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THE LBCU BASIC TRAINING MANUAL

The LBCU Basic


Training Manual
THE TRAINING SYLLABUS FOR LBCUS BASIC TRAINING
COURSE
- 1ST EDITION

WO (LBCU) Watudube [Kevin Goh]


THE LANBOX COMBAT UNIT | http://www.thelanbox.com.au/
WO (LBCU) WATUDUBE [KEVIN GOH]

THE LBCU BASIC TRAINING MANUAL

Contents
Section One - Service Knowledge & Regimentation ............................................................................... 5
Introduction ........................................................................................................................................ 5
LBCU Rank Structure ........................................................................................................................... 5
Recruit ............................................................................................................................................. 5
Enlistees .......................................................................................................................................... 5
Non-Commissioned Officers (NCOs) ............................................................................................... 5
Officers ............................................................................................................................................ 5
Addressing Superiors .......................................................................................................................... 5
Officers & Warrant Officers ............................................................................................................ 5
NCOs & Enlistees ............................................................................................................................. 6
Saluting............................................................................................................................................ 6
Section Two - Infantry Fireteam & Section ORBAT ................................................................................. 7
ORBAT (Order of Battle) .................................................................................................................. 7
Section Three - Weapons ........................................................................................................................ 9
Weapon Safety .................................................................................................................................... 9
Negligent Discharge ........................................................................................................................ 9
Weapon Safety Standard Operating Procedures (SOP) .................................................................. 9
Rules of Engagement (ROE) .......................................................................................................... 10
Fire Control Orders (FCOs) ............................................................................................................ 10
Infantry Section Weapons Load Out ................................................................................................. 11
Contact Rates ................................................................................................................................ 11
Day Load Out................................................................................................................................. 12
Night Load Out .............................................................................................................................. 12
Combat Zeroing................................................................................................................................. 13
Rifle Sighting ..................................................................................................................................... 14
Bore Lines vs Sight Lines ............................................................................................................... 14
Aiming with the ARCO Scope ........................................................................................................ 15
M203 Launching................................................................................................................................ 16
Uses of the M203 .......................................................................................................................... 16
Zeroing an M203 ........................................................................................................................... 16
Light AT Launching ............................................................................................................................ 18
Clearing Back Blast ........................................................................................................................ 18
Aiming with the PCML................................................................................................................... 19
Locking on with the PCML ............................................................................................................. 20
WO (LBCU) WATUDUBE [KEVIN GOH]

THE LBCU BASIC TRAINING MANUAL


Targets of Preference.................................................................................................................... 21
Fragmentation Grenades .................................................................................................................. 22
Grenade Safety.............................................................................................................................. 22
Grenade Throwing ........................................................................................................................ 23
Section Four - Infantry Movement........................................................................................................ 24
Combat Stances ................................................................................................................................ 24
Stationary ...................................................................................................................................... 24
Moving .......................................................................................................................................... 25
Movement in Formations ................................................................................................................. 26
Speed ............................................................................................................................................ 26
Spacing .......................................................................................................................................... 27
Formations .................................................................................................................................... 27
Section Five - Contact Drills and Fire Movement.................................................................................. 29
Setting the ROE ................................................................................................................................. 29
Basic Contact Drills............................................................................................................................ 29
Immediate Action (IA) Steps upon the Receipt of Fire ................................................................. 29
Step 1 - Take Cover or Go Prone ................................................................................................... 29
Step 2 - Face the Threat or Form 360 Defence ........................................................................... 29
Step 3 - Locate the Direction of the Threat .................................................................................. 30
Step 4 - Return Fire Based on the ROE.......................................................................................... 30
Step 5 - Form Line towards the Enemy ......................................................................................... 30
Step 6 - Performing Fire Movement Based on Commanders Intent ........................................... 30
Fire Movement to the Front ............................................................................................................. 31
Step 1 - Calling the Commanders FCO ......................................................................................... 31
Step 2 - Bounding Forward ........................................................................................................... 31
Step 3 - Eliminating the Threat ..................................................................................................... 34
Step 4 - Confirming the Kill ........................................................................................................... 34
Step 5 - Reorganising .................................................................................................................... 35
Step 6 - Returning to Mission........................................................................................................ 36
Taking Casualties ........................................................................................................................... 37
Fire Movement to the Rear............................................................................................................... 37
Step 1 - Calling the Commanders FCO ......................................................................................... 37
Step 2 - Bounding Rearwards ........................................................................................................ 37
Step 3 - Disengaging ...................................................................................................................... 38
Step 4 - Reorganising .................................................................................................................... 39
WO (LBCU) WATUDUBE [KEVIN GOH]

THE LBCU BASIC TRAINING MANUAL


Step 5 - Returning to Mission........................................................................................................ 39
Taking Casualties ........................................................................................................................... 39
Dialogue Example of a Rearward Fire Movement whilst taking Casualties.................................. 39
Section Six - Obstacles .......................................................................................................................... 41
Encountering Obstacles .................................................................................................................... 41
Considerations .............................................................................................................................. 41
Crossing an Open Road ................................................................................................................. 42
Crossing a Creek/River .................................................................................................................. 45
Abandoned Car ............................................................................................................................. 46
Abandoned House......................................................................................................................... 50
Getting Engaged ................................................................................................................................ 51
Section Seven Basic Urban Operations (UO) ..................................................................................... 52
Basic Principles .................................................................................................................................. 52
UO Fighting Principles ................................................................................................................... 52
Reducing Exposure ........................................................................................................................ 52
Covering Every Angle .................................................................................................................... 53
Constant Vigilance ........................................................................................................................ 54
Building Clearing ............................................................................................................................... 54
Basic Room Clearing Dill................................................................................................................ 54
Clearing a Stairway........................................................................................................................ 58
Storming a Split Room .................................................................................................................. 59
General Procedure with Casualties ............................................................................................... 60
Section 8 Radio Telecommunications ................................................................................................ 61
The Phonetic Alphabet...................................................................................................................... 61
Using the Phonetic Alphabet to Spell ........................................................................................... 61
Appointment Titles ........................................................................................................................... 61
Prowords ........................................................................................................................................... 62
Basic Radio Call Template ................................................................................................................. 62

WO (LBCU) WATUDUBE [KEVIN GOH]

THE LBCU BASIC TRAINING MANUAL

Doctrine Preface
This document covers the entire syllabus of the Basic Training Session that an LBCU
recruit must go through in order to promote beyond his rank. Any information not
covered in the Basic Training Session that is part of the syllabus can be found here and
should be read accordingly. Even after having attended a Basic Training Session, It is
recommended that this manual be read through entirely at least once.
The contents of this syllabus runs through the b asic soldiering skills each member of
the LBCU requires in order to operate effectively in an Infantry Fireteam or small group.
It is the bare minimum of combat theory each member must understand prior to
participating in LBCU operations.

Figure 1: The LBCU Standard Obstacle Course.

Acknowledgements
The theories covered in this manual have been contributed or sourced by the following
individuals and organisations:
[LB] Freeo - Training Officer
[LB] Rawkzilla Trainer
[LB] Watudube Chief Training Instructor
Andrew [Dslyecxi] Gluck - Author of the ARMA III Tactical Guide
Australian Air Training Corps (Now Known as the Australian Air Force Cadets)
WO (LBCU) WATUDUBE [KEVIN GOH]

THE LBCU BASIC TRAINING MANUAL

Section One - Service Knowledge & Regimentation


Introduction
In order to be properly indoctrinated into this Military Simulation (MILSIM) unit, recruits must first
learn the general knowledge associated with the LBCU. This includes topics such as rank structure as
well as the common Standard Operating Procedures (SOPs) in regards to addressing superiors.

LBCU Rank Structure


Recruit

REC

- Recruit

The rank of Recruit has no technical classification as it is strictly a probationary rank for all new
members of the unit. An individual with the rank of Recruit may simply be referred to as Recruit.

Enlistees

PTE
LCPL

- Private
- Lance Corporal

Individuals with the rank of PTE and LCPL can be referred to as Enlistee. Enlistees are also sometimes
referred to as Other Ranks (ORs). Enlistees do not commonly hold any leadership role and are usually
only responsible for their own individual performance, this does not restrict them from showing
initiative.

Non-Commissioned Officers (NCOs)

CPL
SGT
WO

- Corporal
- Sergeant
- Warrant Officer

NCOs are the backbone of the unit, their roles of leadership often involves being on the ground and
in direct communication with the Enlistees. As well as being mid-level managers in the unit, NCOs are
also responsible for training their respective subordinates and ensuring that they adhere to orders.

Officers

LT
CAPT
MAJ
LTCOL
COL

- Lieutenant
- Captain
- Major
- Lieutenant Colonel
- Colonel

Officers are the higher cell of the unit, naturally they are the decision makers of the organisation. The
job of an officer mostly involves administration, during operations however, they are responsible for
planning battle manoeuvres.

Addressing Superiors
When in the vicinity of a higher ranking individual, it is common courtesy to acknowledge their
presence by addressing them appropriately.

Officers & Warrant Officers


Any officer who is superior to your rank is to be addressed simply as Sir for males and Maam for
females. Officers may still be addressed by rank without the need to follow through with Sir or Maam.
WO (LBCU) WATUDUBE [KEVIN GOH]

THE LBCU BASIC TRAINING MANUAL

NCOs & Enlistees


Superiors who are either NCOs or Enlistees are addressed simply by their ranks. Aside from Warrant
Officers, NCOs are never to be addressed or referred to as Sir or Maam.

