Field Training Manual
FIELD TRAINING MANUAL
Result: Coordinated squads, disciplined leadership, and consistent victories.
I — Command & Duties
Commander: Sets intent, allocates resources, coordinates armor and artillery. Issues short, achievable orders.
Squad Leader: Enforces squad discipline, places OPs, coordinates supply, marks targets, reports to command.
Squad Member: Executes orders. Reports contacts clearly. Supports the plan over personal score.
Rule: Arguments do not occur in command chat. Disputes are handled after the operation.
II — Communication Doctrine
Keep it short. Speak only to report information or issue/confirm orders.
- Use bearings, grid squares, and landmarks.
- Report type + location + direction of movement.
- Do not talk over command traffic.
Good: “Enemy infantry, bearing 285, hedgerow north of chapel, moving east.”
Bad: “They’re over here! I’m getting shot!”
Command Chat: SLs only. No narration. No emotion. Only contacts, intent, requests.
III — Map, Marks, Reports
- Check map every 15–30 seconds.
- Mark only what you see or confirm.
- Remove outdated marks. Bad intel kills assaults.
Report format: “What / Where / Movement / Strength.”
Example: “Medium tank, E5 keypad 7, moving south, infantry escort.”
IV — Movement & Formations
Spacing: 5–10 meters minimum. Do not clump. Do not skyline ridges.
Column: Default travel through hedgerows/roads. SL front. AT rear.
Line: Assault formation. Spread wide. Advance by bounds.
Wedge: Contact likely. SL center. Firepower on flanks.
Bounding Overwatch: One element moves while the other covers. Never have the whole squad moving under contact.
V — Attack & Assault Plans
Principle: Garrisons win battles. The objective is captured by denying spawns and controlling approaches.
- Establish attack garrison outside the strongpoint.
- Identify and destroy enemy spawns first.
- Attack from two directions minimum.
- Use smoke to block sightlines, not friendly fire lanes.
Do Not: Rush main roads, spawn-trickle into MG fire, or smoke your own shooters.
VI — Defense & Counterattack
Principle: Defense is active. Hold approaches and maintain early warning.
- Build multiple garrisons around the point.
- Keep one fallback garrison safe.
- Patrol and intercept; do not all sit inside circle.
- Counterattack immediately when the point is contested.
Engineer: Wire and mines on approaches. Nodes maintained. Repairs immediate.
VII — Garrisons, OPs, Supply
Outpost: Move it forward safely. Replace often. Never place in obvious lines of travel.
Garrison: Space correctly, defend it, and keep it quiet. A garrison is a weapon.
- Support announces supply drops.
- SL confirms placement and purpose.
- Supplies are spent with intent, not impulse.
VIII — Armor & AT Doctrine
Infantry to Armor: Screen tank flanks, mark AT threats, clear hedgerows and trenches.
Armor to Infantry: Hold angles, do not overextend, work with the push.
Anti-Tank: Ambush, don’t duel. Prioritize side/rear shots, coordinate traps.
Armor Report: “Type / Grid / Direction / Escort.” Example: “Panther, F6, moving west, two squads nearby.”
IX — Artillery & Fire Support
- Fire on marked targets only.
- Cease fire when friendlies close distance.
- Do not request artillery on vague intel.
Effective arty: suppresses spawns, denies routes, breaks defenses before an assault.
X — Common Battle Plans
Flank & Pin: One squad fixes the enemy. One flanks wide. One cuts spawns.
Defensive Hold: Two squads defend. One patrols approaches. One counterattacks.
Delay & Fallback: Trade ground slowly. Maintain fallback garrisons. Bleed momentum.
XI — Discipline & Conduct
- Respect players and orders.
- No griefing, sabotage, or intentional team damage.
- Follow admin direction immediately.
- Appeals occur after the match through proper channels.
Final: Liberty & Lead is a unit. Act like one. Win like one.
Quick Reference
If you remember nothing else: Build garrisons. Keep comms clear. Attack from two angles. Counterattack immediately.
Report contacts with: WHAT WHERE DIRECTION STRENGTH.