¶ Arma Standard Operating Procedures
The Beowulf Arma Standard Operating Procedures (SOPs) have been put together to provide a guideline to players on procedures and systems the community has put in place for standard Beowulf Sessions.
An hour before a Beowulf session starts we usually run a few rounds of a gather scenario. This is a casual event where you can warm up for a session and test that your mods are working.
- When a Beowulf session starts, a host will start the session by selecting a mission or holding a vote for which mission to play.
All missions on our servers have been created by Beowulf members. Missions are tested against the Beowulf Mission Framework.
If you'd like to create your own missions check out our Mission Makers Area. Alternatively, you can watch Walker's Mission Making Seminar on our YouTube Channel.
With a mission selected, the next process is to slot the mission. This happens in the following order.
- Synopsis: A quick synopsis of the mission is read by the session's host
- Mission Leader Selected: A member volunteers to lead the mission.
- Nobody is to slot a role before the mission leader begins to call slots.
- Mission Leader Calls Slots: Mission leaders will begin calling slots they wish to be filled. Leadership roles and required roles are usually slotted first.
- Slots are first come first serve. Turn up to session on time for a higher chance of you getting a slot you want.
- When a slot is filled, the player will be expected to perform that role to the best of their ability. Don't take a vital role and go AFK during the session.
- Special slots such as Pilot, JTAC and Forward Observer slots are closely monitored. You may be asked if you believe you have sufficient ability for the role.
- In a standard mission, the slot you have taken will remain the same for the rest of the mission.
- Briefing Launch: Once all players are slotted and the mission leader is satisfied, the session host will take us to the briefing screen.
The next phase of a mission is pre-deployment and briefing. In this phase, all players ensure that they are organised and ready to begin the mission before the mission leader briefs everyone on the plan.
The following actions should be completed during the pre-deployment phase:
- Organisation: The mission leader & squad leaders will start to organise their groups to ensure everyone is ready.
- Fire Team assignment: Your squad leader may assign your fire team a colour. Change this with the ACE Self-Interaction menu.
- Radio Check: You should ensure you're on the same radio channel as the rest of your squad with a radio check.
- Specialised Equipment: Squad leaders will hand out specialised equipment and assets to squad members. Equipment is given out at the mission leader's discretion.
- Transportation: The mission leader will assign your squad leader vehicles if required.
- Order of March: The mission leader will arrange the order of march for elements to move in.
- Equipment Checks: All players should check their gear to make sure they have the appropriate equipment.
- Weapon Checks: Do you have the correct weapon type? Does the ammunition in your loadout work in your weapon? Do you have a side-arm (leaders & auto-riflemen)?
- Communication Checks: Do you have the correct radios? Does your radio work?
- Uniform Checks: Do you have a backpack if required? Do you have a helmet? Do you have the correct uniform?
- Miscellaneous Checks: Do you have night vision and/or flares? Do you have binoculars (leaders and auto assists)? Do you have a range card (Marksmen & Snipers)? Do you have map tools (Leaders)?
Reporting Equipment Errors: If you're missing vital equipment report it through the chain of command.
The next stage of a mission is the briefing. Here the mission leader will make his plan for the operation before giving it to the other players.
- Read Briefing: When able all players should take time to read the mission briefing. This can be accessed through the map menu.
- Vital Information: It is imperative that everyone reads TASKS, EXECUTION, COMSIG, ROE & NOTES
- Mission Leader Plans: Once the mission leader has read the briefing they'll start creating a plan using map markers & drawings. This is usually during the pre-deployment phase.
- No player other than the mission leader or JTAC is to create map markers or draw on the map.
- Briefing Commences: Once the plan is complete the mission leader will brief the mission.
- Players should remain silent while the mission leader delivers the briefing.
- Q&A: Once the briefing is completed the mission leader will ask for questions and feedback. At this point, players should ask any questions they have about the briefing.
- Mission Start: After all questions have been answered and feedback given the session host will commence the mission.
Once all of these steps completed and with the approval of the mission leader the mission will begin.
The session host will start the mission using the Beowulf SafeStart function.
Once the Beowulf SafeStart is turned off, all players will be notified via Game On. After this, the mission is live.
NOTE: Supporting assets such as armour, aircraft and crewed weapons should only be performed by their slotted crew.
As you know Beowulf is a community that makes use of 'Tactical Realism'. Missions are configured using mods to make it a more realistic experience for all players.
However players are also responsible to keep the experience realistic. If you disrupt a game session you may be kicked or banned by a Beowulf host or admin.
To ensure you keep sessions enjoyable for others remember the following points.