Saluting
In the Field
Saluting in the field or in a hostile environment is not permitted. This is to prevent enemy observers
from identifying superior officers.
In Friendly Territory
As a sign of respect for their commission, Officers are to be saluted when initially addressed. The salute
from the subordinate shall remain held until the superior officer salutes back, the subordinate only
brings his/her hand down from the salute after the superior officer has brought down his/her own.
It is important to note that Warrant Officers are not to be saluted as they do not carry a commission.
Saluting a Warrant Officer by mistake is considered disrespectful to actual officers.

WO (LBCU) WATUDUBE [KEVIN GOH]

THE LBCU BASIC TRAINING MANUAL

Section Two - Infantry Fireteam & Section ORBAT


ORBAT (Order of Battle)
The established ranks of each role is the recommended minimum for an individual soldier to qualify
for that appointment. This does not restrict individuals with higher or lower ranks from fulfilling such
appointments, especially if there is a surplus or lack of a particular rank.
For more detail, refer to the Section 1 of the LBCU Training Doctrine.
Section ORBAT Overview

Figure 2: The overview of the Infantry Section ORBAT.

Infantry Fireteam

Figure 3: Roles within an Infantry Fireteam.

WO (LBCU) WATUDUBE [KEVIN GOH]

THE LBCU BASIC TRAINING MANUAL


Infantry Section

Figure 4: Roles within an Infantry Section HQ.

WO (LBCU) WATUDUBE [KEVIN GOH]

THE LBCU BASIC TRAINING MANUAL

Section Three - Weapons


Weapon Safety
Negligent Discharge
Misfire, which is also known as the Negligent Discharge (ND) of a weapon, is an offence in the military
that is subject to a summary trial in which one cannot defend him/herself unless a court martial is
requested. When charged for such an offence, it would often mean time in military detention,
equivalent to a civil jail sentence of a few days or weeks.
Not only is discharging your weapon accidentally a dangerous offence, it can also give away a
soldiers position in the field. As such, it is also good to practise weapon safety and follow the Rules
of Engagement (ROE).

Weapon Safety Standard Operating Procedures (SOP)


As the User Interface (UI) in ARMA 3 lacks a weapons safety key-bind, there is no way to prevent a
misfire if an individual was to accidentally hit his left-mouse button. Imagine if this was done with a
Rocket Propelled Grenade (RPG) whilst on a friendly base, the collateral would be high.
On Base
Whilst on a friendly base, all LBCU soldiers are to unload their weapons by removing their magazine.
This automatically removes the chambered round from the weapon as well, thus making the weapon
perfectly safe. Soldier are only to load their weapons on base when given the instruction by their
trainers or leaders to do so.
Fingers off the Trigger
When on the move in the field, trigger fingers should be off the left-mouse button and resting on
the middle-mouse button to prevent the accidental pulling of the weapons trigger. This SOP is
especially enforced in places where there are civilians.
Finger
on the
Trigger

Finger
off the
Trigger

Figure 5: LBCU's method of activating a weapon's safety.

WO (LBCU) WATUDUBE [KEVIN GOH]

THE LBCU BASIC TRAINING MANUAL

Rules of Engagement (ROE)


Rules:
Fire
Free to Engage /
Weapons Free
Disengage
Hold / Cease Fire
Return Fire Only
Check Targets /
Check Fire

Description:
Subordinates may fire at targets as per a specified FCO
Subordinates or Sub-Units may engage targets at their own discretion.
Subordinates will stop firing at their current targets.
Stop all weapons fire, do not engage any targets.
Subordinates are to fire only when fired upon.
Subordinates are to ensure that the target is not a friendly or a civilian before
firing.

Fire Control Orders (FCOs)


FCOs are a means in which commanders may allocate targets and regulate the fire of their men. When
an FCO is given, the commander takes responsibility of his subordinates weapon discharge. This
implies that if a commander gives an FCO that is directed at civilians, he will be responsible for their
demise. If a subordinate discharges his weapon outside the parameters of the FCO, it is considered
a Negligent Discharge.
FCO Command Words
Addressees
Command Words:
Who the Command Word Refers to:
Lane #
A specific firer of a lane within the specific range.
Firers
All firers of a specific range who are at the designated firing lanes.
#
The designated number of an individual of a group
Gunner
Gunner of a particular weapon in a team.
Group
All members of a team.
Section
All members of a Section.
Platoon
All members of a Platoon.
Directions
Command Words:
What the Command Word Refers to:
Bearing #-#-#
Magnetic bearing of a compass, three single digits are to be used for reference.
Example; Bearing 0-7-5.
*Compass
Examples; North-Northeast, West-Southwest, Southeast or West.
Directions*
Note when calling directions based on Compass Direction, always use 27.5
increments, so as to be more specific.
Left / Right /
90 directions in references to the direction of travel.
Front / Rear
# OClock
Clockwise watch-face directions in reference to the direction of the individual
calling the command or to the initial direction of travel.
Rates of Fire
Command Words:
Rifles
Automatic Weapons
Normal
1rnd/4-5s
2-3rnds/4-5s
Rapid
1rnd/1-2s
5-6rnds/2-3s
Burst
2-3rnds/2-3s
8-10rnds/2-3s
Full
Continuous Full Auto
Continuous Full Auto
Orders
Command Words:
What the Command Word Refers to:
Fire
Subordinates may fire at targets as per a specified FCO
Cease Fire
Stop all weapons fire, do not engage any targets.
WO (LBCU) WATUDUBE [KEVIN GOH]

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THE LBCU BASIC TRAINING MANUAL


Carry On
Others
Command Words:
At Your Own
Time
References
*Object*
# *Types of
Contact*
Seen
FCO Formats

Firers are to engage targets at their own discretion as per the FCO.
What the Command Word Refers to:
Engage the target at a speed and time that is to the individual firers discretion
Examples; Reference Church or Reference Tree-Line. This command word
is used to assist the commander in referencing his targets location.
Example; Four Enemy Riflemen. This command word is used to indicate how
many target of a specific type there are.
Firers acknowledge that they have seen the targets designated by the FCO.

Formal Range FCO:


Range FCOs are a series of orders that instructs firers as to when, where and how they will engage
targets. For a simple range FCO, refer to the example below:
Range Conductor: Firers, magazine of 30 rounds, load and ready
- Firers load their weapons and place their fingers on the trigger. Range Conductor: Firers, to your front, 100 metres, snap targets, at your own time, carry on.
Combat FCOs are rather self-explanatory, firers will simply do as the range conductor says. For more
detailed rules and conduct of a range shoot, refer to the Range SOP Manual.
Combat FCO:
Combat FCOs are given in the field, they help soldiers identify targets and regulate fire as per their
commanders combat discretion. The format of a Combat FCO is as below:
*Addressees* - *Direction* - *Distance* (in metres) - Reference *Object* - # *Types of Target*
- Wait for Subordinates Response *Rate of fire* - *Orders*
For an example of an FCO given in combat, refer below:
Commander: Group, bearing 0-8-0, 200, river, 4 riflemen.
Subordinates: Seen!
Commander: Rapid, fire!

Infantry Section Weapons Load Out


Note that the description of Primary Weapons in the table below refers to the type of weapon each
role should carry. The specific weapons used are not listed as they may vary depending on the
situation and the mission. For example, in an ARMA 3 scenario where the unit is ADF weapons, the
Primary Weapon of a Rifleman becomes the 5.56mm F88 Austeyr instead of the MX 6.5mm Rifle.

Contact Rates
Contacts rates are military estimations of how much ammunition would be used in an enemy
encounter of the same sized force.
Weapon Type:

Standard / GL Rifle

M203

Thrown Munitions

WO (LBCU) WATUDUBE [KEVIN GOH]

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THE LBCU BASIC TRAINING MANUAL


120rnds

Rounds per
Contact Rate

3 x M203 (HEDP)
1 x M203 (White)

1 x Frag Grenade
1 x Smoke (White)

Day Load Out


Role

Primary
Weapon

Primary
Attachment

Primary
Ammunition

Thrown Munitions

Other Munitions

Team
Leader

Rifle W/
Grenade
Launcher

Rifle
Collimator
Optics

2 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)

6 x M203 (HEDP)
2 x M203 (White)
2 x M203 (Blue)
2 x M203 (Red)
2 x M203 (Yellow)

Automatic
Rifleman

Section
Automatic
Weapon

Rifle
Collimator
Optics

2.5 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)

Nil

Assist.
Automatic
Rifleman

Standard
Rifle

Rifle
Collimator
Optics

2 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)

2.5 x Contact Rate


for Section
Automatic Weapon

Light AT
Rifleman

Standard
Rifle

Rifle
Collimator
Optics

2 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)

PCML Launcher
3 x PCML Missile

Section
Commander

Rifle W/
Grenade
Launcher

Rifle
Collimator
Optics

2 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)

6 x M203 (HEDP)
2 x M203 (White)
2 x M203 (Blue)
2 x M203 (Red)
2 x M203 (Yellow)

Combat Life
Saver

Standard
Rifle

Rifle
Collimator
Optics

2 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)
2 x Smoke (Blue)
2 x Smoke (Purple)

Nil

Repair
Specialist

Standard
Rifle

Rifle
Collimator
Optics

2 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)

Nil

Explosive
Specialist

Standard
Rifle

Rifle
Collimator
Optics

2 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)

