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Section Operations Course Notes

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Weapons Safety

  • Muzzle awareness
  • Do not fire from behind players
  • Alt-Tabbing and NDs
  • Grenade safety

 

 

Situational Awareness

  • Know where your fireteam partner is
  • Know where your leader is
  • Keep yourself aware of the general location of your Section and Platoon
  • Know where suspected enemy is
  • Always have a plan for cover/concealment in mind in case of contact
  • Scan for likely positions where enemy could be hiding

 

 

Fire and Movement

  • Someone is ALWAYS covering while you are moving when in contact/suspect contact soon
  • When feasible, yell "COVERING!" or "MOVING!"
  • If you are engaged and firing, your weapon speaks louder than your voice, listen for your partner's weapon firing
  • When you are preparing to move, do a quick shoulder check to ensure you aren't about to run into anyone's arcs

 

 

 

Section Organization

Fireteams

  • Fireteam Alpha; Section commander, Rifleman
  • Fireteam Bravo; Light machinegunner, Grenadier
  • Fireteam Charlie; Grenadier, Rifleman
  • Fireteam Delta; Section 2iC, Light machinegunner

Assault groups

  • Assault Group 1; Fireteam Alpha, Fireteam Bravo, Alpha is lead
  • Assault Group 2; Fireteam Charlie, Fireteam Delta, Delta is lead

Where the weapons are and why

  • Machineguns on the flanks so they have better enfilade fire on frontal targets, better arcs for flank targets

 

 

Section Formations

Arrowhead

PltOps-formation-arrowhead.png

File

PltOps-formation-file.png

Loose file

PltOps-formation-staggered-file.png

Extended line

PltOps-formation-line.png

Echelon left

PltOps-formation-echelon-left.png

Echelon right

PltOps-formation-echelon-right.png

  • Spacing should be ~5m normal, ~3m at night
  • Some situations may call for abnormal spacing, 20m in very open terrain, or 1m on a very dark night in the woods
  • Spread out only as far as you can effectively control

 

 

Section Communication

  • Words of command and important info MUST be repeated along the line
  • As a Section member use PRRs for GRIs
  • As a Section commander or 2iC use PRRs for GRIs/GRITs, movement orders, attack orders
  • If the order ends with SEEN? respond with either SEEN! if you see it or NOT SEEN! if you do not

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The Section Attack

Used when the Section must take an enemy position or destroy enemy forces

 

Prep for battle

  • Know your fireteam partner, what assault group you are in, your Section commander, and your Section 2iC
  • Ensure you have all required kit; ammo, medical, special weapons/items
  • As a Section commander, christen the ground, give the axis of advance and possible enemy locations
    • Pick land marks that the Section will always be able to see as you advance across the ground
    • Update them as necessary if the advance is long or through close country
    • Example; 2 SECTION! LOOK FRONT! FAR CHURCH TOWER! AXIS OF ADVANCE! SEEN?
  • As a Section commander, continually communicate possible enemy locations and actions on contact from various locations
    • Example; 1 SECTION! IF CONTACT FROM THE LEFT! ASSAULT GROUP 1 WILL FORM A FIREBASE ALONG THE RAILROAD TRACK! ASSAULT GROUP 2 WILL FLANK RIGHT!
    • Example; 3 SECTION! IF CONTACT FROM THE FRONT! SECTION WILL FORM A FIREBASE AND PEEL RIGHT TO THE COMPOUND!
    • Example; 2 SECTION! IF CONTACT FROM THE RIGHT! SECTION WILL SWING RIGHT AND CONDUCT A FRONTAL!

