The LBCU Basic Training Manual

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1 The LBCU Basic Training Manual THE TRAINING SYLLABUS FOR LBCU S BASIC TRAINING COURSE - 1 ST EDITION WO (LBCU) Watudube [Kevin Goh] THE LANBOX COMBAT UNIT WO (LBCU) WATUDUBE [KEVIN GOH] 0

2 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) Fire Control Orders (FCOs) Infantry Section Weapons Load Out Contact Rates Day Load Out Night Load Out Combat Zeroing Rifle Sighting Bore Lines vs Sight Lines Aiming with the ARCO Scope M203 Launching Uses of the M Zeroing an M Light AT Launching Clearing Back Blast Aiming with the PCML Locking on with the PCML WO (LBCU) WATUDUBE [KEVIN GOH] 1

3 Targets of Preference Fragmentation Grenades Grenade Safety Grenade Throwing Section Four - Infantry Movement Combat Stances Stationary Moving Movement in Formations Speed Spacing Formations Section Five - Contact Drills and Fire Movement Setting the ROE Basic Contact Drills Immediate Action (IA) Steps upon the Receipt of Fire Step 1 - Take Cover or Go Prone Step 2 - Face the Threat or Form 360⁰ Defence Step 3 - Locate the Direction of the Threat Step 4 - Return Fire Based on the ROE Step 5 - Form Line towards the Enemy Step 6 - Performing Fire Movement Based on Commander s Intent Fire Movement to the Front Step 1 - Calling the Commander s FCO Step 2 - Bounding Forward Step 3 - Eliminating the Threat Step 4 - Confirming the Kill Step 5 - Reorganising Step 6 - Returning to Mission Taking Casualties Fire Movement to the Rear Step 1 - Calling the Commander s FCO Step 2 - Bounding Rearwards Step 3 - Disengaging Step 4 - Reorganising WO (LBCU) WATUDUBE [KEVIN GOH] 2

4 Step 5 - Returning to Mission Taking Casualties Dialogue Example of a Rearward Fire Movement whilst taking Casualties Section Six - Obstacles Encountering Obstacles Considerations Crossing an Open Road Crossing a Creek/River Abandoned Car Abandoned House Getting Engaged Section Seven Basic Urban Operations (UO) Basic Principles UO Fighting Principles Reducing Exposure Covering Every Angle Constant Vigilance Building Clearing Basic Room Clearing Dill Clearing a Stairway Storming a Split Room General Procedure with Casualties Section 8 Radio Telecommunications The Phonetic Alphabet Using the Phonetic Alphabet to Spell Appointment Titles Prowords Basic Radio Call Template WO (LBCU) WATUDUBE [KEVIN GOH] 3

5 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] 4

6 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 - Private LCPL - 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 - Corporal SGT - Sergeant WO - 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 - Lieutenant CAPT - Captain MAJ - Major LTCOL - Lieutenant Colonel COL - 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 Ma am for females. Officers may still be addressed by rank without the need to follow through with Sir or Ma am. WO (LBCU) WATUDUBE [KEVIN GOH] 5

7 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 Ma am. 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] 6

8 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] 7

9 Infantry Section Figure 4: Roles within an Infantry Section HQ. WO (LBCU) WATUDUBE [KEVIN GOH] 8

10 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 soldier s 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 weapon s 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] 9

11 Rules of Engagement (ROE) Rules: Description: Fire Subordinates may fire at targets as per a specified FCO Free to Engage / Subordinates or Sub-Units may engage targets at their own discretion. Weapons Free Disengage Subordinates will stop firing at their current targets. Hold / Cease Fire Stop all weapons fire, do not engage any targets. Return Fire Only Subordinates are to fire only when fired upon. Check Targets / Subordinates are to ensure that the target is not a friendly or a civilian before Check Fire 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 subordinate s 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: Bearing #-#-# *Compass Directions* What the Command Word Refers to: Magnetic bearing of a compass, three single digits are to be used for reference. Example; Bearing Examples; North-Northeast, West-Southwest, Southeast or West. Note when calling directions based on Compass Direction, always use 27.5⁰ increments, so as to be more specific. 90⁰ directions in references to the direction of travel. Left / Right / Front / Rear # O Clock 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: Fire Cease Fire What the Command Word Refers to: Subordinates may fire at targets as per a specified FCO Stop all weapons fire, do not engage any targets. WO (LBCU) WATUDUBE [KEVIN GOH] 10

