Press ESC go to OPTIONS then CONTROLS there should be a box that says common, click it and it will drop the rest of your options now scroll to the bottom and click CUSTOM CONTROLS then they are to bind USER ACTION 1 to a key of their choosing, this is for their enhanced movement.
Unbind Grenade throw, rebind ACE throwing; needs to be Shift+G.
Comms are the most vital part of your kit, they allow you to communicate inside and outside of your team, providing links in communications and call outs.
ACE Self-Interact -> Radios -> AN-PRC 152
Have them open their radio and move freely between the channels, explain to them the way we use radios, our comms plan and how everyone has their own separate nets. Also mention that in the case of Leadership going unconscious, they are to inform the next highest member of leadership they are uncon either by their own radio or utilising the member of leadership who is uncon.
When you first load into the server, one of the first things you should do is ensure your Radio is on the correct Block and channel. The easiest way to ensure you are on the correct frequency is to conduct a radio check with other people who are also on the same designation as you.
Find someone else who is in your team, that also has their radios ready for testing, Hail them on the radio with a quick radio check using the following format;
Their Name OR YOUR NAME -> Short Range -> Radio Check
The other person should then reply with;
Read you 5 by 5.
Explain the designation of the response being that the first number is the quality of their radio output and the second number is the overall quality it possibly can be. So for instance 5/5 is the best quality that it can be, whereas 1/5 is the worst it can be.
There are many ways to describe entities on the battlefield. The main examples and their colour codes are;
Unknown: Military Aged Male or Vehicle
Non-Combatant: Civilian
Hostiles: Opposing Forces / OpFor
Contact: Someone actively engaging you
BluFor: Friendly Forces & Allies
GrenFor: Local Government or Allied Forces
This is the first step in identifying whether or not who or what you see is the enemy. Whether it’s a man or vehicle; you are to accurately and correctly identify it before taking the next step. This can lead the target to becoming a non-combatant, friendly or enemy and as such does not mean they are initially a contact. The easiest way to describe these entities is to call them unknowns. For example; 1x Unknown man or 1x Unknown Armoured Vehicle. Only once successfully identified can you then categorise them into one of the other categories.
90% of the time, non-combatants are going to be civilians in the area, the remaining 10% are surrendered enemy forces. All civilians are to be treated correctly at all times, if they are impeding on your working area, you can restrain them, but you should document each civilian and ensure you unrestrain them when leaving again.
Captured enemy forces should be unharmed during their capture, even if they don’t follow the rules. In desperation, enemies may surrender to avoid being killed. It is a possibility that whilst captured they might attempt to escape. This does not mean they are free to be shot, unless they are carrying a weapon system or actively doing something that can cause harm to themselves or others.
OpFor are the main enemies during our operations, the easiest and most straightforward way to distinguish them is by calling them hostiles. For example; 4x Infantry hostiles approaching from the north or 4x Infantry Hostiles sighted at a checkpoint east of our location.
Contacts are essentially the same as confirmed hostile forces, the only difference being; that you are actively engaging them or they are actively engaging you. Not everyone you come across is going to be a contact. Signifying that a hostile is a contact can give the wrong information to your leadership or command that you are being engaged. If you have only sighted the enemy, call them hostiles; if you are actively fighting with them then they are contacts.
BluFor forces are us, Blue Forces. Whether that is another team or squad from the unit; or friendly coalition forces from NATO. They will sometimes pop up in campaigns from time to time and it is important we do not engage them.
GrenFor is the designation we give for local forces inside our operations, officially it should be GreFor but GrenFor sounds better. These forces can be local armies, police forces or other friendly but non-NATO forces operating within our AO and should not be engaged unless strictly told otherwise by command.
Target indication should be given over Short Range Radio to your team/squad for all to hear.
Distance: How far a specific target is from a location. We use close 0-300m, Medium 300-800m and far 800-1000m+. If you are able to give a quick and accurate range you can do so.
Direction: The specific location of a target. Use the compass for the direction e.g. NESW if a contact is between two directional points on the compass but is leaning more towards a certain direction we call it out a bit differently for example if a target was SE but was more towards the E we would say SEE (South East East)
Description: We have 5 different generalisation types;
Infantry - Soldiers on Foot
Mechanised - Trucks or Light Armoured Vehicles
Armoured - Armoured vehicles either tracked or wheeled
Air - OpFor Helicopters, Planes and Drones
Technical - Modified Vehicle with mounted Weaponry
Amount: The amount of them, EG; One Times Mechanised Transport, Twelve Times Infantry
When entering and exiting vehicles or aircraft, it is important that the last man calls out they are the last man, this is so that nobody gets left behind and the driver or pilot can set off straight away. An extra 10 seconds on a location can mean the difference between life and death.
If you are the last man, you should be calling this out upon you mounting into the vehicle or aircraft, the Team Leader or Squad Leader should also be paying attention so that they can also call it out in-case the person forgets.
When beginning a firefight with the enemy, it is important that you alert the rest of your team to the present danger, informing them that you are engaged with enemy forces. You do this by shouting CONTACT and then going through the Target Indication information you was told a moment ago.
When engaged with the enemy in a firefight, it is important that you are informing those around you of the situation at all times. CONTACT DOWN is a good way of doing this and allows your team to be aware of how many enemies are dead. If you have already seen there are 4 hostiles before you begin engaging, after CONTACT DOWN has been called 4 times, you can safely presume that the enemy has been neutralised.
CONTACT NEUTRALISED is your way of saying the enemy is fully dead and should only be called when you are 100% certain the enemies in your current firefight have all been killed. This is not an excuse to switch off and stop observing your arcs as the enemy can still pop up and continue their attack. This is to be used when you have positively ID’d the enemy and you know that enemy is now dead.
