Basic

For a Basic Training Document you want / or should include a section on your unit, what your orbat looks like, and how promotions work.

The rest of the sections under Basic you can mix and match to to meet your units needs.

Key Binds

CBA Key Binding System

CBA Key binding allows users to change the key bindings for custom addons and missions from a unified location.


To access the configuration page for CBA-defined mod key bindings:

  1. Select Configure -> Controls from the Main Menu.

  2. Click the Configure Addons button in the lower right of the dialog.

  3. Select the name of the addon you'd like to configure from the drop-down menu.

  4. Double click any action to change the key assigned to it.


To see your current key binds in game, open your map [M]

  1. Select CBA on the upper left

  2. Select key binds from the menu

I highly recommend you tell trainees or even make part of your SOP that the grenade throw is set to GG, and not a single key, frags can be very very unhealthy

ACE Interaction

Overview

This provides interaction options between units, vehicles, buildings and objects. Some of the zeus actions are also available (while in zeus) in the interaction menu (remote control, group management).

Self-Interact

This is used for actions that will be done or happen on yourself in game, ie, self-medicine, put in or take out ear plugs, use and configure inventory items

Opening the self-interaction menu: Press and hold Ctrl + ⊞ Win (ACE3 default).

ACE Interact

This is used for actions that will be done or happen on things other than yourself in game, ie, healing others, taking prisoners, getting in a vehicle, using ACE explosives

Opening the interaction menu: Press and hold ⊞ Win (ACE3 default).

Ace Menu as a List

If you have too many menu items to read you can set your menu to list mod in your ACE options

Ammo

Checking Ammo in Current Mag

Use ctrl-r to check how much ammo you have in your current magazine. ACE shows you a display on the UI that indicates how heavy the mag feels compared to when it's full instead of giving you a bullet count.

Repacking Magazines

Let’s you consolidate your non-full magazines so that you don't just walk around with a bunch of almost-empty magazines all the time like an idiot.

You can do this by selecting it from the self-interaction menu.

Backpack on Chest

This allows you to keep your backpack, and wear a parachute at the same time.

While your backpack is on your chest you walk slower

The controls for Backpack on chest are under ace self-interaction.

Basic Communications

Chat and Map Channels

To communicate with other players you can use one of the three types of communications: Text, Voice (handled by TFAR/ACRE ) and Map Markers. The communication is only broadcasted to a selected channel. Channels are:

  • Global – to all players

  • Side – to your faction

  • Command – to your faction commanders

  • Group – to your command group

  • Vehicle – to players in the same vehicle

  • Direct – to players in a close distance

Cycle channels with [.], [,]

Text Chat

Text chat serves as one of the three forms of communicating with other players. It's displayed on the screen amongst the combat protocol.

  • Open the text input with [/].

  • Cycle the channels by pressing [UP], [DOWN].

  • Send the message with [Enter].

When you are writing, other keyboard controls are disabled. Close the chat box by pressing [Esc] quickly.

Radio Keyword’s

  • “Copy/Roger” - understand the other party’s transmission

  • “Over” - awaiting response to your transmission

  • “Out” - Ending transmission

  • “Wilco” - Will Comply with the given orders

  • “Oscar Mike” - On the move

  • “Charlie Mike” - Continuing mission

  • “Break” - short break in radio transmission

  • “Break Break Break” - intended to clear all communications on the frequency to transmit urgent information

Call Out

When you want to initiate radio exchange, first you must call out the addressee of your message.

  • To notify the addressee about incoming message call him/her twice, giving his/her call sign:

  • Then give your call sign:

  • When you expect the other part to answer, finish your portion of message with a word “OVER”, like in the example above.

Full example Smoke 2-6 this is Smoke 1-5, OVER.

If there is traffic on the air, use “BREAK, BREAK” to cut into the network. Only in case of higher priority of your message!


Quality Of Transmission

In case of some interference or just to confirm how your message was received you may need to ask about the reception. In this instance we use “HOW DO YOU COPY?” or even shorter “HOW COPY?”

To ask about the general quality of the reception you may also ask “HOW DO YOU READ?”