12 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 firer s discretion Examples; Reference Church or Reference Tree-Line. This command word is used to assist the commander in referencing his target s 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 commander s 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] 11

13 Rounds per Contact Rate Day Load Out Role Team Leader Automatic Rifleman Assist. Automatic Rifleman Light AT Rifleman Section Commander Combat Life Saver Repair Specialist Explosive Specialist Night Load Out Role Team Leader 120rnds Primary Weapon Rifle W/ Grenade Launcher Section Automatic Weapon Standard Rifle Standard Rifle Rifle W/ Grenade Launcher Standard Rifle Standard Rifle Standard Rifle Primary Weapon Rifle W/ Grenade Launcher Primary Attachment Rifle Collimator Optics Rifle Collimator Optics Rifle Collimator Optics Rifle Collimator Optics Rifle Collimator Optics Rifle Collimator Optics Rifle Collimator Optics Rifle Collimator Optics Primary Attachment Rifle Collimator Optics IR Laser 3 x M203 (HEDP) 1 x M203 (White) Primary Ammunition 2 x Contact Rate 2.5 x Contact Rate 2 x Contact Rate 2 x Contact Rate 2 x Contact Rate 2 x Contact Rate 2 x Contact Rate 2 x Contact Rate Primary Ammunition 2 x Contact Rate 1 x Frag Grenade 1 x Smoke (White) Thrown Munitions Other Munitions Other Equipment 2 x Frag Grenade 2 x Smoke (White) 2 x Frag Grenade 2 x Smoke (White) 2 x Frag Grenade 2 x Smoke (White) 2 x Frag Grenade 2 x Smoke (White) 2 x Frag Grenade 2 x Smoke (White) 2 x Frag Grenade 2 x Smoke (White) 2 x Smoke (Blue) 2 x Smoke (Purple) 2 x Frag Grenade 2 x Smoke (White) 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) Nil 2.5 x Contact Rate for Section Automatic Weapon PCML Launcher 3 x PCML Missile 6 x M203 (HEDP) 2 x M203 (White) 2 x M203 (Blue) 2 x M203 (Red) 2 x M203 (Yellow) Nil Nil 1 x Explosive Satchel 3 x Explosive Charge 3 x M6 Mine 2 x Claymore Charge 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 Thrown Munitions Other Munitions Other Equipment 2 x Frag Grenade 2 x Smoke (White) 2 x Chem Light (Blue) 2 x Chem Light (Red) 2 x Chem Light (Yellow) 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 Fist Aid Kits GPS Range Finder SR Radio Map Compass Watch Assault Pack WO (LBCU) WATUDUBE [KEVIN GOH] 12

