1.Advanced Infantry Training1.2
Rules Of Engagement (Fire Discipline)There are 3 Fire conditions that the team leader can set in a mission and they should be adhered to as they can mean the difference between a mission being completed successfully or not.
1.2.1.
RED When fire condition is red the team members should not fire at the enemy.
All soldiers sighted and be reported to the team leader. Where possible move into a covering location and stay out of sight until new orders come from the team leader1.2.2.
YELLOW When fire condition is yellow then team members are clear to fire only
if fired upon or threatened by enemy moving to alert or combat status, it is good practice
in situations like this to alert the rest of the team so they can provide extra firepower or
take cover while this is happening.1.2.3.
GREEN When fire condition is green then all targets are available to shoot at,
again give team mates notice that you are firing, relay targets to the team leader and try to co-ordinate firepower with the rest of the team or give them notice that they should be in cover if in fire danger or in a situation of fratricide. (friendly fire)
1.3
Rate Of Fire1.3.1 This only applies to certain weapons, some weapons in the game have the ability to fire in single shot, burst and full automatic modes, the default key to cycle the fire modes is ‘F’ In maps where
visibility isn’t a problem and there is a lot of open ground defaulting to single shot is often better
as this tends to be more accurate than burst of full auto. In CQB situations burst or full auto is a
better choice because if an enemy appears in front of you unexpectedly firing will unleash a volley
of shots rather than one. Also the shotgun in SQB is a good weapon as although it fires one shot it
contains multiple projectiles that cover a wider area than a single cartridge. When using burst fire or
full auto make sure you are aware of how many bullets remain in the clip, better to reload too soon than too late.
2
Communications2.1.
TeamSpeak2.1.1. At the moment our preferred choice of comms software for operations is
TeamSpeak 3 due to the fact that the whole FPS community uses it so for recruiting purposes this is done.
For other Official Seawolves communications then
Ventrilo will be used.
2.1.2 In our virtual world we don’t use actual military radios, but with TeamSpeak and other Internet voice technologies, the similarities to real world radio practices are quite a good fit. All military units are trained to minimize extraneous or redundant radio traffic, primarily to permit valuable air time to be effectively maximized for clear and concise messaging relating to command and control, or contact reports and sitreps.
2.1.3. A secondary factor is often termed "net noise" which is created by multiple call signs all trying to send at the same time, resulting in simply too much incoming chatter. This can also be from multiple call signs not using radio procedure which violates tactical control of a situation. This "net noise" can cause fire teams to lose focus on their SA (situational awareness), as they're constantly attempting to separate important command and control information destined only for them, from the general or rubbish "net" traffic. Fighter pilots have an expression called "lose sight, lose the fight". Similarly, a ground based fire team needs to focus on their mission and the environment around them to be constantly alert for threats, while not being distracted with unnecessary traffic in their headsets.
2.1.4. One of the greatest contributors to "net noise" is the classic acknowledgment phrase such as "roger", "affirmative", "wilco" etc. If nine members of the same fire team are all sending these kinds of acknowledgments throughout a mission at the same time then there's a lot of confusion, besides a constant chatter of voices all saying basically the same thing. One way around this is to use also what fighter pilots use in response in that every member of the team is given a number and so when an order is given you reply with your number, then the commander knows who has received the message and by reply has understood it and will carry it out. For example, order, "Red six to four, move to grid 098276, over". The reply comes back "four,".
This indicates that that he has received and understood communication. The rest of the fire team also hear it, but it's not as distracting as there's no constant verbal noise in everyone's ear of BS chatter. After a bit of practice using this technique, it becomes almost second nature and can have a positive and calming impact on all squad radio communications.
2.1.5. Cussing on comms, is strictly forbidden. When you have to actually think to press a transmit switch to deliver cussing then its a deliberate act to transmit obscenities. While this may happen possibly once? continued abuse of this on radio comms will constitute disciplinary action.
2.1.6. How many times has everyone heard the following type of conversation over Voice Comms ?
Unknown voice over TeamSpeak says: "uhhh....there's some guys in the woods over there... uhhhh... they're coming this way now .... uhhh... I don't think they see me yet... uhhhh ... should I shoot them?"
