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Familarization Course Lesson Plan

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[hr][table][tr][th][b][size=4]Course[/size][/b]:[/th][th][size=4][font=tahoma, helvetica, arial, sans-serif][b]Familiarization Course 2.0[/b][/font][/size][/th][/tr]
[tr][td][b][size=4]Prerequisites:[/size][/b][/td][td][font=tahoma, helvetica, arial, sans-serif][url=http://www.unitedoperations.net/wiki/Getting_Started_Guide_(Arma_3)#Addon_Synchronization_-_Steam_Workshop]Properly installed & Synchronized addons[/url][/font]
[font=tahoma, helvetica, arial, sans-serif][url=https://www.youtube.com/watch?v=Pioba6xJ1Qw]UOTC Familiarization Video[/url][/font]
[font=tahoma, helvetica, arial, sans-serif][url=https://www.youtube.com/watch?v=a483XQ2_5E8]UOTC Formations Video[/url][/font]
[tr][td][b][size=4]Maximum Participants:[/size][/b][/td][td][size=4]10 + Chief Instructor & max. 2 Assistants[/size][/td][/tr][/table][hr][table]
[tr][td][b]What:[/b][/td][td]The Familiarization Course is designed to get participants accustomed to the United Operations ArmA milsim experience. Participants will be (based on prerequisites) familiarized with the following theoretical topics: Briefings, ACE3 (including limited technical support), Situational Assessment and Awareness, the SMCSS-Principle, individual security, contact reports, combat casualty care (C3) and First Aid Procedures. At the end of the course a Basic Weapon Familiarisation will be executed consisting out of 3 live fire exercises (LFX: M320, M249, M136) providing knowledge about all three weapon systems, their ammunition and use.[/td][/tr]
[tr][td][b]Why:[/b][/td][td][font=tahoma, helvetica, arial, sans-serif]To ensure participants have minimum theoretical knowledge and practical experience to successfully participate on the UO Primary as a member of a Fire Team.[/font][/td][/tr]
[tr][td][b]Where:[/b][/td][td]Training Server (SRV2) & Teamspeak.[/td][/tr]
[tr][td][b]Remarks:[/b][/td][td]1) Ignoring the prerequisites or semi-passive activity can lead to [b][i]instantaneous exclusion[/i][/b] from the course by the Chief Instructor[/td][/tr]
[tr][td][b]Sign-Up:[/b][/td][td]Nickname (ingame/ts) example (Lt_Foobar/LtFoobar)[/td][/tr][/table][hr][b]Attendees (0/10):[/b]


Lesson Plan

Course Prerequisites

This course requires:

Instructor and Assistant Course Directions - MUST READ

  • Do not cancel bio breaks. Minimum 2 bio breaks á minimum 5mins are the absolute low.
  • Text marked with [I/A] are directions to help instructors and assistants to perform the course as intended by the office.
  • The performance of your course is to be consistent with the up-to-date material.
  • For directions on course planning and disciplinary actions while holding the course read the next page.
  • To help you avoid confusion we marked sections including scripted content like this:


  • Do not repeat what has been stated in that scripted content just read. Only build on top of it or elaborate specific parts out of it for the pure purpose of clarity.
  • Always ask participants if one of them can briefly explain what just has been read. Have the section read again if this is not the case and afterwards briefly explain the substance to the participants.
  • To remind you about asking we marked the end of all scripted content with: [ASK!]

Disciplinary Actions and Course Planning

Directions for course planning and disciplinary actions

  • It is HIGHLY RECOMMENDED to request assistants to join you on the course once the participant sign ups exceed 5 players to keep up the ability to provide timely and personal help for the Sections 3 & 6!
  • Only UOTC Junior/Senior Instructors or UOTC Aspirants qualified for the Familiarization Course instruction can serve as actively involved Assistants.
  • All partaking Assistants need to have read this document.
  • Announce that some sections are read out as a script for the sake of course and content consistency. Required links to the script material will be given in channel before the script is read. It is highly recommended to read and listen to the material due to its complexity, especially for players without english as their first language.
  • Point out that if the instructor or his assistant asks a question, a confirmation (as in yes/no) is required to speed up the course process. This is also used to identify idling participants.
  • Bio break time windows have to be met by the participants; the course will continue w/o repeatings of course material for late participants.
  • If a participant has to go for a quick leave, he is to announce this in side chat with the expected time of unresponsiveness. If the time frame exceeds 10 minutes the user is to be removed from the session.
  • The chief instructor (who should be the missions admin) removes unresponsive participants in a very short time frame and notes their names for the course report marked as: ‘has to re-attend’.
  • The chief instructor (who should be the missions admin) is to immediately remove participants who went absent w/o providing previous notification, as required above.
  • When assistant and chief instructor have the feeling that a participant is semi-absently performing the course (being alt-tabbed etc. and just standing by to finish the course) they are to confirm this by taking him aside at mission end and asking him random course material questions to confirm if the tags will be given to him or not. This should be done in private(!) and not in front of other participants!
  • If the Chief Instructor needs to perform an unplanned break, he is to give over the admin role to one of his assistants before hand.
  • After handing out the tags a course report by the chief instructor is expected to be posted in the signup thread for that particular session.
  • Spawning without any gear except a limited IFAK[1] and standard gear (as in earplugs, compass, watch and a 343 radio) is intended.