1 x Explosive Satchel
3 x Explosive Charge
3 x M6 Mine
2 x Claymore Charge

Primary
Weapon

Primary
Attachment

Primary
Ammunition

Rifle W/
Grenade
Launcher

Rifle
Collimator
Optics

2 x Contact
Rate

Other
Equipment
2 x Fist Aid Kits
GPS
Range Finder
SR Radio
Map
Compass
Watch
2 x Fist Aid Kits
SR Radio
Map
Compass
Watch
2 x Fist Aid Kits
SR Radio
Map
Compass
Watch
2 x Fist Aid Kits
SR Radio
Map
Compass
Watch
Kit Bag
2 x Fist Aid Kits
SR Radio
Map
Compass
Watch
LR PRC Set
10 x Fist Aid Kits
SR Radio
Map
Compass
Watch
Med Kit
Assault Pack
2 x Fist Aid Kits
SR Radio
Map
Compass
Watch
Assault Pack
Toolkit
2 x Fist Aid Kits
SR Radio
Map
Compass
Watch
Mine Detector
Kitbag
Tool Kit

Night Load Out


Role
Team
Leader

IR Laser

Thrown Munitions
2 x Frag Grenade
2 x Smoke (White)
2 x Chem Light (Blue)
2 x Chem Light (Red)
2 x Chem Light (Yellow)

Other Munitions
6 x M203 (HEDP)
2 x M203 (White)
4 x M203 Flare
(White)
2 x M203 Flare (IR)
2 x M203 Flare
(Red)

Other
Equipment
2 x Fist Aid Kits
GPS
Range Finder
SR Radio
Map
Compass
Watch
Assault Pack

WO (LBCU) WATUDUBE [KEVIN GOH]

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THE LBCU BASIC TRAINING MANUAL

Automatic
Rifleman

Section
Automatic
Weapon

Rifle
Collimator
Optics

2 x M203 Flare
(Yellow)
Nil

2.5 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)
2 x Chem Light (Blue)

2 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)
2 x Chem Light (Blue)

2.5 x Contact Rate


for Section
Automatic Weapon

2 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)
2 x Chem Light (Blue)

PCML Launcher
3 x PCML Missile

2 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)
2 x Chem Light (Blue)

2 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)
2 x Chem Light (Blue)
2 x Chem Light (Green)

6 x M203 (HEDP)
2 x M203 (White)
4 x M203 Flare
(White)
2 x M203 Flare (IR)
2 x M203 Flare
(Red)
2 x M203 Flare
(Yellow)
Nil

2 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)
2 x Chem Light (Blue)

Nil

2 x Contact
Rate

2 x Frag Grenade
2 x Smoke (White)
2 x Chem Light (Blue)
6 x Chem Light (Red)

1 x Explosive Satchel
3 x Explosive Charge
3 x M6 Mine
2 x Claymore Charge

IR Laser

Assist.
Automatic
Rifleman

Standard
Rifle

Rifle
Collimator
Optics
IR Laser

Light AT
Rifleman

Standard
Rifle

Rifle
Collimator
Optics
IR Laser

Section
Commander

Rifle W/
Grenade
Launcher

Rifle
Collimator
Optics
IR Laser

Combat Life
Saver

Standard
Rifle

Rifle
Collimator
Optics
IR Laser

Repair
Specialist

Standard
Rifle

Rifle
Collimator
Optics
IR Laser

Explosive
Specialist

Standard
Rifle

Rifle
Collimator
Optics
IR Laser

NVGs
2 x Fist Aid Kits
SR Radio
Map
Compass
Watch
NVGs
2 x Fist Aid Kits
SR Radio
Map
Compass
Watch
NVGs
2 x Fist Aid Kits
SR Radio
Map
Compass
Watch
Kit Bag
NVGs
2 x Fist Aid Kits
SR Radio
Map
Compass
Watch
LR PRC Set
NVGs

10 x Fist Aid Kits


SR Radio
Map
Compass
Watch
Med Kit
Assault Pack
NVGs
2 x Fist Aid Kits
SR Radio
Map
Compass
Watch
Assault Pack
Toolkit
NVGs
2 x Fist Aid Kits
SR Radio
Map
Compass
Watch
Mine Detector
Kitbag
Tool Kit
NVGs

Combat Zeroing
As the zeroing of a weapon in ARMA 3 is rather accurate and straight forward, there is no need to
make any physical adjustments to the settings of the sights. However, due to the effects of weather,
height or ballistic drop, Combat Zeroing in ARMA 3 is still a necessary skill.
The principle of Combat Zeroing is simply the adjustment of your aim whilst in the field, to match
where your bullet has landed. For example, in Figure 6, a round has landed to the bottom left of the
target. The firer has corrected his aim by aiming to the top right of the target in Figure 7, this is Combat
Zeroing. Note that Figure 6 and 7 are drastic exaggerations of combat zeroing and is not what is
actually seen on ARMA 3.
WO (LBCU) WATUDUBE [KEVIN GOH]

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THE LBCU BASIC TRAINING MANUAL

Rounds Landing Here

Figure 6: Rounds landing slightly wide of the target.

Combat Zeroing Here

Rounds Landing Here Now

Figure 7: Weapon has been Combat Zeroed, rounds now land on target despite the sights being off the target.

Rifle Sighting
Whilst LBCU is operating under the vanilla version of ARMA 3, the standard optics for a rifleman
would the Advanced Rifle Collimator Optics. Using this weapon optic requires a certain level of
understanding about the ballistic trajectory of bullets.

Bore Lines vs Sight Lines


Red-Dot Sight Line
Optics Sight Line

Ballistic Bore Line

M203 Bore Line


Figure 8: Bore Line vs Sight Lines

WO (LBCU) WATUDUBE [KEVIN GOH]

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THE LBCU BASIC TRAINING MANUAL


Notice in Figure 8 that there is a difference between the Bore Lines and the Sight Lines. With this in
consideration, it is always important to note that when shooting, your rounds will tend to lend
several centimetres below your aim. This phenomenon is especially true for weapon Iron Sights as
they do not have the ability to pre-combat zero.

Aiming with the ARCO Scope


When aiming with the ARCO scope, there are a few important points to note:
1. The scope cannot be zeroed below or above 300m.
2. There is a Red-Dot secondary sight that is usable by pressing ctrl + right-click by default, it is
effective for engaging targets up to 100m.
3. At 100m, rounds will land where the tip of the green triangle is.
4. The Mil-Lines (or Mil-Dots) on the optics are incremental at 400m, 500m, 600m, 700m, 800m
900m and 1000m.

Figure 9: The ARCO Sight.

Figure 10: Rounds landing where the weapon was aimed on Figure 9.

WO (LBCU) WATUDUBE [KEVIN GOH]

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Notice that in Figure 10, the majority of rounds were landing just above the target, despite aiming at
the targets head in Figure 9. This is due to the fact that the ARCO sight is fixed at a 300m zeroing
whilst the target is at 100m. Thus, it is important to use the tip of the green triangle to sight targets
at 100m and not use the green lines.

M203 Launching
The utilisation of the M203 is a Fireteam is vital, which is why it is carried by the Team Leader. The
M203 has the capability to launch both explosive and smoke grenades beyond a soldiers throwing
range.

Uses of the M203


Launching Smoke for Cover
By launching an M203 smoke grenade in front of his/her team, a Team Leader can conceal his groups
position, making it harder for enemies to make aimed shots. This however, obstructs the teams
own view of the enemy and any peripheral vision blocked by the smoke.
Launching Smoke for to Obstruct the Enemys View
M203 smoke grenades can be launched directly at the enemys position. By doing this, the enemys
position is concealed but the enemys view is mostly obstructed.
Clearing Windows and Bunkers
M203 explosive grenades are excellent tools for clearing out a bunker, however, due to the heavy
ballistic curve, the weapon must be combat zeroed. Refer to Figure 13.
Illumination
With the capabilities to launch flares, Team Leaders are able to light up the battle field at night, as and
when they require.
Signalling
Team Leaders with the M203 launcher are able to mark targets with specific coloured smoke or flares,
they can also mark friendly positions.
Grenade Smoke Colour:
Blue Smoke / IR Flare
Red Smoke / Red Flare
Yellow Smoke / Yellow Flare
Purple Smoke

Used to Mark:
Friendly Units & Positions
Priority Enemy Targets
Secondary Enemy Targets
Friendly Casualty / Medivac

Zeroing an M203
As per Figure 11, an M203 launcher uses a Quadrant Elevation Sight to zero per every 100m. Although
the image shows 25m to 50m increments, ARMA 3 only allows for 100m increments. Note that the
further the target, the larger the ballistic curve over the distance, refer Figure 12. This enables the
firer to launch grenades at a far distance whilst staying behind cover.

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Figure 11: The Quadrant Elevation Sight.

Figure 12: Ballistic Curve of the M203 at 100m, 200m, 300m and 400m.

To Zero the M203 launcher, first set the weapons Quadrant Sight to the nearest 100m increment in
reference to the target. Then roughly adjust the sight to compensate for the ballistic curve. Fire the
weapon, and Combat Zero based on the landing of the first round.

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Combat Zeroing Here

Rounds Land Here

Figure 13: Combat Zeroing of the M203.

Figure 14: Ballistic Curve at 100m for the M203.

Light AT Launching
The vanilla version of the Light AT Launcher in ARMA 3 that LBCU has adopted is the NATO PCML.