.......then silence, followed by a message on your own game computer screen saying "Man down" or "soldiername is dead"2.1.7. Obviously, there's a lot of missing information about the enemy threat, such as .... who was the friendly call sign that engaged, what type of enemy, where are they, what appears to be their intentions and what are you doing about it? The rest of the fire team are left in the dark to draw their own conclusions as to the impact on the mission and what they should do next. All in all, this is not a workable solution for any real life special forces team.
All military units are trained to use a standard NATO form of radio procedure for reporting encounters with enemy forces. The reason for standardizing the format of for contact reporting, is to minimize extraneous radio traffic by creating a clear and concise common approach. Therefore, everyone listening on the radio net understands exactly the nature and scope of the enemy threat. In our virtual Arma world we use military radios with in game voice or with VOIP (teamspeak or ventrilo), virtually the same methodology can be utilized.
2.2.1.
Essential Knowledge2.2.2. All of the maps we use in the game have a grid system overlaid on them with co-ordinates in a 4 (for coarse locations) to a 6 figure (precise location). It is much easier to listen for a lat. long. grid co-ordinate when it is given as 104105, to take into account that we have members from a variety of European countries we have settled on the numeral grid in arma to use when giving movement orders or telling team mates where the enemy is positioned on the map. Once masteredit is a simple system, and very effective. This Radio alphabet is used to co-ordinate air and artillary strikes also from the grid system and also targets can be marked on the map as well as spoken.
It should be memorized as you will be tested on it.
2.2.3.
Radio AlphabetLetter......Code word.....PronunciationA..................Alpha............AL-FAH
B..................Bravo............BRAH-VOH
C..................Charlie..........CHAR-LEE
D..................Delta............DELL-TAA
E..................Echo.............ECK-OH
F..................Foxtrot..........FOKS-TROT
G..................Golf..............GOLF
H..................Hotel.............HO-TELL
I...................India.............IN-DEE-YAH
J...................Juliet............JEW-LEE ETT
K..................Kilo...............KEY-LOH
L..................Lima..............LEE-MAH
M..................Mike.............MIKE
N..................November......NO-VEM-BER
O..................Oscar...........OSS-KAH
P..................Papa.............PAA-PAH
Q.................Quebec..........KEE-BECK
R..................Romeo...........ROW-ME-OH
S..................Sierra............SEE-AIR-RAH
T..................Tango...........TANG-GO
U..................Uniform.........YOU-NEE-FORM
V..................Victor...........VIK-TAR
W.................Whiskey.........WISS-KEY
X..................X-ray............ECKS-RAY
Y..................Yankee..........YANG-KEY
Z..................Zulu..............ZOO-LOO
2.2.4.
Radio Numerals0...................Zero.............ZE-RO
1...................One..............WUN
2...................Two..............TOO
3...................Three............THR-REE
4...................Four..............FOW-ER
5...................Five..............FIFE
6...................Six................SIX
7...................Seven...........SEV-EN
8...................Eight.............ATE
9...................Nine..............NI-NER
2.3.1
Arma Quick Communication KeysBackspace.............sets
Command Menu0 (zero).................sets
Reply
Then default types of reply are as follows:-1. Ready/Done
2. Negative
3. Ready to fire
4. Cannot fire
7. Repeat
8. Roger
9. Custom
For example:-
When responding to an order in game to reply in the affirmative, you would key.....Backspace-0-8
The game voice replies "Roger" and the chat message responds "Soldiername - Roger"
2.3.2. For custom it leads to a secondary set of 1-0 files that you can add to a "Sound" folder. The sound folder can contain custom sounds listed from 1-0 alphabetically in .oog format that can express what you may want to say in sound and the file name of the sound will be expressed in chat. For example if your file name for number 2 is "Fire in Hole" . then hit backspace-0-9-2. The sound file expresses that sound action from the movie "black hawk down, " all will hear that with a beep to prompt them.
2.3.3. The "Sound" folder can also contain word documents listed alphabetically by filename from 1-0 (with no sound) and the file name of the document will be listed in chat as your text response.
2.3.4. Now you have learnt the above procedure lets try an Example with Fire Team under status condition "RED":-
Badger who is "4" in the team says: "Alpha-6, this is 4, CONTACT, Grid 541100, enemy infantry patrol strength, moving north east to myloc, threat imminent, awaiting orders."
