Basic Infantry: BF2142

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[edit] TGU: BF2142 INFANTRY 101

This is the basic building course offered by TGU. It covers much of what TG stands for as well as the basics of playing on the server and playing FPS games in general. It covers:

Fundamentally you are a soldier, the lowest on the list of military unit structure. Depending on the games you play, you may be part of bigger units like fire teams, squads, or companies even and take part in combined operations with artillery, air power and armor. But before you can stand your place in the battle line you need to know how to ruck up and move out TG style. This module will introduce you to the basic infantry concepts you need as well as to the unique mindset which protects the integrity of what Tactical Gamer stands for.

If you haven't already, make sure you read the Tactical Gamer Primer and familiarize yourself with all the rules which apply to the particular game and server you are playing on. TG is a mature environment where there is mutual respect for our fellow gamers and which supports game play in a near-simulation environment.

[edit] ORDERS

As such you are required to follow orders soldier! You must also participate with your squad and team to achieve your objectives. Commanders will be making commanding their top priority and just because you are a humble rifleman doesn't mean you have any more latitude to goof off and do your own thing. Your contribution or lack thereof could be the key to both a successful and enjoyable mission for your team.

[edit] SQUADS AND FIRE TEAMS

A squad is a military unit consisting of approximately nine soldiers. The squad usually consists of two fire teams and a squad leader. A fire team is a military unit consisting of usually four soldiers. In the US Army for example, a fire team would consist of a fire team leader, a grenadier, a machine gunner, and a rifleman. Often the rifleman would be tasked with a missile system, giving the fire team anti-armor capabilities. The fire team is the building block of any infantry unit, and is the smallest team element that can deploy independently.

Depending on the game you play the number of troops and weapons systems employed by both fire teams and squads will vary. What you basically need to know is that everything usually revolves around the fire team or squad level. Each fire team is comprised of the right mix of weapon systems, making the fire team one mean, lean fighting machine. Fire team operations will be covered in more detail in the Advanced Infantry Module. For the moment know that the squad leader gives the fire team orders, while a fire team leader controls his team to accomplish the mission. Identify your direct leader and follow their orders. The purpose of the infantryman will vary depending on their kit and weapons system but their role is to complete their mission, engage the enemy and act as a maneuverable element (when organized into fire teams) to execute the squad leader's plan. ALWAYS pay attention to your kit assignment and make sure you are ready to fulfill your role. Your squad will not thank you for silently dumping your engineer kit when that walker.

What does all this mean to you? In BF2142 squads are made up of a squad leader and 5 soldiers and fire teams are generally made by dividing the squad into 2 groups of 3 with the squad leader in charge of one fire team.

[edit] COMMUNICATION

Most of the games here at TG rely heavily on communication to make us an effective force. Generally this will be voice comms, be it Teamspeak or in-game VoIP. While the use of mics is strongly encouraged, the requirement is that you have VoIP enabled and can hear your team-mates. We also do not allow disrespectful language or behavior.

To know if your mic is working properly you can follow the radio check Standard Operating Procedure (SOP).

Aruncado: “Squad, this is Aruncado, RADIO CHECK”

Squad Leader: “Aruncado, this is squad leader, read you 5 by 5”

In our example, "5 by 5" is a short form way of saying "your signal strength is strong (loud) and you are perfectly readable (on this numerical scale 1 is the worst and 5 the best) however one could have easily said "loud and clear" or "strong and readable". The important thing is to indicate the Signal Strength and Readability in that order. In our virtual world we don’t use actual military radios, but with VoIP and Teamspeak (TS), virtually the same methodology can be utilized and often is.

Good communication is what we call a squad force multiplier. It is one of the easiest ways to increase the effectiveness of your fighting force as it underpins your ability to work as a team. In game try to keep your communications short, to the point and containing all the relevant information. Also try to give your leader radio priority unless there is an overwhelming and immediate threat your unit needs to be aware of.

[edit] CONTACT REPORT SOP

To illustrate this we will go through a contact report SOP. The idea is to minimize extraneous radio traffic by creating a clear and concise common approach which answers the following questions:

Who is sending the report?

Where are the enemy?

What is their estimated strength, type and armament?

What appears to be their intentions and/or direction of travel?

What are you doing about them?

What are your recommendations?

An example of this in practice would be:

Aruncado: "Squad Leader, this is Aruncado, CONTACT, north, three infantry and an ACP, moving south east, engaging."

Squad Leader: "Team, this is Squad Leader! DISPERSE! Go GREEN!" (You will learn about "going green" and fire discipline later)

Aruncado: "Roger!"

