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Secure
A tactical mission task that involves preventing a unit, facility, or geographical location from being damaged or destroyed as a result of enemy action.
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Occupy
A tactical mission task that involves a force moving a friendly force into an area so that it can control that area. Both the force’s movement to and occupation of the area occur without enemy opposition.
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Isolate
A tactical mission task that requires a unit to seal off—both physically and psychologically—an enemy from sources of support, deny the enemy freedom of movement, and prevent the isolated enemy force from having contact with other enemy forces.
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Suppress
A tactical mission task that results in temporary degradation of the performance of a force or weapons system below the level needed to accomplish the mission.
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Ambush
An attack by fire or other destructive means from concealed positions on a moving or temporarily halted enemy.
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Delay
A form of retrograde in which a force under pressure trades space for time by slowing the enemy’s momentum and inflicting maximum damage on the enemy without, in principle, becoming decisively engaged.
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Destroy
A tactical mission task that physically renders an enemy force combat-ineffective until it is reconstituted. Alternatively, to destroy a combat system is to damage it so badly that it cannot perform any function or be restored to a usable condition without being entirely rebuilt.
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Clear
A tactical mission task that requires the commander to remove all enemy forces and eliminate organized resistance within an assigned area.
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Attack by Fire
A tactical mission task in which a commander uses direct fires, supported by indirect fires, to engage an enemy force without closing with the enemy to destroy, suppress, fix, or deceive that enemy.
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Neutralize
A tactical mission task that results in rendering enemy personnel or materiel incapable of interfering with a particular operation.
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Disrupt
A tactical mission task in which a commander integrates direct and indirect fires, terrain, and obstacles to upset an enemy’s formation or tempo, interrupt his timetable, or cause enemy forces to commit prematurely or attack in piecemeal fashion.
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Support by Fire
A tactical mission task in which a maneuver force moves to a position where it can engage the enemy by direct fire in support of another maneuvering force.
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Contain
A tactical mission task that requires the commander to stop, hold, or surround enemy forces or to cause them to center their activity on a given front and prevent them from withdrawing any part of their forces for use elsewhere.
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Fix
A tactical mission task where a commander prevents the enemy from moving any part of his force from a specific location for a specific period. Fix is also an obstacle effect that focuses fire planning and obstacle effort to slow an attacker’s movement within a specified area, normally an engagement area.
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Restrictive Fire Line (RFL)
A line established between converging friendly surface forces that prohibits fires or their effects across that line.
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Final Protective Fire (FPF)
An immediately available prearranged barrier of fire designed to impede enemy movement across defensive lines or areas.
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Line of Departure (LD)
A phase line crossed at a prescribed time by troops initiating an offensive operation.
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Check Point
A predetermined point on the ground used to control movement, tactical maneuver, and orientation
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Troop Leading Procedures
1. Receive the Mission
2. Issue a Warning Order
3. Make a Tentative Plan
4. Initiate Movement
5. Conduct Reconnaissance
6. Issue the Order
7. Supervise and Refine
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Steps of Intelligence Preparation of the Battfield
(IPB)
- 1. Define the Operational Environment/Battlespace
- Products: Area of Operations, Area of Influence, Area of Interest
- 2. Describe Environmental Effects on Operations/Describe the Battlefield Effects
- Products: Situational Template (SITTEMP)
- describing terrain, weather, and civil considerations within the Battlespace
- 3. Evaluate the Threat/Adversary
- Products: Doctrinal Template (DOCTEMP)
- 4. Determine Threat/Adversary COA’s
- Products: Modified Combined Obstacles Overlay (MCOO) describing how the Battlespace effects will effect the Adversary based on their Doctrine.
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Movement Formations
1. Column- |
2. Wedge- ^
3. Vee- V
4. Line- ___
5. Echelon- ' '
6. Box
7. Diamond
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Movement Techniques
1. Traveling – Fastest, Enemy Contact not likely
2. Traveling Overwatch - Medium, Enemy Contact possible
- 3. Bounding Overwatch - Slowest, Enemy Contact expected
- a. Successive
- b. Alternating
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Principles of War
1. Mass: Concentrate the effects of combat power at the most advantageous place and time to produce decisive results.
2. Offensive: Seize, retain, and exploit the initiative.
3. Objective: Direct every military operation toward a clearly defined decisive, and achievable goal.
4. Surprise: Strike at a time or place or in a manner for which the enemy is unprepared
5. Economy of Force: Expend minimum essential combat power on secondary efforts in order to allocate the maximum possible combat power on primary efforts.
6. Maneuver: Place the enemy in a position of disadvantage through the flexible application of combat power.
7. Unity of Command: Ensure unity of effort under one responsible commander for every objective.
8. Security: Prevent the enemy from acquiring unexpected advantage.
9. Simplicity: Increase the probability that plans and operations will be executed as intended by preparing clear, uncomplicated plans and concise orders.
