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| 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're doing it the wrong way. | | 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're doing it the wrong way. |
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| ==General SOPs== | | = IN-GAME PROCEDURES (Being rewritten) = |
| ===Leadership===
| | == GENERAL == |
| ====Fireteam====
| | == LEADERSHIP == |
| Always mention what formation you want prior to movement.
| | === Platoon Leading === |
| | | === Squad Leading === |
| Always mention what team you want on each side of your formation prior to movement.
| | === Fireteam Leading === |
| | | == VEHICLES == |
| Always place your fireteam members as priority.
| | === Convoys === |
| | | === Motorized === |
| Always keep your squad leader informed (Casualties, ammunition, TIC, etc...)
| | === Mechanized === |
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| ====Squad====
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| Always be as vocal as possible
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| Always ensure your FTLs have what they need
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| Always mention what formation you want the fireteams in if necessary
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| Always ensure communication is setup prior to safe start being disabled
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| Always keep your medic somewhere safe but mobile
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| Always ensure you have supply lines setup to your fireteam leaders
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| Always keep yourself out of danger, but in a managing position
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| Always inform the Platoon Leader on what is happening within your squad
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| ====Platoon====
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| Always plan loosely and ensure your squad leaders plan
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| Always view the big picture
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| Always keep yourself out of danger and away from the frontline
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| Always know and use what supports you have available to you
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| Always ensure information flows as much as possible
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| ====JTAC/RTO====
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| Be aware of support asset status (ammo, fuel, damage, etc), consistently request reports
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| Set ingress point (IP) and strike point (SP) for air supports when appropriate (e.g. danger-close rocket run)
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| Remain in close proximity to PLT
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| Be aware of friendly positioning, nothing is worse than mass friendly fire because you didn't double check with your binoculars
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| Manage 3 radios efficiently, do not drop comms, always respond even if it's just acknowledgement
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| ====Company====
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| '''To be added'''
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| ====Line of succession====
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| 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
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| ==Infantry SOPs==
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| Always respond to contact with overwhelming fire
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| Always inform your leadership on your ammunition and supply status
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| Always be aware of your surroundings
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| Always use cover or concealment if possible
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| Utilize medics if you're hurt, don't scavenge for morphine unless you absolutely have to
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| If unsure about it, blow it up prior to going near it
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| If it seems like a trap or ambush, it probably is
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| If it looks dangerous it probably is
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| If a plan looks stupid, mention a better one
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| ==Ground Vehicle SOPs==
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| When working with infantry, always be aware of movement
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| Always have a retreat planned in case you take a debilitating hit
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| Do not remain stationary out of cover for extended periods of time
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| Always place enemy ground vehicles as priorities
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| When in proximity of infantry, always be cognizant of gun over pressure
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| ===Getting Started=== | |
| <pre>
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| 1. Define a Start Point (SP) and mount order.
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| 2. Define convoy reaction contact.
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| 3. Define convoy speed.
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| 4. Define convoy spacing.
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| </pre>
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| 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.
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| 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.
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| 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've spawned your vehicle, and you'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'll have enough stopping distance, and there's no risk of you damaging each other's vehicles in a collision.
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| ===Rolling Out===
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| 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'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'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 ''mostly'' in the right direction in the first place. That's where pre-defined fields of fire come in. Coalition SOP for our fields of fire in a convoy should look like this image
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| [[File:Convoy_security.png|thumb|right|alt=caption|Sectors of fire]]
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| ====Stop on Contact - Roll Through Contact?==== | |
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| 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.
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| 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 ''anything'' in a convoy.
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| 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'll generally push right through because you don't want to shoot back. ROE is red and you better bet you're stopping unless the contact is very light and does not pose a threat to you or any one in the company.
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| ===Stopping/Dismounting===
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| If a convoy halt is ordered, stop in the middle of the road so it'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.
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| [[File:Illustrator 2018-03-12 02-33-28.png|thumb|right|alt=caption|Herringbone stop and dismount plan]]
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| Looking at that image, you would probably think that how and where you dismount is determined by what vehicle you're in. This is not the case. Generally, dismounting is simple. Follow these three steps as a fireteam or squad leader, you'll have good solid dismounts every time.
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| * Create a plan for dismount.
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| **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?
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| * 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.
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| * Move away from the vehicle quickly.
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| * 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's your job to get out of the killzone and into cover before you worry about anything else. Don't get stuck in the street.
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| ==Convoys in Urban Terrain== | |
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| ==Air Vehicle SOPs==
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| Always have an understanding of the battlespace
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| Always know where friendlies are located
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| If possible, always use your GPS when flying
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| When inserting or extracting, always inform infantry to use visual markers
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| ==TvT SOPs==
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| Read your briefing before you start doing anything
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| Don't draw on the map in general to "confuse" the enemy. It's makes you look stupid, no one believes it, and it clutters the map
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| '''NEVER''' pick up enemy uniforms. If you do this, you can and will be removed from the session
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| Only pick up enemy weapons when you are completely out of your initial weapons ammo
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| Stay in the zones marked by the mission.
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| Do '''NOT''' leave before safestart ends
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| ===Attack vs Attack=== | |
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| Vehicles can be taken from the enemy and used if they lose it/misplace it
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| ===Attack vs Defense=== | |
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| Defenders are '''NOT''' to block off entrances to compounds or defense points in ANY capacity.
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