documentation:jobs

Jobs

There are many jobs and elements that are required in the Task Group for it to function to it’s maximum efficiency. The Task Group system was developed with the express purpose of controllability due to delegation and limited responsibility of each member of the Task Group. Almost all commanders of their respective units within the Task Group System have four or fewer members that they are responsible for at one given time with most having three or fewer. Due to this, no member of the Task Group is over burdened with too many members with the Team Coordinator having the most members to oversee. However, in those teams, the Auto Rifleman, in his role as second-in-command of the team, is usually in charge of two other members of his crew and can be delegated easily.

The Task Group System not only was designed with only a simple chain of command but also for it’s modularity. As a result, most everything can be modified with little effect of the efficiency of the Task Group as a whole. If the contract calls for a Heavy AT team then that can just as easily be fit into the Task Group compared to something like a mortar or even a regular Team.

Task Group Level Jobs revolve around the concept of leading and supporting the platoon. As a result, these jobs are non-combative by nature.

The Task Group Leader is the Partner. The Partner’s role is less leading the platoon and more of assigning an objective to his Associates and providing them the most amount of support that is possible to those Associates and Team Coordinators whether it be supplies, fire support, or anything else.

The Engineer is responsible for the maintenance of equipment like vehicles, EOD and building assignments, along with demolitions of explosives deemed dangerous to his platoon. Due to this, Engineers may be attached to Outfits and may even have their own crew to accomplish these tasks.

The Joint Fires Observer or JFO is a vital part of the platoon as he allows the coordination of fire support assets whether they are planes, helicopters, or artillery. The JFO enables the Task Group’s firepower to be amplified to an astounding level.

Outfit-Level jobs are dedicated towards their main purpose, combat. Due to this, almost all members of Outfits possess enhanced combat capabilities whether it be a grenade launcher, anti-tank rocket launcher, or machine gun.

The leader of an Outfit is the Associate, also known as the Associate Partner. Due to this, the Associate is overall responsible for the plans and the safety of the Outfit. While the Associate leads the Outfit, they should not over manage their Team Coordinators. Associates should assign objectives not lead the squad into the objective.

The leader of the Team is the Team Coordinator. The Team Coordinator is the most active role for leadership due to the fact that they lead the most basic tactical unit, the Team. Although the Team Coordinator is responsible for all 6 members of his Team, in practice, the Auto Rifleman accounts for two members of his crew while the Team Coordinator accounts for the AT rifleman and the Specialty that is attached to his Team along with the Auto Rifleman himself. Also, the Team Coordinator is equipped with a grenade launcher to have area denial and smoke launching capabilities.

The Auto Rifleman is the second-in-command of the Team. As a result, and not wanting to over burden the Team Coordinator, the leads a Crew of the Auto Rifleman and two other members of the team, most often the Auto Bearer and the Medic, into combat. This does not mean that the Crew lead by the Auto Rifleman operates separately from the Crew lead by the Team Coordinator. Both Crews operate together with the Auto Rifleman making sure that his two members are accounted for and ready for combat.

The AT/AA Rifleman is vital part of the Team enabling a Team Coordinator to pack a large punch in a rather small package. Light AT Rifleman are attached at a Team level and provide moderate firepower while not reducing the mobility of the user. Heavier AT and AA Rifleman are attached to Heavy Outfits in three man Crews to provide the Task Group with even more firepower if it is believed to be required.

The Crew Served Weapon Gunner, or CSW Gunner, is apart of the Heavy Outfit. Usually using either a heavy anti-tank or anti-aircraft weapon, mortar, or heavy machine gun, the CSW Gunner is able to unleash a lot of firepower in a short time. Much like the Auto Rifleman, the CSW Gunner is also the second-in-command of their Team and the leader of their Crew.

The Auto Bearer is exactly what it sounds like; he carries ammo. Whether it be for a Crew Served Weapon or for just the Auto Rifleman, the Ammo Bearer is apart of any Crew that requires more than the standard load of ammo.

The Medic is arguably the most important part of the Team due to the fact that they are what keep soldiers from dying. Also due to the fact that they are used at a Team Level, Medics provide sustainability that is unmatched if they were deployed more sparingly.

The Rifleman is the basic job that any member of the Task Group fulfills. Their whole job is accurate fire against enemies whether it be in the open or if they have to breach a house to do it.

  • documentation/jobs.txt
  • Last modified: 2019/10/11 06:50
  • (external edit)