people lead as needed. Don&amp;#039;t get mad at someone just because you think they are doing it wrong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How to be led:&lt;br /&gt;
&lt;br /&gt;
*Listen to the leaders. Sometimes the ROE or part of the briefing actually needs to be followed to complete the mission.&lt;br /&gt;
&lt;br /&gt;
*Communicate any important info up the Chain as soon as possible. &lt;br /&gt;
&lt;br /&gt;
*Help keep track of your team, sticking with a battle buddy and watching each other keeps your leaders from having to search for a body later. &lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t waste important assets without asking or being told to use it. If you do need to use it on an immediate threat, report that you used it. &lt;br /&gt;
&lt;br /&gt;
*Keep an eye out for opportunities your leadership may not have seen. &lt;br /&gt;
&lt;br /&gt;
*Ask before scavenging gear. Make sure it is reported if you do.&lt;br /&gt;
&lt;br /&gt;
*Echo orders and contact reports.&lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t be afraid to make a suggestion every now and then. Input is important, especially during initial planning.&lt;br /&gt;
&lt;br /&gt;
*If you disagree with an order you&amp;#039;re given, only suggest alternatives if there&amp;#039;s no urgency. Otherwise, follow it &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;A good plan, violently executed now, is better than a perfect plan next week.”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Leading ==&lt;br /&gt;
Every Coalition company member is expected to lead at some point. Whether it&amp;#039;s just a Fireteam lead or vehicle command slot every now and then, or getting a &amp;quot;Field promotion&amp;quot; in the middle of a firefight. Without Good leadership a combat group will not last long. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What to do as a leader:&lt;br /&gt;
&lt;br /&gt;
*Make a plan. Change it as needed &amp;quot;No plan survives contact with the enemy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*Always keep track of your command. Losing contact with someone you are responsible for is bad for both ends. &lt;br /&gt;
&lt;br /&gt;
*Communicate. The chain of command is just a funnel of info to the top. Remember to keep it relevant and brief though. [http://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking see communication guide for more]&lt;br /&gt;
&lt;br /&gt;
*Have a designated 2nd in command if possible. If you go down the faster the command is picked up the better.&lt;br /&gt;
&lt;br /&gt;
*Know your assets, and use them accordingly. Give those RATs, GRENs, and ARs designated targets! &lt;br /&gt;
&lt;br /&gt;
*Use your SOP&amp;#039;s, Formations, and tactics to your advantage. &lt;br /&gt;
&lt;br /&gt;
*Keep your head down as much as possible. The longer the chain of command stays intact, the longer everyone knows what is going on.&lt;br /&gt;
&lt;br /&gt;
*Do not be afraid to micromanage when it is needed.&lt;br /&gt;
&lt;br /&gt;
For a more detailed and informative guideline on a specific leadership role, see the links below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading===&lt;br /&gt;
[[Fire Team Leader]]&lt;br /&gt;
&lt;br /&gt;
===Squad Leading===&lt;br /&gt;
[[Squad Leader]]&lt;br /&gt;
&lt;br /&gt;
===Platoon Leading===&lt;br /&gt;
[[Platoon Leader]]&lt;br /&gt;
&lt;br /&gt;
==Succession of Command==&lt;br /&gt;
&lt;br /&gt;
Speaking of &amp;#039;&amp;#039;&amp;quot;Field Promotions&amp;quot;&amp;#039;&amp;#039; the correct line of Succession for both the Platoon and a Fireteam are important to know. It is also important to remember your place in this line when you slot leadership. This keeps the chain from breaking down, or at least staying broken for long. If you find that you have &amp;#039;&amp;#039;&amp;quot;Earned&amp;quot;&amp;#039;&amp;#039; yourself a &amp;#039;&amp;#039;&amp;quot;Field Promotion&amp;quot;&amp;#039;&amp;#039; then the first thing you should do when safe is to get on the proper radio net and notify anyone still on that net that you are taking charge of your unit. If you cannot take command for some reason like not having the proper radios or not feeling experienced enough to take over you should &amp;#039;&amp;#039;&amp;#039;IMMEDIATELY&amp;#039;&amp;#039;&amp;#039; Pass the news to the next in line that &amp;#039;&amp;#039;&amp;#039;They&amp;#039;&amp;#039;&amp;#039; are in charge. This also goes for if you see someone that might not be aware that they just &amp;#039;&amp;#039;Earned&amp;#039;&amp;#039; a promotion. Make sure the line is followed as well as the situation allows. Generally the longer the line stays intact the better information flows.&lt;br /&gt;
&lt;br /&gt;
As shown in the second image, the next fireteam member in the line of succession is the AR. As such, you should only take the role if you&amp;#039;re willing to assume command of the fireteam at some point during the mission.&lt;br /&gt;
[[File:FieldPromotion.PNG]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:FieldPromotion2.PNG]]&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=2040</id>
		<title>Leading and Being Led</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=2040"/>
		<updated>2019-07-22T21:29:23Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Being Led */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Being Led ==&lt;br /&gt;
Being led is not as black and white as it might seem. You can make your leadership&amp;#039;s life simple in a variety of ways. Remember you are just a bullet away from becoming the leader yourself in some situations, so while you are being led try to act how you would like someone under your command to act. Everyone has their own &amp;quot;style&amp;quot; of leadership. Some people like to be super hands on, some like to have well thought out plan, and some people lead as needed. Don&amp;#039;t get mad at someone just because you think they are doing it wrong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How to be led:&lt;br /&gt;
&lt;br /&gt;
*Listen to the leaders. Sometimes the ROE or part of the briefing actually needs to be followed to complete the mission.&lt;br /&gt;
&lt;br /&gt;
*Communicate any important info up the Chain as soon as possible. &lt;br /&gt;
&lt;br /&gt;
*Help keep track of your team, sticking with a battle buddy and watching each other keeps your leaders from having to search for a body later. &lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t waste important assets without asking or being told to use it. If you do need to use it on an immediate threat, report that you used it. &lt;br /&gt;
&lt;br /&gt;
*Keep an eye out for opportunities your leadership may not have seen. &lt;br /&gt;
&lt;br /&gt;
*Ask before scavenging gear. Make sure it is reported if you do.&lt;br /&gt;
&lt;br /&gt;
*Echo orders and contact reports.&lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t be afraid to make a suggestion every now and then. Input is important, especially during initial planning.&lt;br /&gt;
&lt;br /&gt;
*If you disagree with an order you&amp;#039;re given, only suggest alternatives if there&amp;#039;s no urgency. Otherwise, follow it &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;A good plan, violently executed now, is better than a perfect plan next week.”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Leading ==&lt;br /&gt;
Every Coalition company member is expected to lead at some point. Whether it&amp;#039;s just a Fireteam lead or vehicle command slot every now and then, or getting a &amp;quot;Field promotion&amp;quot; in the middle of a firefight. Without Good leadership a combat group will not last long. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What to do as a leader:&lt;br /&gt;
&lt;br /&gt;
*Make a plan. Change it as needed &amp;quot;No plan survives contact with the enemy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*Always keep track of your command. Losing contact with someone you are responsible for is bad for both ends. &lt;br /&gt;
&lt;br /&gt;
*Communicate. The chain of command is just a funnel of info to the top. Remember to keep it relevant and brief though. [http://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking see communication guide for more]&lt;br /&gt;
&lt;br /&gt;
*Have a designated 2nd in command if possible. If you go down the faster the command is picked up the better.&lt;br /&gt;
&lt;br /&gt;
*Know your assets, and use them accordingly. Give those RATs and ARs designated targets! &lt;br /&gt;
&lt;br /&gt;
*Use your SOP&amp;#039;s, Formations, and tactics to your advantage. &lt;br /&gt;
&lt;br /&gt;
*Keep your head down as much as possible. The longer the chain of command stays intact, the longer everyone knows what is going on.&lt;br /&gt;
&lt;br /&gt;
*Do not be afraid to micromanage when it is needed.&lt;br /&gt;
&lt;br /&gt;
For a more detailed and informative guideline on a specific leadership role, see the links below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading===&lt;br /&gt;
[[Fire Team Leader]]&lt;br /&gt;
&lt;br /&gt;
===Squad Leading===&lt;br /&gt;
[[Squad Leader]]&lt;br /&gt;
&lt;br /&gt;
===Platoon Leading===&lt;br /&gt;
[[Platoon Leader]]&lt;br /&gt;
&lt;br /&gt;
==Succession of Command==&lt;br /&gt;
&lt;br /&gt;
Speaking of &amp;#039;&amp;#039;&amp;quot;Field Promotions&amp;quot;&amp;#039;&amp;#039; the correct line of Succession for both the Platoon and a Fireteam are important to know. It is also important to remember your place in this line when you slot leadership. This keeps the chain from breaking down, or at least staying broken for long. If you find that you have &amp;#039;&amp;#039;&amp;quot;Earned&amp;quot;&amp;#039;&amp;#039; yourself a &amp;#039;&amp;#039;&amp;quot;Field Promotion&amp;quot;&amp;#039;&amp;#039; then the first thing you should do when safe is to get on the proper radio net and notify anyone still on that net that you are taking charge of your unit. If you cannot take command for some reason like not having the proper radios or not feeling experienced enough to take over you should &amp;#039;&amp;#039;&amp;#039;IMMEDIATELY&amp;#039;&amp;#039;&amp;#039; Pass the news to the next in line that &amp;#039;&amp;#039;&amp;#039;They&amp;#039;&amp;#039;&amp;#039; are in charge. This also goes for if you see someone that might not be aware that they just &amp;#039;&amp;#039;Earned&amp;#039;&amp;#039; a promotion. Make sure the line is followed as well as the situation allows. Generally the longer the line stays intact the better information flows.&lt;br /&gt;
&lt;br /&gt;
As shown in the second image, the next fireteam member in the line of succession is the AR. As such, you should only take the role if you&amp;#039;re willing to assume command of the fireteam at some point during the mission.&lt;br /&gt;
[[File:FieldPromotion.PNG]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:FieldPromotion2.PNG]]&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=2039</id>
		<title>Leading and Being Led</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=2039"/>
		<updated>2019-07-22T21:29:05Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Being Led */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Being Led ==&lt;br /&gt;
Being led is not as black and white as it might seem. You can make your leadership&amp;#039;s life simple in a variety of ways. Remember you are just a bullet away from becoming the leader yourself in some situations, so while you are being led try to act how you would like someone under your command to act. Everyone has their own &amp;quot;style&amp;quot; of leadership. Some people like to be super hands on, some like to have well thought out plan, and some people lead as needed. Don&amp;#039;t get mad at someone just because you think they are doing it wrong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How to be led:&lt;br /&gt;
&lt;br /&gt;
*Listen to the leaders. Sometimes the ROE or part of the briefing actually needs to be followed to complete the mission.&lt;br /&gt;
&lt;br /&gt;
*Communicate any important info up the Chain as soon as possible. &lt;br /&gt;
&lt;br /&gt;
*Help keep track of your team, sticking with a battle buddy and watching each other keeps your leaders from having to search for a body later. &lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t waste important assets without asking or being told to use it. If you do need to use it on an immediate threat, report that you used it. &lt;br /&gt;
&lt;br /&gt;
*Keep an eye out for opportunities your leadership may not have seen. &lt;br /&gt;
&lt;br /&gt;
*Ask before scavenging gear. Make sure it is reported if you do.&lt;br /&gt;
&lt;br /&gt;
*Echo orders and contact reports.&lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t be afraid to make a suggestion every now and then. Input is important, especially during initial planning.&lt;br /&gt;
&lt;br /&gt;
*If you disagree with an order you&amp;#039;re given, only suggest alternatives if there&amp;#039;s no urgency. Otherwise, follow it &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot; &amp;#039;&amp;#039;&amp;#039;A good plan, violently executed now, is better than a perfect plan next week.&amp;#039;&amp;#039;&amp;#039; ”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Leading ==&lt;br /&gt;
