COALITION Wiki Communication and Marking

Communication and Marking

From COALITION Wiki
Revision as of 02:04, 19 March 2024 by Geekx (talk | contribs) (→‎Marking)

Communication is top priority whether you're a rifleman or a platoon leader. Remember, during a session, if you're not shooting or moving, you should be communicating.

Radio Communication

Through our radio system (ACRE2), we use a full-duplex system which allows multiple people with different radios to talk on the same channel at the same time. This means we have to practice certain protocols to ensure information flows up and down the chain of command properly. By default the Caps Lock key allows you to transmit over the radio. Below is an image of the message that will appear in the bottom right of your screen when you are transmitting over the radio.

Through the in-game radio system built directly into Reforger, we are able to have multiple people with different radios to talk on the same channel at the same time. This means we have to practice certain protocols to ensure information flows up and down the chain of command properly.By default the Caps Lock key allows you to transmit over the radio. Below is an image of the message that will appear on the right of your screen when you are transmitting over the radio.

Transmitting.jpg

Radio Wheel.png

In addition to letting you know that you are transmitting this message also display some useful information. It shows which frequency you are broadcasting on (in this case 38 MHz). This is important to note so you are transmitting on the correct channel using the correct radio. Before the mission starts it is worth checking your gear to see which radios you have. If you have to change the radio/channel you are broadcasting on, you can open and close the radio wheel by using the hotkey G. To the right is an image of the radio wheel with 2 channels being available, in this example you can see that the two available channels are CH1 - 38MHz which is Atlas Red 1 and CH2 - 48MHz which is Platoon channel.


Radios & Radio Channels

All radio nets are listed in the Group Menu. All sections have their own private frequency whilst inter-section communication is handled on the platoon-wide channel accessible by all section leads and the platoon commander.

Short-Range AN/PRC-343:

The AN/PRC-343 or 343 is most basic radio we use. It is mostly used for communication between Fireteam leaders. Almost every position uses a 343 to communicate and it is an important radio to become familiar with. The 343 has the shortest range of all the radios we use so it is important to remember it can only be used to contact nearby elements. The 343 comes equipped with a 2.5in antenna, a max output of 50mW and a range of up to 500 metres in rural terrain. The 343 operates on an Ultra High Frequency. This means they cannot transmit or receive messages from a 152 or 148. Below is an image of the 343 when you open it up.

An-prc-343 interface.jpg

Looking at the 343, you can see there are two dials at the top as well as a detachable handle on the left side. The left dial can be used to change the volume of your radio. The right dial can be used to change the channel of your radio. The radio will go from channel 1 to channel 16. The handle on the right can also be detached to in order to change the block being transmitted on. Currently there is not need to change the block. Make sure the handle is attached or the radio will not work.

An-prc-343 channel-control.jpg


AN/PRC-148

The AN/PRC-148, a more advanced radio is generally used by a squad leader and specialty (ex: engineering) leader to communicate with command. The 148 uses pre-programmed channels like the 343 but with a much longer range. It has the same specifications as the 152.

An-prc-148 interface.png

Use the default key to open up your 148 and you are left with that screen. To change channels, once again you have to press the top middle button. To change volume, simply click the button on the leftmost side.


AN/PRC-152

152s are currently not directly issued in the framework, though may be found mounted in some vehicle racks

The AN/PRC-152 handled by the squad leader to communicate with command. It uses predefined, pre-programmed channels like the 343 and 148, but is much more powerful than the 343. It functions on a Ultra High Frequency, has an output of 5W, and a range of up to ten kilometres in ideal conditions.


An-prc-152 interface.png


The 152 has two controllabe buttons that you need to worry about: the top middle one, which changes channels, and the buttons at the side which are used to adjust volume. To change a channel, simply click on the top middle button (left to go up a channel, right to go back one). To change volume, you do the same.

Radio Channels

Section Radio Frequencies: Please refer to the Groups Page for the radio frequencies.

Radio Procedures & Prowords

D90958430728b867af17e012e2226a11.png

Before making a transmission, remember the following:
Accuracy: Is what you're saying solid information? When reporting contact, ensure that you have double checked the direction and distance of the contact.
Brevity: KISS - Keep It Short and Simple, or Keep It Simple Stupid. Convey as much information as necessary in as few words as possible.
Clarity: Make sure that you speak slowly, steadily and as clearly as you can. Do your best to remain calm under pressure.

