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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.

    SIGN UP IN THIS THREAD

    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

    XI. Discussion
    Last edited by TMan; 01-07-2011, 08:35 AM.
    sigpic

  • #2
    Re: Basic Infantry - Project Reality

    Looks Awesome good sir!!
    What's weird about a young goats head, smoking a joint, tied with a scarf to a mobile artillery gun? - Jeepo


    Killing threads since 2007

    | |

    Comment


    • #3
      Re: Basic Infantry - Project Reality

      I am officially registering for this class. Please contact McGann to settle any tuition fees, equipment rental charges, etc.

      Comment


      • #4
        Re: Basic Infantry - Project Reality

        This will be BASIC stuff, not anything rocket science......
        sigpic

        Comment


        • #5
          Re: Basic Infantry - Project Reality

          I am in. How long do you expect the session to last?

          sigpic
          |TG-69th|desant

          Comment


          • #6
            Re: Basic Infantry - Project Reality

            1 hour tops
            sigpic

            Comment


            • #7
              Re: Basic Infantry - Project Reality

              Count me in!

              Comment


              • #8
                Re: Basic Infantry - Project Reality

                I'll be there! Looking forward to it.

                Comment


                • #9
                  Re: Basic Infantry - Project Reality

                  I will try and make it but I am not sure I can but it sounds awesome.
                  sigpic

                  Comment


                  • #10
                    Re: Basic Infantry - Project Reality

                    Great stuff. Will be there.
                    |TG-189th| Unkl
                    ArmA 3 Game Officer
                    Dean of Tactical Gamer University
                    189th Infantry Brigade Member
                    SUBMIT A RIBBON NOMINATION OR CONTACT AN ARMA ADMIN
                    "We quickly advance in the opposite direction and take cover in a house on the SW side of town." - BadStache

                    Comment


                    • #11
                      Re: Basic Infantry - Project Reality

                      Oh I'm in. What's the TS server tho?

                      Comment


                      • #12
                        Re: Basic Infantry - Project Reality

                        PipBoy, TS is Teamspeak. You can get it here: http://www.teamspeak.com/?page=downloads

                        TG TS Server address: 74.52.1.234 Port: 9987
                        sigpic

                        OLD GUYS RULE!!!!

                        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


                        Comment


                        • #13
                          Re: Basic Infantry - Project Reality

                          Oh I know what TS is and I've had it for ages now! I'm new to PR and TG but I've been nerding my way through online games for quite a while!
                          But thanks a lot, I'll confirm being there as soon as I figure out whether or not I should take daylight savings time into consideration!

                          Comment


                          • #14
                            Re: Basic Infantry - Project Reality

                            I will do my best to be there!
                            sigpic


                            Proud to have been an Irregular, HeadHunter, and a Siege Corps Engineers!

                            Comment


                            • #15
                              Re: Basic Infantry - Project Reality

                              Great class outline! I will be there.

                              Comment

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