Section 1 - Introduction [5]

Alt text
Slide A2 - Board 1

[I/A] At this point the life material starts, make sure that all instructors and participants are ingame and placed in a school circle at the first instruction board.

  • Briefly introduce yourself and any assistants.
  • Briefly go over the course structure:

Section 1 - ‘Introduction’
Section 2 - ‘Briefing and Mission Details’
Section 3 - ‘ACE Controls and Technical Support’
1st BIO BREAK [5-10]
Section 4 - ‘Individual Infantry Skills’
Section 5 - ‘Basic Infantry Knowledge’
2nd BIO BREAK - [5-10]
Section 6 - ‘Basic Weapons Familiarization’

  • Ask participants if they have milsim experience in ArmA prior to this course to identify people that might need special attention.
  • Announce the timeframe (max. 120min) of the course and planned bio break schedule (as seen above).
  • Inform participants that if they have to leave the course for any reason, then they should do so in a non-disruptive manner.
  • Encourage participants to ask relevant questions at suitable points, preferably at the end of each section or when asked to.
  • Encourage participants to provide feedback for the FC, especially with respects to new players and their experiences on the primary server. Remember, the FC is designed for new players and their views are important.
  • Encourage participants to lead other new players to take the familiarization course. Inform players that the drills in the familiarization are not the only way to game, but they are the standard by which UO trains and which has proven most effective.

Section 2 - Briefing and Mission Details [10]

S2C1 - Personal Mission Information

Alt text
Slide A3 - Board 1
  • Adding to the FC video go into more detail on the briefing information using the map.
  • Refer to the current mission briefing screen (map):
    • How to know what unit I am part of? ([I/A] upper right hand part of map and left ‘loadout’ tab in combination with the ‘comsig’ tab)
    • What is my Loadout? ([I/A] again refer to the ‘loadout’ tab)
    • Where do I find an overview of all the units and their callsigns? ([I/A] explain abbreviations ‘ComSig Card’, ‘Signals Card’, ‘Command and Signals’, etc.)
    • What is my unit’s task? ([I/A] watch for the tab ‘mission’ and explain to wait for the actual leaders briefing who may use markers on the map as reference)

S2C2 - Important Mission Details

  • At a minimum when playing in a ‘non-leadership role’ you should know the following information:
    • Your role/loadout
    • Unit callsign
    • Unit ComSig (typically a Short Range radio channel for the unit)
    • Unit leadership
  • When slotting as a Squad/Section/Fireteam Leader or 2IC[2] it is always helpful to write down the following information from the briefing screen before the CO is briefing:
    • Your callsign
    • Callsign, name and role of horizontal elements[3]
    • Callsign, name and role of next vertical elements[4]
    • Names and roles of the players in your squad/section/fireteam

S2C3 - Example: Slot Awareness

Alt text
Slide A4 - Board 1

I am FTL of fireteam Bravo of 1st Squad 3rd Platoon,
my superior is 3’1 SL Mr.X or FTL of fireteam Alpha Mr.Y.
My AR is Player1, My Grenadier is Player2 and my Riflemen AT is Player 3.
There is one more Fireteam with Mr.V leading it and 3 other Squads in my Platoon.

Section 3 - ACE Controls and Technical Support [5-10]

Alt text
Slide A5 - Board 1

[I/A] Once entering the slide for this section, watch the chat more closely to identify participants reacting to the call for being new to milsim or arma in general. Make sure to observe these participants and their progress. Once in a time along the course specifically ask them if anything remains unclear.

  • Explain the following recommendations for the ACE3 mod
  • Make sure everyone gets that these are recommendations, everyone sure can use whatever she/he feels most comfortable with.

  • ESCAPE -> Options -> Addon Options
    • [5]Display Interaction menus as List: Yes
    • [6]Use Medical menu: Enabled
    • [7]Show weight in lb: No
    • [8]Show player names (for beginners): Yes
    • [9]Show player ranks: No
    • [10]Display text on jam: Yes
    • [11]Overheating Particle Effects: Yes
    • [12]Overheating Particle Effects for everyone: Yes
    • [13]ACE pain indicator: Colour Flashing

  • Technical help
    • Provide technical help for any remaining questions concerning ACE3 & ACRE2
      • AN/PRC-343
      • AN/PRC-148
      • Local directional talk (Teamspeak Push-to-Talk)
      • ACRE2 ACE3 crew radio & pax intercom

1st BIO BREAK [5-10]

[I/A] To gain visual input on which participants have returned from bio break make all participants stand up at the beginning of the break and order them to sit down once they have returned from their breaks.
[I/A] Use this bio break to bio break or plan ahead with your assistants.

