combat radio
TRANSCRIPT
7/30/2019 Combat Radio
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The Idiots' Guide to Combat Radio
Fatty has provided an excellent reminder to how Voice Communication is used on the SimHQ server. But once you get on the proper channel and push the talk button, what do you say? Communicating over aradio, while under fire, is a difficult skill to master. But it is one that can be made easier with a few simpleguidelines. With this in mind, I've dug out my platoon commander notes, sifted through the mounds of information, and come up with: The Idiots' Guide to Combat Radio.
Sunray this is Foxhound 1 – Request Starlight support – over Foxhound 1 this is Sunray – Eight Two will contact – out
Two-One this is GOLF Two One can you direct fire – over.GOLF Two One affirmative – out.
“Hmmmmm. I know those were English words, but I have no idea what was said.” This is what a lot of you are probably thinking, but don't worry. Radio Comms don't have to be this complicated. As per server SOP, we will be following the KISS principle. These rules are not Gospel, but merely pointers to help youcommunicate in the big, bad world of ArmA2. The majority of your communications in-game will fall intothree categories: Situation Reports, Fire Control Orders, and Hasty Movement Orders.
The Situation Report (SitRep) is probably the most important type of message you can send. It tells your Commander what he/she needs to know in order to effectively react to the enemy. In one sentence, youneed to convey all the information you have to the intended listener.. The easiest way to do this is tofollow a simple format:
To Whom – Who – What – Where
For example: I'm moving on an advance-to-contact when I bump an enemy patrol. Before engaging, I hitthe ground, key my radio and call my Commander (Biff):
Biff, this is Fransky – Contact 3 Dismounted Infantry – Bearing Two Seven Zero
From this, Biff knows he is the intended listener, who is speaking, what is happening, and where heneeds to look. With this information, he can react appropriately to the threat.
Sometimes, I know, you are caught out by the enemy and the last thing on your mind is proper radioprocedure. You need to shoot back and find cover ASAP. This doesn't preclude a report. All you do isabbreviate.
Let's look at the same scenario, but with the enemy engaging immediately. Bullets are flying and I ammoving for cover. What do I say? Just use the TWWW format again.
Biff, this is Fransky, Contact, Wait Out.
This will snap Biffs attention to me, since he knows something is happening. But it also gives me time toget behind cover and sort out my section. Then I can give a full report, and Biff can respondappropriately. Fire Control Orders are slightly different. The human eye can only focus on one distanceand direction at a time. So we have to tell each other which direction, how far to look, and what we needto see.
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This is done with:
Range, Bearing, Target
For example: My section is engaged by a rifleman hidden in some trees. No one else sees it, so I have todirect them where to look. Using my compass and some range estimation I call out:
Range Three Hundred, Bearing Two-Seven-Zero, Single Rifleman in the trees!
From this point, the Commander can direct suppressing fire so that a flanking maneuver can beaccomplished.
Sometimes, of course, the compass isn't useful (FIBUA for example). In this case the proword Referenceis substituted.
Range Three Hundred, Reference white house left side, Single Rifleman.
That's it. You now have your rifles locked on to the target and all that remains is to finish the job.
Issuing Hasty Movement Orders is something that Platoon, Section, and Fireteam Commanders need toknow intimately. Subordinates, to a lesser degree, need to have a handle on them because at any timethey could be field promoted into a leadership role. The simplest way to think about these orders is toremember our SitRep format.
To Whom – Who – What – Where
For example, I need Alpha section to move to a flanking maneuver 50 metres to the right side. I wouldsay this as:
Alpha, this is Fransky, move to flanking attack position 50 metres bearing 270
With any luck, this will cause Alpha to turn to bearing 270, run 50 metres, and then turn back and attack.
Please note that there are countless permutations to these three examples. These are not hard and fastrules which must be followed but are merely an aide memoire that will make communicating easier.Combat is a fluid art that requires quick thinking and decisive action. Clear, concise communication is thekey to achieving these results. But that doesn't mean you should rush. Remember to pause, composeyour message, press the button, speak, and then release the button. Taking an extra second beforetransmitting will save minutes of confusion (and lots of bullet holes) after the message.
Further reference: http://ttp2.dslyecxi.com/communication.html
From Dslyecxi's ArmA 2 Tactics, Techniques, & Procedures Guide
Hosted at Dslyecxi's popular Shack Tctical web site, reading this superb resource will give you newinsight to ArmA 2 gameplay.
Revised July 28, 2010