Arma 3
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SMALL UNIT TACTICS (beginner friendly)
   
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Description
OVERVIEW

A collection of scenarios where the player will lead an AI force and have the chance to learn and use some basic small unit tactics and infantry drills, all scenarios are designed to be friendly to beginners, but also believable and instructive by taking inspiration on real training scenarios and operations.



AI leading procedures and tips:

Some important AI control mechanics to pay attention to:

  • COMBAT MODE: By setting your troops to "HOLD FIRE" mode you will prevent your troops from instantly attacking spotted enemies from a bad position, instead they are going to report the enemy's position and take aim, then when you tell your troops to open fire they are going to attack at the same time, taking the enemy by surprise and increassing your chances of success.

    HOLD FIRE can also be used to force your troops to move while being engaged in order to retreat or maneuver around the enemy, although if the enemy is very close they are going to prefer to engage instead of moving.

  • FORMATIONS: Although there are many formations with their own specific applications, I mostly focus on 2 basic formations that are the easiest to control and use effectively.
    The main formations to be used are the tactical column or file, used when you are moving around not expecting any immediate contact with the enemy, it reduces the overral profile of the formation when looked from the front, enhancing stealth.

    For combat the line is my preferred formation, by telling your troops to face towards the enemy in a firing line you will put the most amount of fire possible on his position increasing the chances of hits.

  • STANCE: Essentially by lowering your stance you gain more protection and stealth at the cost of less mobility.

    The enemy AI is really bad at spotting prone units, use prone when you want to approach an enemy position stealthily and set up an attack or ambush from multiple directions.

    When you need to move around quickly in order to retreat or maneuver around an enemy, give the order to your troops to go to the standing stance.

    During combat don't let your troops stand around, the kneeling stance offers a very good balance between protection and the ability to fire back at the enemy, but if the terrain allows, ordering them to go prone is the ideal.





Tactical considerations:

The main objective when leading your AI troops should be to start the engagement from a superior tactical position relative to the enemy, the AI has troubles responding to surprise and if caught out of position will most likely suffer massive casualties.
Plan your movements, recon and probe ahead with small elements before moving most of your troops through unknown areas.

  • MULTIPLE ELEMENTS: To really take advantage of your AI troops you should divide them into multiple elements, depending on the size of your group you should have at least 2 elements, use the team color system for organization by assign them to groups based on the equipment and function that the team will perform, for example, a support team with machinegunners, marksmen and grenadiers and an assault team with light riflemen.

  • DISPERSION: Keeping a good amount of separation between your elements (50 to 100 meters) will greatly increase your security by preventing your force from being engaged all at once and allowing you more flexibility to respond to surprise contact with the enemy.

  • MUTUAL SUPPORT: As a result of dispersion and positioning your troops where they can provide overwatch for each other, an element being attacked can seek cover while the friendly element not being directly engaged can fire on the enemy.

  • CROSSFIRE: Both on the attack and defense placing your elements in dispersed mutually supporting position where they can attack the enemy from multiple directions simultaneously will greatly increase their effectiveness, always try to achieve crossfire when attacking an enemy position.

  • WAYPOINTS: When ordering a group of units to move, they are going to end up in formation facing towards their last direction of movement, plan waypoints for your troops so they end up facing towards the enemy at the moment of contact.
Items (5)
AMBUSH 101 [MILSIM, SP]
Created by Jacktheviper
"There is only one principle of war and that's this. Hit the other fellow, as quickly as you can, as hard as you can, where it hurts him most, when he ain't lookin'." OVERVIEW A special purpose detachment of the Altis Armed Forces, that employs clandestine...
COVER AND MOVE [MILSIM, SP]
Created by Jacktheviper
"Simple fire and movement tactics win the fight. This principle cannot be stressed too much. It's the one thing that will break a stalemate in battle. Whenever an unit is stopped by fire, some part of it must promptly return the fire, while some part initi...
RAID 101 [MILSIM, SP]
Created by Jacktheviper
"To close with and destroy the enemy." OVERVIEW The AAF has set up a series of outposts to secure the Main Supply Route running through the larger cities of Altis. In order to disrupt the AAF efforts, a FIA team led by CTRG operatives plans a RAID on one o...
DEFENSE 101 [MILSIM, SP]
Created by Jacktheviper
"The patience to ambush... the cunning to deceive." OVERVIEW NATO forces are trying to secure the strategic island country of Malden in preparation for the invasion on Altis. Our platoon has been ordered to defend the flank of our parent Battalion's MAIN F...
THE ASSAULT [MILSIM, SP]
Created by Jacktheviper
"In war the power to use two fists is an inestimable asset. To feint with one fist and strike with the other yields an advantage, but a still greater advantage lies in being able to interchange them, to convert the feint into the real blow if the opponent ...