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BROMA TRAINING
( A.K.A. documentation book for people with severe brain
malfunction )
In this chapter, you will learn how to make good use of your
teamleading skills in order to maintain a infantry squad alive.
Depending on your current position in the group order ( team
leader, fireteam leader and command ) you will have multiple
tactics and orders to give, for now, we will focus on Team
leading as a basic TL .
As a TL, your job will consist on maintaining the team in
formation, give fire orders to each members and
micromanaging each one of them, so far this is the best place
to be when you begin with commanding, and also where you
are going to learn most of your mistake.
- FIRETEAM FORMATIONS
multiple types of formations are available to use, some of them
might be not use in certain condition, while the other would
certainly give you a maximum advantage on your opponents .
- Line formation
Quite difficult to keep in shape, but this formation exceed in
terrain with dense vegetation or when you are searching an
object, each members of the team must keep a safe distance
from each others for at least 2 to 5 meters.
- Column formation
Extremely easy to use, this formation is mostly used when
hiking and just walking from point A to point B in a safe
environment.
- the famous TACTICAL BLOB
By [WP] heroes maker
This is the formation you are going to see the most, you need to
even call it or anything, due to the BROMA EFFECT , the
members of your team will IMMEDIATELY get themselves in this
formation, actually, not like you would imagine this formation is
quite effective, when members of the team keep a safe
distance, it is extremely hard for the enemy to shoot them all
with 1 grenade and even to "pop" them all with sniper fire.
- TL BASIC ORDERS
The TL will give orders to his team when needed, multiple
orders exist and are to be used in certain condition.
- "TEAM, REGROUP"
this order is to be given when the TL see his own team parting
away, when this order is called, the team fall back into
Formation with the TL.
- "FIRE AT WILL"
when this order his given, the team will not wait further fire
orders from his TL to shoot his target, this order is best used
when there's too much enemies to call for accurate fire.
By [WP] heroes maker
- "HOLD FIRE"
when this order is given, the team immediately stop shooting,
no matter what happened, yes, even when Command tell to
keep firing YOU JUST FUCKING STOP.
- "FIRE WHEN INGAGED"
when this order is given, the team immediately fire when being
shot at.
- "TEAM, SITREP"
if the TL isn't sure of his team condition he can call for a SITREP,
at this moment the rest of the team tell him if they are low on
ammo/medical supplies, or if they are injured, and even their
position on the map if they are lost.
- "FIRE ON THAT (X)"
when this order is given, the team has to fire on the TL given
fire objectives ( can be anything ).
-"SUPPRESS"
do i really need to explain ? alright, this is just your rambo
fantasy coming true, you shoot without pulling the trigger, see
that butterfly ? shoot it, see that goat ? shoot it, see some stuff
you hate ( ex : vegetable ) ? shoot it, the purpose of that is to
throw bullets at the enemy and nothing else.
- "RETREAT"
when this order is given, you run away, don't look back, run
away.
END OF CHAPTER 1
- COMMON TACTICS
- The flanking maneuver
this tactics is to be used when an enemy as gotten himself
stuck on a position ( EX : FT1 will begin his divertive fire on the
enemy drawing their attention of themselves, FT2 will flank
stealthy on the enemy position and begin fire when they are
very close ), both team should be prepared ( mentally and in
supplies ) for this kind of operation.
- Blitzkrieg
This tactic is a bit like the flanking maneuver EXCEPT, that both
team charge the same time, in this tactic, the only type of
enemy you will expect to engage will be alone and has no direct
reinforcement ( ANY USE OF THIS TACTIC AGAINST AN ENEMY
THAT HIS RESOURCEFULL AND WITH DIRECT REINFORCEMENT
HIS PURE SUICIDE ) .
- The defensive maneuver
this tactic is to be given when you are in complete
disadvantage compared to the enemy, in that case all FT will
regroup into a single platoon and defend the given position until
the enemy troops are depleted or that the enemy will begin to
retreat ( MAKE SURE THAT YOU ALSO COVER YOUR FLANKS ).
- The "False Hope"
this tactic is quite complicated to sort out but extremely
effective used in good condition, let's make sure to give the
enemy a false sentiment of confidence by retreating into a preorganized defending position, once this is done, the enemy will
follow your step and rush toward your position, first you must
fire only a few shots toward the enemy making him think you
are low on ammo and probably low on supplies, once he get
close get more and more individual firing on their position, the
enemy will see their mistake and retreat back into the closest
defendable area ( when the enemy is caught in open field,
victory and low casualties is assured ), at this point, begin a
flanking maneuver or depending on the condition, a Blitzkrieg.
once close to the enemy position, close all their retreat routes,
circle them and draw the final strike with explosives and insane
amount of firepower.
those tactics are one of the most basics you can found on every
manual, after gaining experience, your own plan can be made
in a mere seconds just by looking at the map and improvising in
the field.
By [WP] heroes maker
END OF CHAPTER 2
blow up under his car, the front passenger watch the map and
give direction, the rear left passenger is watching through his
window to spot any incoming ambush from the left flank, the
right rear passenger is doing the same. the same operation
goes for the rear placed car except the gunner is watching
behind and the front passenger can watch left and right.
the vehicles in the middle are also here to watch the flanks, if
there's only 1, the gunner watch the front and the rear
passengers are watching the flanks.
- APC/IFV SQUAD
The type of formation for those vehicles are the same than the
infantry transport squad convoy type, except when engaged,
those vehicles will enter a LINE formation to maximize their
firepower on the enemy position.
After the first engagement, those vehicles will follow the
infantry within a safe distance of 10 - 15 meters from them and
shot any targets that the infantry team are not able to kill or
would maim the APC/IFV.
