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- | ~~Title: Land Navigation~~ | ||
- | ===== LAND NAVIGATION(WIP) ===== | ||
- | By: Thendash | ||
- | |||
- | ==== PREFACE ==== | ||
- | 'Land Navigation' aims to instruct members on performing basic land navigation duties. The author of this document does not recommend that a | ||
- | reader attempt to use the techniques described henceforth in real life situations and as such you do so at your own risk. | ||
- | |||
- | ==== SCOPE ==== | ||
- | This guide contains information on map reading and land navigation techniques, primarily as they pertain to ArmA. | ||
- | |||
- | ===== MAP READING ===== | ||
- | ==== INTRODUCTION ==== | ||
- | Maps provide information on the existence, location of, and the distance between ground features. It also indicates variations in terrain, | ||
- | heights of natural features, and the extent of vegetation cover. They will be your primary tool in use during land navigation and therefore | ||
- | you must be familiar with all aspects of a map and how to read them. | ||
- | |||
- | ==== TYPE ==== | ||
- | The map used in ARMA 3 is a variable scale, topographic map using a simplified MGRS(Military Grid Reference System). Compared to real life | ||
- | maps, the ARMA map differs in a few ways, primarily: | ||
- | - No difference between magnetic North and true North. | ||
- | - No magnetic declination to account for. | ||
- | - No grid zone designator to account for. | ||
- | |||
- | ==== SYMBOLS AND MARGINAL INFORMATION ==== | ||
- | **Margin** | ||
- | |||
- | The only marginal information on the ARMA 3 map, is scale and contour line distance. | ||
- | |||
- | **Symbols** | ||
- | |||
- | {{ :guides:legend-for-arma-3-map.gif?direct&300|Click to view full size}} | ||
- | |||
- | Because it is often not practical to show certain objects at scale on a map, or because more information than just the shape and size of | ||
- | an object is required, symbols are commonly displayed on the map. | ||
- | |||
- | Common symbols seen on the ARMA map are categorized into two categories, **man made objects** and **natural objects**. | ||
- | |||
- | Symbols representing **man made objects** include: | ||
- | - Primary Paved Roads(MSR) | ||
- | - Paved Roads(ASR) | ||
- | - Dirt Roads | ||
- | - Foot Paths | ||
- | - Town and City Centers | ||
- | - Buildings and Walls | ||
- | - Prominent Vertical Structures(Antenna, Wind Generator, Lighthouse, etc) | ||
- | - Runways and Airports | ||
- | |||
- | Symbols representing **natural objects** include: | ||
- | - Contour and Elevation | ||
- | - Mountain Peaks | ||
- | - Water Features | ||
- | - Forested Areas | ||
- | - Brush | ||
- | |||
- | ==== GRIDS ==== | ||
- | Reading a grid reference is essential to locating and communicating positions in the world onto a map. | ||
- | |||
- | **Precision** | ||
- | |||
- | The map is divided into equally sized grid squares, and the intersecting lines are numbered both vertically(Eastings) and | ||
- | horizontally(Northings). Each digit of a grid reference represents one decimal place, starting at 10 km with the two digit grid reference. | ||
- | - **10 km** square: **2 digit** reference | ||
- | - **1 km** square: **4 digit** reference | ||
- | - **100 m** square: **6 digit** reference | ||
- | - **10 m** square: **8 digit** reference | ||
- | - **1 m** square: **10 digit** reference | ||
- | |||
- | **Reading a grid** | ||
- | {{ :guides:gridref.png?direct&250|Click to view full size}} | ||
- | |||
- | It is easy to read 2, 4, and 6 digit grid references from the ARMA map because the map scales as you zoom in and out, but you can read a | ||
- | more precise grid reference using either map tools or estimation. Either way, the steps remain the same: | ||
- | - Read **LEFT TO RIGHT** first | ||
- | - Read **BOTTOM TO TOP** second | ||
- | - Combine the two readings together to create the grid reference. | ||
- | |||
- | These steps can be remembered by the mnemonic, **‘RIGHT in the house, UP the stairs’** | ||
- | |||
- | ==== ELEVATION ==== | ||
- | **Contour Lines** | ||
- | |||
- | Elevation on the map is represented by contour lines. ARMA uses two types of contour lines: | ||
- | - **Index Lines:** Starting at sea level, every fifth contour line is considered an Index Line and is shown in red on the map. | ||
- | - **Intermediate Lines:** All contour lines between the index lines are considered intermediate lines and are spaced at the current contour interval. | ||
- | |||
- | **Contour Interval** | ||
- | |||
- | You can find the ‘contour interval’ in the bottom right margin on the ARMA map. The contour interval represents the vertical distance | ||
