Lbcu BT Manual
Lbcu BT Manual
Lbcu BT 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]
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.
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]
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.
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.
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.
Infantry Fireteam
Finger
off the
Trigger
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.
10
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.
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
11
Rounds per
Contact Rate
3 x M203 (HEDP)
1 x M203 (White)
1 x Frag Grenade
1 x Smoke (White)
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)
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
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
12
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 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
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]
13
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.
14
Figure 10: Rounds landing where the weapon was aimed on Figure 9.
15
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.
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.
16
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.
17
Light AT Launching
The vanilla version of the Light AT Launcher in ARMA 3 that LBCU has adopted is the NATO PCML.
18
Figure 15: LBCU's SOP the danger area produced by Back Blast.
Figure 16: Where to aim the PCML with the Mil-Lines at a 100m target.
Figure 17: Where to aim the PCML with the Mil-Lines at 200m a 100m target.
19
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.
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.
20
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.
WO (LBCU) WATUDUBE [KEVIN GOH]
21
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.
WO (LBCU) WATUDUBE [KEVIN GOH]
22
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.
23
The Tilted Prone position is used to lower an individuals profile if he is carrying a backpack as can
be seen in Figure 26.
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.
24
Kneel
Stand
Moving
There are three different stances for moving which are portrayed in Figures 30, 31 and 32.
25
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.
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.
26
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
Spacing by Night
3m
3m
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.
27
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
.
1
.
4
.
3
.
4
1
3
Echelon Left
1
.
3.
A
Staggered
File formation
consists of two
columns with
alternating
individuals on
either end of
the formation.
2
.
Figure 38: Staggered File
2
.
Figure 40: Arrowhead Formation.
3
.
3
2
4
.
Arrowhead
Formation
Staggered File
Echelon Right
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.
28
29
Figure 43: Group facing the rough direction of the threat upon receiving fire.
5/3m
5/3m
5/3m
30
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.
31
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.
32
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.
33
Figure 50: A good example of expanding out whilst doing the Forward Fire Movement.
34
Light AT Rifleman
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.
35
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*
36
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.
37
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!
WO (LBCU) WATUDUBE [KEVIN GOH]
38
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.
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.
39
40
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.
41
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 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
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 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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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 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
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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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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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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.
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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56
Figure 81: The first and second man storming the room.
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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 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
WO (LBCU) WATUDUBE [KEVIN GOH]
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Figure 85: Third and fourth man storming a split room whilst the first man maintains his aim.
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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
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
WO (LBCU) WATUDUBE [KEVIN GOH]
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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.
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.
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