Post by Shrek on Dec 25, 2008 5:20:51 GMT -8
• General
-The presence of stealth, dispersion, security and simplicity in all tactical movements is required for success on the paintball field. The leader must be skilled in movement techniques and be able to apply the techniques by training his units or players in all movement formations. Whichever formation is adopted, it must remain flexible, and not one of geometric rigidity. The squad leader must use his intelligence and change from one formation to another as the terrain and situation dictates.
-The leader must take the following factors into consideration when deciding on the formation to be used; the ground, opposition fire, control, his frontage and flank protection.
-It is easier to carry out movements which are thoroughly ingrained in the minds of the players than to improvise them on the spur of the moment. The normal deploying intervals and distances laid down must be varied to suit the ground or other circumstances. They must not be applied rigidly, and it must be remembered that the object of deployment is best achieved by the use of ground cover and available cover.
-Maneuver depends on the plan, the ability of the leaders to use the ground, and the intent of the team leader. The aim is to move in the most concentrated formation possible, in order to maintain maximum control and the freedom to maneuver, while avoiding losses from opposition fire.
• Movement Formations
-Movement formations describe the positional relationship between players or units during movement. The formation adopted should be one that minimizes losses, enables the squad leader to maintain control and makes the best possible use of the weapons at his disposal. At no time should the formation become so extended that the leader cannot control it. The terrain, the game scenario, the likelihood of opposition contacts, and other factors determine the appropriate formation to be used. Also, the terrain, control factors and visibility will determine the distance between individual players within the formation. Therefore, formations should be held rigid, but should fluctuate according to the various conditions encountered.
-When close, dense terrain is encountered, players must reduce distances between positions to maintain control factors. When open or sparse terrain is encountered, players may increase distances between positions but not to the extent that their fires will not interlock with that of their neighbor’s fire or control factors will be jeopardized. Rear and flank security must be maintained at all times. The leader of every unit is responsible for the protection of it.
-Leaders must position themselves within the formation to facilitate the desired amount of control. If the leader wants to increase control over the formation, project a greater moral presence by leading from the front and by example, or be immediately available to make critical decisions, he will move forward to a frontal position.
• Protection
-Protection is maintained by measures taken by a leader to safeguard his unit against being surprised by the opposition. He does this by concealing his players, as much as possible, from the opposition. The leader of every unit is responsible at all times for the protection of it.
-No body of players can be considered secure unless protection is furnished in all directions from which attack is possible.
-Adequate and recent up-to-date information regarding the opposition is one of the best means of protection. If the opposition’s positions and movements are known and watched, he will have little opportunity to execute a surprise action. The leader gathers information by the use of protective detachments, such as patrols, sentries, and intelligence posts. These protective detachments are thrown out in every direction from which opposition attack is possible. Their duties are to secure and transmit, at the earliest possible moment, warning information regarding any hostile movement by the opposition. Protective detachments for protection and security on the move are generally refereed to as advance, flank or rear guards.
• Rapid Deployment
-Occasionally, usually at be beginning of a game, speed in adopting a formation is of vital importance. Therefore, deployment must be practiced during training sessions so that all players become familiar with their positions and can be taken up quickly.
• Squad Formations
-Squad formations describe the positional relationship of individual players to each other. Standardized squad formations are the line, the wedge, and the file. The squad leader will decide which formation the squad will adopt unless it is inappropriate for him to do so. He will place himself within the formation from where he can best control his players.
• Wedge
-The squad wedge formation is the basic formation used by a squad and has the following characteristics:
· provides good protection to squad leader.
· Easy to control.
· Allows for immediate fire in all directions.
· Provides local security in all directions.
-When close terrain or poor visibility is encountered, players must reduce distances between individual positions to maintain control factors. Once the terrain opens or visibility improves, players may increase distances between positions. The squad wedge formation is good for movement through unfamiliar territory or when opposition contact is likely.
-Squad leaders are responsible for remaining in contact with the team leader and will provide rear security. Individual players are responsible for maintaining contact with their squad leader.
• Line
-The line formation should be used when sweeping or searching an area because it provides maximum frontage. This formation allows for the maximum amount of immediate fire forward. Security to flanks and rear is reduced along with control factors.
