Basics of Infantry

This page includes everything that you need to know about being in a normal infantry role, as well as some other special weapons, such as machine-guns, and statics. It will also cover most basics of ArmA that you need to know, but for the full experience we suggest you take a look at ArmA 3 Bootcamp scenario in-game, especially if you're new in-game.

## Basics of ArmA in Orden

### ArmA Functions and Tools

   **The Map** is accessed by pressing your **M** key by default. You must have a "map" object in your inventory, and viewing it will cause your character to take a knee for the duration. From the map screen you can access the journal, mission briefing, group and gear menus.

Reading a map is easy once you know the basics of it. The main thing to remember is that the grids must be read right, and then up. See the following screen for an illustration of how it works. Due to the fact that the map grid is composed entirely of numbers, it's important that you do not transpose them, else you're likely to send someone far, far away from where you needed them to go.

'*​*

   '***The Compass** is accessed by pressing your **K** key by default, and graduated three ways: The first and simplest is via the cardinal North, South, East, and West directions. After that it is graduated in degrees - 0 to 359. This is the inner, larger set of numbers, and should be used when calling out specific target bearings. The final outer set of measurements are known as "Mils", and generally do not have a use aside from communicating with artillery units. In the event that you do ever use mils as a direction call, remember that the numbers need two zeros after them. The "2" marker on the outer ring is actually 200 mils, for example.*

    **The Watch** is accessed by pressing your **O** key by default, and is primarily used for higher-level planning. For instance, coordinating a large-scale multi-group collaborative session might benefit from using in-game times for certain events to occur at (artillery fire, CAS strikes, and coordinating that with the start of a ground assault).

The other use of the watch is simply getting a feel for what the in-game time is, which can be useful if it happens to be close to dawn or dusk. Knowing that you have maybe 30 minutes of daylight or darkness can have a significant influence on your overall plan.

One final use of the watch is in missions with limited communication setups. **If there is no radios**, the watch can be a method to synchronize various elements that are operating outside of audible range from one another.

### ACE Functions

ACE (Advanced Combat Environment) is one of the main mods for any realistic or semi-realistic community and there are many new functions that it brings over.

* **Interaction - By default you use the Left Windows key to interact with objects and people. This is how you can drag people, unload them from the vehicles, unload crates, move objects and many other useful things.**
* **Self-Interaction - By default you can use the Ctrl + Left Windows key to interact with yourself, this is how you can check your medical, check your equipment, dig trenches and much more.**
* **Entrenching Tool - Entrenching tool can be accessed via the equipment selection in self-interaction, there are many types of trenches however the standard infantry entrenched position would be a simple foxhole, consisting of two small trenches back to back, allowing for a full 360° of cover.**

### Verbal Communication

ACRE is used for a realistic experience and simulation of speech in-game. There are several modes of speaking, from whispering that can only be heard from a few meters, to yelling which can reach to about ~150 meters. You can adjust this by holding **Tab** and scrolling with your **Mouse Wheel**. Be careful about when you use this mode of communication, as AI is capable of hearing you and will detect you via your voice, become aware to your presence, and thus you have given away your position.

### Radio Use and Communication

**Before we begin, here are some points about ACRE radios - we also thank Adams for contributing to our radio information:**

* Every radio is compatible provided that you can input specific frequency in it.
* Every information you send is public.
* There is no encryption / working squelches yet (I won't explain it to not mess with your head).
* All radios are line of sight (LOS). You need to "see" antenna in order to communicate with the receiver.
* All frequencies have same propagation.
* Any kind of obstacle has potential to block your signal coming to the receiver. It can be hill or city.
* Rule of thumb: shitty connection? Go to a higher place, or get closer to the receiver. Bigger radio = bigger power = longer range.
* Take radio’s reach with a grain of salt because type of terrain matters the most.

