On this page:
- ASOR Structure
- Weapon Safety
- Rules of Engagement
- Basic Default Arma 3 Controls
- Soldiering Skills
- Example Loadout
- Overall Structure
- COMMAND Squad – Infantry Unit
- ASSASSIN – Reconnaissance
- ALPHA – Infantry Squad – Main Fighting Force
- BRAVO – Infantry Squad – Main Fighting Force
- CHARLIE – Infantry Squad – Main Fighting Force
- DELTA – Infantry Squad – Reserve Force
- VICTOR – Vehicle Team – Transport though to Armour
- XRAY – Helicopter Transport
- DAGGER – Attack Helicopter Light
- DRAGON – Attack Helicopter Heavy
- REAPER – Fixed Wing Attack
- Infantry Team Structures
- ASOR Commander (CMD, 1 man)
- ASOR 2nd In Command (XO, 1 man)
- Tactical Air Control Party (TACP, 1man) “VANDAL”
- Unmanned Vehicle Specialist (UAV, 1 man)
Explosive Specialist (EOD, 1 man)
- Paramedic (PJ, 2 man) “GUARDIAN”
- ALPHA, BRAVO, CHARLIE and DELTA Squads each consist of:
- Squad Leader (SQL, 1 man)
- Combat First Aider (CFA, 1 man)
- Blue Fireteam (4 men)
- Red Fireteam (4 men)
- Each FIRETEAM consists of:
- Fire Team Leader (FTL, 1 man)
- Rifleman/Engineer (RFL/ENG, 1 man)
- Anti-tank (AT, 1 man)
- Light Machine Gunner (LMG, 1 man)
- ASOR Squad Member
- What you need to know as a member of a ASOR Squad
- Know your FTL Leader
- Know your role and number/callsign
- Know your Buddy
- Know the QRF Procedure
- Follow Direction
- Acknowledge Everything
- Standard ACK
- Read Back ACK
- What you need to know as a member of a ASOR Squad
Don’t point your weapon at friendly targets ever, imagine a constant laser coming out the end of your barrel the way a bullet would, that laser should never cross a friendly. Pointing your weapon at a friendly is often called lasering.
Double Tap CTRL
Double tapping control (ARMA3 Default Key Setup) lowers your rifle, pressing the fire key will then raise your weapon instead of firing it, the closest thing ARMA3 has to a safety switch, when in base, safe areas or briefing type situations with a lot of close by friendlies always lower your weapon.
Switching to Smoke
Generally by default your grenade option is set to HE Grenade assuming your carrying some. So pressing your grenade key (G by default) will drop a grenade. Pressing Ctrl G will change this to smoke again if you have some. Always have this set to smoke when in base so if you do accidentally press your grenade key it will be a smoke grenade and not a frag.
Rules of Engagement (ROE)
SQLs will advise of ROE where appropriate. Default ROE is Weapons Hold.
Do not initiate contact with the enemy and only fire if fired upon.
Engage all armed targets unless otherwise directed or advised base on the variables below.
Awareness refers to the enemies knowledge about you. Are they aware of you or not. If they are not aware of you it may be beneficial to your team to take the time to setup a proper ambush rather than just engaging. If they are aware of you then they may pose an immediate threat.
If an enemy is behaving in a manner that is a threat to you or friendlies then they are deemed a danger and you can open fire on them. Even in a weapons hold ROE sometimes firing before the enemy does is a requirement.
Distance to the enemy can dictate the need to fire, extremely close targets may warrant enough of a threat to engage even if they are not aware of your presences yet.
When Fired Upon – Contact Drill
If you are fired upon by the enemy there is no situation where you cannot return fire. See contact drills for further information on When Fire Upon.
Clearance to Fire
There may be times when you need to request permission to fire such as a weapons hold situation with danger close enemies. This can be done either through your Fire Team Leader or Squad Leader.
We dont use these terms but you may hear them used so for general info, Unauthorised Discharge is when you fire without orders to fire, like a Weapons Hold situation and you didn’t get Clearance to Fire. A Negligent Discharge is when you fire by accident such as not putting your weapon on safe.
Basic ArmA3 Controls (ARMA3 Default)
Ensure you are familiar with the ARMA3 stance adjustment system. By holding CTRL and using your W,A,S,D keys you can fine tune your players stance, up, down and lean left and right. It can mean the distance between life and death sometimes.
Pace control is key to be able to maintain formation with your squad mates. ASOR uses several different paces in our formations based on the requirements at the time. If you are not using the correct pace you will fight to maintain formation. There is also three variants to the pace controls, we only use two. The variant not covered is with weapons down, double tapping CTRL. All these terms will be used by your Squad Leader to control the pace of the squad.