• File
-When not using the wedge or the line formation a squad should adopt the file formation. This movement formation provides for maximum control and speed and should be used in extremely dense, close terrain or in conditions of very poor visibility.
-The file formation provides minimum frontage but does allow maximum immediate fire to the flanks. It is a very useful formation at night or areas where anti-personnel mines are present.
• Team formations
-Team formations designate the positional relationship of squads to one another. the team leader will decide which formation the team will adopt unless it is inappropriate for him to do so. Within the team formation, the squads may be in any of the formations described previously.
-The team leader will place himself within the team formation from where he can best control his squads. Visual contact, or at least some form of communication, must be maintained at all times. The team leader will designate the base squad for the other squads to guide on.
Movement Techniques
• General
-A movement technique refers to the distances between players and squads and the individual methods of movement that they will use. The technique used will vary according to the situation and control factors. As a general rule units should deploy immediately when they come under fire.
-There are three basic movement techniques; traveling, traveling overwatch and bounding overwatch. All three can be used with any formation and the selection will be based upon the leader’s estimate of the situation. The significant factors to be considered are; control, security, dispersion and speed.
• Traveling technique
-The traveling technique can be used when the chance of encountering the opposition is almost nil. This technique facilitates speed but security is sacrificed.
• Bounding overwatch
-The bounding overwatch technique should be used when chance encounter with the opposition is almost a certainty.
-In the use of this technique, the squad or team has an overwatch element and a bounding element. The overwatch element occupies an position to cover the bounding element by fire. While the bounding element moves, each bound must be within supporting range of the overwatch element.
The distance of each bound depends on the terrain, visibility, control, the next available cover or concealment and the fields of fire and ranges of the overwatch element’s guns.
-Before the bound is made, the direction or location of the opposition, the position of the overwatch element, the route and the next available cover must be considered. The bounding element should know what to do when the next position is reached.
-At effective ranges, players advancing steadily and rapidly from covered position to covered position will suffer fewer eliminations than advancing at a slow crawl. This is due to the moral effect on the opposition and the rapidly changing range and direction of the targets being offered to the opposition.
-The bounding overwatch technique does not offer great speed but does provide maximum security.
-When using the bounding overwatch technique at the squad level, a portion of the squad will move forward while the remainder will provide the overwatch element. When using this technique at the team level, a portion of the squads will move forward while the remainder of the squads overwatch.
-If the bounding element makes contact with the opposition, the overwatch element will support the bounding element with fire and movement.
-Squads or players can bound alternately or successively. Successive bounds provide more control but alternate bounds can be executed faster resulting in a higher speed of movement. Leader usually stay with the overwatch element.
• Danger Areas
-A danger area is any area where that, in the leader’s estimate, his players or unit may be exposed to opposition observation or fire. Examples of danger areas are; open areas, roads and trails, obstacles and perimeters of dense vegetation. Danger areas should be avoided whenever possible, but if they must be entered extreme caution must be used.
-If the leader locates a potential danger area he should change his route, if possible. If he cannot avoid the area, or if it is encountered unexpectedly, he must move his unit across in a secure manner. All types of danger areas can be crossed using the bounding overwatch technique. The method requires securing the near and far side, designating a rally point on the far side, crossing the danger area, and linking up with the far side security element at the rally point.
• Open Areas
-Players or units should take up concealed positions on the near side of the danger area and carefully observe the area. A clearing element will be sent across to secure the far side. When the far side has been secured, the remainder can, as quickly as possible, cross at the shortest exposed distance.
• Roads and Trails
-Roads or trails should be crossed where the road is narrow or, at a bend where the opposition’s observation is limited and players or units will be exposed for the minimum amount of time.
• Infiltration
-Players or units moving through, or into, opposition controlled areas without being detected is known as infiltration. The movement can be made by individual players at the same, or at different, times or routes.
-Infiltrations are conducted in order to capture key terrain in support of other operations, to disrupt rear areas or to gather information. The size of the infiltrating element can vary from a single player to one or more units. Infiltrations can best be carried out against an opposition that occupy large sectors or broken ground. An infiltration is difficult against an opposition that has defenses placed in depth or one that is well organized.
