Fire Controlman (AEGIS) Qualification Course
Radar Symbology and Sensor Keybinds
External Weapon Systems and Internal Crew Positions
Determining 8-Digit Grid Coordinates
Deck Gun Direct-Fire Range Tables
Observer Call-for-Fire Procedure
1 - Radar Symbology and Sensor Keybinds
all keybinds listed are the default ArmA III assigned keybinds
ArmA III does attempt to model sensors realistically; some targets are easier to detect using a particular sensor type than others. Altitude, speed, target background, and environment all play a role in your ability to detect, lock, and continuously track a target. You may not always be able to lock a target even if you see it.
Radar On/Off = Left CTRL + R
Lock Target = T
Cycle Targets = R
Cycle between GPS, sensor display, and other tactical windows = [ and ]
2 - External Weapon Systems and Internal Crew Positions
There are seven internal crew positions plus 21 passenger seats on the HAFM Arleigh Burke. Commanding Officer, Driver, Sonar Officer, Weapons Operator, MK45 Mod-4 Gunner, and the Front and Back CIWS Operators.
External weapons not accessible from the internal crew positions are the MK45 Hammer, MK29 ESSM, and the four .50 cals.
The sonar screen is a shorter-range copy of the radar screen. Only the sonar screen can detect submerged vehicles. It cannot detect individual divers in the water. Active sonar mode does not harm players or AI in the water.
If the automatic CIWS defense systems are enabled, you cannot enter the CIWS manually.
Always verify the CIWS are activated every time you enter the commander’s seat.
Refer to the official ‘HAFM Naval Weapons Systems’ document for the usage of all internal crew weapons systems : https://www.dropbox.com/scl/fi/fjpkpwu7k82wy72qvfn89/Naval-Weapon-Systems.pdf?rlkey=036cgdjwhhgm6y4t3vlk0l76h&e=1&dl=0
Full Ammunition Loadout of DDG-81:
Weapon System
Weapon Type
Ammunition
Number of Rounds/Missiles
127mm MK45 Mod 4
Deck gun
HE Shells
260
Flare Shells
100
120mm MK45 Hammer
Deck gun
HE Shells
96
Smoke White Shells
60
Guided Shells
12
Laser Guided Shells
12
Cluster Shells
12
Mine Cluster
12
AT Mine Cluster
12
4x M2 .50 cal
Heavy Machinegun
12.7x99mm NATO
Infinite
BGM-109 TLAM
Surface-to-surface Missile
Tomahawk
16
RGM-84 Harpoon
Anti-ship Missile
Harpoon Block I
8
RIM-174 Standard ERAM
Surface-to-air Missile
Evolved Sea Sparrow
48
MK29 RIM-162 ESSM
Surface-to-air / Surface-to-surface Missile
Sea Sparrow
24
2x MK15 Phalanx CIWS
Close-In Weapon System
20x102mm APDS
4650 each gun
3 - Determining 8-Digit Grid Coordinates
6 digit grids provide 100m² accuracy. 8 digit grids provide 10m² accuracy necessary for precision fires.
A grid coordinate is read from the bottom-left corner of a grid on the map.
Top/Bottom numbers are read first, then Left/Right. Crawl before you walk / In the house, up the stairs.
Use ACE self interact while in the map to bring up the small map tool. Hold LAlt+Left click to rotate the map tool.
Rotate and use the scale on the map tool to divide a 100m grid into 10m chunks and determine the 8-digit grid coordinate.
4 - Deck Gun Direct Fire Range Tables
These tables should be used for engagements against other large surface ships from HAFM at medium to extreme ranges.
The Hammer and torpedoes are the only reliable extreme-range weapon systems on the ship.
5 - Observer Call for Fire Procedure
FO = Forward Observer, Callsign “Crusader”
FC = Fire Controlman, Callsign “Whiskey Charlie/WC”
[Comments will be notated by these Square Brackets]
Confirm comms between FO and FC
FO - “WC, this is Crusader, Message, Over”
FC - “Crusader, this is WC, Send message, Over”
Relay mission type
FO - “WC, [Fire for Effect / Adjust Fire / TLAM], Over”
FC - “Crusader, [Repeat back Mission Type], Over”
The mission types are as follows:
Fire for Effect is a fire mission to eliminate the target, normally when the FO is
confident of the target position and typically 3 rounds are fired although this is up to
the gunners discretion.
Adjust Fire is a fire mission to confirm the target position and adjust if the round
doesn’t impact where expected, typically 1 round is fired.
TLAM = Tomahawk Land Attack Missile. Fire mission to engage heavily entrenched
enemy positions. Highly destructive.
Relay target information
FO - “WC, Target Information is as follows [Grid Ref/Target
Description/Munition Requested/Danger Close], over”
FC - “Crusader, Message to Observer, [Grid Readback, # of Rounds, Time to Target, TRP Name], over”
FO - “WC, [Readback], over”
Grid References are preferably given in 8-figure format.
Target Description is a general description of what you want the rounds to land on
Or their purpose i.e. “Target is an open field between friendly and enemy positions”
for smoke round usage.
Danger Close is added if Friendlies are within 300 metres.
Target Name is typically TRP [Target Reference Point] and a number e.g. TRP01.
This allows the FC to re-target or adjust from any TRP at any time.
Munition Types:
HE - High Explosive rounds.
Flares - Used to light an area/mark a target.
White Smoke - Used to conceal friendlies.
IR Guided - Targets the nearest IR signature to the impact site.
Laser Guided - FO or other unit can use a laser designator on the target to ensure
accuracy. Typically only 1 round fired.
Cluster Shells - A round designed to split into multiple smaller explosives over the
target.
Mine Cluster - A round that deploys Anti-Personnel mines on the target area.
AT Mine Cluster - A round that deploys Anti-Tank mines on the target area.
Rounds are fired and confirmed by the FO
FC - [Fires the gun] “Shot, Over”.
FO - “Shot, Out”
FC - ”Rounds Complete, Over” [Fire for Effect after all rounds fired]
FO - “Rounds Complete, Out”
FC - “Splash, Over” [When first round is 10 seconds out]
FO - “Splash, Out” [FO confirms 10 seconds out and watches for impact]
Mission is ended and BDA [Battle Damage Assessment] is given
FO - “End of Mission, [Target Name/BDA], Over”
FC - “End of Mission, Out”
BDA is a short description of the damage done to the target or the effectiveness of
other munition types. This can also mean suggestions for changes in use of certain
Munitions i.e. increasing the amount of smoke munitions in future attacks.
Example
“End of mission TRP01, Rounds effective, 2x BTR disabled and 6x EKIA, over”