Every Coalition company member is expected to lead at some point. Whether it&amp;#039;s just a Fireteam lead or vehicle command slot every now and then, or getting a &amp;quot;Field promotion&amp;quot; in the middle of a firefight. Without Good leadership a combat group will not last long. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What to do as a leader:&lt;br /&gt;
&lt;br /&gt;
*Make a plan. Change it as needed &amp;quot;No plan survives contact with the enemy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*Always keep track of your command. Losing contact with someone you are responsible for is bad for both ends. &lt;br /&gt;
&lt;br /&gt;
*Communicate. The chain of command is just a funnel of info to the top. Remember to keep it relevant and brief though. [http://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking see communication guide for more]&lt;br /&gt;
&lt;br /&gt;
*Have a designated 2nd in command if possible. If you go down the faster the command is picked up the better.&lt;br /&gt;
&lt;br /&gt;
*Know your assets, and use them accordingly. Give those RATs and ARs designated targets! &lt;br /&gt;
&lt;br /&gt;
*Use your SOP&amp;#039;s, Formations, and tactics to your advantage. &lt;br /&gt;
&lt;br /&gt;
*Keep your head down as much as possible. The longer the chain of command stays intact, the longer everyone knows what is going on.&lt;br /&gt;
&lt;br /&gt;
*Do not be afraid to micromanage when it is needed.&lt;br /&gt;
&lt;br /&gt;
For a more detailed and informative guideline on a specific leadership role, see the links below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading===&lt;br /&gt;
[[Fire Team Leader]]&lt;br /&gt;
&lt;br /&gt;
===Squad Leading===&lt;br /&gt;
[[Squad Leader]]&lt;br /&gt;
&lt;br /&gt;
===Platoon Leading===&lt;br /&gt;
[[Platoon Leader]]&lt;br /&gt;
&lt;br /&gt;
==Succession of Command==&lt;br /&gt;
&lt;br /&gt;
Speaking of &amp;#039;&amp;#039;&amp;quot;Field Promotions&amp;quot;&amp;#039;&amp;#039; the correct line of Succession for both the Platoon and a Fireteam are important to know. It is also important to remember your place in this line when you slot leadership. This keeps the chain from breaking down, or at least staying broken for long. If you find that you have &amp;#039;&amp;#039;&amp;quot;Earned&amp;quot;&amp;#039;&amp;#039; yourself a &amp;#039;&amp;#039;&amp;quot;Field Promotion&amp;quot;&amp;#039;&amp;#039; then the first thing you should do when safe is to get on the proper radio net and notify anyone still on that net that you are taking charge of your unit. If you cannot take command for some reason like not having the proper radios or not feeling experienced enough to take over you should &amp;#039;&amp;#039;&amp;#039;IMMEDIATELY&amp;#039;&amp;#039;&amp;#039; Pass the news to the next in line that &amp;#039;&amp;#039;&amp;#039;They&amp;#039;&amp;#039;&amp;#039; are in charge. This also goes for if you see someone that might not be aware that they just &amp;#039;&amp;#039;Earned&amp;#039;&amp;#039; a promotion. Make sure the line is followed as well as the situation allows. Generally the longer the line stays intact the better information flows.&lt;br /&gt;
&lt;br /&gt;
As shown in the second image, the next fireteam member in the line of succession is the AR. As such, you should only take the role if you&amp;#039;re willing to assume command of the fireteam at some point during the mission.&lt;br /&gt;
[[File:FieldPromotion.PNG]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:FieldPromotion2.PNG]]&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=2038</id>
		<title>Leading and Being Led</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led&amp;diff=2038"/>
		<updated>2019-07-22T21:28:28Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Being Led */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Being Led ==&lt;br /&gt;
Being led is not as black and white as it might seem. You can make your leadership&amp;#039;s life simple in a variety of ways. Remember you are just a bullet away from becoming the leader yourself in some situations, so while you are being led try to act how you would like someone under your command to act. Everyone has their own &amp;quot;style&amp;quot; of leadership. Some people like to be super hands on, some like to have well thought out plan, and some people lead as needed. Don&amp;#039;t get mad at someone just because you think they are doing it wrong.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
How to be led:&lt;br /&gt;
&lt;br /&gt;
*Listen to the leaders. Sometimes the ROE or part of the briefing actually needs to be followed to complete the mission.&lt;br /&gt;
&lt;br /&gt;
*Communicate any important info up the Chain as soon as possible. &lt;br /&gt;
&lt;br /&gt;
*Help keep track of your team, sticking with a battle buddy and watching each other keeps your leaders from having to search for a body later. &lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t waste important assets without asking or being told to use it. If you do need to use it on an immediate threat, report that you used it. &lt;br /&gt;
&lt;br /&gt;
*Keep an eye out for opportunities your leadership may not have seen. &lt;br /&gt;
&lt;br /&gt;
*Ask before scavenging gear. Make sure it is reported if you do.&lt;br /&gt;
&lt;br /&gt;
*Echo orders and contact reports.&lt;br /&gt;
&lt;br /&gt;
*Don&amp;#039;t be afraid to make a suggestion every now and then. Input is important, especially during initial planning.&lt;br /&gt;
&lt;br /&gt;
*If you disagree with an order you&amp;#039;re given, only suggest alternatives if there&amp;#039;s no urgency. Otherwise, follow it &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;“&amp;#039;&amp;#039;&amp;#039;A good plan, violently executed now, is better than a perfect plan next week.&amp;#039;&amp;#039;&amp;#039;”&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Leading ==&lt;br /&gt;
Every Coalition company member is expected to lead at some point. Whether it&amp;#039;s just a Fireteam lead or vehicle command slot every now and then, or getting a &amp;quot;Field promotion&amp;quot; in the middle of a firefight. Without Good leadership a combat group will not last long. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
What to do as a leader:&lt;br /&gt;
&lt;br /&gt;
*Make a plan. Change it as needed &amp;quot;No plan survives contact with the enemy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*Always keep track of your command. Losing contact with someone you are responsible for is bad for both ends. &lt;br /&gt;
&lt;br /&gt;
*Communicate. The chain of command is just a funnel of info to the top. Remember to keep it relevant and brief though. [http://coalitiongroup.net/wiki/index.php?title=Communication_and_Marking see communication guide for more]&lt;br /&gt;
&lt;br /&gt;
*Have a designated 2nd in command if possible. If you go down the faster the command is picked up the better.&lt;br /&gt;
&lt;br /&gt;
*Know your assets, and use them accordingly. Give those RATs and ARs designated targets! &lt;br /&gt;
&lt;br /&gt;
*Use your SOP&amp;#039;s, Formations, and tactics to your advantage. &lt;br /&gt;
&lt;br /&gt;
*Keep your head down as much as possible. The longer the chain of command stays intact, the longer everyone knows what is going on.&lt;br /&gt;
&lt;br /&gt;
*Do not be afraid to micromanage when it is needed.&lt;br /&gt;
&lt;br /&gt;
For a more detailed and informative guideline on a specific leadership role, see the links below.&lt;br /&gt;
&lt;br /&gt;
===Fireteam Leading===&lt;br /&gt;
[[Fire Team Leader]]&lt;br /&gt;
&lt;br /&gt;
===Squad Leading===&lt;br /&gt;
[[Squad Leader]]&lt;br /&gt;
&lt;br /&gt;
===Platoon Leading===&lt;br /&gt;
[[Platoon Leader]]&lt;br /&gt;
&lt;br /&gt;
==Succession of Command==&lt;br /&gt;
&lt;br /&gt;
Speaking of &amp;#039;&amp;#039;&amp;quot;Field Promotions&amp;quot;&amp;#039;&amp;#039; the correct line of Succession for both the Platoon and a Fireteam are important to know. It is also important to remember your place in this line when you slot leadership. This keeps the chain from breaking down, or at least staying broken for long. If you find that you have &amp;#039;&amp;#039;&amp;quot;Earned&amp;quot;&amp;#039;&amp;#039; yourself a &amp;#039;&amp;#039;&amp;quot;Field Promotion&amp;quot;&amp;#039;&amp;#039; then the first thing you should do when safe is to get on the proper radio net and notify anyone still on that net that you are taking charge of your unit. If you cannot take command for some reason like not having the proper radios or not feeling experienced enough to take over you should &amp;#039;&amp;#039;&amp;#039;IMMEDIATELY&amp;#039;&amp;#039;&amp;#039; Pass the news to the next in line that &amp;#039;&amp;#039;&amp;#039;They&amp;#039;&amp;#039;&amp;#039; are in charge. This also goes for if you see someone that might not be aware that they just &amp;#039;&amp;#039;Earned&amp;#039;&amp;#039; a promotion. Make sure the line is followed as well as the situation allows. Generally the longer the line stays intact the better information flows.&lt;br /&gt;
&lt;br /&gt;
As shown in the second image, the next fireteam member in the line of succession is the AR. As such, you should only take the role if you&amp;#039;re willing to assume command of the fireteam at some point during the mission.&lt;br /&gt;
[[File:FieldPromotion.PNG]]&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:FieldPromotion2.PNG]]&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Standard_Operating_Procedures_(SOPs)&amp;diff=2037</id>
		<title>Standard Operating Procedures (SOPs)</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Standard_Operating_Procedures_(SOPs)&amp;diff=2037"/>
		<updated>2019-07-22T21:17:38Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Company */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SOPs are the way by which we conduct all in-game procedures at the Coalition. Everything has a reason it is done a certain way, and if not, you&amp;#039;re doing it the wrong way.&lt;br /&gt;
&lt;br /&gt;
==General SOPs==&lt;br /&gt;
===Leadership===&lt;br /&gt;
====Fireteam====&lt;br /&gt;
Always mention what formation you want prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always mention what team you want on each side of your formation prior to movement.&lt;br /&gt;
&lt;br /&gt;
Always place your fireteam members as priority.&lt;br /&gt;
&lt;br /&gt;
Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)&lt;br /&gt;
&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
====Squad====&lt;br /&gt;
Always be as vocal as possible&lt;br /&gt;
&lt;br /&gt;
Always ensure your FTLs have what they need&lt;br /&gt;
&lt;br /&gt;
Always mention what formation you want the fireteams in if necessary&lt;br /&gt;
&lt;br /&gt;
Always ensure communication is setup prior to safe start being disabled&lt;br /&gt;
&lt;br /&gt;
Always keep your medic somewhere safe but mobile&lt;br /&gt;
&lt;br /&gt;
Always ensure you have supply lines setup to your fireteam leaders&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger, but in a managing position&lt;br /&gt;
&lt;br /&gt;
Always inform the Platoon Leader on what is happening within your squad&lt;br /&gt;
&lt;br /&gt;
====Platoon====&lt;br /&gt;
Always plan loosely and ensure your squad leaders plan&lt;br /&gt;
&lt;br /&gt;
Always view the big picture&lt;br /&gt;
&lt;br /&gt;
Always keep yourself out of danger and away from the frontline&lt;br /&gt;
&lt;br /&gt;
Always know and use what supports you have available to you&lt;br /&gt;
&lt;br /&gt;
Always ensure information flows as much as possible&lt;br /&gt;
&lt;br /&gt;
====JTAC/RTO====&lt;br /&gt;
Be aware of support asset status (ammo, fuel, damage, etc), consistently request reports&lt;br /&gt;
&lt;br /&gt;
Set ingress point (IP) and strike point (SP) for air supports when appropriate (e.g. danger-close rocket run)&lt;br /&gt;
&lt;br /&gt;
Remain in close proximity to PLT&lt;br /&gt;
&lt;br /&gt;
Be aware of friendly positioning, nothing is worse than mass friendly fire because you didn&amp;#039;t double check with your binoculars&lt;br /&gt;
&lt;br /&gt;
Manage 3 radios efficiently, do not drop comms, always respond even if it&amp;#039;s just acknowledgement&lt;br /&gt;
&lt;br /&gt;
====Company====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Always listen to your leader&lt;br /&gt;
&lt;br /&gt;
Always listen to the medics&lt;br /&gt;
&lt;br /&gt;
Always focus when safe start is disabled&lt;br /&gt;
&lt;br /&gt;
Always wait to dismount until your leader calls&lt;br /&gt;
&lt;br /&gt;
Always stay with your fireteam&lt;br /&gt;
&lt;br /&gt;
Always stay with your color team&lt;br /&gt;
&lt;br /&gt;
Always maintain 360 security&lt;br /&gt;
&lt;br /&gt;
Always clear buildings with a buddy&lt;br /&gt;
&lt;br /&gt;
Always call it out when throwing a grenade&lt;br /&gt;
&lt;br /&gt;
Always clear your back blast when using AT&lt;br /&gt;
&lt;br /&gt;
Always seek cover&lt;br /&gt;
&lt;br /&gt;
Always move with purpose&lt;br /&gt;
&lt;br /&gt;
====Line of succession====&lt;br /&gt;
The Standard line of succession for both Fireteams and Platoon can be found in the [http://coalitiongroup.net/wiki/index.php?title=Leading_and_Being_Led Leading and Being led] section of the wiki&lt;br /&gt;
&lt;br /&gt;
==Infantry SOPs==&lt;br /&gt;
Always respond to contact with overwhelming fire&lt;br /&gt;
&lt;br /&gt;
Always inform your leadership on your ammunition and supply status&lt;br /&gt;
&lt;br /&gt;
Always be aware of your surroundings&lt;br /&gt;
