This guide was created to help newer players, either to Armstrong or to Arma as a whole, to learn the game and hopefully enable the each player to have the greatest amount of fun while playing.

Communication is the most important part of Arma. If no one knows there’s an enemy, your teammates can’t engage them. With the Task Force Radio Mod, there are two mods of communication, verbal and radio. To verbally communicate, you can either use your Push-to-Talk key or if you have Voice Activation on, you can just speak. Using CTRL-TAB you can set your voice level for the situation. The other mode of communication is via radio. Radio should be used sparingly and when it is used keep it Accurate, Brief, and Clear. When communicating always state your intended target first then state who is sending the message and then send the message( “<receiver>, this is <sender>, <message>, over”). To use the radio, the default key is Caps Lock. Further information is available below.

The second most important part of Arma is actually seeing the enemy. As it was said above, you have to communicate your sightings with your team before you even engage the enemy as this allows the maximum amount of firepower to be leveled before the enemy even knows they’ve been spotted. When reporting an enemy sighting always keep it direct and brief as this allows your team to respond quickly without having to decipher a message. The easiest way for keeping it brief is that you can describe the size of the enemy spotted, the compass bearing, and the estimated distance to the target(ex. Enemy Squad, 200 Degrees, 500 Meters).

Weapons are important as they allow the killing of enemies and the accomplishing of objectives. As a result, you have to use them responsibly. Always watch your fire and try not to aim at teammates and be aware of their locations, especially if you’re using explosives, to avoid accidents. Rocket launchers and grenades are just as dangerous to your allies as they are to their enemies. Always watch your back blast when using rocket launchers. Try to use weapons that correspond with your surroundings. It’s not really advisable to use a sniper rifle if you are clearing houses. Another essential component of a contractors equipment is smoke. It can be used to conceal and screen movements, indicate positions, etc. Usually White smokes are used for screening movements, Red for indicating enemy positions, Green for indicating friendly positions, and other colors can be used for anything. Always state on the radio the purpose of the smoke.

When engaging the enemy in combat, different firing patterns are utilized to both conserve ammunition and to eliminate the enemy. Suppressive Fire is probably the most used method of firing. The express purpose of Suppresive Fire is to prevent the enemy from returning fire using fully automatic fire and to keep the enemy in position so they can get flanked. Direct Fire is the most attractive to an individual. With Direct Fire, you’re trying to kill the enemy usually with aimed shots so as a result, you’re probably going to want to use semi-auto. It’s that simple. Reactive Fire is sort of an emergency Suppressive Fire. You’re trying to get the most amount of bullets down range so you can safely evacuate a causality or to move to another building.

To tie it all together, when you’re engaged, go prone and fire back in the direction of the believed enemy while attempting to get to cover. While this is occurring, the commander should report this contract to friendly units to have their support. Attempt to locate the enemy and engage them with suppressing fire. While the enemy is suppressed, another unit should attempt to flank the pinned down enemy and eliminate them.

Mod Usage

At Armstrong Field Consulting we use a number of in-game modifications in order to improve our gameplay experience. Whilst these modifications add some in depth features, and can appear complicated, they are for the most part easy to understand at a basic level.

ACE adds many aspects of realism to ARMA 3, in which all of our contractors must have a basic understanding in order for Armstrong Field Consulting to complete contracts efficiently. The ACE menu itself is simple to use: to interact with others press windows key and look at them to open the menu, and then move your mouse around to select different interactions with the red circle being your cursor.

The first and arguably most crucial aspect of ACE is the medical system it adds. A more detailed description of the ACE medical system will be made available for easier access. For the average contractor the two most important things to manage are: pain and bleeding. In order to manage pain you use morphine, which will both decrease your pain and blood pressure. Pain is represented through a white filter around the edge of your screen; which will disappear after using morphine. Too much morphine will lower your blood pressure too much, causing you to pass out. Bleeding is controlled by using bandages, for non-trained medical staff using elastic bandages is the most effective. Bleeding is represented by a red filter around the edge of your screen. It may take multiple bandages to stop severe bleeding. If you bleed too heavily for too long you will need blood replaced or else you will pass out; this can be administered by a medic.

The second most commonly used interaction in the ACE menu is equipment. This option allows you to: replace an overheated barrel or most importantly put in or remove earplugs amongst a whole host of other options.

Under team selection you, or the team leader are able to assign a color to you for fireteam assignment.

To communicate with other contractors you must be on the same frequency. To change your frequency click clear and type in the desired frequency using your keyboard, and press the enter button (highlighted in red). Communication over this frequency is done using the caps lock key.

You may also need to set an additional channel to communicate with other elements. This is done by pressing the ‘+’ on the button highlighted in yellow, to move to a different preset, and then clicking the button highlighted in green to set the channel as your alternative channel. Use the steps in the above paragraph to adjust this frequency as directed. Communication of this frequency is done using the T key.

Personal radios in TFR have limited range, and have decreasing audio quality and eventually stop working as a simulation of a weakened signal the further away the sender and receiver are from one another.

TFR also enables the use of long range radios, which are programmed in exactly the same way as the personal radio but have a different interface. These are also controlling using different keys, allowing the user to communicate over four different channels. However, a long range radio takes the place of a contractor’s backpack therefore a dedicated radio operator will be assigned if the contract requires it.

As with all equipment, Armstrong recommends that you become familiar with your radio before being deployed.

  • documentation/basics.txt
  • Last modified: 2019/10/11 06:50
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