-For a successful infiltration, detailed information on opposition gaps and weakness’ is required. Also, patience, stealth and bad weather, rough, dense terrain or darkness can be used to conduct a successful infiltration.
-Contingency plans must be made before the infiltration attempt to cover unexpected contacts, opposition occupation of the rally point or any other unplanned for occurrence.
-When the order to infiltrate comes down the chain of command, the leader must immediately send out a recon patrol to locate any opposition weak areas or gaps in his line. The infiltration route selects must be selected in order to avoid contact with the opposition and offer good cover and concealment. Infiltration by squads or units enhance security and control while infiltration by individual players enhance speed.
• Linkup or Rally Points
-A rally point is a place where a unit can meet and regroup if spread out or dispersed. The leader should designate a succession of rally points and alternate rally points continuously during movement. All friendly players must know the location of all designated rally points.
-The attack launched from the rally point must be a quick violent assault to capitalize on the element of surprise. Rally points can be designated within friendly or opposition controlled areas. Rally points are particularly useful as part of a contingency plan.
-The location of a rally point should include an alternate site of the primary site is compromised. The site should be easy to find, day and night, but have good cover and concealment. If possible, make sure it is easy to defend for a short period of time and offers good escape routes.
-Recognition signals may be required to prevent friendly fire. Visual or oral signals can be used and should include counter signs to positively identify friend or foe. It could be a challenge and password or a number combination using raised fingers.
-A contingency plan covering what to do if opposition contact before, during or after linkup is made, how long to wait at the rally point and what to do if some players don’t make it to the rally point must be formed.
-If an infiltrating unit returns to a friendly area, contact must be made with the forward unit using prearranged mutual recognition and reply signals.
• Urban movement
-Movement through urban areas, towns, villages, requires well-rehearsed teamwork and coordination to maintain mutual fire support and avoid friendly fire. The rate of movement depends on the requirement for speed, the level of opposition resistance, the terrain and the type of operation.
-If a street exists, units should move up both sides while observing to the front and to the opposite side of the street. The lead elements locate potential danger areas and close with the opposition by rapid, violent assaults. An overwatch security element provides fire support for the lead elements and secures flanks and rear.
-To successfully move through and clear urban areas select the next covered position before moving. Control and coordination between maneuver and overwatch elements must be maintained. Identify all targets before opening fire. Suppression fire and smoke can be used to mask movements.
• Breaching Obstacles
-There are three main methods for obstacle breaching; the covert breach, the immediate breach and the planned breach. The alertness of the opposition covering the obstacle, the time available and the mission requirements determine which method is to be employed.
• The covert breach
-This is basically an infiltration through opposition positions without being detected. Suppression fire and masking of movement are planned but not initiated unless the infiltration is compromised.
• The immediate breach
-This type of obstacle breaching operation is conducted with little or no preparation, planning or recon. If the momentum of attack must be maintained and the opposition defenses are weak, an immediate assault should be launched. The aim is to immediately overwhelm the defenses with masking, suppression fire, and violent maneuvering assault elements before the opposition can react or reinforce effectively.
• The Planned Breach
-Preceding this type of obstacle breach, extensive recon, planning and preparation must take place. The deliberate breach should be used when time is available or other types of obstacle breaching operations have failed or are not feasible. Usually, a much larger attacking force will be necessary for this type of operation.
• The Clock System
-The clock system is used to determine the direction of movement and the relationships of other objects to it. The direction of movement is always 12 o’clock. If the order is given to change the direction of movement to 9 o’clock, the unit will immediately commence a 90o left turn and that new direction will become 12 o’clock.
Reaction to Opposition Contact
• Freeze
-The freeze signal or command will be given when a unit, not yet seen by the opposition, detects the opposition but does not have time to take any other action. The freeze command does not mean take cover or make any movement of any kind, as this could alert the, as of now, unwary opposition. All players must hold perfectly still until signaled to resume their original action or to take other measures. If the opposition is not alerted, the leader may signal his unit to continue the assigned mission.
• Immediate Ambush.
-This technique can be employed when a unit, not yet detected by the opposition, has time to take an action other than to freeze. If the immediate ambush signal or command is given, all players will move on line and take up concealed firing positions. The resulting ambush will be executed according to standard operating procedures. The order to initiate the immediate ambush is given by the leader based on his estimate of the situation.
