Basic Player Guide
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This Basic Player Guide, is a guide directed at players joining the UO Primary (called SRV1, the 'primary' server) for their first playing sessions and beyond. It is designed as a direct follow up to the Getting Started Guide (Arma 3) that covers the technical details of getting started with ArmA 3 at United Operations. The Basic Player Guide covers the basic functionality of ACE³, ACRE 2 and UO modifications, the basic roles and duties as member of a fire team and other standards applicable to the UO Primary, in order to equip players for their first gaming session in our community.
- 1 Welcome to United Operations!
- 2 The UOTC
- 3 ACRE2
- 4 ACE³
- 5 The Fireteam and Squad
- 6 Common Roles and Tasks
- 7 Navigating the Battlefield
- 8 Movement Formations
- 9 Movement Techniques
- 10 Actions on Contact
- 11 Fire & Movement
- 12 Shoulder-launched Munitions
- 13 End Note
Welcome to United Operations!
United Operations has been established to serve as a community for fostering teamwork, simulation and cooperation in gaming. Unlike in many other mil-sim communities you do not have to go through a time-consuming application or interview process in order to participate. Within the ArmA mil-sim/tactical gaming family of communities United Operations is a uniquely open one. We welcome all players that share our attitude towards the ArmA-experience and are willing to commit to our community values.
Our core community values, which we derive from our Community Charter, include:
Mature behaviour is expected from everybody, especially on the servers.
Despite it’s size United Operations is a community of friends with mutual sympathy and empathy for each other.
A professional attitude in approaching our core ArmA mil-sim community field is expected from everyone within their abilities.
Players are expected to treat other Players with respect. Respect decisions of Game Moderators, Acting Admins and the chain of command in the mission.
Cooperation to achieve a common goal is one of the key aspects of our ArmA mil-sim experience.
Working in a team allows to solve problems more effectively and faster.
As part of a respectful interaction “kindness and consideration expressed in a sophisticated and elegant way” is expected from everyone.
All players (members and guests alike) are expected to share and uphold these values at any time.
As per the previous paragraph it now should be understandable how UO wants to see it's players behave on the community servers including the teamspeak server and the forums.
Nonetheless we want to give some exact examples of behaviour which likely will not be tolerated by other community members and guests.
- Spamming audio or text (especially while briefing phase)
- Intended display of incompetence (derping)
- In-game use of 'enemy' assets
- Intentionally ignoring orders (in-game)
The following points are to be understood as hints for you with the target to avoid conflict with in the community.
- Try not to get involved with people/groups of notorious bad behaviour
- Try to abstain from any form of personal conflict ('getting so involved with someone/something that personal conflict could arise')
- Abstain from any form of spreading of rumours/'jokes'/half-truth about individuals/groups/projects
- Any behaviour not in line with the SOP and Charter of UO (including personal attacks) can (and should) be reported HERE
At this point we want to very shortly inform you that all this content can also be learned by taking part in the Familiarization Course.
The United Operations Training Center provides this course on a regular base. Take this as an invite to one of our upcoming courses.
For the course schedule look here, for information about the UOTC here.
ACRE (Advanced Combat Radio Environment) is a modification developed by idi-systems with UO being its official support community. ACRE provides a full blown radio and direct talk audio simulation using teamspeak for ArmA3 including in-game items, but most important all necessary functionality to emulate radio transmissions on a highly professional level. ACRE is fully implemented in UOs gameplay so at least a minimal degree of knowledge about this mod should be present in before partaking on the server.
ACRE2 Basic Keybindings
- Teamspeak PTT Key - Will start a local transmission (sometimes called 'direct talk') using the ACRE2 positional audio function. It simulates character talk.
- Capslock - Will activate the ACRE transmission with the selected radio on the specified frequency. The key needs to be hold down while transmitting.
- Alt + Ctrl + Shift - Will shift through all available radios your character has access to (may it be through you carrying the radio in the inventory or using a vehicle mounted radio rack)
- Alt + Ctrl + Capslock - Will display the currently selected radios graphical user interface (used for interaction with them radio items as in changing channels or volume and much more)
ACRE incorporates a variety of military radios, we’ll take a first look at the radio used for communications within the Squad and Fire Team.
AN/PRC 343 PRR
The AN/PRC-343 is a personal role radio used for team communications (mainly Team and Squad Leaders). It is commonly called the “Short Range” radio as it operates on a different frequency band than all other radios.
The AN/PRC 343 has a fixed output power of 100mW, which translates into a maximum range of 800 meters under best conditions. Expect much lower ranges in use!