Section 4 - Individual Infantry Skills [12-15]


S4C1 - Situational Awareness

Alt text
Slide A6 - Board 1

[read as printed]
[‘Situational Awareness is referred to as a ‘specific state of knowledge’ achieved by using the process of Situational Assessment. The main points of this knowledge state is: Time, Terrain, Position and Orders (TTPO) in respect to the player, his team and the enemy.

Continuous Situational Assessment by all the individuals involved in operations within their boundaries of responsibility (Individual->Buddyteam->Fireteam->Squad->etc) is required to maintain Situational Awareness.

The assessment process includes updating previously achieved knowledge (past), integrating it into the current tactical situation (present) and finally making tactical decisions (future) based on your current situational awareness.

When giving orders it is recommended to draw from your current situational awareness and assess what effect your tactical decisions will have on you, your team / element and the enemy.

To maintain a good state of situational awareness where ‘tunnel vision’ needs to be avoided. A good individual and team awareness will help you so that you are not tied down by being in need to suddenly reassess your entire environment, when forced to make sudden tactical decisions.

Lack of situational awareness can often be observed on the primary by players of all experience levels. Lack of situational assessment and communication skills in higher command roles are usually the reason for operations breaking apart, even though the chain of command remains intact.’] 2:00

S4C2 - SMCSS - Shoot

[read as printed]
[‘Additional to the previous skill of situational assessment each member of infantry has to master the following basic skills: Shoot, Move, Communicate, Survive and [14]Sustain.

The first skill a member of infantry has to master is the ability to shoot.
They must be able to accurately engage with all available weapons, use the correct type of ammunition and perform the engagement, minimizing the use of ammunition and avoiding unintended damage. Engagement also requires fundamental knowledge about the types of fires, the used ammunition and its effects on targets and the target area.'] 1:30

S4C3 - SMCSS - Move

[read as printed]
['To Move...
All military operations include movement. May it be mounted, dismounted or aerial, in a multitude of environments. Individual movement is defined as using individual movement techniques which in ArmA can be described as: crawl and fastcrawl[15], crouched[16] movement and the four second rush[17].

In a unit movement is comprised of formations, movement techniques and maneuvers. Always keep in mind that movement is fitted to the terrain a unit moves through. An important aspect of movement, as a skill, is the ability to change from movement formations[18] to combat maneuvers[19].'] 1:30

S4C4 - SMCSS - Communicate

[read as printed]
['To Communicate...
All players need to be able to provide accurate and timely information to those who require it. The skill of communication can be split into two parts:

First the knowledge about how to use radios, gestures and other tools.

Second is the proper delivery of information in a timely and concise manner using procedures and prowords. It is of utmost importance to at all times maintain proactive communication[20] with the next units in horizontal and vertical order participating in the same operation.

To support this skill and enhance ingame communication UO uses the mod ACRE2. Basic 343 and 148 radio operation is a prerequisite to this course, though not all mission include radios. If you have any additional questions about communication or ACRE2, feel free to contact any member marked as a UOTC Instructor in teamspeak right after this course.'] 2:00

S4C5 - SMCSS - Surrvive

[read as printed]
['To Survive...
Survival is a major aspect in a simulation environment which tries to aim for realism.

There are some aspects to survival each player has to know and master to ensure the success of a mission: the enemy, the environment and the player’s character.

The above aspects require all players to discipline themselves in routine matters such as: maintaining security, maintaining awareness, care for their own equipment and supplies, as well as that of their buddy.

The knowledge about the characteristics of positions and materials, used for cover and concealment, are also a key factor for survival in a firefight.'] 1:30

S4C6 - SMCSS - Sustain

[read as printed]
['To Sustain...
Sustainment is the one skill that requires the soldier to put any of the previous four skills in perspective to each other to gain and maintain a full picture of his situation.

Shooting requires ammunition, working and ready equipment;

Movement requires flawless coordination from the single unit up to entire convoys, fuel and finally the required means of transportation;

Communication requires equipment, the skills of: accuracy, brevity, clarity and knowledge about the terrain;

Survival requires medical supplies and the necessary minimum knowledge about how to apply them. Every player needs to be able to forecast any of these requirements before actually needing them, while combining all needs with the aspect of personal and team load.'] 2:00

Section 5 - Basic Infantry Knowledge [30]

This section covers basic knowledge each and every player needs to be able to recall whenever engaging in missions at UO (in any role).