• Immediate Assault
-This action is to be employed when the unit and the opposition encounter each other unexpectedly, detect one another simultaneously, and at such a close range that fire and maneuver is not possible.
-The friendly player nearest the opposition contact immediately opens fire and relays all information regarding direction, distance, and numbers involved in the contact. The rest of the unit immediately launches a swift, violent assault. If the opposition stands and resists, the assault is carried through his ranks until he is completely eliminated or contact is broken.
• Patrolling
-Paintball teams must be adept at patrolling. Elements that operate in small, dispersed units must be able to maintain control and security. Patrolling is the method squads and teams conduct operations in dense, rugged terrain, at night or other periods of poor visibility. The size and strength of a patrol will depend on its task or mission. A patrol sent out to aquifer information should avoid unnecessary clashes with the opposition. The patrol may have to probe or infiltrate the opposition’s defensive line to gather the required information. The less thatis known about the opposition, the more difficult the mission will be. They should only engage the opposition if it is absolutely necessary to do so in order to gain and transmit the desired information. If the infiltrating patrol is detected or compromised, they may be forced to back off and try an alternate route. A infiltrating patrol should therefore be as small as possible.
-In the organization of all patrols, consideration must be given to the means of rapidly transmitting any information that has been gathered. Information must be transmitted to the leader who ordered the patrol in time for him to act on it, otherwise the information is useless. Distance determination is a critical skill necessary to report gathered information accurately.
-In both offense and defense patrols can be used effectively. At times a patrol may want to provoke the opposition into firing in order to force them to reveal their positions. There are two types of patrols; recon patrols and combat patrols.
• Recon Patrols
-Recon patrols are primarily used to collect information on the opposition or the terrain and to pass it on to other friendly units. The best protection for a recon patrol is not firepower, but stealth. Members of the patrol should not wear or carry anything that is not essential for the completion of the mission. Footwear other than heavy boots should be worn to enhance the sense of touch and reduce noise.
• Combat Patrols
-Combat patrols can be used to provide security and to harass or eliminate the opposition. This type of patrol’s objective is not to gather information, although any information should be immediately relayed to other units.
Patrol Positions
• Point
-The player on the point of the patrol must be experienced and have special training in opposition detection. He is responsible for frontal security and will choose the exact route that the patrol will take.
• Slack
-The player in the slack position is normally the unit leader. From here he can exert control over the patrol. The unit leader should have the radio and will be the primary navigator. He will roughly guide the point man. The unit leader alone holds the responsibility for accomplishing or failing the mission.
• Drag
-The player occupying the drag position is responsible for rear security. He should look back along the route traveled at regular intervals to avoid being ambushed from behind.
• Movement
-A patrol should move in the file formation to reduce the chance of detection. As the patrol nears the opposition movement should become slower and more stealthy. At times the patrol must resort to a low crawl or movement by only one player at a time.
-When the patrolling unit nears the opposition’s positions all information should be relayed as soon as possible. Once a player that is eliminated, the information that he possess is lost. Knowledge of the environment, opposition habits, attention to detail, common sense, logic and awareness will allow the recon patrol to gather and pass on the maximum amount of information.
-Patrols during the day or the night utilize almost the same techniques, however, daylight patrols will require more use of concealment and will not be able to move as close to the opposition. Night patrols require more stealth as sounds carry further at night and the reduction in visibility will require the patrol to move closer to the opposition to gather the necessary information.
-A patrol by day can be controlled by visual signals and verbal commands. obviously, a patrol by night cannot be controlled by visual hand signals and verbal commands could reveal the position of the patrol. Control signals should be made to sound as unlike human sounds as possible and be as few in number as possible.
• Combat Security Patrol
-This type of patrol’s purpose is to prevent surprise attacks by maneuvering aggressively to the front, rear and flanks of other friendly units to detect and prevent opposition infiltration or recon.
• Combat Raid Patrol
-An attack carried out to harass the opposition or liberate captured personnel is considered a raid. The raid should conclude with a planned withdrawal from the objective. To preserve the element of surprise, the raiding unit should attack through terrain that limits visibility, during periods of poor visibility or where the opposition is the weakest. The raiding unit should have an assault element and a security element.
