# Hesitate a split second after pressing your talk button before transmitting.
# Assume they won’t know who you’re calling or who you are with each transmission unless you’re sure they’ll know.
# On critical transmissions where you don’t hear a reply and you think the receiver may hear the transmission from your location but not the sender you may be a relay station. <blockquote>Dakota Three this is Dakota Seven I relay again transmission from Dakota Six, Requesting you execute a plan Whiskey Whiskey Over.”</blockquote>In this case the receiver should identify both parties that they heard and themselves when responding.<blockquote>Dakota Seven and Dakota Six, this is Dakota Three, I received your relay, Wilco out.</blockquote>If they only heard Dakota Seven and Not Dakota Six they should say: <blockquote>Dakota Seven this is Dakota Three please relay to Dakota Six, Wilco Out.</blockquote>Dakota Seven would then call Dakota Six and inform them that they were serving as a relay station.<blockquote>Dakota Six this is Dakota Seven Be advised I am serving as a relay station for Dakota Three Over.</blockquote><blockquote>Dakota Seven, Dakota Six, Roger Out.</blockquote>If you are transmitting and lose your train of thought or need to look at something up before finishing state “ WAIT OUT.” In this case the net isn’t tied up and the receiver knows to expect a follow-up finishing transmission later.
# Fresh and spare batteries should be on hand for all radios and operators should be fully versed on their use and have fairly proper radio procedures before using them in games.
Radios are a great asset in all Mil Sims and when used properly are both functional and add greatly to the Mil Sim experience. Like in real military situations they are sporadically functional and Murphy’s law states they will go out when critically needed. This too adds to the realism. Have an alternate means to communicate and insure that you’re plan does not rely entirely on them.