Operational Structure

We embrace a dynamic approach to gameplay, fluidly shifting between various factions and units within the U.S. military and beyond, shying away from exclusive allegiance to any single faction or unit. If you seek a deep connection to a specific military entity, our approach may not suit your tastes. Our sessions typically traverse various branches of the U.S. military, predominantly set in contemporary times. However, the composition of these units, whether real or fictional, are entirely based on the vision of our mission creators.

We embody a wide spectrum of U.S. military forces, ranging from Rangers and combined arms formations of the Army to fictional Marine Corps MEUs like the 27th MEU, as well as elite units such as Army Special Forces or even engaging in close air support with Air Force fighter squadrons as part of a comprehensive combined arms initiative

Our engagements may also extend into units beyond American forces, embodying different factions or nations, both real and fictional, including but not limited to the Royal Army Corps of Sahrani or assuming the role of OPFOR, be it Russian forces or even a player-based opposition force integrated into our missions.

Flexibility is key in our approach – no unit is off-limits. Our gameplay is tailored to the mission maker’s vision and preferences, allowing us to explore a multitude of groups across different eras. Our aim is to prevent players from feeling confined to a singular unit, keep each experience is fresh and dynamic and devoid of repetitive patterns.

Structure


Presented below is our current organizational structure, commonly referred to as an ORBAT (Order of Battle). Our structure draws draws inspiration from a blend of NATO structures, particularly from the U.S. Armed Forces, British Armed Forces, and Canadian Armed Forces, albeit with some notable differences. It is designed with a forward-thinking approach, enabling operations ranging from small teams comprising of just four players to full-scale deployments involving over 130 players. The ORBAT also includes a standardized callsign naming convention for various teams, though specific names may vary depending on mission requirements and the preferences of the mission maker.

Outlined below are the organizational levels of Battalion, Company, Platoon, and Squad. It’s important to note that while the elements depicted here provide a general outline, they may not be present in every mission, and additional elements may exist beyond those listed. This should serve as a guideline for understanding the command hierarchy and the placement of teams within it. A list of special attachments can be found here

Please note that while infantry units adhere to the standard callsigns outlined in this ORBAT, non-infantry elements such as air and armored units may utilize custom callsigns. However, it is recommended to maintain consistency by employing the standard callsigns whenever possible. A full list of unit callsigns can be found here

Table of Contents

    Differences

    A notable feature of our structure is the inclusion of medics at both squad and platoon levels, resulting in a total of four medics per platoon.

    It’s imperative to note that our structure isn’t a mere replica of military organization for the sake of it; rather, it’s a pragmatic adaptation designed to serve our specific needs. Rather, it was introduced to serve the same essential purposes that such structures serve in reality. The aim is to facilitate effective command and control while fostering the development of standardized tactics at the team level. This ensures that all players, particularly leaders, are acquainted with and capable of working within a standardized framework. Thus, our structure successfully achieves these objectives.

    Our approach is inherently mission-centric, ensuring that each unit is equipped and configured according to the demands of the task at hand. While it’s possible that in certain instances, a force may not possess the ideal equipment for a particular situation, such occurrences are typically the result of various mitigating factors dependant on the mission maker. 

    In missions where specialized weaponry or vehicles are required to accomplish our objectives, these assets are sourced from higher echelons of our organizational structure and temporarily attached to the company or platoon level as needed.

    There may also exist special units that deviate from the standard squad structures, such as designated marksmen, who are attached as required to fulfill specific mission parameters.

    Our standardized unit organization within Task Force Reaper adheres to the following framework below.

    Battalion Level


    The overall battalion is an amalgamation of various elements that are typically present in a mission and is a mixed of a USMC MEU and U.S. Army BCT. Note that the battalion level is not fully utilized in-game due to technical constraints within Arma. However, a mission may feature a battalion commander, typically assumed by the mission maker or the overall leader when employing multiple smaller company-level elements. The chart below shows the distinction between each of the major elements at the battalion level and should serve as a general example of the possible elements that may be present in a mission. In practice, these elements are typically mixed together into one manuever company and operate solely at the company level.

