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Tactical SOP EN
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This page adapts procedures familiar from Arma for cooperative play in 86. They provide common language, not automatic game bonuses. “Tunnel,” “chevron” and “cigar” are group-specific SOP names here; agree on these definitions before a campaign.
An SOP is an agreed standard response: what the group normally does without debating it under fire.
Minimum state SOP set:
- departure and equipment check;
- robot contact;
- mortar fire and aircraft;
- casualty, lost communications or loss of command;
- withdrawal and rally point;
- disabled vehicle and crew recovery;
- crossing a river, road or open area;
- civilians and settlement evacuation;
- return, resupply and map update.
An SOP does not replace a command. The leader changes it when terrain or server conditions require a different solution.
- A — Ammunition: remaining primary ammunition.
- C — Casualties: wounded, dead and evacuation needs.
- E — Equipment: weapons, radios, vehicles and specialist equipment.
Example: “Raven One, ACE: amber, green, red—half ammunition, no casualties, vehicle disabled.” Define the colors before play.
- Distance: approximate range in blocks.
- Direction: cardinal direction, facing or clock direction.
- Description: what was observed.
Example: “80 blocks, northeast, mortar on the roof.” Give a landmark first if players face different directions.
- S — Size: number observed.
- A — Activity: what they are doing.
- L — Location: zone, named point or coordinates.
- U — Unit/Type: unit types.
- T — Time: when observed.
- E — Equipment: heavy weapons, vehicles, aircraft or specialist equipment.
Example: “SALUTE: six; moving toward the bridge; C3, 1240/-680; infantry and one mortar; now; no heavy vehicle.”
- G — Going: destination.
- O — Others: who is going.
- T — Time: expected absence.
- W — What if: action if the group does not return or contact begins.
- A — Actions: actions and communications for both elements.
Example: “Going to the station with Medic for five minutes. If we do not return, do not follow; mark the contact and withdraw to the bridge. Tactical net.”
Use for a raid or fight within one play session:
- receive the mission;
- issue an initial warning;
- make a tentative plan;
- begin preparation and movement of supplies;
- conduct map or ground reconnaissance;
- complete the plan;
- issue a short order;
- supervise readiness and refine execution.
Do not wait for perfect information. While the leader plans, everyone else prepares ammunition, medicine and transport.
| Factor | Questions for 86 |
|---|---|
| Mission | What must change on the map, and what ends the operation? |
| Enemy | Where are infantry, scouts, mortars, aircraft and heavy machines? |
| Terrain & Weather | City, forest, mountain, river, bridge, snow, night or poor visibility? |
| Troops & Support | Which players, NPCs, vehicles, EW, CIWS and supplies are actually ready? |
| Time | Session length, front pace and resupply time? |
| Civil considerations | Residents, settlements, evacuation routes and critical infrastructure? |
Reserve this for a major operation spanning several sectors or sessions:
- receive the mission and constraints;
- analyze the mission and information gaps;
- develop two or three courses of action;
- game each course against likely robot reactions;
- compare losses, time, logistics and risk to settlements;
- approve one course;
- publish the order, map, phases and termination conditions.
Use TLP, not MDMP, for four players attacking the adjacent zone.
Diagrams move upward. L is the leader and P is a player.
L
P P
P P
A general formation when contact is possible. It observes forward and to both flanks and can transition to a line. Dense forest and narrow streets compress it.
P P L P P
↑
Places maximum firepower forward. Useful for a short final movement across open terrain, but difficult to control in buildings or against a flank threat.
P
L
P
P
Fast and controllable on roads, in forest, tunnels and alleys. It has weak flank observation and is vulnerable along its length. Maintain spacing.
P
P P
L
P
Provides all-round observation and a protected center for a leader, medic or valuable equipment. It is slower and requires assigned observation sectors.
At least two elements alternate. One observes and remains ready to react while the other moves to the next cover; then they exchange roles. The leader names the movement limit and changeover signal. Do not fire through the moving element.
The group’s game SOP for an organized break in contact. The outer element covers while the rest move behind it to the next cover, then that covering element withdraws. The command includes direction: “peel right” or “back to the bridge.”
The purpose is to extract the group, not destroy every robot. If communications or the rally point are lost, restore control before continuing.
Examples include an observed road, bridge, river, railway, long corridor, clearing or broad street.
- stop before entering the open line;
- identify the danger and far-side rally point;
- check the near side;
- establish observation;
- check the far side with one element;
- cross using the selected SOP;
- account for the group and continue.
Observation elements control directions along the danger line while the others pass between them singly or in pairs. The last element collapses security after the rally is confirmed. Use for a narrow bridge, road or corridor.
The group crosses a broad open space in an expanded wedge, maintaining forward and flank observation. It compresses again after crossing. Use when dispersing quickly is safer than passing through one narrow corridor.
Cancel the crossing if a heavy machine already controls it; formation choice cannot solve that problem.
A short stop for the map, ACE check, treatment or waiting. Players observe assigned sectors instead of crowding around the leader. Keep the center available for communications and casualties.
Use when the threat direction is unknown, while awaiting recovery, or when holding a small objective. Assign every player a sector and point heavy weapons toward the likely threat. It is temporary, not a campaign base.
A group SOP for halting a road column: an elongated perimeter along the route. Front and rear elements watch the road axis, side elements watch the flanks, and the leader and casualties remain near the center. Vehicles use greater spacing.
| Contact | First response |
|---|---|
| Scout | 3D, short SALUTE, cover and EW request |
| Mortar | Map marker, dispersion and priority engagement |
| Infantry | Establish direction, use cover, do not chase without an order |
| Heavy machine | Break direct sight, mark it and request heavy support |
| Aircraft | Disperse, leave open terrain and notify air defence/CIWS |
| Leader lost | Follow the last GOTWA/order and use the command succession list |
- mission and termination condition;
- route, withdrawal route and rally point;
- METT-TC checked;
- callsigns and net known;
- formation roles assigned;
- ammunition, medicine, radios and transport checked through ACE;
- lost-communications action understood;
- person responsible for the map and journal after return.
Ask before departure if the plan is unclear. A good SOP reduces radio traffic without replacing common sense.