(in voice Badger notes his number as 4 so he is recognized as squad sniper "4" )
Alpha-6 says over TeamSpeak says : "4, this is Alpha-6, Engage - Go GREEN,"
OR .. Alpha-6 uses a programmed key word Doc.."Engage...Go Green" in chat.
1. Badger responds responds in voice Replying "4" (preferred)
2. chat message "4" (preferred)
3. Pre-programmed message key Backspace-0-9-1 "badger - Engaging" (preferred)
4. Backspace-0-8 Game voice "Roger" and chatline "Badger - Roger"
Alpha-6 gets the aboves responses in game which gives him direct confirmation that Badger has received and understood his transmission and therefore cutting game chatter to a minimums so that people can focus on the game and the task at hand2.4 The Communication "Contact" Report
2.4.1. The form of the Contact Report answers the following questions:
1. Who is sending the report?
2. Where are the enemy?
3. What is their estimated strength, type and armament.
4. What appears to be their intentions and/or direction of travel.
5. What are you doing about them?
2.4.2.
Note: Contact Reports can be abused and over used. They're most useful in a situation where various fire teams are geographically separated performing individual mission tasks. If the entire nine man fire team is geographically on the same ground and everyone sees the same threat, often it's redundant to send a Contact Report, except if you believe that other team members can't see the actual threat. Therefore, information such as Grid References and possible enemy intentions might prove useful. The key is to use one's own best judgment. 2.4.3. Note: For obvious mission critical reasons, Contact Reports are classified as Priority radio transmissions. In other words, when you hear the operative word "Contact" over TeamSpeak,
the entire radio net should go quiet and listen for the reporting call sign to send his information. Often in real life Contact Reports, one hears the phrase "Leader, this is Badger, CONTACT... Wait ... Out". It usually causes the radio net to go silent waiting for the sending call sign to come back on the air and send the full report. It's a good way of getting the net cleared while the sender examines his maps (checking Grid References) and prepares to send full report. After a bit of practice using this technique, it becomes almost second nature and makes it much easier to communicate enemy threats, providing the team leader better command and control capability, plus improving the overall SA (situational awareness) of the entire fire team.
3. Observation
3.1. SOP (Tactics) - Observation and Scanning Terrain
3.1.1. How many times have you experienced your own "virtual death" when playing arma and
not ever seen where the fatal enemy fire came from? As in real life, seeing the enemy before he
sees you, often makes the critical difference in reaction time as to who fires first and with the
most accuracy. So, are there real world military observation training techniques that a player can
also apply to the arma military game simulation? Absolutely, although they don't translate
100% to a computer screen and mouse, they can make a subtle difference for those players that
have the patience and discipline to practice them. It should be noted that this article is not for the
"run and gun" arcade Quake types, charging all over the maps with Threat Indicators ON.
Rather, it's been written as a guide for those players that wish to play the game more as a military
simulation on both Co-Op type servers against A/I enemy, as well as team adversarial
games against real people.
3.2. General Principles for Observation
3.2.1. The general overriding principles of scanning terrain are first, be stationary in the prone position
(on your belly) if possible and second, be concealed and occupying the highest ground that
permits the greatest viewing distance. Once in position, you do a quick scan forward, taking in
your entire viewing angle looking for anything obvious that you should immediately react to. Pay
particular attention to and make a mental note of any "dead ground" in front of you. Dead
ground are areas where the terrain is depressed (i.e. gully’s, ravines and wide ditches etc), where
the enemy may easily conceal himself, or suddenly appear in front of you as they move forward
and rise up out of those depressions. If through your "Quick Scan" everything looks quiet and
normal, then you mentally divide your forward viewing angle into three distinct areas consisting of
foreground, middle distance and horizon. Once that's done, you begin a detailed and very slow
scan of the foreground (greatest threat) area, shifting when complete to the middle distance area
and finally, moving your scan to the far horizon. Pretend your eyes on your monitor (using your
mouse as well) are like a typewriter carriage in motion, except reversed. Always begin your scan
from RIGHT TO LEFT, moving across the designated area (foreground, middle distance,
horizon), then as you reach the end of each area, do a "carriage return" and shift your eyes back to
the right side of the next area, commencing your detailed RIGHT TO LEFT scan all over again.