Use your own best judgment about when to send a contact report. They're most useful in a situation where various fire teams/squads are geographically separated performing individual mission tasks or when you are covering an assigned field of fire, in a defensive situation for example. This is because they are priority radio transmissions. In other words, when you hear the word "Contact" over VoIP, the entire radio net should go quiet and listen for the reporting call sign to send his information. This is not helpful if the entire squad can already see a threat as you are taking up radio time your leader could be using to issue orders and respond to the threat.

[edit] BF2142: COMMO ROSE

The Battlefield 2 game offers a feature by which a player may identify an enemy using the communication rose. By using this feature, the first four questions listed above are answered, relayed to your squad and represented on your squad's map / mini-map. This method keeps VoIP chatter to a minimum.

Using the comm. rose should be the first step to providing a Contact Report and done before engaging the enemy.

The player providing this Contact Report should follow up over VoIP with any action they plan to take, any recommendations on actions or further important details. The squad leader should respond with an affirmative or negative.

In the case where using the comm. rose is ineffective or too burdensome to use (due to the number of enemy units), then the player should use the contact SOP.

[edit] AFFIRMATIVE & NEGATIVE HOTKEYS

the Battlefield 2 game provides a key bind to respond in the affirmative and negative. The default bind for the affirmative is the PgUp key. The default bind for the negative is the PgDown key. This is a quick way to acknowledge SL orders and let them know you understand what is expected of you. Nothing is more off-putting for the SL than a mute squad.

[edit] SITREP

Your commander is constantly assessing the current situation in real time, so he can adjust tactics to the fluidness of the battle space around him and his unit. As well as using all the tools your game provides to spot and mark opposition forces, individual members of the team can help the SL / CO maintain tactical SA (situational awareness) by efficient use of SITREPS.

The form of the SITREP may be remembered by using the term E.F.A.R.

Enemy Forces (What is their status? What are they doing?)

Friendly Forces (What is your status? What are you doing? Do you have a visual on any other friendly call-signs from other units?)

Administrative Needs (Do you require anything i.e. medical, ammo, other?)

Recommendations (Do you have any tactical suggestions for the SL's consideration?)

Example:

Aruncado: "Commander, this is Squad 1, SITREP, Enemy neutralized, and currently recapturing control point. Enemy tank is enroute from the North and we could use an EMP and Orbital strike. I recommend maintaining defensive posture at this location in order to hold the control point and stall the advance of their tank." Note: Use of E.F.A.R. format sequence (clear and concise)

Commander: "Squad 1, this is the commander! Understood, hold position EMP and Orbital in 15 seconds. "

Ok. So now you have some basic principles which you can put into practice to maximize your efficiency when you see the enemy. But that wont do you any good here back at base soldier! So, haul that pudgy civilian ass out into the field and we will see what you’re made of!

[edit] AWARENESS

As in real life, seeing the enemy before he sees you, often makes the critical difference in reaction time as to who fires first and with the most accuracy. So, are there real world military observation training techniques that a player can also apply to military game simulations? Absolutely!

[edit] SCANNING

When scanning take in your entire viewing angle looking for anything obvious that you should immediately react to. Pay particular attention to and make a mental note of any "dead ground" in front of you. Dead ground are areas where the terrain is depressed (i.e. gulleys, ravines and wide ditches etc), where the enemy may easily conceal himself, or suddenly appear in front of you as they move forward and rise up out of those depressions. Always scan from RIGHT TO LEFT. Why RIGHT TO LEFT? Quite simply, we are conditioned as children and taught to read with a more normal LEFT TO RIGHT eye movement. Our eye motion and associated muscles get very comfortable moving in this direction and it creates very smooth movements through image transitions with few pauses. Unfortunately, this muscle and mind conditioning also creates an environment where it's easy for the eye to be lazy and miss something when scanning in this more learned mode. Now that you're scanning the terrain from RIGHT TO LEFT, what are you actually looking for? Basically, real world special forces teams are trained in the "4 S's and M" methodology standing for Shape, Silhouette, Shadow, Surface and Movement.

[edit] SHAPE

When scanning the terrain, look for anything that has a shape that isn't natural as compared to its surroundings. Nature doesn’t make trees and bushes appear in an ordered and regular manner. Their shape usually is irregular and their edge patterns are not something that looks symmetrical. If you see through or check out the edges of foliage, any shape that appears very structured (manmade) and symmetrical is most likely a camouflaged vehicle or an enemy infantryman. The same but reverse principle applies in built-up areas when examining the edges of building corners, roof lines, window and door frames, or horizon pavement lines, where one should not see irregular or non manmade edges. If you do, then it's most likely the shape of a camouflaged vehicle or an enemy infantryman causing the break or unevenness in straight lines, which should be showing a more natural symmetry.

[edit] SILHOUETTE

When scanning the terrain, look for anything that has a recognizable man or vehicle silhouette displayed against any smooth background, horizon, window and door frames or building edge line, that isn't natural as compared to its surroundings.

