[h2][center]What is the 86th MEU?[/center][/h2] [center][img]https://img.roleplayerguild.com/prod/users/8fa0e838-b719-4467-a1f6-581cf1f256a7.jpg[/img][/center] Marine expeditionary units are the smallest air-ground task forces (MAGTF) in the United States Fleet Marine Force. Each MEU is an expeditionary quick reaction force, deployed and ready for immediate response to any crisis, whether it be natural disaster or combat missions. An MEU is normally composed of: a reinforced USMC infantry battalion (designated as a Battalion Landing Team) as the ground combat element, a composite medium tiltrotor squadron forming the aviation combat element, a combat logistics battalion providing the logistics combat element, and a company-size command element serving as the MEU headquarters group. Troop strength is about 2,200 members and usually commanded by a colonel, and is deployed from amphibious assault ships. Currently, an MEU embarks personnel and equipment onto the amphibious warfare ships of an expeditionary strike group (ESG) which also includes escort warships and submarines to protect them from air, surface, and submarine threats. For further protection and strong air support, an ESG is often deployed along with one or more carrier strike groups. [h3][center]What is a MILSIM UNIT?[/center][/h3] MILSIM is a military simulation type setting for games such as Battlefield 4, that disregard the normal gameplay and substitute the mechanics for a much more realistic, immersive, role-playing type environment. MILSIM is played on private servers and each MILSIM has their own specific sets of rules and acceptable gear, as well as in depth info on positions and ranks, jobs and roles within the unit. Server settings are set to lower health and higher damage to be more realistic than normal settings. Running a MILSIM requires a lot of hard work, dedication, and patience. It is imperative that all players adhere to the rules of engagement provided by the MILSIM UNIT specific to their server, or must be agreed upon by both UNITS, or it simply will not work. Playing in a MILSIM setting isn't for everyone, it is very time consuming and comes with it's own set of challenges. The main challenge, finding other players who are dedicated and willing to put forth the required time and effort is perhaps the hardest thing to achieve. [h3][center]TABLE OF CONTENTS[/center][/h3] [hider=SERVER RULES AND SETTINGS] [center][img]https://img.roleplayerguild.com/prod/users/96754985-cc9d-4b25-b8a3-c1a2cade8af6.jpg[/img][/center] [h3][center][b]Additional rules as follows:[/b][/center][/h3] [hider=+ COMBAT MEDICS/REVIVES] [center][h3][b]+ MEDIC SPECIFIC +[/b][/h3][/center] [b]1.[/b] 1 set of DEFIBS per UNIT size of 5. [b]2.[/b] Revives - Revived soldiers must fall back into dense cover for 10 seconds before returning to battle. [b]3.[/b] Smoke should always be used between the downed soldiers and the OP4. [/hider] [hider=DMR/SNIPERS] [b]1.[/b] 1 DMR marksman per UNIT size of 10. [b]2.[/b] DMR - DMR should spread shots at intervals of 2 seconds and avoid spamming at all times. DMR should also run a bipod and not a forward grip. [b]3.[/b] Sniper and Scout Marksman must stay within 10-15M of their Scout Specialist Support UNIT at all times and act as a detachable UNIT within the MEU. [/hider] [hider=CREW-SERVED WEAPONS] 1. Any weapons systems that usually operate under a team such as Mortars or Scout Units must operate within 10-15M of their other team counterparts. I.e., A Scout Sniper must remain within 10-15M of their Scout Specialist, and Mortar Unit must remain within 10-15M of another Support Unit like an LMG Gunner or Support Specialist. [/hider] [/hider] [hider=MOS LIST] [center][h3][b]MOS ROLES[/b][/h3][/center] There are various MOS roles within the 86th MEU. An MOS, or Military Occupation Specialty Code, species the job types, specifications, and duties of each MOS in available in the UNIT. These jobs are specialized roles that are each designed around specific gear loadouts, and some have special rules that apply to them specifically. The list is as Follows: 1st TL 2nd TL [h3][center]ASSAULT MOS[/center][/h3] The Assault MOS is the most broad of all of the roles in the UNIT. It covers Basic infantrymen, Breachers, Grenadiers, and Squad Marksmen. The Assault MOS is the meat of a UNIT, and should be as dense as it is versatile. [hider=RIFLEMAN/POINT-MAN] The Point-Man, or Point, is the lead Rifleman in a squad setup or formation. He is the lead man and sets the pace of the Unit per the instructions of either the 1st Team Leader or the 2nd. It is his job to be the front man and covers the 10-2 field of view while moving. It is also the Point-Man's job to direct and cue the Breacher when conducting building breach and clear. He will take command of the breaching process, utilizing the Breacher to suit the situation. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]M16A4[/b] - V. Grip, ACOG/HOLO, Standard Barrel, Canted Sights (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - No attachments, Standard Barrel. [b]SMALL MED PACK / NO GADGET M67 FRAG BAYONET[/b] [/hider] [hider=RIFLEMAN/REAR] The Rear Rifleman has a very important role in the UNIT and covers the 6 position of the UNIT at all times. The Rear Rifleman's duty is to protect the UNIT from any OP4 that may be advancing or flanking the unit from behind. It is imperative that they stay alert and must be good at communicating with the UNIT to continuously and adequately move with the UNIT in an effective and timely manner. A Rear Rifleman's duty demands great responsibility from those who perform this role. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]M16A4[/b] - V. Grip, ACOG/HOLO, Standard Barrel, Canted Sights (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - No attachments, Standard Barrel. [b]SMALL MED PACK / NO GADGET M67 FRAG / M18 SMOKE BAYONET[/b] [/hider] [hider=RIFLEMAN/GENERAL] The Rifleman is the general infantry position of the MEU. Rifleman provide many types of roles and positions within the UNIT, but they are the standard soldier for the MEU, and are the most plentiful MOS. All Rifleman should be sufficiently trained on the standard issue M16A4, and ACOG and HOLO optics systems. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]M16A4[/b] - V. Grip, ACOG/HOLO, Standard Barrel, Canted Sights (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - No attachments, Standard Barrel. [b]SMALL MED PACK / NO GADGET M67 FRAG / M18 SMOKE BAYONET[/b] [/hider] [hider=SQUAD MARKSMAN] The Squad Marksman is trained with a M16A4 with a Heavy Barrel and Bipod. Marksmen are trained to acquire and engage targets at longer ranges than General Riflemen and qualify for this role during extra training exercises. These Marksmen show prowess and have an intimate knowledge of ACOG optics and weapon performance capabilities and limitations. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]M16A4[/b] - Bipod, ACOG, Heavy Barrel, Canted Sights (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - No attachments, Standard Barrel. [b]SMALL MED PACK / NO GADGET M18 SMOKE BAYONET[/b] [/hider] [hider=BREACHER] The Breacher is a Rifleman MOS, and is usually the second man in a squad line up, and his role is primarily to breach and clear buildings and OBJ's as they arise on the battlefield. These Riflemen are trained rigorously in breaching tactics and are trained with specialized equipment like the M26 Mass and Flash-Bang grenades. They are to be directed by the Point-man or TL conducting the Breach. These Riflemen are swift, hard-hitting shock troops who use elements of confusion and/or brute force to gain entry to and clear structures of any OP4 or ordinance that may be inside. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]M16A4[/b] - V. Grip, HOLO, 2X Magnifier, Underslung Rail (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - Ghost Ring, Standard Barrel. [b]SMALL MED PACK / M26 MASS M84 FLASH-BANG BAYONET[/b] [/hider] [hider=GRENADIER-HE] The Grenadier is a Rifleman MOS that implements the M320 Grenade Launcher. The Grenadiers role in the UNIT is to provide explosive ordinance to eliminate OP4 and destroy/demolish assets or structures, including both vehicles as well as buildings. The Grenadier is equipped with High Explosive Grenade Rounds that can penetrate and open up or destroy thick walls. Grenadiers are trained extensively with the M320 GL, and should have an intimate knowledge of the system's capabilities as well as it's limitations. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]M16A4[/b] - V. Grip, ACOG, Standard Barrel, Canted Sights (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - No attachments, Standard Barrel. [b]SMALL MED PACK / M320 HE M67 FRAG BAYONET[/b] [/hider] [hider=COMBAT MEDIC] The Combat Medic has the hardest job in the entire UNIT, and that job is keeping everyone alive. Combat Medics go through extensive combat and medical training and utilize the DEFIB apparatus. Combat Medics must be adept in medical prowess and must show good situational awareness, as it is their duty to know where all squad members are at all times, and must be able to get to them effectively during an engagement. Combat Medic is a very difficult job to perform and demands both a great respect and responsibility to pull off correctly. Combat Medics are advised directly by the TL or Senior Combat Medic. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]M16A4[/b] - V. Grip, ACOG, Standard Barrel, Canted Sights (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - No attachments, Standard Barrel. [b]MED BAG / DEFIB M18 SMOKE BAYONET[/b] [/hider] [h3][center]SUPPORT MOS[/center][/h3] [hider=LMG GUNNER] The LMG Gunner is a Support role MOS, and the Gunner's job is to provide suppressive or covering fire to the UNIT during engagements with OP4. The LMG Gunner trains extensively with the UNIT's LMG system, the M240B, and should have an extensive and intimate knowledge of the system's capabilities as well as it's limitations. LMG Gunners are advised directly by either Sr. or 2nd. TL, or the Sr. LMG Gunner. Support Gunners must also provide ammunition to the rest of the UNIT, which is equally as important of putting lead down range. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]M240B[/b] - Bipod, M135 3.4 Optics, Heavy Barrel, (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - No attachments, Standard Barrel. [b]AMMO CRATE / CLAYMORE MINE M18 SMOKE BAYONET[/b] [/hider] [hider= CREW-SERVED/MORTARS] The Crew-Served MOS, or Mortar Man, is another Support MOS that utilizes a personnel artillery mortar to provide support to the MEU during engagements where the OP4 are heavily dug in or are out of sight or range for the Riflemen to effectively engage. These Support soldiers go through a rigorous training regiment and train regularly to ensure their weapons system efficiency with the mortar weapon's system. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]M4[/b] - V. Grip, ACOG Optics, Standard Barrel, Canted Sights (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - No attachments, Standard Barrel. [b]SMALL AMMO POUCH/ MORTARS M18 SMOKE BAYONET[/b] [/hider] [hider=SUPPORT SPECIALIST/XM25 SMOKE] The Support Specialist is a support MOS that utilizes the XM25 SMOKE to provide an adequate and effective smoke barrage to aid the UNIT while moving under direct enemy fire, or in extreme engagements or firefights. The Support Specialist must train regularly with the XM25 weapon's system and must show a good understanding of how the system functions, and must be able to operate the system effectively. The Support Specialist is also trained to use C4 Explosives in a variety of applications. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]M4[/b] - V. Grip, ACOG Optics, Standard Barrel, Canted Sights (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - No attachments, Standard Barrel. [b]C4 EXPLOSIVES / XM25 SMOKE M67 FRAG BAYONET[/b] [/hider] [h3][center] RECON MOS[/center][/h3] [hider=SCOUT SPECIALIST] The Scout Specialist is a Support MOS that specifically provides support to a Scout Sniper or Scout Marksman. Their main role is to provide a Scout Marksman or Sniper with additional ammunition and help to provide them with extra cover by keeping their perimeter safe for the Marksman or Sniper to operate effectively while maintaining good situational awareness for the Scout UNIT. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]M4[/b] - V. Grip, ACOG Optics, Standard Barrel, Canted Sights (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - No attachments, Suppressor. [b]SMALL AMMO POUCH / CLAYMORE MINE M18 SMOKE BAYONET[/b] [/hider] [hider=SCOUT MARKSMAN] The Scout Marksman is the only member of a 10 man UNIT that is designated to operate a DMR, or Designated Marksman Rifle, and trains often with his weapons system as well as optics to achieve peak performance on the front lines. The Scout Marksman is tasked with the role of a forward observer, along with his Scout Specialist counterpart, to provide an elevated, broad view of an area, and to gain additional intel based off of their field of vision to be passed along to the UNIT's TL's. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]MK11[/b] - Bipod, ACOG Optics, H. Barrel, Canted Sights (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - No attachments, Suppressor. [b] PLD / CLAYMORE MINE M18 SMOKE BAYONET[/b] [/hider] [h3][center]ENGINEER MOS[/center][/h3] Engineers are specialized MOS's that range in a variety of applications in the field. The Engineer class encompasses Pilots and drivers, Ordinance and IED Specialists, and Anti-Vehicle personnel as well as Interpreters and HR Specialists. and use a wide variety of kits and gear that is specific to each type. [hider=EOD SPECIALIST] The EOD Specialist specializes in the locating, handling, and disposal of ordinances such as IED's, munitions depots, or any found or unspent ordinance such as makeshift bombs or tank shells. These specialists are trained to use the EOD bot to safely discharge or disable any IED's found by the MEU in the field. They are also tasked with clearing any bridges or choke points of any ordinance to ensure the safe passing of any Armored UNIT's during OPs in the field. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]M4[/b] - V. Grip, ACOG Optics, Standard Barrel, Canted Sights (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - No attachments [b] EOD BOT - C4 EXPLOSIVES - REPAIR TOOL M18 SMOKE BAYONET[/b] [/hider] [hider=ANTI-VEHICLE SPECIALIST] The AV, or Anti-Vehicle Specialist is tasked with engaging OP4 vehicles such as armed buggies, tanks, LAV's, and Helicopters. These Specialists train with several types of AV ordinance systems such as the SMAW (Shoulder-launched Multipurpose Assault Weapon), and Stinger missile system types for aerial vehicles. It is an AV Specialist's job to assess a threat, engage, and immobilize/render any OP4 vehicles from operating against the MEU in the field during engagements with OP4 in hostile territory. [b]GEAR:[/b] [b]MARPAT / MARPAT DESERT[/b] [b]M4[/b] - V. Grip, ACOG Optics, Standard Barrel, Canted Sights (*Adaptive Camo and add. attachments, if specified) [b]M9/M1911[/b] - No attachments, Suppressor. [b]SMAW / STINGER - C4 EXPLOSIVES - REPAIR TOOL M18 SMOKE BAYONET[/b] [/hider] [center][img]https://img.roleplayerguild.com/prod/users/cb4cf2f3-5f4d-4494-955c-4ed7964f6143.png[/img][/center][/hider] [hider=86th MEU TRAINING MODULES] [h3][center]Training Modules for the 86th MEU[/center][/h3] [hider=BASIC TRAINING I] [h3][center][b]86TH MEU BASIC TRAINING MODULE I[/b][/center][/h3] [b]All New Recruits - will report in as Basic Rifleman MOS. Recruits will run M16A4, M9, Med Pack, No Gadget, Smoke Grenade, Bayonet, and Marpat Camo. M16A4 will have standard barrel, ACOG, vertical grip, canted iron sights, M9 will be stock.[/b] [b][color=9e0b0f]GEAR CHECK[/color][/b] - Gear Checks should be performed at the beginning of every training course for new recruits and trainees. Review each recruit’s equipment to ensure that they are using issued equipment. [color=9e0b0f][b]FORMATIONS[/b][/color] - Teach recruits the basic fundamental formations of an MEU, such as the Line, Staggered Column, Vee, Wedge, and Echelons, as well as fire line formations to be combined with other elements later during BCT. [color=9e0b0f][b]VECTORS[/b][/color] - Vectors should be taught while covering Formations. Recruits will learn to cover vectors, or sectors, relative to their placement in formations, and later this will be compounded on during BCT. [color=9e0b0f][b]SQUAD TEAMS[/b][/color] - New recruits will learn the breakdowns of each squad, and how to effectively break them into smaller units by utilizing the Alpha 1 / Alpha two set up within both 5 and 10-15 man squads. [color=9e0b0f][b]MOVEMENT[/b][/color] - Go through the various types of movements from crawling, creeping, half-pace, steady walk, sprinting, as well as bounding. Teach new recruits to utilize the joystick until they can move sufficiently in each. Moving with Armored units and protocol while utilizing Armored Units. This module will also cover using smoke as cover to move units effectively by shrouding an OP4’s line of sight. [color=9e0b0f][b]FINDING COVER[/b][/color] - This will demonstrate how to effectively find and utilize cover to set up good firing positions once engaged, or for moving or setting up for a conflict or engagement. [color=9e0b0f][b] PERIMETERS[/b][/color] - Teach recruits to set up perimeters to effectively fortify a unit’s position, utilizing natural and environmental cover to their advantage. Perimeters help to protect a unit or Armored Unit during various procedures such as securing Transport Heli LZ’s, or setting up a well fortified defensive position. [color=9e0b0f][b]COVER/SUPPRESSIVE FIRE[/b][/color] - Teach new recruits to provide suppressive fire to cover friendly units while they move positions or recover from being downed, effectively suppressing OP4 from returning fire. [color=9e0b0f][b]BREACHING[/b][/color] - Teach new recruits to properly breach and clear buildings effectively. Breaching gets people killed, even when done properly. Make sure each recruit understands the core fundamentals and proper etiquette for clearing a building in an organized fashion. [color=9e0b0f][b]MEDICS[/b][/color] - Teach medic recruits how to properly revive fallen Marines by utilizing smoke as cover. Proper etiquette for combat medics involving placement within the unit while moving as well as when they are under fire, and how they’re expected to behave during both. [color=9e0b0f][b]NOTE:[/b][/color] Revived Marines must fall back and find dense cover for 10 seconds. [b][color=9e0b0f]HEALTH/AMMO DEPOTS[/color][/b] - Recruits will learn to place ammo and Health bags in central, localized areas so that they can be utilized effectively by the entire unit. Placement should be suitable and fairly accessible to the entire unit (when possible). [color=9e0b0f][b]RANGE PRACTICE[/b][/color] - Range practice will teach new recruits to utilize their ACOG optics effectively by finding and hitting targets at different distances up to 400 meters for all Riflemen, and up to 600 meters for Marksmen. This module will also cover firing from bipods for Marksmen and Support Gunner units. [/hider] [hider=RIFLEMAN TRAINING][/hider] [hider=GRENADIER TRAINING][/hider] [hider=BREACHER TRAINING][/hider] [hider=MARKSMAN TRAINING][/hider] [hider=MEDIC MEDIC][/hider] [hider=LMG/SUP. SPECIALIST TRAINING][/hider] [hider=SCOUT TEAMS TRAINING][/hider] [hider=ENG./SPECIALIST TRAINING][/hider] [hider=ENG. PILOT/DRIVER TRAINING][/hider][/hider] [center][img]https://img.roleplayerguild.com/prod/users/cb4cf2f3-5f4d-4494-955c-4ed7964f6143.png[/img][/center]