&lt;br /&gt;
Always use cover or concealment if possible&lt;br /&gt;
&lt;br /&gt;
Utilize medics if you&amp;#039;re hurt, don&amp;#039;t scavenge for morphine unless you absolutely have to&lt;br /&gt;
&lt;br /&gt;
If unsure about it, blow it up prior to going near it&lt;br /&gt;
&lt;br /&gt;
If it seems like a trap or ambush, it probably is&lt;br /&gt;
&lt;br /&gt;
If it looks dangerous it probably is&lt;br /&gt;
&lt;br /&gt;
If a plan looks stupid, mention a better one&lt;br /&gt;
&lt;br /&gt;
==Ground Vehicle SOPs==&lt;br /&gt;
When working with infantry, always be aware of movement&lt;br /&gt;
&lt;br /&gt;
Always have a retreat planned in case you take a debilitating hit&lt;br /&gt;
&lt;br /&gt;
Do not remain stationary out of cover for extended periods of time&lt;br /&gt;
&lt;br /&gt;
Always place enemy ground vehicles as priorities&lt;br /&gt;
&lt;br /&gt;
When in proximity of infantry, always be cognizant of gun over pressure&lt;br /&gt;
&lt;br /&gt;
==Convoy SOPs==&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1. Define a Start Point (SP) and mount order.&lt;br /&gt;
2. Define convoy reaction contact.&lt;br /&gt;
3. Define convoy speed.&lt;br /&gt;
4. Define convoy spacing.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Convoys start by defining a mount order. A mount order describes which units are in which vehicles, and it also defines where those units are riding in the convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, larger, more armored vehicles will take the lead in open terrain. That said, armored assets should be kept back in urban terrain environments, only to push up when infantry or other lighter vehicles require support, or when confirmation is given that the anti-armor threat is not present in the direct vicinity.&lt;br /&gt;
&lt;br /&gt;
Convoy order will be posted on map near your spawn location. Vehicles are for the most part spawned at the vehicle spawners so that we can match the number of vehicles to the player count. In most situations the fire team leader drives the vehicle, and the automatic rifleman mans the gun. Once you&amp;#039;ve spawned your vehicle, and you&amp;#039;ve started moving, you should keep your eyes on the road the best you can. Spacing is key for convoy ops. Go into the Eden Editor at some point and measure off 25, 50, 75, and 100 meters. See how far that really is and base you spacing on those distances. Mostly, spacing should default to 50 meters. At that distance no IED blast will carry over and kill two vehicles, you&amp;#039;ll have enough stopping distance, and there&amp;#039;s no risk of you damaging each other&amp;#039;s vehicles in a collision.&lt;br /&gt;
&lt;br /&gt;
===Rolling Out===&lt;br /&gt;
&lt;br /&gt;
Your gun on your vehicle is a powerful asset most of the time. It turns your assistant automatic rifleman into a heavy machine gunner. Don&amp;#039;t abandon this gun upon dismount. Ask to take it with you if you must - try your very best to take it along. This gun is useful in the convoy itself especially. It&amp;#039;s a suppressing force that can allow you to roll through contact or take out high level threats (RPG Gunners, technicals, etc). The gun is only useful, though, if you have it pointing &amp;#039;&amp;#039;mostly&amp;#039;&amp;#039; in the right direction in the first place. That&amp;#039;s where pre-defined fields of fire come in. Coalition SOP for our fields of fire in a convoy should look like this image &lt;br /&gt;
&lt;br /&gt;
[[File:Convoy_security.png|thumb|right|alt=caption|Sectors of fire]]&lt;br /&gt;
&lt;br /&gt;
====Stop on Contact - Roll Through Contact?====&lt;br /&gt;
&lt;br /&gt;
The decision to stop or roll through is made by the squad leader, and ultimately by the platoon leader, but sometimes the situation demands quick decision making that determines the game plan for everyone else as well. If the lead vehicles stops, or if it blasts through; well that usually determines how the following vehicles choose to act, too. Be aware of this as a lead vic.&lt;br /&gt;
&lt;br /&gt;
If you are rolling hot (big guns) it might be a better idea to stop and neutralize contact, simply to guarantee the safety of less equipped vehicles that may follow. Considering the people behind you is important when you do &amp;#039;&amp;#039;anything&amp;#039;&amp;#039; in a convoy.&lt;br /&gt;
&lt;br /&gt;
Generally, you should only roll through if you think the following vics can make it. Of course it also depends on ROE. Green ROE, you&amp;#039;ll generally push right through because you don&amp;#039;t want to shoot back. ROE is red and you better bet you&amp;#039;re stopping unless the contact is very light and does not pose a threat to you or any one in the company.&lt;br /&gt;
&lt;br /&gt;
===Stopping/Dismounting===&lt;br /&gt;
&lt;br /&gt;
If a convoy halt is ordered, stop in the middle of the road so it&amp;#039;s easy to roll again. If you take contact, or if a dismount is ordered, you should pull off the road in a herringbone formation. A herringbone consists of the lead vic pulling left, the second vic pulling to the right, the third to the left, the fourth to the right, so on and so on. This second image depicts a proper herringbone stop.&lt;br /&gt;
&lt;br /&gt;
[[File:Illustrator 2018-03-12 02-33-28.png|thumb|right|alt=caption|Herringbone stop and dismount plan]]&lt;br /&gt;
&lt;br /&gt;
Looking at that image, you would probably think that how and where you dismount is determined by what vehicle you&amp;#039;re in. This is not the case. Generally, dismounting is simple. Follow these three steps as a fireteam or squad leader, you&amp;#039;ll have good solid dismounts every time.&lt;br /&gt;
&lt;br /&gt;
* Create a plan for dismount. &lt;br /&gt;
&lt;br /&gt;
**Questions you should ask yourself before making a plan: Which color teams are covering which sectors of fire? Which side of the road are you moving to? Are you splitting the color teams? What sector of fire is the vehicle covering? How are other teams dismounting?&lt;br /&gt;
&lt;br /&gt;
* When you call dismount, say whether it is a partial or a full dismount. On partial dismount, the gunner and driver remain in the vehicle.&lt;br /&gt;
&lt;br /&gt;
* Move away from the vehicle quickly.&lt;br /&gt;
&lt;br /&gt;
* Get cover as quickly as possible. If no cover is available in the direct vicinity of the vehicle, you should move farther away. Try to maintain even spacing the moment you get out of the vehicle. It&amp;#039;s your job to get out of the killzone and into cover before you worry about anything else. Don&amp;#039;t get stuck in the street.&lt;br /&gt;
&lt;br /&gt;
==Air Vehicle SOPs==&lt;br /&gt;
Always have an understanding of the battlespace&lt;br /&gt;
&lt;br /&gt;
Always know where friendlies are located&lt;br /&gt;
&lt;br /&gt;
If possible, always use your GPS when flying&lt;br /&gt;
&lt;br /&gt;
When inserting or extracting, always inform infantry to use visual markers&lt;br /&gt;
&lt;br /&gt;
==TvT SOPs==&lt;br /&gt;
Read your briefing before you start doing anything&lt;br /&gt;
&lt;br /&gt;
Don&amp;#039;t draw on the map in general to &amp;quot;confuse&amp;quot; the enemy. It&amp;#039;s makes you look stupid, no one believes it, and it clutters the map&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;NEVER&amp;#039;&amp;#039;&amp;#039; pick up enemy uniforms. If you do this, you can and will be removed from the session&lt;br /&gt;
&lt;br /&gt;
Only pick up enemy weapons when you are completely out of your initial weapons ammo&lt;br /&gt;
&lt;br /&gt;
Stay in the zones marked by the mission. &lt;br /&gt;
&lt;br /&gt;
Do &amp;#039;&amp;#039;&amp;#039;NOT&amp;#039;&amp;#039;&amp;#039; leave before safestart ends&lt;br /&gt;
&lt;br /&gt;
===Attack vs Attack===&lt;br /&gt;
&lt;br /&gt;
Vehicles can be taken from the enemy and used if they lose it/misplace it&lt;br /&gt;
&lt;br /&gt;
===Attack vs Defense===&lt;br /&gt;
&lt;br /&gt;
Defenders are &amp;#039;&amp;#039;&amp;#039;NOT&amp;#039;&amp;#039;&amp;#039; to block off entrances to compounds or defense points in ANY capacity.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Vehicle/Aircraft_Operations&amp;diff=2023</id>
		<title>Vehicle/Aircraft Operations</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Vehicle/Aircraft_Operations&amp;diff=2023"/>
		<updated>2019-07-13T01:18:51Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* AFVs/IFVs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In almost all missions here at Coalition, vehicles will be used in many different capacities. It is important that you understand both ground and air vehicle operations if you plan on using them within sessions.&lt;br /&gt;
&lt;br /&gt;
NOTE: the vehicle spawner also serves as a rearm/refuel/repair pad automatically for any vehicle on it.&lt;br /&gt;
&lt;br /&gt;
== Ground Vehicles ==&lt;br /&gt;
Ground vehicles can range from an ATV to an M1A2 Abrams main battle tank during sessions. &lt;br /&gt;
&lt;br /&gt;
=== Transport ===&lt;br /&gt;
Transport vehicles range from anything between light cars to heavy transport trucks. They are vehicles with very little to no combat effectiveness that are used to transport troops or supplies.&lt;br /&gt;
&lt;br /&gt;
Transport vehicles are used to get from point A to point B. While most vehicles we use will be armed, you should not rely on them to provide as a frontline combat unit. With little to no armour and no crew protection, they make for easy targets. Instead you should try to use them as a base of fire, or to partially dismount and advance with the infantry.&lt;br /&gt;
&lt;br /&gt;
=== Combat Capable ===&lt;br /&gt;
These are armoured personnel carriers, infantry fighting vehicles and main battle tanks. Refer to [http://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification vehicle identification] for a detailed list of such vehicles. APCs and IFVs are capable of transporting troops into the battlefield with added protection.&lt;br /&gt;
&lt;br /&gt;
Your role when you are crewing a combat capable vehicle is to support the infantry. The infantry will keep anti-tank crews away from you, while you support their advance and knock out any armor they encounter. You should never lead a push into a city or through hedgerows without infantry support. You have a mutually beneficial relationship with the infantry so use it to your advantage against enemy forces.&lt;br /&gt;
&lt;br /&gt;
=== AFVs/IFVs ===&lt;br /&gt;
&lt;br /&gt;
[[AFV_Operation]]&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/2Wf5EQpGTtU Tutorial by Jester on tank operations.] It goes over tactics and strategy at both an individual level and at the company level. If you are interested in operating armored vehicles in ARMA with Coalition, you should watch this.&lt;br /&gt;
&lt;br /&gt;
== JTAC-Aircraft Operations ==&lt;br /&gt;
&lt;br /&gt;
These are mostly real-world rules but modified in some specific ways to better suit our playstyle and set of knowledge.&lt;br /&gt;
&lt;br /&gt;
* What a JTAC does:&lt;br /&gt;
*# find and identify enemy forces to the fullest of their ability&lt;br /&gt;
*# (type 1) provide direct targeting information on enemy forces to aircraft&lt;br /&gt;
*# (type 2) provide CAS support to ground forces as they request it&lt;br /&gt;
*# maintain coordination with Ground Commander [GC] to ensure highest-possible situational awareness all-around&lt;br /&gt;
&lt;br /&gt;
* What a JTAC does not do:&lt;br /&gt;
*# control aircraft at all phases of flight or act as their commander&lt;br /&gt;
*# act as a passive radio relay between forward teams and aircraft and provide no further input or usefulness on their own&lt;br /&gt;
*# provide unnecessary instructions/restrictions to aircraft, e.g. a specific IP &amp;#039;&amp;#039;if&amp;#039;&amp;#039; none is necessary for current target, as this will only delay the attack&lt;br /&gt;
&lt;br /&gt;
* JTAC general knowledge responsibilities:&lt;br /&gt;
*# know location and description of all enemies&lt;br /&gt;
*# know location and description of all friendlies&lt;br /&gt;
*# know GC&amp;#039;s overall intentions and priorities&lt;br /&gt;
*# maintain communication with individual ground units&lt;br /&gt;
*# know technical abilities and available ordnance of aircraft&lt;br /&gt;
&lt;br /&gt;
* JTAC target knowledge responsibilities:&lt;br /&gt;
*# know specific location and description of target, ideally w/ line-of-sight&lt;br /&gt;
*# know specific location of nearby friendly forces&lt;br /&gt;
*# know munitions on aircraft and select them w/ mind to efficiency&lt;br /&gt;
&lt;br /&gt;
* JTAC general action responsibilities:&lt;br /&gt;
*# stay alive&lt;br /&gt;
*# with mind to above: position self as-needed to maintain situational awareness and obtain LOS wherever possible&lt;br /&gt;
*# rapidly and independently find targets&lt;br /&gt;
*# press ground units for specific and actionable information on any targets they provide that the JTAC does not have LOS for&lt;br /&gt;
*# determine best method of attack, appropriate munitions, necessary cardinal directions for attack (if any), and appropriate considerations re: air defenses, terrain, weather, etc.&lt;br /&gt;
*# transmit clear, precise, and detailed information to aircraft&lt;br /&gt;
*# provide BDA as much as possible&lt;br /&gt;
&lt;br /&gt;
