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 :: N.I.A Database :: - A Soldiers Hand-Book

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PostSubject: :: N.I.A Database :: - A Soldiers Hand-Book   Tue Nov 19, 2013 2:06 am




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*OPENING FILE - SOLDIERS HAND-BOOK*

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*OPENING SECTION - FIRE-TEAM ROLES*

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In a single team, this being Fire-team, Squad, platoon. Anything of a sort. There are important roles inside one of these units. But the most important thing is inside a battlefield is for you to be able to be the most effective person you are able to be. This meaning you yourself are able to do your best at working together and working as a whole if you are able to. So this is where it comes to and this will be broken down into multiple category's:-


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`To be able to Know and Assist your team:-`
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1) Know the names and roles of the people around you. Note it down if you have to do so.


2) Always work in your teams, and work with your buddy teams. You most important area is to 
work in your fire team.


3) Always know where everyone is and where you are at all times. Focus on what you are doing and focus on your team. Follow what you are told and follow what they do.


4) Know what your team is doing. You should be able to know what you are doing meaning:- (Special Orders, Arc of fire, etc.)


5) You should be able to tell your team-mates what you are doing.


6) You should be able to tell your team-mates when your weapon goes down and when it is up again.


7) Mirror commands given by the FTL, let him know you understand his order given.


8 ) If you are doubt, ask. (Clarify missing/unclear information actively) Don't be missing out on anything planned.


9) AVOID friendly fire: Always go behind the people you are fighting with when you are moving. Never go in front of your fireteam if you need to move.


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`Know the bigger plan:-`
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1) Make sure you know what the FTL (Fireteam Leader) plans to do next.

Knowing what the FTL is going to do next is best to your own advantage, make sure you get the plan the first time and have it clear for yourself. Not knowing what he's going to be doing will cause confusion down the 


2) Make sure you know all the important locations given.


3) Make sure you know positions and movement plans of every other friendly troops around the area.


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`Know the enemy:-`
=========================

1) Maintain situational awareness and always stay alert.

Remember, the enemy are just as smart as you are and they can do just as much damage you can do. That's a fact. Just because they're at a distance and they don't seem to be doing much can make you wonder how you've been killed, finally finding out a fire-team of four as flanked your positions. Remember to keep an eye out on what the enemy are doing and make sure they don't pull moves onto your team because you forgot to not check a sector. As well as this, they are just as effective with their `Specials` as much as you are. Anybody with an LMG, RPG or anything of those kinds can be a real problem. And they wont hesitate to you it when you need to. 



2) Report Contacts. You have to report every enemy unit you see if you see something. (Double reporting is less worse then not reporting at all)

Reporting a contact will help define how many people you are engaging. Once you see somebody, try and make note that others around you are making contact reports just as much as you. Double reporting can make the simplicities alot lower by acting as if there was more. But not reporting any new contacts at all could possibly result in getting overwhelmed. If you don't think anybody has noticed anything such as AT Soldiers, AA Soldiers. Or anything along those acts, report them straight away. In not doing so this could possibly result in having your essentials inside a mission destroyed because of nobody reporting it. As well as this, reporting what you see can straight away let people know, don't fire at a target just because you can see it. If you get killed while doing this your team will possibly not know who and what killed you. 


3) Tell the team anything suspicious you see.

If nobody has reported anything that seems odd. Or anything which seems really suspicious to you. Make sure you report it to everybody inside your team. Don't let it last out alone. If you let your team leader know, that will alert them to the `Suspicious` presence of the `Object` and they will do their best to identify if the object is an enemy or a friendly, using the necessary procedures. Though if you leave it alone, it could cause some panic which could result in losses of team members or it could result in friendly fire. Do not leave it stood out there. Make sure people know about it, but just don't repeat what others say.


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`Know the environment:-`
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1) Look for appropriate cover and concealment just in case if you need it. *Situational Awareness*

Make sure you always know where you are going to go if something comes up. When you are fired on, dive into cover straight away and mark down a position for you to get into cover so you don't keep hit. Keeping your situational awareness on top of everything is the way to keep yourself alive inside combat. Always take note with what's around you, try and use the terrain you are on to your advantage. This works well with both an offensive and a defensive attitude.



2) Look for possible enemy positions and keep alert if anything goes wrong.

Knowing where the enemy can fire from and taking note from everything you pass by is one of the most important things you can do for yourself and the people around you. Getting attacked and not knowing where the enemy are can be a real damage to you and the whole team. Make sure you always know every single possible location. Don't look at the ground all the time, don't let other people do your job for you. Always look in the possible locations.where they can be anywhere. So keep sharp!