3.2.2. Why RIGHT TO LEFT? Quite simply, we are conditioned as children and taught to read with a
more normal LEFT TO RIGHT eye movement. Our eye motion and associated muscles get
very comfortable moving in this direction and it creates very smooth movements through image
transitions with few pauses. Unfortunately, this muscle and mind conditioning also creates an
environment where it's easy for the eye to be lazy and miss something when scanning in this more
learned mode. However, if you scan RIGHT TO LEFT, you'll find it far more awkward for
your eye and mind coordination to get lazy, plus there's a tendency for your eyes to stop and
pause more often to focus on what you're seeing. The result is that you might identify things that
you'd easily miss when scanning in the more natural and conditioned LEFT TO RIGHT mode. Next time you're outside with real life terrain, test out this phenomenon and I think you'll get a
clear idea as to how this works. It also works with your eyes on your computer screen and with
your mouse movement in a similar, but less pronounced fashion.
3.2.3. Now that you're scanning the terrain from RIGHT TO LEFT, what are you actually looking
for? Basically, real world Special Forces teams are trained in the "4 S's and M" methodology for
observation and scanning terrain to their front. The "memory reminder" acronym stands for
Shape, Silhouette, Shadow, Surface and Movement.
Let's examine each one and see how you can apply them to Ghost Recon and perhaps gain a
slight visual edge by seeing the enemy first.
3.2.4. SHAPE
When scanning the terrain, look for anything that has a shape that isn't natural as compared to its
surroundings. Nature doesn’t make trees and bushes appear in an ordered and regular manner. In
other words, their shape usually is irregular and their edge patterns are not something that looks
symmetrical. If you see through or check out the edges of foliage, any shape that appears very
structured (manmade) and symmetrical is most likely a camouflaged vehicle or an enemy
infantryman. The same but reverse principle applies in built-up areas when examining the edges
of building corners, roof lines, window and door frames, or horizon pavement lines, where one
should not see irregular or non manmade edges. If you do, then it's most likely the shape of a
camouflaged vehicle or an enemy infantryman causing the break or unevenness in straight lines,
which should be showing a more natural symmetry.
3.2.5. SILHOUETTE
When scanning the terrain, look for anything that has a recognizable man or vehicle silhouette
displayed against any smooth background, horizon, window and door frames or building edge
line, that isn't natural as compared to its surroundings. In Arma, you might find that by
turning on "Night Vision Goggles" even during some day scenes, you'll sometimes spot the
enemy silhouetted against graphics terrain edge lines that you wouldn't otherwise see in low light, specially in fog. Conversely, with some night time maps, it's also a good idea to first scan with your "Night Vision" turned ON, then once again re-scan the same area with "Night Vision" turned OFF if thre is some light there. This may sound counter intuitive,especially at night, but occasionally you'll actually spot some things that you miss with the green glow of the "Night Vision" turned ON all the time with night maps.
3.2.6. SHADOW
When scanning the terrain, look for the casting of any man or vehicle shadows, beside or near
trees and bushes or building edge lines. Note that this won't happen unless you've turned ON the
shadows option under Display Options within the Arma setup. Turning this option ON
can be a heavy graphics drain on your frame rate, therefore the observation benefit in Arma for scanning may not warrant wasting the additional computing power needed.
3.2.7. SURFACE
When scanning the terrain, look for any surface or graphics texture that appears unnatural as
compared to its normal graphically rendered surroundings. In real life, this would include the
glinting or reflection from the sun off of items such as vehicle windshields, binoculars and any
other shiny surfaces that haven't been properly camouflaged or dulled down. In Arma,
these type of graphics features aren't rendered or simulated to a high degree. Therefore, its more about the colour and texture you notice when looking through or directly at foliage (day or night vision), or though windows and doors with "Night Vision" ON and noticing minute changes that would indicate an enemy.
3.2.8. MOVEMENT
Last but not least, we have the scanning of terrain for movement. This is perhaps the single
biggest action that reveals the position of the enemy. In short, unnecessary movement KILLS, so
keep this in mind for your own movement actions. It's difficult to spot movement while your eyes
(and mouse) are actually moving as well,
so develop a good habit of pausing for a minimum of at
least three seconds during your RIGHT TO LEFT scanning technique. Simply stare at the
centre of your viewing point (screen) and take in a mental snapshot of the image, while all of the
time sensing for any movement that isn't the result of the natural swaying of trees and bushes.