    • Headquarters
    • Aviation
    • Artillery
    • Rifle Company
    • Weapons Company
    • Manuever Support Company

    The Battalion HQ (BATTHQ) is the lead element of the battalion. It typically consists of a Battalion Commander, Battalion Executive Commander, a Forward Air Controller and a Forward Observer.

    Special attachments not listed in the battalion table of organization will usually be allocated to battalion headquarters control or assigned to other units as required according to their function. These specialized attachments are uncommon and are typically reserved for highly specific missions.

    Examples of such attachments may encompass navy destroyers equipped with naval gunfire support capabilities, electronic warfare aircraft, police or security forces, as well as allied or additional forces deemed necessary for the mission at hand.

    The primary aerial assets employed in operations typically consist of helicopters, primarily serving in transport roles. However, the inclusion of various other aircraft is contingent upon the specific mission parameters. Helicopters predominantly fulfill roles in transport or close air support, while fixed-wing aircraft commonly operate in close air support capacities.

    While both elements are commanded separately, aviation units are typically directed by a senior ground Forward Air Controller (FAC) embedded within the ground command structure. In cases where there are multiple aerial units of the same type (e.g., Phantom 1, Phantom 2, etc.), the first unit assumes the role of flight lead, coordinating all units of the same type.

    Certain missions may involve aircraft, such as fixed-wing air superiority fighter jets, which operate independently of direct attachment to the battalion and pursue objectives distinct from or beyond the battalion’s scope of interest.

    Artillery assets are a common component of missions, primarily in the form of mortars deployed at the company level or below. However, dedicated artillery units are infrequently utilized by players due to the potential waiting periods associated with their use. Nevertheless, players have the option to opt for artillery support provided they understand the operational considerations.

    Typically, missions that feature a singular artillery battery are under the control of the game master, AI, or administered via a ‘module’. Instances of multiple batteries are rare. Artillery assets are categorized as follows:

    • Light artillery, outfitted with 105 mm howitzers or smaller caliber weaponry.
    • Medium artillery, featuring larger calibers up to 155 mm howitzers or equivalent armaments.
    • Heavy artillery, distinguished by guns exceeding 203 mm in caliber.
    • Self-propelled artillery, typically falling within the medium category but possessing mobility capabilities.
    • Specialized artillery, including anti-aircraft, missile, or Multiple Launch Rocket System (MLRS) batteries.

    In situations where friendly forces have access to artillery support, a forward observer is typically deployed on the ground or in the air. Their primary responsibility entails identifying enemy positions, plotting them on the map, and coordinating fire missions with the artillery team to optimize effectiveness and minimize collateral damage.

    At the heart of each mission lies the Rifle Company, which serves as the primary force for the majority of players. Virtually present in all infantry-centric missions, the Rifle Company forms the main fighting force, with all assets typically allocated to its command.

    The Rifle Company is the close combat element of the infantry battalion. It is primarily considered a light infantry element but it may include including air assault, airborne, motorization or mechanization capabilities.

    The company consists of a Headquarters HQ, 3 Rifle Platoons and a Weapons Platoon, as well as the option for a series of attachments, such as a UAV team of 2 men. Other habitual attachments include company and platoon forward observers, and forward air controllers.

    The organizational structure of a Company goes into more detail below.

    The Weapons Company operates at the battalion level and deploys the heaviest weaponry within an infantry battalion. It is based off of a U.S. Marine Corps Weapons Company and stands significantly above the standard rifle company in terms of organization and firepower.

    Deploying the entirety of the Weapons Company, as with all elements, is a very rare occurrence, with only small components of it present during any given operation. Assets are typically tailored and attached provide support to the rifle company as dictated by operational needs.