Clearing Back Blast


While there is no back blast for the PCML, as of ARMA 3 version 1.08, the LBCU still practises the
use of such a procedure as different mission scenarios and non-vanilla launchers may have different
back blast parameters.
The practise for clearing back blast for the LBCU is as such:
1. AT/AA Soldier calls out BBDA Clear! Note that BBDA stands for Back Blast Danger Area.
2. Nearby friendlies observe the AT/AA Soldiers back blast area and will automatically move
away from his Back Blast.
3. AT/AA Soldier double checks that his back blast is clear by keeping the launcher pointed
forward but turning his head to check that no one is behind him.
4. Once the AT/AA soldier has double confirmed that his back blast is clear, he/she will be able
to fire one round.

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Back Blast Area
The area of a standard AT back blast as established by the LBCU, as of ARMA 3 version 1.08, is as such:

45 Angle - 20m Back

Figure 15: LBCU's SOP the danger area produced by Back Blast.

Aiming with the PCML


Effectively, with the exception of the first 100m and first Mil-Line (or Mil-Dot), every thick Mil-Line
on the PCMLs optical sight is an increment of 100m. See Figures 16, 17 and 18 below.

Aiming with the Mil-Lines at 100m


Ballistic Curve of the Missile

Figure 16: Where to aim the PCML with the Mil-Lines at a 100m target.

Aiming with the Mil-Lines at 200m


Ballistic Curve of the Missile

Figure 17: Where to aim the PCML with the Mil-Lines at 200m a 100m target.

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Aiming with the Mil-Lines at 300m

Ballistic Curve of the Missile

Figure 18: Where to aim the PCML with the Mil-Lines at 200m a 100m target.

Youll notice that on Figure 16, the firer is aiming at the Armoured Cars roof mounted light, which
is 100m away. The Mil-Line used however is the same as the 300ms Mill-Sight as seen on Figure 18.

Figure 19: Ballistic Curve Wave Pattern for the PCML.

Also notice the wave like ballistic curve and the initial fall of the missile immediately after leaving
the launcher. This is due to the weight of the missile, the missile later rises as the tail fins create lift,
causing the wave like ballistic curve. This is important to note as the initial fall of the missile, upon
leaving the launcher, may hit objects in between the firer and his target, causing collateral damage.

Locking on with the PCML


By default, as per version 1.08 of ARMA 3, the PCML is capable of locking on to land vehicles. Simply
hold down Right-Click on the mouse as you aim at the target and wait till the diamond box is at its
smallest before firing.

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Figure 20: Locking on to an Enemy Armoured Car.

Figure 21: After locking on, the firer is free to aim slightly wide of the target.

Figure 22: The PCML missile auto corrects its trajectory and hits the locked target.

Targets of Preference
As ammunition for AT weapons are heavy and limited, it is important for the firer to pick targets
which he/she is able to disable or destroy. This implies that the firer must ensure the target he picks
is the easiest to hit and the easiest to take down.
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Preferred Conditions
1. Stationary
2. Engine or Fuel Reserves Exposed
3. Least Armoured Area
4. Side On
From these four considerations, it is often preferable to hit an armoured vehicle with an AT missile
from the rear, as that is where it is least armoured. It is also preferable (although slightly less) to hit
an armoured vehicle on its side as it presents the most area in which the missile can hit.
It is not preferable to hit a moving target, especially if it is moving diagonal to your position, as it is
not only able to move further away, but further to the side. Note that an armoured vehicle is usually
the strongest where its armour is sloping, thus it is not preferable to hit it from the front.

Figure 23: From this image, it can be seen that the middle armoured target more preferable as its rear is exposed.

Fragmentation Grenades
Grenade Safety
Throwing a Grenade
Prior to throwing any sort of grenade, always announce the throw, simply by saying Frag Out! for
Smoke Out! This practise is done so that fellow group members are aware of the intent to use the
grenade and can adjust their positions if necessary.
Calling out a Bad Throw
If a Fragmentation Grenade was thrown incorrectly and lands too close to friendly units, the thrower
must announce Bad Frag! this is to warn friendly units in the area to take cover from the poorly
thrown grenade.
Grenade Drill
Grenades in ARMA 3 have an approximate effective radius of roughly 20m. Meaning to say that an
unarmoured man who is standing 20m away from the grenade would most likely get killed.
When out in the open with no cover, to mitigate the effects of a grenade follow the Grenade Drill:
1.
2.
3.
4.

Announce Grenade!
Dash for a second and try to clear away from the grenade by at least 10m.
Face away from the grenade.
Go Prone.

The concept of the grenade blast is simple. As grounded explosives create a blast cone that it
affectively a cone shape upwards. Thus, if a soldier keeps low, he should avoid the majority of the
fragmentations created by the grenade. As the idea is to keep ones vital organs away from the
grenade, a soldier should place feet first towards the grenade when going prone to ensure his body is
furthest.
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Figure 24: Grenade Drill.

Grenade Throwing
In ARMA 3, at a non-elevated position, the maximum throw distance is approximately 35m whilst
standing upright. A reduction of 1m to 2m can be expected when throwing grenades whilst kneeling
or lying prone.
Like with any weapons, grenades can be combat zeroed for better throw accuracy.

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Section Four - Infantry Movement


Combat Stances
Stationary
Stationary stances are generally classified into the following four categories. Note that certain
intermediate stances such as Low Kneel and High Stand will not be covered in this manual as they
are rather self-explanatory in concept.
Prone
In military terms, going prone implies keeping low and lying flat to the ground. Excluding the side
stances, in ARMA 3, there are two prone positions; the Standard prone position as seen on Figure 25
and the Tilted prone position.

Figure 25: Standard Prone.

The Tilted Prone position is used to lower an individuals profile if he is carrying a backpack as can
be seen in Figure 26.

Figure 26: Tilted Prone with and without Backpack.

Sit
In the military, the position shown below in Figure 27 is known as the Sitting firing position, or simply
Sit. Note that a common mistake people make is to call this position the High Prone. While this is
true in ARMA 3, this position is in no technical way, a High Prone and shall not be regarded as such.

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Figure 27: Sitting Firing Position or simply; Sit.

Kneel

Stand

Figure 28: Kneel Stance.

The Kneeling and Standing stance are as portrayed in


Figures 28 & 29. Individuals can move between the
different levels of these stances at their own discretion
Figure 29: Stand Stance.
when in combat, as with the side step stances.

Moving
There are three different stances for moving which are portrayed in Figures 30, 31 and 32.

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At Ease
Whilst at ease, the individuals weapon is at a rest position pointed
towards the ground. This stance is used when in friendly territory or
whilst in a no-fire zone, such as a friendly military base.
Alert
The Alert stance in used when an
individual is in an unfriendly area.
The individuals weapon is forward,
ready to move to the High Alert
stance when engaged.

Figure 30: Moving whilst at Ease.

Figure 31: Moving whilst at Alert.

High Alert
When in an unfriendly area and the
individual is in the presence of
enemies, the individual lifts his
weapon upright so as to be ready to
fire his weapon at any time. Whilst
the weapon is upright, the
individual needs not look through
his sights as it will restrict
peripheral vision.

Note that while the images portray a standing individual, the same
concept of moving stances applies to moving while crouched.

Figure 32: Moving whilst at High Alert.

Movement in Formations
Speed
Whilst in formation, there are three standard speeds of movement; Creep, Fast and Dash. Note that,
as with stances, the different levels if movement speeds are applicable to both standing and
crouching.
Creep
Creeping is a movement speed that implies caution, the pace of which is similar to that of a walk. This
speed is often associated with the High Alert stance as seen in Figure 32.
Fast
Fast is moving at a pace similar to that of a jog. Moving at this speed can be done at stance whilst
moving.

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Dash
Dashing, or Double Timing, is a pace similar to that of sprinting. At
this speed, it is impossible to bring the weapon up to the High Alert
position. Reservation of energy is required prior to dashing, as such,
it should only be done when moving from cover to cover or across
areas of danger areas.

Figure 33: Dashing or Double Timing.

Spacing
By default, there are two distances of spacing for formation movement between individuals during
the day and night. Note that the team leader may dictate a new spacing distance as he/she sees fit.
Spacing by Day
5m

5m

Figure 34: Day Spacing

Spacing by Night
3m

3m

Figure 35: Night Spacing

Formations
Outside of the formations shape, the position of each individual is flexible as per the team leaders
discretion. By default however, any individual with an automatic rifle or Dismounted Machine Gun is
to be on either one of the extreme ends of the formation with his assistant beside him. Also by default,
the individual on point is not the leader of the formation, although the leader may elect to be in front
if he/she so chooses.

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Line

File

4
1
3
2
.
.
.
Figure
36:. Line Formation
The Line formation is simply a
single row spread out as per
the default spacing between
individuals.

4
.
1
.
3
.

Vee Formation

2
.
2
.

3
.

4
.

The vee
formation
is formed
with
individuals
in making a
V shape.

1
.

The File formation,


also known as the
Column formation, is
simply
a
single
column running down
from the front to the
rear.

1
.

4
.

3
.

4
1
3

Echelon Left

Figure 41: Echelon Left Formation.

1
.
3.

A
Staggered
File formation
consists of two
columns with
alternating
individuals on
either end of
the formation.

2
.
Figure 38: Staggered File

The Arrowhead formation,


also known as the Wedge
formation simply consists of
individuals moving in an
inverted Vee formation.

2
.
Figure 40: Arrowhead Formation.
3
.

3
2

4
.

Figure 37: File Formation

Arrowhead
Formation

Figure 39: Vee Formation.

Staggered File

Echelon Right

Figure 42: Echelon Right Formation

Echelon Left and Echelon


Right are easily formed with
the individuals in the team
extending downwards in a
line to either the left or right
of the point position.

