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"BROMA - the tactical autism guide"

BROMA TRAINING
( A.K.A. documentation book for people with severe brain
malfunction )

This document will be parted in different chapters with easy


explanation and procedure to follow ( deeper explanations can
be found on actual US ARMY FM X-X series ).
Chapter
Chapter
Chapter
Chapter
Chapter
Chapter
Chapter
Chapter
Chapter
Chapter
Chapter
Chapter
Chapter
Chapter

1 = basics of infantry use


2 = advanced use of infantry tactics
3 = convoy use
4 = vehicle fighting
5 = medical procedures
6 = advanced medical procedures
7 = SPECOPS & SERE training
8 = INTEL gathering and deep infiltration
9 = "bellow radar" operation
10 = general helicopter tactics
11 = advanced use of attack helicopter
12 = general plane tactics
13 = HALO & HAHO
14 = sniper tactics & spotter training*

By [WP] heroes maker

"BROMA - the tactical autism guide"

*to be used with JSRS3

Chapter 1 = basics of infantry use

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

"BROMA - the tactical autism guide"

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.

- USE OF INFANTRY ROLES


When given the choice, here's how your team must be
composed :
- TL ( Team Leader )
- AR ( Automatic Rifleman ) can be changed for MG ( machine
gunner )
- GL ( Grenadier )
- RFL ( Rifleman )
this is the most basic team preset you can use the RFL can be
changed ( if the individuals in this role has the training ) for a
Corpsman, LAT rifleman, Asst. AR/MG, Pointman or Marksman.
THOSE ROLES GIVEN HERE ARE OPTIONAL AND NEED TO BE
ADDED IF THE MISSION MAKE USE OF THEM.
- MAT ( Medium Anti-tank specialist )
- HAT ( Heavy Anti-tank specialist )
- Field surgeon & Asst. Field surgeon
- Radio operator
- Artillery spotter & Counter-artillery spotter
- Field forward observer ( usually used for CAS target spotting )
Now a detailed explantion :
The AR is to be used when for suppressive fire, and make sure
that the team can advance in the battle field safely toward the
objective given by the TL or FTL ( Fire Team Leader ),
suppressive fire is also to be used when the team is divided in 2
to flank the enemy, by drawing the attention of the enemy on
himself, it is dangerous to stay close to the AR if you are an
important individuals in the team.
By [WP] heroes maker

"BROMA - the tactical autism guide"

The GL is to be used to shoot Grenades ( HE, HEDP, Smoke,


Flares and others ) accurately on the enemy on a distance up to
250 - 300 meters.
Flares are to be used by shooting them up in the air to give your
position to nearby infantry troops ( !ATTENTION! Flares can also
give out your position to the enemy ), smoke rounds are to be
used to mark an objective to CAS ( if team doesn't any SOFLAM
or target designators ) or even shoot tear gas inside houses
from a safe position, HE grenades are to be used on large group
of infantry ( 4 to 8 military individuals ), HEDP are to be used on
light armored vehicles ( such as BTR60 or M113 for example ).
The RFL is a general purpose individual, he can be sued to carry
more bandage, morphine or Epinephrine to share with the rest
of the team and even Ammunition.
the Pointman isn't commonly used now but still very effective in
CQB or terrain with dense vegetation, the Pointman is a
individual armed with usually a short range firearm ( shotgun,
SMG, PDW ) and disarm Traps when he spot them, wherever the
Pointman goes, the team follow him and are sure the be on a
safe route.

- 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.
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"BROMA - the tactical autism guide"

- "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.

By [WP] heroes maker

"BROMA - the tactical autism guide"

END OF CHAPTER 1

CHAPTER 2 : ADVANCED USE OF


INFANTRY TACTICS
Now here come the real deal, in this chapter you will learn how
to make use of general tactics such as flanking, divertive
maneuvers and Blitzkrieg.
At this point, your role should either be FTL or Command.

- 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.