React to Effective Enemy Fire

  • Communicate with CONTACT followed by a rough direction, ie: CONTACT LEFT! CONTACT FRONT!
  • Double tap, Dash, Down, Communicate, Observe, Fire and Movement
  • Bound by TEAM into an extended line facing the contact

Locate the enemy

  • GRI; Group, Range, Indication
  • GRIT; Group, Range, Indication, Type of Fire (Section Commander only)
  • Types of Fire
    • Rapid rate; 1 round/burst every second
    • Normal rate; 1 round/burst every 2-3 seconds
    • Slow rate; 1 round/burst every 5-10 seconds
    • Watch and shoot; Rapid rate on any visible targets

    [*] Indication

    • Clockray
    • Prominent landmarks, directions from them, ie: Left of house with red roof
    • Tracer

  • Example; 2 SECTION! 200! 11 O'CLOCK, YELLOW HOUSE! ENEMY MACHINEGUN! (GRI)
  • Example; 3 SECTION! 150! RADIO TOWER, TREELINE TO THE RIGHT! ENEMY RPG TEAM! (GRI)
  • Example; 1 SECTION! 100! WATCH MY TRACE! ENEMY INFANTRY! (GRI)
  • Example; 2 SECTION! 250! FRONT LEFT, TREELINE! ENEMY SECTION! RAPID RATE! (GRIT)
  • Example; 1 SECTION! 300! LEFT OF YELLOW CHURCH, GREEN HOUSE! ENEMY SECTION! NORMAL RATE! (GRIT)

Win the firefight

  • The firefight is won when the enemy is no longer able to put out effective fire
  • As a Section 2iC, control the Section's rate of fire to win and maintain the firefight
    • Example; ASSAULT GROUP 1! RAPID RATE! ASSAULT GROUP 2! NORMAL RATE!
    • Example; 3 SECTION GRENADIERS! 250! ENEMY IN RED HOUSE! FIRE 4 ROUNDS HEDP!
    • Example; ASSAULT GROUP 2! 200! ENEMY IN BLUE TRIMMED HOUSE! FIRE A M72!
    • Example; ASSAULT GROUP 1! SLOW RATE! ASSAULT GROUP 2! NORMAL RATE!

    [*] As a Section Commander, call in a CONTACT REPORT

    [*] Once the Section Commander is in cover, call "2IC TAKE OVER!", call in contact report, call "2IC IM BACK!" when complete

Approach

  • Only begin the approach once the firefight has been won, if it is lost again, you MUST win it again to continue the approach
  • As a Section Commander, give a GETM (Group, Enemy, Type of Attack, Movement), ie: 2 SECTION! ENEMY IN BUILDING! WILL CONDUCT A FRONTAL! GROUP! GROUP! GROUP!
    • Call out movement types by repeating it 3 times, ie: 2 SECTION! GROUP, GROUP, GROUP!
    • Section movement; Section bounds by Assault Group, one assault group covering while the other moves, greater than 150m from enemy
      PltOps-bounding-section.png
    • Group movement; Section bounds by Fireteam, one fireteam covering while the other moves, both Assault Groups have fireteams bounding, 50-150m from enemy
      PltOps-bounding-group.png
    • Team movement; Section bounds Individually, one fireteam member covering while the other moves, all fireteams are bounding, less than 50m from enemy
      PltOps-bounding-team.png

Assault

  • Section Commander designates a fireteam to take the enemy position, use frag grenades as appropriate
    • CHARLIE TEAM, TAKE THE TRENCH!

    [*] Remainder of the Section continues to advance past the position watching for enemy in depth or on the flanks

    [*] Assaulting fireteam announces position clear, how many enemy dead, and the status of their fireteam, ie: CLEAR! 1 ENEMY DEAD! ALL OK!

Consolidation

  • Once the assaulting fireteam has reported the position clear, consolidate past the objective, expect enemy counter-attack, 25-100m past
    • 2 SECTION! WILL CONSOLIDATE! 50 METERS PAST THE TRENCH! GROUP! GROUP! GROUP!