_________________
-The presence of stealth, dispersion, security and simplicity in all tactical movements is required for success on the paintball field. The leader must be skilled in movement techniques and be able to apply the techniques by training his units or players in all movement formations. Whichever formation is adopted, it must remain flexible, and not one of geometric rigidity. The squad leader must use his intelligence and change from one formation to another as the terrain and situation dictates.
-The leader must take the following factors into consideration when deciding on the formation to be used; the ground, opposition fire, control, his frontage and flank protection.
-It is easier to carry out movements which are thoroughly ingrained in the minds of the players than to improvise them on the spur of the moment. The normal deploying intervals and distances laid down must be varied to suit the ground or other circumstances. They must not be applied rigidly, and it must be remembered that the object of deployment is best achieved by the use of ground cover and available cover.
-Maneuver depends on the plan, the ability of the leaders to use the ground, and the intent of the team leader. The aim is to move in the most concentrated formation possible, in order to maintain maximum control and the freedom to maneuver, while avoiding losses from opposition fire.
• Movement Formations
-Movement formations describe the positional relationship between players or units during movement. The formation adopted should be one that minimizes losses, enables the squad leader to maintain control and makes the best possible use of the weapons at his disposal. At no time should the formation become so extended that the leader cannot control it. The terrain, the game scenario, the likelihood of opposition contacts, and other factors determine the appropriate formation to be used. Also, the terrain, control factors and visibility will determine the distance between individual players within the formation. Therefore, formations should be held rigid, but should fluctuate according to the various conditions encountered.
-When close, dense terrain is encountered, players must reduce distances between positions to maintain control factors. When open or sparse terrain is encountered, players may increase distances between positions but not to the extent that their fires will not interlock with that of their neighbor’s fire or control factors will be jeopardized. Rear and flank security must be maintained at all times. The leader of every unit is responsible for the protection of it.
-Leaders must position themselves within the formation to facilitate the desired amount of control. If the leader wants to increase control over the formation, project a greater moral presence by leading from the front and by example, or be immediately available to make critical decisions, he will move forward to a frontal position.
• Protection
-Protection is maintained by measures taken by a leader to safeguard his unit against being surprised by the opposition. He does this by concealing his players, as much as possible, from the opposition. The leader of every unit is responsible at all times for the protection of it.
-No body of players can be considered secure unless protection is furnished in all directions from which attack is possible.
-Adequate and recent up-to-date information regarding the opposition is one of the best means of protection. If the opposition’s positions and movements are known and watched, he will have little opportunity to execute a surprise action. The leader gathers information by the use of protective detachments, such as patrols, sentries, and intelligence posts. These protective detachments are thrown out in every direction from which opposition attack is possible. Their duties are to secure and transmit, at the earliest possible moment, warning information regarding any hostile movement by the opposition. Protective detachments for protection and security on the move are generally refereed to as advance, flank or rear guards.
• Rapid Deployment
-Occasionally, usually at be beginning of a game, speed in adopting a formation is of vital importance. Therefore, deployment must be practiced during training sessions so that all players become familiar with their positions and can be taken up quickly.
• Squad Formations
-Squad formations describe the positional relationship of individual players to each other. Standardized squad formations are the line, the wedge, and the file. The squad leader will decide which formation the squad will adopt unless it is inappropriate for him to do so. He will place himself within the formation from where he can best control his players.
• Wedge
-The squad wedge formation is the basic formation used by a squad and has the following characteristics:
· provides good protection to squad leader.
· Easy to control.
· Allows for immediate fire in all directions.
· Provides local security in all directions.
-When close terrain or poor visibility is encountered, players must reduce distances between individual positions to maintain control factors. Once the terrain opens or visibility improves, players may increase distances between positions. The squad wedge formation is good for movement through unfamiliar territory or when opposition contact is likely.
-Squad leaders are responsible for remaining in contact with the team leader and will provide rear security. Individual players are responsible for maintaining contact with their squad leader.
• Line
-The line formation should be used when sweeping or searching an area because it provides maximum frontage. This formation allows for the maximum amount of immediate fire forward. Security to flanks and rear is reduced along with control factors.
