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Basic Infantry - Project Reality
Basic Infantry: Sunday, January 9th, 2011
1:00 PM EST / 12:00 PM CST
Meet in TGU channel in Team Speak 15 minutes prior.
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Syllabus:
I. Introduction and Organization
ROLL CALL
CLASS PHOTO
a. Formation of squads
i. Starting the game right
ii. Limitations when BLUEFOR vs. INSURGENTS
iii. Roll out - Trucks and transport
b. Position assignments for column movement
i. Assignments
ii. “Pairs of 2” assignment
c. Description of duties in the column by position - what each kit is for and how to use it
i. SL
ii. Medic
iii. Rifle with grapple
iv. Rifleman / ammo
v. Grenadier
vi. Machine Gun
vii. AT
viii. Sniper/Marksman
ix. Insurgent kits
x. Unarmed civilian
xi. Discussion
d. Squad Leader Markers
i. Move
ii. Observe
iii. Assault
iv. Defend
v. Destroy
vi. Build
e. Point Man
i. Rope
ii. Observation
iii. Selection of route
iv. Reporting
- Direction
- Distance
- High/Low
- Type
- Moving direction
II. Column Movement
a. Spacing
i. Wooded Terrain
ii. Desert
iii. City Street Staggered Column
iv. Importance of staying in position
III. Movement to Contact
a. Fire Base distance and placement from observed enemy
b. Duties of assigned pairs after confirmed observation
c. Supporting moves by rear PAIR in forming line
i. Left
ii. Right
iii. Center
IV. Transition to Line Formation
a. Taking a firing position
b. Position for Medic
c. Massing fire on the enemy – base of fire
d. Automatic Rifle covering fire
e. Advancing PAIR 1 to eliminate enemy position
V. Ammo
a. Using ammo bags in combat
b. Strategy for keeping heavy weapons supplied
c. Pairing the ammo bag with the heavy weapon
VI. Crossing Open Space
a. Road, river and open area crossings
b. Smoke
c. Covering positions
VII Building firebases in .9
a. Fire Base distance and placement from observed enemy
b. How the SL uses the radio
b. Crates and trucks in .9
d. Fixed Asset Changes in .9
• Added new Foxholes with better construction and protection against artillery and high explosives
• Added new Anti-Tank Guided Missile (ATGM) emplacements, limited to 3 placed at once
• Increased the maximum number of Forward Outposts available from 4 to 6
• Changed Forward Outposts build rules, they can now be built 200m apart (decrease from 300m)
• Changed Forward Outposts build rules, they now only require one supply crate to build (decrease from 2)
• Changed all deployable assets (HMG, AA, TOW, Foxhole, Wire) build rules, they now require two supply crates to build and can now be placed up to 200m from the Forward Outpost (increase from 150m)
• Changed deployable asset maximum amount of assets deployable per map for a team (3 TOWs, 12 AAs, 24 HMGs). For AAs and HMGs is more than they can actually place, but still a limitation just in case it gets too much for the server to handle
• Changed maximum amount of static defenses on a map (foxholes and/or razorwire) to be 100 to avoid any issue with server crashing
VII. Other - Communications
a. Engaging the commander
b. Calling for resources
c. In-squad communication resources (TS, mumble, in-game comms)
VIII. Calling Artillery from the commander
a. Using the binos
b. Calling the shot in
IX. Other .9 changes
• Decreased number of players needed to be close to disable RP to one (used to be two)
• Changed Rally Points, they now expire after 60 seconds from being placed.
• Changed Rally Points, they now cannot be placed with a single enemy close (100m radius)
• Changed Rally Points, they are now limited to only one placement before needing to be "rearmed"
• Changed Rally Points, they now get "rearmed" by the Squad Leader getting close (within 20 meters) to a Forward Outpost, Command Post or Supply Depot
X. Mechanized Infantry
a. Kit selection and squad layout
b. Movement
c. Listening and Observation Mode
d. Deployment of Infantry
e. APC mission - transport / support
f. Supply
g. Healing with Medic
XI. Discussion
I. Introduction and Organization
ROLL CALL
CLASS PHOTO
a. Formation of squads
i. Starting the game right
ii. Limitations when BLUEFOR vs. INSURGENTS
iii. Roll out - Trucks and transport
b. Position assignments for column movement
i. Assignments
ii. “Pairs of 2” assignment
c. Description of duties in the column by position
d. Squad Leader Markers
i. Move
ii. Observe
iii. Assault
iv. Defend
v. Destroy
vi. Build
e. Point Man
i. Rope
ii. Observation
iii. Selection of route
iv. Reporting
- Direction
- Distance
- High/Low
- Type
- Moving direction
II. Column Movement
a. Spacing
i. Wooded Terrain
ii. Desert
iii. City Street Staggered Column
iv. Importance of staying in position
III. Movement to Contact
a. Fire Base distance and placement from observed enemy
b. Duties of assigned pairs after confirmed observation
c. Supporting moves by rear PAIR in forming line
i. Left
ii. Right
iii. Center
IV. Transition to Line Formation
a. Taking a firing position
b. Position for Medic
c. Massing fire on the enemy – base of fire
d. Automatic Rifle covering fire
e. Advancing PAIR 1 to eliminate enemy position
V. Ammo
a. Using ammo bags in combat
b. Strategy for keeping heavy weapons supplied
c. Pairing the ammo bag with the heavy weapon
VI. Crossing Open Space
a. Road, river and open area crossings
b. Smoke
c. Covering positions
VII Building firebases in .9
a. Fire Base distance and placement from observed enemy
b. How the SL uses the radio
b. Crates and trucks in .9
d. Fixed Asset Changes in .9
• Added new Foxholes with better construction and protection against artillery and high explosives
• Added new Anti-Tank Guided Missile (ATGM) emplacements, limited to 3 placed at once
• Increased the maximum number of Forward Outposts available from 4 to 6
• Changed Forward Outposts build rules, they can now be built 200m apart (decrease from 300m)
• Changed Forward Outposts build rules, they now only require one supply crate to build (decrease from 2)
• Changed all deployable assets (HMG, AA, TOW, Foxhole, Wire) build rules, they now require two supply crates to build and can now be placed up to 200m from the Forward Outpost (increase from 150m)
• Changed deployable asset maximum amount of assets deployable per map for a team (3 TOWs, 12 AAs, 24 HMGs). For AAs and HMGs is more than they can actually place, but still a limitation just in case it gets too much for the server to handle
• Changed maximum amount of static defenses on a map (foxholes and/or razorwire) to be 100 to avoid any issue with server crashing
VII. Other - Communications
a. Engaging the commander
b. Calling for resources
c. In-squad communication resources (TS, mumble, in-game comms)
VIII. Calling Artillery from the commander
a. Using the binos
b. Calling the shot in
IX. Other .9 changes
• Decreased number of players needed to be close to disable RP to one (used to be two)
• Changed Rally Points, they now expire after 60 seconds from being placed.
• Changed Rally Points, they now cannot be placed with a single enemy close (100m radius)
• Changed Rally Points, they are now limited to only one placement before needing to be "rearmed"
• Changed Rally Points, they now get "rearmed" by the Squad Leader getting close (within 20 meters) to a Forward Outpost, Command Post or Supply Depot
X. Mechanized Infantry
a. Kit selection and squad layout
b. Movement
c. Listening and Observation Mode
d. Deployment of Infantry
e. APC mission - transport / support
f. Supply
g. Healing with Medic
Humor is something that thrives between man's aspirations and his limitations. There is more logic in humor than in anything else. Because, you see, humor is truth. Victor Borge
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