By [WP] heroes maker

"BROMA - the tactical autism guide"

- 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

"BROMA - the tactical autism guide"

- THE ART OF WAR


An infantry team got their advantage like their inconvenient, it
is best to use them depending on their loadout, everybody
know that you can't send a long range firing team in CQB or
send SF in operation without proper INTEL.
This is why the art of war has been made, to make proper use
of your troops, in this phase you are going to learn the proper
use of your assets.
- INFANTRY TEAMS + SNIPER TEAM
in those kind of situations, a sniper team can be send beyond
the enemy line to investigate and eliminate HVTs, those sniper
teams can also be used in joint operation with a basic infantry
team for long range target
elimination, reducing the enemy fire power without slowing
down friendly advance, the best use you can have for them is
on open fields.
- MAT/HAT teams
MAT teams generally use no guided rockets to hit the enemy
armor, the way to use them is to make them flank the enemy
armor position with a FT and hide until the target is spotted.
HAT teams got a engagement range up to 2km, you can use
them on high elevated terrain far away from friendly troops to
engage enemy armor.
MAT should be favorable for CQB engagement, while HAT for
long range on open fields.
- SPECOPS
this infantry asset is to not be wasted on objective with a dense
number of enemies, even if those forces are supposed to be the
best available this does not transform them into super heroes,
the objectives for SF forces are, destroy, sabotage,
capture/neutralization of HVT, rescue of downed pilots, recon
beyond enemy lines and gathering INTEL.
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"BROMA - the tactical autism guide"

- MEDICAL ( field surgeons and corpsman )


Medical teams are the most important assets in a infantry team,
they are in charge on keeping everybody alive and combat able,
corpsman should be sent on the front line with the rest of the
infantry while field surgeon are preferred to stay behind since
they firepower is limited and are not specially trained for
combat.
- COMBINED OPS
probably more complicated than it should, commanding are
combined force require behind able to manage 2 different type
of battle fields, the infantry standard procedure in those case
are to be sent on the front line while the friendly armor keep a
covering fire for a certain distance to minimize the impact of
rockets and other projectiles fired to the armored team.
- COMBINED OPS ( AIR )
like the Ground Combined Ops, the AIR version require to know
the standard procedure of engagement for Attack helicopters to
maximize the effect of the combined ops battle plan, AIR
support should also be able to server as recon for infantry.

END OF CHAPTER 2

CHAPTER 3 : CONVOY USE


In this chapter, you will learn on how to manage a convoy, from
the simple infantry transport squad to the Armored Battalion.

By [WP] heroes maker

"BROMA - the tactical autism guide"

- THE INFANTRY TRANSPORT SQUAD


The infantry transport squad is most of the time moving in slow
numbers carrying the infantry in light armored vehicles ( mostly
hummers and other type of 4 wheeled vehicles ).
For these convoy here's how they are supposed to be placed :
- FRONT CAR = simple infantry team with somebody that can
actually read a map
- MIDDLE CAR = command vehicle, this car contain command or
FTL and his team
- OTHER IMPORTANT ASSET CAR = this car contain the other
important assets you can found in your team, like the field
surgeon, radio operator, MAT/HAT, VIP escort, EOD & other.
- ( optional ) SUPPLY VEHICLE = most of the time it's a truck,
and god knows that enemy loves targeting YOUR trucks, that's
why you must be sure that the route you take is the safest one
in the entire map.
- REAR CAR = car containing another infantry team who will
look back all the damn time to make sure that nobody suspect
is following you.

- HOW A VEHICLE IS OPERATED


Here you will learn how you are supposed to be operating with
the vehicles, not matter what they are.
For the simple car located on the front, the gunner is the front
to make sure there's nobody waiting for you on those
hills/whatever is ahead of you, the driver is supposed to watch
the road to avoid IEDs and other type of explosives that can
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"BROMA - the tactical autism guide"

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.

- MBT FORMATION AND USE


MBT ( Main Battle Tanks ) are used in infantry support or
destruction of enemies MBT and other type of vehicles, also can
be used for clearing a building, the most used formation so far
is the LINE formation, other moving formation can be used like
the DELTA formation, COLUMN formation and DIAGONAL
formations.

END OF CHAPTER 3

By [WP] heroes maker

"BROMA - the tactical autism guide"

CHAPTER 4 : VEHICLE FIGHTING


In this chapter we will learn the proper way to fight depending
on our type of vehicles included in the mission.