    The Weapons Company comprises the following specialized platoons:

    • Headquarters Element
      • Company Commander
      • Company Executive Officer
      • Company Medic

    • Mortar Platoon
      • Equipped with 8x medium or heavy mortars.

    • Anti-Armor Platoon
      • Deployable Anti-Tank Section
        • 8x Crew-Served missile systems.
      • Heavy Anti-Tank Section
        • 8x heavy anti-tank missile launchers.

    • Heavy Machinegun Platoon
      • 6x Heavy Machine Guns.
      • 6x Grenade Machine Guns.
      • May utilize vehicles as platforms for mounting the aforementioned weapons.

    The Manuever Support Company draws inspiration the U.S. Army Maneuver Enhancement Brigade and is a self-contained, modular, and multifunctional support company customized to meet whatever mission it is assigned to. It consists of three primary platoons (reconniassance, combat engineer and forward support), with room for additional platoons as necessary. Platoons assigned to the company may differ from mission to mission but their specialities typically do not repeat themselves more than twice for a certain type. The deployment of a platoon from this company is rare and typically, only one fireteam or squad-sized element is deployed at any given time. Each platoon can be tailored with certain capabilities as required for a mission; for instance, a reconnaissance team can swiftly transition to fulfill sniper duties, while a combat engineer platoon can assume assault pioneer responsibilities as the situation demands. The full structure for these special attachments are listed here.

    • Reconnaissance Platoon
      • Platoon Headquarters
      • 3x Recon Squads

    • Combat Engineer Platoon
      • Platoon Headquarters
      • 3x Combat Engineer Squads

    • Forward Support Platoon
      • Platoon Headquarters
      • 3x Forward Support Squads

    Company Level


    The highest level of ground command resides at the Company level, where the company commander holds sway over all infantry and armored elements. In the absence of a Company HQ, the 1st or most senior Platoon Leader assumes the mantle of Company Commander, with all units falling under their command unless otherwise directed by the acting commander.

    Company consists of one Company HQ element (consisting of a company commander, company executive officer and company medic) and at least two platoon-strength units under its command, with any number of additional support elements of various types. The platoons are tasked with accomplishing the actual objectives of the mission. The HQ element is a non-combat unit, which often trails the rest of the company (or part of it) in relative safety. The support elements, if any, are tasked with providing whatever assistance the main force requires.

    This entity oversees up to three platoons and various attachments.

    • Company headquarters:
      • Company Commander
      • Company Executive Officer
      • Company Medic
      • Rifleman.
    • Three Platoons
      • 1st Platoon
      • 2nd Platoon
      • 3rd Platoon
      • Weapons Platoon

    Due to technical constraints, ArmA 3 does not yet allow more than one company, so the company is task organize as necessary into one ‘maneuver company’, although more than armored company is possible as they require fewer players). In most company-sized missions, the Company is split into two “task units” operating in two different areas (pursuing two different objectives simultaneously) with one task unit being commanded by the Company Commander, and the other by the Company XO, or some other similar setup.

    At full strength, the company will typically operate over a massive area (several kilometers long), and the battle plan may call for its subordinate elements to operate very far apart from one another. It is up to the Commander and XO to coordinate the action between the Company’s disparate parts despite this distance, while also dispatching support elements to whichever unit needs them.

    Comprising 130 players at full capacity, the company is composed of a company headquarters (referred to as the command element), four platoons, each equipped with a platoon headquarters (also known as the ‘command element’), and three squads within each platoon.

    Supplementary units such as forward support, reconnaissance, and combat engineers are attached as needed, reporting directly to the Company Commander. Their configurations are tailored to mission parameters, enabling them to fulfill various specialized roles for specific platoons or squads as required.

    The company’s structure and force composition is highly adjustable to match the requirements of the mission. Infantry and mechanized companies are the most commonly seen, and even their structure is subject to significant change from one mission to the next. The basic setup – meaning, the types of platoons forming the backbone of the company – usually affect which additional support units will also be present.