An example:

Scenario: You are Alpha 1 Fireteam Leader and you see enemies in front of your team, but they're not aware of your presence.

Rather than a message such as:

Alpha Squad Lead, this is Alpha 1, we uh, see about a squad size or even maybe two squads of infantry in the open over here and we need to know if we should shoot them or wait. So far, I don't think they uh, have noticed us and we're prone on the hill here.

A proper message with brevity would be:

ASL, this is A1, we have an EI squad soft contact 300 meters from us at the treeline north. Check map for "EI" mark.

Some good key words to remember are listed in the table below. Use them to limit the time you're on net.

Proword Meaning
CORRECTION An error has been made in this transmission. Transmission will continue with the last word correctly transmitted.
I SAY AGAIN I am repeating transmission or portion indicated.
OUT This is the end of my transmission to you and no answer is required or expected.
OVER This is the end of my transmission to you and a response is necessary. Go ahead; transmit.
BREAK I hereby indicate the separation of the text from other portions of the message.
ROGER I have received your last transmission satisfactorily, and loud and clear.
SAY AGAIN Repeat all of your last transmission.
SEND I have received your initial call; pass on the rest of your message.
THIS IS This transmission is from the station whose designator/callsign immediately follows.
WILCO I have received your signal, understand it, and will comply. To be used only by the addressee. Since the meaning of ROGER is included in that of WILCO, the two prowords are never used together.
REPEAT This is for Artillery to repeat the last fire mission. Use SAY AGAIN to avoid confusion

Default Hotkeys

By default, your keybinds for communication are set to the following:

G - Radio Selection - opens the radio wheel.
Scroll Up + Down - Adjust Frequency - changes channel frequency by .5 increments. R - Power Switch - toggles radio power.

T (Hold) - Talk - speaks locally but only when key is held.
T (Double Press) - Talk - speaks locally until key is double pressed again.

CAPS (Hold) - Talk over Radio - speaks both locally and over radio but only when key is held.
CAPS (Double Press) - Talk over Radio - speaks both locally and over radio until key is double pressed again.
LCTRL+CAPS (Hold) - Talk over long-range radio - speaks over the long-range radio but only when keys are held.

Direct Communication

Direct communication is any communication done between two or more players in real time. Direct communication is a skill that must be developed in order to relay information between fireteam members more efficiently and ultimately increase surviveability.

Reforger Voice Carrying

This system allows you to choose your voice volume by holding tab and scrolling up or down with your mouse wheel. Based on your mission or surroundings your voice volume can be very important. Below will be an info sheet pulled from the ACRE2 wiki itself. By default your TS3 Push to talk or voice activation setting will be your direct speech.

Built into the in-game communication system, there is a system where, depending on how loudly you speak, depends on how much your voice carries in-game. Keep these in min as the players can and will react to you based on what they can hear, especially as Reforger has very sensitive voice activity.

Contact Calls

A contact is anything unknown that you're able to visually or audibly identify as being present. A contact is not specifically an enemy vehicle or infantry, so make sure you always identify prior in order to avoid friendly fire incidents. Examples of contact calls:

I got audio on something tracked to the north in the treeline. Unknown distance
Contact, infantry moving in the trees to the southwest, 300 meters.

Marking

Marking is any visual form of identification across one or more mediums. This includes marks on the global map, spray painting doors after buildings have been cleared, or even lasing targets with a laser designator.

Map Marking

There are two kinds of map marking: Custom Markers and Military Markers. Every mark on the map must be color-coded based on who the mark is for. There are also specific techniques that platoon and squad leaders must use when developing plans.Map.jpg

Custom Markers:

Custom Markers can be used to mark Waypoints on the map, landing zones and other POIs such as minefields.Custommarkers zoomed.jpg

Military Markers:

Military Markers can be used to mark confirmed friendly and enemy installations as well as enemy infantry and other contacts.Militarymarkers zoomed.jpg

Marking Color Code

When marking the map, it is important to use the correct color to indicate which element the mark being added is addressed to. This means that all red marks are for alpha squad and so on for each element. Below is a list of the color code used for each element.

Alpha - Red
Bravo - Blue
Charlie - Green
Individual Specialties (MMG, MTR, MAT) - Purple
Command - Yellow
Armor - Orange
Everyone - Black

Prior to mission start, you can set your marker color at the top right of the map screen. This should be done by everyone while safe start is on. Below is a image of the drop down to select your marker color.