- | between any two adjacent contour lines at the current map scale. Thus, the closer the contour lines are grouped, the steeper the slope is | ||
- | because more vertical distance is covered in a shorter horizontal distance. | ||
- | |||
- | Contour lines never intersect because any point on a contour line is at the same elevation above or below sea level. | ||
- | |||
- | ===== EQUIPMENT ===== | ||
- | ==== COMPASS ==== | ||
- | {{ :guides:compass.png?direct&250|Click to view full size}} | ||
- | |||
- | The compass is a tool used to measure direction. The version modeled in ARMA is a lensatic compass with both degree and milliradian | ||
- | markings. | ||
- | |||
- | **Measuring Direction** | ||
- | |||
- | Typically we measure direction either generally using the cardinal directions, or more precise using degrees. Mils are not often used in | ||
- | ARMA. | ||
- | - **Cardinal Direction:** The four cardinal directions are displayed on the center of the compass ring and allow for quick reference of general direction. | ||
- | - **Bearing Degrees:** The inner ring of the compass shows degrees printed every ten degrees and a hash mark every five degrees. There are 360 degrees. | ||
- | - **Bearing Mils:** The outer ring of the compass shows mils printed every 200 mils, large hash mark every 100 mils, and a small hash mark every 20 mils. There are 6400 mils. | ||
- | |||
- | ==== MAP TOOLS ==== | ||
- | The ACE3 MapTool is currently broken. | ||
- | |||
- | ==== DAGR ==== | ||
- | |||
- | ===== NAVIGATION TECHNIQUES ===== | ||
- | ==== BEARING ==== | ||
- | Technically //azimuth// is the proper term, but the term //bearing// is commonly used to refer to the direction to an object or location | ||
- | in relation to magnetic North. | ||
- | |||
- | In ARMA we do not need to worry about the difference between magnetic bearings measured with a compass, and grid bearings measured on the | ||
- | map. | ||
- | |||
- | **Taking a Bearing** | ||
- | |||
- | To measure a bearing from your current location to a visible object: | ||
- | - Line up the //sighting wire// on your compass with the object | ||
- | - Read the bearing in degrees where the //index line// intersects with the //inner ring.// | ||
- | |||
- | **Back Bearing** | ||
- | |||
- | A back bearing is the opposite direction of a bearing. It is commonly required for use during land navigation. | ||
- | |||
- | To convert a bearing into a back bearing: | ||
- | * **Add 180 degrees** if the bearing is **180 degrees or less** | ||
- | * **Subtract 180 degrees** if the bearing is **180 degrees or greater** | ||
- | |||
- | ==== LOCATION ==== | ||
- | **INTERSECTION** | ||
- | {{ :guides:intersection.png?direct&250|Click to view full size}} | ||
- | |||
- | Intersection is the **location of an unknown point** by successively occupying at least two known positions on the ground and then map | ||
- | sighting on the unknown location. It is not often used in ARMA, but can be used to locate the position of an otherwise inaccessible | ||
- | location. | ||
- | |||
- | **Steps:** | ||
- | - Measure the direction to the target from known location 1. | ||
- | - Draw the bearing from known location 1. | ||
- | - Move, or communicate with someone at a different known location. | ||
- | - Measure the direction to the target from known location 2. | ||
- | - Draw the bearing from the known location 2. | ||
- | - (Optional)Repeat from subsequent known locations as desired. | ||
- | - The intersection of the drawn bearings is the location of the target. | ||
- | |||
- | **RESECTION** | ||
- | {{ :guides:resection.png?direct&250|Click to view full size}} | ||
- | |||
- | Resection is the method of locating your **own position** using at least two well defined locations that can be pinpointed on the map. | ||
- | The more locations available, the more accurately you can locate your position. | ||
- | |||
- | **Steps:** | ||
- | - Identify two or thee known distant locations and mark them on the map as accurately as possible. | ||
- | - Take a bearing to location 1. | ||
- | - Convert the bearing into a back bearing. | ||
- | - Draw the back bearing from location 1 on the map. | ||
- | - Repeat for other locations. | ||
- | - The intersection of the drawn bearings is your location. | ||
- | |||
- | **MODIFIED RESECTION** | ||
- | |||
- | Modified resection is the method of locating your **own position** when you are located on a linear feature, such as a road or stream. | ||
- | It is easier and quicker than regular resection as it only requires one bearing to be taken. | ||
- | |||
