Armor Company Training 1 : Basics

The reason that you have been directed to read this document is to insure you understand the basics that the Armor Company works with when we are functioning as a group. An Armor Company that does not work together as a team is no better than a bunch of tanks running around on their own. An Armor Company that works together on the battlefield is a sustainable force that cannot be countered easily.

Class Requirement
You are required to be an Engineer while running with Armor Company while we are tanking.
There are some situations where we do use other classes, but the engineer, repair tool, and anti-vehicle mines are extremely important while we are moving in vehicles.
The spitfire or anti-vehicle mana turret can also be helpful.
It is also useful to have both a Driver and a Gunner Engineer load-out as EOD (mine detection) implant only works for drivers, so there is no reason to have this implant active on your gunner load-out.


When you run with Armor Company, you are expected to follow orders and work within the chain-of-command. Learning this chain-of-command is important.
In addition, there is a time and place to bring up things in the TS3 channel. The need for more ammo, indicating that you are in need of repairs, and, of course, indicating enemy forces are always valid comments.
During training, wait until the person leading training asks for questions; they will. When questions are asked for, questions or comments can be made. Comments should be spoken as personal viewpoint. Armor Company Officers have taken up on the leadership responsibility to organize Armor Company and keep it running as a functional Company. If the Armor Company Officers open the floor for discussion, then we can discuss and debate a topic; otherwise, please allow the Officer leading the training to lead the training and to answer questions asked.
When we are in battle, bringing options up to the squad leader is valid, but at the right time. When “Tactical Coms” or “Clear Coms” is called, all squad members are to refrain from communication; information may be being relayed in another channel that some players cannot hear or the squad leader may need a moment of silence so that they can concentrate. If you need Ammo, please call out that you are backing away from the group to find ammo. If you are damaged, become heavily damaged, or your tank goes down, make sure to call that information out as it is relevant to the rest of the vehicles and their sustainability. If you see enemies, call them out by type, number, and compass direction.
The term “lead tank” is the tank that has been selected by an Armor Company Officer or Armor squad leader to be the tank in front of all the other tanks and to lead the rest of the vehicles toward a location.

We want Armor Company to be fun. That is the reason for some of the structure that we have and why we want to learn to co-ordinate as a group.
We want to be a team. We want to roll as a team. We want to win as a team.

Prepare Load-outs and Pulling Vehicles
Walking up to a vehicle terminal is not the time to prep your vehicle.
The best time to fix your vehicle load-outs is before you deploy. No one can kill you before you spawn.
You want to be able to walk up to the vehicle terminal, click on a load-out, and roll. (It is never a bad idea to make sure the vehicle pull area is free of enemy mines before pulling your vehicle!)
Make sure to call out to your driver-gunner team-mate to determine which of you will pull a vehicle. The driver should make sure to ask the gunner which weapon they would like or ask them which of the top weapons you have that they would like – before you head out of the spawn room – better yet before you even spawn. (NOTE :: Unless cleared by the Armor squad leader, the top gun on any Armor squad Vanguard should be an Enforcer.)
Listen to where the Armor squad leader tells you to spawn or check with your driver-gunner teammate to make sure you are respawning at the location indicated by the Armor squad leader.