#2816213 - 07/12/09 02:21 PM
Guide to Combat Radio Coms
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Joined: Jun 2007
Posts: 630
Ltfransky
Sith Lord
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Sith Lord
Member
Joined: Jun 2007
Posts: 630
Peterborough, ON, Canada
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Fatty has provided an excellent reminder to how Voice Communication is used on the SimHQ server. But once you get on the proper channel and push the talk button, what do you say? Communicating over a radio, while under fire, is a difficult skill to master. But it is one that can be made easier with a few simple guidelines. With this in mind, I've dug out my platoon commander notes, sifted through the mounds of information, and come up with:
The Complete Idiots' Guide to Combat Radio Comms
Sunray this is Foxhound 1 – Request Starlight support – over Foxhound 1 this is Sunray – Eight Two will contact – out
Two-One this is GOLF Two One can you direct fire – over. GOLF Two One affirmative – out.
“Hmmmmm. I know those were English words, but I have no idea what was said.” This is what a lot of you are probably thinking, but don't worry. Radio Comms don't have to be this complicated. As per server SOP, we will be following the KISS principle. These rules are not Gospel, but merely pointers to help you communicate in the big, bad world of ArmA2. The majority of your communications in-game will fall into three categories: Situation Reports, Fire Control Orders, and Hasty Movement Orders.
The Situation Report (SitRep) is probably the most important type of message you can send. It tells your Commander what he/she needs to know in order to effectively react to the enemy. In one sentence, you need to convey all the information you have to the intended listener.. The easiest way to do this is to follow a simple format:
To Whom – Who – What – Where
For example: I'm moving on an advance-to-contact when I bump an enemy patrol. Before engaging, I hit the ground, key my radio and call my Commander (Biff):
Biff, this is Fransky – Contact 3 Dismounted Infantry – Bearing Two Seven Zero
From this, Biff knows he is the intended listener, who is speaking, what is happening, and where he needs to look. With this information, he can react appropriately to the threat.
Sometimes, I know, you are caught out by the enemy and the last thing on your mind is proper radio procedure. You need to shoot back and find cover ASAP. This doesn't preclude a report. All you do is abbreviate.
Let's look at the same scenario, but with the enemy engaging immediately. Bullets are flying and I am moving for cover. What do I say? Just use the TWWW format again.
Biff, this is Fransky, Contact, Wait Out.
This will snap Biffs attention to me, since he knows something is happening. But it also gives me time to get behind cover and sort out my section. Then I can give a full report, and Biff can respond appropriately. Fire Control Orders are slightly different. The human eye can only focus on one distance and direction at a time. So we have to tell each other which direction, how far to look, and what we need to see.
This is done with:
Range, Bearing, Target
For example: My section is engaged by a rifleman hidden in some trees. No one else sees it, so I have to direct them where to look. Using my compass and some range estimation I call out:
Range Three Hundred, Bearing Two-Seven-Zero, Single Rifleman in the trees!
From this point, the Commander can direct suppressing fire so that a flanking maneuver can be accomplished.
Sometimes, of course, the compass isn't useful (FIBUA for example). In this case the proword Reference is substituted.
Range Three Hundred, Reference white house left side, Single Rifleman.
That's it. You now have your rifles locked on to the target and all that remains is to finish the job.
Issuing Hasty Movement Orders is something that Platoon, Section, and Fireteam Commanders need to know intimately. Subordinates, to a lesser degree, need to have a handle on them because at any time they could be field promoted into a leadership role. The simplest way to think about these orders is to remember our SitRep format.
To Whom – Who – What – Where
For example, I need Alpha section to move to a flanking maneuver 50 metres to the right side. I would say this as:
Alpha, this is Fransky, move to flanking attack position 50 metres bearing 270
With any luck, this will cause Alpha to turn to bearing 270, run 50 metres, and then turn back and attack.
Please note that there are countless permutations to these three examples. These are not hard and fast rules which must be followed but are merely an aide memoire that will make communicating easier. Combat is a fluid art that requires quick thinking and decisive action. Clear, concise communication is the key to achieving these results. But that doesn't mean you should rush. Remember to pause, compose your message, press the button, speak, and then release the button. Taking an extra second before transmitting will save minutes of confusion (and lots of bullet holes) after the message.
Last edited by Ltfransky; 07/13/09 06:53 PM.
