10th Artillery Operations Manual
10th Artillery Operations Manual
10th Artillery Operations Manual
1. Nomenclature
2. Roles and Task
3. Organization and Tactics
4. Commands and Communications
5. Artillery Mechanics
6. Friendly Fire
7. Defending the Battery
8. Repairs
9. Joining an Operation
10. Good Practices
Nomenclature
- Aiming Plate - The position on the left of the barrel which controls azimuth.
- Ammunition Supply Point - Either a Bunker Base or Material Transfer Station.
- Azimuth - The direction the gun is aimed. Azimuth is expressed in degrees.
- Battery - All guns collectively
- Distance / Elevation - Elevation of the muzzle of the artillery piece. Distance is
expressed in meters.
- Firing Plate - The position on the right of the barrel which fires the gun and
controls elevation.
- Firing Solution - The combined Azimuth and Distance settings to achieve hits on
target.
- Gun - Artillery piece.
- Gun Pit - The entrenched fortification in which an artillery piece is placed.
- Shell - Artillery shell. Shells come in either 120mm or 150mm calibers.
Rolls and Task
At the start of an operation a soldier will be assigned a roll. While combat situations are
fluid, please do your best to stick to your assigned roll to assist officers in maintaining
cohesive orders.
- Battery Captain - Officer in charge of the entire battery.
- Loader - Carries shells from the ammunition supply to a gun.
- Driver - A soldier tasked with ferrying ammunition from a Storage Depot to an
ammunition supply point.
- Guard - Soldier tasked with monitoring map for threats and immediate defense.
- Group Boss - Officer in charge of a group of guns within a battery.
- Shell Puller - Soldier in a truck assembling shells from the ammo source.
- Shooter - Fires the gun.
- Spotter - A senior officer who will be spotting shell impacts and directing changes.
Rolls and Task
Organization and Tactics
- The Battery Captain is in charge of all guns in a battery. The Battery Captain gives
aiming directions to the entire battery and gives firing orders.
- As a battery grows, Group Bosses will manage a particular set of guns subject to
the instruction of the Battery Captain.
- A gun needs one man to fire, but may need more to load it. Guns farthest from the
ammunition supply require more loaders than guns nearest the ammunition supply
to maintain the same rate of fire.
- Loaders will be assigned to guns by the Battery Captain or Group Boss.
- When necessary the Battery Captain will make adjustments to gun firing solutions.
- Loaders will be assigned to make adjustments to certain guns by the Battery
Captain or a Group Boss.
- Shooters are to stay on their guns unless otherwise directed.
Organization and Tactics
- Emplaced guns receive a damage resistance bonus when entrenched in fortifications. To
take advantage of this, we build gun pits to form a battery.
- Under ideal conditions, our standard battery configuration is arranged two guns deep and
three guns wide. This configuration is scaled as needed.
- The ammunition supply point is positioned to the
rear of the battery.
- Entrenchments can be connect with trench
connectors to space out the battery.
- Bunkers or trenches may be constructed to
provide stairs from the pits to the ammunition
supply point.
Organization and Tactics
- Guns positions are numbered sequentially starting with Gun 1. Gun 1 is always the
forward left most gun.
- Guns positions may be assigned to a group under the direction of a Group Boss.
Group B
Group A
Commands and Communications
Firing orders and firing solutions will come from the Battery Captain, not the Spotter. A
firing order will include the guns which will fire and the number of rounds.
- Adjust: The Battery Captain is calling for a change in the firing solution.
- Cease Fire: All guns stop firing.
- Fire for Effect: The specified guns will fire continuously until directed to cease fire.
- Fire Volley: The specified guns will fire two shots in rapid succession then cease fire.
- Ranging Shot: The Spotter will request a specific gun make changes to its firing
solution to hit a target. THIS IS THE ONLY TIME A GUN CREW COMMUNICATES
DIRECTLY WITH THE SPOTTER.
- Ripple Fire: Each gun will fire a round sequentially starting with gun one.
***Firing without orders may result in reassignment from the shooter roll.
Commands and Communications
The Standard Flow of Communications
Efficient communication is essential for an effective operation. There are certain behaviours which undermine
the operation efficacy of the Regiment. These behaviours will result in punitive action.
If you want to do things your way, you are welcome to start your own regiment.
*** May result in summary execution by Veers.
Artillery Mechanics
The loading and firing process is simple.
- A gun can hold two rounds, one in the chamber
and one in the ready slot.