3) Always look for effective firing positions for your current weapon. Let the FTL (Fireteam Leader) if you are unable to find one.

Look around you when you are fired on and make sure you always have something to turn to when you are ambushed or engaged in combat. Running around with no-cover makes you a massive target to the enemy. Aswell as this, make sure that the position you take is best suited for your weapon. For example, being an Automatic rifleman with the LMG and being right at the back of the front-line will stop the necessary needs of keeping the enemy suppressed at a stand still. You move up and get into a new position to get in the front, possibly facing at a clear opening and engaging the enemy. Being at the back could cause Blue on Blue situations [Friendly Fire] Though again, if you are unable to find one for yourself, have your FTL put you into the position he needs you in. As well as this, if he needs you somewhere. You get up and move to that place. Don't go looking for kills, your main tool is suppression. 


Other classes this may vary. Though most of them will use means of being a rifleman. Making your job to try and hit them accurately are flank while the suppression is hitting hard on them.


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`Know what to say and when to say it:-`
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1) Think before you talk

Before you trick yourself that reporting everything you see is your duty and your job to do it. You're right, but make sure you don't repeat everybody else's words. Keep your ears out on what everybody else says and what everyone else does and you may be able to stop yourself from repeating everybody's words. If you see an enemy or spot something, make sure it's worth saying. This also applies for everything else, if you are told to be silent but also told to report any enemy present. You are to report that in the best way possible. Plus, don't sprout out random.


Though in a leaders perspective, do not trick yourself with false communication either. It could be a massive problem with you and the squaddies if you start shouting out `Contact!` where it actually turns out to be a false contact. Make sure you validate it inside your mind before you say it. But just remember to make sure you give out the most accurate information and do your best with these choices. 


2) Be CLEAR and accurate

Mumbling your words when you play is not good for anybody, not even yourself. But if you are loud and accurate with what you see when you sprout out an order as a leader or report a contact. Do not mumble what you say. Try and explain it with the exact protocol you are taught. Remember, don't hold back on what you say. put out all the details you need and keep it clear for everybody to hear. Mumbling your words will cause confusion and it can waste time. So be careful when you report something.





- W.I.P -
- Let me know what you think - 


Last edited by Archer on Fri Feb 06, 2015 1:52 pm; edited 4 times in total
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PostSubject: :: N.I.A Database :: - Fire-team Hand-Book [W.I.P]   Tue Nov 19, 2013 3:22 am



*OPENING SECTION - FIRE-TEAM*

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Description of a Fireteam:- 

In a fireteam it only consists of 4 or less people inside a small team, a fireteam is the smallest military unit. They are also geared out to be as combat-effective if they can. And they are also grouped with other teams which can make upto a Squad or Section (2-3 Teams)





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FTL - Fireteam Leader
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A fireteam leader is again, the leader of one fireteam. They command and lead any of the others below them to do out their tasks. Though the fireteam leader is not exactly the best fitted soldier in the entire fireteam. He can use his team, his knowlage as his main weapon on the battlefield. His ability to use all his team and his tactical knowledge to help them and everyone else in the battlefield in the most effective way possible. However, using his weapon should be met as a secondary priority for him. Along with this, he will be needed to continuously communicate with his main squad leader in-case of anything which happens.


As a fireteam leader, he is the one who are assigned tasks by the squad leader. Along with that if necessary he is also available to assign a tasks for his fireteam if something is important to do. He is also responsible to keep his team together and not let them get into bad situations so they can be killed. Because of this, he will need to once again use his brain to become effective on the battlefield.


The fireteam leader can also assign who is in charge if they are killed in combat. For example If the Fireteam leader is killed, his is able to assign a person in his fireteam to take command. But also to pick the best choice possible.


A Fireteam leader is also somebody who is able to put themselves together in the heat of a firefight and once again see tactical awareness. Because of this they will be able to communicate to the team and give decisive orders telling certain members of their fireteam what to do and when to do it. Making a fireteam able to adapt to their environment and current situation.




Basics of a FTL



1# A Fireteam leader will use his team as his main priority using them in the most effective way possible. A FTL using his own weapon is his second priority. His tactical awareness is also one of his main weapons.


2# A FTL is able to assign tasks when it is completely needed to. And will keep the team together if something goes wrong.


3# A FTL is someone who is able to communicate with their main Squad leader.