    [*] Section 2iC conduct an AMMOCAS, Section Commander call in a SITREP

    [*] AMMOCAS: how many magazines/boxes/grenades/other you used, and your medical status, ie: 3 mags, 1 frag, all OK

    • If you fired even 1 round from a magazine, count it as used

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Recce Patrol

Used for gathering information on the enemy and terrain

 

Organization

  • Patrol commander
  • Patrol signaller
  • Patrol 2iC
  • Patrol light machinegunner

March Discipline

  • Spacing must be maintained to avoid lethal effects of enemy explosives/enfilade fire
  • Hand signals/words of command must be passed down without error
  • Drills for short and long halts
  • All players must remain vigilant and watch their designated arcs during halts and on the move
  • Noise discipline is vital during night movement

IRV

  • Initial Rendezvous point, start location for patrol

RVs

  • Rendezvous points, prominent landmarks, fallback positions in case of contact

ORV

  • Objective Rendezvous point, last RV before beginning cloverleaf of objective

VP

  • Vantage Point, position where you can observe objective
  • 2iC and machinegunner stay here

Cloverleaf

  • Commander and signaller go on cloverleaf, signaller should leave radio with 2iC
  • Make cloverleaf pattern around objective

Dissemination of info

  • Once cloverleaf complete, head back to ORV, all patrol members explain what they saw so if contact, patrol info can be maintained
  • Designate a runner in case of contact, he runs back to IRV to ensure patrol info survives

Exfil

  • Not on same route as infil if possible

SALUTE report

  • Size; size of force
  • Activity; what they were doing
  • Location; where they were; grid
  • Unit; what they were; infantry, engineers, etc
  • Time; any specfic timings; ie: truck arrived at 0430, and time you observed position for; ie: from 0400 to 0445
  • Equipment; what weapons/equipment they had

 

Scouting

Used to screen the front of a larger force

 

  • Typically a fireteam for Section/Platoon/Company sized units
  • 50-100m ahead during the day (ground dictates), 20-50m ahead during the night (ground dictates)
  • Concept is the same as TEAM movement
    • One covers, the other moves
    • The bounds are longer and can be at a walk
    • Generally done in consecutive bounds, move in front of unit covering
    • Move from concealment or cover to concealment or cover, ensure you can signal your fireteam partner once you are set

    [*] Intent is to search the ground ahead for possible enemy ambushes or positions and to spot and notify the Section/Platoon/Company of them

    [*] Before stepping off, ensure you know the reaction to contact plan for your fireteam and the Section/Platoon/Company

    • If you make contact, break contact back towards the Section/Platoon/Company, we will move on line to prepare an attack
    • If we make contact, hold position and wait for a signal from us

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FIBUA

Used when the Section is fighting in a built up area

 

Moving through streets

  • Avoid moving down streets whenever possible
  • Use multiple smoke grenades, quick bounds, and cover fire to cross a street if necessary
  • Throw smoke grenades (if possible), setup near side security, send far side security, cross main body, pull near side security, pull far side security
  • Try and move through backyards and compounds whenever possible
  • Remember to use fire and movement, if it is too small to have an effective overwatch, use travelling overwatch even if on a small scale

Room Clearing drills

  • Two man stack
    • Front man calls out the entry
    • "OPEN DOOR LEFT! STACK LEFT!"
    • "CLOSED DOOR RIGHT! STACK RIGHT!"
    • Back man prepares a frag/DD and throws on silent signal from point man (situation dependant, otherwise silently signals when ready)
    • Front man moves quickly through doorway and digs a corner AFTER DD/FRAG GOES OFF
    • Generally want to dig the corner you can see least of or go to the corner with most space
    • Back man IMMEDIATELY follows behind and digs the OPPOSITE corner of front man
    • Call out LEFT OK! and RIGHT OK! when both sides of the room have been swept
    • If you are anything but OK, say so (wounded, need reload, etc)
    • If there is a doorway, obstacle, or wall on your side, call out what you see
    • "CLOSED DOOR LEFT!"
    • "ROOM GOES RIGHT!"
    • "BARRICADE LEFT!"
    • "STAIRWAY FRONT!"