• File
-When not using the wedge or the line formation a squad should adopt the file formation. This movement formation provides for maximum control and speed and should be used in extremely dense, close terrain or in conditions of very poor visibility.
-The file formation provides minimum frontage but does allow maximum immediate fire to the flanks. It is a very useful formation at night or areas where anti-personnel mines are present.
• Team formations
-Team formations designate the positional relationship of squads to one another. the team leader will decide which formation the team will adopt unless it is inappropriate for him to do so. Within the team formation, the squads may be in any of the formations described previously.
-The team leader will place himself within the team formation from where he can best control his squads. Visual contact, or at least some form of communication, must be maintained at all times. The team leader will designate the base squad for the other squads to guide on.
Movement Techniques
• General
-A movement technique refers to the distances between players and squads and the individual methods of movement that they will use. The technique used will vary according to the situation and control factors. As a general rule units should deploy immediately when they come under fire.
-There are three basic movement techniques; traveling, traveling overwatch and bounding overwatch. All three can be used with any formation and the selection will be based upon the leader’s estimate of the situation. The significant factors to be considered are; control, security, dispersion and speed.
• Traveling technique
-The traveling technique can be used when the chance of encountering the opposition is almost nil. This technique facilitates speed but security is sacrificed.
• Bounding overwatch
-The bounding overwatch technique should be used when chance encounter with the opposition is almost a certainty.
-In the use of this technique, the squad or team has an overwatch element and a bounding element. The overwatch element occupies an position to cover the bounding element by fire. While the bounding element moves, each bound must be within supporting range of the overwatch element.
The distance of each bound depends on the terrain, visibility, control, the next available cover or concealment and the fields of fire and ranges of the overwatch element’s guns.
-Before the bound is made, the direction or location of the opposition, the position of the overwatch element, the route and the next available cover must be considered. The bounding element should know what to do when the next position is reached.
-At effective ranges, players advancing steadily and rapidly from covered position to covered position will suffer fewer eliminations than advancing at a slow crawl. This is due to the moral effect on the opposition and the rapidly changing range and direction of the targets being offered to the opposition.
-The bounding overwatch technique does not offer great speed but does provide maximum security.
-When using the bounding overwatch technique at the squad level, a portion of the squad will move forward while the remainder will provide the overwatch element. When using this technique at the team level, a portion of the squads will move forward while the remainder of the squads overwatch.
-If the bounding element makes contact with the opposition, the overwatch element will support the bounding element with fire and movement.
-Squads or players can bound alternately or successively. Successive bounds provide more control but alternate bounds can be executed faster resulting in a higher speed of movement. Leader usually stay with the overwatch element.
• Danger Areas
-A danger area is any area where that, in the leader’s estimate, his players or unit may be exposed to opposition observation or fire. Examples of danger areas are; open areas, roads and trails, obstacles and perimeters of dense vegetation. Danger areas should be avoided whenever possible, but if they must be entered extreme caution must be used.
-If the leader locates a potential danger area he should change his route, if possible. If he cannot avoid the area, or if it is encountered unexpectedly, he must move his unit across in a secure manner. All types of danger areas can be crossed using the bounding overwatch technique. The method requires securing the near and far side, designating a rally point on the far side, crossing the danger area, and linking up with the far side security element at the rally point.
• Open Areas
-Players or units should take up concealed positions on the near side of the danger area and carefully observe the area. A clearing element will be sent across to secure the far side. When the far side has been secured, the remainder can, as quickly as possible, cross at the shortest exposed distance.
• Roads and Trails
-Roads or trails should be crossed where the road is narrow or, at a bend where the opposition’s observation is limited and players or units will be exposed for the minimum amount of time.
• Infiltration
-Players or units moving through, or into, opposition controlled areas without being detected is known as infiltration. The movement can be made by individual players at the same, or at different, times or routes.
-Infiltrations are conducted in order to capture key terrain in support of other operations, to disrupt rear areas or to gather information. The size of the infiltrating element can vary from a single player to one or more units. Infiltrations can best be carried out against an opposition that occupy large sectors or broken ground. An infiltration is difficult against an opposition that has defenses placed in depth or one that is well organized.
-For a successful infiltration, detailed information on opposition gaps and weakness’ is required. Also, patience, stealth and bad weather, rough, dense terrain or darkness can be used to conduct a successful infiltration.