S5C1 - Individual Security Rules

Alt text
Slide A7 - Board 1
  • Vehicles will move and/or fire without warning! Keep distance!
  • Do not block roads, narrow alleys, doorways etc.
  • Do not move in front of mortars, crew served or other weapon systems.
  • Do not move in front of firing main battle vehicles - Over Pressure[21].
  • Always verbally acknowledge orders given to you.
  • Always maintain individual and unit spacing.
  • Always announce your intent to cross a friendlies “line of fire”[22].
  • ‘GRENADE!’ Is used to announce an enemy, unknown or ND[23] grenade.
  • ‘FRAG OUT!’ Is used to announce that a friendly grenade is about to be thrown.

S5C2 - Weapons Employment and Safety

Alt text
Slide A8 - Board 1

Safe weapon handling is an important part of gameplay at UO. We have encountered numerous incidents of wrong weapons handling in the past years and constantly work on features to eliminate the chances of wrong or unintended weapons use. With this course we implement the same rules applied to real life, to hopefully negate any further issues. Weapon handling is based on three different parts: The player, the weapon and the environment.

[read as printed]

  • [‘As previously taught, each player has to maintain a state of situational awareness. They reassess the situation periodically to gain an understanding of their environment, their weapon, friendly and enemy forces, ending in a clear estimate on how to handle their weapon safely. Therefore the trained and focused player themselves is the first and primary safety mechanism.'] 0:51 [ASK!]
  • [‘The weapon a player uses is their primary tool for defeating threats. The player needs to know how to use this tool correctly and effectively in combat, but is also required to know how to operate the weapons safety mechanisms. All 3 types of available safety mechanics have been described in the FC Video.'] 0:40 [ASK!]
  • [‘The environment around the player is of importance as well. The player must be aware of where they are pointing their gun (muzzle discipline), if he is pointing at a target they need to know the targets nature and needs to be aware of what is behind the target.'] 0:32 [ASK!]

At UO there are two distinct weapons handling measures, each player needs to be aware of, at any point of time:

  • The 4 Firearm Safety Rules
  • The Weapons Status

These are redundant safety measures, applied to prevent any misuse of weapons. To misuse their weapon a player that decided to follow these rules, would have to violate two concepts of the firearms safety rules or a weapons status. This should help to negate any issues with negligent discharges during gameplay. Players willingly disobeying these safety rules should be reported if their behaviour continues to cause incidents of negligent discharge that results in teamkills or failed stealth maneuvers.

S5C3 - Firearms Safety Rules

Alt text
Slide A9 - Board 1

These rules are established for ALL types of weapons a player might be handed in a mission at UO. They apply for all variations, types of weapons or ammunition in use. One additional note, when alt-tabbing out of the game-window, press escape to prevent any negligent weapon discharges.

  • Treat Every Weapon As If It Is Loaded!
    • Whether loaded or not should not affect the weapons handling.
  • NEVER Point The Weapon At Anything You Do Not Intend To DESTROY!
    • A player needs to be aware of where his weapons muzzle is pointing.
    • Players must ensure that the line of fire is clear of anything that is not to be hit.
    • If unavoidable, the player must minimize the time his muzzle points in that orientation.
  • Keep The Finger Off The Trigger Until Ready To Fire!
    • It is advised to remove the finger from the fire button/key on the player's mouse.
    • When no ACE safety feature is available, this is your primary safety mechanism!
  • Ensure Positive Identification Of The Target And Its Surroundings!
    • To engage, every player needs to positively identify their target and what is beyond it.
    • The player at UO is responsible for projectiles fired from their weapon and their final destination.

S5C4 - Weapons Status

Alt text
Slide A10 - Board 1

This concept taught at UO has been altered over time to fit gameplay purposes.
Effectively the two distinct measures of ‘weapons safety status’ and ‘weapons control status’ have been melted down into the non real life ‘weapons status’.
UOs weapons status are:

Color ID Green Yellow
Function Engage all targets at
your own discretion.
Only return fire if you,
your team or nearby friendlies
take effective enemy fire.
Never return fire without
leader clearance unless
you or your team takes
effective enemy fire!
Order Weapons Green! Weapons Yellow! Weapons Red!
Safety Engage safety whenever you are not in direct contact with hostiles!

S5C5 - The 3 D’s Contact Report

Alt text
Slide A11 - Board 1

[read as printed]
[‘One of the most important reports each player needs to be able to perform is the contact report. At UO contact reports for small teams are given vocally in the the 3 “D’s” format which is: Direction, Distance and Description. Later on a contact report might be formatted differently when being transmitted over radio by FTLs, SLs or RTOs (SALTA/SALUTE-Report).
The report is performed like this:

Say “CONTACT!” to gain attention of teammates.
DIRECTION to the contact is given in cardinal format, as in North, East, South, West or North-East, South-West etc.
DISTANCE to contact is given as Close (50m or less), Near (50 - 200m), Mid (200 - 600m) and Far (600m +)
DESCRIPTION is used to briefly announce the type of target, its movement or any indicators for the contact's position. i.e. Rifleman in the open, moving east; Vehicle, rear to us, turret looking away; Bunker, left of treeline, facing us.'] 2:00
[I/A] After reading give 2 examples for a contact report to the participants and make sure to include proper description of the contact. Contact report practice for participants is not part of the familiarization course.