14 Automatic Rifleman Assist. Automatic Rifleman Light AT Rifleman Section Commander Combat Life Saver Repair Specialist Explosive Specialist Section Automatic Weapon Standard Rifle Standard Rifle Rifle W/ Grenade Launcher Standard Rifle Standard Rifle Standard Rifle Rifle Collimator Optics IR Laser Rifle Collimator Optics IR Laser Rifle Collimator Optics IR Laser Rifle Collimator Optics IR Laser Rifle Collimator Optics IR Laser Rifle Collimator Optics IR Laser Rifle Collimator Optics IR Laser 2.5 x Contact Rate 2 x Contact Rate 2 x Contact Rate 2 x Contact Rate 2 x Contact Rate 2 x Contact Rate 2 x Contact Rate 2 x Frag Grenade 2 x Smoke (White) 2 x Chem Light (Blue) 2 x Frag Grenade 2 x Smoke (White) 2 x Chem Light (Blue) 2 x Frag Grenade 2 x Smoke (White) 2 x Chem Light (Blue) 2 x Frag Grenade 2 x Smoke (White) 2 x Chem Light (Blue) 2 x Frag Grenade 2 x Smoke (White) 2 x Chem Light (Blue) 2 x Chem Light (Green) 2 x Frag Grenade 2 x Smoke (White) 2 x Chem Light (Blue) 2 x Frag Grenade 2 x Smoke (White) 2 x Chem Light (Blue) 6 x Chem Light (Red) 2 x M203 Flare (Yellow) Nil 2.5 x Contact Rate for Section Automatic Weapon PCML Launcher 3 x PCML Missile 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 Nil 1 x Explosive Satchel 3 x Explosive Charge 3 x M6 Mine 2 x Claymore Charge 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] 13

15 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] 14

16 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] 15

17 Notice that in Figure 10, the majority of rounds were landing just above the target, despite aiming at the target s 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 soldier s 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 group s position, making it harder for enemies to make aimed shots. This however, obstructs the team s own view of the enemy and any peripheral vision blocked by the smoke. Launching Smoke for to Obstruct the Enemy s View M203 smoke grenades can be launched directly at the enemy s position. By doing this, the enemy s position is concealed but the enemy s 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: Used to Mark: Blue Smoke / IR Flare Friendly Units & Positions Red Smoke / Red Flare Priority Enemy Targets Yellow Smoke / Yellow Flare Secondary Enemy Targets Purple Smoke 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. WO (LBCU) WATUDUBE [KEVIN GOH] 16

18 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 weapon s 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. WO (LBCU) WATUDUBE [KEVIN GOH] 17

19 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 Soldier s 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. WO (LBCU) WATUDUBE [KEVIN GOH] 18

20 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: 45⁰ 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 PCML s 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. WO (LBCU) WATUDUBE [KEVIN GOH] 19

21 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. You ll notice that on Figure 16, the firer is aiming at the Armoured Car s roof mounted light, which is 100m away. The Mil-Line used however is the same as the 300m s 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. WO (LBCU) WATUDUBE [KEVIN GOH] 20

22 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. WO (LBCU) WATUDUBE [KEVIN GOH] 21

23 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. Announce Grenade! 2. Dash for a second and try to clear away from the grenade by at least 10m. 3. Face away from the grenade. 4. 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 one s 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

24 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. WO (LBCU) WATUDUBE [KEVIN GOH] 23

25 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 individual s 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. WO (LBCU) WATUDUBE [KEVIN GOH] 24

26 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 when in combat, as with the side step stances. Figure 29: Stand Stance. Moving There are three different stances for moving which are portrayed in Figures 30, 31 and 32. WO (LBCU) WATUDUBE [KEVIN GOH] 25

27 At Ease Whilst at ease, the individual s 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. Figure 30: Moving whilst at Ease. Alert Figure 31: Moving whilst at Alert. The Alert stance in used when an individual is in an unfriendly area. The individual s weapon is forward, ready to move to the High Alert stance when engaged. 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. WO (LBCU) WATUDUBE [KEVIN GOH] 26

28 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 formation s shape, the position of each individual is flexible as per the team leader s 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. WO (LBCU) WATUDUBE [KEVIN GOH] 27