**Some key words on the radio:**

* TX = transmitting / sending
* RX = receiving
* FRQ = frequency
* CH = channel
* PTT= push to talk

Now let's go over all the infantry radios you will encounter:

#### AN/PRC-343 - Handheld Radio

* Typically used by regular infantry in comms between squad members.
* Range: ~800m.
* 16 non programmable channels in 16 blocks (256 channels in total).
* Change channels / volume using the knob.
* Change block by detaching the handle and clicking blue button.

#### AN/PRC-152 - Handheld Radio

* Used generally by Squad or Platoon leaders.
* Range: 5-7 km.
* 5 programmable channels.
* Frequency band: 30 - 511.99999 MHz
* Speaker function available.
* **General Options:**
	+ By clicking 0 you can change main screen. It allows you to see what FRQ channel is using.
	+ Big PRE button allows you to see settings of channels.
	+ Change channels with a knob.
	+ Change volume using button on the left.
	+ ENT to enter, accept.
	+ CLS to exit.
	+ Speakers: 7(OPT) > RADIO OPTIONS > RADIO SPEAKER
	+ Function to connect to a vehicle’s rack for higher power.

#### AN/PRC-148 - Handheld Radio

* Primarily used by Team and Squad Leaders.
* Range up to 5-7 km 32 non programmable channels divided to 2 groups.
* Speaker available.
* **General options:**
	+ Change channels by clicking the knob.
	+ You change channel groups by clicking GR and arrows.
	+ ENT to choose the group.
	+ Speakers: MODE > first option is audio > ENT> click arrows to change TOP AUDIO - speakers. INIT AUDIO - headset.

#### SEM-52 SL - Handheld Radio

* 12 Channels
* Range: 2km
* FRQ band: 46 - 65 975 MHz
* Speaker function - you can plug off headset.
* **Channel programming:**
	+ navigate with CH knob to PR H
	+ click VOLume once to start changing channels
	+ click VOL in reverse to stop
	+ PTT > input FRQ same way
	+ PTT > change CH

Keep the communication channels **as clear as possible**, they are used to pass orders so there should be no unnecessary chatter, effectively blocking proper communication. Every squad should stick to their own frequency to avoid interfering with radio chatter of other squads.

**Example of Proper Radio Communication:** *“This is \*Your Name\* to Lead/All, we’ve got contact, bearing 176 from my position, 700 meters, over.”*

## Basic Infantry Skills

### Basic Rifleman

As a rifleman, you are the most fundamental element of our combat power. The proficiency you demonstrate is a key factor in the survival of yourself, your fireteam, your squad, and ultimately the entire platoon. Every person plays a role in the bigger picture, and we are only as strong as our weakest link. Our aim is to make even our weakest link into a skilled player.

To this end, every player must be proficient and familiar with the role of a basic rifleman first and foremost. While you may want to fly planes and helicopters or drive tanks, it is important that you build upon a strong foundation of basic rifleman skills and are intimately familiar with "life as an ArmA 3 infantryman" if you hope to effectively use such vehicles in the future. All vehicles are oriented around supporting the infantry, and the only way you can be truly effective at this is to know what it's like to be an infantryman to begin with.

### Teamwork

The key aspect of our organization is that of closely-knit teams - a rifleman by himself is not nearly as useful as a group of six players working as one cohesive unit. Fireteams look out for their own members as well as those of their fellow fireteams. Fireteams are the tip of the infantry spear. Note that there are no "set" fireteams in Orden, nor should you expect them on most public Arma servers. You will find yourself grouped with different players in different missions, and your comprehension of this guide is what will allow you to act as a cohesive and combat-effective group, regardless of who exactly is in your fireteam.

### Basic Responsibilities

    In order to play at the highest possible level of coordination, teamwork, and effectiveness, there are many things that each player must be familiar with. The key foundational aspects of this are in the "basic responsibilities" of each fireteam member, and by association, every player in the platoon or company. In order to maintain cohesion and combat effectiveness, every player in our community is expected to abide by these simple ground rules.