There are two ways of responding to such questions. You may simply answer “COPY LOUD AND CLEAR” (”LIMA CHARLIE”) or give the answerer the notion of the signal quality by giving the note from 1 to 5.

Example: COPY 3 out of 5

The meaning of numbers used in assessment over the radio:

  1. = Bad (unreadable);

  2. = Poor (readable now and then);

  3. = Fair (readable but with difficulty);

  4. = Good (readable);

  5. = Excellent (perfectly readable).


When repeat is needed

It may happen that due to poor transmission or distracting factors some pieces of information should be repeated to avoid misunderstandings. In that case you may request a repeat by saying “SAY AGAIN.”

Likewise, when you want to stress the importance of the message or simply make sure that important data get through, you say your message and then use “I SAY AGAIN” and repeat the message.

EXAMPLE: I need five more minutes, I SAY AGAIN, five more minutes…

Your Status / ACE Report

Your Detachment/team/Squad/Platoon leader might request a status or ACE report, ACE stands for: (A) Ammo, (C) Casualties, (E) Equipment. The general intent of an ace report is to communicate your individual status.

ACE Report

Ammunition

Amount of primary ammunition left. This is communicated as a color:

Green means that you have plenty of ammunition remaining,

Yellow means that they have expended roughly half of their initial load, but are still capable of continuing mission

Red means that they are dangerously close to running out of ammunition (2 magazines or less) and are unable to continue the mission effectively.


Casualty, or your health

Injuries sustained.

Green means that you have sustained no injuries,

Yellow means they are in need of first aid

Red signifies that your extremely wounded


Equipment

Any equipment expended/lost.

If there is no change, report up as green.

If any equipment was expended, report up the type and number of equipment that you have left, eg. 1 AT rocket fired, 2 rockets left. Or; “running low on smoke grenades”.

See the ACRE or TFAR Pages for more on Communications

For Basic Medical see the subpages for each Medical system

Friend or Foe Identification

Being able to visually differentiate between friends and foes is a critical skill to have. Someone who cannot tell the difference is a danger to their entire Unit. There are several guidelines that can be followed to help prevent friendly fire incidents.


  • Think before you pull the trigger. If it looks like a friend, has a friendly weapon, isn't shooting at you, but seems like it's in an enemy area... it may be a friend.

  • If in doubt, don't fire. Ask a Unit mate or your leader to check out a suspected enemy if necessary. People with optics (i.e. ACOG rifle scopes, binoculars, etc.) can be a great help in ID'ing potential enemies.

  • Stay alert as to where friendly forces are located, and communicate your location to others when necessary.

  • As special operations unit, sometimes the unit will be tasked to work with indigenous populations, it's important to understand the mission, in situations like this a friendly unit may look the same as a hostile unit

  • The colors of tracers and the sounds of the weapons being used can help to ID the enemy, but bear in mind that over the course of a mission friendly forces may acquire enemy weapons and thus it becomes less and less accurate as a mission progress. Also, intelligent enemies may acquire friendly weapons from casualties and use them in the hopes that they will sow confusion amongst their enemies.


Weapon Status

Weapons “Hold”

This could also be referred to as “Go Quiet” or “Stealth Mode”. Here our intention is to refrain from engaging in firefights. We are focussed primarily on maneuvering quietly or efficiently.

  • You should only return fire if the threat is imminent: if the enemy is at 500 meters and their fire is ineffective, refrain from getting bogged down in a firefight and focus on maneuvering out of harm's way or towards the objective.

  • If the enemy’s fire is effective, achieve fire superiority first and then return to weapons hold mode.

  • Focus on stealth and concealment: be conscious about how visible you are to the enemy.


Weapons “Tight”

Most commonly called when multiple fireteams are in an urban setting and in a situation where they might mistake one another for the enemy.

  • It is critical that you identify your target as an enemy, and a threat.

  • Even if an enemy is identified, make sure they are not surrendering.


Weapons “Free”

Most commonly called when things are about to, or have heated up. Generally, the universal “ROE” applies but:

  • You are free to open fire on everything you have reason to believe is an enemy threat