Often, you'll pick up fleeting movement out of the corner of your eye as any enemy in motion
appears and disappears into "dead ground" or behind obstacles. You should then ensure you take
up a safe fire position with your weapon's reticule tight and focused on the area (wide view) where
you sensed the motion. Be patient and wait him out, as often the enemy has simply paused to
perform his own scan and once complete, he'll start moving again.
3.2.9.
The RODS and CONES AffairBefore the general use of light intensification devices and Night Vision Goggles, special forces
units were trained to take advantage of the innate physiology of their eyes to be able to see before
being seeing at night. Are you ready for a lesson in "Rods and Cone's and how to use them to
your advantage at night for real life and also within Ghost Recon?
Some background then. Light is actually waves of excited electronic particles and those waves
come in different wavelengths. When those light waves hit a surface, each different type of surface
absorbs some of the wavelengths of light and the others are reflected back at us. Our eyes have
sensors called rods and cones. Rods sense brightness, cones sense colour. We have three different
types of cones, each sensitive to a different type of light- one red, one blue, one green. Rods are
sensitive enough to respond to a single photon, the basic unit of light, but together they create
only one coarse, grey image, which is just adequate for seeing in poor light. Fine detail and colour
come from the cones, but they need a lot more light and work best in broad daylight. Inside the
human eye, there are eighteen times more rods than cones. In an interesting article by Joshua
Walrath, titled The Human Eye (and Visual Cortex), that tells you more about rods and cones
then you'll ever want to know.
In Joshua's article, he notes the fact that rods are also much more sensitive than cones, primarily
due to microscopic examination of the retina which shows that there is a much greater
concentration of rods on the outer edges. Next time your outside, try his simple experiment that
you can do yourself on any starry night. Look at the stars out of your peripheral vision and pick
out a faint star from your periphery and then look at it directly. It should disappear, and when you again turn and look at it from the periphery, it will pop back into view. Is it magic? Far from it,
rather it's a simple technique of using the rods in your eyes as a highly effective tool when
scanning ground to your front looking for the "4 S's and M".
Does the real life outside "rods" scanning system work with your Arma? No, but
there's an interesting trick of the graphics rendering that accomplishes something similar. Often
when you are sitting staring at the terrain and scene on your monitor, particularly with "Night
Vision Goggles" turned ON, you might think you can just make out some feint object directly in
the middle of your screen. It seems to be almost there, but not quite. If you take your mouse and
move it slightly to the left or right of the area you are trying to view, you might suddenly make out
the shape or silhouette of a vehicle or man that wasn't viewable when looking directly at them. In
effect, your moving your mouse like you would your head in real life at night, thereby using the
"rods" in your eyes through peripheral vision to enhance the low light detail. It could be termed
"gaming the game", but on the other hand it's remarkably like the real life imagery one picks up
when prowling through terrain at night without the benefit of modern enhanced night vision
devices.
In summary, the true better scoring players in Arma are most often the people with the lowest lag who get their shot off first. They tend to see the enemy first and react with their mouse quicker.
They seem to have eyes in the back of their heads and always appear to
be one brief mouse click firing ahead of you, just after you've spotted them a little too late.
Practice some of these techniques off-line to get used to being more patient and scanning the
ground around you more effectively. Once you get comfortable using these techniques and they
become second nature, then go on-line with some low ping rate servers and try some adversarial games against real people. All other system and playing factors being equal, I think you'll be surprised at how much better you do then before you developed better observation and scanning skills.
4. Movement
4.1 Movement Techniques
A movement technique is the manner a unit uses to traverse terrain. There are three movement
techniques:
1. traveling
2. traveling over watch
3. bounding over watch.
The selection of a movement technique is based on the likelihood of enemy contact and the need for speed. Factors to consider for each technique are control, dispersion, speed, and security. Movement techniques are not fixed formations. They refer to the distances between soldiers, teams, and squads that
vary based on mission, enemy, terrain, visibility, and any other factor that affects control. Soldiers
must be able to see his fire team leaders. In arma the platoon leader should be able to see his lead squad
leader. Leaders control movement with arm-and-hand signals, radios and chat messages,when needed.
4.2
Moving as a single unitThe principle of single unit (or single person) movement is quite a simple one. The following
simple rules should be adhered to in almost all situations;
1.
