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Description:About Me My name is Andrew though I more commonly go by Dslyecxi online I am the founder of a gaming community known as Shack Tactical a prior-service US Marine and an avid fan of Bohemia Interactive’s Arma series of combat simulations As part of my dedication towards my own ShackTac community I’ve created all sorts of content for the Arma-verse – my tactical guides being the

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Skip to content Intro  Type to start searching Intro Intro Table of contents Welcome! Intent What's New & Different Reality vs Gaming Milsim & pitfalls Fun is the Ultimate goal A Technical Note Intro to Arma 3 What Arma 3 Is Forward-Looking Video Material Moving on... Basic Infantry Skills The Company Attachments Communication Leadership Battle Drills Tactics Ground Vehicles Aircraft Combined Arms Bonus Finale One-Page Episodes & Transcripts Episodes & Transcripts Overview Aerial Weaponry Agility & Landing Autorotation Copilot Danger Close Formations Light Attack Nightvision Pedestal Defense Pedestal Attack Tailrotor Recovery Target Fixation Transport Who's the Boss? Table of contents Welcome! Intent What's New & Different Reality vs Gaming Milsim & pitfalls Fun is the Ultimate goal A Technical Note Intro to Arma 3 What Arma 3 Is Forward-Looking Video Material Moving on... Tactics, Techniques, & Procedures for Arma 3 Welcome! Welcome to the Arma 3 " Tactics, Techniques, and Procedures Guide " (), developed for Shack Tactical and published in cooperation with Bohemia Interactive. I'd like to take a few minutes to talk about this guide, how it came to be, what's different between it and my prior guides for the Arma series, as well as all sorts of other preamble topics. Please bear with me for a bit - I believe that there are some important things to convey before we dive into the heart of the guide. Intent Greetings! My name is Andrew Gluck, though you most likely know me by my online nick of Dslyecxi. I am the founder of the Arma community Shack Tactical, a community which has acted as the inspiration for this guide and each prior guide in the series. Over the course of our nearly eight years of existence (ed: 14+ as of 2020) , Shack Tactical - commonly shortened to just 'ShackTac' - has attempted to answer the question of how best to approach Arma and how best to harness the potential inherent in the series. Since the original Operation Flashpoint in 2001, this series has stood out as an incredibly deep and rewarding simulation, one deserving of the time we've collectively poured into learning, refining, and enjoying. My tactical guides have been created with the intention of spreading this knowledge beyond the confines of ShackTac, with the hope that the lessons we've learned and the doctrine we've created for ourselves will help to bring better gameplay experiences to anyone else operating in the environments of Arma. Having our guides - which we refer to simply as "the TTP" - has allowed us to acquire a community-wide understanding of military operations within Arma, regardless of whether any given participant had a military background. This has given us fantastic gaming experiences for many years, and it's my hope that this third iteration of our TTPs will help to spread this potential to a broad new Arma 3 playerbase. You'll note that unlike my prior guides, is an official product of Bohemia Interactive, available as part of the Arma 3 Deluxe Edition as well as in print and e-book formats. In addition to those formats, I'd like to thank them for graciously agreeing to allow me to offer a web version of the core of the guide - some 130,000 words - for free. The information contained herein is something every Arma player should have access to free of charge - not locked away in our private forums or as a pay-only product. It is truly commendable, and I thank them for supporting the vision! This guide is available for all who have the time to read it - it is offered up warmly, with the hope that everyone can take something from it in some capacity. A strong Arma community benefits us all, and if this guide helps facilitate that in any capacity, I will consider it to be a great success! As always, note that this guide is not "the only way to do it". It is, however, the way that ShackTac does things, and it works exceptionally well for us. Hopefully you can find a use for this guide in your gaming as well! What's New & Different With Arma 3, we see the series further enhanced and refined - with a particular focus on the infantry aspects of it. These changes in game mechanics, technology, and other aspect of the simulation environment were the inspiration to take the existing second iteration of my TTP guide, update it, integrate the lessons we collectively learned in Arma 2 and Operation Arrowhead, and both refine and expand the content to cover Arma 3's possibilities as well. Since Arma 2's release in 2009, ShackTac has had over four years worth of gaming experiences to learn and grow from. We've seen some incredible changes in the series from that time - from Operation Arrowhead's release, to game-changing modifications like the Advanced Combat Radio Environment (ACRE) mod - and have adapted our own methods accordingly. If you're familiar with my prior guide, you'll no doubt find plenty of familiar work here, updated to Arma 3 standards and refined to reflect our experiences in the intervening years. One of the biggest changes is the reorganization of our group structure. In 2009 we were platoon strength - in 2013 and beyond, we operate at the company level. Our infantry platoons have been reworked for a variety of reasons, detailed within, while we see a new set of roles emerge with our Company Commander, as well as changes to how our Platoon Commanders operate and how our attachments and crew-served weapons teams are employed. Arma 3's infantry-centric improvements manifest themselves most strongly in the Basic Infantryman chapter, which goes into detail about the new inventory systems, weapon and gear modularity, stance adjustments, and much more. The enhancements don't stop there - each chapter has been carefully reviewed and refined, with obsolete techniques culled and new ones introduced. For those who have purchased the full guide, you'll find an additional chapter containing several more advanced concepts - from a guide on Survival, Escape, Resistance, & Evasion, to a role breakdown of Combat Engineers, Paratroopers, and Combat Divers, as well as information on Guerrilla Warfare, Reconnaissance, and how to Fight at Night. I'm very proud of these sections, and I hope those who chip in for a Deluxe guide enjoy reading them as much as I did creating them. All told, this guide has ended up as about 150,000 words worth of content (with the bulk of that being presented freely here) , with hundreds of pictures and illustrations to further flesh it out. As before, there is no military fluff here. Every topic covered is truly relevant to the series - whether in the vanilla game or in one of countless community modifications or missions. As of June 2020, the 'Bonus' content noted above can now be read freely on this site . Reality vs Gaming Milsim & pitfalls As before, the point of this guide is to convey material that truly is relevant to Shack Tactical's style of realism-combined-with-fun combat simulation. This is the sort of information that our players use every session to work as a well-oiled and diverse team. We have maintained a very pragmatic outlook on military simulation (milsim) and have taken every measure possible to avoid doing things "because the real military does them" and thus becoming what we call "hardcore milsim". In our eyes, hardcore milsim is chock-full of "tactical fluff" that is irrelevant to the games at hand. This hardcore milsim typically presents itself though excessive rules, regulations, attempted recreations of full military rank structures far beyond what is relevant in the scope of your average Arma mission, doing things "because the real military does them" regardless of their actual application to the game at hand, and other things that we believe do not have a place in these games. This guide reflects that mindset as well. One thing that I noticed back before doing my first guide was that military-game guides commonly fell victim to two pitfalls - the first being th...

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