[edit] SHADOW

When scanning the terrain, look for the casting of any man or vehicle shadows, beside or near trees and bushes or building edge lines.

[edit] SURFACE

When scanning the terrain, look for any surface or graphics texture that appear unnatural as compared to its normal graphically rendered surroundings. In real life, this would include the glinting or reflection from the sun off of items such as vehicle windshields, binoculars and any other shiny surfaces that haven't been properly camouflaged or dulled down. In games, not all these type of graphics are rendered. Therefore, surface in the game context is more about the color and texture you notice when looking at objects. In the game world this is normally the 2nd most important way to spot the enemy.

[edit] MOVEMENT

This is perhaps the single biggest action that reveals the position of the enemy. In short, unnecessary movement KILLS, so keep this in mind for your own movement actions. It's difficult to spot movement while your eyes (and mouse) are actually moving as well, so develop a good habit of pausing for a minimum of at least three seconds during your RIGHT TO LEFT scanning technique. MOVEMENT

I suppose after a statement such as “movement kills” we had better teach you to move yourself around a map in a manner that minimizes it happening to you. Good fire and movement techniques are founded upon several basic principles.

Scan the ground to your front as we have discussed.

Choose your next fire position -You want to pick your next "fire position" and possibly the one after that, before moving from where you are.

Select best route to get there - That dead ground you saw scanning for the enemy may block the enemy from observing your advance and disguise your shape and silhouette. The same applies to bushes, trees, other vegetation or deep shadows. however they won’t stop a rifle round spoiling your day. Manmade obstacles will however so choose your cover accordingly. Generally the taller and larger the cover, the faster you can get there in safety.

You can then move to your chosen fire position via route selected. This method means that you are maximizing the opportunity to see the enemy first and react quicker than they can. You are also less likely to be caught out in the open when the lead starts to meet the meat.

[edit] FORMATIONS

It will be rare to be moving by yourself though. Normally you will be moving with the rest of your squad and in this context you may well be ordered to assume certain formations by your squad leader. Here we will go over the ones most commonly used by fire team and squad sized units.

What are formations? Formations are arrangements of elements and soldiers in relations to each other. Squads/fire teams use formations for control and security. Leaders choose formations based on their analysis of the different factors of the mission. Leaders are up front in formations. This allows the leader to lead by example, set the pace, and direct the action. All members of a fire team should be able to see their fire team leader at all times.

Column formations are also known as file formations because you are in a single file line behind the fire team leader. Column formations are usually used when the terrain is dense, full of vegetation, or close. The column is the easiest to control because you simply follow the man in front of you, who is following the fire team leader. But the downside is that there is less flexibility in a column formation. It takes longer to get your men adjusted to a certain situation. The column formation is the least secure; you have fire capabilities on your left and right flanks but hardly any in the front or rear. The best time to use a column formation is when you are pretty sure the area you are in is secured, (in front of enemy lines), and you need to get from point A to point B pretty fast.

The staggered column is just a sloppy column formation. Every other man is slightly offset to the left or right and able to cover and see just a little bit more then a column formation. If your in a desert or open area, then the staggered column could be more useful then the strait and narrow column formation.

A line formation is when all your men come up shoulder to shoulder with you. You still can keep a set interval but for explanation purposes, we will say shoulder to shoulder. This formation is best for heavy forward firepower, like when assaulting a forward objective. But this formation leaves your flanks completely open, and if you don’t control the battlefield you can easily be outflanked and eventually destroyed. It’s always best to have other fire teams or squads on your left and right to control the flanks or move up to your forward targets flank while your line formation of heavy fire keeps the enemy suppressed.

The wedge is the basic and most popular fire team and/or squad formation. The intervals between team members is usually ten meters. The wedge expands and contracts, depending on the terrain. When rough terrain, poor visibility, or other factors make controlling the fire team difficult the normal interval is reduced. The sides of the wedge can collapse into a column/file formation for very difficult terrain, and then re-open as needed. The wedge formation is very flexible. The wedge formation should be used the most, especially in an enemy controlled zone, (behind enemy lines.) The wedge formation provides excellent front and flank coverage, but no back coverage.

The vee formation is a reverse wedge formation. The fire team and/or squad form a V with the fire team leader or squad leader at the point. This formation gives a lot of firepower on a known enemy, almost surrounding the enemy. But it is very hard to control and adjust. It is not recommended unless you have an enemy pinned and want to move in to squeeze the enemy to death.

The echelon formation (left or right) is used to cross open areas where you know the enemy is on one side or the other of your flank. It gives you good firepower forward and to either the left or right of your direction of movement. The downside side means that your opposite flank is totally open and in danger. Moving with an enemy on one or both of your flanks is always dangerous and should be avoided.