Please Heatware Me!Ours is not to reason why. Ours is to do or die. Tennyson I have slipped the surly bonds of earth And danced the skies on laughter-silvered wings.. Gillespie Magee, RCAF
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#2816220 - 07/12/09 02:39 PM
Re: Guide to Combat Radio Coms
[Re: Ltfransky]
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Joined: Mar 2007
Posts: 2,648
Wepps
Senior Member
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Senior Member
Joined: Mar 2007
Posts: 2,648
Beaumont, Texas
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Thanks for posting that. Very helpful.
We actually do something very similar to that already. It's not near as formal though. Since we almost only ever play with a squad (or reinforced squad), we normally call in a contact like this:
(Magnum as Squad Leader (Delta Team) Biff as Bravo Team Leader Wepps as Bravo Rifleman.
Group Channel Wepps: Biff, Foot Mobile Contact bearing 200, moving right to left. Biff: Roger Wepps. Teamspeak Channel Biff: Magnum (or Delta if he's feeling formal), reporting foot mobile contact at 200 from our current position.
It rarely gets more difficult or complex than that.
Last edited by Wepps; 07/12/09 05:32 PM.
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#2816317 - 07/12/09 05:10 PM
Re: Guide to Combat Radio Coms
[Re: Wepps]
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Joined: May 2006
Posts: 1,218
Enven
4th Horseman of the Apocalypse...
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4th Horseman of the Apocalypse...
Member
Joined: May 2006
Posts: 1,218
Lat: 33.7669444 Long: -118.188...
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Yeah, the more complexed you make it, the more time it will take to get through comms, especially being that we only have an average of 10-20(max) players per session.
RIP Kevin "Positive G" Speichts
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#2816383 - 07/12/09 06:47 PM
Re: Guide to Combat Radio Coms
[Re: Enven]
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Joined: Aug 2007
Posts: 1,188
Gunnyhighway
Move, Strike, Protect
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Move, Strike, Protect
Member
Joined: Aug 2007
Posts: 1,188
San Diego, CA
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We could also use the S.A.L.U.T.E acronym (Strenght, Activity, Location, Unit, Time, and Equipment) when on recon phase. Yet, the more practical and adapted to the environment, the better the efficiency!
Last edited by Gunnyhighway; 07/12/09 06:58 PM.
Fluctuat Nec Mergitur
This is not the bars that keep the Tiger in the cage, this is the space between the bars.
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#2816972 - 07/13/09 03:05 PM
Re: Guide to Combat Radio Coms
[Re: BlueSixGolf]
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Joined: Aug 2007
Posts: 1,188
Gunnyhighway
Move, Strike, Protect
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Move, Strike, Protect
Member
Joined: Aug 2007
Posts: 1,188
San Diego, CA
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Yours is more professional BSG, it does not say i am an "Idiot" if I need to read it!....... ...Who knows pretty soon we'll see the "Imbecile Precis to Combat Tactics"!...or the "Morron Doctrine to CQB"... ...My point is: no one is an Idiot in SimHQ!
Last edited by Gunnyhighway; 07/13/09 03:15 PM.
Fluctuat Nec Mergitur
This is not the bars that keep the Tiger in the cage, this is the space between the bars.
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#2817145 - 07/13/09 06:31 PM
Re: Guide to Combat Radio Coms
[Re: Magnum]
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Joined: Aug 2007
Posts: 1,188
Gunnyhighway
Move, Strike, Protect
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Move, Strike, Protect
Member
Joined: Aug 2007
Posts: 1,188
San Diego, CA
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Agreed Mag, the info's good!...I was talking about the title!...You can KISS and keep it safe at the same time!...It goes a long way!...
Fluctuat Nec Mergitur
This is not the bars that keep the Tiger in the cage, this is the space between the bars.
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#2817164 - 07/13/09 06:55 PM
Re: Guide to Combat Radio Coms
[Re: Gunnyhighway]
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Joined: Jun 2007
Posts: 630
Ltfransky
Sith Lord
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Sith Lord
Member
Joined: Jun 2007
Posts: 630
Peterborough, ON, Canada
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Yours is more professional BSG, it does not say i am an "Idiot" if I need to read it!....... ...Who knows pretty soon we'll see the "Imbecile Precis to Combat Tactics"!...or the "Morron Doctrine to CQB"... ...My point is: no one is an Idiot in SimHQ! Haw Haw, very funny. What I was going for was THIS
Please Heatware Me!Ours is not to reason why. Ours is to do or die. Tennyson I have slipped the surly bonds of earth And danced the skies on laughter-silvered wings.. Gillespie Magee, RCAF
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