Post by panzer0170 on Mar 17, 2015 18:06:05 GMT -5
Section Battle Drills
The 6 Section Battle Drills (PREWAR)
1. Preparation for battle
2. Reaction To Effective Enemy Fire
3. Enemy Location
4. Winning the Firefight/Suppressing the Enemy
5. Assault
6. Reorganisation
1. Preparation Battle (PAWPERSO)
P Protection (Sentries – Prepare as buddies)
A Ammunition (Who needs what? Who is carrying what? Sp Weapons?)
W Weapons (Cleaned, oiled, zeroed, nothing hanging off, accessories work)
P Personal Camouflage (Local foliage, appropriate to AO)
E Equipment (YOURS. Role specific.)
R Radio (Frequencies, batteries, test)
S Specialist Equipment (Mission specific. Odd stuff like ladders, bolt croppers...)
O Orders (QBOs)
2. Reaction to effective Enemy Fire
Effective Enemy fire is considered to be rounds falling in or around your location that could or have caused injuries.
Return fire
Take cover
Return appropriate fire
Assuming you have comms to someone else? ‘Contact. Wait. Out.’ Pointless trying to give any more information at this point. Get on top of the contact, then get comms.
3. Enemy Location
As part of the reaction to effective enemy fire the section will all be observing the ground in an attempt locate the enemy position. There are various methods of doing this but some of them are fucking dubious, so I’ve left them out altogether.
4. Winning the Firefight/Suppressing the Enemy
Once the enemy have been located the section commander instructs the section 2i/c to carry on whilst he asses the situation (PLAN TIME!). The 2i/c will instruct the section using fire control orders to fire upon the enemy position. The idea is to stop the enemy firing whilst the assault is carried out.
There are three rates of fire that can be used. They are: -
Deliberate 10 Rounds per minute.
Rapid 30 Rounds per minute.
Snap 3 – 5 Rounds per minute.
Alternatively the section can fire ripple effect which is to start from one end of the section with each soldier firing one round at a time. Rather like a Mexican wave. Deliberate is ‘GP fire’ Rapid is for winning a firefight or just prior to the assault. Ripple fire is because you’re trying to conserve ammo, but you have a solid idea of where the enemy are, and you can pin them with minimal ammo.
5. Assault/fight Through
The section commander will have made his appreciation whilst the section is suppressing the enemy. The assault can take the form of a left/right flanking manoeuvre. (Apparently you can just do a frontal assault… If you don’t care for the lives of your mates, or you’re otherwise fucked and the only option is to fight through…)
A typical assault is carried out in the following manner: -
Assuming 8 blokes leave 4 as a base of fire, 4 flank. Halfway you drop 2 off as another base of fire at an angle. Last 2 blokes assault the position. As the last 2 blokes approach you up the rate of suppressive fire and then switch fire left/right (opposite to flank of approach) and stop firing) Remembering all this is done with the concept of 3:1 minimum odds, so a section is going to assault 2, maybe 3 blokes maximum.
Assaulters call reorg.
6. Reorganisation
The mnemonic GASCARD is used.
G Groups (are they all in) They must travel in using the proven route (MINES!)
A All round defence – You don’t know you’ve won, yet. Make sure you don’t lose!
S Searchers (Are they all dead? Who are they? Intel? Gear scrounge? Food? ANYTHING?
C Casualties (Numbers, What’s wrong?)
A Ammunition states (Total full mags give in a circle – Use the opportunity to re-bomb mags IN PAIRS > Maintain all round defence)
R Redistribute (eg. take specialist equipment off casualties, ammo, anything else you can think of)
D Dig/Deploy (dig if remaining in the position. Deploy if directed to carry on with task)[OK, so this assumes artillery threat. Digging in is NEVER a bad choice, even if it’s just a few inches...]
Feel free to comment and adapt. This is designed for an 8 man team, but wouldn't be out of place with a 4 man team. Add to, take away, please highlight things you think WONT work and why, but if you do... try and replace it with something helpful!