    The list below does not mention the quantity of each element in a Company, because the numbers change drastically depending on the type of company involved, as well as the mission parameters. 

    • Infantry Company
    • Mechanized Company
    • Combined Arms Company
    • Armored Company

    The Infantry Company is centered around at least two infantry platoons, typically operating some distance from one another. One of the platoons may be a partial platoon (fewer than three full squads). Infantry often require resupply on long missions, which can be brought to them by a dedicated Logistics unit or brought in by air transports. Infantry often enjoy close air Support from the air. In some missions, the infantry will be taken into and out of the combat zone by helicopters, or alternatively by their own light vehicles (trucks, jeeps).

    A Mechanized Company mixes infantry with several AFVs directly attached to the platoons themselves – forming mechanized platoons. In this setup, the vehicles provide close support and transportation to the infantry, and will stick with the infantry throughout the entire mission. Mechanized platoons themselves can be set up in different ways, putting the vehicles under the command of the Platoon Leader or under direct command of individual squad leaders. The addition of APCs or IFVs reduces the need for close air support or air transport, but increases the need for a mobile logistics unit, and often an engineers unit to keep the vehicles in good shape.

    A Combined Arms Company mixes infantry with vehicles, but in this case it will use IFVs (and sometimes even tanks) to screen the infantry from enemy vehicles and other serious threats. In this setup, the vehicles are not integrated into the platoons, but will instead be set apart in their own Vehicle platoons or vehicle sections, allowing them the freedom to maneuver around the infantry to block the enemy’s avenues of approach. The vehicles are not expected to offer much (or any) transportation to the infantry, but are typically more heavily-armed and combat-capable than a mechanized company’s AFC. The presence of vehicles pretty much mandates the use of engineers to keep them in action.

    The Armored Company is centered entirely around heavy vehicles, primarily tanks with IFV support. These are arranged into tank platoons, with 4 Tanks/IFVs in each platoon. An armored company actually shares more in common with an infantry platoon, both in the way it operates and the number of men it has in total. The tank platoons typically operate together with one another as a single mass force, providing each other with support as they advance to their objectives. Heavier aircraft, such as attack helicopters and jets are also commonly seen supporting such units, and an engineers unit is crucial to keep the force going.

    The company is fully built to sustain multiple platoons and diverse attached assets, with a potential overall strength of up to 130 players once fully expanded. However, the heart of group lies within the infantry platoon.

    Platoon Level


    An infantry platoon is comprised of at least two squads plus one Platoon HQ element, totalling around 45 men. In most missions, the infantry platoon is the largest infantry element, though in some cases it is subordinated to an infantry company or mechanized company.

    The squads in the platoon work together to complete one or more large-scale objectives – typically the main objectives of the mission. In a Company-level operation, platoons typically work independently from one another to fulfill different objectives, possibly many kilometers apart. Therefore, a platoon can generally operate as a fully-independent force, even when subordinated to a higher command structure.

    The Platoon Leader is responsible for giving orders to the various squads and other assets attached to the Platoon. He is grouped together with the Platoon Sergeant, Platoon Medic, and/or FAC/FO to form the Platoon HQ (a non-combat command element). The Platoon Leader is in control of at least two infantry squads and attached support elements (MAT, HAT, LOGI etc.), if there is no Platoon HQ then Alpha Squad Lead will be acting as Platoon Lead. Generally there is only one of each support team per squad unless stated otherwise by the acting Platoon Leader. Support teams will following the standard naming convention with callsigns followed by numerical designation (e.g. CALLSIGN 1, CALLSIGN 2 etc) and the first element will act as the Lead and coordinate all elements of the same type.

