UNITED STATES ARMY

SOLDIER HANDBOOK

Unit Insignia

29TH INFANTRY DIVISION
116TH REGIMENT, 1ST BN
CHARLIE COMPANY


Table of Contents

CHAPTER 1. GENERAL INFORMATION

Section I. Introduction
Section II. Obligations
Section III. Getting Involved

Section IV. Donations
Section V. Absences
CHAPTER 2. UNIT STURCTURE
Section I. Rank system
Section II. Organization
Section III. Chain of command
Section IV. Promotions
CHAPTER 3. TRAINING AND BCT
Section I. Purpose
Section II. Conduct in BCT
Section III. BCT Ceremony
Section IV. Your Instructor
Section V. Creating binds
Section VI. Close Order Rifle Drills
CHAPTER 4. MILITARY COURTESY
Section I. Military courtesy
Section II. Punishments
CHAPTER 5. ARMS AND EQUIPMENT
Section I. Weapon restrictions
Section II. Advanced Infantry Training
CHAPTER 6. REALISM DEFINED
Section I. General
Section II. Official Matches
Section III. Types of Realism

CHAPTER 7. DISCLAIMER

Chapter 1

The 29th Infantry Division is a realism unit in the World War II game, Day of Defeat. Realism is the conducting of a gaming guild as close to real combat as possible.

We base our unit off of the US Army during World War II. The rank system, medals, badges, promotions, and weapons are all accurate to that time period.

When you enlist, you start as a Private and enter basic combat training for one week, where you trained and whipped into shape by Drill Instructors as they make you "29th Material".

We have two public 32 slot servers where players can pub the game Day of Defeat. In these same servers, we also conduct realism scrimmages within the unit and outside. In addition to these two servers, we have a squad server where squad drills are conducted.

We are not in a league because we are a realism unit, but we make our own scrimmages with other units who also participate in realism battles.

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Chapter 1, Section 2

Server Activity
You are encouraged to regularly play on our public server. Keeping the server full gives us the opportunity to grow and recruit new members. While in the server you should advertise.

Forum Activity
You are expected to maintain activity in the forums, check them daily if possible. Announcements, and other crucial information come at random, and if you only check the forums once a week you will miss them. From time to time, your superiors will check how often you check the forums. If you haven't checked them in awhile, or haven't posted much you are liable to be discharged. Forum activitiy is the easiest to maintain.

AIM and Ventrilo
The two primary means of communication between members are Ventrilo and AIM. There are others like Skype and ICQ, but AIM and Vent are the easiest and lightest programs available free of charge.

Download Ventrilo:
http://www.ventrilo.com/download.php (You want the "Client")

Our Ventrilo Server:
IP: VOICE-VA2.BRANZONE.COM
Port: 3814
Join Password: 29th
50 Slot Branzone Server
Consult the installation guide for information about installing and connecting to our ventrilo server.

Drills
You are responsible for figuring out your drill schedule. We use a system of letters and numbers for our drill format. An example drill would be "CP1S3" which stands for Charlie Company, Platoon 1, Squad 3. If there is no S# that means it is the platoon drill, such as "CP1". Company Drills are usually abbreviated as Co. Drills.

You are expected to be at three drills per week. Squad drills, Platoon Drills, and Company Drills. Find out when these drills are by going to the calendar, www.29th.org/calendar, and decyphering the above format of drill names. If your assignment is, for example, CP2S1, you must attend Co. Drills, CP2 Drills, and CP2S1 Drills (Company, Platoon, and Squad) every single week.

Leaves of Absence

If you cannot be active in our server or forums for an extended period of time, you must go on LOA. Essentially, by filing an LOA, you are cleared of all of your obligations for the time of which you designate. There are no 'undetermined' or 'infinite' LOAs available. If your LOA is extremely lengthy, you might be asked to be Honorably Discharged until you can return 100%. This ensures that the proper channels are active at all times. This is especially true of members in leadership or vital positions. Discharging is rare, but still occurs. Stepping down from a position is another alternative.

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Chapter 1

Getting a job
Usually upon graduating, soldiers want to help the company out as much as they can. We have staff offices that will allow you to do that. Go to the Company Support Staff Forum and read about available staff positions. You can then apply for one that appeals to you by using the given form in that Forum. Helping out with a Staff Office and doing your job completely will definitely open the eyes of your squad and platoon leader to possible promotion for you.