* Targeting methods and considerations [For ALL METHODS, specific verbal target description and location must still be provided to the aircraft; these methods are not to be used as the only information provided to aircraft]&lt;br /&gt;
** laser designator&lt;br /&gt;
**# suitable for laser-guided munitions only&lt;br /&gt;
**# only visible to seeker from same direction as designation&lt;br /&gt;
**# JTAC should transmit direction-of-attack if necessary to ensure spot visibility to aircraft&lt;br /&gt;
**# avoid ingresses that allow ordnance to fly over friendly positions, so that in case guidance fails, the bomb won&amp;#039;t fall short onto friendlies&lt;br /&gt;
** red smoke&lt;br /&gt;
**# provides rapid visual identification of an area for aircraft&lt;br /&gt;
**# due to area nature, care must be taken to provide location information relative to the smoke&lt;br /&gt;
** direct-fire tracers&lt;br /&gt;
**# very effective, esp. at night&lt;br /&gt;
**# can mark very specific target e.g. a particular window&lt;br /&gt;
**# also necessarily provides information on nearby friendly forces&lt;br /&gt;
**# must be timed carefully to ensure aircrew is looking while tracers are fired&lt;br /&gt;
**# due to presence of direct fire already on target, it&amp;#039;s very possible target will be destroyed before aircraft can engage&lt;br /&gt;
** map marks&lt;br /&gt;
**# probably the least useful and slowest method due to need to correlate aircraft position, map knowledge, and visual landmarks&lt;br /&gt;
**# to be used only when better methods are unavailable&lt;br /&gt;
**# extremely difficult at night&lt;br /&gt;
&lt;br /&gt;
* Important words:&lt;br /&gt;
*# “ABORT”: cease current action immediately&lt;br /&gt;
*# “CLEARED HOT”: cleared to release ordnance on this pass for this target&lt;br /&gt;
*# “CLEARED TO ENGAGE”: cleared to release ordnance within the specified parameters, e.g. for multiple passes or within a kill box&lt;br /&gt;
*# “INBOUND”: aircrew&amp;#039;s call to indicate the beginning of an attack on the specified target&lt;br /&gt;
*# “TALLY”: visual acquisition of something, e.g. “tally tanks” or “tally laser”&lt;br /&gt;
*# “kill box”: a designated area in which further coordination with control is not necessary for attack by aircraft, e.g. anything in kill box X is a valid target&lt;br /&gt;
*# “RFA” [restrictive fires area]: a designated area in which specific restrictions apply, e.g. no explosives within town limits&lt;br /&gt;
*# &amp;quot;Pickle&amp;quot;: statement by aircrew to announce a bomb release&lt;br /&gt;
*# &amp;quot;Rifle&amp;quot;: statement by aircrew to announce an air-to-ground missile (AGM) has been fired&lt;br /&gt;
*# &amp;quot;Guns, guns, guns&amp;quot;: statement by aircrew to announce that guns are being fired&lt;br /&gt;
*# &amp;quot;Rockets&amp;quot;: statement by aircrew to announce that rockets are being fired&lt;br /&gt;
&lt;br /&gt;
* The two types of CAS and their procedures:&lt;br /&gt;
** type 1: JTAC has LOS on target&lt;br /&gt;
**# JTAC visually acquires the target&lt;br /&gt;
**# JTAC determines attack plan&lt;br /&gt;
**# JTAC transmits target information, targeting instructions, and location of nearby friendlies to aircraft, incl. phrase “cleared hot”&lt;br /&gt;
**# aircrew acknowledges&lt;br /&gt;
**# aircrew cross-checks target location with appropriate means, calls “tally [target]”&lt;br /&gt;
**# aircrew moves to engage target as requested and calls “inbound”&lt;br /&gt;
**# JTAC provides BDA as soon as possible&lt;br /&gt;
** type 2: JTAC does not have LOS on target&lt;br /&gt;
**# JTAC acquires target information from other unit&lt;br /&gt;
**# JTAC cross-checks target information via appropriate means&lt;br /&gt;
**# JTAC passes target information, targeting instructions, and location of nearby friendlies to aircraft, incl. phrase “cleared hot”&lt;br /&gt;
**# aircrew acknowledges&lt;br /&gt;
**# aircrew cross-checks target location with appropriate means, calls “tally [target]”&lt;br /&gt;
**# aircrew moves to engage target as requested and calls “inbound”&lt;br /&gt;
**# JTAC forwards “inbound” call to the other unit&lt;br /&gt;
**# JTAC requests and forwards BDA from the other unit to the aircraft&lt;br /&gt;
&lt;br /&gt;
== Flying Aircraft Effectively ==&lt;br /&gt;
&lt;br /&gt;
===Notes Common to Helicopters and Fixed-Wing===&lt;br /&gt;
&lt;br /&gt;
*Object view distances (VERY IMPORTANT): For transport, sufficient to see the LZ early enough to make a good approach (e.g. 2-3km). For attack, greater than your longest-range weapon (e.g. 4-6km). A tip: set your Arma vanilla object view distance settings to the max, then limit with ACE settings (found in top left of ESC screen) to your preference. Otherwise, if you set your vanilla object distance to e.g. 2km and go to ACE and increase view distance to 6km, you still won&amp;#039;t see objects past 2km.&lt;br /&gt;
&lt;br /&gt;
*Key bindings: everyone has different preferred keybindings, but here are some important default bindings:&lt;br /&gt;
&lt;br /&gt;
**&amp;quot;Next Target&amp;quot; = R = useful for targeting a vehicle/aircraft/laser that you can see but aren&amp;#039;t pointing directly at&lt;br /&gt;
**&amp;quot;Lock Target&amp;quot; = T = lock the vehicle/aircraft/laser you are pointing directly at (also ranges your gun in some RHS vehicles that require manual ranging of the gun)&lt;br /&gt;
**&amp;quot;Switch Weapon&amp;quot; = F = switch weapon&lt;br /&gt;
**&amp;quot;Radar on/off&amp;quot; = Control + R = turn your radar on and off&lt;br /&gt;
**&amp;quot;Release Countermeasures = C = drops both chaff and flares to confuse radar and IR seekers&lt;br /&gt;
**It&amp;#039;s highly recommended to create keybindings for the left/right display panel functions so you don&amp;#039;t need to use the scroll menu. A useful combination is NAV on one side and SENSOR on the other.&lt;br /&gt;
&lt;br /&gt;
[[File:sensors.png|thumb|right|alt=caption|Arma 3 Sensor Panel Symbology]]&lt;br /&gt;
&lt;br /&gt;
*Radar: All aircraft have a radar-warning receiver which will show radar emitters as a yellow circle on the SENSOR display panel in your HUD. It&amp;#039;s important to pay attention to these because they are likely to be an anti-air threat. Some aircraft have radars themselves, which they can use to find other aircraft beyond visual range or fire radar-guided missiles like AIM-120s. However, turning your radar on makes you instantly visible to anyone with a radar-warning receiver, so you need to strategize your use of it (Arma&amp;#039;s AI, however, is not coded to look for radar emitters; this may change). Make sure you understand most of the symbology in the SENSOR panel, as it will keep you alive:&lt;br /&gt;
&lt;br /&gt;
[[File:evade_missiles.jpg|thumb|right|alt=caption|When the missile warning goes off, turn and burn]]&lt;br /&gt;
&lt;br /&gt;
*Evading missiles: The trick to avoiding missiles is three-fold: 1) release countermeasures early 2) change your velocity relative to the missile as much as possible and 3) never get shot at from short-range. Missiles don&amp;#039;t turn well, so if you confuse them with countermeasures and require them to turn you have a good chance of evading them. If you&amp;#039;re within 1.5km and moving slowly not only will your countermeasures not attain sufficient spread but the missile probably doesn&amp;#039;t have to turn much to hit you. So don&amp;#039;t risk getting that close to a target unless you know there are no AA missile threats.&lt;br /&gt;
&lt;br /&gt;
*Radios: You&amp;#039;ll likely be equipped with 3 radios: a 343 (short range, talk to crew outside the aircraft), a 152 (platoon net, if no JTAC you&amp;#039;ll use this to talk to PL), and a 148 (air net, talk JTAC and your fellow pilots). The vast majority of your time will be spent talking to PL/JTAC so make sure you can access that radio easily. It&amp;#039;s highly recommended to set the 152 and 148 to different ears so you know who&amp;#039;s talking to you quickly.&lt;br /&gt;
&lt;br /&gt;
*Hardware: A flight stick and head tracker are both highly recommended, but not necessary. The head tracker is probably the more useful accessory to get, especially for helicopters, as it gives you much greater situational awareness which is especially important when taking off and landing in confined areas.&lt;br /&gt;
&lt;br /&gt;
=== Flying Helicopters Effectively ===&lt;br /&gt;
&lt;br /&gt;
Helicopters are a complex and powerful tool for the Platoon. Platoon leaders need to understand their capabilities in order to make effective use of them. Pilots need to know how to properly fly the airframe in question in order to provide those capabilities. Don&amp;#039;t take pilot/crew slots unless you know how to use those aircraft and their weapons.&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s consider the many different types of helicopters and the different strategic and piloting considerations relevant to them.&lt;br /&gt;
&lt;br /&gt;
[[File:hiding_terrain.jpg|thumb|right|alt=caption|A good helo pilot hides in terrain until it&amp;#039;s safe]]&lt;br /&gt;
&lt;br /&gt;
====Transport Helicopters====&lt;br /&gt;
&lt;br /&gt;
*Principle function is to move infantry across the battlefield rapidly and safely. Great care must be taken to remain low (so as to avoid radar and IR AA systems), fast (so as to avoid small-arms fire), and precise (so as to avoid spending more time in danger than necessary). Pilots must be able to approach an LZ directly without overflying it or gaining altitude right before landing, as either situation can quickly become disastrous if there are enemy in the area.&lt;br /&gt;
&lt;br /&gt;
*As a pilot, you are responsible for the safety of the aircraft and its passengers first and foremost. It&amp;#039;s not Platoon&amp;#039;s job to make sure you don&amp;#039;t crash, so don&amp;#039;t be a hero and agree to fly into a bad LZ or one beyond your piloting capabilities. You should suggest an alternative LZ.&lt;br /&gt;
&lt;br /&gt;
*A good way to navigate in helicopters equipped with the necessary equipment is to draw a course line on the map and open a NAV display panel in your HUD so you can easily follow the line and navigate without hitting M constantly.&lt;br /&gt;
&lt;br /&gt;
====Attack Helicopters====&lt;br /&gt;
&lt;br /&gt;
*Attack helicopters require a completely different set of considerations than transport helicopters and are much more challenging to use well. The attack helicopter must be close enough to see the enemy while remaining far enough away to not get shot down. This requires a very careful balancing act by the pilot and great situational awareness of the local friendly and enemy forces and their makeup.&lt;br /&gt;
&lt;br /&gt;
*Attack helicopters must always prioritize their tasks:&lt;br /&gt;
&lt;br /&gt;
**First, don&amp;#039;t get shot down, because if you are then you can&amp;#039;t help the ground pounders. You must live in constant fear of anti-air threats in order to be a good attack pilot. There are three main types of threats and they must be approached differently:&lt;br /&gt;
&lt;br /&gt;
***Anti-Aircraft Artillery (AAA or triple-A): These can be tracked vehicles, like the Russian ZSU series, or just huge machine guns mounted to a truck or emplacement, like the Russian ZU series. A ZSU often is coupled to a radar and uses it for finding you and ranging its air-burst munitions or for targeting its missiles. Any radar emitter will show up as a yellow circle on your SENSOR display panel so make sure you keep an eye on it. A good rule of thumb is to not get closer than 3km to a radar-equipped AA threat unless you are actively attempting to kill it or can use terrain masking, and even then you need to be very careful.&lt;br /&gt;
&lt;br /&gt;
***MANPADS: These are Man Portable Air-Defense Systems - usually shoulder-fired missiles like Stingers. They are possibly the most dangerous threat to helicopters because they are very difficult to find and can hit you with little warning. They don&amp;#039;t emit radar or significant IR signatures so the only way to find them is to see them optically. Generally, pilots should &amp;#039;&amp;#039;always&amp;#039;&amp;#039; assume an enemy force has MANPADS and never get closer than 1.5km to known enemy forces until they are sure it&amp;#039;s safe to do so.&lt;br /&gt;
&lt;br /&gt;
***Other Aircraft: If you&amp;#039;re in most helicopters, the only thing you can do is not be seen in the first place. If you spot enemy aircraft, stay low, move away, hide behind terrain, and keep your radar off. Some gunships carry anti-air missiles, and can fight back. For proper use of anti-air missiles see the section on fixed-wing combat.&lt;br /&gt;
&lt;br /&gt;
**Second, kill the enemy.&lt;br /&gt;
&lt;br /&gt;