10. Restraint: Limit collateral damage and prevent the unnecessary use of force.
11. Perseverance: Ensure the commitment necessary to attain the national strategic end state
12. Legitimacy: Maintain legal and moral authority in the conduct of operations.
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Characteristics of Defensive Operations
- 1. Disruption
- 2. Flexibility
- 3. Maneuver
- 4. Mass and Concentration
- 5. Operations in Depth
- 6. Preparation
- 7. Security
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Characteristics of Offensive Operations
- 1. Audacity
- 2. Concentration
- 3. Surprise
- 4. Tempo
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Forms of Maneauver
- 1. Envelopment
- 2. Flank Attack
- 3. Frontal Attack
- 4. Infiltration
- 5. Penetration
- 6. Turning Movement
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Tenets of Breaching Operations
- 1. Intelligence
- 2. Fundamentals
- 3. Organization
- 4. Mass
- 5. Synchronization
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Fundamentals of Breaching
- 1. Suppress
- 2. Obscure
- 3. Secure
- 4. Reduce
- 5. Assault
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Elements of Combat Power
- 1. Leadership
- 2. Information
- 3. Mission Command
- 4. Movement and Maneuver
- 5. Intelligence
- 6. Fires
- 7. Sustainment
- 8. Protection
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Levels of War
- 1. Strategic
- 2. Operational
- 3. Tactical
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Warfighting Functions
- 1. Intelligence
- 2. Movement and Maneuver
- 3. Fire Support
- 4. Protection
- 5. Sustainment
- 6. Command and Control
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OAKOC
- Obstacles
- Avenues of Approach
- Key Terrain
- Observation of Fields of Fire
- Cover and Concealment
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Weapons Control Status
1. Weapons Hold: Most restrictive, no engaging except in self-defense or in response to a formal order
2. Weapons Tight: Engage only targets positively identified as EN
3. Weapons Free: Least restrictive, engage any target that is not positively identified as friendly
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Fundamentals of Reconnaissance
- 1. Ensure continuous reconnaissance
- 2. Do not keep reconnaissance assets in reserve
- 3. Orient on the objective
- 4. Report information rapidly and accurately
- 5. Retain freedom of maneuver
- 6. Gain and maintain enemy contact
- 7. Develop the situation rapidly
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Classes of Supply
- I - Food, rations, and water
- II - Clothing
- III - Petroleum, oils, and lubricants
- IV - Fortification and barrier materials
- V - Ammunition
- VI - Personal items
- VII - Major End items
- VIII - Medical supplies, minimal amounts
- IX - Repair parts
- X - Misc supplies
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Decisive Point
A geographic place, specific key event, critical system or function that allows commanders to gain a marked advantage over an enemy and greatly influence the outcome of an attack.
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Commander's Critical Information Requirements
(CCIR)
An information requirement identified by the commander as being critical to facilitating timely decision making
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Priority Information Requirements
(PIR)
An intelligence requirement stated as a priority for intelligence support, that the commander and staff need to understand the adversary or other aspects of the operational environment
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Battle Drill 1
Platoon Attack
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Battle Drill 1A
Squad Attack
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Battle Drill 2
React to Contact
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Battle Drill 3
Break Contact
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Battle Drill 4
React to Ambush
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Battle Drill 5
Knock out a Bunker
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Battle Drill 6
Enter Building / Clear Room
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Battle Drill 7
Enter / Clear a trench
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Battle Drill 8
Conduct Initial Breach of a Mined Wire Obstacle
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Military Working Dog Team
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Outpost / Observation Post
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Friendly / Enemy / Neutral / Unknown
Blue / Red / Green / Yellow
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M4
- Caliber: 5.56mm
- Max Effective Range: 500m (Point) / 600m (Area)
- Max Range: 3,600m
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M16
- Caliber: 5.56mm
- Max Effective Range: 550m (Point) / 800 (Area)
- Max Range: 3,600m
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M249
- Caliber: 5.56mm
- Max Effective Range: 800m
- Max Range: 3,600m
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M240
- Caliber: 7.62mm
- Max Effective Range: 800m (Point) / 1,100 (Area)
- Max Range: 3,750m
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M2 Machine Gun
- Caliber: .50cal
- Max Effective Range: 1,200m (Point) / 1,830m (Area)
- Max Range: 6,760m
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MK19
- Caliber: 40mm
- Max Effective Range: 1,500m (Point)
- Max Range: 2,200m
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M21 Rifle
- Caliber: 7.62mm
- Range: 690m
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Barret .50cal
- Caliber: .50cal
- Range: 1,800m
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Javelin
- Caliber: 127mm
- Range: 2,000m
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TOW2-B
- Caliber: 147mm
- Range: 3,750m
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M224 Mortar
- Caliber: 60mm
- Range: 70m (min) / 3,500m (max)
- Munition Type: HE, WP, Illum
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M252 Mortar
- Caliber: 81mm
- Range: 70m (min) / 5,600m (max)
- Munition Type: HE, WP, Illum
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M120 Mortar
- Caliber: 120mm
- Range: 200m (min) / 7,200m (max)
- Munition Type: HE, Smoke, Illum
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M1A1 Abrams
- Caliber: 120mm, .50cal, 7.62mm
- Crew: 4
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M2 Bradley
- Caliber: 25mm, 7.62mm, TOW2
- Crew: 3 (6 Passengers)
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M113
Caliber: 40mm, .50cal, 7.62mm, 5.56mm
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M203
- Caliber: 40mm
- Range: 150m (Point) / 350m (Area)
- Max Range: 400m
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AK-47
- Caliber: 7.62mm
- Max Effective Range: 300m (Point) / 800m (Area)
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RPK
- Caliber: 7.62mm
- Effective Range: 800m
- Max Range: 3,000m
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PKM
- Caliber: 7.62mm
- Effective Range: 1,000m
- Max Range: 3800m
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