Section Responsibilities

Brief outline in the heirarchy of a typical Section, detailing their responsibilities.

High Commander (Overlord)

The Commander, or “Overlord” as is known in Silent Warriors is the Battle Planner for any upcoming engagement.

His duties are to Brief the Section Commander(s) to the mission at hand, ensure necessary Assets are available for the mission and ensure that everyone involved is certain of his/her specific duties.

He is also responsible for adapting Orders as the Mission changes, liaise with all personnel and accept/deny any requests.

Section Commander (1IC)

Section Commander provides Briefing to the Sergeant (2IC), ensures his Section are aware of the equipment/weapons/ammunition etc. necessary for the Mission.

He is primarily responsible for relaying orders from Command (through his Radio Operator) to his team, and adjusting the teams tactics.

Fire Team Leader (2IC)

The Sergeant is responsible for the Administration within the Section, making sure that each individual has the necessary equipment/weapons/ammunition etc before heading out on a mission.

He is therefore primarily responsible for the welfare of his team on and off the battlefield, leaving the Section Commander to worry about commanding the team and adjusting the strategy on the field of battle.

Section Member

Each member of a Section is responsible for listening to the orders of the Section Commander, and Sergeant, and to choose/maintain all of his kit according to instructions.

Aside from their own welfare, each member must know the roles of everyone else on his team inside and out, which helps to fill any gaps within the squad due to injury or death of another member of the team.

P - Preparation For Battle

Mnemonic: "PAWPERSO"


This isn't covered by ArmA, as there is only one type of armour for all units, and does not include front and back plates of various forms.


This section covers the ammunition calibre (5.56, 7.62 etc.) as well as ammunition type, be it magazine, belt fed/box magazine (for Light Machineguns), ball, tracer etc.

It is important that everyone adapts their ammunition type based on the mission, daylight conditions and the specialization of Machinegun Teams etc. For example it is sometimes a good idea to pack Tracer rounds, which can lead your troops onto specific targets.


Self explanatory, pick your Primary and Secondary Weapons based on the information you have on the mission at hand.

Two of the most important considerations are; ensure your team all carry the same calibre weapons, therefore allowing you to share ammunition and to ensure your team is well rounded to adapt to any situation.

Personal Camouflage

This isn't covered by ArmA.


Equipment pretty much covers everything that hasn't already been mentioned with the exception of Radios, which is covered later on.

This means you must take into consideration things like grenades, flash bangs, satchel charges, optic systems etc.


Only require for ACRE mod. Will be covered in more detail in another guide.

Specialist Equipment

This can cover pretty much anything that is considered specialized equipment, such as ropes, tow ropes, wire cutters etc.


Last but certainly not least, is to receive your orders and more importantly understand those orders fully. Any doubts or questions as to the mission orders should be raised. Knowledge is power, and you should glean as much information as possible.

R - Reaction To Effective Enemy Fire

Mnemonic: "DDCOSF"


Dash for cover. You should not be on your feet for more than 5 seconds. You must only move when the other Fire Team is providing Suppressive Fire.


Get on your stomach. A low target is harder to hit, and you are more accurate from a prone position.


Once down, stay down until ordered otherwise. Crawl to better cover to ensure you remain a small target.


Find the enemy position. Look for possible Exposed Flanks and Cover.


When the enemy is located, range your sights to match the distance to target. This ensures better overall accuracy and more effective suppressive fire.


Fire aimed rounds at the enemy, without exception. Randomly placed rounds will not force an enemy to hide.

It is important during this time, that the Ground Commanders (1IC/2IC) are in cover and looking for ways to get the Section out of the "Kill Zone" and into more appropriate cover, or make strides to neutralize the threat.

E - Enemy, Locate The

This stage assumes that your Section has made it to adequate covered positions and are able to sustain a Fire Fight without taking heavy casualties.

There are several ways to locate the enemy;


The Human Ear is sensitive enough to distinguish tiny variations in the direction from the head. With this most basic of sense, it's likely you will hear a general direction within a few degrees of accuracy by listening to the sound of gunfire alone.