-Contingency plans must be made before the infiltration attempt to cover unexpected contacts, opposition occupation of the rally point or any other unplanned for occurrence.
-When the order to infiltrate comes down the chain of command, the leader must immediately send out a recon patrol to locate any opposition weak areas or gaps in his line. The infiltration route selects must be selected in order to avoid contact with the opposition and offer good cover and concealment. Infiltration by squads or units enhance security and control while infiltration by individual players enhance speed.
• Linkup or Rally Points
-A rally point is a place where a unit can meet and regroup if spread out or dispersed. The leader should designate a succession of rally points and alternate rally points continuously during movement. All friendly players must know the location of all designated rally points.
-The attack launched from the rally point must be a quick violent assault to capitalize on the element of surprise. Rally points can be designated within friendly or opposition controlled areas. Rally points are particularly useful as part of a contingency plan.
-The location of a rally point should include an alternate site of the primary site is compromised. The site should be easy to find, day and night, but have good cover and concealment. If possible, make sure it is easy to defend for a short period of time and offers good escape routes.
-Recognition signals may be required to prevent friendly fire. Visual or oral signals can be used and should include counter signs to positively identify friend or foe. It could be a challenge and password or a number combination using raised fingers.
-A contingency plan covering what to do if opposition contact before, during or after linkup is made, how long to wait at the rally point and what to do if some players don’t make it to the rally point must be formed.
-If an infiltrating unit returns to a friendly area, contact must be made with the forward unit using prearranged mutual recognition and reply signals.
• Urban movement
-Movement through urban areas, towns, villages, requires well-rehearsed teamwork and coordination to maintain mutual fire support and avoid friendly fire. The rate of movement depends on the requirement for speed, the level of opposition resistance, the terrain and the type of operation.
-If a street exists, units should move up both sides while observing to the front and to the opposite side of the street. The lead elements locate potential danger areas and close with the opposition by rapid, violent assaults. An overwatch security element provides fire support for the lead elements and secures flanks and rear.
-To successfully move through and clear urban areas select the next covered position before moving. Control and coordination between maneuver and overwatch elements must be maintained. Identify all targets before opening fire. Suppression fire and smoke can be used to mask movements.
• Breaching Obstacles
-There are three main methods for obstacle breaching; the covert breach, the immediate breach and the planned breach. The alertness of the opposition covering the obstacle, the time available and the mission requirements determine which method is to be employed.
• The covert breach
-This is basically an infiltration through opposition positions without being detected. Suppression fire and masking of movement are planned but not initiated unless the infiltration is compromised.
• The immediate breach
-This type of obstacle breaching operation is conducted with little or no preparation, planning or recon. If the momentum of attack must be maintained and the opposition defenses are weak, an immediate assault should be launched. The aim is to immediately overwhelm the defenses with masking, suppression fire, and violent maneuvering assault elements before the opposition can react or reinforce effectively.
• The Planned Breach
-Preceding this type of obstacle breach, extensive recon, planning and preparation must take place. The deliberate breach should be used when time is available or other types of obstacle breaching operations have failed or are not feasible. Usually, a much larger attacking force will be necessary for this type of operation.
• The Clock System
-The clock system is used to determine the direction of movement and the relationships of other objects to it. The direction of movement is always 12 o’clock. If the order is given to change the direction of movement to 9 o’clock, the unit will immediately commence a 90o left turn and that new direction will become 12 o’clock.
Reaction to Opposition Contact
• Freeze
-The freeze signal or command will be given when a unit, not yet seen by the opposition, detects the opposition but does not have time to take any other action. The freeze command does not mean take cover or make any movement of any kind, as this could alert the, as of now, unwary opposition. All players must hold perfectly still until signaled to resume their original action or to take other measures. If the opposition is not alerted, the leader may signal his unit to continue the assigned mission.
• Immediate Ambush.
-This technique can be employed when a unit, not yet detected by the opposition, has time to take an action other than to freeze. If the immediate ambush signal or command is given, all players will move on line and take up concealed firing positions. The resulting ambush will be executed according to standard operating procedures. The order to initiate the immediate ambush is given by the leader based on his estimate of the situation.
