AK – Series

AK-74

Built by Mikhail Kalashnikov during the 1970’s as a direct replacement for the AKM and AK47 assault rifles, the AK-74 is one of the most well recognized small arms in recent history.  Primarily focusing on converting the USSR’s main combat rifle to the intermediate 5.45x39mm cartridge, the AK-74 brought significant improvements to the field including an extended effective range, accuracy, and reliability over its older counterparts. The AK-74 first saw combat use during the Afghanistan conflict against the Sunni Mujahideen during the Cold War and has seen extensive service and upgrades throughout several European and Middle East conflicts, as well as adoption by other combat forces throughout the world. 

Variants:

AK-74M
Beginning production in 1991, the AK-74M is a direct upgrade of the AK-74 (M for Modernized). With a slew of minor internal improvements to the butt-stock, bolt and carrier assembly, the most notable improvements came with the ability to mount Russian optics via a side-rail bracket and easier mounting of the GP-series of under-slung grenade launchers. 

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ASOR Intel Usage

ASOR Intel

 

The newest version of ASOR Intel includes three new objects for mission makers to place in their missions. These new objects are under the Props -> ASOR -> Intel category in the Arma 3 editor and include a laptop, files and a phone. The difference between these objects and the ones we used previously is that these objects are interactive and can have documents, images or code attached to them that players can view on the object itself. These objects currently cannot be picked up and moved, however this is technically possible and will be looked into if it seems needed. The old portable objects are still available under default Arma categorys.



Setup

Several new modules have been added and can be found under the Modules -> ASORIntel tab. These are the Document, Generic Run, Image Viewer, Map and Custom programs. To add a program to an intel object you must place one from the Props tab, select a module and sync it to the intel object the same as you would an ASOREdit module.  Then, double clicking on the module will bring up the attributes tab which will allow you set what you would like that program to do. Laptops and phones will accept any type of program, however files will only accept document programs. A custom icon is optional for all programs.

Double clicking on the laptop or phone objects will also show a couple of options you can change with them as well. For both you can set a custom background image which you can add to your mission folder and type the name into the background field (see the bottom of the page if it doesn’t load) or you can lock the device which means the device cannot be opened by any player unless someone unlocks it with the ASOR Hacking Tools item.

 

Document

These programs will display custom text in a window on screen for the player that interacts with the object. They can also include custom images which will open another window and be shown on screen when a button is clicked. The text is StructuredText which means it supports formatting such changing the text size, bold, underlining, colour and hyperlinks. To move text to a new line you must type <br /> in the text box where you want the new line to begin. Examples on using StructuredText can be found here https://community.bistudio.com/wiki/Structured_Text.

Name: The name of your document on the desktop. “Document Name”

Icon: A path to a custom image to use as a desktop icon. “image.paa”

Text: The body of the document itself. “Default Text <br /><t size=’3.0′>Large text</t> <br /><t underline=’true’ color=’#ff002a’> Red Underlined Text</t>”

Images: An array of the names of any images you want to include in the document. [“image1.paa”,”image2.paa”]

 

Generic Run

Generic Run can be used to run script in either a fake cmd prompt interface or a cmd prompt interface with custom text. The code is called on the player that ran the program so remoteexec will be needed when running anything on the server. It’s also recommended to avoid running anything that will take a long time to finish or the player will likely experience significant lag while it runs. One use for this is activating zones from a laptop. If the custom text field is empty, the program will default to the fake cmd prompt window.

Name: The name of your program on the desktop. “Set off Alarm”

Icon: A path to a custom image to use as a desktop icon. “ASOR\asor_intel\resources\icons\iconASOREditZone.paa”

Code: The code you want to be called by the program. “hint ‘running test’;”

Custom Text: This field is optional. Any Text in here will replace the text in the default cmd prompt window when the program is run. To add a new line you must use /n in the field where you want the new line to begin. Text formatting is not supported. “Test Text \n Running Program… \n\n Done.”

 

Image Viewer

The image viewer can be used to show one or more images to the player interacting with the object. The player can swap between these images using a dropdown box on screen. Images can also be included with document programs, a button in the document will open an image viewer the same as a program on the desktop would.