- ON ROAD AND OFF-ROAD


Roads are to be used to go fast from point A to point B,
extremely useful for deploying supplies to nearby allied troops,
and deploying FOBs around main HQ.
Off-road will be used for attack purpose and clearing out a
nearby field for LZ, Off-road driving still got risks, an enemy
rocket launcher can be hiding in a bush around you or you could
be driving on a mine field and that's why COMBINED OPS is a
good thing.
- COMBINED OPS
like explained earlier, this time of OPS take huge advantage of 2
assets and combining them into 1, work also with the weak
points, that why you never do a COMBINED OPS with a asset
that got the same weak point as yours.
- MBT use
MBTs are the most important vehicles type in warfare, their
firepower is insanely huge, combining them with other type of
vehicle and you got the perfect rape of the century.
Best range of engagement for MBT should be around 1Km, the
maximum range is 2Km, firing in movement should not exceed
150 meters range at ~20km/h speed.
Their use off road should be on open field, can also go through
forest but will severely slowed down.
- APC/IFV use
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"BROMA - the tactical autism guide"

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.

- WEAK AND STRONG POINT ON ARMOR


Yes, i know, we all know the weak point on armor, flank, rear
and top, problem is, you can't do shit if you shot them from an
angle.
We got different weakpoint area, and i discovered that by
making a abrams cooking-off ( which is impossible IRL ).
To hit those weakpoint you have to arm your canon ( MBT ), with
APFSDS rounds, or 9Mthingy missile for T90 ( if a better
armored vehicle is targeted ex : abrams M1A2 ), also now with
AGM like ACE for arma 2, it's not because the enemy vehicle
doesn't explode mean it's not dead, if the crew bail out, then
there's possibility of capturing the enemy armor and use it for
our own side ( making sure that you guys call it over the radio )

By [WP] heroes maker

"BROMA - the tactical autism guide"

- AVOIDING A MISSILE HIT


To avoid a missile hit, best is to cut the engine when the armor
is not used, this way the missile can't target on your IR
signature and you appear invisible on FLIR ( depending between
the time when you cut your engine and the FLIR scope look at
your ).
when you spot a incoming missile ( usually you see the dust
lifting off from the backblast ) pop-off smoke and roll away, then
shoot at it.
In all case if you appear to be on fire, bail out and run
screaming "SHIT'S GONNA BLOW".
That's why before rolling in armor, infantry should always have
a clear view on the battlefield and secure the place from most
AT launcher they see or you could just shot at the enemy from
your maximum range depending the weapon you want to use.

By [WP] heroes maker

"BROMA - the tactical autism guide"

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

By [WP] heroes maker

"BROMA - the tactical autism guide"

^this also should be standard preset on medical supplies for


each units in the FT.
Now the great part, how to take care of your patient ?
simple, first you diagnose and call the wounds ex :
Heavy wound - left arm
patient is bleeding, patient has lost some blood
user is not on pain killers, is on Heavy pain
For this you treat first AND ALWAYS FIRST the heavy wounds, 2
bandages to apply on 1 part of the body ( or 2 bandages to
apply on the body entirely if the mission is using AGM simple
medical )
then you give 2 morphine to remove heavy pain, if the patient
has already pain killer injected ( normal dose, appear yellow )
apply ONLY 1, if patient is on heavy pain killer dose ( heavy
dose, appear RED ) DON'T APPLY MORPHINE.
On our example we also see that the patient has lost some
blood, this is not so much important, don't give him blood bags,
IF the patient lost LOTS OF BLOOD, apply blood bag before
injecting EPI.
once all of this is done give EPI to your patient and he should
wake up.
on this example what you should call before treating the patient
so everybody can get his own idea is "HEAVY WOUNDS,
BLEEDING, STABILIZING", so if you get shot somebody already
know what to apply on the patient.
When giving important stuff such as MORPH, EPI and blood bag
ALWAYS CALL IT, so nobody will apply a mortal dose ex:
"APPLYING FIRST MORPHINE DOSE"
...
"APPLYING SECOND DOSE"

By [WP] heroes maker

"BROMA - the tactical autism guide"

when confronted to different woods ex :


- left arm, normal wound
- torso, heavy wound
do it like so : bandage 1 torso, bandage 1 left arm, bandage 1
torso.
the torso will become normal wound, than left arm wound is
treated, than torso treated, if you can have some help, tell you
assistant to bandage torso with you.
When you can't get to your patient and are under fire, if it's
heavy DON'T GO OUT RETRIEVING THE BODY, if the fire is not
dense and suppressive fire seems to make the enemy go away,
retrieve patient ASAP.
For basic troops ( non-medic ), always stabilize the patient first,
diagnose, apply bandage, wait for medic and get back to you
shooting position, MOPHINE IS NOT IMPORTANT, it's just to
remove the pain effect.
When the medic come in during your healing tell him what kind
of wound your patient has and what you are currently doing.

