In-game
Views
Actions
Namespaces
Variants
Tools
Ranks:
Rank has little bearing on your place in a session. Generally, at events with fewer than 20 people (something we see less and less as the Coalition ages and acrues members), all slots are available to all people. When there are more than 20 people in attendance, new joins will be given the opportunity to pick a slot prior to other members. This gives you, as a new join, the opportunity to pick a slot that you feel comfortable with. We recognize that you may not know everything there is to know about ARMA, and as such, we don't want all the slots you feel confident in being able to do well getting filled up before you have a chance to take them.
Additionally, if you are new to the group, you should generally heed the advice of those who have already been in the group for a while. This applies both in game and out of game.
Important Roles:
Platoon Command - Platoon (referred to as PLT) is the top dog in a mission. Platoon command determines the overarching plan and manages the element as a whole. The goal for platoon is to minimize casualties and make the mission go well for everyone. Platoon's secondary goals are to make sure the mission is fun for everyone. This role is for experienced players who know how to make plans and apply them.
Squad Leaders - A secondary leadership position to platoon, Squad leaders manage fireteams. Squad leaders follow the plans laid out by plat command. SL's are often a more tactical role than plat command. Expect to be in the thick of it far more than you would be as plat command. It's your job as an SL to make sure your fireteams are in the right place, have enough ammo, medical support, and transport. It's your job to relay information from your fire teams' eyes to the ears of plat command.
Fire Team Leaders - FTLs manage 3 other individuals. Fire teams are the core of any infantry fighting element. They consist of various combat roles. It's the job of the fire team leader to keep his team members alive. FTL is arguably the hardest position in a mission, as you have to manage very specifically the actions of 3 other people. It can get quite hectic. With fire team leading, cooler heads prevail.
Automatic Riflemen - ARs are the core of any fire team. They hold the main casualty producing weapon. They are able to lay down large volumes of fire to allow fire team movement across spaces they would not otherwise be able to traverse. Covering fire, suppression, and plain old killing are the main things an AR will be doing. As an AR, be aware of the need for suppression above all else. Enemies react to you shooting near them as well as reacting when you shoot them directly. Be aware of this and use your high rate of fire and large volume of ammunition to keep the enemy down. This is imperative if you don't want your fire team to become immobile. Note that ARs are typically second-in-line for Fire Team Lead, should the original become a casualty. Be conscious of this if you take the role.
Scouts - Scouts might be a particular slot, but more often than not they will be designated as necessary from within infantry fireteams. Your responsibility as a scout is to locate or provide forewarning of enemy forces. Scouts see the most implementation in TvTs, and as such, both their leader(s) and themselves must bear certain things in mind. Particularly, it's not fun to be ambushed by a lone guy hiding in a tree after you've passed by them. As a scout, you should have several viable routes of fallback, and use them once you've ascertained what you need to (Enemy force composition, intent, direction of movement). A good scout should never have to fire his weapon when acting as such.
Pilots - Pilots pilot pilotable vehicles. Generally speaking, it's either a transport that could have upwards of 20 other players inside it, or a CAS platform with enough firepower to wipe out upwards of 20 players inside a few seconds. As such, both roles carry a lot of responsibility. If you wish to take a pilot slot in session, first evaluate your familiarity with piloting medium transports at the very least. If you aren't confident, it's probably best to give it up to someone who is. There are plenty of opportunities to get some practice in both CAS and transport roles - workshop missions designed to simulate various randomly-generated scenarios, and failing all that, flying around in the editor. As of Oct '17, the Vietnam server is a good platform from which to gain practical experience. If you end up a gunner for a CAS helicopter (or other platform), know that the firepower and tools you possess and your particular vulnerabilities typically allow you plenty of opportunity to conduct visual IFF on potential targets. It's better to hold fire on an enemy element than accidentally wipe out a fireteam of players. Where necessary, liaise with Platoon and call for marking smoke to indicate friendly or target positions.
XML Requirements:
Every full member of Coalition should have their XML set up. You can Find the info on that here. For certain roles you are expected to have the XML set up to slot. As we grow and possibly do more public events it helps keep track of things and just looks good in general.
You are typically expected to have your XML for the following slots:
- Specialties
- Leadership, especially Squad and above
- Medics
If you slot as these without an XML the person running the slotting reserves the right to ask you to reslot elsewhere.