***How to use your missiles:&lt;br /&gt;
****Hellfires will only successfully track a lock/laser if the helicopter is pointed almost directly at the target at the time of firing. The crew must communicate so that the gunner waits for the pilot to line the aircraft up before firing. Don&amp;#039;t waste missiles firing before the pilot&amp;#039;s ready!&lt;br /&gt;
****AGM-114K Hellfire II: Laser-guided anti-tank guided missile. Turn on laser, switch back to AGM-114K, press T to lock onto the laser, wait for lock, fire, hold laser on target until impact.&lt;br /&gt;
****AGM-114L Hellfire II: Heat-seeking anti-tank guided missile. Look at target, press T, wait for lock, fire missile.&lt;br /&gt;
****AGM-114N Hellfire II: Laser-guided thermobaric missile. Same operation as K-model, but used against infantry and buildings.&lt;br /&gt;
****9M120M &amp;amp; 9M121M: radio-command guided anti-tank missiles. Look at target, fire, hold cross-hair on target until impact. The 121M IRL is a laser-guided missile but in Arma it functions identically to the 120M.&lt;br /&gt;
***How to use your guns:&lt;br /&gt;
****Apache/Cobra: To range your gun automatically, turn on your laser, switch back to gun, press T. You&amp;#039;ll see a green box around your cross-hair indicating the gun is ranging to the laser automatically. It won&amp;#039;t range off water/sky for obvious reasons, so hitting boats and other aircraft this way can be tricky. NOTE: The Apache has a very powerful 30mm that can disable light armor like BMPs. Strategize your weapon usage to delay rearming as much as possible.&lt;br /&gt;
****Mi24, Mi28, Ka50/52: you must manually range the gun to each target before firing. Look at target, press T, fire. Repeat for each target. NOTE: Some Mi24s do not have a turret-mounted gun. All Mi28s do. The Ka50/52 has a very powerful gun with very limited traversability.&lt;br /&gt;
***How to use your rockets:&lt;br /&gt;
****Point and shoot! Try not to use them all at once. They are very powerful, so spread them out for maximum effect. Don&amp;#039;t put a bunch of rockets into the same spot.&lt;br /&gt;
&lt;br /&gt;
**Example scenarios:&lt;br /&gt;
***If working in a permissible airspace, meaning no threats of enemy aircraft or radar-guided AA missiles (e.g. Afghanistan, Iraq), the biggest threat is enemy direct fire weapons. In that case, staying high and fast is your friend. Fly a pattern over friendly terrain at an altitude of 600-1000m, approximately 1.5 km behind the front line. Go closer only as needed for specific attacks, and return as soon as possible. If you get a radar/missile warning, dump flares, turn perpendicular to the threat, lose altitude, and gain speed immediately. Then proceed to find/kill the threat as if you were in a non-permissible airspace (see below).&lt;br /&gt;
***If working in a non-permissible airspace, meaning there are threats of enemy aircraft or radar-guided AA missiles (e.g. Desert Storm, U.S. vs. RU war, etc.), stay low and hidden over friendly territory as you slowly work around the terrain to find/kill AAA threats. Maximum altitude might be 100m until you KNOW where the threat is and then can work up a suitable plan to kill it. Only once you&amp;#039;re sure all such threats are gone might you want to use higher altitudes.&lt;br /&gt;
&lt;br /&gt;
*Two common mistakes Arma attack pilots make are hovering near the AO and/or overflying the enemy when not absolutely necessary. Hovering in a combat zone makes you a sitting duck. Your gunner does not need a stable platform more than you both need to not get shot down. Overflying the enemy is also dangerous and should only be done when your aircraft doesn&amp;#039;t have the ability to fire off-center. Aircraft that can fire off-center, like the Apache, should never overfly the enemy or come anywhere close to them. This is why knowing where the enemy is or might be is so important: you need to keep yourself moving within weapons range but not so close you might get shot down.&lt;br /&gt;
&lt;br /&gt;
===Flying Fixed-Wing Effectively (TBA)===&lt;br /&gt;
&lt;br /&gt;
I definitely need to expand this more.&lt;br /&gt;
&lt;br /&gt;
The RHS CAS jets have systems that don&amp;#039;t follow Arma conventions:&lt;br /&gt;
&lt;br /&gt;
A-10A: https://www.youtube.com/watch?v=M_4xBWO5WOE&lt;br /&gt;
&lt;br /&gt;
SU-25: https://www.youtube.com/watch?v=MrION09pv8E&lt;br /&gt;
&lt;br /&gt;
Flying VTOL: https://www.youtube.com/watch?v=DkLWjC0C93o&amp;amp;feature=youtu.be&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Vehicle/Aircraft_Operations&amp;diff=2022</id>
		<title>Vehicle/Aircraft Operations</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Vehicle/Aircraft_Operations&amp;diff=2022"/>
		<updated>2019-07-13T01:18:42Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* AFVs/IFVs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In almost all missions here at Coalition, vehicles will be used in many different capacities. It is important that you understand both ground and air vehicle operations if you plan on using them within sessions.&lt;br /&gt;
&lt;br /&gt;
NOTE: the vehicle spawner also serves as a rearm/refuel/repair pad automatically for any vehicle on it.&lt;br /&gt;
&lt;br /&gt;
== Ground Vehicles ==&lt;br /&gt;
Ground vehicles can range from an ATV to an M1A2 Abrams main battle tank during sessions. &lt;br /&gt;
&lt;br /&gt;
=== Transport ===&lt;br /&gt;
Transport vehicles range from anything between light cars to heavy transport trucks. They are vehicles with very little to no combat effectiveness that are used to transport troops or supplies.&lt;br /&gt;
&lt;br /&gt;
Transport vehicles are used to get from point A to point B. While most vehicles we use will be armed, you should not rely on them to provide as a frontline combat unit. With little to no armour and no crew protection, they make for easy targets. Instead you should try to use them as a base of fire, or to partially dismount and advance with the infantry.&lt;br /&gt;
&lt;br /&gt;
=== Combat Capable ===&lt;br /&gt;
These are armoured personnel carriers, infantry fighting vehicles and main battle tanks. Refer to [http://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification vehicle identification] for a detailed list of such vehicles. APCs and IFVs are capable of transporting troops into the battlefield with added protection.&lt;br /&gt;
&lt;br /&gt;
Your role when you are crewing a combat capable vehicle is to support the infantry. The infantry will keep anti-tank crews away from you, while you support their advance and knock out any armor they encounter. You should never lead a push into a city or through hedgerows without infantry support. You have a mutually beneficial relationship with the infantry so use it to your advantage against enemy forces.&lt;br /&gt;
&lt;br /&gt;
=== AFVs/IFVs ===&lt;br /&gt;
&lt;br /&gt;
[[AFV_Operation]]&lt;br /&gt;
&lt;br /&gt;
[https://youtu.be/2Wf5EQpGTtU Tutorial by Jester on tank operations.] It goes over tactics and strategy at both an individual level and at the company level. If you are interested in operating armored vehicles in ARMA with Coalition, you should watch this.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Wf5EQpGTtU&amp;amp;feature=youtu.be Tank Tactics and Operation]&lt;br /&gt;
&lt;br /&gt;
== JTAC-Aircraft Operations ==&lt;br /&gt;
&lt;br /&gt;
These are mostly real-world rules but modified in some specific ways to better suit our playstyle and set of knowledge.&lt;br /&gt;
&lt;br /&gt;
* What a JTAC does:&lt;br /&gt;
*# find and identify enemy forces to the fullest of their ability&lt;br /&gt;
*# (type 1) provide direct targeting information on enemy forces to aircraft&lt;br /&gt;
*# (type 2) provide CAS support to ground forces as they request it&lt;br /&gt;
*# maintain coordination with Ground Commander [GC] to ensure highest-possible situational awareness all-around&lt;br /&gt;
&lt;br /&gt;
* What a JTAC does not do:&lt;br /&gt;
*# control aircraft at all phases of flight or act as their commander&lt;br /&gt;
*# act as a passive radio relay between forward teams and aircraft and provide no further input or usefulness on their own&lt;br /&gt;
*# provide unnecessary instructions/restrictions to aircraft, e.g. a specific IP &amp;#039;&amp;#039;if&amp;#039;&amp;#039; none is necessary for current target, as this will only delay the attack&lt;br /&gt;
&lt;br /&gt;
* JTAC general knowledge responsibilities:&lt;br /&gt;
*# know location and description of all enemies&lt;br /&gt;
*# know location and description of all friendlies&lt;br /&gt;
*# know GC&amp;#039;s overall intentions and priorities&lt;br /&gt;
*# maintain communication with individual ground units&lt;br /&gt;
*# know technical abilities and available ordnance of aircraft&lt;br /&gt;
&lt;br /&gt;
* JTAC target knowledge responsibilities:&lt;br /&gt;
*# know specific location and description of target, ideally w/ line-of-sight&lt;br /&gt;
*# know specific location of nearby friendly forces&lt;br /&gt;
*# know munitions on aircraft and select them w/ mind to efficiency&lt;br /&gt;
&lt;br /&gt;
* JTAC general action responsibilities:&lt;br /&gt;
*# stay alive&lt;br /&gt;
*# with mind to above: position self as-needed to maintain situational awareness and obtain LOS wherever possible&lt;br /&gt;
*# rapidly and independently find targets&lt;br /&gt;
*# press ground units for specific and actionable information on any targets they provide that the JTAC does not have LOS for&lt;br /&gt;
*# determine best method of attack, appropriate munitions, necessary cardinal directions for attack (if any), and appropriate considerations re: air defenses, terrain, weather, etc.&lt;br /&gt;
*# transmit clear, precise, and detailed information to aircraft&lt;br /&gt;
*# provide BDA as much as possible&lt;br /&gt;
&lt;br /&gt;
* Targeting methods and considerations [For ALL METHODS, specific verbal target description and location must still be provided to the aircraft; these methods are not to be used as the only information provided to aircraft]&lt;br /&gt;
** laser designator&lt;br /&gt;
**# suitable for laser-guided munitions only&lt;br /&gt;
**# only visible to seeker from same direction as designation&lt;br /&gt;
**# JTAC should transmit direction-of-attack if necessary to ensure spot visibility to aircraft&lt;br /&gt;
**# avoid ingresses that allow ordnance to fly over friendly positions, so that in case guidance fails, the bomb won&amp;#039;t fall short onto friendlies&lt;br /&gt;
** red smoke&lt;br /&gt;
**# provides rapid visual identification of an area for aircraft&lt;br /&gt;
**# due to area nature, care must be taken to provide location information relative to the smoke&lt;br /&gt;
** direct-fire tracers&lt;br /&gt;
**# very effective, esp. at night&lt;br /&gt;
**# can mark very specific target e.g. a particular window&lt;br /&gt;
**# also necessarily provides information on nearby friendly forces&lt;br /&gt;
**# must be timed carefully to ensure aircrew is looking while tracers are fired&lt;br /&gt;
**# due to presence of direct fire already on target, it&amp;#039;s very possible target will be destroyed before aircraft can engage&lt;br /&gt;
** map marks&lt;br /&gt;
**# probably the least useful and slowest method due to need to correlate aircraft position, map knowledge, and visual landmarks&lt;br /&gt;
**# to be used only when better methods are unavailable&lt;br /&gt;
**# extremely difficult at night&lt;br /&gt;
&lt;br /&gt;
* Important words:&lt;br /&gt;
*# “ABORT”: cease current action immediately&lt;br /&gt;
*# “CLEARED HOT”: cleared to release ordnance on this pass for this target&lt;br /&gt;
*# “CLEARED TO ENGAGE”: cleared to release ordnance within the specified parameters, e.g. for multiple passes or within a kill box&lt;br /&gt;
*# “INBOUND”: aircrew&amp;#039;s call to indicate the beginning of an attack on the specified target&lt;br /&gt;
*# “TALLY”: visual acquisition of something, e.g. “tally tanks” or “tally laser”&lt;br /&gt;
*# “kill box”: a designated area in which further coordination with control is not necessary for attack by aircraft, e.g. anything in kill box X is a valid target&lt;br /&gt;
*# “RFA” [restrictive fires area]: a designated area in which specific restrictions apply, e.g. no explosives within town limits&lt;br /&gt;
*# &amp;quot;Pickle&amp;quot;: statement by aircrew to announce a bomb release&lt;br /&gt;
*# &amp;quot;Rifle&amp;quot;: statement by aircrew to announce an air-to-ground missile (AGM) has been fired&lt;br /&gt;
*# &amp;quot;Guns, guns, guns&amp;quot;: statement by aircrew to announce that guns are being fired&lt;br /&gt;
*# &amp;quot;Rockets&amp;quot;: statement by aircrew to announce that rockets are being fired&lt;br /&gt;
&lt;br /&gt;
* The two types of CAS and their procedures:&lt;br /&gt;
** type 1: JTAC has LOS on target&lt;br /&gt;
**# JTAC visually acquires the target&lt;br /&gt;
**# JTAC determines attack plan&lt;br /&gt;
**# JTAC transmits target information, targeting instructions, and location of nearby friendlies to aircraft, incl. phrase “cleared hot”&lt;br /&gt;
**# aircrew acknowledges&lt;br /&gt;
**# aircrew cross-checks target location with appropriate means, calls “tally [target]”&lt;br /&gt;
**# aircrew moves to engage target as requested and calls “inbound”&lt;br /&gt;
**# JTAC provides BDA as soon as possible&lt;br /&gt;
** type 2: JTAC does not have LOS on target&lt;br /&gt;
**# JTAC acquires target information from other unit&lt;br /&gt;
**# JTAC cross-checks target information via appropriate means&lt;br /&gt;
**# JTAC passes target information, targeting instructions, and location of nearby friendlies to aircraft, incl. phrase “cleared hot”&lt;br /&gt;
**# aircrew acknowledges&lt;br /&gt;
**# aircrew cross-checks target location with appropriate means, calls “tally [target]”&lt;br /&gt;
**# aircrew moves to engage target as requested and calls “inbound”&lt;br /&gt;
**# JTAC forwards “inbound” call to the other unit&lt;br /&gt;
**# JTAC requests and forwards BDA from the other unit to the aircraft&lt;br /&gt;
&lt;br /&gt;
== Flying Aircraft Effectively ==&lt;br /&gt;
&lt;br /&gt;
===Notes Common to Helicopters and Fixed-Wing===&lt;br /&gt;