ColorSelection.png

Icons

Icons are used for specific points such as dismounting, convoy start points, or even mortar/air strike requests. Icon example:

Icon.png

EI Map Marks

EI: Enemy Infantry

Every "EI call" must be marked on the map once they are pointed out. This allows for direct identification on all levels of command based on color-coded marks. As an example, if it's a green "ei" mark, then charlie has obviously spotted and called out enemy infantry. Alternatively, if it was blue, bravo has spotted them.

In this example, Alpha has marked spotted EI at the top of this hill:

Eimark.png

In general, we also name terrain within the area of operation. As this hill's overall peak is 100 meters above sea-level, we'd often refer to this as hill 100 and mark it as such.

Command Map Planning

Regardless of who is in command at the time of mission start, all mission commanders need to follow the same type of planning system. This ensures that all players have a streamlined and structured experience without the need to adapt to different leadership styles as a whole. Failure to do so will result in commanding rights being revoked. The following are examples of full plans.

Convoy

Convoy.png

Also note that ALL convoy planned-missions must have a Mount Order defined prior to mission start. A stand MO looks like this:

Mount order.png

Infantry

Infantry.png

Full Plans

Convoy with Infantry Dismount/Assault
Fullplanlines.png

Calls for Fire

Calls for fire will always be directed by a Joint Terminal Attack Controller(JTAC)/Forward Observer(FO) if available. If not, all leadership can request support through their chain of command. Only the highest level leader may contact the supports directly for fire if there is no JTAC/FO available.

Mortar Support Marking

MORTARS.png

Air Support Marking

For non-JTACs, mark the target on the map w/ a descriptor, and then communicate with higher elements to make a request for a strike on that target.

For JTACs, see JTAC-Aircraft Operations.

Airstrike.png

Acronym Cheat sheet

ARMA is full of Acronyms and letter soup. These list should help you see the order in the madness.

There will also be a few Prowords here. Prowords are words used in radio Procedure as a form of shorthand.

General Terms
Acronym Definition Notes
AO Area of Operations
CQB Close Quarters Battle Mostly pertaining to fighting inside buildings
CQC Close Quarters Combat Same as above
MOUT Military Operations in Urban Terrain School of tactics related to fighting in and around Cities
ROE Rules Of Engagement How and when you are allowed to fight
ERA Explosive Reactive Armor A system used on vehicles to negate or reduce effectiveness of certain munitions

Infantry Roles And Assets
Acronym Definition Notes
ASL Alpha Squad Leader
AAR Assistant Auto-Rifleman Spotter and ammo bearer for AR
AR Automatic Rifleman/Rifle
BSL Bravo Squad Leader
COY Company
CSL Charlie Squad Leader
FAC Forward Air Controller Spots for and directs Air Assets
FO Forward Observer Spots for and directs Artillery assets
FT Fireteam 6 man element. 2 to a squad.
FTL Fireteam Leader
GREN Grenadier Carries grenade launcher or extra grenades
HAT Heavy Anti-Tank Typically Static AT launchers
HMG Heavy Machinegun Typically A .50 caliber Machinegun
INF Infantry
JTAC Joint Terminal Attack Controller Spots for and directs Air assets (NATO term for FAC)
LAT Light Anti-Tank Man portable Disposable rocket launchers
MMG Medium Machinegun Typically a belt fed .30 cal (7.62mm) Machinegun
MRT Mortar Team
MO Medical Officer Manages the PLT Field Hospital
PL Platoon or Platoon lead
PLT Platoon
RAT Rifleman Anti-Tank Carries FT's anti tank

Radio Communications
Acronyms & Prowords Definition Notes
ACES Ammo, Casualties, Equipment, Situation To be reported in order
BDA Bomb Damage Assessment Report of effectiveness of Air/Arty Strike.
Black Expended resource "A2, black on ammo"
CallSign A radio codename
ETA Estimated Time of Arrival "Reinforcements ETA 10 Mikes"
Green Full on resource "Green across the board, ready to fight"
Mike Minute
Net Network A radio channel
Oscar Mike On The Move
Over Proword used to end a message while asking for a reply
Out Proword used to mark the end of a transmission
Red Critically Low on Resource "Red on Bandages"
Radio Check Please confirm my radio is working and you can hear me
SITREP Situational Report Either giving or asking for a report
TIC Troops In Contact A short concise way to report initial contact "Pl, Alpha. TIC east out"
Station Your Radio
Yellow Have used a small amount of resource Not in immediate need of resupply