• Immediate Assault
-This action is to be employed when the unit and the opposition encounter each other unexpectedly, detect one another simultaneously, and at such a close range that fire and maneuver is not possible.
-The friendly player nearest the opposition contact immediately opens fire and relays all information regarding direction, distance, and numbers involved in the contact. The rest of the unit immediately launches a swift, violent assault. If the opposition stands and resists, the assault is carried through his ranks until he is completely eliminated or contact is broken.
• Patrolling
-Paintball teams must be adept at patrolling. Elements that operate in small, dispersed units must be able to maintain control and security. Patrolling is the method squads and teams conduct operations in dense, rugged terrain, at night or other periods of poor visibility. The size and strength of a patrol will depend on its task or mission. A patrol sent out to aquifer information should avoid unnecessary clashes with the opposition. The patrol may have to probe or infiltrate the opposition’s defensive line to gather the required information. The less thatis known about the opposition, the more difficult the mission will be. They should only engage the opposition if it is absolutely necessary to do so in order to gain and transmit the desired information. If the infiltrating patrol is detected or compromised, they may be forced to back off and try an alternate route. A infiltrating patrol should therefore be as small as possible.
-In the organization of all patrols, consideration must be given to the means of rapidly transmitting any information that has been gathered. Information must be transmitted to the leader who ordered the patrol in time for him to act on it, otherwise the information is useless. Distance determination is a critical skill necessary to report gathered information accurately.
-In both offense and defense patrols can be used effectively. At times a patrol may want to provoke the opposition into firing in order to force them to reveal their positions. There are two types of patrols; recon patrols and combat patrols.
• Recon Patrols
-Recon patrols are primarily used to collect information on the opposition or the terrain and to pass it on to other friendly units. The best protection for a recon patrol is not firepower, but stealth. Members of the patrol should not wear or carry anything that is not essential for the completion of the mission. Footwear other than heavy boots should be worn to enhance the sense of touch and reduce noise.
• Combat Patrols
-Combat patrols can be used to provide security and to harass or eliminate the opposition. This type of patrol’s objective is not to gather information, although any information should be immediately relayed to other units.
Patrol Positions
• Point
-The player on the point of the patrol must be experienced and have special training in opposition detection. He is responsible for frontal security and will choose the exact route that the patrol will take.
• Slack
-The player in the slack position is normally the unit leader. From here he can exert control over the patrol. The unit leader should have the radio and will be the primary navigator. He will roughly guide the point man. The unit leader alone holds the responsibility for accomplishing or failing the mission.
• Drag
-The player occupying the drag position is responsible for rear security. He should look back along the route traveled at regular intervals to avoid being ambushed from behind.
• Movement
-A patrol should move in the file formation to reduce the chance of detection. As the patrol nears the opposition movement should become slower and more stealthy. At times the patrol must resort to a low crawl or movement by only one player at a time.
-When the patrolling unit nears the opposition’s positions all information should be relayed as soon as possible. Once a player that is eliminated, the information that he possess is lost. Knowledge of the environment, opposition habits, attention to detail, common sense, logic and awareness will allow the recon patrol to gather and pass on the maximum amount of information.
-Patrols during the day or the night utilize almost the same techniques, however, daylight patrols will require more use of concealment and will not be able to move as close to the opposition. Night patrols require more stealth as sounds carry further at night and the reduction in visibility will require the patrol to move closer to the opposition to gather the necessary information.
-A patrol by day can be controlled by visual signals and verbal commands. obviously, a patrol by night cannot be controlled by visual hand signals and verbal commands could reveal the position of the patrol. Control signals should be made to sound as unlike human sounds as possible and be as few in number as possible.
• Combat Security Patrol
-This type of patrol’s purpose is to prevent surprise attacks by maneuvering aggressively to the front, rear and flanks of other friendly units to detect and prevent opposition infiltration or recon.
• Combat Raid Patrol
-An attack carried out to harass the opposition or liberate captured personnel is considered a raid. The raid should conclude with a planned withdrawal from the objective. To preserve the element of surprise, the raiding unit should attack through terrain that limits visibility, during periods of poor visibility or where the opposition is the weakest. The raiding unit should have an assault element and a security element.
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