Training How AAF Works

Why We Train

The AAF are not a hardcore milsim group but in the interests of creating our particular balance of challenging and fun gameplay, we do have quite a few training types for various roles, most of the specialised ones being restricted to member level players. The intent for this is to give new people time to get used to how we play as a group and help shield the rest of the player base from mistakes borne of bushy tailed enthusiasm.

Completing a training doesn't lock someone into a specific role every mission but acts as an endorsement of their abilities and the trust of the group. Endorsements permit a player to ask to take a role if it's filled by someone without an endorsement but it doesn't allow a player to monopolise a role. We track how frequently people take a role like pilot or armoured commander to make sure that everyone who's done the training gets a fair chance.



Induction

This is the initial session that all new players will attend. It covers downloading our custom mods, setting up keybinds, familiarising players with ACRE 2 and showing the basics of how our medical system works.


Infantry

This is the training that everyone does where we go over the core principles of how we operate as a group; Fire and manoeuvre, formation, bounding, contact calls and the basics of operating with vehicles.


Medical

This is where players learn how to use the ACE3 medical system in rifleman, Combat Life Saver and Platoon Medic roles. It teaches you how to be effective in providing medical support to your team.


Armoured Crew

This is where players learn how to effectively operate armoured vehicles in support of infantry. It covers the best ways to move and fight while keeping your vehicle alive and destroying enemy armour.


EOD / Traps

This is where players learn how to identify and deal with explosive threats, destroy enemy assets, and plant threats of our own. It covers the correct selection of explosives, procedures for disarming enemy explosives and communicating threat reports to friendly assets.


Launcher

This is where players learn how to use anti-tank and anti-air launchers safely and effectively. It covers procedures for keeping you and your squadmates safe and picking the right round for the job to maximise your chances of destroying a target.


Special Forces

This is where players learn how to operate in small units to conduct highly specialist missions with minimal support from the rest of the platoon. These tasks could include HVT assassination/extraction, hostage rescue, recon and many more.


Marksman

This is where players learn the skills required to spot and mark enemy units, with the ability to eliminate targets at medium to long range when required.


Fire Support

This is where players learn to operate indirect fire weaponry, direct fire weaponry and crew served weapons. It covers selection of the best rounds, coordination with infantry assets and when to displace to avoid counter-artillery.


Aviation

This is where players learn to fly as part of a group, it covers both transport and gunship roles for helicopters and fixed wing attack craft. It covers selection of LZs, creation of flight plans, communicating with ground elements and performing precision strikes to support the infantry advance.


FAC

This is where players learn to coordinate and control vehicular assets to support an infantry attack or to arrange for inserts and extractions of troops. It focuses on radio communications, threat analysis and marking targets.


Leadership

This is where players learn to command sections, supporting assets and entire platoons. It covers radio communications, developing plans, maintaining coordination and keeping your troops alive.