There are some drawbacks though. In Urban Areas and Dense Woodland, sound continuously bounces off solid objects, possibly masking an exact position. However, the main Cracks and Bangs can be distinguished by a trained ear.


Scan for obvious Cover and Concealment. A wall, an abandoned building with a hole in the wall, dense brush. If you would use it as Cover or Concealment, the enemy probably would too.

Muzzle flash is fairly easy to spot, once you have a general direction of the fire, more-so in low light conditions. If you see muzzle flash, you're looking at the enemies exact position.


Tracer is also very easy to spot, a little less in daylight, to find an enemy using tracer rounds, follow the tracer to its “Point of Origin”. Again, once found, you're looking at the enemies exact position.

Friendly Tracer

Friendly Tracer is used as a "marker". When fired, you can order your Section to "watch for tracer" which will help lead the whole Section into an Enemy Position.


You might not see the enemy, or be in a position that obscures you from them, other members in your Section may have better luck.

Communication is crucial to locating the enemy. It's important that your Section is also scanning different "arcs". Everyone looking at the same spot isn't likely to find anyone not at that exact spot.

W - Winning The Fire Fight

It is not enough to simply spray magazine after magazine at the enemy. You'll soon run out of ammunition and then they'll have the upper hand.

Controlled, aggressive and accurate fire is what is required to effectively suppress an enemy. He has to feel the crack and hear the whiz of rounds overhead for him to feel his life is in danger, get his head down and allow your Section to move and neutralize them.

Commanders at this stage, should try to get an ammo count from his Section, to gauge just how effectively his Section will be able to further engage, or if it is wiser to call support, or retreat from the engagement.

A - Attack (Approach, Assault, Fight Through)

Should the Ground Commander choose to neutralize the enemy position he must have a plan first and foremost, before his Section moves into potentially exposed terrain.

Split The Group

The Commander should split the Section into either 2 equally effective Fire Teams (should be decided before any battle ensues) for Fire/Manoeuvre Drills or into an "Overwatch" and an "Assault" Element.

Overwatch Element

An Overwatch Element will typically consist of units within a section who are most effective at suppressing the enemy with long, sustained and accurate fire such as Machine-gunners and Marksmen. Medics are also advised to stay with the gun group, should it be likely to incur casualties from an assault on an enemy position.

Assault Element

An Assault Element will typically consist of units within a section who are lighter, more mobile and better equipped at CQC engagements, such as Riflemen and Grenadiers.

Fight Through

It is imperative at this stage, that any wounded or killed soldiers, are left on the field until the strong-point or enemy position is obtained.

If you stop to check the wounded, you're going to lose the initiative, the aggression, the position and potentially end up with more casualties.

R - Re-organisation

This is the final stage of the Six Section Battle Drills, in which you assess your situation before carrying out your next orders, or shortly after an engagement.

Protection (2IC Responsibility)

The first and foremost thing to do, is setup an all around defence, covering as many arcs as possible.

Ammunition (2IC Responsibility)

Check your ammo, distribute to those in need, re-supply (see: Search).

Casualties (2IC Responsibility)

All casualties must have First Aid administered, Civilian and Enemy included.

Medical Evacuation should be requested for critically wounded.

Equipment (2IC Responsibility)

Check all equipment, including Radios, Weapon Systems etc. to ensure everything is in working order.

Search (2IC Responsibility)

Once everything else is done, and a Perimeter is in place, you can search all enemies for weapons, ammunition and equipment regardless if they're dead or arrested.

SITREP (1IC/2IC/Radio Operator Responsibility)

Make a complete Situation Report to the Commander. He/she needs to be aware of what has transpired, if Medical Evacuation or resupply is required, or to make the call to get you back to Base.

Dig In (2IC Responsibility)

If you're going to be there for more than 20 minutes, make preparations to dig in, especially if you're in open ground.

Orders (1IC Responsibility)

Be prepared for any and all orders, but wait for those orders before moving out of your dug in position, unless absolutely necessary.

-Nemor (talk) 09:21, June 18, 2013 (UTC)