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:

  1. No Friendly Fire Whatsoever

  2. Joking around or horse playing will not be tolerated. Official Operations are to be taken seriously.

  3. No weapon discharging in base.

  4. 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.

  5. Vehicles, weapons and equipment should only be commandeered with operation leadership’s permission.

  6. Mission debrief will follow operation completion; It is advised that you debrief with your team at the very least.

Command Structure

In the majority of Official Operations, players are grouped up into "Fire Teams" of 4-6 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

    • 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

    • enhanced movement

Arsenal and Mission Loadout Rules

  • Optic Restrictions

  • Ammo Restrictions [8 mags, 160 Rnd Min, 800 Rnd Max]

  • Default Loadouts from Mission Maker

  • Mission Maker rule override

Key Bindings

  • Basic Key-bindings and setup

      • Controls

  • Common

    • Use Default action - Middle Mouse / Enter

    • Last Help - Unbind or two key presses

  • Weapons

    • Throw - Unbind

    • Laser Range - Tab

  • Custom Controls (Enhanced Movement)

    • Use action 1 - Space

Configure Addons

  • Ace Common

    • Open/Close Door - Middle Mouse

  • Ace Equipment

    • Vector Azimuth - R

    • Vector Distance - Tab

  • Ace Weapons

    • NLAW Track Target - Tab

    • Select Pistol - 2

    • Select Rifle - 1

    • Select GL - 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

    • "Display interaction menus as lists:" TRUE

  • Setting up advanced movement

    • options > Controls > configure addons > enhanced movement rework

    • all in one action set as user action 1