29 Line Figure 36: Line Formation 2. The Line formation is simply a single row spread out as per the default spacing between individuals. Vee Formation Figure 39: Vee Formation. The vee formation is formed with individuals in making a V shape. File The File formation, also known as the Column formation, is simply a single column running down from the front to the rear. Figure 37: File Formation Arrowhead Formation Figure 40: Arrowhead Formation. 3. Staggered File A Staggered File formation consists of two columns with alternating individuals on either end of the formation. Figure 38: Staggered File The Arrowhead formation, also known as the Wedge formation simply consists of individuals moving in an inverted Vee formation. 2 3 Figure 41: Echelon Left Formation. 4 4 Echelon Left and Echelon 1 1 Right are easily formed with 3 the individuals in the team extending downwards in a Echelon Left Echelon Right 2 line to either the left or right of the point position. Figure 42: Echelon Right Formation Mirror Formations By default, the Line, Staggered File, Vee and Arrowhead formations can be mirror imaged depending on the Team Leader s 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. WO (LBCU) WATUDUBE [KEVIN GOH] 28

30 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 group s 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. Take Cover / Go Prone 2. Face the Threat / Form 360⁰ Defence 3. Locate the Direction of the Threat 4. Return Fire Based on ROE 5. Form Line Towards the Enemy 6. Perform Fire Movement Based on Commander s 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 360⁰ Defence After taking cover, the next step for the group under fire is to face the enemy. If the enemy s rough location was not identified during the start of the drill, the group is to form a 360⁰ defence based on the available cover. WO (LBCU) WATUDUBE [KEVIN GOH] 29

31 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. Figure 44: Group forming 360 defence after receiving fire from an unknown location. 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. 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. Figure 45: Forming a line towards the enemy threat. 5/3m 5/3m 5/3m Step 6 - Performing Fire Movement Based on Commander s Intent The final step of the contact drill is to perform a Fire Movement based on the Team leader s 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. WO (LBCU) WATUDUBE [KEVIN GOH] 30

32 Fire Movement to the Front Performing the Forward Fire Movement can be done in the following basic steps: 1. Calling the Commander s FCO 2. Bounding Forward 3. Eliminating the Threat 4. Confirming the Kill 5. Reorganising 6. Returning to Mission Step 1 - Calling the Commander s FCO After performing the first 5 Steps of the Combat Drill IA, the team under fire will await the Team Leader s 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 enemy s 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 Leader s 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. WO (LBCU) WATUDUBE [KEVIN GOH] 31

33 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. WO (LBCU) WATUDUBE [KEVIN GOH] 32

34 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 can t 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. WO (LBCU) WATUDUBE [KEVIN GOH] 33

35 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 WO (LBCU) WATUDUBE [KEVIN GOH] 34

36 for the Light AT Rifleman to break cover and creep around enemy s 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 enemy s 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 enemy s overrun position. The team will pull into a 360⁰ defence formation. WO (LBCU) WATUDUBE [KEVIN GOH] 35

37 Figure 53: The group reorganising after clearing the enemy's position. The reason behind moving 20m away from the enemy s position, despite it being cleared, is that the enemy could have called in indirect artillery fire on their location before being overrun. Once the 360⁰ 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: *Doesn t say anything, because he s dead.* Light AT Rifleman: Bayes is down! Light AT Rifleman: Woods! Red! Green! Yellow, out of Frags! ACE Report ACE Green Yellow Red Ammunition (Primary > 80% 80% - 40% < 40% Weapon Only) Casualties Not Injured Slightly Wounded Critically Wounded Equipment None Used / Damaged / Missing *State which Non-Vital Equipment was Used* *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! WO (LBCU) WATUDUBE [KEVIN GOH] 36

38 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 enemy s 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. Calling the Commander s FCO! 2. Bounding Rearwards 3. Disengaging 4. Reorganising 5. Returning to Mission Step 1 - Calling the Commander s FCO As with the Forward Fire Movement, the Team Leader will call an FCO to direct his group s 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 group s movements, the Team Leader will announce Smoke Screen Formed! followed by Odds, Move Back! WO (LBCU) WATUDUBE [KEVIN GOH] 37

39 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 can t 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

40 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 360⁰ 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 Section s 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 group s positon.* *A smoke screen gradually forms.* Team Leader: Odds, Move Back! WO (LBCU) WATUDUBE [KEVIN GOH] 39

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