**As a fireteam member, you must...**

* **Know your squad and fireteam.** Remember what team and squad you are in, as this allows you to pick out, confirm, and act upon voice orders relevant to you.
* **Listen to your team leader and follow their directions.** Fireteam and Squad Leaders are typically the more experienced players. Their role is to try to keep you alive and in the fight, while accomplishing whatever mission the squad may be tasked with.
* **Practice fire discipline and know the Rules Of Engagement**, described in detail shortly. Do not be the one to give away a stealthy approach by accidentally firing your rifle or firing at a target without having been given clearance.
* **Maintain appropriate spacing.** Bunching up gets people killed. Keep several meters of distance between yourself and other players at all times.
* **Maintain situational awareness**, avoid tunnel vision, and know where friendly forces are. This all helps to prevent being surprised by enemy contacts, prevents friendly-fire incidents, and gives you an idea of what areas may need more observation based upon how the squad or platoon is oriented.
* **Cover your sector.** 360° security is needed at all times. This means that with a fireteam of six, every person should be observing or covering a different area. Good security means that your team is that much less likely to be surprised by the enemy, and thus is going to survive longer in combat.
* **Scan for, spot, and call out enemy contacts.** Do it concisely via voice so that everyone can hear you. When giving the direction of contacts, relative directions (front, left, rear, right) can be used when friendly forces are moving in a known direction and front, rear, right, left are known to everyone. Otherwise, compass directions and degree bearings should be used.
* **Know your target.** Don't wildly shoot at everything that moves, as that tends to cause friendly fire casualties. If in doubt, don't shoot. Ask someone else in your fireteam to check out the questionable contact.
* **Be concise on comms.** Learn how to speak with brevity on voice channels to avoid cluttering them up when they're most needed.

### Survivability and Situational Awareness

**Survivability and Situational Awareness** - You should be aware of your surroundings when walking a patrol always be looking around for the nearest cover. When engaged upon you can use that cover immediately and make your chances of survival dramatically higher. When in a firefight you should be aware of all enemy movements to avoid being flanked or attacked from behind, this is not only the responsibility of the squad leader but of every individual as the squad leader can be shot or too busy with other things. Do not be afraid to take the initiative when such a situation occurs, when you’re on the flanks turn to your left or right to slow down the enemy advancements and make your squad leader aware of what’s happening so he can anticipate the situation.

### Cover & Concealment

**ToC l Types of Cover** - it is important to know what you are taking cover behind, different calibers penetrate a different amount of materials, there are three basic forms of cover:

* **Concealment** - is ineffective at stopping any rounds or even shrapnel from hitting you, however it breaks visual contact between you and the enemy, it’s useful to use it in covert missions, however don’t count that it will keep you safe from enemy fire. Concealment is often found in the form of vegetation such as bushes, thin plywood or sheet metal.
* **Soft Cover** - or better called temporary cover is a term used for objects in the environment that can be used to provide temporary cover from small arms. You should not stick around it long as eventually a round will penetrate it. Common soft covers are vehicle doors, light vehicles, medium-thick wood and etc.
* **Hard Cover** - presents a reliable cover that can be used for an extended amount of time to guard you from enemy small-arms and even larger calibers depending on your cover. This is the cover you want to strive for when in a firefight. Common forms of hard cover include armored vehicles, sandbags, concrete, large rocks and etc.

### Battle Buddies

    In every mission everyone will be assigned a battle buddy, you are responsible for staying together and taking care of each other. For example, if you see your buddy go down you are responsible for suppressing the enemy or dragging your buddy into cover. If you see that your buddy doesn’t use cover, or is yelling in a town e.g. not being tactical you are also responsible for giving him critique so you’re not spotted by the enemy.

### First Aid Care

First Aid Care is all about stabilizing the downed person, commonly referred to as a “patient” and making sure that he is able to last longer until a medic can get to him or until the firefight or any other emergency at hand is done.

First Aid Care essentially means to make sure the other personis **not bleeding and his heart is beating**, which essentially means making sure his pulse is somewhat stable, he’s not bleeding.