The AN/PRC 343 has two knobs, one for controlling the volume one for the channel. They are operated by left and right mouse buttons. The handle of the AN/PRC 343 can be removed to change the frequency block on which the radio operates. As the handle includes the radio's battery, no transmissions will be received while the handle is detached.
AN/PRC 148 - MBITR
The AN/PRC 148 Multiband Inter/Intra Team Radio (MBITR). It operates on the 30-512 MHz “long range” frequency band. It is the main radio used at UO for intra platoon level radio communications.
The 148 can work in between 100 and 5000 mW. When using maximum output power (5W) and terrain and environmental conditions are perfect, the 148 can handle ranges up to 10 clicks.
The 148 can access 16 pre-configured channel configurations via the middle knob. The left knob handles device power (turning on/off) and volume output.
Crew & Pax Intercom
ACRE2 incorporated a new functionality of intra-vehicle crew & pax (passenger) communication.
Driver, gunner, loader and vehicle commander will be connected to the crew intercom by default. It simulates a headset or in ear speaker that will help with clear transmission of PTT-communication of all people connected to the crew intercom of a vehicle while also locally hearable to all being not connected, but with reduced volume as no headset is simulated.
In some vehicles there is a separate intercom for passengers as well. The pax intercom is not automatically connected.
ABC of Communication
All your transmissions over radio and direct talk should adhere to the following principles:
- Accuracy - All transmitted information should be accurate. DO NOT transmit information which is speculation or unproven!
- Brevity - All communications should be brief to a point where sometimes single words are used. Do not waste time.
- Clarity - All communication is to be clearly formulated. Think before your transmit.
ACE³ (Advanced Combat Environment 3) is a mod which adds a multitude of enhancements centreing around realism and usability. Some of its major feature that should be named are: The advanced medical system, projectile ballistics, back blast and a metric ton of environment interactions.
Following the most basic short-cuts for ACE:
- Ctrl + ¬ - Arm/disarm weapon safety switch
- Windows (left) - Interaction (Environment)
- Ctrl + Windows (left) - Interaction (Self)
- Ctrl + Space - Opening/closing doors
- Ctrl + R - Check magazine
- Shift + R - Clear weapon jam
The Fireteam and Squad
For a basic understanding of the usual layout of a (United States Armed Forces) Fireteam read the paragraph: UOTC Field Handbook - The Fireteam
For specific information about each role in a Fireteam (starting with the Rifleman) read this paragraph: UOTC Common Roles and Tasks - Fireteam
For a basic understanding of the usual layout of a (United States Armed Forces) Squad read the paragraph: UOTC Field Handbook - The Squad
For specific information about the role of the Squad Leader read this paragraph: UOTC Common Roles and Tasks - Squad
Common Roles and Tasks
The Fireteam hosts the most basic roles present in UOs gameplay.
As this guide is written for new players we will shortly touch the responsibilities of the rifleman (RM) and the automatic rifleman (AR).
For more information about other roles inside a fireteam or squad, visit UOTC Common Roles and Tasks.
The rifleman (RM) is the most common role of all. His job, in short, is to be an accurate shooter with his service rifle (in general the M4A1 or M16A4) and the AT4 (M136) anti-tank system. The Rifleman is also carrying additional ammunition and equipment for the rest of the fireteam. As written in the article above, he is paired with the grenadier (GRN) in the second buddy team. This role is also the suggested role for any players being new to ArmA and/or MilSim in general for gathering their first impressions of UO gameplay. You can always ask another player to change with you if no more rifleman slots are open.
The automatic rifleman (AR) is on of the more advanced and the second most important role inside a fireteam. The ARs job is to suppress priority targets or areas assigned by his FTL. He should know how to handle automatic weapon systems, how to fire in bursts and producing effective fields of suppression. The AR is paired with the FTL in the first buddy team of a fire team. The FTL controls the AR directly for best employment possible. Usually the weapon system used by the AR is a very powerful tool of suppression representing roughly 2/3 of the fireteams firepower. It is not suggested to pick this role as the first one when having no previous experience.
It is important to mention that each player should be able to perform some basic tasks of individual navigation to enhance his experience on the server. For said preparation will will shortly touch the most basic parts of terrain association:
Using the Map
Inbefore all other tools a basic understanding of the ArmA map is required.