Name: The name of your program on the desktop. “Image Viewer Name”

Icon: A path to a custom image to use as a desktop icon. “”

Images: An array of the names of any images you want to add to the viewer. [“image1.paa”,”image2.paa”]

 

Map 

Map programs will show an interactive map that the user can move around and zoom in and out. The map is effectively the same the map that shows whens you use your map key any other time while playing however, you can name markers in the editor, give the names to a map program and then set those marker’s alpha to 0 in the editor and they will show on the intel object’s screen when the map program is open. They can also click a button that allows them to “copy” these markers to their map and they will become visible for all players in the game. The starting position of the map is based on where the module is placed in the editor. There is currently a seemingly unfixable bug that causes the map to centre somewhere north west of where the module is placed, so if you want to focus the map on a certain position you may need to move the module around until you get it right.

Name: The name of your program on the desktop. “Image Viewer Name”

Icon: A path to a custom image to use as a desktop icon. “”

Markers: An array of the names of any markers you want to show on the map. The program will not automatically hide these markers, you must set their alpha to 0 in the editor. [“marker1″,”marker2”]

Zoom: Default zoom level of the map when it is opened. 0.1 is the default. “0.1”

 

Custom Images and Icons

Arma is mysterious when it comes to using images in missions and mods, it’s possible that any jpeg/png you try may work immediately with the image viewer, backgrounds or icons but it’s possible it won’t. A potential fix for this is to convert the image into a .paa file with TexView in Arma 3 Tools from Steam. This can be downloaded by going to the steam store and searching for Arma 3 Tools. To convert your image to a .paa, open Arma 3 Tools, click TexView 2, file -> open your image then file -> Save As, change your filename to “imagename.paa” and click save. You can then try using that .paa in your mission instead of the image you had previously. If the image is in your mission folder you can type the name straight into the icon/background field you want to use it in “example.paa”.

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Close Quarter Combat (CQB)

CQB Introduction

Communication

An increased requirement for inner and inter team communication is required.
Confined spaces and close ranges making mistakes unforgiving,
You need to communicate:

  • When you are ready,
  • Where you are covering or moving to,
  • What you shoot at or see and,
  • Result of any contacts.

Attention and Participation

CBQ requires the full attention and participation of all members in the team.
A single break in the coverage or communication of one or part of the team can have quick and deadly consequences. Everyone needs to be pro-active team members, waiting for FTL or SQL direction on the details will not be possible. If you identify an area/door/hallway for example that is not covered, cover it and call it covered.

Types of Assaults

Deliberate

A controlled steady clearing, generally at a slower safer pace where time is not an issue. Also can be chosen for stealth.

Dynamic

A more offensive approach, generally faster where time is an issue, ie hostages. No stealth, more shock and awe.
Still a controlled assault adhering to your initial or detailed plan.


Plan

Quick Assault Plan

Outline a basic plan that can be actioned immediately if required.
Outlines Approach, Entry Points, Exfil Points
Communicate the plan to the entire team, if casualties are taken the plan can be continued on.

Detailed Assault Plan

Update the Quick Plan with specifics based off intel and team observations. I.e location of known enemy, your own and enemy’s capability, changes to the scene.

Approach

The approach is the act of approaching the target location, this can be as little as entering a gate to house or moving down a street to the target compound or as extreme as crossing a field or forest to reach the target pooint.


Types and Tactics

Foot

Ensure windows/doorways/access points are clear of hostiles and continue to provide security on all points while approaching
Where possible approach towards corners of buildings/compounds, allows greater coverage and a position to move to, to limit exposure if fire is taken from the building/compound.
Maintain security all round, don’t neglect nearby streets/buildings/sheds. Avoid full team tunnel vision of the target, delegate teams to each if required.

Vehicle

Try and position the vehicle’s on dismount to provide cover from the target and a fall back position if stackup or entry fail. Ie side on to target.