* **CAT Appliance/Tourniquetting** - act of applying a CAT or a tourniquet to a wounded limb, it’s the most commonly practiced procedure in the field, the majority of wounds are to the limbs as most body armor only covers the torso. CATs can only be applied to limbs as they cut off the blood flow and prevent bleeding out, however they can cause severe pain or death if kept on for too long.
* **Bandaging/Applying Bandages** - act of applying bandages to wounds, bandages can be applied to most wounds, each bandage has a certain purpose and they are to be applied when there is no immediate threat.
* **Checking Status** - you are able to check different things on a casualty to determine their status.
	+ **Check Pulse** - checks the heart-rate of the casualty, 80 is the norm.
	+ **Check Blood Pressure** - checks the amount of blood in circulation aka blood pressure, this is how you can determine if someone is low on blood - 120/80 is the norm.
	+ **Check Airways** - only can be done when the head is selected, checks if the casualty is able to breathe.
* **CPR** - also known as cardiopulmonary resuscitation or chest compressions, should only be done on casualties with no pulse, doing it on a casualty with a pulse could potentially wound them further or even kill them.
* **IV Drips** - used to replenish fluids into the body, in the game it’s only use is to replenish the lost blood via Plasma, Blood and Saline packs.
* **Stitching Kit** - used to stitch up wounds to prevent them from reopening or bandages falling off.
* **Drag/Carry** - ability to drag or carry the casualty to cover or safety.

### Combat Organization

In operations, we are organized into several parts that form up the whole unit. We start from fireteams all the way up to a platoon.

A **Fireteam** is a small unit usually around 4 people with different roles. An example of a fireteam:

* Fireteam Leader
* Autorifleman
* Asst. Autorifleman
* Rifleman

The roles within a fireteam can vary from changing the Autorifleman to a Grenadier and the Assistant to a Marksman.

A **Squad** is usually around 10 people and consists of 2 or more fireteams within it. An example of a Squad:

* Squad Leader
* First Aid Provider
* **Fireteam 1**
	+ Fireteam Leader
	+ Autorifleman
	+ Asst. Autorifleman
	+ Rifleman
* **Fireteam 2**
	+ Fireteam Leader
	+ Grenadier
	+ Marksman
	+ Rifleman

A **Platoon** is usually around 50 people in size but can be significantly lower or higher people and consists of 2 Squads within it. An example of a Platoon:

* Platoon Leader
* Platoon Medic
* Forward Observer
* **Squad A**
	+ Fireteam A-1
	+ Fireteam A-2
* **Squad B**
	+ Fireteam B-1
	+ Fireteam B-2

A note though is that Squad Leaders can act as Fireteam Leader and Squad Leader at the same time. So instead of having a squad leading element he would be directly within a fireteam and leading them directly as well as directing the other team.

## Squad Weapons

### Launchers

Are an essential part of modern warfare, they can provide different types of fire support and come in different varieties. Here are some of them:

* **Light Launchers** - come in several varieties, including anti-tank, anti-vehicle, anti-personnel, anti-structure and can also be utilized for direct fire on air vehicles if the user is skilled enough.
* **Heavy Launchers** - These are usually operated in two or more men teams, as they utilize heavier ammunition and are multi-purpose or otherwise generally heavy.

**Most Important** thing about any type of launcher is to Clear Backblast, the procedure for this is quite simple:

* The person firing a launcher calls out **“Backblast Clear!”**, this makes all surrounding troops aware that he is about to fire the launcher.
* His battle-buddy or the person closest to him at the time looks behind the gunner, and yells out **“Clear”** if it is clear, and **“Not clear!”** if it’s not, it is important to make sure the backblast is clear, as they can be deadly and have a fairly large area of effect.
* Once someone cleared the gunner’s backblast, he needs to fire immediately, if he halts fire and wishes to do it again, he will need to clear his backblast again.

#### Light Launchers

Come in many different shapes and sizes, they are usually single-shot and come with different purposes, anti-tank, anti-structure and etc. However as they are rocket propelled grenades fired out of tube launchers they create a backblast that can be damaging or even lethal to anyone behind it. It is important to Clear Backblast before firing any type of RPG or launcher that causes backblast. They usually have an effective range up to 400m. They are also usually operated by one person, and are fairly light so one man can carry even multiple of these bad boys.