4# They are able to assign `Buddy Teams` also their leaders. Depending on their current role. Giving people a grenade launcher or anything else which is needed.


5# A FTL is able to assign another person to take charge of the fireteam if he is killed in combat.


6# They are able to establish formations and also maintain their fireteams combat spacing (Tactical Awareness)


7# They are able to control and direct their fireteams fire. Telling them how and where to fire. (Rate-of-fire, Weapons state ect.)


8# They are able to give loud and clear orders. (Tell who to do what) And they also lead by the best way possible.


9# They will also communicate to the team and let them know if anything changes in their plan and to always check on their current status. (If they are running out of ammo, health ect.)




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RFLM - Rifleman
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A basic rifleman role inside a fireteam makes this one person who is a rifleman very flexible. Because of this their FTL can decide what they can use in a given situation but they can also adapt and use what they are given in a quick amount of time. Because of this, they can be turned into multiple roles. For example.


A Rifleman can be assigned to be an AT Gunner, they can carry extra ammunition even special equipment. Because of this they can be completely useful to the one fireteam they have by keeping light and giving extra ammunition to the Automatic Rifleman or the Grenadier. They can also adapt to become a weapon against tanks. They can also become the radio operator for a squad. Depending on the fireteam-Leaders decisions.


Though the Rifleman are given the basic gear. They are also able to give the most accurate and the precise point of fire which is given to them by the FTL.




Basics of a RFLM (Rifleman)


1# A Rifleman's role can be completely flexible so they are able to use what role they are given as the situation progresses. (Under the FTL's decision)


2# They are abe to deliver accurate and pin-pointed fire for what the FTL gives them to help their fireteam take out specific infantry targets.


3# They are able to also use and carry extra ammunition, special equipment and also an AT-Launcher. Anything which they are given they are able to use and adapt it on the battlefield.


4# They are also able to move fast being one of the most lightest and manoeuvrable units on the battlefield. Making them a good asset for flanking and any other tactical asset.


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GRN - Grenadier
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A Grenadier inside a fireteam is one of the if not the most important roles inside a fireteam. This is a high-priority in one fireteam because of their accuracy and their fire-power they can give to many enemy positions. They are capable in taking out anything which is high-value. This being:- Machine Guns, Bunker emplacements, Static emplacements, clusters of enemy units and Soft Vehicles. They are able to take out most of the key things inside a battlefield which is a threat against them with the best accuracy they can give.


Along with this a grenadier is also a role which will attack the enemy while also hidden. Being able to fight back the enemy if their fireteam is pinned in a current position. Still giving them the use of their weapons by giving the enemy constant and dangerous direct fire.


The Grenadier is also the most proficient with the grenade launcher and they know how to us it. When to use it and they are also smart enough to calculate where everything lands and what time and what place. They can also adapt to any situation they are in and use it in the most effective and most non-lethal way for their team possible. While still maintaining high effectiveness to the enemy as possible.


Basics of a GRN (Grenadier)


1# A Grenadier is effective, proficient and is able to calculate anything from time to place where his grenade launcher will hit.


2# A Grenadier is able to attack the enemy while in cover to maintain some superiority while pinned in cover. Constantly giving the enemy direct fire.


3# They are able to focus on High value targets. This being things like machine guns, enemy clusters, bunkers and soft vehicles.




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AR - Automatic Rifleman
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The Automatic Rifleman inside the fireteam is also another major role inside a single fireteam alone. This is because they hold at least 40% of a fireteam's firepower and superiority inside a combat situation. Because of this they are able to suppress and fix the enemy in a pinned location with as much as they can and using as less ammunition given. They are able to keep somebody or an entire pinned in one location so a team is able to flank and use the (4 F's) to take out their enemy. They can also be told other things which will give them a straight kill if needed. (Only told by the FTL)


Along with this they hold a mass amount of ammunition. But they don't have very much of it in terms of magazines. This makes the AR to control their fire and be aware of how much ammunition is left at all times. Keeping them aware of their effectiveness on the role. They are also a good defensive position for a fireteam to use in terms of the AR being able to keep and maintain superiority.


The Automatic Rifleman can be the most effective role inside a battlefield. But if heavy, they can become one of the least needed inside a battlefield. Especially if you are constantly on the move from cover to cover. Because of this they should always be used and kept at the back of a fireteam just so they are able to cover each-other and themselves from getting picked off. If a fireteam is pinned. The Automatic rifleman will be completely useless to fire-back unless the team is moving into a defensive position.