Normal is how your player moves when you spawn into the game holding W key. The weapon is lowered and the player performs a steady jog. This is good for limited as possible use of stamina over long distances.
While still holding W key you can press the S key to switch directly into or out of walking. Walking is useful when you want to be weapons ready as it maintains a slow pace and steady firing platform. Its also very useful for still maintaining movement in formations when you are waiting for others to catch up such as formation changes or turns.
Holding SHIFT at any time in any stance will make you sprint, slightly slower when crouched. It is recommended to save this for when its needed such as crossing open areas or moving cover to cover. You will take a large fatigue hit when sprinting and you cannot maintain it for long.
Combat Pace | Tactical Pace
Pressing C will bring your weapon up to the ready position. You can move at a steady slightly slower pace than normal pace. This is the most common pace to use when expecting a contact and is often referred to as TAC Pace or Combat Pace.
Combat Pace Slow | Tactical Pace Slow
Combat Pace is also possible in walk, while in Combat Pace and holding W to move forward, tapping S will put you straight into TAC Pace Slow without lowering your weapon or stopping. TAC Pace slow is good for imminent contact situations where maximum accuracy is required or contacts at close range are expected.
Crouch / Slow
Normal, Combat Pace, Combat Pace Slow are all available in a crouched position also. These are useful for maintaining the correct movement as required but keeping a low profile. Be aware there is a difference in speed from crouch to standing so if the rest of your formation is standing they will move faster than you.
Scanning is looking out left to right for enemy contacts. You will generally have a set arc to cover in your formation or defensive position whatever your doing, moving or holding position you always want to be scanning for enemies. You could be the man in your team that spots that enemy that saves everyone. Always be on the look out.
There is no point having a weapon that isn’t at maximum readiness. If you have a break in contact or are running to a new location put a fresh magazine on so you will have maximum time on target at your next encounter. There is nothing worse than a bang-click with an enemy 5m away.
Cover to Cover
When you do move try and move Cover to Cover. If your in cover try and scout your next cover before you set of. This will limit your time of exposure and ensure you have somewhere safe to halt at again.
Cover to Concealment
If no Cover to Cover is available Cover to Concealment is your next best option. Concealment might not stop bullets but if the enemy cannot see you at least they might not hit you.
Sky Lining is when you create a silhouette against the sky. If an enemy is lower in altitude than you and you are walking across the top of a hill as they look up to your position they will see you can clear sky behind you, sky lining. It creates an easy identifiable target, allows easier aiming and catches the eye at long distances. When moving along hills try and move so your head is below the hill line or if you have to cross a hill top do it fast.
Dead Ground is hidden ground that you or the enemy cannot see. Ditches or gullies for example. Dead Ground is very useful for approaching targets undetected, flanking or reorg. Just be aware when you are in dead ground you cannot see the enemy either.
Its very important to manage your fatigue, sprinting 300m and bursting in a compound huffing and puffing with your aim bouncing all over the place will only get you killed. If you are expecting a contact over the next hill think about resting a couple of seconds before you peak over.
Accurate Fire – Kneel Supported
Achieving accurate fire is far more effective than quick fire. Take the time to build a stable firing platform by taking a knee, going prone or utilising weapon resting and getting that effective fire on the target rather than just blurting rounds down range.
The most common technique for shooting moving targets is to fire 3 rounds at an even spacing at the target. Aim at the target, slightly in front and a bit further in front where front is there direction of travel. You can then observe which round lands closest and use your fourth shot to fine tune until you have the correct lead on the target. Lead refers to the distance you need to aim in front of the target to hit it as it moves.
When halted this isn’t a time to switch off. Cover your arc, if you dont have one look around for who is cover where and fill a gap for all round defense.
When stationary always try and utilise some cover or concealment such as a rock, tree or structure. Standing out in the open even when its preserved to be safe will make you the first target of any attack.
Safe Time – Is none – Only out of scenario
There is no real safe time. We do have out of scenario situations where we are training and you will be informed this area is safe and out of scenario other than that expect anything, anytime.
Below is a suggested loadout to use until you develop your own preferences. Equipment obtained from the gear selector is whitelisted, so whatever is available to you in your selected role is available for use.
- Appropriate clothing, body armour, ballistic helmet, backpack and accessories
- Night vision as appropriate
- Binoculars or similar
- Map, GPS or MicroDagr, Altimeter
- Primary weapon and appropriate accessories
- Disposable launcher if appropiate
- White smoke grenades
- Frag grenades
- Flash bangs
- Medical supplies
- 5 of each bandage
- 4 tourniquets
- 2-4 morphine autoinjectors
- Cable ties
- Map torch (KSF or Maglite)
A weight range of approximately 30 to 40 kg is appropriate for most roles. Consult with your teammates at the start of the night for guidance on loadout.