  • Clearing a Barricade
    • One man covers, the other slowly creeps around, pieing the corner
    • Once all of the room has been observed, check to ensure enemies are dead/restrained
    • Once all enemies are dead/restrained, call out "ROOM CLEAR!"
    • If there is another doorway to go through, call for "ONE UP!"
    • Leave a linkman in the room for security and communications
    • Next stack is formed and moves to clear the next room

  • Leaving a room
    • Call "COMING OUT! COMING OUT!" and move out of the room and stack back up in the hallway/compound
    • Ensure you collapse all linkmen as you move backwards to be sure everyone is gathered

Hallway drills

  • Move off of the wall (if enough room)
  • Halt at doors and clear them
  • Situation dictates for bypassing doors, you MUST have security on them if they have been bypassed
     
  • T intersection drill
    • Called out as "T, SIMUL!"
    • Creep to the corners, left side man looking right, right side man looking left
    • Give a silent signal and both move around corner simulatneously, left man looking left, right man looking right

  • 4 way intersection drill
    • Called out as "4 WAY, SIMUL!"
    • Same as T intersection, except you need another stack to cover to your front as you check the corners
    • Once the two men go around the corners, the man watching front moves past them and stops on the far side of the intersection

  • Corner drill
    • Pie around the corner, if possible use a high-low technique (one man standing, one man kneeling to check the corner with two weapons)

Stairway drills

  • If stairwells are wide enough to allow two men side-by-side
  • Left man watches the stair's front, right man watches the stair's rear
  • Creep slowly up the stairs until the full room on top the stairs can be seen

Compound Clearing drills

  • Moving through doorways is the same concept as the two man stack
  • First element through needs to establish security to dominate the compound
  • Next elements through are tasked with clearing specific structures in the compound
  • Do not enter the compound unless you have been given a specific task within

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Section Commands

CONTACT

  • Anyone can call contact
  • Speak whole phrase with no pause
  • Used when contact is made to inform the rest of the Section
  • Examples
    • CONTACT FRONT!
    • CONTACT LEFT!
    • CONTACT RIGHT!
    • CONTACT RED HOUSE!

SIGHTING

  • Anyone can call sighting
  • Speak whole phrase with no pause
  • Used when an enemy is observed to inform the rest of the Section
  • Examples
    • SIGHTING FRONT, ENEMY INFANTRY!
    • SIGHTING LEFT, ENEMY ATGM!
    • SIGHTING RIGHT, ENEMY TANK!
    • SIGHTING WHITE-TRIMMED HOUSE, ENEMY MACHINEGUN!

GRI

  • Anyone can call a GRI (Group, Range, Indication)
  • Break phrase into chunks and wait for confirmation after each chunk
  • Used after contact is made to give more specific information about the contact
  • Examples
    • 2 SECTION! *pause for repeat* 300! *pause for repeat* YELLOW HOUSE, WINDOW ON THE RIGHT! *pause for repeat* ENEMY MACHINEGUN!
    • 1 SECTION! *pause for repeat* 150! *pause for repeat* TWO TALL PINES, ENEMY RPG TEAM!
    • 3 SECTION! *pause for repeat* 200! *pause for repeat* HALF LEFT, ENEMY TRENCH!

GRIT

  • Section commander or 2iC calls a GRIT (Group, Range, Indication, Type of Fire)
  • Break phrase into chunks and wait for confirmation after each chunk
  • Used after contact is made or GRI given to give fire control info to the Section and description of target
  • Examples
    • 1 SECTION! *pause for repeat* 250! *pause for repeat* WHITE ROOFED HOUSE, LEFT CORNER! *pause for repeat* ENEMY MACHINEGUN! *pause for repeat* RAPID RATE!
    • 3 SECTION! *pause for repeat* 100! *pause for repeat* BROKEN WALL, ENEMY INFANTRY, RAPID RATE!
    • 2 SECTION! *pause for repeat* 300! *pause for repeat* LEFT EDGE OF FAR TREELINE! *pause for repeat* ENEMY SECTION! *pause for repeat* NORMAL RATE!

FIREBASE

  • Section commander can call a firebase
  • Break phrase into chunks and wait for confirmation after each chunk
  • Used to form a firebase for destroying or suppressing the enemy with fires
  • Examples
    • 2 SECTION! *pause for repeat* FIREBASE HERE FACING THE ENEMY MACHINEGUN!
    • 1 SECTION! *pause for repeat* FIREBASE HERE FACING NORTH!
    • 3 SECTION! *pause for repeat* FIREBASE HERE FACING FRONT RIGHT!

