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 ARMA 2 TTPs

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Deathdealer96
Gunnery Sergeant
Gunnery Sergeant
Deathdealer96

Posts : 3230
Join date : 2011-10-28
Age : 28
Location : Lancashire, UK

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PostSubject: ARMA 2 TTPs   ARMA 2 TTPs EmptyFri Jan 04, 2013 5:43 pm

Formations

Mostly self explanatory, just one I will put here. Herringbone. Used when the section stops moving, it covers enemy movement from all angles. Lead scout faces front, then alternating directions until last man delta, who faces rear.

ARMA 2 TTPs FHerringbone

Target Indication

Intro

When a target is indicated, the soldier has to be able to recognise it quickly so that it can be effectively engaged. When he alone can see the target, he must be able to indicate it to the remainder of the section. Note that when indicating targets, the range given is the distance to the target.

Target indications can be used in any setting but they will always be used in a FULL FIRE CONTROL ORDER.


Locating The Enemy

Movement – Seeing them moving around

Fire – Muzzle Flash

Observation – Employing good observation techniques and putting yourself in the enemy commanders shoes. Where would you be?


Note: Any member of the section can issue a Target Indication


Arcs Of Fire

The Axis – Centre of Arc


The Left and Right of Arc – Acts as extreme left and right indicators



Reference Points – Points of the ground to the front that stands out predominantly e.g. Church, Farm, large Lake Etc. Used to fill the spaces between the Arcs and provide instant observation to that point when used.

ARMA 2 TTPs DirectMethod


Methods of Indication

Clock Ray Method – In the following demonstration the indication would be “9 o clock from lone red roofed building”. Clock-ray is a firm favourite and very usable Method of Indication.

ARMA 2 TTPs NewClockRay


Tracer Method – Used to identify extremely difficult targets, the soldier gives the pre command “Watch my Tracer” then fires a Tracer round to the target he is trying to indicate. Other methods should be tried first if possible.

Reference Points - Can be used in conjunction with other Target Indication Methods, used if the target is near a prominent feature such as if you’re looking towards a big open field and there’s only one farm house in the entire field, you could go “Reference Farm House, lone man”

Always try to give a range of the enemy. When the leader sees the enemy, he will declare 'seen' and decide what to do.

A sighting IS NOT a contact, do not open fire at every enemy you see, unless you are in immediate danger. If possible, relay the information to the leader, and let him decide what to do.

Types of Fire

Rapid-1 Round every 2 seconds
Deliberate-1 round every 6 seconds
Ripple-Moves down the line at a designated time interval. E.g. Ripple fire from the left, 6 second intervals.
Watch and Shoot-Used after a contact where all enemies are thought to be dead. The group will observer the target area, if any more enemies are seen moving or enemies turn out not to be dead, they are to be shot.

Building Clearance

Stacking up-The front man will face towards the door, the middle man will face outwards, and the rear man will face to the rear.

Basic Door Entry-
The main part of the entry drill is clearing the corners adjacent to the doorway. This must be done straight away.

Clearing the corner.
Once inside the room, the primary concern of the first two men is to clear their respective corners.
However, don’t focus on the corner for too long, sweep it once then continue to sweep the room.

a. As soon as you get inside the room and have turned left/right, head into the corner. DO NOT attempt to clear the centre of the room until the corner is clear.
b. Once you hit the adjacent wall, head along it.
c. As you do this, sweep the middle of the room.
d. Only engage targets in your respective arc. If you go right and there's a threat in the left corner, let your oppo going left deal with it.#
e. As soon as the point man moves, the second man in the stack needs to follow him and go the opposite way to him.
Key point - The point man is never wrong. If he goes left, the man behind goes to the right, it's that simple.
f. The second man moves towards his respective corner before travelling 1/3 of the way up the adjacent wall.

The third man should come through the middle, if there are 3s. Building clearance will usually be done in pairs.

When inside the room, you should declare anythnig you see:

e.g. Door left, stairs right.

Commands:
Clear - Once the shooting stops, each man who made entry states "Clear" in succession.

Room Clear - Once each man has confirmed "Clear", the point man can state "Room clear!" followed by any friendly/enemy casualties.


Smoke grenades


Do not just throw smoke everywhere, you will be told when you need it! Only use green smoke to mark near friendly casualties so the medic can find them. Don't throw it on them, as it breaks the ACE medic system.


Also, let the medic do his job, in the middle of contact, don't try to help your buddy out, keep shooting the enemy, the medic will assess which injury requires the most urgent attention.

Ask any questions below.
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sryan
1st Lieutenant
1st Lieutenant
sryan

Posts : 1364
Join date : 2010-08-24
Age : 33
Location : The Netherlands

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PostSubject: Re: ARMA 2 TTPs   ARMA 2 TTPs EmptyFri Mar 15, 2013 7:04 am

well written
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AWulle
1st Lieutenant
1st Lieutenant
AWulle

Posts : 2218
Join date : 2011-11-26
Age : 40
Location : the Netherlands

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PostSubject: Re: ARMA 2 TTPs   ARMA 2 TTPs EmptySat Mar 16, 2013 2:35 pm

lovely
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