S5C6 - TCCC - Tactical Combat Casualty Care

The fourth of the main skills in infantry combat after shooting, moving and communicating is to survive.
Surviving in the ArmA MilSim environment is not exactly the easiest task and is currently done wrong by the majority of players.
You will see many players doing the wrong things at the wrong time, while you have learned the ideal way in this course.
Do not hesitate to correct players doing wrong things, as long as it fits your tactical situation.

For this instance we assume that the person that reacts to a casualty is a player, with the basic medical knowledge given to you right here,
so not a Combat Lifesaver, Medic or otherwise medically trained person.
The reason for us prioritizing the reaction over the actual basic medical knowledge is simple:
You can know all the things to do, but you will most likely still fail, when not following these basic concepts of Tactical Combat Casualty Care.

S5C7 - TCCC - Reaction to Casualty

Alt text
Slide A12 - Board 1
  1. Continue to engage the enemy!
    1. Align follow on actions to avoid additional casualties.
  2. Announce clearly who is down: ‘Bravo {name|role} is down!’
    1. Announce until response by FTL is acquired!
  3. Gain fire superiority!
    1. Wait for your FTL to tell you to move to the casualty and retrieve him.
  4. Initiate ‘Basic First Aid’


S5C8 - TCCC - Basic First Aid

Alt text
Slide A13 - Board 1

[read as printed]

  2. FTL issues casualty evacuation.
  3. Find a covered approach to the casualty.
  4. Find a close and secure position from the casualty for evacuation.
  5. Tell player in command your approach plan.
  6. Start retrieving the casualty by dragging them to the predetermined covered position.
  7. Apply whatever tourniquets are available to bleeding limbs.
  8. Request replacement by a fellow player which knows the medical system better. [I/A] this is Pax Passive-aggressively informing us that this course will not fully cover the medical system.
  9. Start bandaging wounds on head and torso first as no tourniquets can be applied.

] 1:09

2nd BIO BREAK [5-10]

[I/A] To gain visual input on which participants have returned from bio break make all participants stand up at the beginning of the break and order them to sit down once they have returned from their breaks.

Section 6 - Basic Weapons Familiarization [30]

Alt text
Slide B1 - Board 2
Alt text
Slide B2 - Board 2

This section covers knowledge about handling the M320 underbarrel grenade launcher,
the M249 light machine gun and the M136 anti-tank weapon system (AT4).
We also included rather small explanations about the actual roles of each inside a fireteam.
Due to time constraints any additional familiarization not done in the LFXs[24] needs to be performed on volunteer basis
without instructors oversight after the end of the official course.

  • Each of the following scenarios needs to be performed by all participants.
  • Each LFX has to be executed at the intended shooting range.
  • Each shooting range is supplied by a presentation screen, a sign for the participants to select the required gear and a flag pole for teleportation purposes.

Intended use:

  • Read and discuss theoretical knowledge.
  • Participants select gear layout.
  • Execute LFX.

Before the LFX starts, advise all participants about the following points:

  • All participants should insert earplugs before any shots are fired.
  • Once the first range is entered, all LFX orders are given via the AN/PRC-343.
  • All participants are to be on the same short range net ([I/A] Channel 1 recommended) as the Cheif Instructor and any assistants (this is to check if prerequisites were followed). All 343s are set to random channels at the mission start. Issue a channel to change to and remove players that you have the feeling did not follow prerequisites.
  • Weapons are to be set to safe until ordered otherwise.
  • No shots are fired until ordered otherwise.

S6C1 - M320 underbarrel grenade launcher

Alt text
Slide B3 - Board 2

Caliber: 40x46mm SR
Type: Underbarrel grenade launcher (equipment)
Standard Ammunition (RHS):

  • M441(HE)
  • M433(HEDP)
  • M585(flare)
  • M714(smoke white)

Standard Scope: Iron sights & mini-holo
[read as printed]
[The underbarrel grenade launcher, with its high trajectory indirect fire capability,
is often used to destroy enemy positions such as: bunkers, fortified buildings, other small structures and positions in cover.
Whoever operates this weapon should be capable of fire adjustment to guarantee a second round hit
and know what type of rounds to use on different targets.
Be aware that the 40mm explosive ammunition (HE) releases high amounts of shrapnel and can easily cause friendly fire incidents.
The m320s maximum range is 400m.
Point target fire can be provided up to 150m,
further targets are considered area target fire.

M433 HEDP ammunition is capable of breaking through obstacles such as mud walls,
wooden barriers, thin stone walls, steel armour up to 50mm at near 0 degree impact angle
and doors (some will open when hit by HEDP).
After passing the obstacle the HEDP has, like the HE round, a casualty radius of 5 meters.
HE rounds are used when no obstacles or armour have to be passed or to engage small thin skinned vehicles.
All standard ammunitions, except for smokes and flares which arm immediately and have no safety, arm themselves 14-27 meters after being shot.] 2:55 [ASK!]