PEEL LEFT/RIGHT/BACK

  • Section commander can call a peel
  • Repeat PEEL LEFT/RIGHT/BACK three times
  • Used to peel into cover or concealment
  • Examples
    • 1 SECTION! *pause for repeat* PEEL LEFT! PEEL LEFT! PEEL LEFT!
    • 3 SECTION! *pause for repeat* PEEL RIGHT! PEEL RIGHT! PEEL RIGHT!
    • 2 SECTION! *pause for repeat* PEEL BACK! PEEL BACK! PEEL BACK!

Fire and Movement

  • Section commander can call fire and movement
  • Repeat movement type three times
  • Used when moving in contact
  • Examples
    • 3 SECTION! *pause for repeat* GROUP! GROUP! GROUP!
    • 1 SECTION! *pause for repeat* TEAM! TEAM! TEAM!
    • 2 SECTION! *pause for repeat* SECTION! SECTION! SECTION!

Christening the ground

  • Section commander can christen the ground
  • Break phrase into chunks and wait for confirmation after each chunk
  • Used to give axis of advance
  • Examples
    • 1 SECTION! *pause for repeat* LOOK FRONT! *pause for repeat* FAR RADIO TOWER, AXIS OF ADVANCE, SEEN? *pause for SEEN*
    • 2 SECTION! *pause for repeat* LOOK FRONT! *pause for repeat* MSR, AXIS OF ADVANCE, SEEN? *pause for SEEN*
    • 3 SECTION! *pause for repeat* LOOK FRONT! *pause for repeat* BRIDGE, AXIS OF ADVANCE, SEEN? *pause for SEEN*

Prepatory orders

  • Section commander can give prepatory orders
  • Break phrase into chunks and wait for confirmation after each chunk
  • Used to give prepatory orders for specific situations while advancing
  • Examples
    • 1 SECTION! *pause for repeat* IF CONTACT LEFT! *pause for repeat* FORM FIREBASE LEFT!
    • 3 SECTION! *pause for repeat* IF CONTACT RIGHT! *pause for repeat* ASSAULT GROUP 1 WILL FORM FIREBASE RIGHT! *pause for repeat* ASSAULT GROUP 2 FLANK LEFT!
    • 2 SECTION! *pause for repeat* IF CONTACT FRONT! *pause for repeat* FORM FIREBASE ALONG THE ROCK WALL TO OUR FRONT RIGHT!

GETM

  • Section commander can give a GETM (Group, Enemy, Type of Attack, Movement)
  • Break phrase into chunks and wait for confirmation after each chunk
  • Used to order an attack on an enemy position
  • Examples
    • 2 SECTION! *pause for repeat* ENEMY TRENCH! *pause for repeat* WILL CONDUCT A FRONTAL! *pause for repeat* TEAM! TEAM! TEAM!
    • 1 SECTION! *pause for repeat* ENEMY IN BUILDING! *pause for repeat* WILL CONDUCT A LEFT FLANK! *pause for repeat* ASSAULT GROUP 2 IS FIREBASE! *pause for repeat* GROUP! GROUP! GROUP!
    • 3 SECTION! *pause for repeat* ENEMY IN TREELINE! *pause for repeat* WILL CONDUCT A RIGHT FLANK! *pause for repeat* ASSAULT GROUP 1 IS FIREBASE! *pause for repeat* SECTION! SECTION! SECTION!

Possible enemy location

  • Section commander can give a possible enemy location
  • Break phrase into chunks and wait for confirmation after each chunk
  • Used to keep Section aware of possible enemy threats while moving
  • Examples
    • 1 SECTION! *pause for repeat* 200! *pause for repeat* FRONT LEFT, RED HOUSE! *pause for repeat* POSSIBLE ENEMY LOCATION!
      *pause for repeat* WILL BE KNOWN AS RED HOUSE!
    • 2 SECTION! *pause for repeat* 300! *pause for repeat* GREEN HOUSE! *pause for repeat* POSSIBLE ENEMY LOCATION! *pause for repeat* WILL BE KNOWN AS GREEN HOUSE!