Move slow unless you are sure that there are no enemies watching – remember that the AI
has very good spotting range and even if it appears clear there might be a sniper with his (or
her) eyes in your direction
2.
Move low, a crouch is best. It offers the best compromise between speed and concealment.
When enemies are nearby or you are trying to get into a sniper or concealed position the best
way to move is
prone. Try to avoid standing – this only serves to draw unwanted attention.
3.
Plan your movement – Think ahead.•
Scan the ground ahead and choose your next cover – make use of trees, bushes and any
other obstacle that will give cover. Remember that if the enemy doesn’t see you they
won’t shoot you.
•
Plan your route to that cover – make use of the terrain and use it to your advantage, avoid
crossing ridges or moving along the tops of hills
•
Before you move off take one last look for enemy
• As soon as the next point is reached
take your cover and observe to area ahead
4.3
Moving as a squad (3 man) unitWhen moving as a 3 man unit the principles outlined in the single unit movement MUST still be
used. However, in 3 or more man movement there are certain problems that need to be
addressed;
1. Before you move you must
be aware of where your squad mates are and they must be
aware of your position.
2.
Do not cross lines of fire – if you have to, i.e. to leapfrog the point man, let them know
that you are going to do it – if you don’t they might open fire as you cross their line and
kill you.
3.
Always give a “GO” command once you have a covering position so your squad mates
can then begin to move.
4.
Cover you squad mates as they move and BEFORE you move. Ensure that they give the
“GO” command before you move.
There are a couple of techniques that can be employed for effective squad movement;
1.
Leapfrogging – Player Alpha 1 moves to their chosen cover position and gives the
“GO” command. Player Alpha 2 moves up to and PAST A1 while A1 covers. A2 then
gives the “GO” command and A3 moves up and past both A1 and A2 while they give
cover. This process then repeats itself.
2.
Pointing – Alpha 1 takes point. They move to their next cover. Alpha 2 and 3 cover.
Alpha 1 gives the “GO” command and Alpha 2 moves up to the last position of Alpha 1.
The same happens for Alpha 3 and then is repeated.
4.4.
Moving as a 3 squad (9 man) unitAs above the principles already listed can be and should be used in full team movement. One
squad moves 2 squads cover – simple.
The major problem posed by this is the amount of people on the battlefield. It is very difficult for
the team leader to effectively co-ordinate the squad as a whole if commands are not listened to or
obeyed. Bunching is another problem that MUST be avoided. When Alpha Squad is moving both Bravo
and Charlie need to be in a position to cover but must not follow or converge of Alpha.
One squad – the rear one – MUST also cover the rear. It’s no use having the front squads moving
effectively if some enemies suddenly shoot you in the back.
In an assault situation every player should be aware of the position of friendly units – this is
doubly important in CQB and house clearing. If a breach is to be made by 2 or more squads
through separate entrances then it is VITAL that everyone that is taking part knows the entry
route and they must make sure not to kill their comrades.
Best practice in this type of situation is to use a different level of the building for each squad to
enter (if possible).4.5
Avoid Detection: Patrols must use stealth, and use the cover and concealment of the terrain to
its maximum advantage. Whenever possible, move during limited visibility in order to maximize
technological advantages gained by night vision devices and to hinder the enemy’s ability to detect
the patrol. Exploit the enemy’s weaknesses, and attempt to time movements to coincide with
other operations that are distracting the enemy.
4.5.1.
Movement techniques(1) The traveling is used when enemy contact is not likely but speed is necessary.
(2) The traveling over watch is used when enemy contact is possible.
(3) The bounding over watch is used when enemy contact is likely, or when crossing a danger
area.
4.5.2.
Traveling. In the traveling technique, the distance between individuals is about 10 meters
with 20 meters between squads. It has the following characteristics:
(1) More control than traveling over watch but less than bounding over watch.
(2) Minimum dispersion.
(3) Maximum speed.
(4) Minimum security.
4.5.3.
Traveling Over watch. The traveling over watch technique is the basic movement
technique.
(1) The distance between individuals is about 20 meters, between teams about 50 meters
(2) In platoon traveling over watch, the lead squad must be far enough ahead of the rest of
the platoon to detect or engage any enemy before the enemy observes or fires on the
main body. However, it must be close enough to be supported by the platoon’s small
arm’s fires. This is normally between 50 to 100 meters, depending on terrain, vegetation,
and light and weather conditions.