Mirror Formations
By default, the Line, Staggered File, Vee and Arrowhead formations can be mirror imaged depending
on the Team Leaders Discretion. To form the team into a mirror imaged formation, the leader must
simply add the remark Left to the end of the chosen formation.
As an example, a Team Leader may call for his team to form Line Left, in which case the Line
formation will be a mirror image such that #2 soldier in the team will be on the extreme left.

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Section Five - Contact Drills and Fire Movement


Setting the ROE
Based on the previous theory of ROEs in Section 3, the team encountering enemy contacts only
engages the enemy based on the ROE set by the groups commander. I.e. If the ROE is set to Check
targets and Return Fire Only, the group will only fire back when each individual soldier has confirmed
that they are receiving fire from enemy hostiles.

Basic Contact Drills


Basic contact drills are based upon the Immediate Action (IA) SOP and drills. These drills are listed in
steps below but will be covered in more detail in the subsequent headings.

Immediate Action (IA) Steps upon the Receipt of Fire


1.
2.
3.
4.
5.
6.

Take Cover / Go Prone


Face the Threat / Form 360 Defence
Locate the Direction of the Threat
Return Fire Based on ROE
Form Line Towards the Enemy
Perform Fire Movement Based on Commanders Intent

Step 1 - Take Cover or Go Prone


Initiating the first Step
Upon the receipt of fire, based on the rough direction of fire, any of the team members may initiate
the contact drill by calling out Contact Left/Right/Front/Rear! When calling out the rough
direction of any contact, it must be called based on the initial direction of travel and not the
direction of the person calling it. If the direction of fire cannot be established, the contact drill can
be initiated by simply calling out Contacted!
Taking Cover or Going Prone
As the enemy has most likely already established your position, it is never good to just stay in the same
position. Thus, once the contact drill is initiated, the first thing to do is to find cover. If the team is
in the open and there is no cover, the first obvious thing to do is to go prone.
The 4 Second Rule
When seeking cover throughout the 6 steps, the 4 second rule must be adhered to. The 4 seconds
refers to the amount of time an individual has to run to cover and bound from that cover to the
next. If cover cannot be reached in that 4 seconds, the individual is to go prone to lower his profile
and crawl the rest of the way.
It has been established in many military doctrines that it only take 4 seconds for a trained marksman
to zero in on your position and take a lethal shot.

Step 2 - Face the Threat or Form 360 Defence


After taking cover, the next step for the group under fire is to face the enemy. If the enemys rough
location was not identified during the start of the drill, the group is to form a 360 defence based on
the available cover.

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Figure 43: Group facing the rough direction of the threat upon receiving fire.

Step 3 - Locate the Direction of the Threat


If the group has not yet located the rough direction of the
threat, it must do so as soon as possible. As with the first
step, any member of the group can call out the direction
of the enemy. The person calling the direction can refer
to his compass for a rough compass bearing or he/she
can to base the direction off the initial direction of travel.

Step 4 - Return Fire Based on the ROE


After taking cover and identifying the rough location of
the enemy, anyone with a clean arc of fire towards the
threat may start supressing the enemy by shooting in the
rough direction. This must only be done if the ROE to return fire is established. If the ROE mentions
that the group needs to Check target prior to engaging, the group must first establish that they are
truly receiving fire from an unfriendly source.
Figure 44: Group forming 360 defence after
receiving fire from an unknown location.

Step 5 - Form Line towards the Enemy


Whilst returning fire, the Team Leader is to call for his group to form a line towards the enemy. Based
on available cover the line must maintain the minimum 5m spacing by day or 3m by night rule. If no
cover is available for more than a good 20m from the next team member, cover may be shared or the
use of terrain defilade may be used. Finally, if there is no cover at all, the team is to remain prone to
the ground.

5/3m

5/3m

5/3m

Figure 45: Forming a line towards the enemy threat.

Step 6 - Performing Fire Movement Based on Commanders Intent


The final step of the contact drill is to perform a Fire Movement based on the Team leaders intent.
There are two basic Fire Movements; Fire movement to the Front and Fire Movement to the Rear
(also known as a Retrograde). These Fire Movements will be covered in the next topic heading.
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Fire Movement to the Front


Performing the Forward Fire Movement can be done in the following basic steps:
1.
2.
3.
4.
5.
6.

Calling the Commanders FCO


Bounding Forward
Eliminating the Threat
Confirming the Kill
Reorganising
Returning to Mission

Step 1 - Calling the Commanders FCO


After performing the first 5 Steps of the Combat Drill IA, the team under fire will await the Team
Leaders FCO. Should the Team Leader choose to attack the enemy, he will call an FCO as per the
format in Section 3.

Step 2 - Bounding Forward


Bounding forward is a practise in which a group moves to overrun an enemys position whilst covering
one another. The Team Leader initiates the forward bounding processes by calling the command
Group! Fire Movement to the Front! Note that the as part of the SOP, the team will reply to the
command by repeating the command down the line such that everyone in the group hears it.

Fireteam Forming a Line

Figure 46: Map View of a Fireteam conducting a Forward Fire Movement.

After the Team Leader initiates the bounding process, he will call the command Odds, Move Up!
In response to this, all team members will repeat the Team Leaders Command Odds, Move Up! as
per the SOP. All the odd numbered members of the group along the line, taking reference from the
initial direction of travel, will then break cover and dash to the next bound of cover between 10m
to 20m away. When the odd members of the team have taken cover at the next bound, they will
announce Set! and continue to fire their weapons towards the enemy to cover the even members.

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Figure 367: Odd members of the group moving up.

After hearing that all the odd members are Set, the Team Leader will announce Evens, Move Up!
At which time the even numbered members of the group will break cover and dash to their next
bound of cover, which should more or less align to the odd members. Even members will then
continue to fire their weapons towards the enemy to provide cover for the odds once again.

Figure 48: Even members of the group moving up.

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This bounding process repeats itself until the enemies have been eliminated and the Team Leader
declares Cease Fire!
The bounding processes is slightly complicated in that it must be taken in turn whilst considering these
factors:

If the next bound of cover cant be reached in 4 seconds, the individual soldier must prone
and crawl the rest of the way.
Each group member must remember to repeat the commands of the Team Leader.
Each bound should be 10 to 20m away from the previous.
Each group member must remember to announce Set! upon arriving at cover, and then
proceed to provide cover fire.
The group as a whole must use their situational awareness when choosing cover, they MUST
NOT converge as they bound towards the enemy as that could lead to limiting the available
cover and crossing friendly fields of fire. Refer to Figure 49.
It is preferable for the group members to expand outwards while bounding forwards
towards the enemy, this allows the group to exploit better angles of fire and even flank the
enemy. Refer to Figure 50.

Figure 49: Dangers of converging towards the enemy.

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Figure 50: A good example of expanding out whilst doing the Forward Fire Movement.

Step 3 - Eliminating the Threat


If the group arrives at the last bound and there are still some enemies remaining, they must remain
at the last bound of cover until the enemies appear to have been eliminated or withdrawn
completely.

Figure 51: Fireteam at the last bound of cover.

Step 4 - Confirming the Kill


After reaching the last bound and after the Team Leader announces Cease Fire! the Team Leader
will call for his team to Dry Fire Move! The team will than continue bound towards the enemy slightly
closer in the kneeling position whilst at High Alert. After this Dry Fire move, the Team leader will call
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for the Light AT Rifleman to break cover and creep around enemys position whilst at the High Alert
position by calling Four, Clear Enemy Position! The light AT Rifleman will scan and confirm that all
targets are down at that location. If unsure, the Light AT Rifleman can throw a grenade into the
enemys entrenched position. If the enemy is found to be still active, the Light AT Rifleman must
quickly re-engage the enemy, unless the enemy has clearly surrendered.

Light AT Rifleman

Enemy Still Active

Figure 52: The Light AT Rifleman ensuring the enemy's entrenchment is clear.

After ensuring the enemies have been killed, the Light AT Rifleman will announce Clear! and wait
at the cleared position.

Step 5 - Reorganising
Upon hearing the Light AT Rifleman announce Clear! the Team Leader announces the command to
Re-Org! From there, the entire team will break cover and regroup 20m after the enemys overrun
position. The team will pull into a 360 defence formation.

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Figure 53: The group reorganising after clearing the enemy's position.

The reason behind moving 20m away from the enemys position, despite it being cleared, is that the
enemy could have called in indirect artillery fire on their location before being overrun.
Once the 360 Defence has been formed, the Team Leader will call for an ACE! report, which stands
for Ammunition, Casualties and Equipment. Each team member will, in turns, report their names
followed by their ACE report. Example:
Team Leader: ACE!
Automatic Rifleman: Mason! Yellow! Yellow! Green!
Assist. Automatic Rifleman: *Doesnt say anything, because hes dead.*
Light AT Rifleman: Bayes is down!
Light AT Rifleman: Woods! Red! Green! Yellow, out of Frags!
ACE Report
ACE
Ammunition (Primary
Weapon Only)
Casualties
Equipment

Green

Yellow

Red

> 80%

80% - 40%

< 40%

Not Injured
None Used / Damaged /
Missing

Slightly Wounded
*State which Non-Vital
Equipment was Used*

Critically Wounded
*State which Non-Vital
Equipment was Used*

Step 6 - Returning to Mission


After the ACE report, the Team Leader will decide on whether he is able to continue with his mission.
Regardless, the Team Leader will call for the team to move out of the area by announcing Group!