    • Rifle Platoon
    • Weapons Platoon

    Rifle platoons nominally consist of up to 40+ troops and are led by a platoon commander, assisted by a platoon sergeant and includes a platoon medic and a rifleman. Rifle platoons consist of three rifle squads of 14 men each, led by a squad leader. This does not include medium or heavy weapons teams (Mortar, Javelin) that are usually attached to the platoons from the company weapons platoon or battalion weapons company to increase their firepower.

    In the attack (especially if part of the assault echelon) or in a deliberate defense, rifle platoons are usually reinforced with a six-man machinegun section and/or a four-man anti-tank section from the weapons squad augmented with a two-man mortar forward observer team from the weapons platoon.

    The Weapons Platoon is a Company-level unit that houses specialized weaponry available to an infantry company for large-scale infantry operations. It has several types of weaponry, organized into squads and teams.

    • Headquarters Element
      • Platoon Commander
      • Platoon Sergeant

    • Machinegun Section
      • Section Leader
      • 3x Machinegun Squads
        • Squad Leader
        • 2 Medium Machinegun Teams (3 players per team)

    • Assault Section
      • Section Leader
      • 6x Medium Anti-Tank Teams (2 players per team)

    • Mortar Section
      • Section Leader
      • 3 Mortar Squads
        • 1 Light Mortar Team (3 players per team)

    During missions, the weapons platoon does not deploy in full capacity. Instead, specific elements elements of the weapons platoon are integrated as needed for specific missions. For instance, if enemy armor is anticipated, then dedicated anti-tank teams will be attached. Machinegun teams are frequently utilized, and mortar sections are deployed to counter enemy emplacements or large infantry concentrations. Typically, each weapons unit is attached to a designated squad or platoon. In rare instances, a mission may necessitate the deployment of a fully dedicated weapons platoon.

    • Platoon Headquarters:
      • Platoon Leader
      • Platoon Sergeant
      • Platoon Medic
      • Rifleman
    • Four Squads—typically designated as:
      • Alpha
      • Bravo
      • Charlie
      • Weapons

    Each platoon contains up to four squads of infantry, totaling around 14 men each. The squads perform the bulk of combat action for the platoon as it attempts to complete its objective(s). Squads operate as wings of a platoon, maintaining some comfortable distance from one another, but also working together to give each other cover and support as the platoon advances from objective to objective.

    An infantry platoon may also have access to air assets, for purposes of transportation and/or close air support. It may also have vehicles under its direct command, or under the command of its individual squads, turning it into a “motorized platoon” or “mechanized platoon” (depending on the type of vehicles in question). Weapon Squads are also integral of infantry platoons but may not always be present.

    For scenarios involving multiple platoons, 2nd Platoon includes Delta, Echo, and Foxtrot squads.

    In the event of a deployment with three full platoons, 3rd Platoon employs the designations Golf, Hotel, and India squads.

    Please note that loadouts may vary based on mission requirements, and roles within the fireteams may be reassigned accordingly. 

    Squad Level


    • Rifle Squad
    • Weapon Squad

    At the core squad level, each unit comprises 14 players, led by a Squad Leader and a Squad Medic

    A rifle squad is a small infantry or mechanized infantry unit, typically comprised of 14 men. The squad is commanded by a squad leader, is outfitted with a squad Medic, and normally contains at least two fireteams which operate as integral components of the squad. A squad generally moves as a single team, rarely spreading out over long distances.

    A full-sized squad is the smallest unit capable of operating autonomously, tackling a diverse range of threats and fulfilling its own strategic objectives. Most of the time, however, squads are subordinated to a platoon, which typically contains three squads operatetogether.

    As far as structure is concerned, the rifleman of one of the fire teams may be armed with a designated marksman rifle, while another will be armed with the light anti-tank launcher. The rifle squad has great modularity to attach specialized or redesignate infantry units like designated marksman, demolitionists or others as needed.

    Squad leaders may have an assistant squad leader that helps with workload management for the squad and command and control, with the squad leader able to delegate certain tasks to the assistant as necessary. With the rifle squad’s two fire teams and the frequent attachment of M240 machine gun teams, squads leaders can often be in the position of having to command 4 subunits (2 fire teams and 2 attachments).