&lt;br /&gt;
*Object view distances (VERY IMPORTANT): For transport, sufficient to see the LZ early enough to make a good approach (e.g. 2-3km). For attack, greater than your longest-range weapon (e.g. 4-6km). A tip: set your Arma vanilla object view distance settings to the max, then limit with ACE settings (found in top left of ESC screen) to your preference. Otherwise, if you set your vanilla object distance to e.g. 2km and go to ACE and increase view distance to 6km, you still won&amp;#039;t see objects past 2km.&lt;br /&gt;
&lt;br /&gt;
*Key bindings: everyone has different preferred keybindings, but here are some important default bindings:&lt;br /&gt;
&lt;br /&gt;
**&amp;quot;Next Target&amp;quot; = R = useful for targeting a vehicle/aircraft/laser that you can see but aren&amp;#039;t pointing directly at&lt;br /&gt;
**&amp;quot;Lock Target&amp;quot; = T = lock the vehicle/aircraft/laser you are pointing directly at (also ranges your gun in some RHS vehicles that require manual ranging of the gun)&lt;br /&gt;
**&amp;quot;Switch Weapon&amp;quot; = F = switch weapon&lt;br /&gt;
**&amp;quot;Radar on/off&amp;quot; = Control + R = turn your radar on and off&lt;br /&gt;
**&amp;quot;Release Countermeasures = C = drops both chaff and flares to confuse radar and IR seekers&lt;br /&gt;
**It&amp;#039;s highly recommended to create keybindings for the left/right display panel functions so you don&amp;#039;t need to use the scroll menu. A useful combination is NAV on one side and SENSOR on the other.&lt;br /&gt;
&lt;br /&gt;
[[File:sensors.png|thumb|right|alt=caption|Arma 3 Sensor Panel Symbology]]&lt;br /&gt;
&lt;br /&gt;
*Radar: All aircraft have a radar-warning receiver which will show radar emitters as a yellow circle on the SENSOR display panel in your HUD. It&amp;#039;s important to pay attention to these because they are likely to be an anti-air threat. Some aircraft have radars themselves, which they can use to find other aircraft beyond visual range or fire radar-guided missiles like AIM-120s. However, turning your radar on makes you instantly visible to anyone with a radar-warning receiver, so you need to strategize your use of it (Arma&amp;#039;s AI, however, is not coded to look for radar emitters; this may change). Make sure you understand most of the symbology in the SENSOR panel, as it will keep you alive:&lt;br /&gt;
&lt;br /&gt;
[[File:evade_missiles.jpg|thumb|right|alt=caption|When the missile warning goes off, turn and burn]]&lt;br /&gt;
&lt;br /&gt;
*Evading missiles: The trick to avoiding missiles is three-fold: 1) release countermeasures early 2) change your velocity relative to the missile as much as possible and 3) never get shot at from short-range. Missiles don&amp;#039;t turn well, so if you confuse them with countermeasures and require them to turn you have a good chance of evading them. If you&amp;#039;re within 1.5km and moving slowly not only will your countermeasures not attain sufficient spread but the missile probably doesn&amp;#039;t have to turn much to hit you. So don&amp;#039;t risk getting that close to a target unless you know there are no AA missile threats.&lt;br /&gt;
&lt;br /&gt;
*Radios: You&amp;#039;ll likely be equipped with 3 radios: a 343 (short range, talk to crew outside the aircraft), a 152 (platoon net, if no JTAC you&amp;#039;ll use this to talk to PL), and a 148 (air net, talk JTAC and your fellow pilots). The vast majority of your time will be spent talking to PL/JTAC so make sure you can access that radio easily. It&amp;#039;s highly recommended to set the 152 and 148 to different ears so you know who&amp;#039;s talking to you quickly.&lt;br /&gt;
&lt;br /&gt;
*Hardware: A flight stick and head tracker are both highly recommended, but not necessary. The head tracker is probably the more useful accessory to get, especially for helicopters, as it gives you much greater situational awareness which is especially important when taking off and landing in confined areas.&lt;br /&gt;
&lt;br /&gt;
=== Flying Helicopters Effectively ===&lt;br /&gt;
&lt;br /&gt;
Helicopters are a complex and powerful tool for the Platoon. Platoon leaders need to understand their capabilities in order to make effective use of them. Pilots need to know how to properly fly the airframe in question in order to provide those capabilities. Don&amp;#039;t take pilot/crew slots unless you know how to use those aircraft and their weapons.&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s consider the many different types of helicopters and the different strategic and piloting considerations relevant to them.&lt;br /&gt;
&lt;br /&gt;
[[File:hiding_terrain.jpg|thumb|right|alt=caption|A good helo pilot hides in terrain until it&amp;#039;s safe]]&lt;br /&gt;
&lt;br /&gt;
====Transport Helicopters====&lt;br /&gt;
&lt;br /&gt;
*Principle function is to move infantry across the battlefield rapidly and safely. Great care must be taken to remain low (so as to avoid radar and IR AA systems), fast (so as to avoid small-arms fire), and precise (so as to avoid spending more time in danger than necessary). Pilots must be able to approach an LZ directly without overflying it or gaining altitude right before landing, as either situation can quickly become disastrous if there are enemy in the area.&lt;br /&gt;
&lt;br /&gt;
*As a pilot, you are responsible for the safety of the aircraft and its passengers first and foremost. It&amp;#039;s not Platoon&amp;#039;s job to make sure you don&amp;#039;t crash, so don&amp;#039;t be a hero and agree to fly into a bad LZ or one beyond your piloting capabilities. You should suggest an alternative LZ.&lt;br /&gt;
&lt;br /&gt;
*A good way to navigate in helicopters equipped with the necessary equipment is to draw a course line on the map and open a NAV display panel in your HUD so you can easily follow the line and navigate without hitting M constantly.&lt;br /&gt;
&lt;br /&gt;
====Attack Helicopters====&lt;br /&gt;
&lt;br /&gt;
*Attack helicopters require a completely different set of considerations than transport helicopters and are much more challenging to use well. The attack helicopter must be close enough to see the enemy while remaining far enough away to not get shot down. This requires a very careful balancing act by the pilot and great situational awareness of the local friendly and enemy forces and their makeup.&lt;br /&gt;
&lt;br /&gt;
*Attack helicopters must always prioritize their tasks:&lt;br /&gt;
&lt;br /&gt;
**First, don&amp;#039;t get shot down, because if you are then you can&amp;#039;t help the ground pounders. You must live in constant fear of anti-air threats in order to be a good attack pilot. There are three main types of threats and they must be approached differently:&lt;br /&gt;
&lt;br /&gt;
***Anti-Aircraft Artillery (AAA or triple-A): These can be tracked vehicles, like the Russian ZSU series, or just huge machine guns mounted to a truck or emplacement, like the Russian ZU series. A ZSU often is coupled to a radar and uses it for finding you and ranging its air-burst munitions or for targeting its missiles. Any radar emitter will show up as a yellow circle on your SENSOR display panel so make sure you keep an eye on it. A good rule of thumb is to not get closer than 3km to a radar-equipped AA threat unless you are actively attempting to kill it or can use terrain masking, and even then you need to be very careful.&lt;br /&gt;
&lt;br /&gt;
***MANPADS: These are Man Portable Air-Defense Systems - usually shoulder-fired missiles like Stingers. They are possibly the most dangerous threat to helicopters because they are very difficult to find and can hit you with little warning. They don&amp;#039;t emit radar or significant IR signatures so the only way to find them is to see them optically. Generally, pilots should &amp;#039;&amp;#039;always&amp;#039;&amp;#039; assume an enemy force has MANPADS and never get closer than 1.5km to known enemy forces until they are sure it&amp;#039;s safe to do so.&lt;br /&gt;
&lt;br /&gt;
***Other Aircraft: If you&amp;#039;re in most helicopters, the only thing you can do is not be seen in the first place. If you spot enemy aircraft, stay low, move away, hide behind terrain, and keep your radar off. Some gunships carry anti-air missiles, and can fight back. For proper use of anti-air missiles see the section on fixed-wing combat.&lt;br /&gt;
&lt;br /&gt;
**Second, kill the enemy.&lt;br /&gt;
&lt;br /&gt;
***How to use your missiles:&lt;br /&gt;
****Hellfires will only successfully track a lock/laser if the helicopter is pointed almost directly at the target at the time of firing. The crew must communicate so that the gunner waits for the pilot to line the aircraft up before firing. Don&amp;#039;t waste missiles firing before the pilot&amp;#039;s ready!&lt;br /&gt;
****AGM-114K Hellfire II: Laser-guided anti-tank guided missile. Turn on laser, switch back to AGM-114K, press T to lock onto the laser, wait for lock, fire, hold laser on target until impact.&lt;br /&gt;
****AGM-114L Hellfire II: Heat-seeking anti-tank guided missile. Look at target, press T, wait for lock, fire missile.&lt;br /&gt;
****AGM-114N Hellfire II: Laser-guided thermobaric missile. Same operation as K-model, but used against infantry and buildings.&lt;br /&gt;
****9M120M &amp;amp; 9M121M: radio-command guided anti-tank missiles. Look at target, fire, hold cross-hair on target until impact. The 121M IRL is a laser-guided missile but in Arma it functions identically to the 120M.&lt;br /&gt;
***How to use your guns:&lt;br /&gt;
****Apache/Cobra: To range your gun automatically, turn on your laser, switch back to gun, press T. You&amp;#039;ll see a green box around your cross-hair indicating the gun is ranging to the laser automatically. It won&amp;#039;t range off water/sky for obvious reasons, so hitting boats and other aircraft this way can be tricky. NOTE: The Apache has a very powerful 30mm that can disable light armor like BMPs. Strategize your weapon usage to delay rearming as much as possible.&lt;br /&gt;
****Mi24, Mi28, Ka50/52: you must manually range the gun to each target before firing. Look at target, press T, fire. Repeat for each target. NOTE: Some Mi24s do not have a turret-mounted gun. All Mi28s do. The Ka50/52 has a very powerful gun with very limited traversability.&lt;br /&gt;
***How to use your rockets:&lt;br /&gt;
****Point and shoot! Try not to use them all at once. They are very powerful, so spread them out for maximum effect. Don&amp;#039;t put a bunch of rockets into the same spot.&lt;br /&gt;
&lt;br /&gt;
**Example scenarios:&lt;br /&gt;
***If working in a permissible airspace, meaning no threats of enemy aircraft or radar-guided AA missiles (e.g. Afghanistan, Iraq), the biggest threat is enemy direct fire weapons. In that case, staying high and fast is your friend. Fly a pattern over friendly terrain at an altitude of 600-1000m, approximately 1.5 km behind the front line. Go closer only as needed for specific attacks, and return as soon as possible. If you get a radar/missile warning, dump flares, turn perpendicular to the threat, lose altitude, and gain speed immediately. Then proceed to find/kill the threat as if you were in a non-permissible airspace (see below).&lt;br /&gt;
***If working in a non-permissible airspace, meaning there are threats of enemy aircraft or radar-guided AA missiles (e.g. Desert Storm, U.S. vs. RU war, etc.), stay low and hidden over friendly territory as you slowly work around the terrain to find/kill AAA threats. Maximum altitude might be 100m until you KNOW where the threat is and then can work up a suitable plan to kill it. Only once you&amp;#039;re sure all such threats are gone might you want to use higher altitudes.&lt;br /&gt;
&lt;br /&gt;
*Two common mistakes Arma attack pilots make are hovering near the AO and/or overflying the enemy when not absolutely necessary. Hovering in a combat zone makes you a sitting duck. Your gunner does not need a stable platform more than you both need to not get shot down. Overflying the enemy is also dangerous and should only be done when your aircraft doesn&amp;#039;t have the ability to fire off-center. Aircraft that can fire off-center, like the Apache, should never overfly the enemy or come anywhere close to them. This is why knowing where the enemy is or might be is so important: you need to keep yourself moving within weapons range but not so close you might get shot down.&lt;br /&gt;
&lt;br /&gt;
===Flying Fixed-Wing Effectively (TBA)===&lt;br /&gt;
&lt;br /&gt;
I definitely need to expand this more.&lt;br /&gt;
&lt;br /&gt;
The RHS CAS jets have systems that don&amp;#039;t follow Arma conventions:&lt;br /&gt;
&lt;br /&gt;
A-10A: https://www.youtube.com/watch?v=M_4xBWO5WOE&lt;br /&gt;
&lt;br /&gt;
SU-25: https://www.youtube.com/watch?v=MrION09pv8E&lt;br /&gt;
&lt;br /&gt;
Flying VTOL: https://www.youtube.com/watch?v=DkLWjC0C93o&amp;amp;feature=youtu.be&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Vehicle/Aircraft_Operations&amp;diff=2021</id>
		<title>Vehicle/Aircraft Operations</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Vehicle/Aircraft_Operations&amp;diff=2021"/>
		<updated>2019-07-13T01:17:57Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* AFVs/IFVs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In almost all missions here at Coalition, vehicles will be used in many different capacities. It is important that you understand both ground and air vehicle operations if you plan on using them within sessions.&lt;br /&gt;