The ArmA map is available in 2 modes: plain mode (displays only contour lines, elevation markers, thick forest and water area) and terrain mode (which additionally will display an aerial image projected onto the map, showing more terrain details). In larger missions we suggest to stick with the plain mode for the sake of focus, which in terrain mode can easily be lost.
Another option available is zooming with the mouse wheel. While doing so contour lines and elevation makrers might change in quantity according to your level of zoom.
Where am I?
In some missions, especially ones where the area of operations is placed in heavily forested areas, this might become the number one question for the majority of players.
Some hints how to not loose track from the start of the mission:
- At the briefing screen, spot your spawn position (which can be aquired by combining briefing information and provided map markers) and shortly try to aquire dominant terrain details like mountain peeks dominating the area, houses, villages or rock formations. Once you spawned turn around a few times and try to relate the 2D information aquired in the briefing to your current 3D position by trying to find the dominant terrain features you earlier spotted on the map.
- Once in a while record in what direction your team is travelling and try to relate your movement to the 2D map.
- Continuously spot dominant terrain features and relate these to find your rough position on the map.
- Make sure to understand that as a Fireteam Member land navigation is not your, but your Fireteam Leaders job, let personal tracking not get in your way of focusing on threats or fulfilling your combat duties.
Reading easy 'Grids'
ArmAs entire map is equipped with a grid system consisting out of square grids ontop of the map.
These are emprinted and will change with your level of zoom, but the square grid itself will remain at its intended position, enabling the player to read grids from the map at any zoom level by using the numbers provided at the top and left of the map. These numbers can very easily be read and used in any sort of report for fast allocation of positions.
The upper row is called "EASTING" (the numbers grow west to east), while the left row is called "NORTHING" (the numbers grow south to north). Use the map cursor in ArmA3 to assist you in translating map positions to 6 digit grids and vice versa. To do this locate the point on the map you want to roughly designate and point on it with your cursor.
Lets say the square grid of your point reads: EASTING 04 NORTHING 34. This grid itself would be called a 4 digit grid and is not very presice covering an entire area of 1000m by 1000m.
The best we can do to very quickly aquire a grid that is kind of useful to others, without being in need to use tools is to use the cursor which is still pointing at your map position and see what it does to the EASTING and NORTHING square grid lines.
It does hit them at specific points.
At EASTING 04 your red cursor line vertically hits the EASTING line at roughly the half way to the next EASTING grid line area (which would be 05). You can now quickly cut 10 smaller grid lines down the map inbetween 04 and 05 using your imagination, these are now read as: 041, 042, 043, 044 and so on until 049, 05(0).
You roughly estimate that your red cursor line hits at EASTING 045. Now do the same with your red cursor line and the horizontal square grid lines on the left of the map. Use the increments again. Lets say it hits close to a quarter of the way inbetween 34 and 35. Your read it as 343.
You now aquired a 6 digit grid (100^2m wide areas center) of 045-343. It is of UTMOST importance to always read the EASTING (upper row) inbefore the NORTHING (left row), otherwise your grid coordiantes will be misinterpreted. As every player shares the same map all players knwoing your grid will now be able to translate it into your rough position. Once practiced on a regular base on the server, this method of finding rough 6 digit grids will start taking a few seconds max.
At UO most maps will be viewable in the missions briefing screen to a detail down to 100m per square grid, while ingame the maps will be restricted to 1000m per square grid.
After the map, the compass is the next most important tool for personal navigation.
Beware that some missions acting in eras pre 1990 might only issue maps and compasses to leadership positions, as equipment for personal navigation was apparently not considered mandatory back then. All missions acting in modern era should issue maps and compasses, as individual navigation skills in most military doctrines nowadays are considered mandatory on single soldier level.
The compass will always be visible when looking at the map. To open the compass ingame while walking or waiting, press and hold or double tap the 'K' key on your keyboard.
For basic use only three parts of the compass are important:
- The direction you point him at in 3D (The 'top' of the compass).
- The direction the compass points to when used on the map (2D).
- The inward circle of numbers on the white scale index below the compass glas.
The inward circles numbers represent degrees from 0(360)° to 360(0)° with NORTH, EAST, SOUTH and WEST each being 90° apart.
The position you point the compass at in 3D position, directly relates to where the compass points in map mode.
Degrees are note used in contact reports, but might be required if individuals in a Fireteam remain unable to locate called out targets.
For this section UO created a Video [2:48 min] we recommend to watch at this point.
Squad Movement Techniques are the positions of the Fire Teams in relation and distance to each other while moving.
Like formations, movement techniques provide varying degrees of control, security, fire capability, and flexibility.