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Keywords dictionary

COVERING! - you are covering

MOVING! - you are moving

RELOADING! - you are reloading

SHORTER/LONGER BOUNDS! - take shorter/longer bounds

SHIFT LEFT/RIGHT NEXT BOUND! - shift left/right on the next bound

LOOK FRONT/LEFT/RIGHT! - look to the front/left/right

.. SECTION! - warning for .. Section to listen for commands

POSSIBLE ENEMY LOCATION! - somewhere enemy might be

WILL BE KNOWN AS ..! - name location for future reference

CONTACT ..! - enemy spotted in direction/location indicated

SIGHTING ..! - enemy spotted in direction/location indicated, they are unaware

WILL CONDUCT A ..! - the Section will perform a frontal/left flank/right flank, if a flank, who is firebase is specified

IF CONTACT ..! - prepatory order followed by simple statement

FIREBASE! - position where supporting fires will be given

HOLD! HOLD! HOLD! - stop movement and reform, typically into an extended line

PEEL LEFT/RIGHT/BACK! PEEL LEFT/RIGHT/BACK! PEEL LEFT/RIGHT/BACK! - peel to the left/right/back

PREPARE TO MOVE! - get ready to move positions, pack up crew served weapons, take a knee if necessary, etc.

SECTION! SECTION! SECTION! - begin SECTION bounding

GROUP! GROUP! GROUP! - begin GROUP bounding

TEAM! TEAM! TEAM! - begin TEAM bounding

WILL CONSOLIDATE! - inform Section to consolidate, direction and distance given after

CONSOLIDATE! CONSOLIDATE! CONSOLIDATE! - inform Platoon to consolidate

RAPID RATE! - fire 1 round/burst roughly every second

NORMAL RATE! - fire 1 round/burst roughly every 2-3 seconds

SLOW RATE! - fire 1 round/burst roughly every 10 seconds

WATCH AND SHOOT! - fire only if you can see the enemy

LEFT/RIGHT OK! - the left/right side of the room/compound has no enemies to check, no obstacles or further doorways

ROOM CLEAR! - all enemies are confirmed dead/restrained and all barricades/parts of the room are checked

STACK LEFT/RIGHT! - form a stack on the left/right side of the doorway

OPEN/CLOSED DOOR LEFT/RIGHT/FRONT! - there is an open/closed door to the left/right/front, followed by a stack command

.., SIMUL! - take the intersection/obstacle simultaneously from both sides

ONE UP! - send one more person into the room/compound

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Reports and Returns

RADIO CHECK

Their Callsign this is Your Callsign, RADIO CHECK, OVER.

Your Callsign this is Their Callsign, Strength AND Readability, OVER.

Their Callsign this is Your Callsign, Strength AND Readability, OUT.

Readabilities: CLEAR, INTERMITTENT, FADING, DISTORTED

Strengths: LOUD, WEAK, FAINT, BROKEN

 

Example:

All callsigns 21 this is 21, RADIO CHECK, OVER.

21 this is 21A, LOUD AND CLEAR, OVER.

21 this is 21B, LOUD AND CLEAR, OVER.

... 5 seconds pass ...

21 this is 21D, LOUD AND CLEAR, OVER.

21A, 21B, 21D this is 21, LOUD AND CLEAR, OUT TO YOU.

21C this is 21, RADIO CHECK, OVER.

21 this is 21C, LOUD AND CLEAR, OVER.

21C this is 21, LOUD AND CLEAR, OUT.

 

 

MESSAGE

Their Callsign this is Your Callsign, MESSAGE, OVER.

Your Callsign this is Their Callsign, SEND IT, OVER.

Your Callsign, Your Message, OVER.

Their Callsign, Confirmation of Your Message, OUT.

 

Example:

22C this is 22B, MESSAGE, OVER.

22B this is 22C, SEND IT, OVER.

22B, we are watching the red house, you watch the green one, OVER.