The 6 Section Battle Drills (PREWAR)
1. Preparation for battle
2. Reaction To Effective Enemy Fire
3. Enemy Location
4. Winning the Firefight/Suppressing the Enemy
5. Assault
6. Reorganisation
1. Preparation Battle (PAWPERSO)
P Protection (Sentries – Prepare as buddies)
A Ammunition (Who needs what? Who is carrying what? Sp Weapons?)
W Weapons (Cleaned, oiled, zeroed, nothing hanging off, accessories work)
P Personal Camouflage (Local foliage, appropriate to AO)
E Equipment (YOURS. Role specific.)
R Radio (Frequencies, batteries, test)
S Specialist Equipment (Mission specific. Odd stuff like ladders, bolt croppers...)
O Orders (QBOs)
2. Reaction to effective Enemy Fire
Effective Enemy fire is considered to be rounds falling in or around your location that could or have caused injuries.
Return fire
Take cover
Return appropriate fire
Assuming you have comms to someone else? ‘Contact. Wait. Out.’ Pointless trying to give any more information at this point. Get on top of the contact, then get comms.
3. Enemy Location
As part of the reaction to effective enemy fire the section will all be observing the ground in an attempt locate the enemy position. There are various methods of doing this but some of them are fucking dubious, so I’ve left them out altogether.
4. Winning the Firefight/Suppressing the Enemy
Once the enemy have been located the section commander instructs the section 2i/c to carry on whilst he asses the situation (PLAN TIME!). The 2i/c will instruct the section using fire control orders to fire upon the enemy position. The idea is to stop the enemy firing whilst the assault is carried out.
There are three rates of fire that can be used. They are: -
Deliberate 10 Rounds per minute.
Rapid 30 Rounds per minute.
Snap 3 – 5 Rounds per minute.
Alternatively the section can fire ripple effect which is to start from one end of the section with each soldier firing one round at a time. Rather like a Mexican wave. Deliberate is ‘GP fire’ Rapid is for winning a firefight or just prior to the assault. Ripple fire is because you’re trying to conserve ammo, but you have a solid idea of where the enemy are, and you can pin them with minimal ammo.
5. Assault/fight Through
The section commander will have made his appreciation whilst the section is suppressing the enemy. The assault can take the form of a left/right flanking manoeuvre. (Apparently you can just do a frontal assault… If you don’t care for the lives of your mates, or you’re otherwise fucked and the only option is to fight through…)
A typical assault is carried out in the following manner: -
Assuming 8 blokes leave 4 as a base of fire, 4 flank. Halfway you drop 2 off as another base of fire at an angle. Last 2 blokes assault the position. As the last 2 blokes approach you up the rate of suppressive fire and then switch fire left/right (opposite to flank of approach) and stop firing) Remembering all this is done with the concept of 3:1 minimum odds, so a section is going to assault 2, maybe 3 blokes maximum.
Assaulters call reorg.
6. Reorganisation
The mnemonic GASCARD is used.
G Groups (are they all in) They must travel in using the proven route (MINES!)
A All round defence – You don’t know you’ve won, yet. Make sure you don’t lose!
S Searchers (Are they all dead? Who are they? Intel? Gear scrounge? Food? ANYTHING?
C Casualties (Numbers, What’s wrong?)
A Ammunition states (Total full mags give in a circle – Use the opportunity to re-bomb mags IN PAIRS > Maintain all round defence)
R Redistribute (eg. take specialist equipment off casualties, ammo, anything else you can think of)
D Dig/Deploy (dig if remaining in the position. Deploy if directed to carry on with task)[OK, so this assumes artillery threat. Digging in is NEVER a bad choice, even if it’s just a few inches...]
Feel free to comment and adapt. This is designed for an 8 man team, but wouldn't be out of place with a 4 man team. Add to, take away, please highlight things you think WONT work and why, but if you do... try and replace it with something helpful!