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  • [INFO] Player Slot Template - TGU

    TacticalGamer University
    Organizations for ArmA 3 Missions
    Templates

    Now and then we've had missions that are one off scenarios with an unconventional force. So please, right of the bat, this post is not about those scenarios.

    But, for missions where you are setting up a conventional force there is some guidelines on how you might do so. Such a guideline is not intended to tie the hands of a mission maker, but clarify some points if it's been a little while since your last TGU Advanced Infantry Course.


    Example 1 - One Squad of regular infantry

    Squad Leader

    Fire Team 1
    Team Leader
    Automatic Rifleman
    Assistant Automatic Rifleman
    Grenadier

    Fire Team 2
    Team Leader
    Automatic Rifleman
    Assistant Automatic Rifleman
    Grenadier

    Fire Team 3
    Team Leader
    Machinegunner
    Rifleman/AT (or other specialist)
    Grenadier

    So this is the basic layout of a squad. The squad leader would often have an RTO (Radio Telephone Operator) which is someone to relay radio traffic so the squad leader can concentrate on the problems at hand directly. But with this player count in our mission then there is not much need for an RTO. However, we may have need for a medic.

    A medic is a platoon level asset who is assigned where the Platoon Leader wants. So, lets adjust our template for our revive script and add in a medic for the squad. Now lets also assume that your mission will be running the groupManager.sqf or some other such solution so players can change groups on the fly (simulates giving them access to different radios). This means that now the Squad Leader is now free to assign the medic to any one of these fire teams or may choose to have the medic join the group of the SL or even create a separate group for the Medic so that the medic has access to the command channel.

    So in this version, I would attach the medic to the SL and leave it up to the leader where the medic is assigned. This allows the players to see the chain of command from the slot selection screen and understand that Fire Team 3 is going to be the "Weapons Team" or your "Base Of Fire" element.

    So stepping back we now have a CO14_ mission. [Cooperative 14 player] The SL, Medic in one group and three fire teams.

    What about variations? Of course! Your mission may be heavier on enemy vehicles and you may choose to turn your Assistant Automatic Riflemen (AAR) into Riflemen/AT. Your getting into specialized operations now. No problem.

    What if my mission is a rag tag bunch of guerilla thugs trying to keep their territory? No problem! The above guideline obviously does not apply....and your mission sounds like fun already.

    Lets move on to a platoon sized force in the next post.
    Edit: Machinegunner - this does not exist in the editor. The machine gunner is an important part of the squad structure that is missing from the Arma 3 classes. The machinegunner has a higher caliber round than the automatic rifleman and often may have an optic for longer range BOF (Base of Fire) engagements. This is currently simulated using the Mk200 and must be created using a loadout script if creating a NATO player force. Because the Machinegunner requires more ammo is is often balanced out by having one of the Rifleman in the first two fire teams be an AT specialist so that the rifleman in the BOF element can act as an Assistant Machinegunner, carrying extra rounds for the MG.
    Last edited by Unkl; 05-30-2014, 12:01 PM.
    |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

  • #2
    Re: Player Slot Template - TGU

    Example 2 - One Platoon of regular infantry

    Alpha-6 Platoon Leader
    Platoon Sergeant (often in game acts as RTO and if so is in a separate group)
    UAV Operator
    Repair Specialist



    Medic Leader
    Medic


    Alpha-1 Squad Leader

    Fire Team 1
    Alpha-1-1 Team Leader
    Automatic Rifleman
    Assistant Automatic Rifleman
    Grenadier

    Fire Team 2
    Alpha-1-2 Team Leader
    Machinegunner
    Rifleman/AT (or other specialist)
    Grenadier

    Alpha-2 Squad Leader

    Fire Team 1
    Alpha-2-1 Team Leader
    Automatic Rifleman
    Assistant Automatic Rifleman
    Grenadier