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Bearing #-#-#! Form Arrowhead! On Me! After which, the team will follow the Team Leader at a
fast pace out of the area.

Taking Casualties
Throughout the entire Forward Fire Movement, if the team were to take casualties, they are to
continue the Fire Movement until the enemys position is cleared. This is to ensure the area is safe
prior to tending to the wounded.
This procedure differs when performing the Rearward Fire Movement (Retrograde), which will be
covered in the next topic heading.

Fire Movement to the Rear


Performing the Rearward Fire Movement can be done in the following steps:
1.
2.
3.
4.
5.

Calling the Commanders FCO!


Bounding Rearwards
Disengaging
Reorganising
Returning to Mission

Step 1 - Calling the Commanders FCO


As with the Forward Fire Movement, the Team Leader will call an FCO to direct his groups fire on the
enemy. The only difference with the Rearward Fire Movement FCO is that the Team Leader should set
the rate of fire for his group to Burst, as the objective is to suppress the enemy to enable the
Retrograde.

Step 2 - Bounding Rearwards


Bounding rearwards is similar in practise to bounding forwards. The Team Leader initiates the
forward bounding processes by calling the command Group! Fire Movement to the Rear! Just like
with the Forwards Fire Movement, the team will reply to the command by repeating the command
down the line such that everyone in the group hears it.
After the Team Leader initiates the bounding process, he will call the command Odds, Smoke Out!
at this command, the odd members of the group will throw a smoke grenade each. Once the smoke
grenade forms enough smoke to conceal the groups movements, the Team Leader will announce
Smoke Screen Formed! followed by Odds, Move Back!

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Figure 54: Smoke screen forming prior to performing the retrograde.

Upon the command for the odds to move back, the odd members of the group, relative to the initial
direction of travel, will break cover and move back one bound. Once at the next bound, the odd
members will take cover, announce Set! and continue their suppressive fire towards the enemy.
After hearing that all the odd members are Set, the Team Leader will announce Evens, Move Back!
At which time the even numbered members of the group will break cover and dash to their next
bound of cover, which should more or less align to the odd members. Even members will then
continue to fire their weapons towards the enemy to provide cover for the odds once again.
Note that if the previous smoke screen starts to dissipate, the Team Leader should order his group
to throw more smoke grenades.
This bounding process repeats itself until the Team Leader announces Group! Disengage!
When performing the rearwards bounding processes, these factors must be considered:

If the next bound of cover cant be reached in 4 seconds, the individual soldier must prone
and crawl the rest of the way.
Each group member must remember to repeat the commands of the Team Leader.
Each bound should be 10 to 20m away from the previous.
Each group member must remember to announce Set! upon arriving at cover, and then
proceed to provide cover fire.
The group as a whole must use their situational awareness when choosing cover, they MUST
NOT converge as they bound backwards as that could lead to limiting the available cover.

Step 3 - Disengaging
When the Team Leader has decided that they have withdrawn far enough from the enemy, he/she
will call for the group to Disengage!
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After the group disengages, the Team Leader will give the command Group! Back to Track! Follow
me! After which, the team will follow the Team Leader at a dashing pace out of the area.

Step 4 - Reorganising
Once the group has moved to a safe area, the team will pull into a 360 defence formation. The Team
Leader will then call for an ACE! report, as per the Ace report format for the Forward Fire
Movement.

Step 5 - Returning to Mission


After the ACE report, the Team Leader will decide on whether he is able to continue with his mission.
The Team Leader can reform the group and move off quickly.

Taking Casualties
Whilst Bounding
During a retrograde, taking casualties can easily complicate the process, as the objective is to
withdraw without leaving any men behind.
When a casualty is taken while bounding backwards, or even before then, the adjacent group member
must announce *Name / Number* is Down! The Team Leader will then call for the entire group to
expand a smoke grenade each by announcing Group! Smoke Out!
After a decent smoke screen has been formed, the Team Leader will order one of the adjacent group
members to drag the casualty by announcing *Name / Number*, drag *Name / Number*!
Once the adjacent member is dragging the casualty, he/she will announce Dragging! After which,
the Team Leader will order the dragging team member to move to a particular cover position by
referencing *Name / Number*, *Direction*, Reference *Object*, Move to Cover!
The rest of the team will bound backwards after giving a head start for dragger and the casualty time
to move back. When the soldier dragging the casualty reaches his cover position, he will drop the
casualty and provide cover for the rest of the team. When the Team Leader calls the Disengage! the
casualty dragger will then carry the casualty out of the area and follow the Team Leader.
Mass Casualty Incidents or Critical Casualties
Before disengaging, if a casualty is unable to get on his feet, the group will hold their ground or
continue to retrograde until they are at a safer position. Whist doing this, the Team Leader will call,
through the radio, for the Sections Combat Life Saver and await his/her support. The same procedure
applies to a mass casualty incident, the Team will hold fast or continue to retrograde until support
arrives.

Dialogue Example of a Rearward Fire Movement whilst taking Casualties


Team Leader: Group! Fire Movement to the Rear!
Group: Fire Movement to the Rear!
Team Leader: Odds! Smoke Out!
Odds: Smoke Out!
*Odd numbered members throw smoke grenades in front of the groups positon.*
*A smoke screen gradually forms.*
Team Leader: Odds, Move Back!
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Group: Odds, Move Back!
*Odd numbered members move one bound back*
Odds: Set
Team Leader: Evens, Move Back!
Group: Evens, Move Back!
*Stanley gets hit whilst moving back.*
Evens: Set
Smith: Stanley is down!
Team Leader: Group! Smoke Out!
Group: Smoke Out!
*Remaining members throw smoke grenades in front of the groups positon.*
*A thick smoke screen gradually forms.*
Team Leader: Smith, drag Stanley!
*Smith dashes to Stanleys position and starts to drag him*
Smith: Dragging!
Team Leader: Smith, Oclock, Reference Hunter, Move to Cover!
*Smith starts dragging (and switches to carry if he can).*
*Bounding process continues.*
*Smith provides cover fire.*
*Team Leader decides to disengage.*
Team Leader: Group, Disengage!
*Smith carries casualty.*
Team Leader: Group! Follow me!
*The group arrives at a safe location*
Team Leader: Group! ACE!
Automatic Rifleman: Stanley! Yellow! Yellow! Yellow, 1 Smoke Expended!
Assist. Automatic Rifleman: Smith! Yellow! Green! Yellow, All Smoke Expended!
Light AT Rifleman: Woods! Red! Green! Yellow, All Smoke Expended!

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Section Six - Obstacles


Encountering Obstacles
Obstacles within the context of conventional warfare are areas of danger that stop or delay a body of
individuals from moving forward. These areas must be cautiously approached, especially when in
hostile territory.

Considerations
There are several key considerations a Fireteam must make when encountering an obstacle whilst on
the move, these are listed below:
Danger Area Size
This is the area in which the obstacle poses a threat to the group. The threat of the obstacle can come
from many different sources and thus the danger area may change accordingly. The lack of cover
when crossing an open road is an example of such a threat, another threat could come from a possible
IED left on an abandoned car.
Danger Area due to
possible IED on
abandoned car.
Danger Area due to
the lack of cover of
an Open Road.

Figure 55: Danger area of an Open Road and Abandoned Car.

Enemys Like Position


As with crossing of certain obstacles, there is usually a direction in which the enemy is most likely to
be if they were waiting to ambush. This area can be deduced by observing the terrain, an example
would be a cluster of rocks overlooking the obstacle that may provide cover and concealment for the
enemy. It is up to the Team Leader to determine the direction in which the enemy is most likely to
be.
Providing Cover
If out in the open, or exposed at certain angles, it is imperative that the team covers all exposed angles
prior to overcoming the obstacle. The Team Leader is once again responsible for identifying these
angles if they are not apparent.

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Staying on Mission
It is easy to forget, when encountering obstacles, what the original parameters of a mission are. Often,
teams on the move towards a primary objective find themselves involved in a firefight that they could
have easily avoided. When this happens, the teams take casualties they cant afford, preventing them
from fulfilling their actual primary mission. Such instances of not staying on mission is for example;
finding an IED on an abandoned car on the way to an objective and attempting to disarm it, even
though your primary mission does not require you to do so.

Crossing an Open Road


On top of the danger of coming across enemy vehicles, crossing of open roads can easily reveal a
groups position. Long stretches of open roads are also a common areas for enemies to place mounted
machine guns, this is to enable them to control their own Main Supply Routes (MSRs).

Figure 56: A Team Leader spotting an open road.

Step 1
Team Leader spots the open road, as per Figure 56, and lets the team know. The team will then
cautiously approach the road but maintain at least 10m away from it. This 10m is considered the
Danger Area and may be adjusted by the Team Leaders discretion.
Step 2
The Team Leader will establish the direction in which the enemy is most likely to come from if they
were to be contacted, he then orders the Automatic Rifleman to move and cover that direction. Once
the Automatic Rifleman is covering, he will announce to the team; Set! *Direction* side covered!

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Figure 57: The Automatic Rifleman covering the road where enemies will most likely approach.

Step 3
Once the Automatic rifleman is in position and covering the road, the Assist. Automatic Rifleman will
then move to cover the other side of the road where the enemy is less likely to approach from, and
announce to the team; Set! *Direction* side covered, move up!

Figure 58: The Assist. Automatic Rifleman covers the less dangerous side of the road.