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Chapter 1

Server Donations
You can purchase the use of an M1A1 Thompson Submachine Gun ingame, regardless of your rank, regardless of the situation, regardless of permission. Donate $20 to the 29th Server to purchase the Thompson. Go to the Finance Office for details or go to www.29th.org/collections for donation instructions. Usually it is the CO himself who keeps the server running and it is nice when someone donates to help out and show appreciation. Also note that the $20 does not have to be a one-time donation. Four separate donations of $5 will work just as well.

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Chapter 1

Submitting an Absence
If you cannot attend a drill that is not a problem, but you need to inform us as soon as possible by posting an absence on the calendar. It is located here. If you miss drills on three separate occasions without posting a proper absence for each drill within a thirty day period, you will be demerited each time and you will be discharged.

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Chapter 2

Officers

Enlisted

Use of Ranks
All members of the 29th Infantry Division, 1st Brigade, 116th Regiment, 1st Battalion, Charlie Company, have the opportunity of advancing throughout the company. You start out as a Private undergoing Basic Training for one week straight. If you show exceptional skills as a Private, you may be promoted to a higher rank in our chain of command.

The 29th Infantry Division serves as a title of this Day of Defeat realism unit. In size, we are a Company within the Division. US Army units divide as follows:

Divisions are made up of Brigades, which are made up of Regiments, which are made up of Battalions, which are made up of Companies, which are made up of Platoons, which are made up of Squads, which are made up of Teams.

Officers
The highest ranking members of the Unit are the officers. They set policy for the unit and exercise authority over large groups of soldiers. These are the only members who merit a salute.

  • CAPTAIN (O-3, Cpt.)
  • FIRST LIEUTENANT (O-2, 1Lt.)
  • SECOND LIEUTENANT (O-1, 2Lt.)

Senior Noncommissioned Officers
SNCOs are NCOs who have been promoted up through the ranks due to their dedication and experience. They will generally serve as senior advisors to the officers, and will oversee the NCOs under their command to make sure the Officers' polices are enforced. They will lead men in combat as well.

  • MASTER SERGEANT (E-1, MSgt.)
  • FIRST SERGEANT (E-1, FSgt.)
  • TECHNICAL SERGEANT (E-2, TSgt.)

Noncommissioned Officers
NCOs are the backbone of the army. They are granted their authority by their superiors and serve as their subordinates. Their role is to enforce the policies and regulations set by the officers, as well as to lead groups of soldiers in combat.

  • STAFF SERGEANT (E-3, SSgt.)
  • SERGEANT (E-4, Sgt.)
  • CORPORAL (E-5, Cpl.)

Enlisted Men
At the bottom of the list are enlisted men. These are the regular infantry soldiers who make up the majority of the unit. Their role is to follow orders and carry them out to the best of their ability.

  • PRIVATE FIRST CLASS (E-6, PFC)
  • PRIVATE (E-7, Pvt.)

Technicians
These are NCOs who serve in positions which require skills of a technical nature, such as clerks; they do the unit's paperwork as part of the Adjutant's Office. They are still NCOs, and as such can exercise the same authority over other soldiers. They generally do not serve in Leadership positions because they have not passed Squad Leader Training.. Each Technician rank has an NCO equivalent, and they should be addressed as such. (i.e. a T/5 should be addressed as "Corporal"; a T/4 as "Sergeant," and a T/3 as "Staff Sergeant")

  • TECHNICIAN 3RD GRADE (E-3, T/3)
  • TECHNICIAN 4TH GRADE (E-4, T/4)
  • TECHNICIAN 5TH GRADE (E-5, T/5)

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Chapter 2

Company HQ
Company Headquarters is the element of the Company occupied by the Company Commander, along with his support staff.

  • COMPANY CO - The Company Commanding Officer is responsible for everything that goes on in the Company. This position is generally filled by a Captain, but in the absence of one, a 1Lt. may occupy the role. This is the highest position within the unit.

  • COMPANY XO - The Executive Officer assists the CO in running the company by taking care of various day-to-day tasks, freeing up the CO to focus on larger matters. The XO also oversees the Platoon Leaders. Finally, in the CO's absence the XO will assume command of the Company. This position is generally held by a 1Lt.

  • COMPANY FIRST SERGEANT - First Sergeant is both a rank and a position. The FSgt. is the "top" NCO in the Company, and reports directly to the CO. He advises the Company CO on all matters concerning enlisted men, and serves as an advocate for them. He is responsible for the care, discipline, and training of the enlisted men.

  • COMPANY CLERK - The Company Clerk's position is generally held by the senior-most technician in the company. He reports directly to the CO, and coordinates all of the company's paperwork..

