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Here are the basic brevity terms we use while on Roger Wilco.
Note that these were originally developed for Paintball use, but
they are easily adapted to squad simulations such as Delta Force. The list
originated from authentic military documents found in the public domain and from articles
published on Combatsim.com
Right-click here and
"Save as..." to download in .txt format
ABORT
Directive to cease action/attack/event/mission.
ALPHA
Directional hard waypoint of home base.
BANDIT
Known enemy player.
BINGO
Very low ammo, about to run out of ammo; about to go WINCHESTER.
BLIND
No visual contact with friendly player; opposite of term "VISUAL."
BLOWTHROUGH
Directive/informational call that indicates contact will continue straight ahead at the
merge and not turn with target/targets.
BOGEY
A contact whose identity is unknown.
BOGEY DOPE
A request for bearing and range to bogey and as available, heading.
BRAVO
Directional hard waypoint, center of field.
BRACKET
Movement of simultanious flanking of bandit by team.
BUDDY SPIKE (Position)
Receiving friendly fire.
BUGOUT (Direction)
Combat separation for low gas/paint, loss of tactical advantages or accomplishments of
mission objectives; intent is to permanently separate from that particular
engagement/attack.
BULLSEYE
An established relative reference point.
CHARLIE
Directional hard waypoint, enemy base.
CHEAP SHOT
A qualifying statement to indicate the shot had low probability of success.
CHICKS
Friendly players.
CLEAR
No enemy players are a threat to you.
CLOSING
Bandit/bogey is getting closer in range.
CONTACT (position)
Bogey in sight. Position usually stated in magnetic bearing, range, Bullseye, or
geographic position format if locked on. Friend or foe unknown.
COVER
Directive to assume support position and responsibilities.
DEFENSIVE
Player is in a defensive position and maneuvering with reference to the stated condition.
DEPLOY
Directive for the team to maneuver to briefed positioning.
ECHELON (Cardinal direction)
Formation with wingman displaced approximately 45 deg behind leader's line of sight.
ELEMENT
Formation of two players.
ENGAGED
Maneuvering with the intent of achieving a kill. If no additional information is provided
(bearing, range, etc.), ENGAGED implies visual acquisition of target
FEBA
Forward edge of the battle area as set during the scenario briefing
FENCE
Boundary separating hostile and friendly area.
FLOAT
Directive/informative to expand the formation laterally within visual limits to prepare
for a defensive response.
GORILLA (direction)
Large force of indeterminable numbers and formation.
GREEN (Direction)
Direction determined to be clearest of enemy activity.
GUN (Direction)
Visual acquisition of gunfire
HEADS UP (Direction/Altitude)
Enemy/bogey got through; no kill.
HOLDING HANDS
players are joined in formation, implies visual contact by all flight members.
HOME PLATE
Home base
HOUND DOG
Call made by supporting player indicating he has visual, tally, and a clear path to the
bandit and is in an advantageous position to engage. Bullseye is normally added to
indicate bandit position.
ID
Directive to intercept and identify the target.
JOKER
Low ammo; reloading should begin.
JUDY
Team has visual contact on the target, has taken control of the intercept and only
requires situation awareness information.
KNOCK-IT-OFF
Terminate any intercept/ engagement in progress.
LONGBALL
Very long shot, usually outside normal weapon engagement range.
MIDNIGHT
Informative call advising that overwatch no longer available.
NAKED
No hostile contact, usually in response to status request.
NEGATIVE CONTACT
No hostile contact, usually in response to status request.
NO JOY
player does not have visual contact with the target/bandit; opposite of term
"TALLY."
OFFSET (Direction)
Informative call indicating maneuver in a specified direction with reference to the
target.
PADLOCKED
Informative call indicating player has "tally" and cannot take eyes off a target
without risk of losing tally
POINT
Directive for an element to turn towards each other either as a defensive response or to
reestablish a mutually supportive formation.
POPEYE
Directive / informative call indicating reduced visibility/heavy cover/concealment
PUMP
A briefed maneuver to stop closure on the threat or geographical boundry while maintaining
situation awareness.
PURE
Call indicating pure pursuit is being used or directive call to go pure pursuit.
RENO
Indicates that more than one contact is observed and player is able to distinguish the
target from friendlies
ROGER
Indicates player understands the radio transmission; does not indicate compliance or
reaction.
RUN/RUNNING (Direction)
Directive/Informative Perform a defensive maneuver to place the threat behind player.
SANDWICHED
A situation where an player/element finds themselves between opposing players.
SHADOW
Follow indicated target.
SKIP IT
Veto of action call.
SNAP ( )
An immediate vector (bearing and range) to the group described.
SPIKE
Receiving fire. Add clock position if able.
SPITTER (Direction)
A bogey that has departed from the engagement.
SPLASH
Confirmed kill
SPLIT
Request to engage a threat; visual may not be maintained, requires lead acknowledgement.
Also, directive to begin briefed maneuver/attack
STATUS
Request for an individual's tactical situation; response is normally
"offensive," "defensive," or "neutral" with number of
targets. May be suffixed by position and heading.
SUNRISE
Informative call that overwatch SA reporting is availible.
SUPPORTING
The act of assisting the engaged player in killing the bandit while maintaining overall
battle situation awareness.
TALLY
Sighting of a target/bandit; opposite of "NO JOY".
TANGO
enemy player
TUMBLEWEED
Describes one who is "NO JOY, " BLIND and rapidly losing situation awareness,
VISUAL
Visual contact with friendly player. Opposite of "BLIND".
WEEDS
Indicates that player/contact is prone/low to ground
WILCO
Will comply with received instructions.
WINCHESTER
Term used to report low/out of ammo and reloading.
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