END OF CHAPTER 5

CHAPTER 6 : ADVANCED MEDICAL


PROCEDURES
- MEDEVAC & CSAR OPERATION
MEDEVAC is always risky, so be sure of what you are doing
when you do it.
How to call in MEDEVAC ?
After stabilizing your patient, but in lack of medic, you can call
for a MEDEVAC, the MEDEVAC will only come when you gave a
LZ and the treat around it.
Example :

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"BROMA - the tactical autism guide"

"MEDEVAC REQUESTED - YELLOW SMOKE ON LZ POS. 01580166, LZ STAT. GREEN"


on this phrase, we can see all the MEDEVAC need to land :
the request ordered by radio, the smoke color to designate LZ
position ( IR & flares are to be used at night ), the map position
( read from TOP "0158" to left "0166"), and the LZ status GREEN
is for a LZ cleared of all enemies, ORANGE is for a LZ with few
enemies and under light fire, RED is for a LZ where enemies are
in superior numbers and you are under heavy fire.
On MEDEVAC arrival, patient must be ready to be loaded
( almost immediately depending on LZ stat. ) and not bleeding.

- FIELD SURGEON & Asst.


The field surgeon is the most experienced MEDIC in the group,
his assistant must be always on his side to help him any time.
Like the standard medic, the field surgeon will call the wound to
his assistant, example
"HEAVY WOUND LEFT ARM, ASSIST TAKE ONE"
In this phrase the field surgeon his calling his assistant to help
him treating one heavy wound, in case of multiple patient, field
surgeons will relly on each other and will sort the patients
depending on their wound/blood loss status.
NORMAL WOUND/LIGHT BLOOD LOSS = last
HEAVY WOUND/LIGHT BLOOD LOSS = medium
NORMAL WOUND/HEAVY BLOOD LOSS = medium
HEAVY WOUND/HEAVY BLOOD LOSS = high
HEAVY-NORMAL WOUNDS/LIGHT BLOOD LOSS = high
HEAVY NORMAL WOUNDS/HEAVY BLOOD LOSS =VERY HIGH
2xHEAVY WOUNDS/LIGHT or HEAVY BLOOD LOSS = TOP
PRIORITY

Patients are to be defined with color for their status, as you can
see above green is latest, red is first.

By [WP] heroes maker

"BROMA - the tactical autism guide"

Field surgeons and assistants field surgeons and #1 priority on


medical supplies and are supposed to have their own dedicated
vehicle and infantry escort squad.

END OF CHAPTER 6

CHAPTER 7 : SPECOPS AND SERE


TRAINING
In this chapter we will learn the goal of SPECOPS and SERE
training, both of those training require highly competent
individual and recruits, those shouldn't be taken softly, at the
first mistake, the recruit is booted out of the course.

By [WP] heroes maker

"BROMA - the tactical autism guide"

- SERE : EVADING THE ENEMY


This part is here to teach how to avoid an enemy that want to
capture you, first you should know that there's a difference
between cover & concealment, here you will conceal 90% of the
time and for the 10% left, it's all about running.
- CONCEALMENT
Everything that can cover you and your IR signature is
considered concealment, every bush you see can be your best
friend but every open field, is your biggest enemy.
- AVOIDING CIVILIZATION
You have to avoid every village and city you encounter, every
civilian can turn against you, in the worst case, the whole thing
is full of enemies.
Villages are also a good meat up point if you have any
communication with your HQ, but need a good investigation to
be trustworthy.
- BEING CHASED
This is probably the worst point in your time, being spotted and
chased by the enemy, the only move here is to run, they will
get you with helicopters, patrol with cars and fly over your head
with plane, they will also make everything to be your worst
nightmare.
The only way to get out of this situation ? play dead.
- COMMUNICATION
Anything you can do try to recover communication with your HQ
and nearby troops will have consequence, like dropping a
smoke or shooting a flare, you can also try to capture an enemy
radio and change try to change the frequency to communicate
with allies, or simple listen to enemy conversation and learn
about the patrol routine.
- MEETING UP WITH ALLIES

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"BROMA - the tactical autism guide"

CSAR, other SPECOPS and probably random infantry teams that


have gone through the enemy position will help you getting
away, you have to make sure that the point you will tell them to
come in is safe and there's no risk for a firefight.