Step 4
Once both sides of the road have been covered, the Light AT rifleman will dash across. After reaching
the far bank of the road, the Light AT rifleman will bring his weapon to the High Alert position to cover
the front and the unknown vegetation ahead. He will then creep forward 10m out of the danger area
and take cover whilst maintaining his High Alert position with his weapon pointed to the front. After
taking cover, the Light AT Rifleman is to announce; Set! Front covered, move up!

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Figure 59: AT soldier dashing across whilst being covered.

Figure 60: AT soldier covering the front 10m after the far bank of the road. His weapon is at the High Alert position.

Step 5
Once the AT rifleman has established cover to the front, the Team Leader will then dash across the
road. From the far bank, the Team leader will move to cover the side of the road where the enemy is
least likely to approach from (i.e. where the side of the road that the Assist. Automatic Rifleman is
covering) and announce; Set! *Direction* side covered, move up!
Step 6
As the Team Leader is covering the least dangerous side of the road, the Assist. Automatic Rifleman is
now free to dash across the road. After doing so, the Assist. Automatic Rifleman will cover the side of
the road where the enemy is most likely to approach (i.e. the side of the road the Automatic Rifleman
is covering) and announce; Set! *Direction* side covered, move up!

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Figure 61: The Assist. Automatic Rifleman dashing across while the Team Leader cover's his arc of fire.

Step 7
With the Assist. Automatic Rifleman covering the side of the road where the enemy is most likely to
approach, the Automatic Rifleman is able to dash across the road and re-join his team.

Figure 62: The Automatic Rifleman dashing across the road as the Assist. Automatic Rifleman covers his arc of fire.

Step 8
With the Fireteam reunited on the far bank of the road, the Team Leader will call for the team to Reorg! into formation and proceed in the previous direction of travel.

Crossing a Creek/River
As it takes time to wade through water, many military units utilise creeks to set up ambushes. Creeks
are not ideal places to cross in real life as they also provide little vegetative cover. The procedure with
crossing a Creek is the utilisation of the same 8 steps as with crossing an Open Road.

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Enemy Ambush

Auto Rifleman Covering

Figure 63: Light AT Soldier crossing a river.

Light AT Soldier
Crossing a Creek

Blind Spot

Figure 64: Enemy ambush position along the river that the Light AT Soldier is crossing. The blind spot prevents the Auto
Rifleman from covering the Light AT Soldier effectively.

Abandoned Car
Cars abandoned along the road or inconspicuously in the middle of the open country may seem
harmless. On occasion however, these cars can be danger threats. Cars may seem abandoned but may
actually be occupied or rigged to blow. In todays theatre of war, more and more unconventional
methods of killing are being employed by the aggressors.

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Step 1
The Team Leader spots the seemingly abandoned car on the road. He calls a halt and determines the
area of danger around the car, this is usually a good 50m as explosive satchels are affective at that
range. He then informs the team of his decision and the team maintains that distance away from the
car at all times.

Figure 65: Team Leader spotting a car on the road.

Step 2
The Team Leader will establish the direction in which the enemy is most likely to come from if they
were to be contacted, he then orders the Automatic Rifleman to move and cover that direction. Once
the Automatic Rifleman is covering, he will announce to the team; Set! *Direction* side covered!

Figure 66: Automatic Rifleman covering the road where enemies will most likely approach. Notice his keeping of distance
from the car.

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Step 3
Once the Automatic rifleman is in position and covering the road, his assistant will then move to cover
the other side of the road, which is where the enemy is least likely to approach from, and announce
to the team; Set! *Direction* side covered, move up!
Step 4
Once both sides of the road have been covered, the Light AT Rifleman will cross the road whilst
creeping around the car with his weapon on High Alert pointing at the vehicle. The Light AT Rifleman
will scan the windows of the car from a stand-off distance, ensuring it is empty.

Figure 67: The Assist. Automatic Rifleman covering the side of the road where the enemy is least likely to approach, while the
Light AT Rifleman checks the car.

Step 5
After checking the windows of the car, the Light AT Rifleman will move to the far bank of the road
whilst still at the High Alert in the initial direction of travel to cover the front. He will then creep
forward 50m out of the danger area and take cover whilst maintaining his High Alert to the front. After
taking cover, the Light AT Rifleman is to announce; Set! Front covered, move up!

Figure 68: The Light AT Rifleman keeping the front covered after checking the car.

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Step 6
Once the Light AT Rifleman has established cover to the front, the Team Leader will then dash across
the road whilst avoiding the car. From the far bank, the Team leader will move to cover the side of the
road where the enemy is least likely to approach from (i.e. where the side of the road that the Assist.
Automatic Rifleman is covering) and announce; Set! *Direction* side covered, move up!

Figure 69: The Team Leader dashing across the road.

Step 7
As the Team Leader is covering the least dangerous side of the road, the Assist. Automatic Rifleman is
now free to dash across the road, keeping in mind to avoid the car. After doing so, the Assist.
Automatic Rifleman will cover the side of the road where the enemy is most likely to approach (i.e.
the side of the road the Automatic Rifleman is covering) and announce; Set! *Direction* side
covered, move up!

Figure 70: The Team Leader covering the Assist. Automatic Rifleman.

Step 8
With the Assist. Automatic Rifleman covering the side of the road where the enemy is most likely to
approach, the Automatic Rifleman is able to dash across the road and re-join his team, keeping in mind
to avoid the car.

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Figure 71: The Automatic Rifleman re-joining the team at the far bank of the road.

Step 9
With the Fireteam reunited on the far bank of the road, the Team Leader will call for the team to Reorg! into formation and proceed in the previous direction of travel.
Alternative Method
An alternative to the 9 steps of Crossing a Creek is simply to change direction of travel altogether in
order to avoid the car. This is used only when there are no strict orders as to where the team must
patrol through.

Abandoned House
A seemingly abandoned house may pose as a threat to a Fireteam patrol, especially when out in the
open. The building may be used to house a sniper or rigged to blow altogether. Thus the Fireteam
must remember its mission parameters. If the Fireteam is not meant to clear the house, it should not
approach it, instead the team should change their direction of travel to bypass the house whilst
remaining under vegetative cover.
No Cover / Danger
Area
House

Figure 72: Avoiding an Abandoned House

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Getting Engaged
When engaged whilst coming across any obstacles, the rules of the game are simple. The group
disregards the danger area, with the exception of a possible IED on an abandoned car or building, and
engages the enemy based on the contact drills specified in the Section Five. Simply said, when
contacted, the obstacle ceases to be considered an obstacle.

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Section Seven Basic Urban Operations (UO)


Basic Principles
In the urban theatre of war, many of the conventional principles used on the battlefield no long remain
applicable. Conventionally, terrain usually dictates your advantage or disadvantage, but the use of
terrain in conventional warfare is mostly two-dimensional. In Urban Operations (UO), the playing field
is three-dimensional with the enemy usually no more than a hundred metres away.

UO Fighting Principles
At the group level, the following principles must be constantly considered at all times when moving in
a Built up Area (BUA).

Reduce Exposure
Cover Every Angle
Constant Vigilance

Reducing Exposure
Reducing exposure in a BUA is crucial for UO fighting. The 4 second rule of taking cover rarely applies
to the urban theatre as it hardly takes a well-aimed shot to hit a target, but rather a quick spray of
bullets.
Keeping Low
A team should keep a low profile at all times to reduce the likelihood of being hit by direct, indirect
or stray fire.
Stacking Against a Wall
Minimally, a team should at all times be stacked against the wall to reduce exposure on one side of
the direction of travel. This practically reduces exposure by 50%.
Be Wary of Windows
Each soldier is responsible for their own exposure to enemy fire and as such, should be wary of
windows. Exposing ones self to a window from the outside may also alert enemy forces on the
inside of the building. As can be seen by the Light AT Rifleman on Figure 73, he is keeping a lower
profile in order to avoid detection by enemy troops inside the building.
Keep a Tight Formation
Keeping a tight formation is vital when operation in BUAs, The further a group is spread, the more
exposure they have to enemy fire. In addition, if a group is spread out too much, they are likely to be
more easily detected by the enemy.

Figure 73: A team stacking tightly against a wall and keeping a low profile whilst covering all exposed angles of fire. Notice
the Light AT Rifleman keeping below the window.

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Travel Indoors if Possible
Utilising buildings, that have already been cleared of enemies, to get from one location to the next
is the best way to reduce exposure.

Figure 74: Traveling indoors to reduce exposure.

Approach a Target Building from its Side


As the sides of most buildings have got less windows and doors for the enemies to look out of, it is
often better to approach buildings from their sides instead of their front or rear.

Covering Every Angle


Cover Exposed Angles of Fire
If you notice in Figure 75, every team member is facing outwards of the group where they are exposed
to enemy arcs of fire. This way, they may fire at or return fire at any enemy targets they spot.

Figure 75: Team members covering every exposed angle.

Maintaining Team Integrity


In order to keep every angle covered, the group must remain together at all times. If a Fireteam were
to split into two groups of two, they effectively reduce their ability to cover exposed angles by half.
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Thus, it is better to remain together and evenly distribute the arcs of fire, rather than to split up and
fend for themselves.

Constant Vigilance
Maintain a High Alert at all Times
In an urban environment, at no time should a soldier lower his weapon, unless he/she is in a secure
building. A soldiers weapon must always be on the High Alert position, they must however, maintain
theyre peripheral vision and keep their heads on a swivel to maintain situation awareness. Thus,
whilst at High Alert, a soldier should not be looking down his weapons sights.

Figure 76: Maintaining High Alert and Peripheral Vision.