  • Make the participants aim for:
    • Range one: Center of pop-up targets 2 x M441 rounds.
    • Range Two: Houses 2 x M441 through windows, 2 x M433 against doors (doors will not open).
    • Range Three: 2 x M433 against vehicles.

[I/A] There are three ranges with each having two firing booths. The following order is recommended:

  1. Fill both booths of the first range with one participant. Leave other ranges empty for now.
  2. All other participants wait outside the entrance of the first range.
  3. Enter the center overview tower and do all tasks from there using the 343.
  4. Order all participants to disengage safety upon entering a range and engage safety upon leaving it.
  5. All participants done with range 1-3 are to move and hold at the flagpole behind the towers.
  6. Execute first range LFX as below, tell them their performance from the tower via 343.
    1. A Range is executed like this:
    2. Order Participants to enter the range via 343
    3. 'On all requests answer with: UP, when ready!'
    4. 'Disengage safety and load <ammo type> 40mm rounds.'
    5. Wait for the participants 'UP' signal via 343
    6. 'On command: Fire two rounds of <ammo type of range> at your targets.'
    7. 'Only one participant shoots at a time. The left participant will start.'
    8. 'Left Participant Fire.'
    9. Give feedback about how the rounds of the participant hit and how to improve.
    10. Once you feel comfortable enough with the ranges, you will get faster. No worries.
  7. Participants from the first range move to range two.
  8. Two new participants fill the first ranges booths.
  9. Execute first range LFX as above (p4) then execute second range LFX.
  10. Move participants from range two to range three and from range one to range two and refill range one.
  11. Execute range one, then two and three as above.
  12. Repeat until all participants are done.


  1. With one assistant, fill one additional range. With two assistants, fill all ranges.
  2. Range labels represent 343 channels. Range one: Ch1. Range two: Ch2. Range three: Ch3.
  3. Advice participants to change channels upon entering the next range.
  4. Do as above with the change that you simultaneously execute the LFXs per the number of present Assistants.
  5. Upon finishing this entire LFX make all participants change back to Ch1 343.

[I/A] Use the Flagpole to teleport to the second LFX.

S6C2 - M249 Light Machine Gun

Alt text
Slide C2 - Board 3

M249 LMG
Caliber: 5.56x45mm
Type: light machine gun
Standard Ammunition: 100rd / 200rd 5.56mm STANAG M855A1 linked (ball)
Standard Scope: Iron sights, M145(USA), C79(CAF)

[read as printed]
[The M249 light machine gun was developed to counter the FTs lack of automatic fire power.
The LMG is used by the AR and is worth approximately 60% of the FTs fire power.
The AR and their gun is controlled by the FTL. This 2 man team is known as the 'support team'.
The M249 is a belt fed weapon using the same rounds as the standard issue service rifle
and therefore is only effective up to a range of 600m.
The AR must be able to effectively and accurately suppress all known target types their team might encounter.
They use fire drills like the 3, 5 and 8 round burst or ‘talking guns’[25].] 1:43


  • 1 x 3 round burst prone, crouched & standing (150m popup target)
  • 1 x 5 round burst prone, crouched & standing (150m popup target)
  • 1 x 8 round burst prone, crouched & standing (150m popup target)
  • Suppressive fire on the aligned targets:
    • 4 x 5 round burst at Bunker (pop up targets) 300m
      • Participants should try to hit both targets inside the bunker with a single burst
  • Make them train ‘talking guns’ until the 2nd 100rd belt is empty

[I/A] There are ten firing booths. Each booth has two popup targets at 150 meters and one bunker with 2 popup targets at 300 meters. The following order is recommended:

