Phase 1
Table of Contents
Unit Ethos
The 3rd Joint Combat Group was founded by a group of friends with the ideal of “Serious In Game, Casual Out”. You won’t find ranks or hard core rules to establish dominance here at the 3rd JCG, but we try to keep our missions as realistic and as sensible as possible. We pride ourselves on removing the riff-raff of the casual groups and breaking down extraneous Hardcore Milsim rules into their most basic components to keep the game fun and exciting for everyone.
All members of the 3rd JCG will work together every mission to accomplish the task at hand. And as such it is important to understand that proper communication, teamwork, and training are paramount to the success of every mission. We hope that every member shows up to operations ready to perform their duties to the utmost of their ability. However, most importantly, we are here to have fun with a group of like minded individuals, and we will never discourage fun in the proper time and place.
Unit Rules & Reminders
General Rules:
No racism, sexism, hate speech, or discrimination of any kind. This is Non-Negotiable.
Behavior Standards:
Try to keep information and topics to correct channels (this includes the Discord, TeamSpeak and the Subreddit).
Take any personal matters up with the Advocate(s), Instructor(s), or any member of the Council.
No blatant trolling or harassment of anyone.
Operation Rules:
No Friendly Fire Whatsoever
Joking around or horse playing will not be tolerated. Official Operations are to be taken seriously.
No weapon discharging in base.
Be in the TeamSpeak and Arma 3 Servers at least 15 minutes before the Operation to start getting prepared and into your teams. Anyone wanting a leadership or support asset role should be on even earlier.
Vehicles, weapons and equipment should only be commandeered with operation leadership’s permission.
Mission debrief will follow operation completion; It is advised that you debrief with your team at the very least.
Dossiers and Mission Info
Missions are posted in the unit Discord channel under the "Operations" tab, where member can also ready up at the start of the week to let mission makers know which days they should be available to play. The operations themselves have their own names and will include full Dossiers to help briefly fill all players in on the critical mission information, such as:
Mission goals and objectives
Equipment, vehicles, roles and assets the players will have at their disposal
Terrain that the mission will take place on
Time of mission start and expected end (in-game)
Enemy forces and their anticipated resources
Civilians present in the combat area and the ROE regarding the mission in its entirety
It's important to note that the #voting-booth in Discord serves to help mission makers gauge how to best prepare their missions for the group. This is an optional resource but has proven highly useful in balancing missions and providing more quality game play and thus is highly encouraged for players to participate in the weekly vote. Players are not pressured to sign up for days that they are uncertain of their availability.
Mission Sign-Up is called for a mission before it is run to help confirm the final attendance for a mission and allow certified players to sign up for roles/assets that have been made available to players. It is important that players at least take a glance through the dossier at this time before signing up. Players who are uncertain if they will be on time or even be able to make it at all may always just sign up as a "latecomer" to help other players gauge team availability.
Command Structure
In the majority of Official Operations, players are grouped up into "Fire Teams" of 3-5 people (typically), each lead by a "Fire Team Leader" (FTL). If there are multiple fire teams they make up a "Squad", which is overseen and led by a "Squad Leader" (SL), from whom the Fire Team Leaders receive their orders and guidance throughout the mission. A Squad Leader is often considered the highest level of command within 3rd JCG Operations, and they typically give orders to other support assets in addition to the fire teams.
In the event that a greater amount of players show up, a Platoon Leader might be required to lead from an even higher position in the chain of command. The Platoon Leader is effectively the highest command element in an Operation and gives order to other FTLs and SLs to coordinate efforts, rather than individuals on the front line. The use of extra Radio Transmitter Operators, Joint Tactical Air Controllers and Forward Observers is often required to help manage the flow of orders and command traffic when a Platoon Leader is being used for a mission.
Team Makeup
Within a fire team, the FTL is in charge of picking weapon systems to distribute throughout the team, this is to best suit the mission or the FTL's style of leadership. These weapon systems (all of which are covered in Phase 2 BCT) may include Grenade Launchers, Light/Medium Machine Guns, Marksman Rifles and various forms of Launchers. Each weapon system comes with advantages and disadvantages to the team, which is why it's the FTL's job to determine which one's are the most appropriate.
As a standard, all fire teams should have a person designated as Combat Life Saver and another designated as the Sapper. These two roles fulfill mechanical functions within the team, all of which you will learn more about later on in Phases 2 and 3.
A BCT Instructor should go over these sections with all new recruits to guide them through each step. Each of the bullets listed here act as points to be check marked for training and need to be gone over one-by-one in order to complete Phase 1.
Introductory Training
Basic Arma 3 Navigation and Movement (If needed)
Introduction to ACE3
Use of Frags, Stuns, Smokes and other thrown equipment.
Basic ACE Medical
Tourniquets
Bandages
Drugs
Splints
CPR
E-Tools, Earplugs, Mag-lights and other ACE3 equipment.
TFAR key-bindings and Basic Radio Etiquette
Virtual Arsenal and Loadout Basics
How Enhanced Movement Works
Arsenal and Mission Loadout Rules
Optic Restrictions
Ammo Restrictions [8 mags, 200 Rnd Min, 1000 Rnd Max]
Arsenal Ammo Check and Medical Check
Default Loadouts from Mission Maker
The Mission Maker can override these rules as needed
Key Bindings
Basic Key-bindings and setup
Controls
Common
Use Default action - Middle Mouse / Enter
Last Help - Unbind
Weapons
Throw - Unbind
Laser Range - Tab
Custom Controls (Enhanced Movement)
Use action 1 - CTRL + V
Configure Addons
Ace Equipment
Vector Azimuth - R
Vector Distance - Tab
Ace Weapons
Throw Grenade - SHIFT + G
NLAW Track Target - Tab
Select Pistol - 2
Select Rifle - 1
Select AT - 3
Select Launcher - 4
Select Binoculars - 5
Holster weapon - 0
Lock Target Hold - Tab
cTab
Main Interface - G
Tertiary Interface - Alt+G
Addon Options
Ace Interaction Menu and Self
"Always display cursor for self interaction:" TRUE
"Keep cursor centered:" FALSE
"Allow Medical Menu:" TRUE
Setting up advanced movement
options > Controls > configure addons > enhanced movement rework
all in one action set as user action 1