Basics of an AR - Automatic Rifleman


1# An Automatic Rifleman has 40% of the team's firepower.


2# They are able to pin-down an enemy position and keep up most of the fire superiority.


3# They are able to control their own rate of fire and is aware of how much ammunition is left for themselves. Them using not too much and not too little ammunition to carry out their objective.


4# They can be one of the heaviest units on the battlefield but one of the most lethal. Making the fireteam to be able to use flanking manoeuvres slowly but when ready it can be completely effective against the enemy as the AR keeps
them in a fixed area.


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PostSubject: :: N.I.A Database :: - Radio Commands / Usage Procedures [W.I.P]   Wed Nov 20, 2013 1:35 am



*OPENING SECTION - RADIO-COMMANDS*

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General Terms:

Roger/Copy  
 Affirmation: "I understood that", "I will do as ordered"              
Negative
 Negation: Did not understand OR can't confirm etc
Stand by      
 Get ready to execute a fore-mentioned action OR
 signal that further information will be passed shortly

Team Movement & Control:


On Me /
Form up
 Leader tells their subordinates to form up and follow. 
 If a formation is not specified. Use FT-File.
 (or the FTLs ordered default formation)
Move out /
moving
 Start or continue movement. 
 Also a read back: ,"I am moving now"
Hold/ Stop 
 Stop current movement
(Re-)Mount /
Embark
 Get into a vehicle. Without further detail, the teams assigned vehicle
Dismount All passengers get off a vehicle
 (gunners and drivers stay in unless told otherwise)
Bail out
 Get out ASAP.
 Get some meters away from the vehicle
Pull Security 
 Establish all-round security
Personal Status:

Hit / Down    

 "A Person is wounded or dead"
`Name` Is - Hit / Down                                                 
     
Weapon down 
 "A Weapon is temporarily out of order (jammed etc)"
Weapon dry
 "A weapon is out of ammo"
Up
 "Person or Weapon returned to operational state"
Set
 "Ready at the pre-agreed position"
Ready
 "I did what you told me and now I'm ready for orders"   
General warnings:


Frag out / Grenade 
 
 You are about to throw a frag grenade
 Grenade is about to explode near friendlies.
  Also counts for other Grenade types.                             
Incoming/IDF
 Indirect fire (Artillery, Mortars...)
 is about to splash near your position.
 "Take Cover"


Fire Control - Commands, ROE, Rates Of Fire:

Weapons free
(Weapons green)
 Open or return fire at your own discretion.                                                      
Weapons tight
(Weapons yellow)
 The team is only to return fire if the team or other nearby 
 friendlies take effective enemy fire.

Weapons hold
(Weapons red)
 Return fire if your own team is under effective enemy
 fire. Never open fire without clearance.

Cease Fire
 Stop shooting unless you see enemies in effective range
Check Fire
 Only engage positively identified targets
Hold Fire
 Stop shooting immediately and do not reopen fire
Rapid Rate
 ~1 aimed shots/long bursts (~8 rounds) each 2 seconds
 =] initially suppress the enemy and gain fire superiority 
Normal Rate
 ~1 aimed shots/bursts (~3 rounds) each 2-5 seconds
 =] keep them suppressed, take good aim

Slow Rate
 ~1-2 aimed shots/bursts (~3 rounds) each 10 seconds
 =] save ammo, when they don't return effective fire

Watch and Shoot 
 Only shoot on clear targets (visible enemy)
 =] when its assumed that the enemy is destroyed


Last edited by Archer on Wed Jan 01, 2014 4:29 am; edited 1 time in total
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PostSubject: Re: :: N.I.A Database :: - A Soldiers Hand-Book   Mon Dec 30, 2013 7:02 pm



*OPENING SECTION - FORMATIONS*

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Introduction Of Formations

Formations are commonly used in the N.I.A and have always been the backbone of how the Infantry and other areas of the N.I.A Military have conducted their movement during Operations, training and other movements. Formations are a very important part of the Military organization. Formations keeps both a tactical advantage for both your eyes and ears and also fire-power. No matter what branch you are in for the Military, you will do formations all the time as you are taught to do so. In the Infantry there are select Formations for different organizations of movement while you are on the battlefield or commonly walking in a formation while you are somewhere which may seem pretty friendly. Formations are to keep you on your toes and on guard for anything which you may encounter as you move.



Formations - Infantry:



Wedge:




Column:








Line:

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