Resources
Slotting
Slotting in Arma refers to choosing a "slot" to play as before loading into the mission. When you slot, you select not only your role, but your position within the overall structure of the friendly forces.
There are no requirements to play any particular role. However, there are some additional guidelines as to which slot to choose. Ideally, we form complete, eight person squads composed of two four person fireteams.
However, since we cannot guarantee a specific number of attendees (divisible by eight), there are extra slots available to prevent an understrength squad. The goal is to crate as many independent, cohesive elements that fill all of the mission requirements.
Slotting Guidelines
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Try to form complete fireteams, and then complete squads, if possible
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The fireteam's designation (your group's callsign) is visible above the roles in the lobby. If you forget, it's also visible in the Team section in the map screen
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Any reinforcements will likely come in as a different squad with a different callsign, based on whatever the slot in as. JIPing players will instead usually join an existing fireteam in-situ (teleporting to their leader).
- Fireteams can be further divided into color teams, usually one or two
people per color team
- The first fireteam in a squad should use Red and Green, the second Blue and Yellow for their color teams — since the entire squad shares a radio net, this makes referring to "red team" unambiguous over the radio
- Leads can assign color teams verbally, in which case team members should assign themselves to the color team using Self Interact → Team Management
- Leads can also assign them using the Arma command UI, selecting members with F2 thru F10, hitting 9 and a number
- Each fireteam is loosely arranged with more essential roles at the top
(Combat Life Saver vs. Rifleman)
- Not every mission has the same set of equipment or requirements
- If there are special slotting requirements (such as a VIP slot), expect them to be explained verbally before the mission is loaded.
- If you just want to play as a rifleman, see if there's a machinegunner, AT
gunner, or autorifleman who needs an assistant.
- You play the game the same as a rifleman, but carry extra ammo for those players whose equipment is particularly heavy
- If you're an assistant, you're automatically in a buddy team
- If the player you're assisting dies, it's your job to take and use their equipment
- Once you're in the mission, avoid abandoning the element you started as by
joining another team, unless instructed to.
- If a group is empty, it may be destroyed, meaning that original designation (e.g. "Alpha 2") is lost
- If remaining an independent element would leave it understrength (e.g. a 1 or 2 person fireteam), asking to merge is a good idea
- Be clear on who leads your fireteam (before the mission starts)!
- If nobody has taken the Team Lead or Squad Lead role, leadership will go to the person in the top slot
- If someone else wants to take leadership, you can use Self Interact → Team Management → Become Leader
- Team leads speak for the team on the radio (it can be confusing to get responses from different team members)
- Team leads keep accountability on their team members
- For more, see Dslyecxi's Leadership Guide
- Do not be afraid of taking charge! Having anyone act as a leader is far preferable to having nobody act as a leader, and this is the perfect environment to step outside your comfort zone and try it
Links
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Glossary of Arma terms
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User documentation for every feature of ACE, which is an expansive mod.
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Dslyecxi's Tactical Guide is invaluable, in particular the infantry, tactics, and leadership sections.
Keep in mind that the structure used by Dslyecxi in ShackTac will not apply directly to our group. For example, fireteams in ShackTac consist of upwards of 8(!) people, with two fireteams per squad.
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In addition, his videos on Bounding Overwatch, Peeling, and Vehicle Crew Coordination are very useful if you're not familiar.