#### Heavy Launchers

    Commonly referred to simply as “AT” or “AA”are weapons utilized in order to defeat enemy vehicles, personnel or structures of varying categories. Most heavier anti-tank launchers such as the RPG-7, Carl Gustav, SMAW, are usually reloadable and have access to different types of ammunition, essentially making them into multipurpose launchers depending on which ammunition you have.

**Launcher Specialist** is the role that most often carries these launchers, his job is to make sure to know how to use the weapon, to know which ammunition to use and where, and advise the team leader when it’s best to use it. **Responsibilities:**

* Operating the weapon.
* Understanding when and how to use the weapon.
* Understanding different ammunition types and their ballistics.

**Launcher Assistant**, is a must have role alongside the specialist. Responsibilities: Carrying extra ammunition. Range-finding. Spotting. Operating the weapon if the specialist is down.

Here is a rundown of some of the ammunition types, different rockets have different ballistics:

* HEAT - High Explosive Anti-Tank; best utilized against armor.
* HE - High Explosive; utilized against infantry, soft vehicles and structures.
* Tandem HEAT - Tandem High Explosive Anti-Tank; a much heavier variety of HEAT ammo, perfect for eliminating heavy enemy armor such as modern MBTs.
* Thermobaric - Thermobaric ammunition can also be called anti-structure, it does a huge amount of damage on an area, whilst it can be used against armor, it’s intended purpose is anti-structure.
* Airburst - Airburst essentially means the rocket detonates in the air, bursting out fragmentation against enemy forces, intended use is against soft targets.
* Illumination - Illumination, as the word says is intended to illuminate an area during night operations.

**Multi-Purpose Launchers**

Multi-Purpose Launchers is a category of anti-tank launchers that is capable of firing a large variety of ammunition and providing different types of fire support depending on what the specialist is carrying with him. These launchers are reloadable and most often used in an anti-tank role, however they can be used in other roles as well.  Many launchers can also be outfitted with optics, such as the RPG and the Carl Gustav, it is your job as a player to learn these optics as there are several types, get acquainted with them in the Bohemia Arsenal.

**Wire-Guided Launchers**

Usually known as ATGMs which stands for Anti-Tank Guided Missiles, these weapons are almost exclusively static, and require a two-man crew to deploy the weapon, the gunner would be carrying the tube, whilst the assistants carries the base and assembles the weapon. Most famous weapons in this category are the Malyutka, the Konkurs and the American TOW. These weapons are optically-wire guided, meaning a wire attached to the rocket, guides it towards where your crosshair is pointed. Deployment of the Weapon is quite simple, usually a team leader will designate a location where he wants to deploy his team, the assistant drops the base and the gunner assembles the weapon, after which the gunner puts the weapon into position using the ACE interaction menu, this must be done fast. After the weapon is deployed the gunner occupies the gunner seat, whilst the assistants takes out his optics in order to locate targets more efficiently. Heat-Seeking Launchers Heat-Seeking Launchers are some of the most advanced launchers in the world, and they are not issues nowhere near as often. In turn they are heavy, however extremely accurate and easy to use, and really hard to evade. The most popular ones are the Javelin and the Spike-LR. These weapons are always operated in a two man team, there are versions which can be deployed as a static weapon, but there are also shoulder-fired variants, which are more likely to be used. In this category are also anti-air launchers. In combat they are only really utilized on specific key targets as they are quite expensive, heavy and limited in supply.

### Machineguns

#### Light Machineguns / SAW / LMG

    A light machinegun, LMG or a squad automatic weapon is meant to give more firepower to a rifle-squad, usually can be identified by its use of intermediate or assault rifle calibers, as well as its ability to exchange ammunition with all other rifles.

#### General-Purpose Machineguns / GPMG

    GPMGs are usually utilized in teams and can be used both defensively and offensively, the weapon is carried by the gunner who carries ammunition with himself, whilst extra ammunition as well as a spare barrel, and a spotting optic, usually a binocular is carried by his assistant, who assists the gunner and spots targets as well as reports on hits. The primary weapon is usually a rifle-caliber machine-gun noticeably larger than an LMG, by its weight and size

#### Role in Combat

Their primary job is suppression to keep enemies heads down while your teammates can advance, get to cover and fire more accurate shots at the enemies.