Platoons
The Company is further broken down into platoons. This is where the Company's manpower lies. When recruits graduate from Basic Training, they will be placed in one of our 4 platoons.

  • PLATOON LEADER - This position is generally filled by a 2Lt. He oversees the Platoon and sets policy for it. He reports directly to the CO. In the absence of a 2Lt. the position of Platoon Leader may be filled by a TSgt. or even the Company FSgt in rare cases.

  • PLATOON SERGEANT - Generally a SSgt. or Sgt., the Platoon Sergeant serves as an advisor to the Platoon Leader and oversees the Squad Leaders, making sure they conduct Squad drills, Advanced Infantry Training, and discipline.

Squads
Platoons are broken down into smaller groups called squads. Besides the Squad Leader and Assistant Squad Leader, the other members of squads are ordinary enlisted men. They can either specialize in a weapon of their choice, or master the rifle.

  • SQUAD LEADER - Generally filled by a Sgt., though in the absence of one, a Cpl. may take the role. A SL is responsible for the individual discipline and training of his squad of 8-10 men.

  • ASSISTANT SQUAD LEADER - Generally filled by a Cpl., though it may be taken on by a PFC who demonstrates some leadership abilities. The ASL assists the squad leader with anything he needs, and is essentially a SL in training.
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Chapter 2

Company Level

 

Support System and Chain of Command
The Chain of Command (CoC) is the hierarchy described above, from Private to Squad Leader to Platoon Sergeant and up. The CoC serves two purposes. It allows orders from the higher ranks to reach the lower ranks, and it allows the questions and problems of the lower ranks to reach the higher ranks. As a Private, you should go to your Squad Leader first with questions, problems, and concerns. Never skip levels in the Chain of Command. For example, never go directly to the CO with a question. The only kind of problem you do not need to go to your SL first with is when you have a problem with a superior (NCO or Officer). These discussions can be directed toward the Company First Sergeant.

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Chapter 2

Promotions are one of the most anticipated parts of being in the 29th Infantry Division. They work differently with each rank, as is listed below.

Cadet to Private
Cadet graduates Lighthouse Basic Combat Training Program, and is awarded 29th ID Shoulder Patch, American Defense Service Medal, and the rank of Private.

Private to Private First Class
Private consistently shows up to squad and platoon drills, carries out all orders, and obeys unit rules even when higher ranking members are not present. Once the private demonstrates how much dedication he has to the unit and that he fully understands and complies with our rules, he may be promoted to PFC.

Private First Class to Corporal
A seasoned PFC who shows absolute maturity, obedience, and is known to carry out orders may be considered for the rank of Corporal if he demonstrates leadership qualities. He will be asked to take Leadership Training and if he passes he can be promoted.

Corporal to Sergeant
When a Corporal has enough experience that he emeritcan think on his feet like an expert and frequently leads his team to victory, he may be promoted to the rank of Sergeant and lead an entire squad, as well as be directly in charge of them.

Sergeant to Staff Sergeant
When a Sergeant is so seasoned that his squad is victorious in battle constantly, and demonstrates outstanding leadership qualities regardless of the amount of men he's leading, he may be promoted to Staff Sergeant become the Sergeant of the entire platoon.

Staff Sergeant to First Sergeant
When a Staff Sergeant demonstrates that he is beyond capable of commanding twenty some men, and frequently assists in Company HQ decisions when asked, he may be promoted to Company First Sergeant assuming there is not one already, and be part of the Company HQ.

PFC/NCO to 2Lt.
When an NCO or PFC if you show officer potential and show that you are mature enough for the responsibilites to lead in an officer position, he may be promoted to 2Lt. This is known as battlefield commission. The soldier must then attend Officer Canidate School (OCS). Upon graduating OCS then the soldier will be promoted to 2Lt.

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Chapter 3

Purpose
Basic Combat Training is a program from which all cadets or incoming recruits must graduate. Led by the Drill Sergeant, basic training teaches you the ropes of the 29th Infantry Division.

By no means is it a breeze to graduate from basic combat training. The 29th ID is a realism unit, thus basic training is made to be as tough as possible. You will be verbally abused and bossed around, but this is to sort out "Washouts" from true 29th ID material.

Basic Combat Training (BCT) will occur every night for one week. You are expected to attend as many as possible, and your attendance plays a major part in your overall grade. If you need to miss a night, you are expected to post about it in our forum or inform the drill sergeant.

BCT Location: 29th Infantry Division HQ
Server IP: 209.160.68.138:27015
Time: 7:00 PM eastern

You will be informed the date your basic combat training starts after you enlist.