END OF CHAPTER 3
APC/IFV are to be used with infantry, not like the MBT, those
type of vehicles can easily goes into cities with the help of
infantry and double the firepower of the team, still they are not
THAT much resistant to rockets, to watch out for rocket
launchers.
those vehicles can moves anywhere some models are also
amphibious but lack the armor compared to the nonamphibious versions
-light armored Vehicles
Not like the APC/IFV, those move with infantry in permanence
due to their lack of decent armor, their weapon mostly consist
of HMG, fixed GL, and wire/laser guided missiles. Very good to
help the INF teams moving to their new positions with
suppressive fire.
Can go anywhere except on water, those light weight vehicles
wont slow down too much and so be able to follow the infantry
anywhere it goes.
END OF CHAPTER 4
CHAPTER 5 : MEDICAL PROCEDURES
- SECURING, STABILIZING, TREATING
Here we are going to learn the standard medical procedure and
how to treat a patient correctly.
In AGM, a patient can quickly run out of blood, and so when you
retrieve it you end up with a half-dead body on your back doing
nothing but sleeping and getting back into coma when he wake
up.
What does a medic need to carry in order to heal all his team
for a good time :
- 20 Bandages
- 20 Morphine
- 20 Epinephrine
- 3 or 4 blood bags depending on how many place left in the
back pack
-------- FOR HIS OWN USE
- 5 bandages
- 5 Morphine
- 5 Epinephrine
END OF CHAPTER 5
Patients are to be defined with color for their status, as you can
see above green is latest, red is first.
END OF CHAPTER 6
- TRANSPORT
Only the best pilots should be available to transport SPECOPS
members to maximize the result of their insertion and
extraction, GREEN stat LZ are also a must for the safety of the
SPECOPS members.
If the use of ground vehicles are needed, light armored vehicles
and ATV can be extremely good.
- COMBINED OPS
SPECOPS got also their combined ops, air support can be a
drone or an attack helicopter or a CAS plane, like the basic
infantry, knowing both assets strong points is a bonus.
- LIMITED FIREPOWER
SPECOPS not like infantry, doesn't have 1 or 2 MBT covering
them from far away, let alone artillery, due to their limited
firepower they can't fight against a very large number of
infantry, and so must be quickly extracted when they encounter
such fire power.
- TL
- AR
- GL
- general purpose operator
- MARKSMAN
FT2 = EOD team
- TL
- AR
- EOD
- EOD assistant
- general purpose operator
-HVT ELIMINATION
Most of the time, a SPECOPS sniper team can be sent with their
escort to kill a HVT.
- 2 FT can be used on this mission
FT1 = escort team
- TL
- GL
- general purpose operator
- Pointman
FT2 = sniper team
- Spotter
- Sniper
- HVT CAPTURE
This time a SPECOPS has to capture a HVT and get him back
alive to base or to a coordinated point given by HQ
- 2 FT can be used on this mission
FT1 = HEAD TEAM
- TL
- AR
- general purpose operator
- pointman
AR
general purpose operator
BODYGUARD
GL
MARKSMAN
medical specialist
END OF CHAPTER 7
- GATHERING INTEL
To gather INTEL, agents must have a good view on everything
and will be stuck behind enemy lines for probably days or
weeks before coming back to HQ.
Since their goal is to gather INTEL, agents must get away from
enemy movement to avoid being spotted without going too far
to give out a maximum number of positions to friendly forces,
also the equipement of the agents are more about
communication than firepower and with low number of
individual in 1 team, it's complete unbelievable to let them
achieve a SPECOPS objective.
their insertion can be done with HALO or HAHO if the condition
are met.
- RETURNING TO BASE
Like for any other team, the agents must call for an extract or
try to found their way through the enemy lines, if the a
helicopter is called then the agents must be sure the LZ
condition is GREEN and enemy is far enough away to not spot
the helicopter, on ground, the agent must found a way out by
their own or wait the further advancement of friendly troops to
be escorted by them.
- DEEP INFILTRATION
This is basically James Bond on steroids, the agent must found a
way to be the closest to the enemy and even possibly infiltrate
their ranks, the agents then have to gain their trust by any
mean possible and eliminate targets that might cause a failure
to the mission.
-BECOMING THE ENEMY
To infiltrate the rank of the enemy you have to know them, with
a previous good INTEL gathered from the INTEL gathering team,
you can enter the base easily with even an enemy suit to make
thing easier, once this is done you have to observe them
without giving to much attention and learn how to act like them.
- OBTAINING YOUR INTEL
To obtain your INTEL and so completing the mission, you have
any mean necessary, after all, NOBODY know who you are and
what you are doing out there.
- EXTRACTION
Extraction can completed multiple way, stealing an enemy
vehicle, calling extract after leaving the base at night, moving
with enemy troops on the front line and get yourself "captured"
or even becoming the average citizen from city next door and
go away in a stolen car.
END OF CHAPTER 8
CHAPTER 9 : "BELLOW RADAR"
OPERATION
Those mission are extremely risky with a few chance to survive
if it doesn't go well with the plan, INTEL gathered must be 100%
accurate and up-to-date, everybody in the FT must know what
they fighting against, except command who tasked his troops to
complete this objective NOBODY, not even friendly, know about
them, all troops send on those mission must be at least on the
SPECOPS level.
This chapter will be quite short, there's no real objective
designed especially for those operation, it can be literally
anything, the only thing everybody must know his, no actual
use of friendly troops equipment and that if the mission has
turned into a failure, you are left for dead.
END OF CHAPTER 9