  1. Chief Instructor enters center tower, assistants (if available) enter side towers.
  2. All orders are given on 343 channel one. Do a radio check (Booth one, Booth two, Booth three…).
  3. Order all participants to go prone, disengage safety, reload their M249ers and to check in on 343 as: ‘Booth <number> UP!’
  4. If some participants report slight sight issues with grass while prone in the booth, tell them to deal with it and reposition inside the booth still being prone until target cann particially be aquired.
  5. ‘Aim for near popup targets. On command: execute one 3 round burst in prone, then crouched and last standing position.’
  6. ‘Try to keep both of your near targets supressed with one burst. Report left to right when ready.’
  7. Wait for the booths to report 'Booth <number> UP!'
  8. ‘All booths: fire!’ Observe the fires.
  9. Wait for the participants to stop shooting, if a participant continues to shoot, call an immediate cease fire to his booth number.
  10. Give feedback to booths that appeared off target.
  11. ‘Aim for near popup targets. On command: execute one 5 round burst in prone, crouched and standing position.’
  12. ‘Try to keep both of your near targets supressed with one burst. Report left to right when ready.’
  13. Wait for the booths to report 'Booth <number> UP!'
  14. ‘All booths: fire!’ Observe the fires.
  15. Wait for the participants to stop shooting, if a participant continues to shoot, call an immediate cease fire to his booth number.
  16. Give feedback to booths that appeared off target.
  17. ‘Aim for near popup targets. On command: Execute one 8 round burst in prone, crouched and standing position.’
  18. ‘Try to keep both of your near targets supressed with one burst. Report left to right when ready.’
  19. Wait for the booths to report 'Booth <number> UP!'
  20. ‘All booths: fire!’ Observe the fires.
  21. Wait for the participants to stop shooting, if a participant continues to shoot, call an immediate cease fire to his booth number.
  22. Give feedback to booths that appeared off target.
  23. Order all participants to go prone and rest their weapons using the ‘C’-Key and check in on 343 as: ‘Booth <number> UP!’
  24. ‘Aim for mid range popup targets in bunkers. On command: Suppress both targets. Execute four 5 round bursts in prone position.’
  25. Wait for the booths to report 'Booth <number> UP!'
  26. ‘All booths: fire!’ Observe the fires.
  27. Wait for the participants to stop shooting, if a participant continues to shoot, call an immediate cease fire to his booth number.
  28. Give feedback to booths that appeared off target.
  29. Order all participants to reload their second 200rd belt. If they already expanded their first magazine make them reselect their layout it the selector sign.
  30. Assign a target like: middle bunker, range mid. Whatever target you may assign, make sure it is center front of all manned firing booths to navigate participant confusion.
  31. ‘Aim for second left mid bunker. 2 popup targets. On command: Execute talking guns left to right booth with one sufficient burst to suppress both targets. Execute until your current belt is empty. Report left to right when ready.’
  32. Wait for the participants 'UP!' response.
  33. ‘Left booth, initiate talking guns on target!’
  34. Order all participants to gather around the flagpole. Chief Instructor gives feedback, then the assistant instructors.

S6C3 - M136 High Explosive Anti Tank

Alt text
Slide D2 - Board 4

Caliber: 84mm
Type: Unguided & shoulder launched anti-tank weapon
Standard Ammunition: 440g HEAT projectile
Standard Scope: Iron sights (small) & iron sights (large)

[I/A] Look at Appendix D

[read as printed]
[The M136 is called the ‘AT4’.
This name origins from its caliber ‘eighty-four’ and its use as anti-tank weapon.
It is designed as a FT level additional weapon
usually carried by the fireteams Rifleman
and is used for point target fire up to 300m.
Ranges above 300m are determined area target fire with reduced projectile control.
It is expected that any rifleman is able
to fire this weapon up to 300m on stationary targets.

Before use, the M136 has to be reloaded (this will mount the sight and remove the safety).
Once another weapon is selected the process is undone and has to be repeated on next preparation.
The M136 has two sight modes;
the default mode shows a smaller peep sight while the secondary mode provides a larger one.
Pressing the divide-key (/) on numpad switches through available sights
as long as the M136 is in prepared state.
Once shouldered the sight selection is reset to default small sight.

Alt text
Slide D3 - Board 4

New variations with HEDP projectiles are now included in the UO modpack.
This warhead is to be used against bunkers, buildings and enemy personnel in open or light armoured vehicles.

Backblast damage currently is simulated for all launcher type weapon systems.
The danger area is defined as a ~15 meter long, 8 meter wide 60° cone exiting the launchers rear.

] 4:16

Alt text
Slide D4 - Board 4

Alt text
Slide D5 - Board 4
Regular Situation:
(Appendix D blue targets)
Emergency Situation:
(Appendix D red targets)
FTL: ‘Prep AT!’
RM: ‘Prep’ing AT!’ - RM arms the AT4
RM: ‘AT Prepped!’

FTL: ‘Target, North East, NEAR, APC!’
RM: ‘Seen!’ - RM aligns AT4 sight to target
RM: ‘… AT Ready!’

FTL: ‘AT Fire!’
RM: ‘Clear Backblast!’
RM waits for positive answer
SO: ‘Not clear / Backblast clear!’

RM: ‘Rocket, rocket, rocket!’
RM pulls the trigger

RM arms & aligns while giving contact report
RM: ‘Contact, South West, CLOSE, IFV!’