22C, ROGER, watching green house, OUT.

 

 

LOCSTAT

Their Callsign this is Your Callsign, SEND LOCSTAT, OVER.

Your Callsign this is Their Callsign, Their Grid, their direction of movement (if any), OVER.

Your Callsign, ROGER, OUT.

 

Example:

22D this is 22, SEND LOCSTAT, OVER.

22 this is 22D, GRID 877 243, moving 0700 mils, OVER.

22, ROGER, OUT.

 

 

CONTACT REPORT

Their Callsign this is Your Callsign, CONTACT, WAIT, OUT.

Win the firefight and gather information on the enemy

Their Callsign this is Your Callsign, CONTACT REPORT, OVER.

Your Callsign this is Their Callsign, SEND IT, OVER.

Your Callsign, Grid of Enemy, Description of Enemy, Your own actions, time of contact, OVER.

Their Callsign, orders or confirmation, OVER.

Your Callsign, ROGER, OUT.

 

Example:

13 this is 13A, CONTACT, WAIT, OUT.

... a few minutes ...

13 this is 13A, CONTACT REPORT, OVER.

13A this is 13, SEND IT, OVER.

13A, GRID 270 159, enemy Section plus along a hedgerow, we formed a firebase, time of contact 1917 hours, OVER.

13, ROGER, I am coming up with weapons, OVER.

13A, ROGER, OUT.

 

 

SITREP

Their Callsign this is Your Callsign, SEND SITREP, OVER.

Your Callsign this is Their Callsign, Situation Enemy, Situation Friendly, Admin, General, OVER.

Their Callsign, COPY ALL, OUT.

Situation Enemy: Situation about enemy forces in your area

Situation Friendly: Situation about yourself and/or any friendly forces in your area

Admin: Admin requirements, ammo, medical, equipment, etc.

General: Anything else that doesn't fall into the above categories

 

Example:

22B this is 22, send SITREP, over.

22 this is 22B, enemy nil, GRID 109 275, holding firm facing southwest, admin nil, general nil, OVER.

22, COPY ALL, OUT.

 

 

SALUTE REPORT

Their Callsign this is Your Callsign, SALUTE REPORT, OVER.

Your Callsign this is Their Callsign, SEND IT, OVER.

Your Callsign, Size of enemy forces, BREAK.

Your Callsign, Activity of enemy forces, BREAK.

Your Callsign, Location of enemy forces (grid and description if needed), BREAK.

Your Callsign, What kind of enemy forces are they (infantry, mech infantry, engineers, etc), BREAK.

Your Callsign, Any timings and how long you observed them for, BREAK.

Your Callsign, Equipment of enemy forces (small arms, machineguns, AT weapons, vehicles, etc), OVER.

Their Callsign, affirmation of info, OUT.

 

Example:

31 this is 31C, SALUTE REPORT, OVER.

31C this is 31, SEND IT, OVER.

31C, Platoon minus, BREAK.

I CONTINUE, preparing a defensive position, BREAK.

I CONTINUE, GRID 109 065, just in front of the treeline, BREAK.

I CONTINUE, appear to be infantry with engineer support, BREAK.

I CONTINUE, one times truck arrived at 1943 hours, departed at 1957 hours, observed from 1850 hours until 2015 hours, BREAK.

I CONTINUE, one times DshKM, one times ATGM, one times Excavator, small arms and RPGs, OVER.

31, SAY AGAIN timings, OVER?

31C, I SAY AGAIN, one times truck arrived at 1943 hours, departed at 1957 hours, observed from 1850 hours until 2015 hours, OVER.

31, COPY ALL, OUT.

 

 

All Arms Call for Fire

Their Callsign this is Your Callsign, FIREMISSION, OVER.

Your Callsign this is Their Callsign, SEND FIREMISSION, OVER.

Your Callsign, Grid of firemission, Observer-Target direction, description of target, Type of Fire, Time, OVER.

Their Callsign, confirming the information above, OVER.

Your Callsign, confirmation if all info is correct, otherwise correct it, OVER.