**Operating the Machineguns** is quite simple, you want to fire the weapon in bursts and avoid prolonged periods of fully automatic fire, as this will overheat the weapon quickly, jamming it and taking it away from where it should be, firing and suppressing the enemy. There are three main ways of utilizing these weapons:

* Accurate Controlled Burst - a singular burst of 3 rounds, used to accurately suppress the enemy, you can also make it effective by utilizing the 3 by 3 rules, firing 3 round bursts, 3 times, it is the optimal way of firing to conserve ammo, suppress the enemy, and keep the heat of your barrel low, this should be your go-to way of operating the GPMG.
* High-Volume Controlled Burst - usually a singular burst of 5-10 rounds then aligning your sights again, most often used when trying to heavily suppress an enemy upon first contact, or if they are advancing in heavy numbers. This allows for heavy suppression of enemy forces, however it’s less controlled than an accurate controlled burst, you will be less accurate, most likely firing more ammunition and heating up the weapon faster.
* Mobile Burst - a singular three round burst used when on the move, sometimes you will be required to suppress the enemy whilst moving in order to not have them overwhelm you with their fire.

## Crew Served Weapons

### Heavy Machinegun

**HMG** or Heavy Machinegun is a term used to describe heavy caliber machine guns, commonly referred to as .50 cals, or “fifty”. The most popular among these are the M2 HMG, and the DShK, or the “Dushka”. They are usually deployed as statics or on vehicles, the principle to use both of these is the same.

**Using the HMG in Practice**, in practice these guns are rare to find in infantry combat, only on vehicles and in defensive positions.They are primarily used against soft targets, to penetrate through cover and deploy massive suppressive fire upon the enemy, they also have the ability to be used in an anti-vehicle and anti-aircraft role, however they are limited in their accuracy in the anti-air role as they are manually operated, and in their penetration in the anti-vehicle role, as the .50 cal will only get you so far. Otherwise they are used like LMG and GPMG.

### Grenade Machinegun

**GMG** or Grenade Machine Gun, is a weapon used to provide massive fire support against soft enemy forces. It was developed to fill the gap between a mortar and a machine gun, these weapons are extremely effective at eliminating enemy formations, however the downside is that it doesn’t have as much ammunition and in the heat of the moment often runs dry if not used correctly.

**Using the GMG in Practice**, the GMG unlike other machine guns is not designed to suppress, it is designed to eliminate any enemy soft assets in an area attack. The GMG can be deployed in many different situations, including even precision-attacks as they are fairly accurate. It is good for urban, mountain, open field, any type of terrain.

**Use Against Soft Targets** is the primary use of the weapon, to be used against soft vehicles and infantry, the weapons is operated as follows:

* Fire a round for range-finding
* Once the round landed you will see if you need to range-find or if you can fire for effect.
* Fire for effect, means fire an appropriate amount of rounds to eliminate the target, GMGs have a very small amount of ammo, so you have to be careful with it.

### Mortars

**Mortar** is a high angle ground attack weapon used on distance where may not even directly see the target. You will also have different ammo for different jobs

* HE: Eliminate infantry, damage houses and soft vehicles.
* Smoke: Concealing for your friendlies.
* Illumination: Lighting up an area.

**Using the mortar in practise**, it's always operated in a team, usually separated from other teams in friendly territory, or FOB. and one team can vary between 2 to 10 people. And depending on what year the mission takes place, you may have to do calculation or use artillery computer.

* Artillery computer, found in future missions, is straightforward procedure where you open it up, click where you want the shell to land and press the fire button.
* You own calculation require you to have a range table for the mortar and follow this instruction: https://ace3mod.com/wiki/feature/mk6mortar.html On both of these, there is either preloaded mortar, or you would have to carry and load the mortar yourself.