- Text Chat: During missions do not use Arma's text chat function to talk with other players. If you need help talk to a host or admin on Steam or use text chat as a last resort.
- Chain of Command: Follow the chain of command. Listen to orders of your commanding officer and carry them out willingly.
- Meta-Gaming: Don't spoil mission replays by talking about the failures of the last time the mission was played. For example don't say things like "“Oh I remember this one, it's when X happened and we got killed by Y”.
- Map Markers & Drawing: Don't draw or mark things on the map during the mission unless BluForce Tracker is enabled.
- Spectating: Once you die during a mission that's it. You'll re-spawn as a spectator and be able to watch the rest of the mission play out.
(Some missions have respawn tickets that you'll be made aware of before the mission begins.)
- If you've been killed due to a bug or accident let the mission host know and they will assist. Or as a last resort use text chat.
- ShackTac HUD: The Beowulf preset includes a tactical HUD as standard but you are free to disable it if you wish through addon options.
- Doctrine: Act as per the mission's doctrine (Regular Force/Irregular Force).
All standard Beowulf Missions will have a specified Doctrine. These doctrines are used to specify the style of mission, and allows the mission maker to communicate his intention of how he expects the players to execute the mission.
The Doctrine will contain a Force Organisation explanation. These will meet with one of the two variations below, but may have some alterations at the mission maker’s discretion.
- The standard method of play.
- Players assume the role of an organised military force.
- The chain of command will be followed at all times.
- Players are NOT to commandeer enemy weapons, munitions or equipment (this includes medical supplies, backpacks etc.) unless in a desperate situation, or authorised by the command chain.
- Players will operate as a unit. Unless acting as a reconnaissance element.
- Players assume the role of an Irregular Force.
- These forces are usually linked with Insurgents/Rebels/Guerillas and use Guerilla style tactics in Asymmetric Warfare styles of play.
- The chain of command (in whatever form) is to be followed at all times.
- Players may make use of commandeered weapons, munitions or equipment (this includes medical supplies, backpacks etc.) at their commander's discretion.
- Players should remain with their group leaders, and use asymmetric “Lone Wolf” tactics at the discretion of their commanders.
The Bluforce Tracker is the term given to a collection of tools used by in NATO for friendly force identification. These GPS based systems have expanded to include mission planning, OpFor tracking and various other map based systems.
In Arma we combine various tools into the BluForce Tracker we use. This way we are able to take advantage of modern communication, command and control systems such as BluForce tracker, and other very similar systems.
These generally translate to the following:
- Friendly Force Markers: Markers that follow friendly forces around the map
- Map Markers: Players are able to create markers on the map during missions that are able to be seen by other friendly units.
- All map marks must be placed in the SIDE channel
NOTE: By default Beowulf Missions have BluForce Tracker Disabled. Mission makers will identify if BluForce Tracker is enabled in the mission briefing (Usually in the ROE tab).
Note: Currently, we do not have a system in place that stops players from creating new markers after Game On has been called. Once an effective system becomes available, we will implement it.
While Beowulf allows “banter” in sessions. During mission-critical times (briefings, radio transmissions and combat) “banter” should be limited or stop entirely. This is to ensure that mission's run smoothly.
Our current communications system works as follows:
- Advanced Combat Radio Environment 2: (ACRE2) is the current mod for all verbal & radio communications
- Radio Organisation: Most sessions are based around Platoon & Support radio organisations. Typically we use the following radio hierarchy:
- Platoon Net: Used for inter-platoon long range radio communications
- Squad Net: Used for inter-squad short range radio communications
- Air Net: Used for long range communications between air assets & ground forces.
- Radio Procedures: What procedures to adhere to when communicating via radio
- Long Range Radios: Full radio procedures should be followed at all times
- Short Range Radios: Full radio procedures are not required. Radios should only be used for mission-critical chatter.
- Radio Channels: Radio channels are selected per the mission's COMSIG card, or at the mission leader's discretion
NOTE: In some missions radios might not be available to some roles
In most missions, the ACE 3 Advanced Medical System is used. We have this system configured to meet our community standard.
- Instant Death: Prevent instant death is turned on, however, AI will continue to target downed players.
- Revives: Revive system has been turned off. Once you are killed you will respawn as a spectator or if the mission allows as a new reinforcement wave.
- Medical Supplies: How many medical supplies players carry is up to the mission makers discretion, and players are responsibly for themselves and fellow teammates until a medic can come to their aid.
- Medical Roles: Medics carry much more equipment and are able to perform actions quicker to deal with the wounded.
- Medics are the only role that can administer IVs & give accurate diagnoses (Blood Pressure/Heart Rate).
- Medics may require support from others when there are multiple casualties to help.