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Retvis Bible PT. 1


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So, in this somewhat detailed topic I will explain to the players of EU3 the tips and techniques that might help them to make their load out or kit a little bit more efficient and effective or maybe by showing the fire team leaders or squad leaders various techniques that will help them to get the full utilisation out of all their assets. This will only be part one of it so I will release the other parts when I get chance to.

 

First we will start off with the roles that are available to a player is a standard map on EU3.

 

Platoon Commander

 

So we will start with the first role that is not really used in EU3 that often but we will cover it anyway just in case it is used, the Platoon Commander, the main role of this player is to devise a strategic plan that involves the most appropriate assets for the mission that is current, this player is a sort of cloud above all of the rest of the assets that are operational, this role is not designed to get up in the fight and rack the kills up, he is there to simply coordinate the mission and ensure that it is completed to an effective standard with minimal casualties, this meaning that he is somewhere behind a SL so in this instance we will use ASL as the prime example.

 

PL.png

 

Here you can see that the Platoon Commander is just behind the ASL (Marked in grey) he is also joined by the Platoon Medic. Now if Bravo Section and Charlie Section where present then they would break off to the left and right of the two Alpha fire teams, therefore making a large line formation, this is probably the simplest movement to do when all sections are moving at once in the same direction.

 

The platoon commander with dish orders out to all the SL in each of the different sections and the other roles in his command squad

 

Platoon Air Commander

 

The main responsibilities for this type of role in EU3 are to coordinate with the air assets that are available so that they can be utilised to an effective standard when completing re-supply missions and Close Air Support Missions etc. As well as this they are also there to relay the relevant information from the platoon command to the Vortex pilots, this will result in less communication traffic being sent to the platoon commander meaning that he can focus more on the prioritising objectives, basically the PAC takes stress off the platoon commander in regards to the air assets.

 

The forward air controller is normally positioned at points where he has a clear view of the operational area that might need support via air assets. The PAC is normally found behind the Platoon commander and when needed is dispatched to the relevant locations for him to perform at his best ability for the Platoon.

 

Platoon Medic

 

This role is defined as the lead medic for the whole platoon, each section has its own medic that can be sent to any of the wounded soldiers in their section, however if the casualties are over whelming then the platoon medic will also aid in which ever section that needs another medic. However, the platoon medic must prioritise with the injured in the other sections and the injured in the command squad, the command squad are first priorities for the platoon medic and the other casualties are second.

 

The platoon medic is always with the platoon leader until he is needed elsewhere in the platoon formation.

 

Platoon UAV Operator

 

This role is simple, the aim of this role is to provide the ground forces with effective reconnaissance information. They typically will be far out from the combat as their main role is to provide valuable information about the enemy’s positions. They can equip armaments onto some of their unmanned aerial vehicles if it is required.

 

 

Squad Leader

 

A squad leader is typically in command of 2 fire teams which consist of 4-5 soldiers, the aim of this role is to relay instructions and orders from the Platoon Commander to his 2 fire teams, he also must ensure that the instructions given to him are carried out in the correct manor. if a Platoon Commander is not present then the authority is diverted to the squad leader.

 

 

 

 

 

Squad Medic

 

This role is identical to the Platoon Medic however the squad medic for example Alpha medic is only responsible for the whole of Alpha section, he should prioritise him fire team members over other sections casualties. Squad medics can be diverted to other sections and fire teams instead of there own if it is required, a good example of this is if Bravo section have 2 critically injured casualties then if the alpha medic is not occupied with his own section he can be diverted to the section requiring the extra medical attention.

 

The squad medic is to stay with the squad leader until he is needed to be dispatched to a casualty.

 

Team Leader

 

This role is in control of a whole fire team, his job is to receive orders from the squad leader and put them into action, he can communicate with the other fire team leader in his section to coordinate an effective attack for example. The team leader makes decisions like what formation he wants he fire team to be in, and what type of units are in each fire team, by having this customisability, this means that the fire teams can be much more effective as the team leader is happy with how his FT is set out.