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Chapter 3

General
Your conduct during drills is especially important. You must always act in a mature and professional manner. The instructors will not waste your time if you do not waste theirs. If an instructor gives you an order, execute it quickly and efficiently, and without complaint. Remember, the impression you make in BCT usually carries over into the unit. You are graded on your behavior.

Use of Microphones
Never use your microphone during drills (unless you are given permission). This makes it easier for everyone to hear the instructors' commands.

Asking Permission to Speak
Never speak unless spoken to. If you have a question, you must first ask for permission to speak (as described in the "creating binds" section), then when given permission, you will type out your question.

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Chapter 3

Fall-In
While in drills, scrimmages or a unit meeting, you are to line up in rank order quickly. While in line you are not to look around, accidently shoot your weapon or move around. You are to remain STANDING, not prone or crouched, completely still and facing forward. When in line, take your hands off the keyboard and mouse. Face forward and pay attention.When you fall-in you should be shoulder-to-shoulder with the soldier next to you. There should be NO gaps in the line at any time.Listen for "Close the gaps!", or "Everyone shift right/left!". These generally tell you that there is a gap in the line and it should be filled. Never move unless told to, to help insure you are not the one shifting inappropriately.

The Position of Attention
When at the position of attention, you should be facing forward with your chin level to the ground and your pistol out. You should not move. There is no reason to touch your keyboard and mouse. If you are caught moving or looking around while at attention, you will be punished for your lack of discipline.While an officer or NCO is speaking to you, you are not to use the voice commands, your mic or text chat. If you wish to speak you must say or type PTS or Permission to speak. Your request will be granted or denied after the speaker is done speaking.

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Chapter 3

His Role
Listen to your Drill Sergeant - he will teach you what you need to know. He is not there to be your friend, and he is most likely not going to like you. You must prove yourself to him and the unit. He is who ultimately decides who will pass BCT and graduate. You are to show him the upmost respect, and address him as his rank and last name and nothing else without his permission.

The Purpose of Training
Try not to take this all too personally, this is all intended to increase your discipline and get you to know and correct your mistakes, and get you used to the idea of being part of a realism unit. Additionally, as part of a realism unit, the Drill Instructors are doing their jobs by making sure you are disciplined and mature before you enter our beloved unit.

Relationship with Instructors
The Instructors do not think themselves as infallible as they may attempt to seem. They are experienced, but are learning just as you are. If you have a problem with a particular aspect of drills, such as a punishment you felt was too harsh, you are free to approach the instructor privately and voice your concerns. You will not be punished for this provided it is done respectfully. If you wish to approach the Head of Lighthouse, you may also feel free to contact him under a condition of anonymity.

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Chapter 3

Purpose and Use
To make things such as saluting and asking for permission to speak easier, you can bind some text which you wish to say to a key. To create a bind, open up your console and type:

bind "key" "command"

Now every time you hit that key, whatever command you put in will be automatically executed. For example, if you enter the following command, you will say "*Salute*!" in all chat every time you hit f1. Make sure you have the word say in front of the text you want:

bind f1 "say *Salute* "

Important Binds
There are 3 binds you will need to create before entering the unit. Make sure you chose keys that are easy to remember so you don't forget which one is which.

  • *Salute* - In exactly that format, one asterisk on each side and a capital S.

  • Advertisement Bind - Create a bind that advertises our unit to prospective members. Ex: "Join the 29th, enlist today! www.29th.org" Be creative with the bind if you want, but include our website and an easy to understand message. When in the public server, make sure someone displays an advertisement every few minutes. There is no need to spam it.

  • Firemarker Bind - This is used to define a known enemy location and communicate that information to your teammates. Ex: 'Enemy Located - Check map!' This will let your team know that you know where an enemy soldier is, so as a squad you can exert collective firepower on that location. (bind "key" firemarker; "Enemy Located - Check map!")
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Chapter 3

Purpose
CORDs are always performed when lined up and starting from the position of attention. These are practiced as a way of maintaining discipline within the unit. When we hold a match against another unit, we will perform CORDs as a sign of respect to them.

Preparation
Before you begin CORDs, make sure you have the following commands entered into your console:

cl_autoreload 0
hud_fastswitch 0

The Commands
There are seven basic commands that make up CORDs. This list should be memorized.