&lt;br /&gt;
NOTE: the vehicle spawner also serves as a rearm/refuel/repair pad automatically for any vehicle on it.&lt;br /&gt;
&lt;br /&gt;
== Ground Vehicles ==&lt;br /&gt;
Ground vehicles can range from an ATV to an M1A2 Abrams main battle tank during sessions. &lt;br /&gt;
&lt;br /&gt;
=== Transport ===&lt;br /&gt;
Transport vehicles range from anything between light cars to heavy transport trucks. They are vehicles with very little to no combat effectiveness that are used to transport troops or supplies.&lt;br /&gt;
&lt;br /&gt;
Transport vehicles are used to get from point A to point B. While most vehicles we use will be armed, you should not rely on them to provide as a frontline combat unit. With little to no armour and no crew protection, they make for easy targets. Instead you should try to use them as a base of fire, or to partially dismount and advance with the infantry.&lt;br /&gt;
&lt;br /&gt;
=== Combat Capable ===&lt;br /&gt;
These are armoured personnel carriers, infantry fighting vehicles and main battle tanks. Refer to [http://coalitiongroup.net/wiki/index.php?title=Vehicle_Identification vehicle identification] for a detailed list of such vehicles. APCs and IFVs are capable of transporting troops into the battlefield with added protection.&lt;br /&gt;
&lt;br /&gt;
Your role when you are crewing a combat capable vehicle is to support the infantry. The infantry will keep anti-tank crews away from you, while you support their advance and knock out any armor they encounter. You should never lead a push into a city or through hedgerows without infantry support. You have a mutually beneficial relationship with the infantry so use it to your advantage against enemy forces.&lt;br /&gt;
&lt;br /&gt;
=== AFVs/IFVs ===&lt;br /&gt;
&lt;br /&gt;
[[AFV_Operation]]&lt;br /&gt;
&lt;br /&gt;
Tutorial by Jester on tank operation. It goes over tactics and strategy at both an individual level and at the company level. If you are interested in operating armored vehicles in ARMA with Coalition, you should watch this.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=2Wf5EQpGTtU&amp;amp;feature=youtu.be Tank Tactics and Operation]&lt;br /&gt;
&lt;br /&gt;
== JTAC-Aircraft Operations ==&lt;br /&gt;
&lt;br /&gt;
These are mostly real-world rules but modified in some specific ways to better suit our playstyle and set of knowledge.&lt;br /&gt;
&lt;br /&gt;
* What a JTAC does:&lt;br /&gt;
*# find and identify enemy forces to the fullest of their ability&lt;br /&gt;
*# (type 1) provide direct targeting information on enemy forces to aircraft&lt;br /&gt;
*# (type 2) provide CAS support to ground forces as they request it&lt;br /&gt;
*# maintain coordination with Ground Commander [GC] to ensure highest-possible situational awareness all-around&lt;br /&gt;
&lt;br /&gt;
* What a JTAC does not do:&lt;br /&gt;
*# control aircraft at all phases of flight or act as their commander&lt;br /&gt;
*# act as a passive radio relay between forward teams and aircraft and provide no further input or usefulness on their own&lt;br /&gt;
*# provide unnecessary instructions/restrictions to aircraft, e.g. a specific IP &amp;#039;&amp;#039;if&amp;#039;&amp;#039; none is necessary for current target, as this will only delay the attack&lt;br /&gt;
&lt;br /&gt;
* JTAC general knowledge responsibilities:&lt;br /&gt;
*# know location and description of all enemies&lt;br /&gt;
*# know location and description of all friendlies&lt;br /&gt;
*# know GC&amp;#039;s overall intentions and priorities&lt;br /&gt;
*# maintain communication with individual ground units&lt;br /&gt;
*# know technical abilities and available ordnance of aircraft&lt;br /&gt;
&lt;br /&gt;
* JTAC target knowledge responsibilities:&lt;br /&gt;
*# know specific location and description of target, ideally w/ line-of-sight&lt;br /&gt;
*# know specific location of nearby friendly forces&lt;br /&gt;
*# know munitions on aircraft and select them w/ mind to efficiency&lt;br /&gt;
&lt;br /&gt;
* JTAC general action responsibilities:&lt;br /&gt;
*# stay alive&lt;br /&gt;
*# with mind to above: position self as-needed to maintain situational awareness and obtain LOS wherever possible&lt;br /&gt;
*# rapidly and independently find targets&lt;br /&gt;
*# press ground units for specific and actionable information on any targets they provide that the JTAC does not have LOS for&lt;br /&gt;
*# determine best method of attack, appropriate munitions, necessary cardinal directions for attack (if any), and appropriate considerations re: air defenses, terrain, weather, etc.&lt;br /&gt;
*# transmit clear, precise, and detailed information to aircraft&lt;br /&gt;
*# provide BDA as much as possible&lt;br /&gt;
&lt;br /&gt;
* Targeting methods and considerations [For ALL METHODS, specific verbal target description and location must still be provided to the aircraft; these methods are not to be used as the only information provided to aircraft]&lt;br /&gt;
** laser designator&lt;br /&gt;
**# suitable for laser-guided munitions only&lt;br /&gt;
**# only visible to seeker from same direction as designation&lt;br /&gt;
**# JTAC should transmit direction-of-attack if necessary to ensure spot visibility to aircraft&lt;br /&gt;
**# avoid ingresses that allow ordnance to fly over friendly positions, so that in case guidance fails, the bomb won&amp;#039;t fall short onto friendlies&lt;br /&gt;
** red smoke&lt;br /&gt;
**# provides rapid visual identification of an area for aircraft&lt;br /&gt;
**# due to area nature, care must be taken to provide location information relative to the smoke&lt;br /&gt;
** direct-fire tracers&lt;br /&gt;
**# very effective, esp. at night&lt;br /&gt;
**# can mark very specific target e.g. a particular window&lt;br /&gt;
**# also necessarily provides information on nearby friendly forces&lt;br /&gt;
**# must be timed carefully to ensure aircrew is looking while tracers are fired&lt;br /&gt;
**# due to presence of direct fire already on target, it&amp;#039;s very possible target will be destroyed before aircraft can engage&lt;br /&gt;
** map marks&lt;br /&gt;
**# probably the least useful and slowest method due to need to correlate aircraft position, map knowledge, and visual landmarks&lt;br /&gt;
**# to be used only when better methods are unavailable&lt;br /&gt;
**# extremely difficult at night&lt;br /&gt;
&lt;br /&gt;
* Important words:&lt;br /&gt;
*# “ABORT”: cease current action immediately&lt;br /&gt;
*# “CLEARED HOT”: cleared to release ordnance on this pass for this target&lt;br /&gt;
*# “CLEARED TO ENGAGE”: cleared to release ordnance within the specified parameters, e.g. for multiple passes or within a kill box&lt;br /&gt;
*# “INBOUND”: aircrew&amp;#039;s call to indicate the beginning of an attack on the specified target&lt;br /&gt;
*# “TALLY”: visual acquisition of something, e.g. “tally tanks” or “tally laser”&lt;br /&gt;
*# “kill box”: a designated area in which further coordination with control is not necessary for attack by aircraft, e.g. anything in kill box X is a valid target&lt;br /&gt;
*# “RFA” [restrictive fires area]: a designated area in which specific restrictions apply, e.g. no explosives within town limits&lt;br /&gt;
*# &amp;quot;Pickle&amp;quot;: statement by aircrew to announce a bomb release&lt;br /&gt;
*# &amp;quot;Rifle&amp;quot;: statement by aircrew to announce an air-to-ground missile (AGM) has been fired&lt;br /&gt;
*# &amp;quot;Guns, guns, guns&amp;quot;: statement by aircrew to announce that guns are being fired&lt;br /&gt;
*# &amp;quot;Rockets&amp;quot;: statement by aircrew to announce that rockets are being fired&lt;br /&gt;
&lt;br /&gt;
* The two types of CAS and their procedures:&lt;br /&gt;
** type 1: JTAC has LOS on target&lt;br /&gt;
**# JTAC visually acquires the target&lt;br /&gt;
**# JTAC determines attack plan&lt;br /&gt;
**# JTAC transmits target information, targeting instructions, and location of nearby friendlies to aircraft, incl. phrase “cleared hot”&lt;br /&gt;
**# aircrew acknowledges&lt;br /&gt;
**# aircrew cross-checks target location with appropriate means, calls “tally [target]”&lt;br /&gt;
**# aircrew moves to engage target as requested and calls “inbound”&lt;br /&gt;
**# JTAC provides BDA as soon as possible&lt;br /&gt;
** type 2: JTAC does not have LOS on target&lt;br /&gt;
**# JTAC acquires target information from other unit&lt;br /&gt;
**# JTAC cross-checks target information via appropriate means&lt;br /&gt;
**# JTAC passes target information, targeting instructions, and location of nearby friendlies to aircraft, incl. phrase “cleared hot”&lt;br /&gt;
**# aircrew acknowledges&lt;br /&gt;
**# aircrew cross-checks target location with appropriate means, calls “tally [target]”&lt;br /&gt;
**# aircrew moves to engage target as requested and calls “inbound”&lt;br /&gt;
**# JTAC forwards “inbound” call to the other unit&lt;br /&gt;
**# JTAC requests and forwards BDA from the other unit to the aircraft&lt;br /&gt;
&lt;br /&gt;
== Flying Aircraft Effectively ==&lt;br /&gt;
&lt;br /&gt;
===Notes Common to Helicopters and Fixed-Wing===&lt;br /&gt;
&lt;br /&gt;
*Object view distances (VERY IMPORTANT): For transport, sufficient to see the LZ early enough to make a good approach (e.g. 2-3km). For attack, greater than your longest-range weapon (e.g. 4-6km). A tip: set your Arma vanilla object view distance settings to the max, then limit with ACE settings (found in top left of ESC screen) to your preference. Otherwise, if you set your vanilla object distance to e.g. 2km and go to ACE and increase view distance to 6km, you still won&amp;#039;t see objects past 2km.&lt;br /&gt;
&lt;br /&gt;
*Key bindings: everyone has different preferred keybindings, but here are some important default bindings:&lt;br /&gt;
&lt;br /&gt;
**&amp;quot;Next Target&amp;quot; = R = useful for targeting a vehicle/aircraft/laser that you can see but aren&amp;#039;t pointing directly at&lt;br /&gt;
**&amp;quot;Lock Target&amp;quot; = T = lock the vehicle/aircraft/laser you are pointing directly at (also ranges your gun in some RHS vehicles that require manual ranging of the gun)&lt;br /&gt;
**&amp;quot;Switch Weapon&amp;quot; = F = switch weapon&lt;br /&gt;
**&amp;quot;Radar on/off&amp;quot; = Control + R = turn your radar on and off&lt;br /&gt;
**&amp;quot;Release Countermeasures = C = drops both chaff and flares to confuse radar and IR seekers&lt;br /&gt;
**It&amp;#039;s highly recommended to create keybindings for the left/right display panel functions so you don&amp;#039;t need to use the scroll menu. A useful combination is NAV on one side and SENSOR on the other.&lt;br /&gt;
&lt;br /&gt;
[[File:sensors.png|thumb|right|alt=caption|Arma 3 Sensor Panel Symbology]]&lt;br /&gt;
&lt;br /&gt;
*Radar: All aircraft have a radar-warning receiver which will show radar emitters as a yellow circle on the SENSOR display panel in your HUD. It&amp;#039;s important to pay attention to these because they are likely to be an anti-air threat. Some aircraft have radars themselves, which they can use to find other aircraft beyond visual range or fire radar-guided missiles like AIM-120s. However, turning your radar on makes you instantly visible to anyone with a radar-warning receiver, so you need to strategize your use of it (Arma&amp;#039;s AI, however, is not coded to look for radar emitters; this may change). Make sure you understand most of the symbology in the SENSOR panel, as it will keep you alive:&lt;br /&gt;
&lt;br /&gt;
[[File:evade_missiles.jpg|thumb|right|alt=caption|When the missile warning goes off, turn and burn]]&lt;br /&gt;
&lt;br /&gt;
*Evading missiles: The trick to avoiding missiles is three-fold: 1) release countermeasures early 2) change your velocity relative to the missile as much as possible and 3) never get shot at from short-range. Missiles don&amp;#039;t turn well, so if you confuse them with countermeasures and require them to turn you have a good chance of evading them. If you&amp;#039;re within 1.5km and moving slowly not only will your countermeasures not attain sufficient spread but the missile probably doesn&amp;#039;t have to turn much to hit you. So don&amp;#039;t risk getting that close to a target unless you know there are no AA missile threats.&lt;br /&gt;
&lt;br /&gt;
*Radios: You&amp;#039;ll likely be equipped with 3 radios: a 343 (short range, talk to crew outside the aircraft), a 152 (platoon net, if no JTAC you&amp;#039;ll use this to talk to PL), and a 148 (air net, talk JTAC and your fellow pilots). The vast majority of your time will be spent talking to PL/JTAC so make sure you can access that radio easily. It&amp;#039;s highly recommended to set the 152 and 148 to different ears so you know who&amp;#039;s talking to you quickly.&lt;br /&gt;
&lt;br /&gt;
*Hardware: A flight stick and head tracker are both highly recommended, but not necessary. The head tracker is probably the more useful accessory to get, especially for helicopters, as it gives you much greater situational awareness which is especially important when taking off and landing in confined areas.&lt;br /&gt;
&lt;br /&gt;
=== Flying Helicopters Effectively ===&lt;br /&gt;
&lt;br /&gt;
Helicopters are a complex and powerful tool for the Platoon. Platoon leaders need to understand their capabilities in order to make effective use of them. Pilots need to know how to properly fly the airframe in question in order to provide those capabilities. Don&amp;#039;t take pilot/crew slots unless you know how to use those aircraft and their weapons.&lt;br /&gt;
