COALITION Wiki Difference between revisions of "Fire Team Leader"

Difference between revisions of "Fire Team Leader"

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*Team 2 normally preforms Covering Fire/BoF/Suppression as they possess 2 ARs. Increased firepower at the cost of less maneuverability
*Team 2 normally preforms Covering Fire/BoF/Suppression as they possess 2 ARs. Increased firepower at the cost of less maneuverability
*Make sure you know which team you are to best use your strengths


==Planning and Orders==
==Planning and Orders==

Revision as of 05:13, 1 March 2018

Team

You are running a team of 6 men, including yourself. The loadout types vary slightly but stick to a general rule:

Knowing what each role does and how to use them will improve your leading, your teams performance, and overall enjoyment of gameplay.

  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Combat Life Saver (CLS)- A reduced medic with reduced abilities but great importance. Carries extra medical supplies for the team and others that may be around him. The first contact you will make when you need medical help and the Squad medic isn't at your location.


Team 1

  1. FTL
  2. AR
  3. AAR
  4. GRN
  5. RAT
  6. CLS
  • Team 1 normally preforms the first movements of a Squad and is set up to move quickly and accurately

Team 2

  1. FTL
  2. AR
  3. AAR
  4. AR
  5. AAR
  6. RAT
  • Team 2 normally preforms Covering Fire/BoF/Suppression as they possess 2 ARs. Increased firepower at the cost of less maneuverability

Planning and Orders

Within a full Fireteam is its own color team. Default usually is Red and Green team, but yellow, blue, and white are also available. As a Leader you can set each individual by using the ArmA default team selection keys (F1-F6). You can then set them to what color team you want them. You will hardly ever need to do this as they can do it themselves and its already set for you to start with.

Team 1 Color Teams

Red team will typically be the AR and AAR, while green will be GRN,RAT, and CLS.

  • Red will be your holding team, that is the team that keeps the FT's main area of danger covered. If you're clearing a building, they will be outside holding security with the FTL.
  • Green is your moving team. They are lighter, faster, and have the ability to keep themselves moving and safe.

Team 2 Color Teams

Red team consists of AR and AAR, while green will be the other AR, AAR, and RAT

  • Red team much like in team 1 will be your holding team. Set them to cover areas of danger or to allow green team to move. FTL will be staying with red to give the extra manpower and to keep himself out of harms way/unexplored areas
  • Green team is the moving team mostly because they have a RAT. Both the AAR and RAT can move together while the AR covers, or have them move in the lead and have the AR maintain rear security until you all get into a secure position.

Movement

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 insure success of your objective and the longevity of your members.

Many times as a fireteam leader you will have to choose a formation to move your squad in. There is no 100% perfect formation to call but there are some that usually work well in certain situations.

For a quick review of the formations you can call, reference Formations

Jungle

For jungle movement, the overall most used formation is line. It keeps all eyes moving forward and to the flanks helping you to spot enemies that might be hidden by foliage or just in obscure lines of sight

Open or exposed terrain

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

City

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.

Roads

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.