(3) In a column formation, only the lead squad should use the traveling over watch; however,
if greater dispersion is desired, all squads may use it.
(4) In other formations, all squads use traveling over watch unless the platoon leader specifies
not to.
(5) Traveling over watch has the following characteristics:
• Good control
• Good dispersion
• Good speed
• Good security forward
4.5.4
Bounding Over watch .
(1) In the bounding over watch technique, the distance between men remains approximately
20 meters. The distance between teams and squads varies.
(2) The squad or platoon has a bounding element and an over watch element. The bounding
element moves while the over watch element occupies an over watch position that can
cover the route of the bounding element by fire. Each bound is within supporting range
of the over watch element.

(figure 4.5.4 Bounding overwatch
(3) The length of a bound depends on the terrain, visibility, and control.
(4) Before a bound, the leader gives the following instructions to his subordinates:
• Direction of the enemy if known
• Position of over watch elements
• Next over watch position
• Route of the bounding element
• What to do after the bounding element reaches the next position
• How the elements receive follow-on orders
(5) The characteristics of bounding over watch are:
• Maximum control
• Maximum dispersion
• Minimum speed
• Maximum security
4.5.5. Platoon Bounding Over watch
(1) Method One. When platoons use bounding over watch, one squad bounds and one
squad over watches; the third squad awaits orders. Forward observers stay with the
over watching squad to call for fire. Platoon leaders normally stay with the over
watching squad who use machine guns and attached weapons to support the bounding
squad.
(2) Method Two. Another way is to have one squad use bounding over watch and have
the other two squads use traveling or traveling over watch technique

(Figure 4.5.5 Platoon Bounding Overwatch)
(3) Movement Considerations. When deciding where to move the bounding element,
consider:
• Where the enemy is likely to be
• The mission
• The routes to the next over watch position
• The weapons ranges of the over watching unit
• The responsiveness of the rest of the unit
• The fields of fire at the next over watch position
4.5.6
ScoutingIf the team leader wants to know more information about a particular area he may send in one or
two members as scouts, when scouting the whole point is to relay information to the team leader
and the rest of the team so staying out of trouble is of paramount importance. Listening for
movement can not be overemphasised as when the enemy is moving they will make a lot of noise,
its very rare for people to move using the walk button (shift) which makes movement quieter,
crawling will make noise as well as walking and running, listening before you burst round a
corner could save your life.
All of the items listed in moving as a single unit can be applied but more so. Select your route
before you start to move, select each piece of cover and move to it then give a good look around
your immediate area reporting back to your team leader if you spot anything. When in cover
move very slowly as rapid movements will give you away every time. Take time to scan the
horizon, if the enemy is crawling over the brow of a hill they will stand out a mile, but so will you
if you do the same.
Once your next point of cover is selected and you are certain there is no enemy presence in the
area, move and move quickly, then take cover and scan the area again. Take care not to move too
far away from the main squad or you may get cut off or your exit route could become
compromised.
If you do need to engage the enemy try to make sure they have no cover and wont have a chance
to return fire, engage them with full aggression until the threat is neutralized then be prepared to
move quickly because the enemy will know you are in the area and will come to investigate.
5.
Enemy Encounters5.1
When to fireOnly fire without orders if you are directly threatened or attacked by hostiles. At all other times
wait for the command from the match or team leader. This is vital – you might alert enemies to
the presence of the squad and compromise the mission.
5.2
Alerting Team matesWhen an enemy is spotted that is NOT a direct threat the team needs to be made aware. The
following procedure needs to be followed.
1. Call a halt to the team if necessary.
2. Inform team that an enemy is near or in view
3. Report the position of the enemy. Give a grid reference and the amount of enemies
spotted and any direction of travel.
4. Wait for the command to shoot from the team leader – DO NOT open fire without that
command.
5.3
Co-ordinating fireOnce an enemy sighting has been called in the team leader might decide to call a team fire
mission. The leader might try to co-ordinate the fire of the squad. Follow the following principles
1. Listen to the commands from the team leader – they will explain where you are to move
to and what you are to do when there.
2. Follow that command and seek cover.
3. Report that you are in position
4. Observe the movements of the enemy units you are to target and report any deviations
from their original patrol route
5. On the command from the leader – open fire – NOT BEFORE.