  • Attention - Pistols out

  • Present Arms - Rifles out facing forward

  • Ready - Reload rifles if you have to, otherwise remain looking forward in the Present Arms position

  • Aim - Aim 45º up and then 45º to your left

  • Fire - Fire one shot

  • Order Arms - Move rifle so you are aiming straight forward but 45º into the air, then slowly bring your rifles down the the Ready position (Count 5,4,3,2,1)

  • Parade Rest - At ease, pistols out facing forwar
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Chapter 3

Saluting
Upon the entrance of an officer (2Lt., 1Lt., Cpt.) or a warrant officer you must salute them regardless of YOUR rank. When speaking to an officer, be sure to call them Sir. If necessary, end every sentence with "Sir". When addressing an officer you are to address them as their rank followed by their lastname.

When to Salute
There are four basic occasions where you have the opportunity to salute an officer:

  • The first is when you join the server, and an officer is already in the server. This means, that when you enter the server, you Salute.

  • The second is when you leave the server and an officer is present. You, yourself, salute the officer when you leave the server.

  • The third time is when you are in the server, and an officer joins the game after you. In this particular case, EVERYONE salutes.

  • The final time is when you are in the server, and an officer leaves the game before you. The same as in case 3, EVERYONE salutes.

Addressing Superiors
It is required that you follow military etiquette, and properly address those superior to you in rank. If you fail to show the proper respect, you may be punished accordingly.

  • OTHER PRIVATES AND PFCS - You can call other Privates, and likewise, anyone in your same paygrade by their last name only. However, if you are a Private, E-7, you must address all PFC's, E-6, by rank.

  • NCOs - An NCO should be addressed by his rank and last name together, or by his rank alone. Additionally, you may address most of the different grades of sergeant (Sgt. - TSgt.) by "Sergeant" or "Sarge," rather than saying the full name of their rank, and still remain respectful. You MUST address a FSgt. by his full rank title however."Top" is also acceptable.

  • OFFICERS - An Officer should be addressed by his rank and last name together, his rank alone, or by Sir. Only Officers are Sirs. Do NOT call an NCO Sir, it is inappropriate.
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Chapter 3

Recieving a demerit
A demerit is a mark against you. You get demerits for various things such as; disobeying orders, disordely conduct, conduct unbecoming of a soldier, and/or breaking any rules. There are NO loopholes to this, even if you find one to get yourself out of trouble, that loophole is VOID. If you recieve THREE demerits within a THIRTY day period, you are liable for a discharge. The severity of the demerits will determine whether or not is an honorable discharge, general discharge, or dishonorable discharge. A record of demerits can be found in the Adjutant Office.

Issuing a demerit

NCO's and Officers are the only ones authorized to issue demerits. If you are a Pvt. or a PFC then you may not issue demerits. What you can do is contact the soldiers squad leader or platoon leader and they will issue a demerit, if the situation so warrants it. If you do so, be sure to have proof such as a screenshot or witnesses (You may remain anonymous if you wish). A form to issue demerits may be found in the Adjutant forum.

Discharges
If you accumulate too many demerits, or are otherwise inactive, you may be discharged from the unit. There are three categories of discharges:

  • HONORABLE - These are granted to all members who resign of their own accord and in good standing. Anyone who has been granted an honorable discharge may reapply for enlistment at any time. There is, however, a minimum 2 month service requirement. You will be exempt from attending the BCT process.

  • GENERAL - These are given to members who accumulate three demerits for generally minor infractions, such as not posting an absence. You may also be given a general discharge if you are deemed Away without leave (AWOL). Anyone given a general discharge may reapply at any time after three weeks from their discharge date. You will be re-entered into the BCT process.

  • DISHONORABLE - These are given to members who accumulate three demerits for major infractions, such as disobeying orders and conduct unbecoming. Other infractions also apply. Those who have been dishonorably discharged may never reapply, and are disassociated with anything 29th related.
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Chapter 3

Purpose
All members are subject to 29th Infantry Division weapon restrictions, unless ordered otherwise by an Officer or Senior NCO. Weapons not listed require Special Weapon Training for use. The weapon allowances are as follows:


Private
f
f

Private First Class
f f
f f

Corporal
f f f
f f f

Sergeant
f f fff
f f f

Staff Sergeant
fffff
fff

Senior NCOs
(ALL WEAPONS)

Officers
(ALL WEAPONS)
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Chapter 3

Weapon Qualification
Weapons Training Enlisted men may train for the Browning Automatic Rifle, the Thirty Caliber Machine Gun, and the Springfield Sniper Rifle with permission of their squad leader. He will decide, based on your amount of time and dedication to the unit, and the need for the weapon in the your squad, if you are ready to train for it. If you pass training, you will be awarded the Marksman badge for that weapon, and be considered a 2nd Class Gunner. If you keep at it and master it, you will be awarded the Sharpshooter badge with the weapon, and be considered a 1st Class Gunner. Once you become certified with an Expert Infantryman's Badge (displaying common knowledge needed to participate in a realism scrimmage) you may become eligible to officially represent our unit in a unit vs. unit battle in the community. Criteria for these badges are listed below:

Expert Infantryman's Badge
    • General knowledge of common maps and positions
    • Proper grenade usage
    • Proper obediance of orders
    • Communication of target locations
    • Proper use of quick-stop technique
         (As opposed to slowly crouching around corners)
    • Discipline to break contact and/or flank
    • Effective with secondary and melee weapons when necessary
    • Ability and knowledge of when to perform engine tricks
         (Diving, Bunny Hopping, Double Crouch, Crouch-Peak, Rarely Prone/Crouch)
    • Gathers accurate player locations based on sounds
    • Has earned an Arms Qualification badge with a weapon

    Rifle Arms Qualification Badge Requirements


    Marksman

    • Accurate at close range
    • Accurate at medium range
    • Frequent one-shot kills at close range
    • Aims for target's upper chest
    • Understands how and when to provide covering fire
    • Maintains enough cover while reloading
    • Ability to effectively quick-stop, fire, and relocate
    • Must show comfort and control of the weapon

    Sharpshooter

    • Accurate at long range
    • Frequent one-shot kills at medium range
    • Aggressively on the move, pushing back the enemy line
    • Effectively utilizes strafing while firing
         (Quick-stop, fire, quick-stop, fire - in a strafe)

    Expert

    • Frequent one-shot kills at long range
    • Strong understanding of timing
         (Reload, time between shots, switching weapons)
    • Frequently able to hold off an entire flank alone


    Heavy Automatic Rifle Arms Qualification Badge Requirements

    Marksman

    • Able to properly maneuver through areas, and progress with flanking
    • Able to eliminate multiple targets at a time
    • Able to effectively control recoil in a close-quarters situation
    • Knows when and how to provide suppressive fire for teammates
    • Understands the idea of being a supporting element
    • Understands the effectiveness of pre-firing common positions
    • Must show comfort and control of the weapon

    Sharpshooter

    • Frequently able to perform one-shot kills at medium ranges
    • Able to eliminate four or more targets at a time
    • Able to effectively control recoil at medium ranges
    • Able to effectively eliminate targets while on-the-move to destination
    • Provides a huge amount of strength to his flanking team

    Expert

    • Frequently able to perform one-shot kills at long ranges
    • Able to effectively control recoil at long ranges
    • Always on the move; rarely in the same area for long
    • Able to hold off an entire flank alone


    Light Automatic Rifle Arms Qualification Badge Requirements

    Marksman Badge

    • Understands suppresive fire and how to effectively impliment it in battle.
    • Able to effectively clear buildings using three magazines.
    • Knows basic timing for reloading while in combat.
    • Can accurately fire at medium range while crouched.
    • Can accurately fire at close range while standing.
    • Must show comfort and control of the weapon

    Sharpshooter

    • Effectively leathal while on the move to a location.
    • Able to eliminate up to 3 targets with one magazine.
    • Has mastered combat movement techniques.
    • Able to effectively clear buildings using one magazine.
    • Can accurately fire at long range while crouched.
    • Can accurately fire at medium range while standing.

    Expert Badge

    • Virtually untouchable in any close-quarters environment.
    • Adds a massive fire superiority to any squad they are attached to.
    • Able to eliminate up to 5 targets with one magazine.
    • Able to effectively clear multiple buildings without being injured.
    • Can accurately fire at long range while standing


    Machine Gun Arms Qualification Badge Requirements

    Marksman

    • Knows how and when to provide suppressing fire for team
    • Understands how and when to advance to support team
    • Able to reload weapon while undeployed
    • General understanding of timing involved in deploying/undeploying
    • Deploys in areas providing as little visibility to the enemy as possible
         (ie. Sides of dirt mounds, and a few feet away from windows so weapon is not in view)
    • Able to effectively use the dive-deploy technique
    • Able to quickly go from proned/deployed to sprinting away
    • Effective while undeployed at close range
    • Must show comfort and control of the weapon

    Sharpshooter

    • Able to locate effective vantage points and positions automatically
    • Able to effectively use the slide-deploy technique
    • Able to control his range of deployed fire, including the backwards-deploy technique
    • Sufficient reflexes between medium sized areas
    • Frequently able to hold off an entire flank from an enclosed area of a map
    • Understands the concept of relocating after a specific amount of exposure
    • Able to eliminate 2-3 targets in view before being hit
    • Effective while undeployed at medium range
    • Effective while undeployed against more than one target