- SERE : BEING A POW


Yep, that's it, your evading maneuvers has failed and now you
are being detained by the enemy, how to face the
consequence ?
- SET YOUR LIMITS
you have to show that you won't speak that easily and you can't
obey ALL the orders.
- ENDURE THE PAIN
No matter what they do to you, remember that to yourself :
they can't kill you if they want something from you.
- EVADE WHEN POSSIBLE
An evasion is probably the hardest part in this, the risk must be
calculated very precisely, otherwise, death is assumed, most of
the time patrol tend to be slower and less numerous at night,
spotting will become more difficult with a thunder & rain
followed by a light fog.

- SPECOPS : SUCCESFUL USE


SPECOPS team can be send on multiple types of operations,
their objectives can also be very different from the common
infantry ones.
- GATHERING INTEL BEFORE OPS
With good INTEL, SPECOPS are able to equip themselves with
the perfect equipment, with would you want to bring a 50kg
backpack when your mission is basically a get-in-get-out.
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"BROMA - the tactical autism guide"

- 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.

- SPECOPS : PRIMARY OBJECTIVES


In this part, you will learn what kind of objectives the SPECOPS
teams can complete and the team assets needed for them
ranging from 4 to 16 individuals.
- DESTROY/SABOTAGE
Those kind of mission require competent individuals in the use
of explosives and their escorts, most of those objectives are to
blow up vital stuff of the enemy, so to be expected a lot of
patrols and guards.
ASSETS :
- 2 FT can be used on this mission
FT1 = escort team
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"BROMA - the tactical autism guide"

- 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

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"BROMA - the tactical autism guide"

FT2 = cover team


- TL
- GL
- AR
- MARKSMAN
With these individuals and pilot team must be used for fast
insertion and extraction ( less that 100 meters away from HVT
position ).
- ARTILLERY DESIGNATION
This type of mission require the SPECOPS team to designate
targets for artillery batteries.
-1 FT can be used for this mission
FT1
- TL
-GL
-general purpose operator
- ARTILLERY FOWARD OBSERVER
- CAS target spotting
These missions are pretty close to the artillery designation
missions, except this time, it's not to a artillery battery you spot
the target for, but a plane.
- 1 FT can be used for this mission
FT1
- TL
- GL
- general purpose operator
- SOFLAM/JTAC
- VIP EXTRACTION/PROTECTION
This mission require SPECOPS to be on permanent stand by and
ready to act on the first gunshot eared.
- 2FT with 1 optional can be used for this mission
FT1 = close contact with VIP
- TL
By [WP] heroes maker

"BROMA - the tactical autism guide"

AR
general purpose operator
BODYGUARD
GL
MARKSMAN
medical specialist

FT2 = safety specialists


- TL
- GL
- AR
- Pointman
- MARKSMAN
- general purpose operator
( optional ) FT3 = sniper team
- spotter
- sniper
To be noted that FT2 should be ahead to FT1 so they can secure
the route showed on VIP escort plan, FT3 should be available if
the circumstance are good, a pilot team must be ready on
standby for quick extraction if the retreat route is blocked by
the enemy.
- GUERILLA TRAINING AND JOINT OPERATION
SPECOPS can be tasked to train guerilla fighters and other type
of allies, those mission are made behind friendly line or
undercover.
- 1 FT can be used for this mission
FT1 = training team
- TL
- Training commander
- general purpose operator
- translator ( if needed )

By [WP] heroes maker

"BROMA - the tactical autism guide"

END OF CHAPTER 7

CHAPTER 8 : INTEL GATHERING AND


DEEP INFILTRATION
In this chapter we will learn how to send a low number of agent
behind enemy lines to gather INTEL or infiltrate an enemy
position.

- 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.

By [WP] heroes maker

"BROMA - the tactical autism guide"

- 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.

By [WP] heroes maker

"BROMA - the tactical autism guide"

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.

By [WP] heroes maker

"BROMA - the tactical autism guide"

Individuals on this type of mission must be at least 16 or 20


individuals MAXIMUM, insertion is done by AIR, HALO or
helicopter.
Extraction is done by Air, all communication are done through a
private, secured channel on the radio.

END OF CHAPTER 9

By [WP] heroes maker

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