RM: ‘AT ready!’
RM: ‘Backblast!’
RM waits a second

RM: ‘Rocket!’
RM pulls the trigger

One dry run for ‘regular situation’ for all participants executed at the same time One dry run for ‘emergency situation’ for all participants executed at the same time One live run per participant for ‘regular situation’ on a stationary target One live run per participant for ‘emergency situation’ on a stationary target

[I/A] There is only one large firing area. Look at Appendix D for ranges to targets from the firing stand. The following order is recommended:

  1. Before going live execute one dry run per regular and emergency situation speech only with all participants answering at the same time. Make sure all participants face a board with the instructions.
  2. Make sure all participants understand that hitting is crucial ingame but that currently the aim is to hammer the procedures into their brains.
  3. Order five participants to take place in the firing range area equally distanced.
  4. All other participants wait below the tower out of backblast range.
  5. Assistants are required to stay at the sides of the firing area at the boards, watching the five participants. The assistants will fast call ‘HOLD’ over the 343 in case of wrong execution.
  6. One Participant at a time will execute the LFX as regular and after that emergency situation.
  7. Tell the participants to look at the placed boards using their look-around key (usually left ALT) if they are unsure how to proceed.
  8. Assign a target for yourself and get its range before giving the order. Do not assign close targets for regular execution they are needed for the emergency situation.
  9. If the participant asks for the exact range, tell him to guess the shot based on the previously learned distances of Close, Near, Mid and Far ranges; repeat these if necessary.
  10. ‘Participant one. Regular Situation. <Execute as FTL using the upper standards.>’
  11. Once done with the current participants, exchange them with the waiting ones.
  12. LFX done!

Foot Notes

  1. Individual First Aid Kit
  2. 2IC = Abbreviation for second in command. Identifies the person who is the leader's assistant. I.e. the Alpha Fireteam Leader can be the Squad’s 2iC; i.e. the Platoon Sergeant usually is the Platoon’s 2iC.
  3. Horizontal Element = This represents elements which are on the same level of command as your own unit. For example if you are a Fireteam Leader, then other Fireteam Leaders represent the horizontal level of your squad.
  4. Vertical Element = This represents elements which are below or above your current level in the chain of command. If you are a Squad Leader the lower vertical element is the FTL below you, the higher vertical element is you superior as per chain of command.
  5. Counter the usual radial list with which some of the options will be shown partly on top of each other, this option will enable a listed menu.
  6. [Default Key: H] This will switch from the standard treatment method (radial/listed menu) back to the ACE medical overlay menu. This is useful when treating others (who maybe moving/turning/shifting) and also for not exposing yourself to fire (by chasing the radial menu) when treating yourself. [reference Appendix A | reference Appendix B]
  7. UO mainly uses metric units. Although Forward Observers, Joint Terminal Attack Controllers and Pilots might use non-metric terms, regular forces should use the metric system.
  8. Shows player names above the ingame character. Let students know that they should try to learn to orient themselves by voices and knowledge of about where they team members are around them.
  9. This is recommended disabled as many missions have wrong or at least not matching ranks for players. I.e. All members are privates or similar.
  10. Will display a message informing the player visual that his weapon is jammed. Left Control+R to clear a jam.
  11. Will show heating effects visual around the rifle barrel (only client side)
  12. Will show heating effects visual around the rifle barrel of other players close to you
  13. Medics and CLSs are trained to ask concious cesualties how strong the pain effect is. This is most easily identified by white colour flashing going to the center of the screen.
  14. Sustain: Shooting requires ammunition and working equipment, movement requires flawless coordination, fuel and means of transportation, communication requires a unique skillset, survival requires medical supplies and the knowledge how to apply them. All players need to be able to forecast such requirements before they need them, while maintaining their load.
  15. Crawl and fastcrawl: movement in prone position (very slow movement, lowest profile) / crawling + SHIFT (drains stamina very quick and will slightly raise the character’s profile in comparison to crawling)
  16. Crouched: In crouched position pressing W (crouched movement provides a medium profile, with both a reduced noise and speed)
  17. Four second rush: I’m up - I’m running - They see me - I’m down
  18. Movement Formations: example -> Squad Column Fireteam Wedge
  19. Combat Maneuvers: Fixing the enemy with one fireteam and flanking with another is a maneuver
  20. Proactive communication: send contact reports, ACE updates, loc-stat and other reports in a timely manner fitting your current situation w/o being asked to do so. Informations are key to operations.
  21. Overpressure: While firing a cannon anything in front of the cannon is not only exposed to the projectile itself but actually a wave of pressure is exiting the barrel as well. Depending on the size of barrel and caliber this can affect players as far as 30 meters in front of a barrel. Most of the vehicles in out modpack which fire larger caliber cannons are affected by this.
  22. Intent to cross a friendlies line of fire: ‘Crossing, Crossing, Crossing!’, ‘X, I will cross your fire!’ etc. wait for negative or positive response, repeat request if necessary.
  23. ND = Negligent Discharge - Throwing or firing shit w/o actual intent to do so - ‘by mistake’
  24. LFX: Life Fire Exercise
  25. Talking guns: When the AR engages a position that currently is suppressed by another AR, both ARs are expected to alternate their bursts so that the target is constantly suppressed by burst fire with only one AR firing at a time. Establishing alternate fires w/o any communication simply on recognizing fire drills requires ongoing situational assessment.


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Appandix A
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Appandix B
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Appandix C
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Appandix D

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