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guides:land_nav [2017/04/21 16:25]
thendash added bearing and intersection sections
guides:land_nav [2017/11/22 14:57] (current)
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 ~~Title: Land Navigation~~ ~~Title: Land Navigation~~
-===== LAND NAVIGATION(WIP) =====+===== LAND NAVIGATION =====
 By: Thendash By: Thendash
  
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 **Reading a grid**  ​ **Reading a grid**  ​
-{{ :​guides:​gridref.png?​direct&​300|Click to view full size}}+{{ :​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  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 
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   - Combine the two readings together to create the grid reference.   - 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’** ​   +These steps can be remembered by the mnemonic, **‘RIGHT in the house, UP the stairs’** 
 + 
 +**Some ARMA islands currently have backward grids, be aware of this and instead read RIGHT TO LEFT. Either way you are reading in the  
 +direction that the grid numbers are increasing.**
  
 ==== ELEVATION ==== ==== ELEVATION ====
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 ===== EQUIPMENT ===== ===== EQUIPMENT =====
 ==== COMPASS ==== ==== COMPASS ====
-{{ :​guides:​compass.png?​direct&​300|Click to view full size}}+{{ :​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 ​ The compass is a tool used to measure direction. The version modeled in ARMA is a lensatic compass with both degree and milliradian ​
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 ==== LOCATION ==== ==== LOCATION ====
 **INTERSECTION**  ​ **INTERSECTION**  ​
-{{ :​guides:​intersection.png?​direct&​300|Click to view full size}}+{{ :​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.
  
-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:** **Steps:**
   - Measure the direction to the target from known location 1.   - Measure the direction to the target from known location 1.
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   - Draw the bearing from the known location 2.   - Draw the bearing from the known location 2.
   - (Optional)Repeat from subsequent known locations as desired.   - (Optional)Repeat from subsequent known locations as desired.
-  - The **intersection** of the drawn bearings is the location of the target.+  - 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, this is called an //attack point.// You should take care to  
 +carefully plan the final legs of the route from attack point 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. 
 + 
 +It should be noted that the average pace in ARMA is somewhere around 10 to 13 km/h while jogging. 
 + 
 +**DEAD RECKONING** 
 + 
 +Dead reckoning consists of two fundamental steps. 
 +  - Determine direction and distance from one point to another on a map 
 +  - Use a compass and some means of determining distance and apply that information on the ground. 
 + 
 +Most dead reckoning movements should not consist of single straight-line distances because bearing and pace counts are not precise  
 +measurements and therefore error from them compounds over distance. A small error at the start of a route leg can turn into a large  
 +displacement at the end of the leg resulting in you being nowhere near your desired location. 
 + 
 +This is why checkpoint selection during route planning is important, even if you make a large mistake when determining bearing or keeping  
 +pace, if you choose a very prominent feature as a checkpoint you should be able to quickly correct your mistake when it doesn'​t line up  
 +properly. Landmarks selected for this purpose are called //steering marks.// 
 + 
 +Sometimes highly accurate distance estimates and precision compass work may not be required if the destination is located on or near a  
 +large linear feature, such as a road or river. In these cases, you should apply a deliberate offset of about 10 degrees to the bearing  
 +you planned to follow, and then move in this direction until you encounter the linear feature. You will now know which direction you need  
 +to follow the feature in order to find your desired destination depending on which way you deliberately offset. This is called the  
 +**deliberate offset technique.** 
 + 
 +**TERRAIN ASSOCIATION** 
 + 
 +Moving by terrain association is the technique of orientating your map to your direction and then comparing what features you see with what  
 +is depicted on the map and then determining your location based on relation to prominent features. 
 + 
 +Moving by terrain association is more forgiving of mistakes and far less time consuming than dead reckoning. It best suits those situations  
 +that call for movement from one area to another. Errors are anticipated during terrain association are easily corrected for because you are  
 +comparing what you expect to see, with what you actually see, so you can easily make adjustments based on what you encounter. 
 + 
 +Being able to identify and locate selected features, both on the map and on the ground, is essential to the success of the technique. 
 +  * You cannot rotate the map in ARMA so you must rely on your own spacial recognition ability. Use the compass displayed on the map screen to determine your direction on the map. 
 +  * To locate and identify features, look for the steepness and shape of slopes, relative elevations of various features, and the directional orientation in relation to your position and the position of other features you can see. 
 +  * Make use of the addition cues provided by hydrography,​ vegetation, and man made structures. We are lucky that in ARMA our maps display accurate and to-scale buildings, tree lines never change, and water features are static. 
 + 
 +**Handrails** are linear features like roads, power lines, or ridgelines that run roughly parallel to your direction of travel. Instead of  
 +using precision compass work, you can rough compass without the use of steering marks for as long as the feature travels with you on your  
 +right or left. It acts as a handrail to guide you in the desired direction. You must take care when determining when you must deviate from  
 +your chosen handrail. A //catching feature// is a prominent feature located near the point of deviation, or it can tell you when you have  
 +traveled too far.
  
 +The major disadvantage to navigation by terrain association is that you must be able to interpret the map and analyze the world around you. 
 +Recognition of terrain and other features, the ability to determine and estimate direction and distance, and knowing how to do quick mental ​
 +position fixing are skills that are difficult to teach, learn, and retain than those required for dead reckoning.
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