Unit Overview

Ghosts of battle are going to try our best to keep it simple (KISS) in all aspect of operation, with the exception of the difficulty level of the operations. The operations will be against Skilled AI, often peer level AI.

Game Play Operation Start

This is very simple, we get in other server, get kit'ed, brief and step off all in 15 mins of the start time. If your late your late, and when there is time will will get to you but thoses who were on time come first.

Lets be honest who else is tired of showing up for a 2 hour op, that's only about an hour cause the first thirty to forty-five minutes was spent dicking off, wasting everyone's time, YEAH WE DON'T DO THAT

  • Leaders (LT and up) show up thirty minutes early (good leaders will have a METTC-A ready before op)

  • At :01 after start your a minute late (have your kit done before OP, or take what we give you)

  • :05 after sections are balanced, and every one should be seated for the briefing

  • :06 briefing (should only last about 5 minutes we are doing an ARMA op not taking the back Europe)

  • :15 we step off,

We Don’t want to be or mean to be hard ass’s about this, but let's not waste the time of the people here to play a game with you.

Administration and Staffing

A big keep is simple here, we've seen allot of units fail just do there being to much extra work to be done, THIS IS A GAME not a 2nd or 3rd job. There will be no S shops or sections.

What we do instead of S shops:

S1, personnel, Managed in the custom mod, and in Discord

S2, for intelligence and security, The mission/OP maker will be responsible the complete package will done befor we ever start the OP.

S3, for operations, See S2,

S4, for logistics, buy your own beer

S5, for plans, Its cute you think there is a plan.

S6, for signals, Use discord.

S7, for military education and training, Going to be honest I love training and the role of trainer, but folks don't listen, (Depth Breath), but really hard to cram 16 or so weeks of basic and Infantry school in to an hour, this may make folks feel high speed but its a waist of time.

but.. but..

look the best thing you can do is play with your section, playing is the best training there is.

S8, for finance and contracts. The Bills are Paid, servers are owned, and paid for, everythign is paid for so no funding drives.

S9, for Civil-Military Co-operation (CIMIC) or civil affairs. LOL, wait some units have this, ouch I think I hurt my self laughing


Are suckers folks we entrust to help move things along here, SGT's and higher.


Our ranks are based on what ARMA provides,


Welcome to the Unit, Your an operator, that's is for now


  • Communicate, in and out of the OP

  • Put your pants on, ( have an operator kit and have it ready before the OP)


We trust you to show up and do your job, that's it no points no time in grade, no training.


  • Communicate, in and out of the OP

  • Help the Privates, ( if you have to help them with their pants well just dive on in there)

  • You can be a medic, Engineer/EOD, Sniper, JFIRE ( live your dream)


You have all the knowledge of a leader and the skills, just not the extra time,


  • Communicate, in and out of the OP (notice a pattern)

  • Step up at OP to help make sure the OP happens (on time)

  • You can perform any and every job there is from medic to leading a Section


Your one of the fools lovely folks that have talked in to working around here.


  • Communicate, in and out of the OP (notice a pattern)

  • Show up early to the OP,

      • Make sure the map is set

      • Make sure the briefing is ready

      • Lead the OP


Your person that has talked in to owning theses Monkeys.


  • Communicate, in and out of the OP (notice a pattern)

  • The staff trusts to make decesions and to know what decesions need to be at staff level.


Only leaders and SGT, will have a rostered slot, managed in Discord,

Everyone else will just log in to the first available slot,

If there is lots of attendance detachments will grow:

  • From: 1x LT 1x SGT 6x Operators

  • To: 1x LT 2x SGT 9x Operators

Why Eight .. Cause all things SF must be dividable by four DUH!

Squad/Section Overview

Simply eight person sections is lead by a Lieutenant.

  • The breakdown of roles will be per OP, decided in the great length of time between the OP start and Briefing

  • Assignments will be provided for Corporal and above, everyone else remember gym in school

  • Call Sign will be decided by the LT at Squad formation.

To THOSE that say that not how it works,

WELL I say to you, that our fiction could not give a (insert your favorite curse ) about what ever misinformed idea you have!

Squad/Section Tactics

  1. Security

  2. Always moving, getting pend down in a fight will get you killed against our AI, (evil laugh) trust us.

  3. Fast paced

  4. To be honest this is a work in progress.


Again we don't really do that , well expect sort of well,,,

We have no Basic, you can learn as we go OJT

But ( here are the butts)

  • If you want to learn a skill, Medic, EOD, JFIRES, then ask and a SGT(or above) will take some time to help you learn

  • Once a SGT(or above) has vouched for you, the skill will be granted in game.


Applying Keep it simple to mods.

We would like to keep the mod list as simple as possible but ARMA presents issues, for example if we kept it vanilla, and someone wants to be a sniper they most likely will need the marksman DLC.

So with the limits in mind we will try to keep the mod list form changing, and try to keep it under 20gb.

Current Mod Set.......


  • CBA/ACE3

  • TFAR- For communications

  • ALIVE - For ambient battle fields

  • KAT Medical - Better boo boo's,


  • RHS - Smaller than CUPs,

Maps and Buildings

This is the part of the mod list that will change every few months, to only load whats needed for the current operations.


Curranty the missions will be scripted, but theses addons are small, and its easier to build them in to the mod set later.


We so do not want to drift in to Barbie ARMA Life (oops), but there is way to much gear, look through it on your own time.


Again there are to many , but they can be summed up as 5.56 is for P&^%$

Quality of game / functions

Enhanced movement, Squad Radar, etc. etc.

Whirly Birds

You will notice we curranty do not have a flight section, this is to focuses on the small units tactics, will we have one in the future, maybe, maybe not.

Client Side Optional

Sure as long as it does not effect the game play of others.

No Personal arsenals!!!

A bit of Closing Wisdom

  1. Bring a gun. Preferably, bring at least two guns.

  2. Bring all of your friends who have guns.

  3. Bring their friends who have guns.

  4. If you can, make friends with those on the crew served weapons.

            • Bring them as well.

            • Borrow money from them, it gives them an added incentive to protect you.

  5. Anything worth shooting is worth shooting twice. Ammo is cheap. Life is expensive.

  6. Only hits count. Close doesn’t count. The only thing worse than a miss is a slow miss.

  7. If your shooting stance is good, you’re probably not moving fast enough nor using cover correctly.

  8. Move away from your attacker. Distance is your friend. (Lateral and diagonal movement are preferred.)

  9. If you can choose what to bring to a gunfight, bring a long gun and a friend with a long gun.

  10. If you are not shooting, you should be communicating

          • (calling for arty or air support),

          • reloading,

          • or running.

  11. Accuracy is relative:

          • most combat shooting is more dependent on “pucker factor” than the inherent accuracy of the gun.

  12. Use a gun that works EVERY TIME. “All skill is in vain when an Angel pisses in the flintlock of your musket.”

  13. Someday someone may kill you with your own gun,

          • but they should have to beat you to death with it because it is empty.

  14. In combat, there are no rules, The only unfair fight is the one you lose.

  15. Have a plan.

      • Have a back-up plan, because the first one won’t work.

      • Have a back-up, back-up plan in case

  16. Use cover or concealment as much as possible. The only visible target should be in your gun sights.

  17. Flank your adversary when possible. Protect your flank.

  18. Don’t drop your guard.

  19. Always tactical load and threat scan 360 degrees.

  20. Decide to be aggressive ENOUGH, quickly ENOUGH.

  21. The faster you finish the fight, the less shot you will get.

  22. Be polite. Be professional. But have a plan to kill everyone you meet.

  23. Be courteous to everyone, friendly to no one.