    Squads may also have an addition of a squad systems operator that gives the squad a light quadcopter drone capability, which can provide limited reconnaissance. This is a force multiplier, as it gives individual squads the capability of scouting ahead. An example of added capability would be the ability to spot things like hidden ambushes before they enter a killzone.

    A mechanized infantry squad sometimes has armed vehicles directly under its command, and can use them to tackle larger threats (particularly enemy vehicles). At other times, those vehicles will be under the command of the platoon, providing support fire and transport but not taking orders from any squad leader directly.

    The squad has at least two fireteams, each consisting of up to six players, with the first fireteam holding seniority. Fireteams are numbered between 1 and 2, with distinct color coding for each buddy team—green and red for the first fireteam, and blue and yellow for the second fireteam.

    Fireteam composition typically includes:

    • Fireteam Leader (“FTL“)
      • Senior-most team member
      • Assumes leadership of the fireteam
      • Equipped with a rifle with an attached grenade launcher
      • Typically leads the first buddy team, comprising themselves and the rifleman — may alternate between buddy teams as needed

    • Automatic Rifleman (“AR”)
      • Functions as the second-in-command of the team.
      • Utilizes and operates the automatic rifle or light machine gun.
      • Leads the second buddy team, consisting of themselves and the assistant automatic rifleman.

    • Assistant Automatic Rifleman (“AAR”)
      • Acts as the third-in-command of the team.
      • Carries supplementary ammunition for the automatic rifleman.
      • Armed with a rifle, providing support to the automatic rifleman as their combat buddy.

    • Rifleman (“R”), x3
      • Armed with rifles, with one typically equipped with a grenade launcher.
      • Typically equipped with one or two light anti-tank weapons.
      • Flexibility to adapt to various roles such as designated marksman or demolitions if required.

    Weapons Squads are overseen by a Weapons Squad Leader (WSL, pronounced “Weasel”) who serve as the primary point of contact for these teams.

    A Weapons Squad structure is the smallest but most flexible element. It is considered the lightest weapons element and is able to keep up with as rifle squads. The typical organization may comprise of the following when at full strength:

    • Command Element
      • Squad Leader

    • Machinegun Section
      • 2x Machinegun (medium or heavy) teams (with up to three players each)

    • Anti-Tank Section
      • 2x Anti-Tank ‘Goose’ (medium or heavy) teams (with up to two players each)

    The composition of these sections may be adjusted based on mission requirements. Additionally, other elements may be integrated as necessary such as the following:

    • Crew served weapons teams operating Mk19s, TOWs, or M2HB machineguns (with up to three players each)
    • Assault sections comprising demolitionists, assault pioneers, and fast-attack light-infantry specialists (with up to six players each)
    • Mortar (light, medium or heavy) sections with (up to three players each).

    During missions, the Weapons Squad is typically divided to align with the mission commander’s strategy. Machineguns, mortars, anti-tank assets, or other specialized elements are dispersed and attached to the squads they are tasked to support. The Weapons Squad maintains its own communication channel for intra-team coordination, while individual teams transition to the radio net of the squad they support to ensure seamless communication during operations.


    Adaptations


    Please note that the composition of our units may be subject to adaptation based on the specific mission, historical era, and the preferences of the mission designer. For instance, in certain scenarios, the structure may temporarily shift to accommodate the mission’s unique demands.

    This could mean a mission may feature only a single team comprising just six to ten players, tasked with executing a special mission. Alternatively, the entire rifle platoon might undergo transformation to embody a U.S. Army Ranger unit during World War II or reorganize into line companies for missions set in Civil War or Black Powder eras.

    Bear in mind that such alterations are not permanent organizational changes but rather temporary adjustments made specifically for the duration of a particular mission or campaign.