Advanced Mission Making
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Advanced Mission Making Topics
Rule of Twos: Leadership
As a rule of thumb, all leadership elements in a mission should contain at least two subordinates under it, but does not exceed four subordinates.
Example: A company command element is useless if there's only one platoon element. If a company element is warranted, then that implies there are at least two infantry platoons who need a company command as well as an number of attached specialties.
This applies all the way down the structure. A platoon needs at least two squads, but no more than four, and a fireteam has two color teams.
Group Hierarchy
You can establish group hierarchy in two ways in the workbench:
Alphabetical, directly under the lead element <image>
Forced, directly under the element they're below on the slotting menu <image>
Both work, but the "forced" way ensures that they never change.
Callsigns - Faction Manager
Standardized callsigns are important for provided a streamlined experience to attendees of all events. While they may not necessarily be realistic in nature to their real-world counterparts, they prevent confusion and ensure everyone can understand what element their apart of regardless of player count or side.
- Callsigns are established in the faction manager and directly correlate to the order in which each group is placed in the world editor.** If your callsigns are out of order, ensure the hierarchy of the groups are in the correct order.
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Company
COY In the event of multiple companies: COY A, COY B, etc...
Platoon
Platoon Number + PLT Example: 1PLT
In the event of multiple platoons: 1PLT, 2PLT, 3PLT
Squads
Platoon Number - Squad Number in platoon Example: 1-1 is 1st platoon, 1st squad
Third platoon second squad would be 3-2
Fireteams
Platoon Number - Squad Number + Color Team Example: 1-1R is red team inside 1st platoon, 1st squad
COALITION uses Red and Green for color teams. More info on color teams can be found in https://coalitiongroup.net/wiki/index.php/New_Infantry_Guide#Fireteam_Structure_&_Roles
Squad/Platoon/Company Structure
A standard COALITION Reforger Framework infantry company structure is:
Company - COY - Company Commander - Executive Officer (2IC) - Supporting Role (1SG, JTAC, etc...)
1st Platoon - 1PLT - Platoon Leader - Platoon Sergeant (2IC - Optional) - Medical Officer
First Squad - 1-1 - Squad Leader - Medic - Fireteam Leader (Red - BOF) - AR - AAR - Fireteam Leader (Green - Maneuver) - Rifleman (AT) - Rifleman (AT) - Rifleman (Demo)
Second Squad - 1-2 - Squad Leader - Medic - Fireteam Leader (Red - BOF) - AR - AAR - Fireteam Leader (Green - Maneuver) - Rifleman (AT) - Rifleman (AT) - Rifleman (Demo)
2nd Platoon - 2PLT - Platoon Leader - Platoon Sergeant (2IC - Optional) - Medical Officer
First Squad - 2-1 - Squad Leader - Medic - Fireteam Leader (Red - BOF) - AR - AAR - Fireteam Leader (Green - Maneuver) - Rifleman (AT) - Rifleman (AT) - Rifleman (Demo)
Second Squad - 2-2 - Squad Leader - Medic - Fireteam Leader (Red - BOF) - AR - AAR - Fireteam Leader (Green - Maneuver) - Rifleman (AT) - Rifleman (AT) - Rifleman (Demo)
Any other supports/specialties come after.
Changing Infantry Structure
Missions are encouraged to deviate from the provided path of the infantry structure if the mission calls for it. However, remember that not every mission that has real-world loadouts or structure necessarily implies good game play. Game play should always be forefront in your design.
Any structure, such as mechanized/motorized or airborne that is added to the CRF by your mission is your responsibility to maintain.