 

 

Now after covering all the command and leadership roles we will now move onto what kit should be brought to a standard single operation on EU3

 

 

KIT AND LOADOUTS

 

Rifleman

 

We will first start with the standard rifle man, this infantry solider should be equipped with a NATO 5.56mm weapon and typically a 9mm secondary firearm. In addition to this an infantry soldier should also if possible carry a launcher if they are not at a heavy kit weight, the most common one that is carried on EU3 is an 84mm AT4 Rocket launcher, these can come in many variants including HEAT which is to be used against medium to heavy armoured vehicles. HEDP these are dual purpose projectiles that can be used against infantry and light armoured vehicles.

 

As an infantry man, you have one job and that is to combat the enemy with your best effectiveness.

 

The clothing and fatigues for an infantry are of a personal preference to the player however it is advised to wear a vest that has at least a level 3 armour protection. This is being said because no one likes a bullet through their chest as soon as they come under contact. A rifle man should carry basic medical supplies consisting of 3 of each bandage and 2 tourniquets, realistically a rifle man does not carry any medication with him only a bit of paracetamol however this is ARMA we are talking about so 1 morphine should do the trick. This is the same for any kit expect if you’re a squad or platoon medic. A infantry man should carry around 6 magazines in his vest or plate carrier and an extra 2 magazines in his kit bag. In regards to grenades 1 fragmentation grenade and 2 smoke grenades is plenty for a rifleman.

 

Auto-rifleman

 

This role carries a light machine gun, it should typically be a 5.56mm round that chambers the LMG. The auto rifleman should not carry a sidearm they have will have around a 1000 rounds to play about with. He should typically carry around 4-600 rounds on him, his role is to provide suppressive fore to the fire team that is advancing and engage clusters of enemy squads or platoons. The same goes for the rifleman regarding medical supplies and grenades.

 

The main job for the auto rifle man is to get effective rounds down into the direction of the enemy to aid in the advance of friendly forces.

 

The auto rifleman is also 2IC or 2nd in command of his fire team, meaning that if the FTL in not combat effect i.e. Dead then the auto rifleman takes leadership of his fire team and becomes acting FTL  

 

Marksman

 

This soldier is required to carry a minimum calibre of a 7.62mm, there job is to engage targets that are out of range for the other members of the team and to also engage possible priority targets like AA specialists or AT specialists. In addition to this marksman can also be utilised to conduct recce or recon tasks to help locate the enemy and objective locations for the rest of the platoon.

 

The marksman should carry a range finder in order to work out extreme ranges and reference points. Same as above he should carry the standard medical supplies and grenades

 

Team Leader

 

The team leader has the ability to use a 40mm grenade launcher on the underslung of his 5.56mm rifle this allows him to not just act as a team leader but also as a grenadier as well, the team leader coordinates his fire team in a section attack.

 

He should carry extra smoke grenades in order to mark positions for friendly assets. Medical supplies re the exact same for anyone else in the fire team.

 

Assistant Auto rifleman

 

The role is identical to a rifleman however instead of carrying a launcher they carry extra ammunition for the auto rifle man, they should carry at least an extra 400 rounds for the LMG. In addition to this for some LMG’s a spare barrel is required as the weapon can overheat and become un useable.

 

Engineer

 

The role of this player is to carry explosives in the primary fire team which is explained below to destroy any objectives that are active like radar installations or radio towers for example. as well as this the engineer is also tasked with repairing damaged friendly vehicles, the engineer is also utilised when disarming bombs in the mission area.

 

 

FIRE TEAMS

 

So, in this section I will explain why certain roles are in each fire team and what responsibilities each fire team have when performing section attacks, for the examples I will use Alpha elements that are available

 

Alpha 1-1 (Charlie Fire Team)

 

This fire team is recognised as the support fire team in each section, this is due to them having the auto rifleman and also the marksman at their discretion, the main role of this fire team is to over watch and support the second fire team in the section, obviously fire team leader can change what roles are in each fire team but these are just the default fire teams, some fire team leader prefer to have 2 auto riflemen and a marksman in the support squad as more rounds can be put onto the enemy forces.

 

Alpha 1-2 (Delta Fire Team)

 

This fire team is the beginning assault force in a section attack meaning they are always the first to bound forward in an attack whilst 1-1 cover from behind, the reason for them being the main assault fore is because the engineer is in this section and he most likely needed first at the objective if it is a search and destroy mission, so having him in the first fire team means he can get to work on the objective a lot quicker.