&lt;br /&gt;
Let&amp;#039;s consider the many different types of helicopters and the different strategic and piloting considerations relevant to them.&lt;br /&gt;
&lt;br /&gt;
[[File:hiding_terrain.jpg|thumb|right|alt=caption|A good helo pilot hides in terrain until it&amp;#039;s safe]]&lt;br /&gt;
&lt;br /&gt;
====Transport Helicopters====&lt;br /&gt;
&lt;br /&gt;
*Principle function is to move infantry across the battlefield rapidly and safely. Great care must be taken to remain low (so as to avoid radar and IR AA systems), fast (so as to avoid small-arms fire), and precise (so as to avoid spending more time in danger than necessary). Pilots must be able to approach an LZ directly without overflying it or gaining altitude right before landing, as either situation can quickly become disastrous if there are enemy in the area.&lt;br /&gt;
&lt;br /&gt;
*As a pilot, you are responsible for the safety of the aircraft and its passengers first and foremost. It&amp;#039;s not Platoon&amp;#039;s job to make sure you don&amp;#039;t crash, so don&amp;#039;t be a hero and agree to fly into a bad LZ or one beyond your piloting capabilities. You should suggest an alternative LZ.&lt;br /&gt;
&lt;br /&gt;
*A good way to navigate in helicopters equipped with the necessary equipment is to draw a course line on the map and open a NAV display panel in your HUD so you can easily follow the line and navigate without hitting M constantly.&lt;br /&gt;
&lt;br /&gt;
====Attack Helicopters====&lt;br /&gt;
&lt;br /&gt;
*Attack helicopters require a completely different set of considerations than transport helicopters and are much more challenging to use well. The attack helicopter must be close enough to see the enemy while remaining far enough away to not get shot down. This requires a very careful balancing act by the pilot and great situational awareness of the local friendly and enemy forces and their makeup.&lt;br /&gt;
&lt;br /&gt;
*Attack helicopters must always prioritize their tasks:&lt;br /&gt;
&lt;br /&gt;
**First, don&amp;#039;t get shot down, because if you are then you can&amp;#039;t help the ground pounders. You must live in constant fear of anti-air threats in order to be a good attack pilot. There are three main types of threats and they must be approached differently:&lt;br /&gt;
&lt;br /&gt;
***Anti-Aircraft Artillery (AAA or triple-A): These can be tracked vehicles, like the Russian ZSU series, or just huge machine guns mounted to a truck or emplacement, like the Russian ZU series. A ZSU often is coupled to a radar and uses it for finding you and ranging its air-burst munitions or for targeting its missiles. Any radar emitter will show up as a yellow circle on your SENSOR display panel so make sure you keep an eye on it. A good rule of thumb is to not get closer than 3km to a radar-equipped AA threat unless you are actively attempting to kill it or can use terrain masking, and even then you need to be very careful.&lt;br /&gt;
&lt;br /&gt;
***MANPADS: These are Man Portable Air-Defense Systems - usually shoulder-fired missiles like Stingers. They are possibly the most dangerous threat to helicopters because they are very difficult to find and can hit you with little warning. They don&amp;#039;t emit radar or significant IR signatures so the only way to find them is to see them optically. Generally, pilots should &amp;#039;&amp;#039;always&amp;#039;&amp;#039; assume an enemy force has MANPADS and never get closer than 1.5km to known enemy forces until they are sure it&amp;#039;s safe to do so.&lt;br /&gt;
&lt;br /&gt;
***Other Aircraft: If you&amp;#039;re in most helicopters, the only thing you can do is not be seen in the first place. If you spot enemy aircraft, stay low, move away, hide behind terrain, and keep your radar off. Some gunships carry anti-air missiles, and can fight back. For proper use of anti-air missiles see the section on fixed-wing combat.&lt;br /&gt;
&lt;br /&gt;
**Second, kill the enemy.&lt;br /&gt;
&lt;br /&gt;
***How to use your missiles:&lt;br /&gt;
****Hellfires will only successfully track a lock/laser if the helicopter is pointed almost directly at the target at the time of firing. The crew must communicate so that the gunner waits for the pilot to line the aircraft up before firing. Don&amp;#039;t waste missiles firing before the pilot&amp;#039;s ready!&lt;br /&gt;
****AGM-114K Hellfire II: Laser-guided anti-tank guided missile. Turn on laser, switch back to AGM-114K, press T to lock onto the laser, wait for lock, fire, hold laser on target until impact.&lt;br /&gt;
****AGM-114L Hellfire II: Heat-seeking anti-tank guided missile. Look at target, press T, wait for lock, fire missile.&lt;br /&gt;
****AGM-114N Hellfire II: Laser-guided thermobaric missile. Same operation as K-model, but used against infantry and buildings.&lt;br /&gt;
****9M120M &amp;amp; 9M121M: radio-command guided anti-tank missiles. Look at target, fire, hold cross-hair on target until impact. The 121M IRL is a laser-guided missile but in Arma it functions identically to the 120M.&lt;br /&gt;
***How to use your guns:&lt;br /&gt;
****Apache/Cobra: To range your gun automatically, turn on your laser, switch back to gun, press T. You&amp;#039;ll see a green box around your cross-hair indicating the gun is ranging to the laser automatically. It won&amp;#039;t range off water/sky for obvious reasons, so hitting boats and other aircraft this way can be tricky. NOTE: The Apache has a very powerful 30mm that can disable light armor like BMPs. Strategize your weapon usage to delay rearming as much as possible.&lt;br /&gt;
****Mi24, Mi28, Ka50/52: you must manually range the gun to each target before firing. Look at target, press T, fire. Repeat for each target. NOTE: Some Mi24s do not have a turret-mounted gun. All Mi28s do. The Ka50/52 has a very powerful gun with very limited traversability.&lt;br /&gt;
***How to use your rockets:&lt;br /&gt;
****Point and shoot! Try not to use them all at once. They are very powerful, so spread them out for maximum effect. Don&amp;#039;t put a bunch of rockets into the same spot.&lt;br /&gt;
&lt;br /&gt;
**Example scenarios:&lt;br /&gt;
***If working in a permissible airspace, meaning no threats of enemy aircraft or radar-guided AA missiles (e.g. Afghanistan, Iraq), the biggest threat is enemy direct fire weapons. In that case, staying high and fast is your friend. Fly a pattern over friendly terrain at an altitude of 600-1000m, approximately 1.5 km behind the front line. Go closer only as needed for specific attacks, and return as soon as possible. If you get a radar/missile warning, dump flares, turn perpendicular to the threat, lose altitude, and gain speed immediately. Then proceed to find/kill the threat as if you were in a non-permissible airspace (see below).&lt;br /&gt;
***If working in a non-permissible airspace, meaning there are threats of enemy aircraft or radar-guided AA missiles (e.g. Desert Storm, U.S. vs. RU war, etc.), stay low and hidden over friendly territory as you slowly work around the terrain to find/kill AAA threats. Maximum altitude might be 100m until you KNOW where the threat is and then can work up a suitable plan to kill it. Only once you&amp;#039;re sure all such threats are gone might you want to use higher altitudes.&lt;br /&gt;
&lt;br /&gt;
*Two common mistakes Arma attack pilots make are hovering near the AO and/or overflying the enemy when not absolutely necessary. Hovering in a combat zone makes you a sitting duck. Your gunner does not need a stable platform more than you both need to not get shot down. Overflying the enemy is also dangerous and should only be done when your aircraft doesn&amp;#039;t have the ability to fire off-center. Aircraft that can fire off-center, like the Apache, should never overfly the enemy or come anywhere close to them. This is why knowing where the enemy is or might be is so important: you need to keep yourself moving within weapons range but not so close you might get shot down.&lt;br /&gt;
&lt;br /&gt;
===Flying Fixed-Wing Effectively (TBA)===&lt;br /&gt;
&lt;br /&gt;
I definitely need to expand this more.&lt;br /&gt;
&lt;br /&gt;
The RHS CAS jets have systems that don&amp;#039;t follow Arma conventions:&lt;br /&gt;
&lt;br /&gt;
A-10A: https://www.youtube.com/watch?v=M_4xBWO5WOE&lt;br /&gt;
&lt;br /&gt;
SU-25: https://www.youtube.com/watch?v=MrION09pv8E&lt;br /&gt;
&lt;br /&gt;
Flying VTOL: https://www.youtube.com/watch?v=DkLWjC0C93o&amp;amp;feature=youtu.be&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Promotions_and_Activity&amp;diff=2007</id>
		<title>Promotions and Activity</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Promotions_and_Activity&amp;diff=2007"/>
		<updated>2019-05-28T22:43:07Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Grunt -&amp;gt; Soldier */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Promotions are done every 2nd and 4th week of every month and generally depend on activity within the community, contributions to the community, and ability to learn and grow as a leader. &lt;br /&gt;
&lt;br /&gt;
===Recruit -&amp;gt; Grunt===&lt;br /&gt;
Promotion from Recruit to Grunt is based on administrative decision. After attending sessions on a normal basis and showing up outside of sessions, Headquarters will promote you as soon as possible to Grunt status. Simply stay active, learn how to fireteam lead, and be a great fireteam member.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Have a firm understanding of how fireteam leading works&lt;br /&gt;
Understand the roles within a fireteam&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Grunt -&amp;gt; Soldier===&lt;br /&gt;
Promotion from Grunt to Soldier is done on request from the individual. Generally, a Grunt must &amp;#039;&amp;#039;at least&amp;#039;&amp;#039; meet these standards:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Have held the rank of Grunt for at least 1 month&lt;br /&gt;
Have been a member of Coalition for at least 3 months&lt;br /&gt;
Have a firm understanding of how team leading works&lt;br /&gt;
Attended the FTL leadership course and performed to Coalition standard&lt;br /&gt;
Have a firm understanding of tactics used in session(s)&lt;br /&gt;
Demonstrated ability to produce content&lt;br /&gt;
Consistent community interaction outside of sessions&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grunts may request a promotion [http://coalitiongroup.net/wordpress/contact-hq/ here] when they feel they meet the criteria above.&lt;br /&gt;
&lt;br /&gt;
===Soldier -&amp;gt; NCO===&lt;br /&gt;
Soldier promotions to NCO are done on an as-needed basis. Headquarters will personally contact any Soldier who they feel would be a good fit as a Company NCO.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Have held the rank of Soldier for at least 6 months&lt;br /&gt;
Have been a member of Coalition for at least 12 months&lt;br /&gt;
Have a firm understanding of how squad leading works&lt;br /&gt;
Have a firm understanding of how platoon leading works&lt;br /&gt;
Have a firm understanding of squad-level tactics&lt;br /&gt;
Have a firm understanding of platoon-level tactics&lt;br /&gt;
Demonstrate heavy asset use (Tanking, Piloting, etc..)&lt;br /&gt;
Demonstrate an ability to plan missions according to Coalition SOP&lt;br /&gt;
Demonstrate an ability to fully control a combined-arms mission from beginning to end&lt;br /&gt;
Have actively recruited people into Coalition&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Soldiers may request a promotion [http://coalitiongroup.net/wordpress/contact-hq/ here] when they feel they meet the criteria above and can contribute to making the community better.&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
	<entry>
		<id>https://coalitiongroup.net/wiki/index.php?title=Server_Information&amp;diff=1901</id>
		<title>Server Information</title>
		<link rel="alternate" type="text/html" href="https://coalitiongroup.net/wiki/index.php?title=Server_Information&amp;diff=1901"/>
		<updated>2019-01-16T21:31:35Z</updated>

		<summary type="html">&lt;p&gt;Reckless: /* Session Server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Private Servers==&lt;br /&gt;
=== Session Server ===&lt;br /&gt;
&lt;br /&gt;
Our main session server for Wednesday and Saturday, at 7 CST and 3 CST respectively. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IP: arma.coalitiongroup.net -OR- 149.56.106.43&lt;br /&gt;
Port: 2302&lt;br /&gt;
Password: torch&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Training Server ===&lt;br /&gt;
&lt;br /&gt;
This server is always running a special training map with just about any asset we would use in a live mission available for practice. Feel free to use this server anytime you need to brush up on certain skills. Look for flagpoles with blue flags to teleport around the map to the various locations. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
IP: arma.coalitiongroup.net -OR- 149.56.106.43&lt;br /&gt;
Port: 2313&lt;br /&gt;
Password: torch&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Public Servers==&lt;br /&gt;
===Teamspeak 3===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;ts3.coalitiongroup.net&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Reckless</name></author>
	</entry>
</feed>