    Expert

    • Able to quickly switch between numeours areas of deployment
    • Able to effectively use the pre-deploy technique
    • Sufficient reflexes between very thin areas
    • Frequently able to hold off an entire flank from an unenclosed area of a map
    • Rarely stays in the same area for long
    • Able to eliminate 3-5 targets in view before being hit
    • Effective while undeployed at long range
    • Effective while undeployed against 2-3 targets


    Bazooka Arms Qualifications Badge Requirements

    Marksman

    • Understands concept of splash damage, and utilizes it effectively
    • Understands physics of rocket
         (Width, gravitational pull)
    • Able to use secondary weapon in condensed battles
    • Knows where rocket-advantageous areas are located on common maps
    • Disciplined enough to avoid the front line unless supported, and consciously tries to stay alive
    • Able to effectively eliminate window-based threats
    • Able to obtain an even kill-to-death ratio when necessary
    • Must show comfort and control of the weapon

    Sharpshooter

    • Rarely stays in one place for long
    • Uses all buildings and objects to their advantage
    • Able to effectively eliminate targets without using ceilings
    • Does not rely on secondary weapon
    • Strong understanding of timing involved in weapon
         (Shouldering, unshouldering, reloading, switching weapons)
    • Can maneuver through the map to an identified area alone and eliminate a specific target
    • Able to effectively hold off a sewer-type flank

    Expert

    • Extremely accurate; can eliminate a fixed target with a single quick-reflexive shot
    • In depth understanding of splash damage
         (Height, distance, sides, damage)
    • Able to obtain a substantially high kill-to-death ratio when necessary
    • Able to effectively use the reload-pop-out technique
    • Can hold off an entire flank in a somewhat enclosed area

    Notes
    There are a few additional notes about weapon qualification:

    • You may use any weapon allowed to you by rank plus your qualification. For example, if you are a PFC qualified or in AIT with the Heavy, you may use the Carbine, BAR, or the M1 Garand at any time.

    • Platoon Leaders, Platoon Sergeants, Squad Leaders, Assistant Squad Leaders are exempt toward the specified limit. This means they are free to use any weapon except the sniper in regular play. They also recieve preferrential treatment when their platoon is deployed for battle, meaning they can choose whatever weapon they want to play as, granted it is within the agreed terms.

    • Once qualifying with a weapon, you are not permitted to enter into another AIT program. Instead, you are allowed to work for higher grades of your particular class.

    • The maxiumum limit listed below counts for both qualified and non-qualified members. No squad shall posses more than 2 heavies/MG's and more than 1 Combat Engineer wheter qualified or in AIT.

    Limits
    Each squad can contain the number of weapons defined below:

    • 2 Heavies
    • 2 Machine Gunners
    • 1 Combat Engineer

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Chapter 3

Purpose
Realisms can be used as a test to see how well you all work as a team, how well your leader leads you, or just for fun either against each other or another unit. If another unit comes in to the server and asks if we want to scrim, only the unit CO is allowed to authorize that. Everyone else in the server will respectfully decline the offer. If you accept and participate in a scrimmage with another unit without the consent of the unit CO or Operations Officer, you will recieve a demerit and will recieve severe disciplinary action.

Rules of Realism
If you are training with a weapon and participate in a 29th ID realism, you are not allowed to use that weapon until you have received a Marksman badge for it, unless otherwise instructed by an officer or senior NCO. When you die whether it be by friendly fire, suicide, enemy fire or anything else resulting in your death you are to go to the spectators team. You may rejoin your team once the round is over.

Victory conditions
The objective of a realism match is to eliminate every member of the oposing team. Flag caps are not an objective and have no bearing on the match.

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Chapter 3

Becoming Deployed
To be deployed, which means to be eligible to scrimmage, your platoon must be able to field a full roster with a reserve component. You must have the designated number of members who are able to use a specific weapon. You must also have enough NCO's to lead each squad. The Company First Sergeant, Platoon Leader, and Platoon Sergeant are always included on the roster. Any additional members are hand-chosen by Platoon HQ to represent the unit. These members are generally the best in the platoon with their chosen weaponry. Everyone on the roster must have an EIB and an AQB to participate.

Match Practices
Prior to any match, practices will be held to be attended by everyone on the active and reserve rosters. If you cannot attend a practice you must notify the person in charge of the match IN ADVANCE. Failure to do so may get you removed from the roster, unless in emergency situations.