While Movement Formations describe how Soldiers or elements are arranged, Movement Techniques are how you move those arrayed formations across terrain.
There are three Movement Techniques:
“Getting from A to B when Speed is Key.”
The Squad uses the Travelling Movement Technique when Enemy Contact is not likely. It offers the best Speed and Control, but offers the least Dispersion and Security, because the trailing Team follows directly behind the lead Fireteam. It is not normally used in Enemy Territory (Often used with Squad File).
“Getting from A to B with Speed and Security.”
The Squad uses the Travelling Overwatch Movement Technique when Enemy Contact is possible, but the Squad must move quickly to accomplish the mission. The lead Fire Team is pushed out further (approx. 50m) so that if Contact is made with the Enemy, the Contact is limited to the lead Fire Team, while the Squad Leader can still maneuver the trail Fire Team.
“Getting from A to B when the Enemy is near.”
The Bounding Overwatch Technique is used when Contact with an Enemy Force is expected or when crossing a large open Danger Area.
One Fireteam is always in a stationary Overwatch Position, prepared to lay down a Base of Fire while the other Fireteam maneuvers. This is the slowest Movement Technique and the most difficult to control, but it provides the best Dispersion and Security.
Actions on Contact
For Reactions to Effective Enemy Fire (REEF) please read this paragraph UOTC Field Handbook - REEF
Actions on Casualty
It is very likely that even new players on their first play at UO will get multiple encounters with teammates becoming casualties.
The handling of casualties is a very explicit and detailed topic due to the depth of ACE3s casualty simulation.
The Reactions following a teammate becoming a casualty are quiet similar to the actions necessary on taking contact. They actually work together very well:
- Reaction to casualty starts past the last step of REEF.
- FTL decides if help by other fireteam is required.
- Fire superiority is established.
- FTl will order someone to retrieve the casualty via covered approach.
- Approach the casualty. (If engaged, fire back and continue)
- Apply tourniquets to bleeding limbs.
- Retrieve (drag!) casualty to cover.
- Ask someone to take over First Aid, as you are new.
Basic First Aid
If, by any chance, you are required to proceed with First Aid by yourself, either due to the reason of being alone, or no one around you having more knowledge, follow these basic principles to stay alive:
- DO NOT USE ANY DRUGS!
- Stop the bleeding! Either by bandages or tourniquets.
- Patch large wounds on head and torso first (as no tourniquets can be applied here).
- Ask FTL if allowed to move the casualty to the CCP.
- If alone with the casualty or alone and being the casualty, move to the CCP right away.
Please take the time to study the following article in detail: Basic First Aid. Only this guarantees that you are sufficiently prepared for properly treating yourself and others in casualty situations.
Fire & Movement
After the initial reaction to the contact (Actions on Contact), the Squad will transition to Fire and Movement
either in the retrograde withdrawal (Breaking Contact) or in the offensive attack (Assaulting Through).
The fundamental principle of Fire and Movement is similar to Bounding Overwatch, with one element in overwatch while the other element moves,
with the difference that there is no actual contact, thus the movement is always combined with fire.
Fire without movement is indecisive.
Exposed movement without fire is disastrous.
There must be effective fire combined with skillful movement!
Shoulder-launched munitions/Light-Anti Tank Weapons provide a lightweight, disposable, man-portable, self-contained, one-shot system that is highly effective in incapacitating light-armored vehicles and personnel in fortifications.
When all shoulder-launched munitions (as well as rocket-propelled grenade launchers, recoil-less rifles or similar systems) are fired,
propellant gases exit from the back of the launcher with tremendous force. The resulting backblast (heat, overpressure, and launch debris)
can damage equipment or seriously injure personnel who are too close to the rear of the launcher.
The backblast area shape and size no longer depends on the type of weapon and has been generalized to a 15m long 8m wide 60° cone exiting the launchers rear.
The light-anti tank weapons issued to team members should only be used when ordered to do so against a specific target commanded by the Fireteam or Squad Leader.
If a situation arises that requires swift and immediate action or if the Team/Squad Leader is not in vicinity,
the AT weapon can be used on discretion of the AT Gunner against an immediate threat (such as a fast approaching armoured vehicle).
In any case the following Firing Safety Steps must be followed:
|Leader Controlled Situation||Emergency Situation|
FTL: ‘Prep AT!’
RM arms & aligns while giving contact report
Available AT Assets
Thank you for taking the time to read through this document.
We hope that these two Guides were able to properly introduce you
to the UO ArmA gameplay.