 

Alpha 1-0

 

This is the command element for the section so ASL and the section medic will be the members of this squad and they will follow either in line or behind the 2 fire teams above. Their job is to coordinate their section to the best of their ability.

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7 minutes ago, Colsta said:

One thing I disagree with - a rifleman having a backpack.

There is never a need for this, ever. Only exception I can find to this is no engineer being online and your leader telling you to take explosives.

I have seen rifleman take a backpack (very small one) to take some extra med supplies for the medic, or an extra box mag for the AR. Obviously it's whoever is your TLs decision. Admittedly I have seen this being used when there is a specialised AT asset in play, so there is not as much need for LAWs in the infantry. Again its leader and mission specific, but something to bare in mind

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I absolutely understand where you are coming from Costa but in the real world a standard rifleman still carries a day sack with him which has extra ammunition and other personal items, but this is arma so if some people can go with only 6 magazines for a single AO and not struggle then even better because it's less weight and fatigue for the rest of the section. I think a small assault pack for Arma is acceptable but when we get onto riflemen with Bergens in Arma, yeah maybe that's over the top lol 

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This is amazing. Very well done; this will easily become a reference point for newly arriving players.

 

Thoughts of mine on what could be included in Part 2. Chances are you've already thought about these. This will be added to when I think of things:

 

Spoiler

Describing the specialization squads such as MAT, Torch, Hammer, Vortex, etc.

 

Additionally, some suggested edits. Once again, I will add to this if I see anything. :

 

Spoiler
  • Add a description to the Engineer stating that he is also responsible for vehicle maintenance. In practice this usually comes first rather than carrying explosives. (Also make the title red)

 

Same as Copey, will read this more thoroughly when I get a chance.

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Good read, I can imagine this to be a stepping stone for EU1/2 converts if they ever do bother to read any guides.

 

RE: backpacks, I'd never include them in recommended or standard loadouts, but flexibility is the reason I keep my rifleman kits below or around 20 kg. If my element ever needs an ammo bearer or extra supplies of whatever sort, I can just grab one and still be far below the weight liability threshold. That said, perhaps add an approximate guideline for final load as there's always those special few lugging 35 kg in ammo and meds around. Stamina is a thing and it's important to bear in mind, so checking your kilos is a quick way to reference if you have too much or too little of anything.

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Very well said SkullCollector, by having a rifleman at a low kit weight this will mean that there is more options for the squad leader to choose from when wanting his rifleman to carry extra equipment and not having to worry too much about his fatigue. 

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1 hour ago, SkullCollector said:

Good read, I can imagine this to be a stepping stone for EU1/2 converts if they ever do bother to read any guides.

 

RE: backpacks, I'd never include them in recommended or standard loadouts, but flexibility is the reason I keep my rifleman kits below or around 20 kg. If my element ever needs an ammo bearer or extra supplies of whatever sort, I can just grab one and still be far below the weight liability threshold. That said, perhaps add an approximate guideline for final load as there's always those special few lugging 35 kg in ammo and meds around. Stamina is a thing and it's important to bear in mind and checking your kilos is a quick way to reference if you have too much or too little of anything.

I'm on my phone so I can't quote the one but I want out of this, so. With regard to the weight limit of an ideal loadout definitely include it. I already put it into our guide a while ago but you chaps know how much attention people pay to the forums these days

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Generally, PlatCo will inform SL of any specialties he needs brought. SL will inform his TLs, and the TLs will distribute the necessary items in their team.

 

Specialty items could be sandbags, wirecutters, extra explosive charges, crew-served weapons, etc.

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15 hours ago, Retivis said:

I absolutely understand where you are coming from Costa but in the real world a standard rifleman still carries a day sack with him which has extra ammunition and other personal items, but this is arma so if some people can go with only 6 magazines for a single AO and not struggle then even better because it's less weight and fatigue for the rest of the section. I think a small assault pack for Arma is acceptable but when we get onto riflemen with Bergens in Arma, yeah maybe that's over the top lol 

 

It's not that bringing an Assault Pack with a few items is a problem, but as Skull mentions, having a proper kit with no backpack means you can easily carry part of a static weapon, or anything else the higher-ups might want brought.