Shooting First Based on ROE


As the Urban Combat is considered Asymmetric Warfare, it is usually the first person to shoot who
comes out alive of a firefight. Thus, a soldier must take down targets of opportunities as he/she sees
them. If a soldier can see the enemy, then most likely, the enemy can see that soldier. However, it
is important to note that civilians may remain in an urban environment thus, the soldier is to only
shoot based on his/her issued ROE.

Building Clearing
Basic Room Clearing Dill
Step 1 - Breeching the Door
The first step to entering a room, is to breech the door. The team must be stacked up against the wall
where the door is located and creep up to it whilst avoiding any exposure from windows. The first
man of the team then keeps his sights on the door, while the second man adjusts his aim to cover
the front of the group.

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Figure 77: A team preparing to breech a door. The first man is getting ready to open the door, the second man is covering the
front.

When the first man is ready breech, he tells his team that he is Breeching! After which, every other
team member replies back to the first man Ready! The first man will then push open the door and
start scanning into the room for 135 based on whether the door is to his/her left or right.
Step 2 - Scanning the Doorway
Whilst scanning, the first man will tilt his body and side step around the outside of the door until he
clears the first 135.

Figure 78: First man scanning the room while remaining outside the door.

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If the first man spots an enemy in the first 135, he may engage the target or choose to withdraw
back around the door and throw a grenade based on the established ROE.

Figure 79: The first man spotting a target in the room.

Step 3 - Throwing a Grenade


If the first man believes he should clear the room with a grenade, he/she simply calls out Prepping
Grenade! In response, the rest of the team will respond by once again saying Ready! The first
man will than side step towards the door, exposing less of himself, and throws the grenade beyond
90 to the door to ensure the grenade stays in the room.

Figure 80: First man throwing a grenade into a room.

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Step 4 -Storming the Room
Once the target in the room, which was scanned by the first man, has been eliminated (either by direct
fire or a grenade), the first man announce to the team Storming! At which point the rest of the
team responds simply by echoing back Storming!
There should be no hesitation by the team at this point, the second man will push into the first man
as they both clear the inside of the room. The first man will clear the heaviest side of the room (the
side which is most open and exposed), whist the second man covers the extreme corner of the room
135 to 180 off the door.
The third and fourth man of the group will hold outside for a few seconds prior to entering the room.
This is in case the first two men of the group are overwhelmed and become casualties. If casualties
are initially taken, the third and fourth man moves up the chain and takes up the role of the first
and second man. After which, they will storm the room with the new knowledge of additional enemy
presence. They will not at any time, attend to their fallen comrades until the room is clear.

Figure 81: The first and second man storming the room.

Step 5 - Securing the Room


Once the room has been initially cleared and the third and fourth man starts to enter, the four man
team will occupy the four different quadrants of the room and cover any additional room entrances
in their quadrant. The fourth man by default will cover the door where the stormed through from.
As the team members enter the room, they will call out each new source of possible danger as they
see it. For example, in Figure 82, the first man will call out Stairs! as he sees it upon storming the
room.

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Figure 82: Occupying four quadrants of the room.

Step 6 - Re-Stacking
After the room has been secured, the Team Leader will determine which room the group should
clear next, based on his/her discretion of where the enemy is next likely to be. From the example in
Figure 82, should the Team Leader choose to clear the stairs he will simply announce Group! Stack
on Stairs! In response, the team will reform their stack just below the stairs.

Clearing a Stairway
Clearing a stairway is relatively straight forward. One difference to clearing a stairway as compared to
clear a room, is that the entire team will creep at High Alert up the stairs with the first man, as there
are many angles on a stairway to cover.
The first team member will first start scanning at the round corner of the stairs, he will then adjust
his sights and scan the rear balcony of the stair that is to his rear. As the first man exposes himself
more and more, he will adjust his sights to cover these new angles as they appear, whilst the second
man takes over covering of the previous angle. This concurrently works for the third taking over the
seconds, and the fourth man taking over the thirds covering angles.
The entire stair clearing process will effectively have the team clear the entire open room that the
stairs lead to. Thus, there is no need to initiate a Room Clearing drill after clearing the stairs. The team
will however, secure the four quadrants of the room.

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Figure 83: A Fireteam clearing a set of stairs.

Storming a Split Room


If the group comes upon a split room, the group member who spots it (which should be the first
man) will call out Split Room! After which, the Team Leader will call for the third and fourth man
to stack up on the first man, as it is up to the second man to cover any secondary sources of danger,
such as the door in Figure 84.

Figure 84: Stacking to clear the split room. Notice the second man covering a secondary source of danger (the door).

As a split room presents an immediate danger, in order to remain fluid, after the first, third and fourth
man stacks up the third man will announce Storming! to initiate the storming process. The fourth
man will respond by saying Storming! and rush in to clear the split room with the third man. The
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Third man will clear the heavier side of the split room, while the fourth man clears the less heavy
side.
The first man will maintain his aim at the split room in case enemy forces decides to rush out of the
split room as the third and four man storms it.

Figure 85: Third and fourth man storming a split room whilst the first man maintains his aim.

General Procedure with Casualties


The general rules with handling casualties whilst clearing a building is as such:

Ensure the room is clear prior to attending to casualties.


If there are casualties whilst breeching or storming a room, each group member will move
up the chain to fill in those roles left by the casualties. I.e. if the second man goes down, the
third man will become the second man and the fourth man will become the third man.
When stacking, the team must extend their arcs of fire to cover the exposed areas left by
the casualty.
Prior to breaching a new room, ensure that all casualties have been revived to maintain the
teams integrity.

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Section 8 Radio Telecommunications


The Phonetic Alphabet
Some letters when spoken sound similar to one another, such as M and N. Thus, the use of the
Phonetic Alphabet is to reduce confusion when letters are spoken over the radio. Phonetic Alphabets
should be used inside of saying single letters of the radio.
Letter
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P
Q
R
S
T
U
V
W
X
Y
Z

Phonetic Alphabet
ALPHA
BRAVO
CHARLIE
DELTA
ECHO
FOXTRO
GOLF
HOTEL
WHISKY
JULIET
KILO
LIMA
MIKE
NOVEMBER
OSCAR
PAPA
QUEBEC
ROMEO
SIERRA
TANGO
UNIFORM
VICTOR
WHISKEY
X-RAY
YANKEE
ZULU

Pronunciation
AL-FAH
BRAH-VOH
CHAR-LEE
DELL-TA
ECK-OH
FOKS-TROT
GOLF
HOH-TELL
IN-DEE-AH
JEW-LEE-AT
KEY-LOH
LEE-MAH
MIKE
VP-VEM-BER
OSS-CAH
PAH-AH
KEH-BECK
RO-ME-OH
SEE-AIR-RAH
TANG-GO
YOU-NEE-FORM
VIK-TAH
WISS-KEY
ECKS-RAY
YANG-KEY
ZOO-LOO

Using the Phonetic Alphabet to Spell


Difficult words to pronounce within the text of a message may be spelled using the phonetic alphabet.
Such message should be preceded by the Proword I SPELL if required for clarity. The word that is
being spelt should be identified by pronouncing it before and after the spelling, as illustrated in the
following example:
Move to Banquo - I SPELL - BRAVO ALFA NOVEMBER QUEBEC UNIFORM OSCAR - Banquo

Appointment Titles
Appointment titles are used to indicate the function of a person without revealing names. They can
also be used to indicate units without revealing the identity. Appointment titles afford only low grade
security cover.
Appointment
Commander of the Unit/Group Called
Second in Command

Appointment Title
Sunray
Sunray Minor
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Medical Officer/Unit
Transport Officer/Personnel

Starlight
Playtime

Prowords
Prowords are pronounceable words or phrases which have specific meanings to increase the efficiency
of message handling on circuits where RATEL procedures are used. Prowords, or combinations of
Prowords, are not to be substituted for the text of a message. Common Prowords and their meanings
are:
Proword
Over
Out
I Spell
Roger / Copy
Grid
Say Again
Fetch
Wilco
Comms Check

Nothing Heard

Meaning
I have completed my transmission and expect a reply or response.
I have completed my transmission but I do not expect any reply or response.
Note: NEVER use over and out together as it is a contradiction in terms.
The following part of my transmission will be spelled phonetically.
I have received and understood your last transmission.
My next transmission will be a grid reference.
I did not understand or hear your transmission say it again. Note: NEVER use the
Proword repeat as a substitute to say again.
Bring (appointment title) to the radio as I wish to speak personally.
I understand your transmission and will comply.
A transmission is to be made to check the signal strength and readability of
transmissions.
Signal Strength and Readability are read from levels 1 to 5, with 5 being the
heights.
Example: I receive you 5 by 5, over
An entire transmission has been missed or not received. Allows all net stations to
know the transmission was not received.

Basic Radio Call Template


A simple message can be transmitted over the radio as per the following template. A basic radio call
consists of the following parts:
Parts
Callsign
This Is
Callsign
Message
End Sign

Function
Identifies the station being called.
Proword used to indicate that callsign of calling station follows.
Identifies station calling.
The Message
Prowords used to denote that transmission has ended or that there will be a delay in providing
the text of the answer.
These Prowords are as follows:
OVER or OUT
WAIT - I must pause for a maximum of 5 seconds. No other station is to transmit during this
pause.
WAIT OUT - I must pause (you must wait) for more than 5 seconds. Any station is free to
transmit unless otherwise indicated in this transmission, or by existing restrictions, such as a
directed net.

WO (LBCU) WATUDUBE [KEVIN GOH]

62

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