- | **Steps:** | ||
- | - Identify a known distant location and mark it on the map as accurately as possible. | ||
- | - Take a bearing to the location. | ||
- | - Convert the bearing into a back bearing. | ||
- | - Draw the back bearing from the location on the map, stopping when it intersects with the linear feature at your location. | ||
- | - The point where the drawn bearing meets the linear feature is your location. | ||
- | |||
- | **POLAR COORDINATES** | ||
- | |||
- | Polar coordinates is a method of locating an **unknown position** from a known position using direction and distance to the target. | ||
- | It is often used in ARMA for locating targets for artillery. | ||
- | |||
- | **Steps:** | ||
- | - Take a bearing to the target. | ||
- | - Estimate/Determine distance to the target. | ||
- | - Draw the bearing from your location on the map. | ||
- | - Measure the determined range on the drawn bearing. | ||
- | - The range on the drawn bearing is the location of the target. | ||
- | |||
- | ===== MOVEMENT AND ROUTE SELECTION ===== | ||
- | ==== ROUTE SELECTION ==== | ||
- | One key to success in a mission is the ability to move undetected to the objective in a timely fashion. | ||
- | There are four steps to tactical land navigation: | ||
- | - Know where you are | ||
- | - Plan the route | ||
- | - Stay on the route | ||
- | - Recognize the objective | ||
- | |||
- | **Know Where You Are** | ||
- | |||
- | Finding your location using a compass and map was covered in the previous section. Although those techniques will allow you to accurately | ||
- | determine your location, sometimes you do not have the time or terrain features required to employ those techniques. | ||
- | Instead, sometimes you must estimate your location by relying on your ability to read the map and determining | ||
- | your location via less specific terrain features such as forest edges or slopes of hills. | ||
- | |||
- | You will be the most successful if you are able to keep in mind your location in relation to: | ||
- | * Direction of travel | ||
- | * Direction and distance to objective | ||
- | * Landmarks in the objective area | ||
- | * Impassable terrain, the enemy, and danger areas | ||
- | |||
- | **Plan the Route** | ||
- | |||
- | Depending on the size of the unity and length and type of movement to be conducted, several factors should be considered in selecting a good route: | ||
- | * Travel time | ||
- | * Travel distance | ||
- | * Maneuver room required | ||
- | * Traffic | ||
- | * Stamina | ||
- | * Tactical considerations | ||
- | * Ease of support | ||
- | * Enemy locations | ||
- | * Availability of good landmarks | ||
- | * Availability of good checkpoints | ||
- | |||
- | Availability of good landmarks is especially important during night operations and/or with lack of GPS. They should be prominent and easily | ||
- | recognized natural or man made features such as, mountains or buildings. Following a valley floor or moving near the crest of a ridgeline | ||
- | generally provides for easy navigation. It is best to follow terrain features rather than fight them. | ||
- | |||
- | The best checkpoints are linear features that cross the planned route. Checkpoints located at points where the route changes direction mark | ||
- | **decision points** and are especially important and therefore should be selected in order to be easily recognized. | ||
- | |||
- | **Stay on the Route** | ||
- | |||
- | In order to know that you are still on the correct route, you must be able to compare the evidence you encounter as you move according to | ||
- | the plan you developed on the map when you selected your route. This may include watching your compass reading (dead reckoning) or | ||
- | recognizing various checkpoints or landmarks from the map in their anticipated positions and sequences as you pass them (terrain | ||
- | association). The best way is to use a combination of both. | ||
- | |||
- | **Recognize the Objective** | ||
- | |||
- | It is often important to move stealthily once near the objective. Therefore it is important to select a route checkpoint near to the objective | ||
- | that you can easily recognize as being the beginning of the objective area. You should take care to carefully plan the final legs of the | ||
- | route from this checkpoint forward, take special care determining distances and directions of travel. | ||
- | |||
- | ==== MOVEMENT==== | ||
- | Staying on route is accomplished through the use of two navigation techniques, dead reckoning and terrain association. | ||
- | |||
- | **DEAD RECKONING** | ||
- | |||
- | **TERRAIN ASSOCIATION** | ||
- | |||