Their Callsign, ROGER, FIREMISSION on the way, OUT.

The battery is now computing the firemission and preparing to fire

Them SHOT, OVER.

You SHOT, OUT.

The first spotting round is fired, they will wait until 5 seconds before the round is to impact

Them SPLASH, OVER.

You wait until you can see the round splash

You SPLASH, OUT.

Determine if the round landed close enough for you to fire the mission or if adjustments are needed, REMEMBER: bold adjustments

You ADD/DROP Amount, RIGHT/LEFT Amount, ADJUST FIRE (if a large amount/uncertain) / FIRE FOR EFFECT (if a small adjust/certain), OVER.

Them ROGER, ADD/DROP Amount, RIGHT/LEFT Amount, ADJUST FIRE/FIRE FOR EFFECT, OUT.

The mission is fired

Them SHOT, OVER.

You SHOT, OUT.

The mission is fired, they will wait until 5 seconds before the round is to impact

Them SPLASH, OVER.

You wait until you can see the round splash

You SPLASH, OUT.

Them ROUNDS COMPLETE, OUT.

They will call rounds complete when they are finished firing rounds.

You now need to appraise the target, do you need more fire? Send any adjustments followed by a REPEAT. If the fire mission is complete, send a Battle Damage Assessment.

If you plan on using fires again in the area, considering calling MARK TARGET, so the battery can use this firemission as a known point.

You Battle Damage Assessment, FIREMISSION ENDS, OVER.

Them ROGER, Battle Damage Assessment, FIREMISSION ENDS, OUT.

Type of Fire: SUPPRESS (a suppressed target will sustain 20% casualties), NEUTRALIZE (a neutralized target will sustain 50% casualties), DESTROY (a destroyed target will sustain 80% casualties), SMOKE (be sure to indicate length the smoke should last), ILLUM (be sure to indicate length the illum should last)

Time: If a smoke/illum mission, include total duration of firemission.

 

Example:

GOLF 22 this is INDIA 33, FIREMISSION, OVER.

INDIA 33 this is GOLF 22, SEND FIREMISSION, OVER.

INDIA 33, GRID 079 056, OT DIRECTION 4500 mils, enemy Platoon minus in the open, NEUTRALIZE, OVER.

GOLF 22, ROGER, GRID 079 056, OT DIRECTION 4500 mils, enemy Platoon minus in the open, NEUTRALIZE, OVER?

INDIA 33, ROGER, OVER.

GOLF 22, ROGER, FIREMISSION on the way, OUT.

... a few minutes ...

SHOT, OVER.

SHOT, OUT.

... time of flight minus 5 seconds passes ...

SPLASH, OVER.

... 5 seconds after splash is observed ...

SPLASH, OUT.

... 30 seconds later ...

ADD 200, RIGHT 100, FIRE FOR EFFECT, OVER.

ROGER, ADD 200, RIGHT 100, FIRE FOR EFFECT, OUT.

... 30 seconds later ...

SHOT, OVER.

SHOT, OUT.

... time of flight minus 5 seconds passes ...

SPLASH, OVER.

... 5 seconds after splash is observed ...

SPLASH, OUT.

... 10 seconds later ...

ROUNDS COMPLETE, OUT.

... 30 seconds later ...

Good effect on target, MARK TARGET, FIREMISSION ENDS, OVER.

ROGER, good effect on target, MARKED TARGET as TRP 101, FIREMISSION ENDS, OUT.

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This should be the standard way we do all training here at UO. Thanks Beta.

 

Before anyone gets bent out of shape at the idea of using this as our standard. Just make suggestions for improvement. Surely we can arrive at some common ground.

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We need to figure something out. This is great, incredibly informative and a good read for just being a lesson plan! But everything we do and teach is US and we use the terms and functions that go along with it and I'm just worried this along with the FTOC and every other course that incorporates something from it will just confuse people.

 

Maybe we need to make an official choice of doctrine and SOPs to use to prevent all the confusion that comes up and will come up.

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We shouldn't.

 

Not every mission is US army. So you need to know how to operate with other organizations.

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