- A round is deposited into the gun’s ready slot
by the Loader. The shooter must then load
the round into the chamber.
- Once the first round has been chambered, the
Loader may deposit a second round into the
ready slot.
- A gun is ready to fire a volley once two rounds are loaded.
- It takes roughly 5 seconds for a shooter to fire and
chamber a round from the ready slot. Once the ready
slot is empty, a Loader may deposit another round into the gun.
Artillery Mechanics
Artillery is an exercise in indirect fire A good firing solutions is critical for effective artillery fire.
- A shell fired from an artillery piece will land somewhere in a 50 meter radius around the
point of aim. This is normal. We overcome this inherent inaccuracy by volume. The spotter
is not aiming a rifle round, rather he is aiming the entire area of dispersion.
- When entering a firing solution, you may not be able to hit the exact measurement given.
For example, if an a Distance is called at 255 meters you may only be able to set the gun to
253 meters. This is OK. Set your gun a close as possible to the firing solution and await
firing orders.
- To achieve the most accurate entry of the firing solution, it may be necessary to wiggle the
gun’s Azimuth or Distance setting. Adjusting past the called solution and returning to it may
allow for more precise entry of the solution into the gun.
Artillery Mechanics
Friendly Fire
Artillery is an indiscriminate weapon. From time to time, there will be incidents of friendly fire.
While unfortunate, it is unavoidable.
- As a shooter, if you kill a teammate, DO NOT PANIC. It is not the end of the world. Officers
monitor world chat and will be aware. Verify your target solution is correct. If it is, continue
firing. You can correct elevation on your own. Notify the Battery Captain or Gun Boss to
correct Azimuth.
- If you accrue enough team kills you will be weapons banned. Should you receive a
weapons ban, exit the firing plate and notify the Gun Boss or Battery Captain when practical
and await reassignment.
- Often times, Allied forces will complain in world chat or call for corrections. Disregard these
statements and do not relay these communications. HOWEVER, if you receive a direct
message from another player demanding corrections, notify an officer immediately.
Defending the Battery
From time to time, the battery may come under attack by regular forces or counter
battery fire.
- As a loader or shooter it is not your responsibility to predict an attack by enemy
forces. Officers and guards will be monitoring the map for enemy activity.
- Do not abandon your gun unless instructed. Local allied forces often provide
sufficient support. If it is necessary to take up arms for defense of the battery, you
will be instructed to do so by an officer.
- DO NOT abandon the battery to fight unless instructed by an officer.
- Not all Wardens are Allies, keep an eye out for suspicious activity by Warden
Players in the vicinity of the pit. If you believe someone to be suspect, notify an
officer immediately.
Repairs
The battery may take damage from attacks by regular forces or counter battery
fire. Following or during an attack, it may be necessary to make repairs.
- Shooters should have 50 B-Mats on their person. Loaders should have 25.
- Remember, everything takes damage. It is not enough to repair the guns
alone. Entrenchments and other structures also need to be repaired with
B-Mats. Losing a gun is a problem. Losing an entrenchment is a catastrophe.
- The priority of repairs are as follows: Ammunition Supply Point,
Entrenchments, Guns, Ammunition Trucks.
- Listen to Officers for repair orders. If a repair order is given, it takes priority
over any existing order.
Joining an Operation
We understand not everyone can join the start of an operation. But it is important
to not disrupt communications in the middle of an operation.
- When in doubt, LOAD. If you join in the heat of battle, start loading.
- When practical, inform the Battery Captain of your arrival and fulfil your
assignment.
Good Practices
These are helpful hints for effective operation of a battery.
- KEEP RIGHT. Loaders should always be running on the right side of the trench or emplacement.
- DO NOT place shells on the ground, they despawn quickly or get lost.
- As a shooter, when your gun is loaded and correctly aimed, identify yourself by gun number and
announce ready.
- Do not needlessly repeat callouts. While this may sound cool to you, it is annoying.
- State azimuth and distance settings in individual numbers. Ex. Azimuth 232 should be said as two
three two.
- When firing volleys, if for some reason a shot is delayed or missed, do not fire separately or after the
guns have completed their volley.
- As a loader or shooter DO NOT look at the map.
- Do not concern yourself with events or attacks in other zones and do not clog communications with
reports of events in other zones.
- Do not be stupid and do not anger Veers or Rigs. (Especially Veers).***
- Do not be a smart ass. If you are asked to do something, do it.