Even in games where formations are not regularly used or where squad leaders do not regularly order them, understanding these formations is important. If you realize why certain formations are used at certain times you can apply the principles on an individual basis adding to the effectiveness of your squad. As an example, your squad is moving up towards the front lines in a column formation (this is a formation people naturally seem to fall into when traveling quickly even if they have been given no orders). As you come into open terrain you see some dead ground and a small village to the front. If you haven't received any orders to shake out into a new formation (and you are sure this is not a deliberate act by your commander) by moving up alongside the leader you have just doubled the amount of firepower your squad can bring to bear on the biggest potential threat axis.

Adding to this is the difference between loose and tight formations.

Loose Formation- By default formations should be loose. Loose formations reduce vulnerability to area-effect fire like grenades or artillery and provide better security through improved fields of fire and fields of vision.

Tight formations are used to help avoid detection, and in rugged terrain where following leaders would otherwise be difficult.

The easiest way to keep cohesion is to maintain the formation ordered by the leader and move at his pace. Follow the leader's body position (standing, crouched, prone). The leader will choose routes and use concealment as appropriate, striking a balance between speed of movement and avoidance of detection as required by the situation. Even if this is not a deliberate act by echoing his movements you will be following his mindset with non-verbal communication and you will begin to act as one cohesive unit. You will also be able to achieve complex maneuvers far in advance of this module by being aware of your leader and echoing his actions.

[edit] FIRE DISCIPLINE

Ok, now that you can communicate and maneuver we are going to move on to the real meat of the matter. What to do when you spot the enemy and its time to engage. The first thing to understand is:

Fire Discipline in real military units may generally be defined as a set of RoE (rules of engagement). In our virtual gaming world, one of the most frustrating events is having team members open fire indiscriminately on their own, often without warning. Many times, players fail to think about these actions, as to how they might affect another team member caught out in open ground, or about the possibility of bringing to bear more of the team's firepower simultaneously, in order to maximize enemy casualties.

RoE for Fire Discipline can get quite complex, but for our purposes we'll keep it very simple. In essence, there are three "Fire Conditions" which may be set by the Squad Leader or used on your own initiative. They follow the classic stoplight we all see during daily driving.

GREEN (Sometimes called "Engage at Will") Team members may engage the enemy at will using their own best judgment, as to whether their primary personal weapons, or the addition of other team members' firepower will have the maximum neutralizing effect on the enemy. If they choose to open fire, its good form to advise other team members that they are about to open fire and engage the enemy, effectively warning them to seek immediate cover. You notice that even under the most liberal fire condition we recommend ALWAYS spotting the enemy and informing the rest of your squad before opening fire.

YELLOW (May be referred to as "Orange") Team members may engage the enemy at will, ONLY if spotted or fired upon themselves. If they spot enemy forces, they should seek immediate safe cover and send a contact report, then await further instructions. However, if they see an opportunistic situation to engage and maximize enemy casualties without jeopardizing the mission goals, they may exercise their own judgment and go GREEN to engage at will. If they choose to open fire, its good form to advise other team members that they are about to open fire and engage the enemy, effectively warning them to seek immediate cover. Once friendly fire commences, Fire Condition GREEN automatically takes immediate effect.

RED (Sometimes called "Fire by Command") Team members are in a "Fire Hold" condition and they DO NOT engage or fire on the enemy without a command order, usually from their Squad Leader. If they spot enemy forces, they should seek immediate safe cover and send a contact report, then await further instructions. If enemy forces fire in their general direction without seeming to know where friendly forces are deployed (often called Spec Fire), team members DO NOT return fire unless ordered. Once friendly fire commences, Fire Condition GREEN automatically takes immediate effect.

The overriding principle to all of the above conditions is called COMMON SENSE. In other words, if at anytime the personal safety of a team member or themselves is jeopardized due to the enemy spotting or firing directly (no Spec Fire) upon the team, they should immediately engage with aggressive suppressing fire. Once reactive friendly fire such as this commences, Fire Condition GREEN automatically takes immediate effect. Once again this is something you can implement yourself without direct orders. Did your squad leader just set a waypoint behind enemy lines and then start scurrying at a crouch through cover? Go RED and you will be preserving the secrecy of your approach.

We have talked a lot about following orders but don't be afraid to ask your squad leaders questions if you are unclear. This will also nudge new players and old towards important concepts which add to our game experience and effectiveness. All the techniques here can be implemented on an individual basis and even if they are not used by everyone else in your unit you are maximizing your own combat power and adding value to the squad.

[edit] Credit

This Material was written by Aruncado using a previous write up by JimmyTwoHands and edited for the wiki by Smachin007