    Fire Team 2
    Alpha-2-3 Team Leader
    Machinegunner
    AA Specialist (or other specialist)
    Grenadier


    Alpha-5 Section Leader - Mortar Team Leader (Fire Control)
    Automatic Rifleman
    Rifleman/Gunner
    Ammo Bearer/Assistant Gunner

    Fire Team 2 - Mortar Security
    Alpha-5-2 Team Leader
    Automatic Rifleman
    Assistant Automatic Rifleman
    Grenadier


    Here we have a CO32_ mission. We have two squads of infantry and only two fire teams in each squad. This is just to show flexibility. It could be 3 fire teams in each squad. As an example we have attached a medical team of two medics which the platoon leader could assign anywhere. There is also a mortar team which has a different organization. This is not standard and is open for interpretation as well but it is lead by the section leader who will receive fire orders on command channel and coordinate using his group channel.

    Squad coms - you can see a big difference in how squad coms are organized! We only have so many channels so far in A3. So, your squad leader will use command channel for coms with other platoon elements and the platoon leader. All of Alpha-1 would be in the same group! This means that the squad leader and the team leaders would use group channel to communicate and all the infantry must try to stay to direct channel only unless they have priority traffic to send. We know it's tough but it works if you stick close!

    REMEMBER THIS IS NOT A RULE BUT A GUIDLINE TO ASSIST NEW MISSION MAKERS AND FOR US TO START A DISCUSSION ON HOW BEST UTILIZE ORGANIZATIONS FOR OUR GAMEPLAY.

    Next up, Mechanized Organizations.
    Last edited by Unkl; 05-30-2014, 12:06 PM.
    |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


    • #3
      Re: Player Slot Template - TGU

      Example 3 - One Platoon of mechanized infantry

      This is a role selection based on a mechanized force using the amphibious infantry fighting vehicle, the Marshall.

      Basically you add 2 crewmen for every two fire teams. Two fire teams make a section as only 8 people fit in the back of a Marshall. This give you a section leader as the vehicle Commander and then you have your Driver & Gunner, and your two fire teams.

      Platoon Element
      Platoon Leader
      Platoon Sergeant
      Driver
      Gunner

      Medic
      Medic

      Alpha Squad/Section
      Alpha Section Leader (Vehicle Commander)
      Driver
      Gunner

      Alpha-1
      Team leader
      Automatic Rifleman
      Assistant Automatic Rifleman
      Grenadier

      Alpha-2
      Team Leader
      Automatic Rifleman
      Assistant Automatic Rifleman
      Grenadier

      Bravo Squad/Section
      Bravo Section Leader (Vehicle Commander)
      Driver
      Gunner

      Bravo-1
      Team Leader
      Automatic Rifleman
      AT Specialist
      Grenadier

      Bravo-2
      Team Leader
      Machinegunner
      Assistant Machinegunner
      Grenadier

      So here we see an example of Bravo being outfitted as a Base Of Fire element or a Weapons team and they are balanced between Bravo-1 with the AT and Bravo-2 with the machinegunner.
      Side note on USGL & TL/SL
      Also, what I haven't mentioned so far is the under slung grenade launcher the stock team/squad leaders get in A3. Although, many times your team leader is going to have an under-slung grenade launcher, still, having your GL as your 4th man is very advantageous. This is why TGU has taught this structure. Your team leader often may have an USGL but in my missions (as you can see if you use TG Gear) the TL has a lot of signalling rounds such as smoke or flares. The GL in the team has the HE rounds. In all basic formation the AR is going to be on one side and the Rifleman & GL are going to be on the other to balance out the fire power. Thus the GL is integral to your fire team balance and thus why TGU separates this from the leadership role.

      Also, your Section leader will dismount and lead the section (squad) with the mantra "Do as I do" and in the field. When this is the case you have the gunner calling the shots on the vehicle and the driver follows the gunner's directions.
      Last edited by Unkl; 05-30-2014, 12:17 PM.
      |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

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