Map Markers & Briefing
Acronym Definition Notes
AO Area of Operations
ASR Alternate Supply Route The veins that branch from an MSR
BOF Base Of Fire An element meant to provide Fire Superiority
CP Command Post
CCP Casualty Collection Point
COP Combat Outpost Small fortified outpost relies on supply and patrols from FOB
DP Dismount Point For troops mounted in land vehicles to leave the vehicle
DZ Drop Zone You parachute here
EA Enemy Armor
EI Enemy Infantry
FH Field Hospital
FOB Forward Operations Base Large Fortified forward base
HVT High Value Target Valuable enemy to Kill or Capture
HQ Headquarters
LZ Landing zone Where you land your boats or helicopters
LOA Limit Of Advance The furthest extent of an assault or movement
MSR Main Supply Route The main artery into an AO Usually a major highway or the largest road
PL A Phase Line A line typically a grid line or road that indicates the starting line of an operational Phase
Phase A codenamed section of the overall plan Not to be executed until command uses the codeword
RP Rally Point / Regroup Point A point at which units form up after being separated from one another
SA/SP/STAGE Staging point A point at which a unit forms up for to get ready to move or attack
TOC Tactical Operations center
TRP Target Reference Point A terrain or building feature that aids in navigation and or talking support onto a target
VIC / VEH Vehicle
VIP Very Important Person An ally we need to protect or rescue
WP Waypoint A navigational aid to stay on the correct path, usually near something that can be used as a reference point

Vehicles Roles and Assets
Acronym Definition Notes
AA Anti Aircraft Generic term for any Anti Aircraft platform
AAA / Triple A Anti Aircraft Artillery Cannons meant to shoot at aircraft
AAV / AAVP Assault Amphibious Vehicle (Personnel) A Seaworthy APC
AH Attack Helicopter A helicopter with CAS capability
APC Armored Personal Carrier A Lightly Armored vehicle meant to transport troops, occasionally armed with machine guns. M113 and BTRs are examples
ARTY Artillery
CAS Close Air Support
Fast Mover A Jet Fighter/Bomber
FW Fixed Wing A Plane
IFV Infantry Fighting Vehicle An Armored vehicle that can transport and support a small team. Armed with Cannons and anti tank missiles.
MBT Main Battle Tank Heavily Armored vehicle with a large caliber high velocity gun
MLRS Multiple Launch Rocket System Rocket Artillery normally vehicle mounted
SAM Surface to Air Missile A form of anti Aircraft
SPAA Self Propelled Anti-Air Sometimes A "G" is added for Gun. SPAAG
SPG Self Propelled Gun A howitzer on tracks or wheels.
TH Transport Helicopter
Technical An improvised combat vehicle Normally a pickup truck with a .50cal MG bolted to it.
UGV Unmanned Ground Vehicle
UAV Unmanned Aerial Vehicle

Munitions
Acronym Definition Notes
AA Anti-Air
AB Air Burst Normally Anti-Personnel
AP Armor Piercing Anti-Personnel if used in most rocket launchers
APDS Armor Piercing Discarding Sabot A very high velocity moving sub caliber dart made of dense material
APFSDS Armor Piercing Fin Stabilized Discarding Sabot Same as above but with fins
ATGM Anti-Tank Guided Missile Anti-Tank missile that either locks on or is manually guided
Canister Canister full of ball bearings or Flechettes Anti personnel
Cluster Releases a Cluster of smaller bombs Airburst to disperse bomblets or mines
HEAA High Explosive Anti-Armor The Marines like their own terms. Its HEAT damn it.
HEAT High Explosive Anti-Tank A shaped charge meant to penetrate armor
HEDP High Explosive Dual Purpose A mix of HEAT and HEF
HEF High Explosive Fragmentation HE shell filled with or meant to cause shrapnel
HET High Explosive Timed HE shell that explodes a pre-determined time after impact, can cause airburst
T-HEAT / Tandem Tandem High Explosive Anti-Tank Round with two HEAT charges to defeat reactive armor
TB / Thermo Thermobaric A fuel air bomb. Anti-Personnel works well if it goes off inside fortifications
ILLUM Illumination Flares that turn night into day