Before the Match
Upon joining the server, join the allied team and line up on the usual wall at the Position of Attention. Wait for a leading NCO or Officer to join and take command. Make sure you know CORDs by heart, as we normally perform them before the match, out of respect for the opposing unit.

Match Play
During matches, respect the other unit or clan we are scrimming. Use team chat at all times. The only person speaking to the other unit should be the 29th member in charge of the match. Matches are a serious thing. Disrespectful behavior toward our opponents will be dealt with severely.

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Chapter 3

Attack/Attack
Both teams will initially start at spawn. This type of gameplay is very fast paced. Once live is called, both teams will move from their respective spawning locations and attempt to move throughout the map, eliminating opposing players. Camping or defending is frowned upon in this situation. Players must be on continual move and use aggressive tactics to successfully compete. Sitting in one location will usually end up getting you killed.

Attack/Defend
Unlike Attack/Attack, Attack/Defend scenarios are usually slower paced. Only one team initially starts at spawn, while the other team is free to defend any location on their side of the map. Once live is called, the attacking element moves out of spawn in an attempt to locate the defending team. Once the defending team is located, they may move about to defend thier location. Usual tactics include pincer movement and ambush strategies.

Isolated Squad Scenario (ISS)

Story Line
An Allied squad has been cut-off behind enemy lines with very little ammunition and rations. The rally point where the rest of the Allied forces await is located on the far side of the city. The objective of the isolated team is to make it to that rally point before they're all wiped out. Axis forces in the area have been alerted to their presence.

Objectives
  • Allies: Capture the Axis first flag and/or wipe out the opposing force.
  • Axis: Eliminate the remaining enemy presence and secure the area.
Rules:
  • The isolated squad team is always Allies.
  • There must be at least a 2:1 ratio of players (i.e. 20 Axis vs. 10 Allies).
  • Custom Supply on Allies must be set to "Lowest."
  • Custom Supply on Axis must be set to "Highest."
  • Weapon restrictions on Allies are 1/1/0.
  • Weapon restrictions on Axis are 2/2/2.
  • One senior NCO or officer must be in command of both teams at all times.
  • The roster on Allies should be rotated every round to ensure everyone gets a chance to try it.
Maps:
  • Stadkampf
  • Caen
  • Veghel
  • Slavb
Hostage Response Action (HRA)

Story Line
During a routine drop in a heavily fortified Axis piece of real estate, the plane carrying several key members of Company Headquarters has been shot down deep within enemy territory. The Allied advancing team must now push into the lair of the beast to rescue these key officials before it's too late. Three members of Company Headquarters have been taken by the Germans: the commanding officer, the company clerk, and the company first sergeant. If the Germans squeeze information out of these men, all hope of ending the war by Christmas is over. 

Scenario Objectives
  • Allies: Rescue the prisoners and escort them back to the spawn area. AT LEAST TWO HOSTAGES MUST SURVIVE!
  • Axis: Fend off the advancing Allied attack and avoid losing any and all hostages in your posession.
Rules
  • The hostages must always be Allied players.
  • All three hostages must enter "nogear" in console to distinguish them from the other Allied soldiers.
  • Allied hostages must also enter "stripme" in console.
  • Hostages must be shot in the leg once with a K43 to bring their HP down to 10.
  • Weapon restrictions on Allies are 2/2/1/1.
  • Weapon restrictions on Axis are 2/2/1/1.
  • Hostages must adhere to code of realism conduct (meaning no acting out of turn to provoke the Axis; hostages are supposed to be frightened).
  • The Axis defending force must be set up all around the map but especially in a large building. Hostages cannot be relocated during the scrimmage at anytime. All hostages must be kept in the same location inside any large building on the map.
  • Once any prisoner comes into posession of a weapon, they're considered regular soldiers and can be killed by the Axis.
  • Two Radios must be issued to each team.
  • Once the house containing the hostages is hit by the Allies, all Axis players remaining are allowed to move in.
Maps
  • Stadkampf
  • Caen
  • Veghel
  • Slavb
  • Falaise

Notes
These are certainly not all of the types we play. This is a list of only the most popular. A complete list can be found here.

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Chapter 3

Disclaimer
The information in this handbook is by no means permanent. Any or all of the information previously presented in this handbook can be modified or altered, pending CO approval. In any case where a loophole is discovered, the Commanding Officer has the final word on all matters. This handbook should be used as a guide, nothing more. Consult your Squad Leader about any questions or comments.

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Last updated: November 03, 2007 - 12:36 PM Eastern Standard Time