Air

Task a team to watch target direction and another to provide the all round defence rather than a straight all round defence on dismount.
If they insertion is ‘on’ target exclude the all round defence and move directly to approach – foot.

Coordination

After the approach you move into a ‘stack’, preferably you don’t remain in the stack setup for too long as it can be a vulnerable position therefore good coordination between separate teams is required to minimise this. Communicate and acknowledge your commencement of approach. Ie SQL Go, Go, Go! – Blue Moving, Red Moving.

When you reach the ‘stack’ ensure to report your SET, meaning you are set for entry. Do not report set that you have arrived at the door/entrance, report set when you are ready to enter as the call to enter may come immediately and you need to be ready.

Stack

The Stack is the point you have completed your approach and is designed to defeat bottlenecks in the enemy’s defence and where stealth has been maintain through the approach achieve maximum surprise, shock and awe to an assault.

Types

Single Side – all members on one side
Dual Side – split members either side

Considerations

Maintain your security, front member (1) should never take his eyes of the door/entry. If he needs to reload call it so someone can cover. The door/entry is the greatest risk.
Ensure windows, other entrances and exits, are covered. (2 and 3)
Ensure the approach/rear remains secure. (4)
Members 1 and 2 should be ready to enter at a moment’s notice, 3 and 4 should also be close by to support the entry.

Ideally the stack is a fireteam, minimum is buddy pair.

Entry

Entry is the act of defeating the bottleneck and progressing to a secure position beyond it. The clearing then comes a series of Entry – Security repeating as you move through the area/house/compound. The more confined the target the more defined this will be.

Types

The types of entry differ on the type of assault.

Deliberate / Stealth

This process involves ‘pieing’ the door before entry, if in stealth no flashbangs are required.

Dynamic

Member 1 opens door, member 2 throws flashbang, entry is made immediately by 1 and 2.

On Entry – House/Building

The objective is to establish a secure position inside immediately after entry. This is achieved by identifying threat areas upon entry and setting up coverage for them. Where the team is smaller (2 members) this is achieved as best as possible.

1 and 2 clear immediate threats and setup covering primary threat areas, 3 supports primary threat area coverage and 4 calls the next action and is supported by 3. Ie 4 making entry left door.
Buddy Teams then switch between security for the other team and entry/clearing while other team provides security.

Don’t stop in immediate doorway, push in enough to allow full team access.
If opening a door be mindful of exposure to friendlies from changed conditions.
If you are covering a hallway/doorway/area call it and if you call it don’t leave it without notice or assurance it is covered by someone else.

On Entry – Compound/Property

Remain against walls and proceed around perimeter of compound allowing maximum firepower internally.
Maintain movement and don’t stop in entrance to allow full team entry.
Clearing
Communication is key. If you shoot follow it with a comment. Ie Clear, Target Down.
Patience, houses can be crowded, arma is buggy. Allow your team mates room to move where possible, don’t compete for the front, alternate it as you move and secure.
Be are of arcs of fire, particularly in dangerous areas such as corridors with multiple rooms leading off, stairwells, open areas.

Use flashbangs on any difficult area to give you more time to establish security through it. If you use a flash call it before you throw it. Ie. Flash out doorway left.
PID, watch for hostages, watch for other teams when dual entry.

Security

Outer

Always be mindful of non target location security, support or ambushes can come from anywhere, early notice of such events is key to adapting to them.

Inner

If you’re not clearing a room, lock down a ‘kill zone’ like a hallway/staircase/doorway/firelane

Patience

Stay in a security position until the other members have cleared their room and are out ready to provide security for you to clear your room.
Do not neglect your coverage zone.
Communicate any shots fired to ensure the result is positive.

Fleeing Enemy

Report fleeing enemy, do not pursue, maintain the security of the team.

Exfil

Exfil is the exiting of the target area, the assault has not finished until exfil is complete and team and hostages are extracted.
The situation around the target could have changed while you were busy on target.
Re-enforcements or a stray patrol missed on approach could now be reacting to your presence.
Halting on target should only ever be done when Sensitive Site Exploitation (SSE) is required. (intel gathering)

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