 

Only my Engineer kit is set up with a pack by default, and I can still fit plenty and even have vest space to spare.

 

Maybe I should show you some kits next time :P

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A couple of points here...

 

1) Extra barrels for LMGs

 

These are currently not in the arsenal, because the amount of fire you'd have to put through an LMG is truly ridiculous before a barrel needs to be replaced, thus it's 8 kg of dead weight.  And before people say "but it does happen" you only have to wait a few seconds before the heat goes down and the barrel works again.  Heat buildup on barrels is something that ACE doesn't model extremely well.

 

2) PC / SL / FTL hierarchy

 

I've always contended that it's the PC's job to create the plan and manage traffic; the SL's job to implement the plan on a strategic level; and the FTL's job to implement the plan on a tactical level.  Each org level should not override the decisions of the lower level unless it's absolutely necessary or there is a communication breakdown, because boots on the ground have a different level of awareness than a higher level.

 

3) Riflemen & kit bags

 

The fire team is only as fast as its heaviest soldier, so if the AR weighs 40kg because of all the ammo that's being carried, I see no reason why a rifleman shouldn't carry a kitbag loaded with extra supplies.  But don't confuse this with realism - yes, in real life, soldiers would be carrying supplies (food, water) that aren't modelled in Arma, and we shouldn't consider this in an Arma context.  A big part of a FTL's job is to ensure that the members of his team are carrying the gear appropriate for the mission. If he wants his team to travel fast, he should just tell people not to load up beyond a certain weight limit.

 

4) Rangefinders

 

Personally I would want AR assistants to carry rangefinders, so marksmen and autoriflemen can concentrate on keeping their weapons on target, and the assistants can call out ranges.  Technically ARs and Marksmen should be able to determine ranges without the need for rangefinders, either with the scales built into optics, but that's a competency question.

 

- R

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some of my thoughts:

 

AR Assistant

 

should carry Entrenching Tool and Rangefinder.

 

When entrenching is needed, assistant digs while AR covers.

When long-range supression is needed, assistant calls target(s), their bearing, their range and wind direction/strength to maximise AR's effectivity.

(technicaly the same as spotter does for Sniper)

 

AR

should in my opinion carry sidearm - directly oposite to what Retivis said ;)

If the AR loses teamates during fighting, he becomes extremely vulnerable during reloading / weapon jamms, much more so than standard rifleman

 

 

PS: TBH the entrenching tool in ACE seems very lightweight to me (too much?), so I include it in all loadouts, althou technicaly I think that FTL and AR should never be the ones digging trechnes unless unit is completely out of combat and other members are able to do so

..and I'm always breaking this rule while FTLing - against my own better judgement - because I'm compulsive-obsessive manic miner.. :ph34r:

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15 minutes ago, kman said:

When long-range supression is needed, assistant calls target(s), their bearing, their range and wind direction/strength to maximise AR's effectivity.

(technicaly the same as spotter does for Sniper)

 

I'd much rather want the AAR firing his weapon than calling out that kind of information.

 

With 100-200 rounds per load, I'm plenty confident that even the newest of players could dial in their aim pretty quick.

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I agree with all points stated Ryko, I added the spare barrel just in case it is added back into the arsenal at a later date, didn't think about assistants carrying range finders but that makes a lot of sense actually and is a really good idea.

 

Kman i understand about the sidearm with an AR but as they will already be at quite a high weight carrying the ammunition and LMG itself, I implemented the no sidearm suggestion due to the fact the the assistant AR is most of the time closest to the AR meaning that it is their job to protect the auto rifleman when in a reloading phase or a CQB situation, so if the assistant is killed then i thought it would be likely that the AR would be killed as well, as they would be practically next to each other.

 

But the idea of a assistant AR building the trenchers whilst the AR cover is a really good point to make.

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I meant like 600+ meters Amentes.

 

Standard rifle is almost useless on these ranges, to the point where it is waste of ammo to even shoot it.

AR thou, can still achive kills fairly reliably due to hail of bullets (alongside the Marksman).

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