When a member of your team has been knocked unconscious, your first call should be to shout MAN DOWN either on yelling or over your radio. Give the Medic as accurate information to the casualties location as you can provide. Remembering that your team's medic is one of the most important roles, don’t call the medic over if you are actively being engaged by overwhelming numbers or a threat greater than you can handle.
When you are reloading you yell MAGAZINE to let the squad know you are reloading and thus will need extra protection until you have finished.
When you throw a grenade you yell GRENADE OUT to let the squad know that the grenade is live and when this happens it is best if your squad takes cover or gets down.
If a grenade is thrown incorrectly and endangers your squad you must yell BAD NADE and attempt to give an accurate direction or location of the grenade. People will have little time to react so your medic should be prepared to treat casualties.
During OP’s your TL or SL may ask you to sound off over the Radio, this should follow the order of your Squad Radar at the bottom, starting with the top left and working the way down. Wait for your turn in the list. If the person before you doesn’t reply within 5 seconds, start your sound off.
Green - All good, don’t need anything
Amber - Been hit or need ammo
Red - Severe Condition, not enough ammo to continue
Example: Santiago, Green Medical, Amber Ammo
Introduce the recruit into using the marking system that we use. You can do this by Shift+LeftClick on the map.
Demonstrate to the recruit the types of markers they should be placing on the map scaling from team+ sized infantry elements, motorised and tracked vehicles along with emplacements such as Mortar positions, Radar installations and any other hard location.
During your time in the field you will most likely require medical attention, usually a medic would take care of you but in most cases the medic will be unavailable so you must treat yourself. (show them the medical menu, how to access it, what the buttons do etc) There are 3 types of Bandages:
Pressure Bandage
Standard issue bandage meant for most wounds.
Emergency Trauma Bandage
Large bandage for treating multiple wounds. Reserved for severe injuries on Torso and Head Only.
Elastic Wrap
Elastic Wraps are used to wrap already bandaged or clotted wounds to prevent the bandages from falling off/wounds reopening, they cannot bandage bleeding wounds on their own.
Wraps can also be used to treat bruises, and to stabilize SAM Splints.
A quick solution to bleeding is tourniquets. They’re perfect for stopping the bleeding quickly for large wounds as they cut off the blood flow. However, tourniquets will start causing pain after 2 minutes. Tourniquets will cut off medicine like morphine or epinephrine as well as any blood given from entering the body. Keep in mind that they are only applicable to the limbs.
Splints are straightforward, they fix fractured or broken bones instantly. A fractured/broken leg bone will cause limping and impaired movement if not fixed. If you are not on the move bone damage should always be fixed last.
An important part of ace medical is that bandaged wounds WILL reopen causing bleeding again. You are never truly ‘healed’ until a medic stitches you. So it’s important that you don’t run off until a medic says you’re good to go. When a medic is healing you there’s no need to stop covering fire, as long as you don’t move away you can still return fire to the enemy. This is important because the medic is helpless against aggressors while treating you.
Chest Seals & Guedel Tubes
Getting shot has the possibility of causing a sucking chest wound also known as a Pneumothorax, you can identify this by the flem like breathing of the casualty. First apply a chest seal to their torso and then check their airways, If obstructed; Hyperextend head and insert guedel tube. If Occluded; Perform head turning until occlusion is removed then insert Guedel Tube, if still obstructed attempt to clear the airway, rinse and repeat until the obstruction is clear.
As a regular operator the only thing you can really do to help someone who is down is stabilise them. A patient is stable once the bleeding stops and their condition isn’t degrading. When someone goes down, call it out over the radio and their triage but prioritise your life first. Don't run in front of an Enemy position to save a teammate if it puts your life in danger, there are alternative ways to save them; you’ll only make the situation worse. Once their body is safe to approach, follow the stabilisation aid order below, keep in mind you can drag or carry them into a safer area for treatment. Your medic will give you further instructions over the radio.
When providing medical to a downed teammate you should work through the following aid order:
You will be equipped with the following for treating wounds.
Pressure Bandage
Standard issue bandage meant for most wounds.
Emergency Trauma Bandage
Large bandage for treating multiple wounds. Reserved for severe injuries on Torso and Head Only.
Elastic Wrap
Elastic Wraps are used to wrap already bandaged or clotted wounds to prevent the bandages from falling off/wounds reopening, they cannot bandage bleeding wounds on their own.
Wraps can also be used to treat bruises, and to stabilize SAM Splints.
The first thing you should do when being injured is to tourniquet the affected limb (if it is a limb) this will stem your blood loss. You can then focus on the dangerous areas of your body, your Torso and your Head. This will mitigate the blood loss whilst you patch up the 2 most vital areas. Once those areas are fully blue, you can begin to remove the tourniquets and fix the affected limbs. Remember to only remove the tourniquet from the limb you intend to fix there and then.
Apply TQ to limbs -> Bandage Head/Torso → Wrap Bandages -> bandage limbs 1-4 → Wrap Bandages → remove TQ -> re bandage if needed / Apply splints → Wrap Splints
5.3C - Triage and tiers of injury
Medical priority is sorted into 4 tiers of injury. This allows medics to prioritise more severe injuries to prevent death. In essence, if you have a minor injury and someone else is unconscious, call out your injury over radio and the tier. Bandage yourself then keep fighting.
Tier
Description
T1
MARCH has been completed.
Casualty is currently in critical condition.
T2
MARCH has been completed.
Casualty is not in critical condition but requires further monitoring.
T3
Casualty has minimal injuries present.
OR
Casualty is only in need of secondary care.
T4
Casualty is deceased or expectant.